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@@Phantom24425 I started playing this in 2016. The game is a mere shadow of what it was. Bullcrap everywhere, events that you could do free to play now are wallet only, prices of real money things just go up and most of the time it's some bad ship. There's also the feeling of the ships being more like a toy than a giant steel thing in the water. (I really hate but I still like to play it from time to time) Still a fun game if you play with your friends, specially if it's PVE 😂 This is, in my opinion the best advantage that wows have over WT, the optipn ti grind and have fun with friends or alone doing PVE! (Sorry I get emotional over things that I have and love 😭)
It also makes your monthly kill per battle stats worse, because it counts as another respawn in the same battle, and the mechanic in arb uses respawns not battles
If you do this in combined you can respawn the plane without using a back up but you have to pay the increased cost to respawn a backup. You can use it to change weapon loadouts.
Actually Wargaming & Gaijin have been known to pull this multiple times in the past 2 years. But Gaijin kinda fails at it, because nobody in their right mind is going to support Naval over WoWs and that's where Wargaming is focusing their marketing.
I still remember 2013, when a lot of people were telling that energy fighting was the most important thing in this prop game, but wonna guess how many people could actually explain how it works? NONE. Not even "it's like a stamina bar in Skyrim that refills when you get more speed and depletes when you do maneuvers", only Speed = Energy. Yeah, thanks, fella, but how exactly am i supposed to use it? And when is it used? Only by meeting sertain people and flying with them i managed to learn SOMETHING, but not everything about energy fighting, this came much, much later. Also i never knew about belts thing like wtf why is it even like this.
remember when people where excited to see cobras being executed? You KNEW you were going to have a bad time if you were fighting spitfires and mustangs
energy fighting still is hard and depends on the plane not to mention all those boom and zoom enjoyers. which is just a sad excuse for a plane that cannot dogfight change my mind
try using tracers on MG151/20s, you can see that the spread is absolutely horrendrous even with spaded cannons. Which means the more accurate and faster 15mm shells will 'feel' to hit harder because it will be way more consistant when it hits something. Not to mention the infamous APHE shell in the 20mm belts that makes your hits even more inconsistant
It's because the German 20mm is horribly modeled in-game compared to other 20mm cannons, for example, the Hispano. When before real-shatter the German cannons used to be pretty good because they did consistently decent damage, and Hispanos were awful for onlybsparking and doing zero damage, but after realshatter it completely flipped because the snail didn't model the mine shells properly. Meanwhile, the 15mm shell did get properly realshattered. 15mm got realshattered, 20mm got realshittered
@@theporschetiger all Realshatter did was reduce the number of fragements that are created by shells with a Fragmentation effect. so any shells that do not contain anything considered "fragmentation" are better to use. it did also change the pattern of fragments, but the number of fragments is so low with fragmentation shells that its honestly worthless. some guy did a comparison of each shell and how it performed before and after.
Quick thing I need to add: If you play air arcade battles rather than or alongside air realistic "reload speed" is actually one of the most essential skills you can get, up there with both G-tolerance and Stamina.
@@piercecowley255 Ok fair for (especially early) Spitfires G-Tolerance and Stamina are more important skills than reloading. But when you're flying aircraft with guns larger than 7.7s weapon reload becomes more important, especially with cannon-heavy planes. I've been running 5.0 Russian as of late so reload speed really helps there.
Compare the Black Widow in War Thunder (where the AIs are braindead) to the Black Widow in World of Warplanes (where they make logical decisions) and notice the VAST performance difference. WoWp spider will take on jets easily and that's after it got multiple nerfs.
Even worse you can't lock your guns forward. Which is something the P61 could do and usually did for non 'fly under and shoot up' missions. Imagine if you had your full frontal firepower. It's so depressing cos the p61 is absolutely my favorite American plane of WW2.
8:21 For bf-109 specifically, if you need to decelerate fast, turn auto prop pitch off and set pitch to 100%, it turns the propeller into a super effective airbrake. Don’t use it for too long tho it burns the engine.
