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#21716 World of Warplanes Game Manual

Posted CrashTailspin on 24 February 2012 - 09:28 PM

EDIT:  22 November 2012 2:50PM Pacific Time (yes, Thanksgiving Day)

This update is HUGE!  All of the images are now up-to-date, most of the old content has been removed, new content added, and the organization is much more in line with the current World of Tanks manual.  Hyperlinks were added all over the place, so people can jump to exactly what they're looking for.  Also, the manual revision name will reflect the build number the game is currently in, so it's even easier to know if you've got the current manual.


Yes, I do understand that there's only a "Getting Started" and "Basic" section to the manual.  Rest assured, more will be added coming up soon!  Enjoy everyone!!





Welcome to the "un"official site of the World of Warplanes Game Manual!  This manual has been designed to help new Beta Testers understand the basic concepts of the game.

Anyone can benefit from this manual, from World of Tanks veterans and flight sim enthusiasts to absolute newcomers to computer gaming.  I highly recommend utilizing this manual for reference if you have any questions regarding the game.  Many questions can be answered by searching the manual's PDF bookmarks.  (If you're not familiar with PDF bookmarks, download the latest version of Adobe Reader here:  Adobe PDF Reader)

This manual will be in a consistent state of upgrade due to the unknown nature of update content until it's released.  Therefore, some information may be out of date.  If you have any recommendations as to what you'd like to see in future revisions, please leave a reply!

Enjoy!


Update history:

0.7.0 - Initial version.
0.7.1 - 27 November 2011  20:15 UTC
0.7.2 - 03 March 2012 06:40 UTC
0.7.3 - 04 March 2012 07:05 UTC
0.7.4 - 04 April 2012 05:57 UTC

0.7.5 - 14 June 2012 17:10 UTC - massive update.  Too many items to list.
0.3.4 - 22 Novermber 2012 14:50 PST - complete update, overhaul, revision, spit-polish, you name it.

0.1 - 9 October 2012 19:10 UTC - added Quick Reference Card



You're the man Crash! Keep up the good work.

Attached Files




#427563 Extreme Dissapointment from this weekend with WoWP

Posted Zen35 on 07 June 2014 - 11:04 PM

I have never reached a higher level of disappointment with this game than I have this weekend.

 

It boggles the brain on how many experienced pilots have repeatedly:
Expressed their opinions
Wrote about the problems
Devoted time to help….

 

Yet not one of the problems is getting fixed….. Just more frustrations and problems being put into this game…

 

A cinematic intro screen…… Why???  What purpose does this serve????    Sure it may be nice but it’s not NEEDED !   Key word here is NEEDED!


I have watched MM put planes into battle that never should have been there in the first place.

 

I watch Tier 6’s get thrown into Tier 8 battles where there were plenty of Tier 8’s and 9’s to make a battle…

 

I have watched planes that were rulers of the sky now turned into useless flying hunks of junk.

 

Altitude bans put into place because everyone kept trying to go after them instead of going after a ground target to make them come down….

 

There was a time back in Closed and Open beta when this game was just about close to balance….. Now it is so much further away…

 

WoWP is an extremely wonderful game… To be able to fly the fighters of WWII is a dream come true for many since many will never be able to do this in real life….

 

Many of us here know the history of the aircraft…what they can and cannot do…. However now… it’s the opposite for these aircraft.  

 

Low altitude aircraft can now get up with the once high flyers….

 

AA that is dead on laser accurate

 

OP Guns on a certain line of aircraft while certain lines had the damaged reduced…. Why…. Makes no sense..

 

Airplanes that did not have the greatest maneuverability can now out turn anything….unlike their historical replicas.

 

Instead of coming up with ways to help new pilots learn how to play this game…… We just “kill certain aircraft”…. Got to oil that squeaky wheel

 

Now I have been an extremely huge fan of WoWP since I first got in….. Flew it as much as possible…
But now…. This game is just not that much fun anymore…..with every new patch comes more problems

 

I’ll keep on flying….. Not as much…..Some levels are still fun to fly

 

Now I’ll probably get some -1’s…… So be it…..

 

Many others that I have spoken with feel the same way….

 

This game is not headed in the right direction….. Very sad also….
Hopefully someday pilots will be heard




#474770 Developer Bulletin: Patch 1.6.0

Posted ZeroTigra on 10 October 2014 - 03:22 PM

By popular request from our NA players, we would like to provide you with a look at a few upcoming changes in future versions of World of Warplanes. The main purpose of this preview is to share with the players things that we have worked on in preparation of these versions!  

 

Disclaimer: Please note that this preview is not the official 1.6 patch notes, and may not contain all the changes in the update. We may alter or remove some of mentioned changes if there are any technical or any otherwise necessary reasons to do so.

But let’s get back to business!

 

Update 1.6 is will introduce an array of new additions to the game that are aimed at both beginners as well as experienced players.

One of the anticipated features of 1.6 is the final preparation before the release of Clans. Clans will be common for both WoT and WoWP games. Please follow our portal news for the launch date. 
Also, looking a bit ahead, we would like to tell our players that starting from version 1.7 we will be totally revision training room functionality for the needs of Esports. It is too early now to say exactly what changes will be implemented, but we have it on our roadmap starting from 1.7.

 

One of the most prominent changes in Update 1.6 is the modification of the tech trees, which will now include a new class of planes: the multirole fighters. As their name implies, these fighters are able to successfully attack both enemy aircraft and ground targets due to their flexible weapons configuration, which allows them to mount bombs/rockets and high-caliber guns. We faced the necessity of these changes after introducing new Focke-Wulf tree. Due to their specific characteristics these planes have taken a place between fighters and heavy fighters, without being a pure representative of either of them. New multirole fighters are purposed to attack light ground targets and then join the dogfight. 

One more reason for adding multirole fighters—which are able to destroy ground targets—lies in the previously introduced complex ground objects, and the subsequent changes in Superiority mode. We expect that by increasing the number of aircraft that are effective against ground targets, we will add tactical diversity in the current game mode. We also expect that players who could not master (or simply did not like) ground attack aircraft or heavy fighters, but would still like to take part in the “ground game” as well, will have a great possibility to do so.

 

We’re also glad to introduce a new branch of aircraft featuring the long-awaited USSR MiG fighters. The key characteristics of planes of this branch are its excellent speed and altitude performance; MiGs are great high-altitude fighters that excel at vertical maneuvers.

Some tier 7 premuim planes are coming too.

 

A lot of work was done on balancing guns and cannons. After the release of 1.5, we received lots of complaints saying that cannons became useless and guns appeared to be too effective. We thoroughly studied statistics and analyzed balance parameters and made necessary adjustments. Although the balance is an area that cannot remain unchanged, we hope that the players will appreciate the revision of weapon balance in version 1.6, and we look forward to your feedback from Common Test.
Another thing that should be mentioned is the transition to a more functional and stable sound engine WWISE. In this connection, a sound picture of the battle has undergone some changes. In particular, weapon sounds changed, extra effects in voice messages added, other effects sounds were changed. We will continue working on a sound in future versions.

