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Azran
Sep 3, 2012

And what should one do to be remembered?
:siren: :siren: :siren: :siren: Our Discord server is here :siren: :siren: :siren: :siren:



:siren: :siren: :siren: :siren: Our Discord server is here :siren: :siren: :siren: :siren:

War Thunder is a free-to-play PC/PS4 game about crashing planes into the ground, driving tanks off a cliff and unintentionally beaching ships.

Steam

:siren: Before you make an account, use one of these referral links so the nerds that created the squadrons can get their eagles back. You get extra premium currency too!:siren:

Vahakyka
Thief










When you play the game for the first time, it will prompt you to pick a nation. Your choice is not final or anything, the other ones will unlock after a couple of battles. We recommend Russia for beginners due to the sheer fun factor inherent to their biplanes and tanks.

Your choices are:



+ American planes tend to be well armed, relatively tough and pretty fast, as well as decently agile at high speeds. Huge ammo pools mean you will rarely run out of ammo unless you're being actively wasteful.
+ Wide variety of good close air support options - most fighters can carry significant amounts of ordnance and bombers are resilient and well protected by multiple turrets.
+ Navy planes get access to cannons as well as trading some speed for agility.
- American planes are sluggish at low speeds and getting pounced at low altitudes while low on energy is a death sentence in most cases.
- Playstyle is not exactly beginner-friendly - "boom 'n' zoom" requires some degree of practice and experience to pull off successfully, but if done properly enemy planes will be almost powerless to stop you.


+ American tanks tend to be pretty average in terms of firepower, speed and armor. Firepower improves significantly once you get access to 76 and 90mm cannons.
+ Fast tank destroyers with powerful guns. Great light tank selection too.
+ Deep, varied roster.
+ Great gun depression.
+ Almost all tanks get .50 cals, which just melt lightly armored vehicles and exposed crew.
- Don't expect to survive getting shot at unless you're in a Jumbo.
- Shermans overstay their welcome at later tiers.


+ Best air support options, 50 caliber MGs is very good against boats and most fighters can mount bombs and torpedoes to hunt down boats.
+ Numerous anti-air guns with good firing arcs. VT shells for 76mm and 127mm guns also allow you to blow up enemy planes easily.
+ Has the best destroyers overall in the game.
- Tech tree is full of repeated boats and ships.
- Has the worst cruisers in the game.
- loving Clemnsons.
- In general, American T2 boats are just bad.
- The 40mm Bofors on most boats will overheat a few seconds into a firefight. Only ship mounted Bofors and the ones on the LCS and PGH last long enough to kill the bad guys.



+ Messerschmitt planes are amazing energy fighters with a decent variety of weapon options at higher ranks, from extra cannons to bombs and rockets.
+ Focke-Wulf planes are more boom 'n' zoom-y than Messerschmitt planes - they trade awful turn rates for extremely deadly cannons, amazing roll rates, good handling at high speeds and great energy retention.
+ Some of the best heavy fighters in the game when it comes to bomber hunting.
+ Great cannons - 30mm cannons wreck bombers and 20mm cannons with minengeschoss ammo just annihilate enemy fighters.
+ Bizarre wunderwaffe machines like the Ho 229 and the Me 163.
- Outside of biplanes, you have basically no turn fighters.
- Bombers tend to be slow and badly defended, but you at least get pretty big bombs to make up for it.
- Energy fighters aren't as simple as turn fighters for beginners.
- Pretty mediocre machine guns.


+ Early T1 autocannons tear apart most enemy tanks at their tier. This extend to AA guns, which double as pretty efficient tank killers.
+ Your long guns are pretty powerful and great for long range fighting, such as the 75mm Kwk40 and the 88mm KwK36.
+ Great heavy tanks, just don't get flanked.
+ StuGs are cute and a direct Sturmpanzer hit can destroy an Abrams.
- Most tanks are either slow (King Tiger family) or poorly armored (Panzer III/IV lines).
- Later on, your medium and heavy tanks (as well as some tank destroyers) tend to be barn-sized with awful turret rotation speed.

Here's an effort post for German tanks (T1-T4)


+ Can douse enemies in a hail of autocannon fire.
+ Only one with guided bombs at low BR.
+ Has the best armored cruisers in the game.
- WW2-era boat automatics have pretty poor ballistics which can make killing targets near 2km a pain.
- Repair costs are through the roof for quite a few boats and all your cruisers.
- Early boats tend to be fragile and will die to American 50s.



+ Soviet planes excel at low altitude dogfights.
+ The I-153 Chaika is the best biplane in the game.
+ Pretty easy to learn thanks to their versatility. You can have a turn fight with stuff that wants to energy fight and energy fight stuff that wants a turn fight.
+ Soviet guns are decently powerful.
- Your ammo reserves aren't exactly plentiful.
- You are going to have a bad time if you try to fight at high altitudes.
- Your early bombers are pretty bad. You eventually get defensive cannon turrets and pretty absurd bomb loadouts.


+ Jack-of-all-trades when it comes to speed, armor and firepower.
+ Some absurdly big guns.
+ T34s are amazing tanks in the early tiers.
- Basically no gun depression.
- Some absurdly long reload times.