Set it to 100% with the throttle reduced around 0-20% , you wont encounter overreving as much (this happens bc you already have high rpm in and setting the prop pitch high will overrev it pretty fast)
@@ELITE-xn3sh It depends on how much deceleration you want, full throttle for half a second is useful in some really intense dogfight and 0% works great to prevent overspeed in high angle dive.
@@Brazmann021 Nah, Me 109 and specific German planes are set different. They allow manual prop pitch, and the engine RPM is corresponding to the torque. If you adjust prop pitch on any other planes, 100% means it's at the finest without exceeding the RPM limit. If you put it below 100%, it's putting less stress, increasing the thrust over stress ratio. If you are near max speed, typically adjusting the prop pitch around 85~90% works the best. Don't do it on German props, the engine will break out of stress because Gaijin surely uses a different system for German props specifically for whatever the reason. If you are climbing, just set it at above 95% with max radiator. Radiators actually increase the drag tremendously, wisely adjust the radiators, they do actually matter. The top speed changes around 60kph depending on the aircraft.
Tanks have a pen stat despite having a lot of shells but dont show something vital like acceleration, stab cutoff, gun accuracy or even vertical gunlaying speed, or if it has commander override, or can swim
Stab cutoff is the same for all tanks 7kph for shoulder stop 24kph for single plane 70smrh for 2 plane Cmdr override is in xray, hp/ton gives a decent idea of acceleration But yea all that should be in the stat card
@@robertharris6092 Depends on how the power is measured, but I assume it's engine horsepower (rather than cars, which are usually given brake horsepower or wheel horsepower figures.) The drive train of a tank probably eats a lot of power, in WoT there are (hidden) ground resistance stats for soft/medium/hard terrain to account for this. Plus in War Thunder acceleration is also dependent on the driver crew skill (gear change speed).
Hey I just wanted to make a correction to your very first point. It might effect every _aircraft_ gun in the game, but the shell speed is definitely not the same for tanks. The Bradley's M792 belt for example, used to be 1 APDS followed by 3 HE shells. This was a problem because when you locked onto planes to fire at them, only the APDS's shell was calculated for the lead indicator of the IRST. Every other shell fired from the cannon would fall waaaaaaay short. (They fixed this by just making the APDS the last shell in the belt btw.) You can see this easily with any other tank autocannon that fires mixed velocity belts. If you just shoot at range you'll see the shell separation, and you can test it as well by just trying to hit targets with different shells from your belt at different ranges.
It probably does work for every single *belted* cannon in the game. The thing is, while the velocity stays the same, the actual *velocity loss* does not. Individual rounds still have their own drag characteristics and will lose velocity at different rates. The APDS would have very little velocity loss compared to HE (smaller profile, much denser materials are used), so while the starting velocity might be the same, the HE would still lose velocity faster and lead to different leading required. This can be seen with this video from Alpakinator: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-TCgWdNuoFpw.html TL;DR: Gaijin's system is even more convoluted, where the first round decides the velocity of all remaining rounds, but each round still has its individual drag parameters.
my favourite feature in air realistic is when a dude decides to fly frontal into my plane and is completly unharmed while my plane gets destroyed every time xD
mine is the obligatory team kill because of the russian plane i fly the I-16. Yes, the Donkey from WW2. god forbid someone wants to fly a silly looking prop plane
Nah, you're forgetting about the one where you pepper someone's wings with MG fire for multiple seconds and it just makes pretty lights appear. Then someone with the EXACT same armament pulls up on you and tears your plane into five different pieces with one burst.
If you want good info, check the IL-2 Compare (HSFX) application that is part of the HSFX mod for IL-2 1946, there is also an app version (IL-2 Plane Compare) of it on the google store. You will get comparison charts for Altitude vs TAS, Altitude vs Rate of Climb (ROC), climb speed vs. speed at Sea Level, turn times vs. Speeds. Sadly no turn rates, but you can compare your aircraft to another. Which is rather important if you want to see how to fight a certain aircraft.
