• WAR THUNDER Mk5 -- Tanks open beta test now!
    9,543 replies, posted
[QUOTE=Lupin;45117611]And how exactly am I inccorect, bird?[/QUOTE] virtual joystick is total unfiltered pain. i mean joystick is one thing with pros and cons but virtual joystick is just nopeeeeeeeeee
[QUOTE=Mbbird;45117670]virtual joystick is total unfiltered pain. i mean joystick is one thing with pros and cons but virtual joystick is just nopeeeeeeeeee[/QUOTE] Oh, didn't even know about that since I've always used a stick.
Ah, yeah, anything above simple forces joystick one way or another. Taepo and anyone else listening, it's also worth noting that there aren't a whole lot of instances where you want to be fiddling with QEWASD [I]and[/I] shooting. Mouse aim is really, really good for aiming, so sometimes you should just let instructor be the slowass that it is. You basically have to manhandle it for everything else though. Scissor maneuvers are impossible without, yoyos are more annoying, etc. Again, everything without WASD is slower. Also yeah I mean there is Q and E but I can't think of very many scenarios where you'll want to actually use them. That's one small place where joystick users might be ahead, but mouse aim still utilizes them to a point automatically (EG while aiming or doing very light turns), so there's that.
[QUOTE=Doom14;45116702]Ammo Stuff[/quote] Why is API worse than straight AP though? [QUOTE=Doom14;45116702]Convergence Stuff[/quote] Since cannons have a large amount of spread, is it beneficial to set their convergence distance higher to try and limit the amount it spreads? And for closer targets you could just offset your aim? [QUOTE=Doom14;45116702]Country properties[/quote] So basically try to get an altitude advantage and use hit/run tactics while preserving energy on pretty much everyone? [QUOTE=Doom14;45116702]Maneuvers[/quote] [quote]can't pull magic maneuvers because of mouse control[/quote] Are you referring to Mouse-Aim limiting maneuverability? As in, if someone were using a joystick, even though they'd have the loss of accuracy when firing, but better control over the aircraft? I assume this is what you mean, but I'll ask anyway. My understanding is that the extra maneuverability from joysticks isn't worth the loss of accuracy when firing, based on what I've read in the past at least. [QUOTE=Doom14;45116702]Mbbird does doodles now so there's that.[/QUOTE] MMBird you've been put on the spot. I look forward to your A+ art and suggestions. (You don't actually have to)
[QUOTE=Mbbird;45117670]virtual joystick is total unfiltered pain. i mean joystick is one thing with pros and cons but virtual joystick is just nopeeeeeeeeee[/QUOTE] I fly frb with virtual joystick because I like frb tanks and I regularly shoot down enemy players and bomb enemy player tanks. The only significant disadvantage I feel at my frb level is lack of analog rudder.
[QUOTE=LittleDogX;45117803]Why is API worse than straight AP though?[/quote] Incendiary bullets lose mass as they go from the compound burning, this alters the ballistics of the bullet which already is less dense because its filled with incendiary compound [editline]16th June 2014[/editline] WWII tracer bullets also suffer from this to some extent.
[QUOTE=Kyle902;45118055]Incendiary bullets lose mass as they go from the compound burning, this alters the ballistics of the bullet which already is less dense because its filled with incendiary compound [editline]16th June 2014[/editline] WWII tracer bullets also suffer from this to some extent.[/QUOTE] True incendiary rounds only starts burning like a contact fused cannon round. According to the pilots, they would see flashes.
[QUOTE=Kyle902;45118055]Incendiary bullets lose mass as they go from the compound burning, this alters the ballistics of the bullet which already is less dense because its filled with incendiary compound [editline]16th June 2014[/editline] WWII tracer bullets also suffer from this to some extent.[/QUOTE] Uh, you are describing a tracer, an incendiary round did keep it's compound intact until impact. It's just that they had a hollow to store the compound which was far less dense/strong than steel and thus the round was lighter, keeping less energy at high ranges and having weaker impact.
Well I got it half right then. I guess I was thinking about API-Ts
I think they are called IAI in game.
Ughh... is there any reason why so many people are just not bothered with capping?