If you want a Tier 1 through 6 effortpost about Soviet tanks, https://forums.somethingawful.com/showthread.php?noseen=0&threadid=3821747&perpage=40&pagenumber=199#post492670056
If you want to read to know even more, here you go


+ Automatic weapons have good ballistics and has a lot of cannon-equipped boats at low tier.
+ Armored gun boats are good as long as you stay >2.2km from your target. If not, a Leichte will become annoyed with you existing, and then you won't.
+ Has a Cold War destroyer frigate with automatic 76mm cannons that is devastating against small boats and planes if the incredibly strong Cold War boats is not already enough for you.
+ First light cruiser has 180mm guns (the largest guns atm) and secondaries with VT. Second one is decently armored and with lots of fast firing guns.
- Also has the same repair cost issues as Germany.
- Most boats cannot handle non-calm waters well... at all.
- Automatic weapons have small magazines and/or an agonizingly long reload time.



+ British Spitfires are some of the best turn fighters in the game.
+ Your cannons are great but tend to have limited ammo. Your machine guns are weak but they have a ton of ammo.
+ Great heavy fighters.
- Most fighters are on the slow side.
- Your bombers are fragile and badly defended but at least they carry a ton of bombs.
- Awful torpedoes. Their drop speed is so low that you can't torp someone after flying in from your airspawn.


+ Overall, British tanks pair top-shelf guns with either good maneuverability or adequate armor -- rarely both.
+ Almost exclusively use solid shot, giving them above-average pen for their BR.
+ Early tanks: Maneuverable, good to mediocre armor. Crusaders and Cromwells are really fast, Churchills are extremely beefy. Excellent reload speeds.
+ Late tanks: Early stabilizers, lots of emphasis on turret armor, APDS for excellent pen or HESH for good performance against slopes.
- Almost exclusively use solid shot, making kills more difficult compared to APHE.
- Early tanks: Can't reverse at all. Armor tends to be weak, with Churchills being the notable exceptions.
- Late tanks: British tank doctrine calls for hull-down positioning, so tanks are not the most maneuverable (compared to their peers) and have weak lower-front plates. APDS and HESH seriously need some love, their post-pen damage is terrible.

Notable tanks: Crusader Mk III, Cromwell I, Churchill Mk I, Avenger, Comet I, literally everything in Rank IV, Vickers MBT.
Notable premiums: A.C.IV, Iron Duke IV, Strv 81 (Rb.52), Centurion Mk.5 AVRE, Sho't Kal Dalet.


+ Adding a Wellington to your lineup gives you access to 4000lb bombs, which is the most hilarious gimmick that also works too well.
+ Autocannons either reload very fast (Poms-Poms) or take a while to overheat (Bofors)
+ The automatic 57mm has good ballistics and will deal allow you to respond beyond 2km.
- Boats are either very good or very bad with nothing in between. Especially infamous is the starting boat which only has 7.7mm machine guns that struggle to tickle someone beyond 1km.
- Ammo racks on quite a few boats and ships are easier to hit which increases the chance of you dying.
- Has the worst naval torpedoes in the game.



+ Zeroes (navy planes) are some of the best turn fighters in the game.
+ The army planes (Ki line) are closer to energy fighters - fast and good energy retention but not exactly agile.
+ The A5M4 can outturn even biplanes.
+ Some of your heavy fighters are disgustingly agile for their size.
- Zeroes are slow and even your fastest planes are only middle-of-the-road speed-wise. They can energy fight but their energy retention is awful.
- At low and medium tiers your cannon ammo has to be used judiciously. Some planes only get 120 rounds.
- Your armor is as tough as wet paper and your repair costs tend to be pretty high.
- Your planes compress extremely easily in most cases, Zeroes in particular.


+ You get access to some big-rear end guns and howitzers that can punch way above their weight.
+ The Chi-To in particular is a goddamn beast.
- Your tanks are slow, big and poorly armored. Japan didn't put that much emphasis into tanks.


+/- No Naval Forces yet.



+ Great guns.
+ Great paintjobs and absolutely bizarre visual design choices.
+ Pretty fast and decently agile at mid-high speeds.
- Your engines tend to suffer from overheat issues.
- Most fighters have issues with elevator compression.
- Rolling isn't exactly your strong suit.


+ Great paintjobs.
+ Very experimental tech tree with many oddly-looking vehicles.
+ Great wheeled vehicles.
+ You get the OTOMATIC, an AA platform with an autocannon normally used by ships.
- Early Italian tanks are slow and badly armored and their guns aren't that good to begin with.


+/- No Naval Forces yet.



+ Good cannons. Your machine guns are middling but they have a ton of ammo.
+ Primarily boom 'n' zoom thanks to the sizeable number of American planes in the tech tree. This also means you get great close air support.
+ The few energy fighters they have are very good.
- Your heavy fighters and bombers are nothing to write home about.
- Your cannon ammo tends to be extremely limited.