Look up "climb speeds warthunder" in your browser and click the first result. It's literally that easy. For anyone even SLIGHTLY versed in aviation, they would have looked up this before they even reached rank II. Also, this is a very popular document (I see it linked quite often on the steam forums) so this guy isn't like enlightening us or something, and he definitely didn't make it lmfao. That link was the only half-decent thing about this entire video.
Reload speed and stamina for gunners ARE useful, if u fly something like Ju-188/288 (its basically a fighter) or G8N1, bc u actually do black out while controlling gunners + reload speed affects in-air reload
1:45. I use stealth in preference to air-targets on MG 151 for 3 reasons 1) While Air Targets has more HEF, the APHE shells actually do reasonable damage (check w protection analysis) while the Incendiary Tracer does nothing (again, check this). Lets say the IT round does nothing, and the APHE is half as effective as the HEF. Then the Stealth has 4/5 effective rounds and the Air Targets 4.5/6, 0.8 vs 0.75 so stealth actually does slightly more damage. 2)Stealth has an inherent advantage since the opposing player cannot see the trajectory of your rounds and dodge accordingly. 3)In the air targets belt, 1 in 6 rounds is a tracer. This means that the tracers appear at a very low frequency. This limits the effectiveness of tracers for guiding your aim, since by the time the next tracer shell appears, enough time has passed for the enemy to have ever so slightly changed his trajectory. The problem is made much worse if you like to/need to use short burts. All in all, on belts with a low proportion of tracer rounds, tracers can actually throw off your aim instead of helping it. This is of course a personal preference thing.
I also just opted to go stealth on every plane back when i played for the reason of aiming. I felt like the tracers were misleading me more than they helped me and while in the beginning stealth belts will make you miss everything when you eventually get the hang of how to aim it felt way more consistent to me at least
The second point was always my reason for picking it. ARB players border on being precognitive on an off day and my scrub ass had to use any advantage I could find just to have a chance to sneak up on one.
@@Liniyka And to dig down further into the crew skills iceberg, the main reason behind investing skillpoints in g-tolerance and stamina + obligatory expert training is not the blackouts and retaining control during them, but the fact that higher g-tolerance makes your plane more responsive to mouse aim and allows you to pull quicker even without any g-load on pilot. And Stamina makes your plane go in a more straight line making you arrive somewhat faster and lose less energy on basic maneuvers. Your crosshair also becomes less swaying within mouse aim circle, letting you snipe on long range headons or other firing solutions much easier.
@@Juhzizwait, is this true? So the reason my plane is wiggling within the mouse aim reticle, even when I am not moving it and flying completely straight, is because of crew skills?
@@conehed1138 yes. Some planes wiggle even if you have maxed pilots stamina at certain speeds, like F8U2 or Su-7b but thats just instructor shenanigans.
I am a bit weird and usually try to have repair speed for a plane lower than rearm speed, I only do this so I can take off with less fuel than minimum if I suffered insignificant damage(since some planes have ridiculously large amounts of fuel). Im also just weird and enjoy not getting yanked back to the start of the runway cause taking off with less runway is fun
5.6k hours in wt and I actually learned something new from a RU-vid video. I never knew that muzzle velocity was based on first round from a belt. I'm surprised to finally learn something new lol
Assuming air and ground crew have the same hp system, i hit a crew member on a AA chassi so no material in the way just direct crew hit, in his hip with a 20mm AP, it passed through the hip and out the other side and left him light orange. Vitality can do a lot indeed.
@@johnboyxoxo yeah, its pretty much irrelevant when you consider .50s are coming out of a machine gun, at a high fire rate. one bullet is nothing. also its pretty funny that just upgrading a stat lets a human tank a 50 cal to the brain. truly, our pilots are brainless.
