• WAR THUNDER Mk5 -- Tanks open beta test now!
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So, was Americal Stock belts god-tier or shit tier again?
[QUOTE=Oscar Lima Echo;45113812]So, was Americal Stock belts god-tier or shit tier again?[/QUOTE] God tier for sure
[QUOTE=Oscar Lima Echo;45113812]So, was Americal Stock belts god-tier or shit tier again?[/QUOTE] On .50 always go with Ground Targets, on the special newer ones that are on P-51/P-47 and M3 fiddies you [I]can[/I] optionally go with tracer belts if you like laser show but I still go with ground.
[QUOTE=Awesomecaek;45113872]On .50 always go with Ground Targets, on the special newer ones that are on P-51/P-47 and M3 fiddies you [I]can[/I] optionally go with tracer belts if you like laser show but I still go with ground.[/QUOTE] Whoops good point here I was assuming he was talking about the AN/M2s for some reason Yeah fiddy/.30 cal stock belts are mega shit tier get ground belts ASAP
If you mean American 20mm then real men shoot Stealth, if you need your baby wheel stabilizer tracers then go with default.
[QUOTE=Awesomecaek;45113893]If you mean American 20mm then real men shoot Stealth, if you need your baby wheel stabilizer tracers then go with default.[/QUOTE] no matter what you say the night tracer practice rounds dont seem to hit as hard as the AP rounds Im also not entirely sure that they are night tracers because some of the German cannons actually have labelled night tracers in game, so I would think they would actually label the American ones as such if they were actually night tracers.
[QUOTE=Timebomb575;45114037]no matter what you say the night tracer practice rounds dont seem to hit as hard as the AP rounds[/QUOTE] If we're talking about damage then sure, yeah, it's better. The, uhh, stealth advantage of, uhh, stealth is too good to pass up once you know a weapon's ballistics well.
P47 with tracers are good enough from a shock and awe standpoint alone. You can set guys on fire easily and they freak out since they can see every bullet come over their head before they're shredded up. I run with two P-47's so I usually have the brown one use Tracers and the Steel one use Ground.
[QUOTE=Timebomb575;45114037]no matter what you say the night tracer practice rounds dont seem to hit as hard as the AP rounds Im also not entirely sure that they are night tracers because some of the German cannons actually have labelled night tracers in game, so I would think they would actually label the American ones as such if they were actually night tracers.[/QUOTE] Well even if you want to discuss usability of the practice AP, the HE shell is better than either and the Stealth belt has 3/4 HE instead of 2/3 HE so in sheer damage it still comes out on top regardless of what the shells actually are. And I honestly do not know if the practice shell is better or worse then AP-T because the enemy wing always flies off way too fast due to the HE overload. [editline]16th June 2014[/editline] And as Shibbey mentioned, Stealth comes with advantage of, well, being Stealth. I would use Stealth on my fighters at least in RB even if it didn't do more damage. [editline]16th June 2014[/editline] If I could mix my own belt it would just be pure HEI
Tbh ammo belts are probably the least important part of a fighter (for plane vs plane combat) unless it's some extreme case (nippon 7.7s, anything built by Mussolini doing shit all with P/P/P/P/T or whatever).
Gonna have to disagree. Many nations have very bad stock-belts. You can get kills with almost any belt, but it's a game of what kills faster. That's really important in RB when you have limited ammo. And it's exceptionally important when fighting ammo-absorbing bombers. Not to mention having the option to go full laser beam or stealth ammo can be useful too. My best mix is almost always stealth cannons and tracer MGs.
I feel like in realistic I'm battling my teammates for points more than I am battling the enemy. Shit tier team culture brought to you by Gaijin's CEO: "Restraint? Teamwork? Energy preservation? What is any of that? Greedy assholes, you don't deserve points." [editline]jlka[/editline] I would start a thread about it on Reddit but I have the stinking suspicion that they're just as blindly pro-Gaijin's-everything as the official forums.