+ Overall, French tanks emphasize maneuverability over armor.
+ Early tanks: The B1 bis is terrifyingly tough, able to withstand almost all cannons. The two American options are solid tanks.
+ Tier III tanks: The best solid shot cannons in the game, capable of slicing through a Jumbo at range. Excellent maneuverability, too.
+ Late tier: Fast, fun, surprisingly bouncy armor, and great guns. The AMX-30 is a French Leopard packing HEAT, and the AMX-40 has the second-best APFSDS round in the game.
+ Autoloaders appear early, giving consistently fast reloads that don't rely on the loader to be alive.
- The early French tanks are so bad, two of them were actually removed from the game. Seriously, the SPAA has better pen than these. It doesn't get good until Tier III.
- Tier III: The oscillating turret design found on some tanks is rather unstable, making firing on the move or scoot-and-shoot tactics difficult.
- Late tier: The best tanks (e.g. Lorraine 40t) are absurdly expensive to repair.
- Autoloaders are great until the ready racks run out, leaving you stranded with long reload times. Avoid sustained fights!

Notable tanks: B1 bis, M4A4 (SA50), M4A3E2, Lorraine 40t, CA Lorraine, AMX-30 (1972), AMX-50 Surbaisse, AMX-40
Notable premiums: B1 ter, M4A1 (FL10), Lorraine 155-MLE.50, AMX-30.


+/- No Naval Forces yet.



+ A ton of variety thanks to their mixed lineup of captured/foreign planes (Soviet, American and Japanese ones mostly).
- Very few unique designs at the moment, mostly relegated to higher tiers. Unlike tanks, you do have some early unique plane designs (the CWs, for example).


+ A ton of variety thanks to their mixed lineup of captured/foreign tanks (mostly Soviet and American, with some early Japanese designs).
- Very few unique designs at the moment, mostly relegated to higher tiers with few exceptions.


+/- No Naval Forces yet.



+ The 30mm cannons are ADEN copies and clicks targets to death
+ Despite lacking performance and agility they are a joy to fly
+ Lansen's the most beautiful subsonic jet in the game
+ Use 13.2mm planes, great strong DAKKA
+ It's got a Mustang as the J26, so if you want to get a cheap effective talisman on something you know and love
+ 21 series planes are a delight and worth spading, great lawnmower, great dogfighter, immensely accurate guns and cannons
+ Consider the premium Pyörre is basically a DB605 109, sitting at T3 it's a great purchase and Axis teams have started losing for good reason, it's got mineshot
- J22s aren't very agile but they do have great guns
- 20mm jet cannons are missing a mine round so you need to roll a 20 to get anything useful out of them
- With these FMs the 21s 29s and 32s are support jets and cannot 1v1 anything not another Swedish jet
- J32 wingsnaps happen at after 800kmh so you need to be stupid careful, it's like the worst era of the Yak 3 when you could roll slightly and lose it in a straight line


+ Early tanks have 101 mm pen APDS with very fast reloads, which is fun.
+ Good selection of casemate TDs and medium tanks.
+ Generally powerful guns, such as 400mm pen HEAT-FS at 5.7.
+ High-tier vehicles are very strong with good guns, armor and mobility.
+ There are a good number of autoloaders scattered throughout the tree.
+ Several silly vehicles, like a go-kart with 2 rocket launchers strapped to it.
- The early APDS makes following tanks feel very lackluster.
- Lots of open-topped or poorly-armored vehicles, e.g. the Delat Torn (medium tank, 5.0) has a completely open turret back.
- Small tech tree means some lineups are very limited. (e.g. 2 only 5.7 vehicles)
- Tanks without autoloaders tend to have slower-than-average reloads.


+/- No Naval Forces yet.

(more info coming soon)

https://www.youtube.com/watch?v=c5dnqGZNO44 https://www.youtube.com/watch?v=35-eB1lw4hI


And remember:



also



and finally

Azran fucked around with this message at 23:28 on Feb 23, 2024

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Azran
Sep 3, 2012

And what should one do to be remembered?
Planes

OH GOD HOW DO I PLANE

First of all, altitude is life. You can trade speed for altitude, and altitude for speed. CLIMB.

Just to repeat it:

quote:

Turnfighting is what happens if you are unable to BnZ.

BnZ is about using and retaining an advantage(altitude, energy) over your opponents. You want to do this.

- Airplane fighting styles are divided along two broad categories: turn fighting and energy fighting.

Turn fighting means using your maneuverability to overpower your enemy at close distances, like turning inside their own turn radius to put rounds on them before they can do the same. The problem with turn fighting is that you tend to bleed energy fast, and you will be a sitting duck against enemy planes that are not turn fighting with you. Some great examples of turn fighters are the Spitfire and the Zero.

Energy fighting implies you either use your energy retention to either maneuver around an enemy, forcing them to lose their enegy in an attempt to shake you off; or you use “boom and zoom” tactics, where you strike them from above (the boom) before running past at high speed, and climbing back again (the zoom). The Thunderbolt and the Bf109 are some examples of energy fighters.
Every plane can be an energy fighter, but not everyone can be a turn fighter. In fact, you should try to energy fight before turn fighting if you can, even with a turn fighter. Using throttle and flaps properly is the difference between videogame life and death when it comes to planes.