[QUOTE=LittleDogX;45117803]Why is API worse than straight AP though?[/QUOTE] The more stuff you try to make a single round to, the less good it is at doing all of those things together. Tracers also burn off and affect bullet mass/stability. As per AP-I - when you add an incendiary component, like others have said, it's going to be less "good" at being a straight up AP round over a plain-Jane AP round. About the only exception to this is the British HEF-SAPI round, which is fucking incredible. [QUOTE=LittleDogX;45117803]Since cannons have a large amount of spread, is it beneficial to set their convergence distance higher to try and limit the amount it spreads? And for closer targets you could just offset your aim?[/QUOTE] Different cannons have different spreads. Convergence won't really fix them from what I've seen; since it's an inherit gun issue. Feel free to experiment. As per the last bit - yes, when you have a convergence over 300-500m or so, when you're extremely close to people, your wing guns are only gonna skim the enemy's wings and miss the fuselage if you aim normally. [QUOTE=LittleDogX;45117803]So basically try to get an altitude advantage and use hit/run tactics while preserving energy on pretty much everyone?[/QUOTE] Yes. You can turn-fight with Bongs/Nips if the enemy is stupid enough to try, but energy (altitude + speed) is (usually) king in RB. [QUOTE=LittleDogX;45117803]Are you referring to Mouse-Aim limiting maneuverability? As in, if someone were using a joystick, even though they'd have the loss of accuracy when firing, but better control over the aircraft? I assume this is what you mean, but I'll ask anyway. My understanding is that the extra maneuverability from joysticks isn't worth the loss of accuracy when firing, based on what I've read in the past at least.[/QUOTE] Exactly. I've seen a few people scream that Joystick is the only true way - but I've never seen anyone back up their claim that they can aim just as good as a mouse dragger. Joysticks can still make passes with the best of them, but a Mouse can keep up with Ivan Ivaonvich Ivanisky having an flying aneurism in his Yak-9T.
[QUOTE=Awesomecaek;45117931]I fly frb with virtual joystick because I like frb tanks and I regularly shoot down enemy players and bomb enemy player tanks. The only significant disadvantage I feel at my frb level is lack of analog rudder.[/QUOTE] Yeah you're crazy by the way because it's the least intuitive control system I've ever seen in my life in all genres of all games of all platforms.
[QUOTE=Mbbird;45120711]Yeah you're crazy by the way because it's the least intuitive control system I've ever seen in my life in all genres of all games of all platforms.[/QUOTE] I dunno, constantly dragging the mouse in order to turn harder in Bf1942 might be up there.
How to win as America vs Japanese: Queue in a team of entirely B-25s. The Japanese will run out of ammo before they kill all of you. Is the damage model for the B-25 bugged? Because as far as I'm concerned it is.
[QUOTE=Mbbird;45121041]Queue in a team of entirely B-25s. The Japanese will run out of ammo before they kill all of you.[/QUOTE] B-25? How do you think it is when there's B-17s shitting out criticals in a 360 degree sphere. One or two will only slow down Japs, but when there's 6+ of them, they usually don't have the ammo.
[QUOTE=Doom14;45121057]ammo.[/QUOTE] You're underestimating the powers of the [I]SPECIAL ATTACK SQUADRON.[/I]
It does seem there are very particular times to play and not to play Japanese. For Japan, there's nothing inbetween "Sky Samurai" and "died in the first minute because [B]pretty culors[/B]".