 

Among the other important refinements that we plan to implement in version 1.6 there are:

  • Improvements in control profiles. Multiple mistakes were fixed in the Mouse control profile, and new possibilities were added for those who use both mouse and keyboard. For gamepads, we changed the trigger signal processing logic, allowing for better functionality when executing commands bound to the triggers.  
  • Some of mistakes in the Matchmaker logic were fixed:
  • Improved flight-balancing algorithm
  • Adjusted the issue where there were more planes two tiers lower than the top tier, but fewer planes one tier lower 
  • Fixed the problem that caused a disproportionate number of ground attack aircraft and heavy fighters (compared to fighters)
  • New players will benefit from being matched up with other beginners for a longer period of time, before being matched up with more experienced players 
  • We listened to your feedback and analyzed the statistic data for Superiority mode, and we have made some adjustments, including tuning the speed of the Superiority scale, and reducing the HP for armored segments of ground targets.
  • Among the pleasant “Quality of Life” improvements, we would like to mention addition of a “Fill with bots” button to training rooms. This feature surely will be positively saluted by the majority of players who use training rooms. 
  • A lot of not-as-big—but not less important!—adjustments were made to user interface. Work on in-battle and game interface will continue in future updates. 

 

Version 1.6 is looking very promising, and we are looking forward to hearing your feedback from the Common Test!




#232513 Guide to Successful Heavy Fighter Operation

Posted CrashTailspin on 17 June 2013 - 03:29 PM

CrashTailspin's Guide to Successful Heavy Fighter Operation


Hey everyone!


This guide was written to give players some tips, hints, and tactics to get the most effective use out of their heavy fighters.  Note:  I said Heavy Fighters, not "bombers".  These aircraft were not specifically designed to fly straight and level like a heavy bomber.  With their speed and potent armament, they excel in high-speed slashing attacks against even the most armored aircraft.  However, this speed and firepower comes at a price:  reduced maneuverability.  The following information will help you maximize your heavy fighter's strong points while minimizing its weaknesses.


Rule 1:  GET ALTITUDE!
At the beginning of a match, nearly all aircraft start at very close to the same altitude.  Most players choose to remain at the altitude they start at, too.  However, gaining altitude at the beginning of a match gives you several advantages, especially in a Heavy Fighter:
  • It gives you a better vantage point of the battle map.
  • It allows you to better choose which target you want to attack.
  • It acts as stored energy (since diving converts altitude into airspeed).
  • A diving attack gives an enemy less of an opportunity to mount a counter-attack
An efficient method of gaining altitude is to enter a boost-assisted climb at a constant airspeed.  This allows you to gain altitude without reducing your most important asset - your speed.  However, you do not want to exhaust all of your boost in the initial climb.  I recommend using at most 50% of your boost.  This allows you to attain a respectable altitude while conserving the rest of your boost for potential egress climbs (more on that later).


Rule 2:  PICK AN APPROPRIATE TARGET
Once at an effective altitude, targets will start to appear.  You may be tempted to engage the first target you see, but I would advise against it.  Look around first and determine which target would be best to engage first.  Here's a few characteristics of proper targets to engage first:
  • Aircraft which are unaware of your presence or are currently occupied.  Tell-tale signs of this are aircraft flying in a straight line or on a ground attack run.
  • Aircraft that are weaker and / or have less firepower (think Japanese fighters / I-16s / lower-tier fighters).  Tehese fighters can typically be destroyed in a single pass and at longer range (due to your cannon) if engaged early and adequate hits are maintained.
  • An aircraft carrying ordinance.  External ordinance weighs an aircraft down and adds drag, reducing its maneuverability and top speed.  Also, these aircraft are more likely to be focued on attack ground targets, taking their attention away from incoming enemy attackers (see previous tip under this rule).
Occasionally, you will encounter fighters at your altitude.  If this is the case, stop boosting (if you are - you want the most time for your guns to be on-target), aim true, fire as soon as the lead indicator shows up, don't let off the trigger, and plan to break off early if you don't take out the target in time to avoid a collision.  ALWAYS ATTEMPT TO AVOID A COLLISION!  You don't do your team any good if you die in a head-on collision.

Rule 3:  ATTACK IN A HIGH-SPEED PASS / AVOID THE TURNFIGHT
Once you've chosen an appropriate target, it's time to start your attack run.  From your altitude advantage, dive down on your target, and open fire once they're in range.  Here's some tips to achieve maximum damage to the (hopefully) unsuspecting target:
  • Try not to overshoot!  Heavy fighters are fast, but you'll do yourself no good if you pass your target before you destroy it.  To avoid this, reduce your throttle (if you have a joystick), or flat-out idle your throttle (keyboard / mouse users) to avoid gaining too much airspeed in your dive.  Also, every aircraft has an "effective speed range".  Overspeeding this range makes the aircraft sluggish to respond to control inputs, potentially causing you to dive right into the ground (and that's bad).
  • Once you're in range of the target (your lead indicator gets brighter), start firing and DON'T LET UP until you either destroy the target or egress from the attack.  Enemy aircraft left at 1% health can still deal damage.  Better to finish them off then to leave them damaged.
  • Try at all costs to stay out of a turning engagement.  Heavy Fighters are large, heavy aircraft - nowhere near as light or nimble as their Light Fighter or Carrier-Borne Fighter counterparts.  As such, they cannot turn as well, and are easy prey if caught in a turning engagment.

Rule 4:  EGRESS THE AREA IN A CLIMB
After your attack run, it's time to get out of the engagement, get some range from the enemy, so you can turn around safely and re-engage.  Here's some tips to effectively re-engage with success:
  • After your attack run is through, enter a climb at about a 45 degree angle (it doesn't have to be perfect).  This helps accomplish two things - DISTANCE FROM THE ENEMY and ALTITUDE ABOVE THE ENEMY.
    • Too steep of a climb doesn't provide enough distance from the enemy (and reduces your airspeed too much).
    • Too shallow of a climb doesn't allow for enough altitude above the enemy to re-engage in a diving attack.
  • Once the area is clear (typically ~2,400ft / ~800m from the previous target) and no other enemies are immediately near, turn to either re-engage or pick a new target and repeat the process.

Rule 5:  FIGHT ON YOUR TERMS
Eventually, you WILL get an enemy on your tail.  However, do not fret.  There are several tactics which work particularly well against enemy pursuers:
  • If you've got boost (and you should), USE IT!  Enter a fairly steep climb and hit the boost.  Most fighters have only half the boost duration that Heavy Fighters do, and are somewhat slower as well.  This combination allows you to pull away from an enemy in a climb.  Enter your boost climb, and once the enemy is around ~2,400ft / ~800m, turn around to re-engage your new target.
  • If you're out of boost, get some altitude while keeping as much airspeed as you can and find some friendly fighters.  The F7 key is the default macro for "Clear My Tail!", and puts a little "SOS" above your aircraft for friendlies to see, letting them know that you've got an enemy on your tail, and need some help shaking him.
  • If friendlies are in short supply, try to find some friendly ground targets.  Friendly targets quite often have at least one (and sometimes multiple) AA guns, which can damage the enemy.  The friendly base is full of them, and when loitered over, can significantly damage (or even destroy) an enemy fighter.
  • Remember, whatever you do, AVOID A TURNING ENGAGEMENT!  As previously stated, Heavy Fighters don't work too well in a turning battle.  If you see an enemy attempting to lure you into a steep turning battle, get into your egress climb, boost away, and if need be, completely avoid engaging the more maneuverable fighter.