[QUOTE=Shibbey;45115198]Tbh ammo belts are probably the least important part of a fighter (for plane vs plane combat) unless it's some extreme case (nippon 7.7s, anything built by Mussolini doing shit all with P/P/P/P/T or whatever).[/QUOTE] For japan, all the stock belts for every gun suck. The most important part of getting a new plane is immediately grinding to get 20mm belts so you can actually bloody kill things instead of tickling them and then having them either not die or getting your kill stolen
After grinding to Tier IV US, mostly in arcade, without using a premium account, I've started playing realistic battles. It has also made me realize that I have no idea how to properly fight other aircraft. So now I have a series of questions that I've wanted to ask since I knew eventually I'd want to start doing realistic. A: Ammo Types Since I'm flying US (currently using the F8F-1 Bearcat, will have the 1B in about 12k RP), looking at [url=http://facepunch.com/showthread.php?t=1393870&p=45013214&viewfull=1#post45013214]Doom14's post[/url], the most recommended is AP and API-T. Which would be better to use, "Ground Targets" belts or "Tracers" belts? The GT belts have the M2 AP that "Fucks everything up sideways", but Tracer belts "Fucks almost as good, but better on planes". The GT belts are also mixed with the crappier AP-I and I ammo. My impression from what I've seen in other posts is that when using cannons (on fighters at least), go for HE shells since those have a good chance of just blowing the control surfaces/wings/fuselage apart. Is this correct that HE is preferred? Also, do these standards apply to other countries? Are AP heavy belts still recommended over others? B: Convergence What is the most recommended convergence distance? Since US planes are basically all wing mounted weapons, this is a bit more important as not many US planes have nose guns. I currently use 400m, but I don't know if this should/will change based on whatever tactics someone may recommend. Since I'm mostly flying without any specific tactics at the moment (explained later), my engagement distances are rarely consistent. I've found that 400m seems to work best for me. I know some have said it's preference, but would anyone suggest other distances, and why that instead? C: How to properly engage and fight other nations / Each nations tactics I know each plane has a somewhat specific way of fighting, which is basically what this is asking about. I know Germans like BnZ, Japs like turn-fighting, and Brits like climbing, but that's basically all I know, and I know it doesn't apply to all of the planes in each nation. Are there better examples of each nations/plane-lines fighting styles? This is also why in B I asked about recommended convergence distance since, if I'm not fighting correctly, my 400m convergence may not be suited for specific engagements. In connection to that, what are the recommended ways of dealing with each nation, as other nations? Ex: How do you deal with superior Brit climbing? Or dealing with German BnZ? D: Maneuvers This will probably connect to C pretty significantly, but what are some good maneuvers to learn/memorize so I have a better chance of killing/surviving? Simple question, but I know the answer(s) will be complicated since it depends on who/where(altitude) you're fighting. A lot of questions, but since I assume C and D are the most important, I figured I should just ask instead of only doing well every 1 in 6 matches. Also, sorry for the slight wall.
Hey, do you guys wanna play some tier 1 arcade matches?
(I'm not ignoring your post LittleDog, I just don't feel confident enough to answer anything) Does anyone know what Gaijin is working on right now? Like, do they have a roadmap or forum thread or anything that lets the players know what they're doing? For as generally annoying as Wargaming is, that's one thing I like about their development process. They communicate. They don't [I]interact[/I] well with English speakers, but they communicate nonetheless.
[QUOTE=Mbbird;45116457](I'm not ignoring your post LittleDog, I just don't feel confident enough to answer anything) Does anyone know what Gaijin is working on right now? Like, do they have a roadmap or forum thread or anything that lets the players know what they're doing? For as generally annoying as Wargaming is, that's one thing I like about their development process. They communicate. They don't [I]interact[/I] well with English speakers, but they communicate nonetheless.[/QUOTE] It's fine. They're just general questions that anyone can answer whenever or throw links at or whatever. It's not like answers need to be 100% perfect either, I'm basically just looking for general advice (on the listed things) since I'm almost constantly getting destroyed.
[QUOTE=iamgoofball;45116398]Hey, do you guys wanna play some tier 1 arcade matches?[/QUOTE] Oi goof, I got no real position in [IFAP] talk to one of the other lads here who does if you want in, I can't really help you. Sorry for not adding right away either, I usually don't do random adds unless they respond in tune with a comment later or something. I think we're full up, but we got plenty of people sitting idle in there who can be ditched. :v: [QUOTE=Mbbird;45116457]Does anyone know what Gaijin is working on right now? Like, do they have a roadmap or forum thread or anything that lets the players know what they're doing? For as generally annoying as Wargaming is, that's one thing I like about their development process. They communicate. They don't [I]interact[/I] well with English speakers, but they communicate nonetheless.[/QUOTE] No, I don't. It's been silent on their front. My biggest bet is that they're gonna push out a content update soon with the stuff from the dev server (few new tanks, small patches, little shit, a new map) - and the big content 1.42 update or whatever will be far later. Month or few from now. If you want, I can go dig everything they're working on that should be in soon. Gonna tackle you in a sec LittleDog
[QUOTE=Doom14;45116503]Oi goof, I got no real position in [IFAP] talk to one of the other lads here who does if you want in, I can't really help you. Sorry for not adding right away either, I usually don't do random adds unless they respond in tune with a comment later or something. I think we're full up, but we got plenty of people sitting idle in there who can be ditched. :v:[/QUOTE] maybe do a google doc roll call to see who is active and who isnt?