[QUOTE=Doom14;45116702]This is a little more complicated, and I'm sure Shibby[/QUOTE] Spell my name right ;-; But you're right I can give more specific advice (stop generalising by nation, gosh, every time you call Japanese turnfighters a Bearkitten gets clubbed by a Ki-84). [I]~Common fighter aircraft and how to fuck them up~[/I] becuz doom a butt (ilu tho rly) [b]NAZI PLANES[/b] -- The Messerschmitt BF-109 series is characterised by one real major performance feature above all else, in my opinion, and that's an extremely high power to weight ratio. The 109 series (all of them) is a very light airframe with a very powerful engine. What you also have to appreciate is that the 109 airframe, by the mid-war thereabouts was very ugly aerodynamically. It's very square and boxy and has a bunch of ugly lumps because they couldn't fit the shitty 13mms anywhere. It retains energy very poorly because of which, what it does to make up for it is generate a huge amount with the fuckhuge engine. 109s will fight in the vertical almost exclusively, changing direction at the top of loops and diving back down on opponents. Some also play a strict Focke-Wulf style BnZ but these are lazy wehraboos who don't know how to fly their own plane. A 109's main weaknesses are: -- The looping twirly style of the 109 will often leave it slow and vulnerable at the peak of its loops, perfect for another fighter to come in and slay them. -- Dives like utter shit. Really ugly aerodynamically, remember? Compression will send this thing into the ground. -- G-6 and onwards usually have low straight line speeds compared to their opponents (Tempest, Spitfire, Lavochkin, P-51) -- G-2 and backwards are usually very much out-turned by their opponents (Spitfire, Hurricane, Airacobra, Yak, Lalas). They posess mediocre agility for the tier, and in the first few turns and loops you'll be able to evade them, as whatever you're flying probably has better energy retention, until the 109's sheer powah comes in to play. -- Mk108 cannons have shit velocity, so you can wiggle and dance and you probably won't get hit. The machine guns are shit too. -- In baby mode they're really reliant on the WEP to get shit done, so half the time they'll be pretty vulnerable, but you don't really know when the other guy is boosting anyway sooooo. ---------- -- The Focke-Wulf 190 (and Tank-152) is an actual real strict BnZ plane known for its extreme speed, extreme dives, and being completely shithouse when stock. It's a very sleek, aerodynamic, but heavy aircraft with universally good firepower and an exceptional roll rate. The shortnosed variants are the sexiest planes in the German tree. FW190s will dive on you, blast you to pieces, and zoom away. They will do nothing else if they're even slightly above average. Fockes are lone wolves (wulves), usually fighting by themselves, but don't be surprised if you get engaged by 2 or 3 working together. Focke-Wulves will avoid big furballs like the plague, and instead try to target loners, and low altitude players. The weak, the vulnerable. Nazis are pretty mean, as it turns out. The 190s main weaknesses are: -- Fucking wide turning circle. Extremly poor wing loading means that all turns, both horizontal and vertical, are very, very, very wide compared to most other fighters. Literally anything can out-turn these planes, including some bombers. -- Mediocre climbrate (except for the D-9). Fockes are reliant on having an energy advantage over their opponent so they can go for a clean zoom. The easiest and most obvious way is having an altitude advantage so they can dive. Wulves will sometimes chill and climb off to the side for a bit just to get that extra altitude advantage. -- Shit high altitude performance (except for the D-13). Their engines are tuned for low-mid altitude engagements. Power loss is expected at above 4.5km, and you can usually pull some vertical pilot shit on them because of which (unless you're in a slav plane). -- Very few evasive options. If you're behind a FW-190, most of what it can do is scream for help while you chase it down. They may dive away from you, some have quite good top speeds, but it's very hard for them to actually reverse a situation. Most of the time they'll just piss off, tail betwixt their legs. Some weird people who are very good at planes will initiate a barrel roll to try and get behind you. This is viable, but not very reliable in AB and RB, it's more of an SB thing. -- True to its name, the Wulf-Focke has a lifetime ban from Berlin zoo. ---------- -- The He-112 is a plane that exists at low ranks and because of which I should probably mention it. V and A are the same plane, except the A actually has a gun. Gets absolutely wrecked by compression in a dive, and accelerates really well in one too for some reason. Mediocre climb rate, excellent low speed turn radius, poor energy retention, bad roll rate. The B-0 and B-1 are the same plane pretty much except one prints money and has 0.7 higher BR (lol?). Similar to the A and V, except better handling at high speeds, and worse handling at low speeds. MG/FFs are disappointing without the /M part. -- Pfffhahahahaha Italian planes ---------- [B]ITS SIX BONG M8[/b] -- The Spitfire series is really kinda complex but I'm gonna break it down for you (I know I'm great aren't I <3). [url=https://www.youtube.com/watch?v=_u4Md_aXVJE]Required listening.