Rule 6:  BOMB EARLY, BOMB QUICKLY
Let's review a couple concepts in regard to external ordinance and ground attack concepts (for a better review, check out my Guide to Successful Low-Tier Attack Aircraft Operation):
  • External oridnance (i.e. Bombs and Rockets) add additional weight and drag, reducing maneuverability, acceleration, and top speed.
  • Heavy Fighters are NOT armored like similarly-tiered Russian Ground Attack aircraft
  • Heavy Fighters do not receive as much camoflage bonus a Ground Attack aircraft when they fly at low altitude
  • A Heavy Fighter's optimum altitude is typically not low-level

With these concepts in mind, it's beneficial for Heavy Fighters that are carrying bombs to rush to the target they're attacking, drop their bombs, and then do what they do best - fast, slashing attacks.  If you're carrying bombs and looking for targets to hit, here are my recommendations:
  • Get to your optimum altitude and gain airspeed.  This gets you to your target faster than diving to the deck, where your aircraft doesn't operate as well.
  • Stay at altitude until you find a target to your liking.  Once you're close, enter a dive until you see the bomb reticule on-target.  Once on-target, drop your bomb (or bombs), find a new target, drop your bombs again, and regain altitude.
  • ALWAYS BE AWARE OF ENEMY FIGHTERS!  Even though you're at altitude, you're typically going to be flying in a straight line, which makes you an easy target.  If you see an enemy approaching (other than head-on), do not be afraid to dump your bombs and run.  Staying alive outweighs dying after taking out a single ground target.

TO SUMMARIZE


Use speed an altitude to your advantage.


Avoid entering a turning engagement.


If using bombs, get to your target early.



Remember, each battle is different.  What works in one may not work in another.  These rules and tips are general in nature and are not meant for any specific engagement.

Good luck, and happy hunting!


#135679 Heh's biology report on WoWP's fascinating creatures vol 1: sky whales

Posted Heh on 24 October 2012 - 05:07 PM

Good day my fellow forum dwellers. I am Heh, your friendly forum spammer and whale biologist. In this episode of "Heh's biology report on WoWP's fascinating creatures", we're gonna show you the slowest, biggest, and most graceful creatures of the aerial kingdom: sky whales.


Sky whale taxonomy:

 

Spoiler


Sky whales (Caleum Ceti), are big, slow lumbering creatures gracefully roaming at low altitudes in the WoWP maps. Like their marine counterparts, they tend to eat krill, but they only eat dead, highly oxygenated krill processed by ground targets. The sky whale will tend to use its teeth to chew the krill in either big chunks or rapid bites, depending on the sky whale's age. In order to move, sky whales use a powerful nose muscle that propels them forward at a graceful speed, except for the royal whales that we'll explain later. Due to metal birds flying all around, the sky whale needs to defend itself. Since it's too colossal in size and weight to evade them properly, they usually grow up with a dorsal defense system.


Sky whales tend to poop on big targets as well. A sky whale's poop is extremely explosive and radioactive, and some sky whales tend to poop to save their hides, much like a skunk. They also carry 8 explosive thorns at their child stages, which are usually not used, but some like using it to eat metal birds, as their taste is twice better than krill.
The glorious floating whales have 4 main evolution stages, from stubby clumsy newborns to healthy calves to fully grown adults. Those of royal blood are special, but we'll explain them later. Here's all 10 sky whale evolution stages at your fingertips:


Newborns:


Newborns are named TShes, which mean Ticklish Shy fellas. They tend to be only tickled by the planes they face and have to bite at a faster rate than piranhas! There are two varieties, which are very much the same:


TSh-1: Those are the first sky whales, and tend to be only a few days old with two fins. They have no teeth at first, but then they get their piranha bites as they grow up. Because it is a TSh, it tends to be quite a clumsy little thing, always struggling to turn. It loses poop storage organs for stronger teeth at one point, as well as for a stronger nose muscle. There have been rumors about it having thorns at that age, but it is considered a myth.


TSh-3: At this stage, they gain a single fin instead of two, and get 10 teeth that double in power afterwards. They also get a stronger dorsal defense system and regain their poop organs. That is the final stage of newborns for all sky whales.


Calves:


Calf life is very long in a sky whale's life. In fact, most sky whales are actually teenagers! They tend to develop incredible damage systems, better defense systems, and even fully destructive thorns. They tend to have closed backs at that point.


LBSh: After a painful moulting, the TSh loses its teeth and regains sharper ones, though not as potentially destructive as the tiny teeth in the TSh stages. It also gains more powerful poop. The most important development here is the access to some sort of turning ability though. This is the first Odontoceti, which are characterized by their HUGE teeth. The ones with shredding teeth are Mysticeti. All sky whale stages start with a Mysticeti stage except the TSh, IL-10 and royalty stages.


IL-2: Now the sky whale sheds its dorsal defense system off for much sharper teeth that take giant chunks out of ground targets. The sky whale also gains incredible agility compared to its younglings, and has incredibly thick skin impervious to tiny metal bird teeth. It relies on friendly metal birds to help it stay afloat, as its daddy and mommy are far away. It also gains its adult thorns at that point.


IL-2 t: After a painful post-moulting moment of paranoia, the sky whale is rewarded with a very dangerous dorsal defense system. Even though it keeps the same teeth, it loses them right after getting the DDS, which is frankly the same as the old one in its TSh-3 stage, and also losing its first teeth. However, it also gains VERY dangerous poop too. And thicker skin. It's a very formidable foe to any metal bird, but loses part of its newly found agility.


IL-8: Now the sky whale is in its preteen stages, and develops a VERY dangerous DDS. And has bigger teeth. It's an evil evil foe for anyone that stands in its way, unless it's a swallow. Swallows are the main enemy of every single sky whale, only being scared off by the great Moby Dick (tamed and trained by yours truly) and outran by royal whales. The IL-8 stage is just one of two teen moulting processes, and sacrifices all mobility for much larger teeth and stronger blubber, making it part of the Odontoceti suborder.


IL-10: This is another moulting process a sky whale can go through if it hates the immobility of the IL-8 stage. The sky whale then becomes faster and the most agile sky whale of all stages. It's still a Mysticeti and is usually neglected due to how slow it grows and how it isn't as armored, but it's still a fearsome evolution with the NR teeth, capable of dealing the same degree of damage the TShes dealt to the enemies around them. However, unlike the IL-8 stage, it has access to the NR, which helps it grow to a fully well-bred adult sky whale faster.


Adult whales:


All of them are notable by their big heads. Hell, all of them are actually so alike that we call them IL-20s.


IL-20: In this stage, there's a GIANT leap in sky whale puberty. It's even the end of sky whale puberty, as out comes a fully grown sky whale. It gains an extremely powerful DDS called the NR. At this stage, some sky whale riders name them. Adult sky whale poop is massive and can wipe an HQ out with just one poo. An adult sky whale's teeth change from the shredder teeth in its adolecent stages to the biggest teeth in whale growth ever. The most popular sky whale of them all is the legendary Moby Dick, with his trusty tailgun named Ivan.


That marks the end of common sky whale growth. However, some whales are royal whales named IL-40s.


IL-40: This whale returns to grinder teeth, relegating it to a Mysticeti, but this time, they are all on the nose of the whale. Its thorns are seemingly similar to the old ones, but they have a larger blast radius. The main thing that characterizes a royal whale though is the change from a nose propelling muscle to a powerful gas sac, located near the tail. The gas sac allows the king whale to move a lot faster than a commoner whale and also glide at high altitudes. Also known as the King Whale. However, Moby basically hates royalty. He prefers a democratic system.


IL-40P: This is the final stage of sky whale royalty, also known as the Emperor whale, which Moby hates even more because once again, he prefers democracy. It is also known as the pig whale, mainly because of its nose. Even though it's laughed at by the other sky whales because of the nose, the Emperor is still the scariest sky whale ever. There are less teeth, but they're all more powerful to the point of dealing more damage and having more precision than the King whale. The speed is absolutely ridiculous, capable of outrunning most sky dolphins. But what characterizes it is the EXTREMELY thick blubber. Nothing has thicker blubber than the Emperor. With all these aspects combined, the Emperor whale is truly the most dangerous sky whale on the field, and should be treated with absolute caution and should be taken out immediately before it annihilates every ground target.