Propeller pitch is actually important as 100% pitch at 0% throttle acts as an airbrake, and can destroy German prop engines in only a few seconds (note that it does not act as an airbrake if the engine is turned off)
Prop pitch on Bf109 (and probably some other German planes) is an interesting thing. Compared to other planes, those are very sensitive, if you activate manual prop pitch: too high values cause a significant energy loss (like a good airbrake) and may destroy your engine. Use this feature cautiously!
god damn about the ammo belts, i always thought that mg151 used stealth because they ensured the first bullet to shoot down the target, i didn't know about hte velocity this and everything else is a very much welcome information. I hope nobody lynches you for letting the cat out of the bag.
Just a tip for those of you that are daring enough. Some gunners in bombers and attackers can be very deadly IF you can fly ( dog fight ) while on gunner view. The RU-vid channel Smigol is proof of this. And absolutely dominating and trolling enemy players whilst killing them with your gunner is one of the biggest *BIG*🍆 things you can do. The vitality and reload perk are important here because it affects the speed at which your gunner reloads. Weapon maintenance is also an important skill in this regard, allows you to fire for much longer without jamming ( useful for gunners for obvious reasons). Lastly over time you should max out the weapon accuracy and precision skill to help you out when you are playing CAS in ground RB and to give yourself the best chance to make it out alive while on a bombing run ( yes they can kill too, but it’s more of a diversion). Dogfighting unsuspecting enemy planes with bombers and attackers is very fun but a hard skill to develop. Feel free to ask any questions I’m happy to answer.
Back in the day when IL-28 was added and it was 6.7 I absolutely loved to fly it. It was unbeatable, you could kill anyone with those nasty 23mm guns. Later I switched to Canberra with guns, it was also a beast. Maneuverable, unlimited ammo and insane engines, albeit not very high top speed. Don't know about now, as I haven't played the game in years.
Yes, totally! I wish more people knew about MEC, it's saved my life on so many occasions! I remember one occasion in my Bf-109F-1 when my cooling was totalled and my engine was damaged, I managed to limp back to base with a combination of prop feathering/pitch and radiators to 100% from the middle of the map! (I forget which, but it was one of the 4-base summer maps) It also helps with multi-engined planes, prop feathering allows you to decrease the drag of a broken engine, giving you a higher chance of making it back to base. MEC would help so many fighter/bomber pilots thanks for mentioning it :) Also, I didn't know about leaving and returning in a match if your plane is undamaged, that's so useful!
Im pretty sure that a damaged engine that produces more drag then thrust is auto feathered or has its pitch and radiator set to 0 even without MEC and if thats NOT the case, gaijin is truly retarded, this is something i need to test fr
I avoided MEC for years because mixture and prop pitch can really mess you up if you don't set them right. My imagine my shock when I learned mixture is not modeled for 99% of aircraft and prop pitch should almost always be 100% Still wish you could automate supercharger gears, it's the only downside of using MEC
@@jmarttal Tested it, even on auto engine control, the plane will auto feather the prop. Btw, the main advantage is a technique known as prop breaking, and for some planes you can store some energy as rpm to use in a vertical but is seldom useful. The best way to use MEC in an actual flight is to use it as an airbrake, cut engine, set prop pitch to 100%, open radiators wide, Bois, mixture level makes absolutely no difference at all, you can see the fruits of your labor in the browser map, see the options menu you can find the setting, open map in browser. It will give you detailed info about all parts of ur plane
You can slow down faster for landing by setting prop pitch, oil radiator and water radiator to 100% but be careful you can destroy some aircrafts engines by doing it.