[/url] -- The Mk1, Mk2, and MkV all fly pretty similarly. The Mk2 is probably the best one of these. These Spitfires are very, light with a good engine, much like the 109. The sheer size of the plane's wings, however, mean that while also being a great vertical mover, it turns very well in the horizontal too. Because it [I]can turn[/I], it means pubbies will turn. Unfortunately for the Spits, the first lots of them don't maintain energy very well in turns. You'll often see these things slow at low altitudes because [I]someone[/I] said the entire tree is turnfighters. A good Spitfire uses its high altitude performance and flies it similarly to a Yak, exploiting its high speed to attack opponents, and then exploiting its vertical agility to hound them down with immelmanns and that sort of thing. -- Try nosing down when a Spitfire 1/2/5 is behind you, in RB and SB the float-carb is modelled, and you might be able to get them to cut their engines out, or atleast lose power for a bit. Good Spits will either not follow you, or they will roll over first to dive on you. -- The MkV bleeds energy absolutely horribly because of the ugly /trop filter (Gaijin when implement a real MkV with clipped wings? tia). Like really, really badly. Horribly. I can't emphasis how bad the MkV's energy retention is. -- As the first lot of Hispanos are drum fed instead of belt fed, they typically have very low cannon ammo. That's a very exploitable trait if you can keep evading, unfortuantely, Hispanos are pretty amazing cannons, so it's not like throwing off a Mk108's shells. Still, if one has five kills already, you're probably not going to get cannon'd, and instead peppered to death with machine gun rounds. -- What the fuck is the 1941 MkVC doing up at that BR? Get down from there, you'll fight Bearcats if you're not careful, mister! If you see a MkVC, pity it and let it get some kills, it's a rare beast. -- Shit rollrate at high speeds, high speed barrel rolls and scissors are the way to go. ---------- -- The Spitfire F.IX, LF.IX, and F.XVI are all based on the Mk.9 Airframe. The Mk.9 is a bit infamous in War Thunder because of it being powered almost exclusively by Wehraboo tears throughout patch 1.33. After being uptiered, split into two, removed from the American store, reintroduced to the American store, and then quadrupled in price, the Mk.9 and friends are still pretty goddamn stronk aircraft and rather big threats. They're everything strong about the Spitfire (agility, speed, climb, acceleration) increased further with the holes patched up (we fuel injection now, can dive well, high ammo counts, the XVI is an incredibly good roller). That said, they have weaknesses, don't be afraid to take them on. -- The F.IX has rather poor low altitude performance, it's more suited for medium altitude engagements. The L.F is the opposite, it's an absolute monster at low altitudes, it's pretty good at medium altitudes, but it's poor at 6000+ metres. The L.F will probably beat you to 6km, it climbs like an absolute monster, but once it's up there it's pretty easy to exploit. -- The IXes dive kinda badly at the rank. It's an improvement over the MkVs for sure, but it's still easy to go into a rolling dive and throw them off with the poor rollrate. -- The XVI, with its clipped wings, turns worse than the IXes, but gains roll rate in return. It still turns well, and it doesn't have the best roll rate in the world, but it's certainly an interesting oddity in the Spitfire line. The XVI (perhaps underperforming?) has a low dive limit, and the elevators compress far more than the IXes do, pilots of this plane are usually reluctant to hit high speeds. Treat the XVI like an ultra-La-7, basically. -- Again, pubbies do flat turns in these planes all the time for some reason and I have no idea why. Punish them. ---------- -- Griffon Spitfires (I will call them Griffons) are the latest harvester of Wehraboo tears, and there are four of the lovely things to use. The 14 and 18 are quite similar so if something applies to one, it applies to the other. The 22 and 24 are extremely similar too, with the only real difference in-game