Mutant whales:


When I went back in here, I discovered new kinds of sky whales not in the normal sky whale tree. I'll call them mutant whales.


Pegas: A baby whale, similar to the TShes. Anyway, it has a single tooth that's remarkably powerful when playing with baby sky dolphins, and quite decently thick blubber. It lacks a DDS, but it can carry poop sacks at such a young age. It is also the most agile sky whale in existence, though a lot less agile than baby sky dolphins, which are extremely agile.


BSh: This one was part of the LBSh stages, but it developed the traits at such a young age. The strange thing about this creature is that it's STRICTLY a Mysticeti unlike the LBSh, which is an Odontoceti. While the DDS is also poor, it has the remarkable ability to drop a lot of poop. We people at the Bureau of Aeromarine Biology thought that the record holder for most poop was the skorca in the Fw 57 stage, but the BSh poops more, even though its poop is smaller. Not one creature poops more than the BSh.


Sh-Tandem: Also known as the ShT whale or the Tandem whale. This is by far the most intriguing discovery I've seen. It's strikingly similar to the BSh, but it has one thing that sets it aside: it has a tail on the bottom. This was an atrocious design that shocked the BAB. Now, it has a more powerful nose muscle, but it carries the same amount of poop as the LBSh. But this is not the weird part folks. The weird part is that it can perfectly imitate a SKORCA. The Tandem whale has the climbing ability of an I-16 sky walrus, thus causing massive shock to those that try energy fighting. The mobility is also tied with the Pegas, but the Tandem is a tier 5. Thankfully it lacks proper teeth, as it would scare every sky whale if it had LBSh teeth. Overall, the Tandem is the weirdest sky whale to glide in the skies of the WoWP universe. An absolute beauty.


Now, let's talk about whale blubber:


-Sky whales are hunted by Swallows for their thick blubber, which is basically a very powerful growth accelerator. Some sky whales have been known to eat their own kind, mainly the legendary Moby.


-Apparently sky whale blubber tastes like crackers, while royal sky whale blubber tastes like honey-coated waffles.
Now, this is the story of how I met Moby Dick, and the story behind him:


One peaceful day, an alpha player was talking to me about finding a sky whale to ride. I always doubted them back in the day, cause I was always a mobility lover. But then, I saw a little sky whale sitting at a shop. He seemed lonely as no one picked him, so of course I adopted him. Had to trade in a cookie for him. And then, I took him out for a walk, then I saw metal birds all up in the air, of the biplane ethnicity. I then commanded him to stay down and smack ground targets, then I noticed, at a pretty young age, his anti-air potential. That's when I had a goal: To make the greatest whale of all time, and ride it.


So I was training my good old Moby all the time, till when I made him poop by accident and I watched a monoplane disintergrate behind him. I then discovered that sky whale poop CAN have the range to beat up people chasing him for blubber. That was in his little IL-8 stage; you can just imagine how cute and curious he was back then. :3


At his adolecence, Moby started to hate other whales. That's when he neglected my usual orders and then punched a younger whale down to the floor. I then found out that Moby had an EXCELLENT talent when it came to beating up his own kind, and then it evolved to effectively beating up anything in front of him. My Moby was starting to no longer be the calf I raised, but a legend.


When he became a beautiful and very graceful sky whale, he had a pretty white color. Then I noticed he could knock out the fastest enemies, sometimes even ALPHA ACES (sometimes) down with his bigger poo. Then I found that his tailgunner was all drunk (no duh, as always), so I took that tailgunner to rehab, and that's where Ivan's famous accuracy came from. Do not tell me how he became sober. Then when Moby had his big teeth, he loved eating up P-51s that are stupid enough to hit ground targets. Then, inspiring from Corsairs in the wild, I taught him how to aim his rockets. Somewhat. And then, he started to FARM metal birds, laughed at everyone on his tail at low alt, always pooped on carriers, making their captains yell at him all the time. And then, he scored his signature triple ace, with a double ground ace, and then he was in the history books, incarnated as Moby: The Whale Whaler. He sits quietly in the hangar nowadays, but I still love him.


And that guys, is how I met Moby, and also the end of my documentary.


Supreme edit to relieve everyone:


How to make the DDS work to your advantage:


We know, the DDS is extremely freaking drunk on vodka and all. However, there's a way for a skilled sky whale to cope with that. Basically, it moves its dorsal fin in a way to move AWAY from the enemy (or yawing). For some odd reason, it seems that the DDS aims where the plane is, not where it WILL be due to weird sky whale anatomy, so if one whale yaws away, it might just lead the DDS teeth stream TO the enemy bird's next location, and so it gets magical results. I've never noticed it since as an Ace Combat addict, I'm very very used to yawturning, but then I stopped yawing back when I still played really, and by god the shots didn't connect that well. Then some adult skorca (I remember his name, but I'm not telling you incompetent fools) tried attacking me, and when Moby yawed, 50-75% of the burst kept connecting and he went down surprisingly fast. The reason why it works when you go in a straight line is because the enemy is ALSO forced to fly in a straight line to damage you, and so there is barely any leading needed, and so the shots connect better.


Sky whale camo: It's as existent as Manbearpig. Really.


Edit: GODDAMMIT WG STOP UPDATING SO FAST
This here is an actual guide, just in documentary format.




#245502 DrSinister's Mod List Installer v1.1.2.2 for Patch 1.6.1

Posted DrSinister on 04 July 2013 - 12:43 AM

DrSinister's Mod List Installer v1.1.2.2

Ready for Patch 1.6.1

 

Auto Installer v 1.1.2.2

 

Changes for Patch 1.6:

  • Removed Lead Indicator mods, this has been changed for 1.6, it is no longer handled by .dds files, it is now inside the hudInfoEntities.swf file (which this includes the Plane Icons in battle.
  • Removed Plane Icon mods for the same reason as above, till I can get everything modified correctly.

 

For this version of my Auto Installer:

1.  There is no "click/hover of item in list to see full details of the mod," you will have to reference the screenshots/videos on Post 1 of this thread. This will come at a later time (if I can figure it out).

2.  This Installer will automatically delete the Cacheddb.bin file, so if you want a back up copy Please go to ...res/scripts/db/ and copy and paste the Cacheddb.bin file.

 

To Install:

1. Download the Auto Installer above.

2. Follow the instructions within the Installer.

 

To Uninstall:

1.  An uninstaller for my Auto Installer gets placed into the root directory for WoWp (C:\Games\World_of_Warplanes folder is default).  Do not click on the Uninstaller that has the WoWp logo, that is for WoWp.

2.  Located the Cacheddb folder in the WoWp folder, and move the Cacheddb.bin to res/scripts/db folder.

--------------------------------------------------------------------------------------

Clear Wargaming Cache .Bat file

--------------------------------------------------------------------------------------

Mod List:
Lead Indicator & Ground/Air Target Icons (if you do not want the indicator to resize uncheck it in Game's Settings screen)​:
  • Old Red, Orange to Green (3 Sizes), Pink Dot (2 Sizes). These replace the Green, White, Violet, Blue, Black, Orange Lead Indicators in the Settings menu.  (Image)

Attitude Indicators:

  • Gradient Colored - DrSinister
  • Attitude Indicator 4 v1 - roxblnfk

Boost and HP Indicator around Crosshairs - Hootorez

Colored Bullets:

  • Red - DrSinister

Camera Mods:

  • DrSinister
  • Greyest
  • Hootorez
  • Zapperguy

Colored Tracers:

  • Black - DrSinister
  • Bright Red - DrSinister
  • Lighter Red - DrSinister
  • Gray - DrSinister

Crosshairs:

  • Combo - Drsinister/Pustah/Hootorez
  • Hootorez

Hootorez's Radar Skin

HUD Markers:

  • Hootorez
  • Zapperguy

Reticle Fix (the numbers are how much lower the reticle is lowered from the center unmodded is 7860):

  • 7800
  • 7805
  • 7810
  • 7815
  • 7820
  • 7825
  • 7830
  • 7835
  • 7840
  • 7845
  • 7850
  • 7900 (Old version from past)

 

Change Logs:

 

--------------------------------------------------------------------------------------

Old Info:

 

Old Individual Mods no longer being supported,

but here for descriptions purpose.