Fighting

Aim for the pilot. It’s the only squishy bit in the plane. Failing that, you can always hit a wing root/engine.

Try to hit the bomber’s engines, or the wing roots. Never tail a bomber; like 70% of its defensive weaponry can hit you there.

Pat yourself on the back if you see the elevator fly away, you just made life a literal hell for the poor bastard.

Remember, you can only kill two neo-nazis/bronies/goons on your team before getting kicked out of the match. You may be temporarily banned if you kill more than seven a week! Spread those kills out for maximum enjoyment.

Remember, getting a kill in this game is just like opening a file.

Maneuvering

Rolls!


Head-ons!


Interception!


Flaps!
https://www.youtube.com/watch?v=nIc2JDGe2ig

Upgrades and Ammo

Prioritize engine, weapon and belt upgrades. Bombs/rockets too if you're on a bomber/attacker and that's your thing, too.

I mean, sure, you want AP for machine guns and HE for cannons, but you can murder planes just fine with practice rounds as long as you have good aim. Sure, it might take a couple more seconds if you aren’t hitting the pilot, but that just means you should aim better.
For ground attack, Ground Target belts are important. For big caliber cannons against planes, you should avoid AP rounds most of the time because they will go straight through the fuselage.

Bombs and rockets will impact your plane’s performance, and they will do so even after you release them due to the pylons/launchers.

Just to make a compromise regarding :spergin:, let’s just say that AP is more useful for machine guns than cannons, Incendiary are always funny against planes and HE and AI/IAI are basically the same while Ball/Practice are technically the worst rounds in the game. But they are still bullets.

Settings

Convergence is the point where your bullets cross each other. 400-500 should be fine for Arcade/Realistic, but lower is better for Simulator.



Vertical tolerance makes the lead indicator take into account the vertical axis when calculating where you should shoot. We think.

Carry at least 30 minutes of fuel in Realistic. Try to always carry the minimum amount available for Arcade.

Be really, really obscene with your decals. Or just paint your vehicle bright pink. That works too.


Tanks

0. Learn to Aim
Your shells will drop over distance because physics. This might not be immediately obvious because shooting or being shot at results in clouds of smoke and dirt everywhere that you can't see through or turn off so it's hard to see where your shots are landing. Some guns shoot straighter than others. If you play Arcade Battles, there is an indicator that tells you exactly where your shot will land. Aside from that it's a matter of practice.

For more on aiming, check Spectralent's post here.

1. Flank
Shoot tanks from the sides or rear when possible
Tanks usually have the thickest armour at the front, then sides, then the thinnest at the rear.

2. Shoot the flat bits
Your gun is most effective if you're hitting armour straight on because trigonometry. The more extreme the angle you hit the armour at, the less effective the shot will be. At very shallow angles the shot will just bounce off harmlessly. Some tanks (mostly Russian) have sloped armour that can be tough to crack. Shoot the parts that are the least sloped relative to your view.

3. Angle your tank
Now that you know about point 2., you can apply the concept defensively. Angle your hull to make your armour more effective against incoming fire. How much to angle depends on the tank, but a good ballpark is 20-30 degrees. If you angle too much you will expose your weaker sides.


4. Ammunition
Check this good-rear end post written by YF-23 here for info about ammunition.

5. Positioning
Tank combat is basically about being in a better spot than the guy you're shooting at. See point 1. If your front is facing an enemy's side or rear, you basically win. I almost always avoid the middle of the map because it just means you can be shot from more directions at once. Go on the edges of the map and get side shots on fools who went down the middle.

Use cover - rocks, bunkers, your teammates, etc. A common tactic is to go "hull down". This means hiding your hull behind hard cover and exposing just your turret. This makes you a smaller target.



Cresting a hill can be dangerous because most tanks cannot aim their guns downward enough to hit targets.



If you're playing in non-Arcade modes, then you have to spot tanks with your own eyes. Use camouflage and concealment. Avoid silhouetting your tank by having trees, bushes, or terrain behind you to make your tank outline less conspicuous.

6. Aim for weakpoints
This is really on a tank-by-tank basis. Ask the thread.
Normally, there's a driver slit in the front of the tank that susceptible to penetration. Ammo tends to be stored on the middle of the tank, in the space between the turret and the track. It's actual location depends on the tank though.

7. Upgrade
Prioritize Parts (so you can repair more than just your tracks) and FPE (fire extinguisher), then ammo and artillery.

General Tips

Blistex posted:

Another thing to remember for tanks (regardless of BR) is to be thinking about your next piece of cover. Be it a rock, ditch, building, destroyed hull, or a depression in the ground, you need to know the fastest way to get there so you spend the least amount of time exposed. Whenever you fire your gun you should be backing behind some manner of cover and not admiring your shot or waiting to reload. You've just alerted everyone nearby to your position, so their rounds will be arriving shortly.

Speaking of reloading, don't advance and expose yourself until you're finished reloading. If your tank is a high-caliber assault gun that needs 30 seconds or more, getting behind cover isn't enough. Get 30 seconds travel time behind cover so an observant enemy doesn't make a mad dash to get you before your next round is ready.