being bombloads and fuel loads. The 22 and 24 have incomplete flight models, when they're fixed up, they will accelerate much faster, dive better, and overheat less. As a trade off, they will become far less agile (overperforming quite a bit in turn) and probably will shoot up a rank or two. Griffons are different from the other Spitfires mostly because of their engine, called, fittingly, the Griffon engine. The previous Spitfires all used variants of the Merlin engine. What the Griffon engine grants the Spitfires is [I][B]UBER EXTREME ACCELERATION[/B][/I] because the Griffon engine was fucking powerful. The planes are much heavier though, and turn worse. Horizontal turning in these planes is very rare, and pilots will probably fight fully in the vertical now, or even execute FW-190 style BnZ attacks, using the heavy firepower (FOUR HISPANOS) to swat fighters (namely, you) out of the sky. -- The 14 and 18 both actually turn surprisingly poorly horizontally for a Spitfire, and many planes, such as the Bearcat, and the high tier Yaks, can actually out turn it and out-roll it. You might be able to bait pubbies into a dogfight that you can win. -- All four of them are designed for low altitude fights. They'll still perform admirably at medium altitudes, but very poorly at high altitudes. The 14 and 18 lose a lot of power, and the 22/24 just starts overheating to death. -- Due to the shotgun-like nature of unupgraded MkV Hispanos, Spits will often try to get very close to you before blasting away, giving you some extra time to evade. ---------- -- Okay, done with Spitfires. The Hurricane Mk1 and Mk2B are probably the purest "turnfighters" in the British tree with only a single set of wings. Posessing very large wings and a very lightweight construction, the Hurricanes are quite powerful in low tier games, having both great low speed acceleration, and the punch to back up BnZ attacks with up to twelve (!!!) machine guns. They climb well for pre-war planes, and turn extremely well. The weaknesses of the Hurricane series are: -- Extremely fragile. It's made of fabric and wood. It burns very easily, and is destroyed very easily by even the lightest machine guns. It shouldn't take a lot of effort to put one down. -- Not very aerodynamic at all, because of which, it has a poor top speed and abysmal dive. Just... dive away, it won't be able to chase you. Similar to the Spitfire, it has float-carb issues, and the engine cuts out with negative G-forces. -- 12 machine guns are nice, but once you get to higher tiers they just don't cut through heavily armoured planes anymore. You'll be able to shrug off a Hurricane's hits quite well. -- While the Hurricane crushes planes with a lower BR than it, it struggles massively against planes above it, such as the Corsair, Yak-7, and 109-F1. ---------- -- The Hawker Typhoons and Tempests where Hawker's next aircraft in line after the Hurricane, designed initially as high altitude interceptors, the Typhoons were soon found to be actually not good at all at high altitudes (SOLID DESIGN THERE M8) and were moved towards a ground attack role. That doesn't mean they aren't great aircraft. While they have poor agility all around (with the exception of very high speed turning being quite solid), they dive extremely well, easily capable of pushing 800km/h+ dives. Armoured with either twelve machine guns or four Hispano MkII cannons, the Typhoons carry an exceptional amount of ammo for ripping through enemy planes and ground vehicles. The Tempest V was the last Hawker aircraft to see WW2, and it takes the Typhoon and turns it up to 11. The dive and straight line speeds of this thing are off the rails (it was a notorious jet-buster in its day), the roll rate actually becomes a thing, and against all reason it's still agile too. The Tempest II is a souped-up version of the Tempest V and god help us all when the Sea Fury becomes a thing. The weaknesses of these planes are something along the lines of: -- The Typhoons have very poor roll rate at high speeds. If one is diving on you, a direction change will usually force it to pull out, or risk crashing. Even at low speeds the roll rate isn't great, try barrel rolls, scissors, some of that pilot shit. -- The Typhoon with 12 machine guns suffers from the same problem as the Hurricane, it struggles with higher ranked vehicles, and it has to get very close and try and start a fire to bring down its foes. -- All four aircraft in this series are designed for very low altitude engagements, historically taking the role of a ground attacker. Drag them up, 3km is about their effective service ceiling, though the Tempest is still atleast competitive way, way past that. -- The turn radius of the Typhoon isn't bad at all, but there are still