 




#152324 November Creative Contest Finalists

Posted Major_Rampage on 30 November 2012 - 05:06 AM

Psyrenn

Spoiler



#152321 November Creative Contest Finalists

Posted Major_Rampage on 30 November 2012 - 05:05 AM

StormTroopr

Spoiler



#200342 How To: Skinning Your Planes

Posted SdKfz_181 on 14 April 2013 - 05:16 AM

Posted Image

Ok, this'll be my big all encompassing guide to skinning. To help make it easier to read I'll just go through the process, stopping to explain bits as I go along. Please note: Do read the entire thing, there's some important notes at the end. Anyway, on with the show.


Necessary Software
First off , you'll need some sort of photo editing software that is capable of working with .dds files. The majority of editing software doesn't come WITH the capability of editing .dds files, and for those you will need plugins. Some that come to mind are Gimp, Paint.net and Photoshop, Gimp and Paint.net being freeware and Photoshop costing, well... a lot. Here are a few links to guide you to the proper software:

Gimp (the actual program): http://www.gimp.org/
Gimp (the .dds plugin): http://registry.gimp.org/node/70
Photoshop (the .dds plugin): https://developer.nv...adobe-photoshop
Paint.net (the actual program): http://www.getpaint.net/ (Direct .dds support, does not require plugins)

Obviously I can't link you to the actual program Photoshop, as that's what we call pirating, and that is bad. There may be a trial version however.

You will also need a program to extract the .dds files from the .pkg files that the game uses, as well as repackage your modified .dds files back into the .pkg files. The only ones that come to mind for me are 7zip and Winrar, 7zip being open source software and Winrar being a payed for program, but having a trial time period that you could use. Here's link for those as well:

7zip: http://www.7-zip.org/
Winrar: http://www.win-rar.c...nload.html?&L=0

For the rest of this guide everything you see will be done with Photoshop and Winrar, as that's what I use, though I'd imagine the other programs work pretty similar. Installing everything should be pretty simple so I'm not going to go through that process.

Locating the .dds Files
First off, after you've got your necessary software installed (if you didn't already have it), your going to need to locate the .dds files for the plane you want to skin. For this guide I'll be using the Bf 109 G, since it's the only plane I've FULLY skinned so far.

Navigate to where the .pkg files are located (mine are a little different since I didn't install in the default location, but you'll get the idea) and copy it to, for example, your desktop.
SGuide011.jpg

Next, change the file extension from .pkg to .zip, and select yes when it gives you the warning about changing file extensions. (A note on this: Alex mentioned that you do not have to change the file extension, but that you can simply extract the files using whatever extraction software your using.)
SGuide012.jpg SGuide013.jpg

Now, using the extraction software we've got we simply extract the files. I always use the "extract to (insert file destination here)" method, as I find it's the easiest, and I can always move the folder/files around afterwards.
SGuide014.jpg

Now we've got all those folders with all those .dds files. (Mind you I've got some extra .psd files from previously working on skins.)
SGuide015.jpg

Editing the .dds Files
Let's go ahead and open the GR11_BF109G_hangar file (default skin file). You can do that by opening it through your photo editing software or, since we installed the .dds plugins, simply double click the file. (You may have to right click the file, select properties, and make whatever program your using the default for this to work, and if you do if makes life much easier.)
SGuide016.jpg

Once the program starts up and the file opens you'll get a little box like this. Make sure you open the file at the default sizes.
SGuide017.jpg

Now you've got your skin open in your photo editing software and your free do play with it as much as you want, just make sure you don't rotate it, or it will look all sorts of weird in game because nothing will match up right. Then when your done playing around with it, simply save it over the currently existing .dds file.
SGuide018.jpg SGuide019.jpg

When you go to save it you'll get yet another dialogue box like this. Make sure you've got everything set like I do in this picture. (It's all default so I'd imagine Gimp users can just leave everything defaulted.)
SGuide020.jpg

Repackaging the .dds Files
Now we go ahead and open our extracting/packaging software, locate, and open the games .pkg archive.
SGuide001.jpg SGuide002.jpg SGuide003.jpg SGuide004.jpg

When your locating the .pkg archives within your extracting/packaging software you'll have to make sure it's looking for all file types, as the .pkg files may not show up otherwise. Once you do that you'll be able to see the .pkg file.
SGuide005.jpg SGuide006.jpg

Now, still within the extraction/packaging software, we navigate to where the .dds file is located.
SGuide007.jpg SGuide008.jpg SGuide009.jpg SGuide010.jpg

Now you'll click and drag the .dds file you modified pretty much anywhere in the folder you have open with your extraction/packaging software, with the exception of into one of those top three folders.
SGuide021.jpg

Now you'll get one last dialogue box. Make sure you have everything set like I do. (Aka: The default way.)
SGuide022.jpg

That's it, now your ready to go fly your pretty new plane!

Final Notes (Notes with dates have been added at a later time, just putting the dates there to make new ones easier to find.)
Please note that you should not have WoWP open while doing all this. Aside from the demand on your computer, you won't be able to repackage your .dds files if it's open. It should also be noted that you need to back up your original .pkg files in case you mess anything up.

I have heard that some planes are not skinnable. I however have not yet run into this problem, though I have not skinned every plane in the game, so you may come across one that you can't. I have also run into problems with blanking out the country insignia, kill markers, unit numbers, and the other common files. The last time I tried messing with them I broke something or other and had to resort to reinstalling to fix the issue. (My fault for not backing anything up.)

4/15/2013
It does not SEEM that changing the image size of the .dds file affects the skin, at least not increasing it, as long as you go in multiples rather than decimals. For example, I was able to 4x the size of the P-51A skin with no problem, albiet a huge file size. Another note on that as well, keep in mind if you do increase the size of the image, the greatly increases the size of the file, therefore decreasing game performance. Testing it on the 51A, when I 4x'ed the image, the file size shot up to roughly 30mb, though it does look better. Just something to keep in mind.

I take no responsibility for broken games. Modding any game is a risk, but if you do it properly everything should be fine.

Have any questions? Feel free to ask. Also, if there is any way I can improve this guide, please do let me know, as this is an ongoing project of mine.

Lastly, a big thanks goes out to DrSinister for helping me figure out how to get skins to work in WoWP.


#471191 Here we are at dwindling , So what does WG need to do to improve the game?

Posted FastAttack on 29 September 2014 - 01:24 AM

Here lets take a different approach on the topic. Way to many topics that feel like groundhog day

I'll approach differently and focus on what WG should do to improve the game and bring back some population. Not what Players now should be doing and what Utopian society we want to have. At the end we all play under WG's rules. lets keep it to 15 entries. Would like to see what people think.

 

1) Stop messing around with control schemes normalize them back to prior 1.4 status. Players both from mouse , KB and joystick did not have any issues. Only add new control schemes so that current players don't get screwed.