When going around corners have your turret pointed in anticipation. Don't wait for it to catch up after you've already exposed yourself. In some vehicles its better to have it facing forward and quickly whip your hull around a corner (like in city streets) so your gun is already pointing where you want it.

On some vehicles, gun elevation and depression is painfully slow. Make sure your barrel isn't pointed in the dirt or sky when you might need it. If you're about to crest a hill, have it pointed down ahead of time. Approaching a ridge? Have it pointed up before you find an enemy tank cresting it. Have limited depression? Avoid terrain that will prevent you from engaging enemies.

Most of all, know what is ahead of you. Look at the map for enemy contacts and to make sure your team is covering your flanks and rear. Peek around corners, look over obstacles, use those binoculars, they have a better zoom, a wider view, traverse faster, and won't give away your position like a spinning turret, exhaust smoke, or a revving engine. (Use headphones so you can better hear approaching enemies and better judge their position and range)

Crews

You can have up to 5 crews per nation without spending golden eagles (premium currency). How you assign those crew depends on the mode you're playing, but in general you'll want two tank crew, one fighter crew, one bomber crew, and the fifth can be whatever (I think most players opt to use this crew for self-propelled anti-aircraft guns or heavy fighters). In arcade battles, you get several spawns of the type of vehicle assigned to that mode. In realistic air battles, you only get one vehicle to use in the match. In realistic tank battles, you start out with a tank and can earn points in the match to spend on respawns in other tanks or in aircraft; the spawn cost of a vehicle goes up if you've previously spawned in a vehicle of its class (fighter, bomber, heavy tank, light/medium tank, tank destroyer, SPAA). In sim tank battles, you can spawn in one tank and one plane, and you can start in the plane if you want to; the airplane can only be used once, but the tanks will usually have two spawns unless they're considered a heavy, and only get one.

Because of how expensive crew training gets for the higher levels of stats, it's best to plan ahead how you're going to use each crew. Your fighter crew can focus on fighter skills while your bomber crew can do gunner skills. Your main tank crew might prioritize repair speed while your secondary tank crew prioritizes spotting distance, or an SPAA crew that needs to get the gunner and radio operator trained faster than the other positions. Sending a crew on holiday doesn't remove the crew from the slot, only the vehicle from the crew; crew 1 will always be in slot 1. There is no need to specialize forever, though; a single crew can eventually reach full capability with every skill for every class of vehicle, but this will take a very long time.

As far as I know, you get triple crew XP in arcade mode compared to realistic and sim because Gaijin made a weird decision about average earnings in arcade a long time ago and has not yet reversed it. One of the fastest ways to gain experience points is to get a light bomber that can stay above the melee in arcade, and just bomb every base into dust. While tank skills only work in tanks and airplane skills only work in airplanes, unspent experience points can be used for either type—so the points you earn in air battles can be used to train up tank skills. Skills are leveled up by half points, from 0 to 5, but 5 is only halfway finished. You can use silver lions (regular freely earned currency) to give a specific crew "expert" training with a specific vehicle, which adds +3 to all skills while using that vehicle, bringing the total to 8 if you have the skills at a base of 5. You can get a further +2 from "ace" training, which can be bought with GE or by using a vehicle with that crewa lot. The crew will slowly earn points towards free ace training for that vehicle, equal to the spendable XP they earn, which builds to a 50% GE discount off ace training, then 75% off, then 100% for free ace status. Also note, to even get expert and ace training with a vehicle, the crew must be a certain level overall for that type of vehicle (plane, tank, boat); this level required goes up with tier, so a tier 1 tank can be experted and aced by a fairly low-level crew, but something at tier 3 might need a level 60 crew to be aced. Aircraft training caps at level 75, while tanks cap at 150—and it will take much, much longer to get a crew up to 150 for tanks than it will take to reach 75 with air skills, but a tank crew is fairly capable around level 70, so don't stress over it too much.

It's usually easiest to assign a vehicle to a crew from the research screen, but you can also speed up the process by using the filters next to the list shown when you press the two-arrow button at the bottom of the crew slot. You can filter by aviation or army, whether a crew is trained for a vehicle, whether the crew has expert (and/or ace) training, vehicle tier, and (most useful by far) if the vehicle is allowed in the mode you currently have selected. If you're trying to join an event battle with a limited list of available vehicles, you can use the filter to only show those.

[Planes]

  • Pilot
    - Keen Vision: Affects the distance at which you can spot planes in the direction where your camera is looking.
    - Awareness: Affects the distance at which you can spot planes in the direction where your camera isn't looking.
    - G-Tolerance: It affects how much control of the plane you'll lose in a high or low G maneuver. It also allows your pilot to pull more Gs before getting knocked out.
    - Stamina: As you fly, your pilot gets tired and handling of the plane suffers. This stat diminishes that effect.
    - Vitality: It allows your pilot to survive hits to the cockpit. With no vitality, even a stray .303 can kill him. It will not make you invulnerable to bullets, and a single AP cannon round can still kill you.