plenty of planes that can out turn it. It also loses quite a lot of energy in turns, but the Napier Sabre engine is fucking strong and can make that back easily. -- The Premium Typhoon (a very popular Typhoon) overheats like fuck, and most pilots of it will be impatient to get a duel over and done with so they can start chilling off their engine. Prolonged dogfights can work in your favour. -- Count yourself really lucky the Tempest 2 is a bitch to upgrade so nobody flies them, because otherwise it will fuck you up six ways from sunday. ---------- [B]STALINIUM DETECTED[/b] -- Lumber Yaks, by Yakovlev, are thankfully a lot more similar with eachother than Spitfires are so it will be less effort for me to tippertapper out. I'll split it into early Yakyaks (Yak-7 --> Yak-9K) and late yaks (Yak-3 --> Yak-9UT). -- Yaks, like all Soviet planes, adhere to a specific set of rules. They are a jack of all trades, master of none. They are agile but not overly so, quick but not fast, good guns with low ammo, good climbrate under 3km, terrible climbrate over 4km. Blablablabla you've heard this all before. Compared to other Soviet planes, early Yaks maintain their agility at high speeds much better, especially compared to Lalas. The early Yaks are equipped with 1-2 machine guns of either light or heavily calibre, and one cannon. Typically Yaks will harass with the machine guns to cripple, and then get a killing blow with the powerful 20mm or 37mm cannons. Again, like all Soviet planes, they're plagued pretty badly by low ammo counts, so most Yak pilots will want to make their shots count. -- While they are agile at high speeds, still maintaining an okay roll rate and control surface authority, they can't actually get to very high speeds. The Yak-9T/K loses its wings at a very low 720km/h, which can be quite easy for it to obtain. -- The single nose mounted guns mean it's hard for a Yak to spray at a very erratically moving target. The Yak is very much a sniper, aiming for clean critical shots, quality over quantity. Try and disrupt that. -- Abuse altitude. The Yaks are shit at altitude. All of them. Including the 15. I know climbing is effort but you guys will sit in the same bush for 20 minutes on Kursk clicking on bots so you'll be okay spending 2 minutes to get out of the Yak's comfort zone. -- Yaks are so average whatever your plane is it probably does SOMETHING better than it, just figure it out. -- Late Yaks are quite similar but the main thing to note is that their low altitude performance becomes absolutely fantastic, but their high altitude abilities suffer even more. Do not drop altitude vs a Yak. Around Yaks, never relax. -- The guns get off the rails. 2x20mm and 1x45mm? Fuck getting hit by [I]that.[/I] Yaks stop being a sniper and start being a one-pilot orbital strike. -- None of them have WEP (I think... Most of them don't) and overheat quite quickly at 100%. Similar to the Typhoon, prolonged dogfights aren't good for them. -- Yak-3s are actually capable of stalling and spinning out under mouse-aim, especially when using keyboard to turn. Try it, push them to the limit, they don't like it. ---------- -- Lavochkin fighters (La-5, La-5F, La-5FN, La-7, La-7B, La-9), as opposed to Yak fighters they have more cannons early on, lack machine guns, and have much, much better roll rate. They maintain altitude performance a bit better than the Yaks but you can still abuse them like your unwanted daughter above 4km. Lalas dive better, and roll much better in a dive, but usually have a bit worse straight line speed. Also, the jet this line leads to is actually okay. Ammo counts are still low, burst mass is still high, it's a ruskie plane. -- Compared to the Yak, the La-planes suffer from elevator compression much worse, pulling a sharp turn at high speeds can throw them off if you're in a Spitfire or something. -- Altitude altitude altitude. Use it to slay the Lalas. Abuse their lack of power at altitude. Abuse their low dive limits. Force them down and take them out. -- The Lalas have good power:weight ratio, similar to the Bf-109. Good pilots will perform similar moves, with similar weaknesses (high and slow, remember?) -- The La-7B-20 and La-9 have some ridiculous amount of recoil because the guns are too stronk. The La-9's guns also have poor velocity. This means they're inaccurate, and are hard to use at long ranges. ---------- -- The I-185s are a bit notorious in War Thunder. On launch, the M-82 was some kind of ridiculous energy vampire that could dance around all day long and not lose any speed. Right now, they're a bit more reasonable. The I-185s were the competitors to the La-5s to be the USSR's second set of fighters alongside the Yaks, but ultimately the La-5 was cheaper to construct. Compared