@zeblasky their combined ramming damage multiplicator has changed from 2,25 times to 2,1 and reducing ramming damage by 9,333% has a very minor impact overall (it is only important against boarding fleets, where you want as much damage as possible in the shortest time). overall I think navy got the biggest buffs this time with price reductions for key ships (CR line and retribution), while fleets they may struggle with got nerfed (the capping changes are huge for navy too. they always struggle to take out escorts).
@nikof135 I think orks can spam seven BBs now
@nin6 I am not saying they are the same, but that it makes sense to compare CW to the other eldar (torpedo spamming) fleets. CW lost one torpedo LC if you want to have escorts too. DE have one more torpedo charge in the same weight class and can still run three torpedo BBs with now 4 charges, corsairs can run one more cruiser and have one more torpedo charge in the same weight class too (20 torps per salvo for three salvos vs 32 torps per salvo for two salvos).
other fleets can run 7 CR lists, or 1 BB 5 CR now, so it makes some sense for CW to have more charges to keep up (I had not enough time to really play test it).
@beernchips first of all, fighters and bombers have different move speed. if you can pull off to time the arrival from different strike groups against a moving fleet, you deserve to be rewarded.
secondly, that's what you already do more or less with massed carriers. send some fighter followed by bombers (or torpedos). this makes only sense if you have a lot of hangars/ordnance, that's one big reason why only a few carriers is not working offensively.
lastly, zero / low CD fighters that you can recall are extremely strong defensibly. it is quite hard to kill their charge off if you pay attention. low CD is probably better to avoid abuse.
let's be productive and try to salvage the changes: it is good to have a recall strike craft button. if they want to keep the freeze, split the CD between fighters and bombers / assault craft (or maybe even all three). so that you can launch one fighter group and bomber / assault craft group per ship. reduce the cooldown for fighters to zero (keeping the freeze until your squad is back / destroyed) and reduce the CD for bombers / assault craft to something like 15-20 seconds. this means every hangar is useful for counter strike craft duty and for offensive use if the other player has no fighter cover. this would probably shift the meta to include at least some hangars in every list and it would make overwhelming star pulse crons more manageable. this does not change that point-blank carriers are the way to go.
@beernchips the problem is that you barely could get through a fully braced fleet with a full carrier build and that it is pretty easy to kite ordnance at long range (splitting fighters from bombers). the only exception for this were 20 hangar nids builds, which can be easily nerfed by pricing without tinkering with hangars in general. necrons being able to completly shut down carrier play is another problem (which will never be solved, as long as you cannot change fleets after seeing your opponent).
the new mechanic for hangars introduced by patch 3 is horrible (if you launch hangar craft, your hangar CD is frozen until your craft returns or are destroyed. only then the CD ticks down). whatever the intention of this change was (making hangars cheaper without overpowering them?), it is not working.
they play pretty simple: use point-blank torpedos with reload + kin-crewed buffed macros to focus fire ships down (the 2nd upgrade depends on the other fleet, but AP ammo is always good). you probably want the torpedo battleship to be more crit-resistant (I have not done a price analysis after the last patch). use all of your ships for focus firing (including escorts) and against most fleets take either stasis bomb or dark matter cannon to delay concentrated focus-firing from the other fleet (imo stasis bomb is a bit better, because it is an effective protection against macros) and the 75 front armor skill to have more sustain until your second torpedos salvo is ready (btw, at the moment it works for ramming too).
use your stealth mostly to get a good initial engagement, don't try to retreat to restealth. most of the time you will only suffer damage without dealing any. morale loss is a bigger problem for you than receiving crits, don't waste your order on emergency repair.