  • Gunners
    - Experienced Gunners: If you don't have as many experienced gunners as gunners you have on a plane, then your skills will get reduced proportionally. So if you only have one gunner in a 4-gunner crew, your gunner skills will be at 1/4 of their efficiency.
    - Fire Accuracy: Affects your gunner's accuracy when you are not manually controlling them.
    - Fire Precision: Affects your gunner's spread when you are not manually controlling them.
    - G-Tolerance: Same as with pilots, but also allows the AI to start shooting during high G turns, and recover faster from them.
    - Stamina: Same as with pilots.
    - Vitality: Same as with pilots.

  • Ground Service
    - Repair Speed: Determines how much time till your plane gets repaired while on a runway. Also diminishes free repair times.
    - Repair Rank: If your Repair Rank isn't equal to or above the rank of the equipped plane, then the Repair Speed bonus won't apply to it.
    - Reload Speed: Reduces the time it takes for your ammunition and ordnance to get replenished, both in the air (Arcade) and on a runway.
    - Weapon Maintenance: Increases the amount of time in which you can continuously shoot your weapons before they jam.

You should prioritize the Pilot tab + Weapon Maintenance for Historical, and both the Pilot skills and Weapon Maintenance/Reload Speed for Arcade.

[Tanks]

Teal posted:

In this order, focus on

Driving > Gunnery (Aim or whatever) > Reload > Leadership > Vitality > Anything else (Ranging is ok to mix in early if you play RB/SB particularly since it's relatively cheap)

Since the cost scales with level, you don't wanna max them one after another; keep the order above up to like level 3 of everything, then start splitting further levelups between the thing and the next thing or two.


[Ships]

Mr Longhair posted:

What I max immediately
Crew Interchangeability = basically extra HP
Main caliber reload speed = big cannons good cannons
Distance fuse set accuracy = maining the US

Trying to keep at 2/5 with experting or 2.5/3
everything Damage control
everything Gunners not Main Cal Reload or Distance Fuse
Fire Prevention

For all three game modes, you can rarely go wrong with anything that controls reload speed, vitality and crew interchangeability.

Your crew can be qualified in every single vehicle available in the game.

For all Battle Rating discussion, refer to these .gifs:



Azran fucked around with this message at 01:42 on Feb 22, 2020

BBJoey
Oct 31, 2012

Azran
Sep 3, 2012

And what should one do to be remembered?
Assorted thread advice


Thief, on how to fly good at high tiers posted:

this goes for all god tier prop planes but if you really wanna gitgud one of the first things you should master are your redline speeds at both full throttle and 0% in both shallow and steep dives

really - this is good for any videogame plane ever but at higher tiers you are more likely to encounter ppl that have already mastered general dogfight maneuvers. to become a cyber ace you must learn to get this comfortable at extreme speeds. this will teach you the actual limits of your plane.

if you want to go even farther do all of this with the plane rolled 90 degrees. this usually puts more stress in the airframe and will make your plane fall apart easier. once you get a feel for this you will know the actual Rip Into Pieces speeds.

after a while you will start cutting back later and later because you know your plane can handle it. stuff like this gives you tiny incremental advantages in things like energy management and seperation/intercept rates with your target

now you can go climb to space and bnz ta152s that think they're invincible then chase them into lawndarting. forcing energy fighters to rip their wings off is one of the most ways to manuever kill

best of all you can use this to increase your chances of actually disengaging when resorting to extreme emergency dives

Azran fucked around with this message at 11:24 on Aug 24, 2018

Ghosts n Gopniks
Nov 2, 2004

Imagine how much more sad and lonely we would be if not for the hard work of lowtax. Here's $12.95 to his aid.
Great OP. My own tanking pro-tip is sight distance control. I'll get cracking on Naval when that opens, iron things out as it matures, our goal will be conquest and tears.

PS4 version information:
30 fps, PS4 Pro supports 4K, link email and you can play on PC but not vice-versa, your store is always PSN

Ghosts n Gopniks fucked around with this message at 10:51 on May 26, 2017

Nordick
Sep 3, 2011

Yes.

Azran posted:

I need new gameplay gifs for the OP, goons! Preferably tank gifs
It's old and not that special, but I had this sitting in my imgur

http://i.imgur.com/24rQmg4.gifv

Psycho Society
Oct 21, 2010
Italians tho, OP

McSpanky
Jan 16, 2005






Nordick posted:

It's old and not that special, but I had this sitting in my imgur

http://i.imgur.com/24rQmg4.gifv

This is one of the many new/steam achievements that I just want to SAM because I did it long before those were a thing but unlike most games WT also tracks them on its end and I'm not sure what'll happen if there's a disagreement.

Psycho Society
Oct 21, 2010
Unconventional kills are some of the most fun things in this game. Bulldozing a tank into a river, for example :twisted:

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Psycho Society posted:

Italians tho, OP

Breda-SAFAT went from worst MGs to best MGs.