to the La-5, the I-185 is faster, heavier, dives better, holds more and bigger bombs, can take rockets, and has an extra Shvak. It rolls worse, and turns worse, however, and for some fucking stupid reason the radiator covers up the gunsight in cockpit view (wtf?). This is the USSR's only real prop BnZ plane, designed for high speed attacks. It's very much like a Focke-Wulfe in most ways, and most of the tips that apply to it also apply to this. You also see a lot of them in combined arms because of the two seperate bomb drops, and the option to load rockets. It's a low altitude plane, yet again, blablalba, it's a Lala that fucked a 190 (it focked a wulfe I am so funny lampo). -- Average power:weight, wide turning circle, not good in vertical. Gosh what else do you want me to say? It's a FW-190A with a red star on it treat it the exact same. -- The M-71 Etalon has some ridiculous low altitude climb holy shit. -- Cheese graters can also be used to grate carrots. ---------- [B]GLORIOUS NIPPON STEEL FOLDED BILLION TIMES BY EMPEROR HIMSELF[/B] [url=http://facepunch.com/showthread.php?t=1393870&p=45017682&viewfull=1#post45017682]I spent all that time writing this come on just go use this post study what I say is good and don't try to outdo that plane at it.[/url] [B]GAMBURGER BUY NEW HANDS[/B] -- The American fighter line really starts with the P-40E Kittyhawk (who even plays era 1 other than for clubbing in events). It's pretty much a low rank mustang. Six heavy machine guns, high speed, it's kind of agile enough to use but not enough to rely on, medicore climb rate, plenty of ammo, the works. It's a bit Yak-like in that you really have to work out what your place specifically does better than it, rather than it having one specific weakness. Compared to a Yak, the agility is toned down, and the speed is better, and with better high altitude performance. There isn't REALLY much in the way of specific advice I can give against this plane. It accelerates badly, try ganking it at the top of a climb. It's very durable, expect to have to stick on it for a while. Ugh, I hate writing about very average planes. ---------- -- The P39 and P63 Aira and King cobras are the interceptors America neither wanted nor needed, but the Soviets lapped up in droves. They're heavily armed low altitude interceptors, blessed with good initial climbrate, and wonky high altitude performance. Cobras generally turn pretty averagely (Just a bit worse than a Yak at most speeds?) with poor roll rate, but exceptionally good dive speed and decent vertical agility. The gun is much worse than the Soviet 37mms, lacking in velocity, fire rate, accuracy, pretty much every way, but it gets plenty more machine guns to make up for it, and the A-10's heavy cannon has nearly twice the ammo. They also carry really good bomb loads for some reason? But the only person who ever takes bombs on a Cobra is Awesomecaek and when is he ever right? (just kidding babes) -- Bad bad bad roll rate at moderate to high speeds, kinda mediocre roll rate at low speeds. Cut that throttle, pop those flaps, barrel roll. -- Unwieldy and inaccurate cannon for main armament, again, hard to land on an erratic target, especially with such pisspoor velocity. -- Magnet for by far the worst players in the game. The vast majority of Cobra pilots have not just been dropped on their heads as children, but slam dunked by Charles Barkley himself. Absolutely no idea why. It's not even a particularly famous plane. -- Loses a lot of performance by about 5km. -- The Airacobras bleed a hell of a lot of speed in turns. ---------- -- The P-47 Thunderbolt is a fighter that nobody can put in enough effort to use as a fighter, except for the Nazis. It's a strict BnZ plane with no agility whatsoever designed for extremely high altitude performance. The firepower is excellent, it can go over 1000km/h in a dive, and the engine [I]can[/I] put out a lot of power. What is its problem, then? -- The engine peak performance kicks in some time around 10km. Ten kilometres. 10000m. Like fuck is anyone going to fight at that altitude. It gets a good footing starting at around 6km, but it's still far from its peak. -- Wider turning circle than the Lancaster. -- Exceptionally heavy aircraft, really really shit climb rate, if it's forced down it stays down for a long time. -- Glass tail syndrome, prone to losing control of the elevators really easily. Everything else is pretty durable though. -- Fucking huge target, extremely easy to hit. -- Basically, if it's anything not diving or going in a straight line, you can best it. If you have an alt advantage it's very, very difficult for the P-47 to reverse it. ---------- -- The P-51D Mustang is a good multirole fighter with excellent top speed, workable