 

2) Work on the glaring bugs of the game. Such as the Out of Memory issues, the reticle problems the current disaster of a matchmaker.

 

3) Release and end game for players. There is none right now other than grinding. ( Aka Clan wars, group battles , escort the b-17 something other than death match. How about missions like WoT like a campaign where you and your squad are randomly set up to play a theater in WW2 or Korean war? ( Mixed battles even with Bots that give you EXP and silver?)  

 

4) RU devs should engage more with EVERYONE no matter what region and not just base it out of the RU folks. Although EU/NA regions are smaller in comparison we might have different game play styles that might be overall affecting the enjoyment of the game. 

 

5) Create more community events that will engage players. All the cool events seem to be gone. No contests are occurring other than your "take a screenshot of XXX and get this gold". I was extremely disappointed on Yoot's comment on a live stream saying that he didn't want any sort of competition on WoWp because he feels the META is not competitive enough or that people are not signing up for them. This is mostly related to number 3. There are no objective based tournaments other than deathmatch.

 

6) Let us know your plans WG.. there is way too much silence on what you guys are working on. I will say the guys over Star Citizen they let their public know what they are doing with the game and the direction. This has created way to much doubt in WG. Some people even think that development has come down to a halt. Also the remarks:  " We are working on it" , or  "Coming Soon" , does not cut it. We want information. Right now we don't even know when 1.6 is coming and what is planned. Or even if there are bug fixes coming.

 

7) Create a repository for new players to learn. Including videos and recordings that WG feels is appropriate to show new players.And no,  the ingame training is not enough!

 

8) Super tester program. After reading that fiasco of lawyers and what not , you guys should truly look into getting this back online with a larger base. Its kinda sad that NA and EU have no clout other than the few remaining testers. Just guesstimating NA probably has just a handful of them left. While the RU guys have an army of them.

9) Create some community highlights. No matter if controversial or not. Bring some excitement to the table.

 

10) We need to have community created content that the developers can use to make the game better.. IE such as the next great starship program that SC had. This would bring modders, mappers and others alike to bring content to the game.

 

11) Plan for the future. WoT is already using Havok , how about WoWp?  , update your engine to support newer hardware , etc.

 

12) Enable a better voice comm system.

 

13) Group up players in flights if they don't have one at the start of the game , and assign them voice comms based on number 12. This similarly mimics what BF does. If you want to keep your current flight as pubs you can continue playing with them if you opt in on the following match.

 

14) Establish flght clinics and sheriff accounts. 

 

15) We need more cow bell ;)  But I would like to see an integration of all 3 products in one way or another in the future.

 

Thats it for me .. how about the rest of you. Try to keep it to what WG should do. Really no wrong or right answers. I am just curious to see how long we can keep this thread on topic.

 

 

 

 




#381099 Some general tips on solo play

Posted mizer67 on 10 February 2014 - 04:47 PM

Having played a lot solo before and after release, and since I would say the majority of the player base plays solo the majority of the time, I thought I would share some general tips I've learned from facing the best pilots in the game or picked up on the forum from those same pilots.

 

Plane selection:

 

The current meta in 1.1 still dictates that a solo player who expects to carry games regularly should select a high altitude fighter. You need to limit the number of enemies that can target you at one time, particularly when heavily outnumbered. I prefer light fighters because when attempting a hard carry (i.e. heavily outnumbered) you can get back into the attack quicker and they typically conserve energy better than heavy's, giving you more ability to escape, more options to limit damage taken and more escape options, even after multiple attack runs. Heavy's I have a harder time carrying with against long odds (unless the enemy is cooperative), but they can tip the balance faster since they kill much quicker.

 

In the middle tiers where most of the full battles take place on our server, the strongest lights are arguably the 109B, 109E (sans cannons), P-51A and P-51D. These planes have some of the highest speeds, energy retention, altitude limits combined with good manuverability. They are maxed for BnZ, which is the only consitent tactic for pulling off the hard carry.

 

You generally want very full games when playing solo, as it gives the enemy more targets and it's harder for you to get singled out. You may even get the cooperation or mistakes needed to crack a uni flight solo with more teammates. This, for me, means playing the majority of games in the middle tiers and playing daily for doubles in the higher ones or possibly during peak hours depending on how the queues are running. Tiers IV and VI generally give the best MM and the two planes I've identified (109B and P-51A) can hold their own when down tier, but it depends on the evening and who's playing, sometimes it's an even higher tier that gets the better MM. MM can only work with what it has, so try to get into that groove of where the best games are running.

 

Tier IV is a good training tier until you brush up on your BnZ, as the number of enemies that can climb well are few (meaning threats to you are fewer), pilot skill is generally lower, the 109B is very good even against Tier V's. Tier IV receives preferential MM meaning you'll be high tier more often. Tier V is harder, as you're regularly bottom tier. Tier VI will drop against Tier V fairly often but does get pulled up regularly too.

 

Pre-battle strategy:

 

I generally do roughly the same thing at the start of every battle. Climb at the start using boost at about a ~60 degree angle, taking care not to get too far towards the enemy's side. After I'm done boosting, I'll level off and continue to climb at an angle that allows me to maintain or even gain a little airspeed until I'm well into my red zone. This usually puts me above and behind most of my teammates. I find this useful as they will spot and sometimes engage the enemy first, distracting them. I'll also generally select a larger group of friendly's to follow. Use the Alt key and make sure you're following heavy's at altitude or lights. If you know other players on your team are good, try to find them and follow them (at least initially, it's difficult without different coloring once the battle is joined) as they're the most important to keep alive and the most likely to return the favor.

 

Target Selection and Positioning:

 

This game is primarily about positioning. Get on someone's 6; they'll have a hard time shaking you. If they do shake you, or you them, it takes time and energy. With short games, you don't have time to dicker around dodging fire and burning energy and solo, you rarely will have someone to clear your tail for you. So try not to get engaged by an enemy, particularly early on and with an energy deficit. Situational awareness is key. Try to get ignored early on and bait enemies into climbing up well into your and their red zone if you have the better energy position. If you see many planes at altitude and you're alone, turn around and find a better time to attack them when you have a better position. If you can't outrun them, at least bring them down in altitude.

 

Select a target that is a threat to you first. Heavy's at altitude, other mirror fighters or other high altitude fighters are priorities. Try to kill them quickly, as early damage and numbers are more helpful to your team. If you can clear a friendly tail, do it. Even if your teammates don't kill anyone, they're useful as distractions to the enemy. If everyone is down low turnfighting, take out the climbers first.

 

Think of the battlefield like layers on a cake. Eat the top layer first before dropping down to the next. Don't give up your altitude advantage unless your sector is completely clear of high altitude threats first, then alway prioritize regaining altitude. Think of your own survival and escape opportunities before attacking. Survive first and foremost. You can't do damage when you're dead. Usually, your escape is up, so make sure you have a very good energy position vs. the enemy before dropping down.

 

The vertical BnZ is the primary effective tactic in a light like those I've identified early. Whether mouse or joystick due to view limitations and spotting mechanics, it's harder for a player to keep and eye on you when directly above. The joystick can't see straight up unless the player is in a 90 degree turn and using the free look mouse is problematic while manuvering. The target lock window is only somewhat helpful and only functions if they actually have you locked.

 

If players want to point their nose up to take a look at you or even better, chase you, this causes them to lose energy, making them a floating target. Take advantage of this with your attacks. Bait your enemy into chasing you upwards and stalling if you can, it makes for easy kills. The worst thing is when a bunch of enemies are down low circling and won't take the bait and you're badly behind on supremacy, not because they're hard targets (they're usually sitting ducks) but because it usually takes more time and energy to kill someone who's not cooperating by stalling out and it's harder to dodge fire if they all stick together. Also, It's typically your death knell if you continue to overshoot your targets with your dive after a BnZ. Pull out early so you can conserve more energy and make another pass.