Another fun point regarding ammunition is the Hispano SAPI, it is an entire shitshow circus of its own: 1. First it was an HE with a 1,5m fuse delay. Meaning it was meaningless and had no kinetic damage since HE damage model only implements the chemical and fragmentation damage. 1.5 Then it became a functional HE, but with less filling. 2. In 2.19 it finally got a kinetic (AP) damage model and its filling was switched to the current, correct one (incendiary mixture with little to no HE features). BUT It had since then remained with the old HE fuse settings, that are 0,3m delay and 0,5mm sensitivity. That results in SAPI's kinetic damage being nullified if it doesn't xonnect with a module withing the 30cm after penetrating aircraft skin. Which is really not a lot, believe me. In some cases shooting a cockpit directly from the side won't kill the pilot because the SAPI will self-destruct in front of his face. And no, it shouldn't, because it relied on the energy of the collision and round deformation to ignite the composition. And a 130-140g round with an AP nose instead of a fuse flying at a muzzle velocity of 800+ m/s should not deform that much from penetrating 0,5mm of duralumin. During the trials it had to penetrate 60cm of sandbags as an example.
And yes, I'm also this petty about the matter because my bug reports on the topic have been ignore for 2 years straight despite having multiple sources and 0 contradictions.
10:40 Man, the plane's reload speed is REALLY USEFUL in plane arcade battles. And I personally only play with planes in the arcade, because I don't understand how realistic battles work, like, why am I forced to only use a single plane if I have 5 available? I spawn at the airfield and by the time I get to the combat zone I've already lost 10 minutes just flying there, and when I arrive I immediately die to a guy doing BoomNZoom above me.
Fun fact, having rearm skill higher than repair can actually be detrimental to your return to the fight. This is because if you take damage to a wing where you have weapons and lose the wing part with the weapons, the rearm will go faster, rearm everything but the one on the damaged wing due to there being no hardpoint to put it on. You'll end up with 2 separate wait times, first for the repair and then another for the 2nd rearm unless you do the j out trick
another thing that i just realize recently: the AP/AP-T round on some belts are not always solid shot and is actually a pseudo APHE. this is important because when you fight head on you expect AP to be able to pilot snipe through the engine, but some AP explodes before it is anywhere near the cockpit compartment
As a tanker i never knew of the oil cooling mechanism. For tanks a useful mechanism is using manual mode for the transmission. The low driving skill for the crew can be negated if you use manual. And i still use it frequently with max crew because it gives me speed and torque control.
Keen vision is actually quite important as you climb the plane tech trees because the faster vehicles shorten relative distances. - In early/mid props, an enemy (un)spotted at 6km and closing isn't a threat until maybe a minute later - In late props, he isn't a problem yet but you need a plan to deal with him soon-ish - In early/mid jets, you've got about 15 seconds before the enemy engages - In late jets, he's already slung a missile your way and is preparing another Until you start entering BVR territory, being able to see and ID threats visually increases your survivability by allowing you to control your engagements better.
8:14 When flying the 109's I always set radiators to 60%, it is just enough to never overheat on WEP. And the more radiator is open, the more drag your plane has, and the more speed it loses; so I wouldn't open radiators more than I really need.
I remember years back when the Sterling bomber with full payload, and no engine upgrades, would actually say a negative climb rate in the statcard. Which would pretty much mean the plane shouldn't be able to take off. Yet it could. That was when I learned the statcards are basically always wrong.
I've used a differential in Rearm/Repair speed to rearm my plane without repairing (and thus refueling) the aircraft. That way you can take off again with a full load of whatever and greatly reduce fuel load. Only ever done it in the Wyvern.
On certain planes vitality can make a difference during fuel tank fires. For example, a pilot with 0 vitality will die before Wyvern's frontal tank burns out. Full vitality pilot (+expert+ ace) almost always survives this fire, even at the beginning of the battle when the tank has more fuel and therefore burns longer.
The xp-55 is a perfect example of the stat card discrepancy. It can and will outturn a spitfire and can hang with a zero pretty well. However the stat card shows that it has a 29s turn time. Queerjin will never be able to simple tell the player accurate information
Fun add, the 150oct fuel on the spitfires change the base power on the Xray, except that not really for the sake of simplicity, just keep the max take off power setting in mind with that mod. Also i didn’t about the belt muzzle velocity of the first round so, thanks for the info 😮👍🏻
REPAIR AND REARM: You don't need to wait for rearm if you don't have damage. In air battles you can land, J out and re spawn. That way you rearm instantly. But if you are damaged you have to wait to repair of course.