at all altitudes (though with a special emphasis on high altitudes), moderate agility, near unbeatable dives, and great rolling. The heavy machine guns do plenty of damage, and it looks pretty slick too. For some reason people act like this is some impossible enigma of a plane to fly, when it's not that bad at all. With minimum fuel load the power:weight of this plane is pretty good, and the sleek aerodynamics mean the plane holds energy very well; good pilots can do a lot of magic in the Mustang. To kill a Mustang: -- The dive speed is very good. Mustang pilots are eager to use that dive speed. If one is chasing you in a dive, yank back on the stick. If you're both going fast enough, the Mustang's wings should snap off, and he'll fly into the dirt. -- Don't start dogfights with it above 6km, the plane is in its natural habitat and can easily reverse on you at higher altitudes. Wait for it to hit lower altitudes before you try. -- Don't chase it in a dive, not only does it dive faster, but it can use its excess dive speed to zoom climb away, evading you and leaving you lower than it, and slower. -- Spray with machine guns if you can, the Mustang is very easy to cripple, and any stray shot on it can be the one that puts it out of fighting condition. -- The Mustang is very heavy, and as such has a very high stall speed, going into a high angle climb will have to pulling away from it easily, finishing in a hammerhead. ---------- -- Pfhfhashfhahahahaha the F-82. ---------- -- The Cats. Nobody flies the Wildcat because the Hellcat is the same rank and is better in every way. The Hellcat and Bearcat are unfair pieces of shit. What are these "weaknesses" you speak of? Probably the squishy thing behind the keyboard on the other screen. Seriously fuck these planes. ---------- Corsair is basically the same thing as a Mustang just a bit worse, and without the high altitude stuff and tbh I am getting too lazy to write more and how fucking long is this post to begin with anyway? [editline]16th June 2014[/editline] OH ALSO YOU CAN USE LANDING FLAPS ON THE CORSAIR TO TURN SUPER TIGHT FOR LIKE FIVE SECONDS but then they rip off and you look like a tit.
I forget there's an E because I think Shibby Bibbity. Like a Shiba Inu, but my partner calls them Shibbies.
I'm sick and tired of killing things and not getting kills. [editline]16th June 2014[/editline] [I]Said in no other game in all existence.[/I]
[QUOTE=Shibbey;45121439]-- Count yourself really lucky the Tempest 2 is a bitch to upgrade so nobody flies them, because otherwise it will fuck you up six ways from sunday.[/QUOTE] [img]http://i.cubeupload.com/8qVtVg.jpg[/img] U WOT M8 SHUT UR CHEEKY TRAP OR ILL FUCKIN BURST YE Tempests were really fun planes to fly. Vickers gets a knock off for being unable to really defend itself well and having wonky cannon spread sometimes, but a low BR heals all wounds. The V and II are just fuckin' absurd and the Hispano Mk Vs are Shiva's right arm of death.
Uninstalled. I'll be back for 1.42
[QUOTE=Mbbird;45121813]Uninstalled. I'll be back for 1.42[/QUOTE] Who else is going to draw diagrams for all my retardedly lengthy shit posts?
[quote][B]ITS SIX BONG M8[/B][/quote] And it's then I remember that this is a thing. [img]http://www.spitfire75.com/1941-1942/SPITFIRE%20IV/SPITFIRE-IV-2.jpg[/img] Lets hope we never have this, TWO fucking Hispanos was enough.
[QUOTE=goon165;45123503]And it's then I remember that this is a thing. [img]http://www.spitfire75.com/1941-1942/SPITFIRE%20IV/SPITFIRE-IV-2.jpg[/img][/QUOTE] SIX BONGERS? TELL ME MORE. The only six bonger I know of was the early Beaufighters.
[QUOTE=Doom14;45123507]SIX BONGERS? TELL ME MORE. The only six bonger I know of was the early Beaufighters.[/QUOTE] Spitfire Mark IV prototype, Six cannon, Griffin engine.
[QUOTE=goon165;45123503]And it's then I remember that this is a thing. [img]http://www.spitfire75.com/1941-1942/SPITFIRE%20IV/SPITFIRE-IV-2.jpg[/img] Lets hope we never have this, TWO fucking Hispanos was enough.[/QUOTE] That has to severely limit the ammo load though.
Would I be a terrible person if I bombed one base in the Ar 234 and then parked on a corner of the map until the enemy team inevitably kills themselves off? I've tried ramming twice now. Both times I've died and the enemy has come off totally unscathed. [editline]16th June 2014[/editline] That didn't work either. I got bored and started driving it like a race car. It didn't end well.
[QUOTE=Mbbird;45121041]How to win as America vs Japanese: Queue in a team of entirely B-25s. The Japanese will run out of ammo before they kill all of you. Is the damage model for the B-25 bugged? Because as far as I'm concerned it is.[/QUOTE] Ki-102 disagrees.
Sorry, you need to Log In to post a reply to this thread.