Ghosts n Gopniks
Nov 2, 2004

Imagine how much more sad and lonely we would be if not for the hard work of lowtax. Here's $12.95 to his aid.
https://zippy.gfycat.com/SizzlingAdorableDogwoodclubgall.webm

Ghosts n Gopniks fucked around with this message at 11:16 on May 26, 2017

mlmp08
Jul 11, 2004

Prepare for my priapic projectile's exalted penetration
Nap Ghost

Azran posted:

I need new gameplay gifs for the OP, goons! Preferably tank gifs

Here are a couple I guess, though they don't feature the new stuff since I quit playing tanks

https://gfycat.com/DifficultInbornJuliabutterfly

https://gfycat.com/SimpleExcitableArabianhorse

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Azran posted:


0. Learn to Aim

Your shells will drop over distance because physics. This might not be immediately obvious because shooting or being shot at results in clouds of smoke and dirt everywhere that you can't see through or turn off so it's hard to see where your shots are landing. Some guns shoot straighter than others. If you play Arcade Battles, there is an indicator that tells you exactly where your shot will land. Aside from that it's a matter of practice.

Even in RB and sim there are things you can do.

First, you have your sights, which are what you put tanks inside to make them die.



The lines going down are the ranges; shells hit parallel with their line at that distance. If your shells are slow, like that tank's, gravity has a lot of time to affect them and they drop more by a given distance. You can also keybind something so that you can adjust the zero on the sight up or down, like so:



Notice the middle crosses through about 250m now, instead of 0m. This means your cannon is elevated and the round will land further; to hit something directly in front you'd have to aim down.

But, basically, it means, either by raising the gun manually or by adjusting the sight distance, you can use the sights to consistently hit targets at known distances. Which is great but how do you know the distance? "Getting good" is one way, as it's true that you get a feel for it and also true that most maps have places you can remember distances between to judge shots, but there's two other ways.

One is the built-in rangefinder; hit G, and wherever the centre of your sight is currently sitting will have a distance automatically calculated by your gunner. This takes some time, and it's not perfectly accurate. It also has a range cap, so it's useless at long distances. Increasing your gunner's rangefinding skill makes it quicker, more accurate, and effective further away, and late tanks have the rangefinder upgrade that removes the cap entirely.

The second, more :spergin: way is to use mils. The bars marked vertically down in a line across the horizontal plane of the sight are mils, and can be used to calculate distances. Basically, you use

(length of target*1000)/number of strich on the mil.

So, using the Pz II again:



A panzer II is about 5m long, so we've got 5000 divided by 16 (both the 8 strich markings), approximately 300.

Both these have the disadvantage that they work much worse at long range, but you should at least be able to use them as guides for getting a hang of it before you get used to dropping 122mm HEAT on people's heads with your matrix sixth sense.

quote:

If you're playing in Simulator Battles mode, then you have to spot tanks with your own eyes. Use camouflage and concealment. Avoid silhouetting your tank by having trees, bushes, or terrain behind you to make your tank outline less conspicuous.

Same for RB.

Psycho Society
Oct 21, 2010
For really long range shots switching to binoculars as soon as you fire can help you see where the shells are going, since there's less smoke. Binoculars in general rule too

mlmp08
Jul 11, 2004

Prepare for my priapic projectile's exalted penetration
Nap Ghost
Some related and/or important gifs

Base defense is.........first to fire.


ADA first to fire etc


bloop


Arcade mode:


Get faster:


Get faster:


Tanks:


Teamwork:


More better teamwork:


Energy fighting teamwork:


Russian swarm tactics:


And many more but I'm probably close to eating a probation just based on too many gifs in one post.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here


Gaijin put this up on facebook the other day. It shows all the planes in the Italy tree plus a Re.2000 and Re.2001CN marked as SOON.

NoNotTheMindProbe fucked around with this message at 12:58 on May 26, 2017

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Psycho Society posted:

For really long range shots switching to binoculars as soon as you fire can help you see where the shells are going, since there's less smoke. Binoculars in general rule too

Oh god, yeah. In the general game of "actually having to see things to shoot them" in RB and Sim, binoculars will improve your tanking by like 90% immediately.

Azran
Sep 3, 2012

And what should one do to be remembered?
The second post is basically copied wholesale from the previous OP, gonna modify it over the coming days.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

They finally added the Italians? I will need to reinstall.

Is arcade still bomber spam that ends the match in 4 minutes or has it changed?

Also about Arcade - is it still all super OP undertiered American BS planes?

underage at the vape shop
May 11, 2011

by Cyrano4747
Getting in on the ground floor to say, tanks are good

underage at the vape shop
May 11, 2011

by Cyrano4747
Azran want me to write an update on tank ammo choices?

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
Italy is the best nation

Ghosts n Gopniks
Nov 2, 2004

Imagine how much more sad and lonely we would be if not for the hard work of lowtax. Here's $12.95 to his aid.

AAAAA! Real Muenster posted:

Is arcade still bomber spam that ends the match in 4 minutes or has it changed?

Also about Arcade - is it still all super OP undertiered American BS planes?

Going by yesterday AB is so much better off, four bomb zones now instead of three and in general less bomber spam, more hunting bombers for fun than having to hunt them to prevent a loss to bomberspam.