 

Spotting mechanics favor attacking from above and behind. Try to split-s onto a target instead of going head on whenever possible. It gives you longer on target and you aren't as likely to collide or take return fire. If they see you and point their nose up to attack, bait them upwards. If you can't get a top shot, try for the flank. Shooting from directly behind someone does the least damage. Make sure to hold your fire until inside of effective range if your target is not aware of your presence, you have a better chance of killing them in one pass as they'll have less chance to evade. I've survived many times because I immediately take action when tracers start flying or I hear impacts. Don't continue to chase that target you're attacking, dodge the incoming fire.

 

Throttle control:

 

Some planes carry too much energy to turn in their optimal range. Some even have a dip in thier turning curve at the right speed range so they turn faster at a specific speed than anywhere else. Make sure to use the throttle control (or even speed brake) and properly timed use of flaps to tame the speed if caught in a turnfight. Manual flaps and speed brake work well too to give yourself more time on target in a dive if you can spare the energy. A small amount of boost (~1 sec.) timed after a small amount of speed brake (~1 sec.) will often give a tighter turn than the plane should be capable of under normal circumstances, depending on your speed of entry. Often, just a little speed brake or throttle reduction is enough by itself.

 

Equipment and Perks:

 

Equipment that should be first - polished covering. Optical gunsight is really only a nice to have on fighters with wing mounted guns. Everything else isn't that critical.

 

For Perks, view range and engine guru first, then crack shot after that, take your pick really.

 

Manuevers:

 

The most effective manuevers are the hammerhead (stall turns to kill enemies dumb enough to chase you up- really in WoWP due to the stall mechanics, you're better off completing a tight loop and not stalling completely at the top), barrel roll (for avoiding fire) and yo-yos (to get inside of a slower fighter's turn when you have more energy). Most other manuevers IRL don't work in WoWP. Scissors lead to rams fairly often.

 

Consumables:

 

Engine restarter and Av gas always. Then pick either Fire ext. or med kit depending on your perks. Fire ext. is probably more useful, getting wounded in a DE or US plane is rare.

 

Ammo:

 

I don't find that using anything but silver ammo (AP or I) is neccessary. I've played thousands of games running everything with AP without feeling disadvantaged. Solid core and HE are better, but only marginally so and not enough to typically swing a game.

 

In Closing:

 

I hope this helps newer players. It will probably be old hat to the veterans. I know it's general, but it's impossible to convey specifics for every possible situation.




#214986 WG Collection of Silly Videos

Posted hathore on 25 May 2013 - 04:08 AM

Pilots!

We figured since our collection will continue to grow, it would be nice to have all our Youtube videos in one spot.
So we will post them all here from now on!

Thanks for watching!

~Hathore


#152326 November Creative Contest Finalists

Posted Major_Rampage on 30 November 2012 - 05:07 AM

Thilix

Spoiler



#466162 Straight from Styo himself.

Posted Styo on 15 September 2014 - 12:31 PM

So I quit WoWP. Yes, I have been browsing forums. Why? Simple, there is a small glimmer of hope left inside of me.

 

Anyway, this message is for those who complain about complainers. To those who say, we have to accept how the game is now, there is no going back.

 

My question to you is why? Why are you letting the developers win? They for sure don't play the game, so they don't give two [edited]on how fun it is, or how clan wars isn't coming. They are there to make a living and go home. You (the complainers who complain about complainers) are letting them ride all over you. If you buy or bought a product for what it was, you'd be pissed.

 

Example: Let's say you bought a new house. Fantastic home. Your dream home, per say. You live in it for about 2 months, then the realtor comes by and tells you they have to change the roof, it's just not right. With or without your consent, they change the roof. You come home from a hard days of work, lay back on the couch and turn the TV on. What the [edited]. Why is there water dripping on my TV? You call the realtor and complain. He tells you, it's the new type of shingles they use now, and you have to deal with it.

 

That is WoWP right now. A broken piece of craphouse.

 

Now it's time for some professional counseling. If I were in the gaming industry and was the "Project Coordinator" I would have done things much differently. First of, and this is a common sense one.... I would listen to the players and/or community. Secondly, instead of changing two major aspects of the game (flight mechanics and controls), I would first do the controls. Why? Because in order to change the flight mechanics, the controls must be changed. Once the community is comfortable with the controls, then roll out the flight changes. If everything goes to crap, well, we know it's the flight mechanics and not the controls.

 

Right now, how do they know that controls or the flight mechanics are the problem? Simple answer, they don't. They released two major changes and now that there's problems, they need to figure out what's the real problem.

 

Anyways, I do support Wargaming, just not the developers of World of Warplanes. Why? Simple.

 

World of Tanks is successful on many levels. All the developers had to do was talk to the World of Tanks developers and get a blueprint of the gaming code for the UI, coding, etc. Literally, I'm still baffled how WoT did not move the crew to a separate tab. Honestly, if they did that in WoT, everyone would quit. Who the [edited]agreed to that change should get demoted or moved to another department. 

 

/end rant. 

 

I still have not been playing the game and won't until they developers start doing their jobs. That is, releasing a product that the consumers want. Not what they envision/want. At the end of the day, it's not them playing it, it's people like us that play it.




#466635 LF Manual To Failure: The truth about IL pilots

Posted RocketSpammer on 16 September 2014 - 05:52 PM

In an effort to dispel some nasty comments that somehow we Sky Whale pilots are the reason LF pilots aren't having any fun..... 

 

Light Fighter Manual for Failure

 

Step 1. Cry enough about bombs and rockets because you can't learn to counter them.... Nerf bombs and rockets.
Step 2. Cry enough about ILs fighting back.... nerf their front guns. 


Step 3. Cry more about 1 and 2 and get more nerfs to the ILs.

 

WG response: As consolation to all these nerfs, we will give ILs actual semblance of armor and give their tail gunners an exponentially higher damage at CLOSE RANGE....and buff supremacy.

 

Step 4.  Complain that the changes to ILs still didn't make them 100% vulnerable to LF leaches who don't want to learn how to fly.... BEG BEG BEG to nerf the tail gunner and the armor of the IL's.

 

 

 

Ask most IL pilots, and they will say "we didn't ask for that. We want our speed/mobility/firepower/accuracy/bombs/rockets back the way they were!

 

Things IL pilots have never asked for:

 

1. We never asked to become XP/credit piñatas, due to having way too much HP in lieu of actual armor. 

2. We never asked to have an "OP" tail gun. We were quite fine with 0.4.1's TG.

3. We never asked to have supremacy counter tick up so easily and so quickly, as a sad consolation to losing our offensive and defensive capabilities.

4. We never asked to receive TWO nerfs to bombs and rockets in less than one year.

5. We never asked to have our 37mm+ cannons hit like potato guns, or our MGs to be like BB's.

6. We never asked to have our speed nerfed so we can't ever achieve great than 75% of our MAX SPEED.

7. We never asked for our maneuverability to be turned into beached whales in quicksand.

We never asked for ANYTHING but to leave an already UNDERPOWERED line ALONE. 

 

 

Nobody listened or cared that we wanted to just be left alone....

 

 

Now they're all complaining because our innate defense (armor and tail gun) was buffed....? After a PLETHORA of nerfs? 

 

 

Ask any 10 of us, and we will say "cry moar noob... We didn't ask for this... YOU DID. You wanted us nerfed and Wargaming listened. You wanted easy AND quick killing of ILs... And Wargaming finally stood up in 1.5.1 and said you can have the easy, but not the quick....