Alright, thanks. I'll try to get ahold of some of the members.
[QUOTE=LittleDogX;45116366]A: Ammo Types Which would be better to use, "Ground Targets" belts or "Tracers" belts?[/QUOTE] To be fair, I wrote that not remembering that the stock belt come M3 MG was fucking incredible. So if you're talking about the F8F-1, your options are: [B] Stock:[/B] Extremely rounded, best raw-AP ratio, free, smallest chance of fires. Can kill pillboxes. 1/4 Tracer. Fuckin' wrecks light pillboxes if you throw it in the slits from 500m or less to kill them easily. Don't ignore the free part. The money saved from ammo belts over time can be more than you think. [B] Ground Target:[/B] Less raw AP than you think. A little better suited for planes, due to AP-I and the superior M23 I instead of M1 I. 1/6 Tracer makes it seem less threatening and some people prefer less of them (IE, me.) Can still kill light pillboxes handily. [B]Tracer:[/B] M20 API-T for days. Extremely high chance of fires. Extremely high chance of laser light show. Cannot kill light pillboxes or tanks. Does less "raw" damage over the M2 AP (imo.) 100% Tracer. Did I mention a lot of tracers? [IMG]http://i.cubeupload.com/URRYAJ.jpg[/IMG] [QUOTE=LittleDogX;45116366]Is this correct that HE is preferred?[/QUOTE] For cannons, yes. Almost always. The only exception might be if you wanted to slap some tanks with a select few guns, like the Mk 103 (NOT 108) 30mm, or some bigger guns. And with Germany, aim for the Mineshell under a name I hate spelling with a funny B. It's basically HE+. Another oddball is the HS 129B-3, in which the AP-T (stock) ammo is actually the best bet for busting tanks and not the HVAP. [QUOTE=LittleDogX;45116366]Also, do these standards apply to other countries? Are AP heavy belts still recommended over others[/QUOTE] [B] MG - AP Cannon - HE[/B] You can argue that sometimes you want more API-T, or AP-I - but I like to rely on killing the plane over fires. It's more gun specific, too. For example, Italian AP rounds are fucking terrible and you might as well go for fires with them instead. Do your best to avoid raw "T" "P", and other silly rounds. German "IAI" on the 13mm I think is somewhat explosive? I use it for it's pretty tracer. [QUOTE=LittleDogX;45116366]What is the most recommended convergence distance? I know some have said it's preference, but would anyone suggest other distances, and why that instead?[/QUOTE] It's extremely preference, but I'll put it this way. The normal I hear about is [B]300-600m.[/B] My standard is [B]500m.[/B] My "I intend to hug them" is [B]250-300m.[/B] Some insane Jap pilots use [B]< 100m.[/B] The smaller the convergence, the closer you have to get, the more likely your rounds are going to wreck the fuck out of someone. It's true you don't need convergence on nose guns, but I don't bother switching back and it's never bothered me. The further the guns are out on the wing, the more viciously convergence affects it. At my usual 500m, some wing guns have extreme trouble hitting planes close to me, so much so that I have to aim off to the side a bit from where I should be aiming. [QUOTE=LittleDogX;45116366]Each nations tactics - I know each plane has a somewhat specific way of fighting, which is basically what this is asking about. In connection to that, what are the recommended ways of dealing with each nation, as other nations? Ex: How do you deal with superior Brit climbing? Or dealing with German BnZ?[/QUOTE] This is a little more complicated, and I'm sure Shibby, Goon, or some other hardcore RB players can give you more specific advice than I can. I'm gonna give you some extreme basics. Use the inverse of this to play them - IE with USA, stay high, fast, and don't turn near the enemy. I am [B]not[/B] the best person for this, so take it with salt. [B]USA:[/B] Bleed their energy and altitude. Most turn excessively bad at low speed. [B]German:[/B] Bleed their energy, they rely on this and can somewhat climb well. They do poor at low altitude later. Similar to USA. [B]Russia:[/B] Inverse, get them high. Try to force them into climbs as long as you can climb better or are further away. Very few Russian props operate well at high altitude. [B]Britain: [/B]Make high speed passes on them. Don't engage in turn-fights. Try never to let them catch you in a situation where you have less energy, if possible. [B]Japan:[/B] I almost never see them, but they have issues diving and maintaining speed. A few of their planes can, however, and most pilots are grizzled and angry - so best of luck. [IMG]http://i.cubeupload.com/4Er6Nh.jpg[/IMG] [QUOTE=LittleDogX;45116366]Maneuvers[/QUOTE] [B]Ones that work in