Undertiered bullshitters are still undertiered bullshitters though.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

MrLonghair posted:

Going by yesterday AB is so much better off, four bomb zones now instead of three and in general less bomber spam, more hunting bombers for fun than having to hunt them to prevent a loss to bomberspam.

Undertiered bullshitters are still undertiered bullshitters though.
Good to know, thank you. I think I can handle the undertiered US planes because dunking on them in Italians will be fun even if I die in a hail of 50 cal rounds a minute later.

Also,
https://www.youtube.com/watch?v=OfdsTzsbMbc

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
Tank assault is a real fuckin' bad mode and you shouldn't play it.

Nickiepoo
Jun 24, 2013

spectralent posted:

Tank assault is a real fuckin' bad mode and you shouldn't play it.

So just like air assault then?

jadebullet
Mar 25, 2011


MY LIFE FOR YOU!
So what is the best method for enjoying my Spaghetti? I'm assuming that they are energy fighters?

Also, that reserve attacker is legit good at killing planes.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Azran posted:

The second post is basically copied wholesale from the previous OP, gonna modify it over the coming days.

Yeah, for tanks 0 should be "Bind loving Binoculars", or maybe that's a -1. Because Oh God, Why Is This Not Bound By Default?

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Nickiepoo posted:

So just like air assault then?

Tank assault is worse because defensive flying is a thing but defensive tanking isn't and it keeps putting you on poo poo maps with tiny amounts of cover and attacking you from multiple directions so you can't hide your flanks. It feels like you need to have a heavy tank to even try surviving.

Sard
May 11, 2012

Certified Poster of Culture.
Posting some of my favorite gfycat webm clips from the old thread.

MCLOS ATGMs in a nutshell
Kamikaze attack misses a PBY, hits other attacker
Killing tanks in sim mode with a Ju 87 G; IS-2 and T-34 in a single pass.
Killing tanks in sim mode with a Ju 87 G; two Shermans in separate attacks.
Killing tanks in sim mode with a Ju 87 G; T-34-85 in a town
A5M4 shooting down a Chaika in sim mode using the telescope gun sight.
Shooting down a fighter in sim mode using vertical cannons on the Ki-45 tei
Overpowered T-54
Literally lawnmowing in an F-84B
M19 DFA'ing a Panther
And a collection of tanks shooting planes if you're into that https://gfycat.com/@sard/tanks_shooting_planes

And a pair of videos:
https://www.youtube.com/watch?v=9CE3dhhO7Wk First flight murdering with the Fw 190 D-13
https://www.youtube.com/watch?v=VOnnw5PTBsM Killing a bunch of Tu-4 with a Cannonberra

Sard fucked around with this message at 16:12 on May 26, 2017

Sard
May 11, 2012

Certified Poster of Culture.
If for some dumbass reason anyone doesn't have Marcolin's CR.42 yet, you can get it for free over the next three days:

quote:

Italian Premium Marcolin's CR.42 CN for all players!

Just win one random battle between 12:00 GMT on the 26th of May and 07:00 GMT 29th of May with the aircraft of any nation with an activity of more than 65%!

I think it's in the Italian tree this time, so go for it even if you already have the one stuck in the German tree? I have no idea if they're going to move those planes over.

jadebullet
Mar 25, 2011


MY LIFE FOR YOU!
Yeah. I assumed that the Italian Planes would have just been ported over so I bought it 2 days ago. I guess I will just win it for both trees.

Sad King Billy
Jan 27, 2006

Thats three of ours innit...to one of yours. You know mate I really think we ought to even up the average!
I was having trouble with the .50 cal F8, really having trouble grinding it out, researching ammo belt and mg upgrades changed that though.
I'm doing so much better now, despite having no fuel injection upgrade to go fast.

I'm also finding that ground fire belts are really effective for the P-38. Makes bomber hunting viable for it, I can now take out a B-17 in one pass, when before I'd lose too much speed on the second pass and either break off or die.

Still really bad at defensive flying though, I know the theory, Just awful at the practice

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Wow the Italians finally have their own tree and the 205? Nice.

Any word on botes?

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Italian Plons are real good.

That's my review of the update.

Ghosts n Gopniks
Nov 2, 2004

Imagine how much more sad and lonely we would be if not for the hard work of lowtax. Here's $12.95 to his aid.

Galaga Galaxian posted:

Any word on botes?
They opened up packages and testing for them too damned early for their own good, that's my word on it.

Feindfeuer
Jun 20, 2013

shoot men, receive credits
Every few months a new Thread pops up, and I get reminded by my ancient gif that i can't blow up a Tiger and Panther in one pass anymore, nor am I able to paint up my planes in my old attacker pattern anymore (red wings, derpy skull)



:smith:

Azran
Sep 3, 2012

And what should one do to be remembered?

underage at the vape shop posted:

Azran want me to write an update on tank ammo choices?

Please do :)

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Feindfeuer posted:

my old attacker pattern anymore (red wings, derpy skull)
This reminded me of horsecock paint schemes and hoo boy am I sitting in the office giggling like an idiot.

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Migishu
Oct 22, 2005

I'll eat your fucking eyeballs if you're not careful

Grimey Drawer
This isn't in the OP and that makes me sad:

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