Cartridge velocity thats imposed on all rounds in the belt isnt even bad and its still better than literally any other game in existence in regards to variation and intuition
0 percent throttle with 100 percent prop pitch is great for slowing down your decent in planes with bad compression and low rip speed limits like the me 264 since it has no airbrakes.
8:45 another thing about the supercharger gear switch. Yes, you can play it by ear and switch when you feel like you are losing power, but the truth is that by the time you can feel that, it is far too late and you have already lost a lot of climb performance. 3-4km is just okay as a general rule. There are quite a few planes that switch between 2 and 3, like Yaks, and some planes that switch at even lower altitudes, like that bearcat you were flying. An easy way to remove thought is to download a program called WTRTI, which displays information about your plane measured in real time on the screen. Its not a cheat, its 100% allowed and what it can do is display your current engine power. So, if you switch gears and have LESS power, then its too early so switch back. If you switch gears and gain a LOT of power, you probably switched too late. Ideally you can time it so that the point where you switch gears is the point at which the Gear 2 power overlaps the Gear 1 power
THE BELT THING! HOLY SHIT! I always felt like my lead would get messed up when I changed certain ammo types and figured there was a significant difference between like universal or ground targets but man that makes so much more sense.
1:51 Because not having tracers is much better even without any other changes, it's more than worth having fewer explosive shells, 10:41 For any fellow AAB players, this is the most important crew skill, together with G tolerance. It cuts down rearming in the air, not just on the airfield.
In air simulator and helicopter battles landing completely undamaged in a random field will not count as a death and will not charge you silver lions. (Unless they changed it since the most recent update)
I think that you bit overstated ease of supercharger speed switching, with corsairs having 3 of them each different for almost every major version. Prop pitch is bit more complicated for Mustangs (which for some reason have only manual PP for Merlin version which is ahistorical as moust important feature pf mustangs where excellent PP governours), J21 which require MEC and manual PP control to be playable. 100% PP will increase your drag making your turns tigher while reducing it down will lessen effectiness of it but reduce drag making top speed faster
Quick debunk here, no not all shells in the belt have the same velocity as the first round. Go test the Bradley with apds belt or even default (1 apds/1 he) and its a very clear difference in velocity. Idk if you are claiming this for air only, or clarify it is on specific guns cuz maybe that would be true since Gaijin is wildly incompetent in their explanations, but this definitely isn't true for all belts in game.
I use stealth because I can't really depth percept with tracers anyway due to bullets already being super small and not seemingly changing in size as they get further away, and have a good enough sense where to lead without them. and i like the enemy not knowing they're getting shot at until their plane is already flaming and falling apart.
@@Liniyka maybe its just an illusion. I will test this with some different belts and see how far/how much drop shells get within a belt like the bradley's AP/HE belt. I will respond to your comment with my findings
not sure on this, but if the shells have the same speed and one is dropping faster they have likely programmed the shell drop rates relative to distance instead of time since that would be much more accurate in an online game with servers, latency, and packet loss. that would cause every shell to drop at the intended rate instead of the rate determined by the first shell edit: another reason i suspect this, in one of zneturions recent videos he modifies the petard to shoot at 5000 m/s in a custom game and the shell completely bugs out after 1200m. this is probably because of the programmed drop the shell could not possibly go more than 1200m normally, so the game doesnt know what to do with it after that. if they programmed based off flight time then the shell would have a max flight time and firing it at 5000 m/s should cause issues after X seconds no X meters
@@LiniykaIt's most definitely just air vehicles that are affected by it, you can somewhat easily test it using any vehicle with an HE shell in the same belt as APDS (Examples others have given being the Bradley, Italian 25mm guns also have a mixed belt in that way aside from the SIDAMs)
It's really weird that the game doesn't automatically adjust things like radiator values... kinda helpful to know this for 109's, since those overheat so bad w/ WEP (speaking of, I really wish there was an option to toggle a timer, like you can for fuel, so you can keep track of how much WEP you have left -- since some planes seem to have infinite WEP, and others have very limited WEP). Also leaving your plane after landing before the reload/repair timers are done, even if your plane LOOKS completely undamaged, can be... inconsistent, and there's a chance you bail-out and be considered dead -- but, you can freely J-out after the repair/reload is done and you can change your plane's loadout, fuel, ammo, etcetra.