Arcade:[/B] [B]Extremely fast boom and zoom:[/B] If you're not getting a "REDUCE SPEED" then you're not doing it right. [B]Extreme energy difference prop-hanging:[/B] Point your nose straight up, wait for the enemy to bottom out or stall, -then- dive. If you fuck this up, they'll just shoot you. [B]Rolling Scissors:[/B] Only a good idea if you roll better and turn similarly or better. Maybe a few others I forgot. Arcade's a clusterfuck, yo. [B]Ones that work in Realistic:[/B] Pretty much anything that doesn't assume the other pilot is: retarded, flying straight, or can't pull magic maneuvers because of mouse control. I can't really help you here, but there's plenty online. Realistic relies heavily on energy conservation and manipulation. For example, when you make sharp turns, add in some verticality near the middle, making a little peak before dropping back down into the turn. You'll turn sharper and come out of it faster to boot. There's a name for this somewhere. I'll let other people fill you in on tactics. Mbbird does doodles now so there's that.
I just discovered that enemy bots are scripted to fire their guns :(
The way to fight Japanese planes is by using your superior dive, climb, and straight line speed in order to preform quick and hard attacks before they can turn into you. Dive on them, and if you miss run the fuck away, either by just flooring it, or diving, if the pilot is smart he won't follow you. If you lose speed around a Japanese plane you're dead. Source: Angry lover of glorious Nippon planes.
Why does the Tier 1 soviet bomber has a frontal mounted MG and yet it cannot use it off the bat?
Someone PLEASE explain air combat maneuvers to be and how to not make the instructor hijack my plane with the slightest move of the mouse because I feel like a total fucking mongoloid playing planes. [editline]15th June 2014[/editline] I've put close to 200 hours into planes and still have no idea what the fuck I'm doing because of that god damn instructor preventing me from doing anything more complex than BnZ.
[QUOTE=Taepodong-2;45117370]Someone PLEASE explain air combat maneuvers to be and how to not make the instructor hijack my plane with the slightest move of the mouse because I feel like a total fucking mongoloid playing planes. [editline]15th June 2014[/editline] I've put close to 200 hours into planes and still have no idea what the fuck I'm doing because of that god damn instructor preventing me from doing anything more complex than BnZ.[/QUOTE] WASD. [editline]15th June 2014[/editline] (in addition to mouse aim)
[QUOTE=Mbbird;45117457]WASD. [editline]15th June 2014[/editline] (in addition to mouse aim)[/QUOTE] Instructor auto levels me when I do that. I should just stick to tanks, it's frustrating having to literally fight against your own plane to make it do what you want while also trying to fight other people.
[QUOTE=Taepodong-2;45117519]Instructor auto levels me when I do that. I should just stick to tanks, it's frustrating having to literally fight against your own plane to make it do what you want while also trying to fight other people.[/QUOTE] Change your controls to realistic. No instructor.
[QUOTE=Mbbird;45117457]WASD. [editline]15th June 2014[/editline] (in addition to mouse aim)[/QUOTE] *QEWASD QE - Rudder (Yaw) WS - Elevator (Pitch) AD - Ailerons (Roll) All the instructor will keep you from doing is stalling and flying upside down all the time. You're barely restricted and only the most spergy-of-the-sperg can use the tiny minmax differences from having no instructor to really beat a mouse user of roughly equal skill. Not to mention it's infinitely easier to aim with the dragged-by-wire mouse controls than it is with a stick since War Thunder doesn't really seem to like sticks. Don't be afraid to whip the mouse around. Don't be afraid to take control of control surfaces if you know which to use (ie elevators in a sharp turn.) And do understand the instructor in RB will fucking simulate wind or something for some reason and try not to fight that when not maneuvering. It's trying to help you most of the time, by choosing the most energy efficient means to get to where you're pointing. The flight models and instructor-AI keep it from being optimum, however - as evidenced by wobbles and how aggressive it is on using the roll-turns instead of just the rudder. The instructor and you will have an intimate powerplay relationship, and unless you learn to take control by directing her and using rough full-out controls via QEWASD, you're going to remain the sub bitch in said relationship. :v:
And how exactly am I inccorect, bird?
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