Like stat cards, there is NO POINT to use real world data since WT is NOT a simulator at all, even in "SB" - there is no proper flight dymanics, engine behaviour and so on. The size of the planes are wrong, the acceleration are wrong, the temperatures and pressures are also wrong. I can continue here but cba.
By "real world numbers" I meant data that's actually relevant to players. Those spreadsheets contain in-game data gathered by players, not literal real world numbers
It also doesnt matter that the theres 1 moAr HE round in the air targets belt for the German cannons as it has 1 more round overall so both stealth and air target belt output the same amount of HE rounds
Forgot about J out cost when you have a severly damaged plane vs just crashing said plane. Latter saves you about 20 to 80% repair cost most of the time
When you play sim battles, some planes overheat also when you open radiators to 100%. A7M1 for example have different engine temps in realistic and sim battles.
SO THATS WHY ON LATE WAR .50 CALS THE DEFAULT BELT IS BEST! BECAUSE THE FIRST BULLET IS THE CRAZY HIGH VELOCITY INCINDIARY! It all makes sense now. Thank you so much, this information is invaluable.
That information about the belts is probably gonna change everything about how I loadout my planes :O I wanna look into manual engine controls... don't know what I'll map them to, though, since I'm already using the numpad for missiles rockets and bombs ahaheheh ~
Welcome to WT! Anyone else remember when Gaijin got caught putting a an extra armor plate into certain Russian tanks? Or how you can now take out the carousel autoloader on a T90M and nothing happens?
as someone who is a no life on warthunder, never knew that about the belt velocity. I am pretty sure most of us no lifes just use stealth because we find it easier to aim with.
Dude the belt thing is wrong i was playing 10.3 air rb and i watched an a10 fire and some rounds which i assume are the hvap were faster than others which i think were I-T and the hvap had way more range to it
What the real difference is that realshatter can completely negate any shot as a hit. And if you do get damage, it’s often a hit or a crit. Pre Realshatter killing with guns was way more consistent.
Fucking I remember "is3 weakspot not weak" -me ",no is weak spot trust me I know what I'm doing!" -everyone *We fixed an extra 200mm plate in is3 weakspot* -gaijin
"Rearm Speed" work in arcade mode! worthless in realistic battle where your bullet are limited (reload only in airfield). Pretty useful in arcade to have your gun reloaded while you are flying.
Yeah, the stat card lies and it lies hard. The only thing it has that's useful is the sustained turn time and the max speed at altitude. What we really need are graphs like energy-manoeuverability graphs, climb profile graphs, that sort of thing. An EM diagram would show the turn rate, energy retention, G loading and speed for any turn at a given altitude.
pre airbreak nerf the ju87 was broken op deploy flaps landing position deploy air break after stalling and nose dive with engine off for a whoping 60~kmph dive at max speed, got so many kills being a balloon with my tail gunner and simply defying physics in dog fights as well as using the mega slow speed to get sub 10 second turn rate
That's explain why I can't hit jack when I'm using the stealth german belt, my brain is too used to the air targets 20mm to work with any other projectile XD
While this video covers air, I would like to say I experienced this War Thunder disparity with ground forces. I recently switched to the Russian ground tree after maiming USA for so long and it becoming stale. After a few days of grinding I reached the T-34, KV-1, KV-2, and SU-122. I was super excited as every video on these tanks go on and on about their guns, armor, and “Russian bias”. What I experienced was an absolute wreck. My tanks would constantly explode regardless of being penetrated or not due to the placement of the fuel tanks, a fact no one mentioned. I had to go into x-ray my self to see if I was taking too much ammo (24 rounds) before I saw the horrendous fuel tank placements. The armor wasn’t all that it was told to be either. I was regularly getting penetrated by Panzer IV F2, M4s, Comets, etc despite every video you can watch going on and on about how invincible that BR and tier is for Russia. It was this moment that really made me think about just how much information is out there on this game, how little of it is true, and how even less is actually useful
@Liniyka dont forget that if you use Full Real Controls and turn in realistic battles you get a MASSIVE advantage in a realistic Air Battle over a person that uses Mouse Aim
As a guy that flies bombers a lot (bite AB not RB) persition and accuracy on your gun crews do a lot. Yes those guys are bad. But 1 of those upgrades increases their engagement range. Having them fite 0.8 instead of waiting for 0.6 is huge. Its the difference of them at least firing at fighters when they get close to not firing at all. As most fighters tend to blow you up between 0.8 and 0.7. this helps allot if your crew has access to 20mm or higher whilst the enemy has nothing bigger than 50cal. As your guys might get the first hit that matters. weapon maintenance is also very important. As some guns have an overheat/jam rate that is rediculous by default.
Someone should do this for the Tanks too. Is Protection Analysis useful? What is volumetric in war thunder? How much Is RNG used in determining what can pen the armor? Why do certain shells with less TNT filler do as much or more damage post pen compared to the same caliber and type shell with 3 times the TNT? RNG? How much Bias actually exists in game ? etc etc.
Lies and greed is what war thunder is built on. It wasnt always like that, back when tanks first came out its was still so good, i donated out of sheer gratitude, buying fun to play but in no way competitive premium planes and tanks. Then WoTs downfall began and refugees from wargaming started moving onto WT and gaijews said "yeah, monnay". Over the next major updates economy became so bad, you basically have to buy premium time now and still get less than you got before for the same performance. Game now has literal graph of diminishing returns capped at 3 or so kills per match so in order to save time its better to join the game, get 3 frags then drop out to the next match. Gaijin promised there would never be riding or flying anything past 1960, definitely not planes with rockets and nonono premiums that allow you to skip early ranks. Guess what, if you start new you probably want that shiny radar equipped jet with SAMs or that MBT. But good luck grinding for years to get it without premium tank and premium time. Want more? I have more. Gaijin constantly represses criticism whenever they can. At one point they tried to have some presence at reddit, but got overwhelmed with criticism, said some bullshit about toxicity and went away. What was the topic of discussion? Hidden balancing mechanics, personal dynamic stat adjustment, obvious preference of the developer towards specific nation, bad balance, horrible endless grind for the sake of more grind, research trees full of copies, and more. Gaijin responded with running away then not fixing anything, then turning once fun game into vewy sewious simulator with modern tanks, planes and even subs. Then naval combat nobody asked for came out. And you know what i dont understand? When it was a genuinely great game that valued your time average online was around 20k players daily. When the game turned into the grindfest that robs you of your free time and will and gives so much less in return it suddenly spikes in popularity. And people whine about it and still keep playing. WHY?
Im actually curious as to what people bind their numpad to. I've seen so many different things. I got trim controls, right alt combo for head/seat position, left alt combo for radar position, and for ground its suspension (hydraulics)
Manual engine controls is huge, playing planes like the spitfire that will cook themselves to death if you fly at 90% throttle prove how necessary they can be.
the bigger problem is the gameplay hasn't changed. Air RB is still TDM instead of a more "interesting" mode like Enduring confrontation.. there's this stupid culture where everyone is "nobody else can win only one winner", that makes teamplay toxic.