 

WG also said to you that if you can't dodge the tail gun, you deserve the painful response.




#452302 Meanwhile....30,000 Battles later....

Posted vuuduu on 14 August 2014 - 05:29 PM

....here's my perspective.

First, there are many truly helpful people around here. Intelligent people. People who took me under their wing after about 3000 Battles and told me "no, dumb***, Boost is not just to get you straight at the enemy faster at the beginning of the game". "Yes, the Supremecy Counter IS important". "No, do not shoot ground targets in your P-12" (a favorite stupid thing of mine to do). "Do not fight over red AA". There is a "game within a game, here."

The list of simple things goes on and on, and I managed to avoid learning them forra lonnnnnnnnnnng lonnnnnnnng time. I am thickheaded that way. If you are new, don't despair....asssssk. Learrrrrrn.

Secondly, one of the best things I've done is joining a clan. Dracarys, to be exact. If the guys in that clan were 1/10th as evil as most people assume, they would all be in jail in real life. I did my time (paid my dues) flying solo, and having joined Dracs, it's brought a whole new dimension to the game that makes it fun for me again. They all complain that I pant like a porn star when on TeamSpeak, but aside from that, it just changes the whole game when you fly with people who can actually play. If you are reading this, and are new to the game, find someone to fly with. It will change your perspective on the game.

I think the Hall of Fame sucks, and would rather not be in it at all. All it does is take a perfectly average player like me, and paint a bigger bullseye on his back. Not cool, WG. Not in the least. And while I am on the subject...for those of you who think you have done something killing my plane....just remember, so have 18,495 other bulletslingers. Kinda like bragging you have seduced an 80yr old hooker. Go gettum, tiger.

Before this turns into a wall of text, I just wanna add, should'nt there be some kind of medal for this many battles? This many kills? Spending a big chuck of change along the way?

If I dont acknowledge your greeting in-game...I'm not being snobbish. I've found that if I start saying hello to everyone, I usually drop bombs, or fire rockets when I really dont want to.

Even including it's many bugs and flaws...this is one helluva game. If it weren't, I wouldn't play it. I'd be playing Wolfenstien The New Order, that my son got me for Father's Day. Oh, and yes, I have a life. Smoking hot wife and 2 kids. I am one fortunate man.

Here's to another 30,000.




#352287 World of Tanks Vet, Personnel Advice for WOWP New comers

Posted Sojo on 18 December 2013 - 04:50 PM

World of Tanks Vet, Personnel Advice for WOWP New comers

 

Hello All, I may have a few suggestions for new players that haven’t had a chance to play World of Tanks (WOT), but have joined World of Warplanes (WOWP) to experience the Wargaming Experience. Now, you have to understand that World of Tanks logistical set up, the games’ interface dynamics, as they relate to crew training, researching of aircraft/tanks, their components, equipment,  all share a common parallel ground, it’s familiar.

 

Before I start, and since I am suggesting some humble advice, I thought it to be fair to tell you a little about myself; I started playing World of Tanks in Beta, And have I played it religiously ever since, I have about 29,000 games, and have ascertained a respectable (IMHO) 57.42% win percentage.  I have recently started WOWP.

 

When I first started playing WOT, I was all thumbs, and I spent a lot of unnecessary money that I shouldn’t of because I made stupid mistakes, i.e., researching equipment that I didn’t need to research, dismissing crew that had one skill almost completed, That I shouldn’t have dismissed, and I should have kept tanks that I sold, I bought tanks that I shouldn’t of, and sold equipment with that tank that I should have dismounted, but I failed to remove.

 

I lost so much money and time making stupid mistakes, I was over eager to get to the preverbal tier 10 tank(s), that I ignorantly skipped through lower tiered tanks, that statistically (If I’d kept them) would have benefitted me more in the long run. Really, I could have built my crew member(s) with a few skills before moving onto the next tier; I could have become more proficient with tactics at lower tiers where the penalty for losing wasn’t as extreme as it related to repair bills and the cost of ammunition (i.e. Premium Rounds).

 

When you play lower tiers it helps you to gain a stable platform, by a stable platform, a better understanding; I mean to suggest that my winning percentage, accuracy, would have been much better. It is a lot easier to receive a better win percentage while your total amount of games played is low, Unlike what I did, I was in such a hurry to get to tier X, I had a higher loss rate due to inexperience, playing higher tiers that I wasn’t ready for, nor was my crew experienced enough, and could have definitely used more (XP) before moving on to the next tier,  in addition, I didn’t have all the best equipment, and little money for premium rounds, I found myself at 5000 games with a 49% win percentage when I started WOT.

 

I recently started to play WOWP with a more seasoned approach, I am not in a big hurry to get to tier 10, I have played about 40 games and I have ascertained a 56% win percentage at present. I have no aircraft over tier 4. I purchased 3 Premium planes, removed crew acceleration,(As to build up experience that I can buy back) and I have researched to tier 6 down the German line, but I am only playing the tier 4 with the crew acceleration on, this approach is logically a sound approach (IMO). I will explain this a little more in detail later, I am being patiently Stallworth in my approach, my main goal at present, is to progress through to tier 8 (Me209A; this will be my next purchase).

 

I am not suggesting this for you per-se, this is my personnel preference.  I feel tier 8 is solid at the moment, due to WOWP current state, this may change with further updates, BUT, my crew progression and gained experience will be “nurtured” not carelessly or ignorantly wasted.

 

So, off the top of my head, for new players to the Wargaming experience, as to reinterate, this advice is relative to the game dynamics and logical nuances comparable with WOT & WOWP.

 

  • First thing, buy Premium days (Account), i.e. 30 days, it’s like $15.00 (U.S),the benefit is too good to pass up.
  • Conduct some research on what nationality tier you’re interested in, Stick with that tier for a long enough time, as to gain ample experience for your crew. DON’T BE IN SUCH A HURRY to get to the next tiered aircraft or nationality (Keep you apples in one basket; so to speak).  (As an example I stopped at a German tier 4), it has good match making, I win a lot, it’s good for me, It may differ for you, but, the idea is to gain personnel experience, gain XP for crew, and aircraft experience. I would much rather move to tier 5 with a 3 skilled crew (IMO).
  • When you “Research” the tier tree, OK, Of course you’re going to research every component for the aircraft your presently flying, BUT, if you wish to skip a few tiered aircraft, i.e., Your flying a tier 4, but your goal to get to Tier 8, Well, gain the experience to research the tier 5, this could be done by buying back experience, But the simplest way is just remove the crew acceleration from your present aircraft (IV) and build the necessary experience on your aircraft to train into the next, (this is the easiest way). Now the next step; (1) once you have researched to the Tier 5, turn your crew acceleration back on for your tier 4. From other aircraft, (my suggestion, Premium Aircraft that you have purchased, as I had suggested earlier, that should have had Crew Acceleration OFF,  with crew acceleration off it allows the pool of  experience  for you to buy back to build up at an accelerated rate.)
  • OK, Once your Tier 4 is fully researched it becomes (ELITE) this will allow you to research the tier 5. Once you research the tier 5, you will able to research through its tech tree. (THIS IS VERY IMPORTANT); ONLY RESEARCH THE EQUIPMENT THAT WILL ALLOW YOU TO UNLOCK THE TIER 6 (Next Aircraft in your progression) let me break it down, if the research lines from one gun to the best gun will allow you to unlock the Tier 6 Aircraft, (THAT’S THE ONLY THING YOU NEED TO RESEARCH) UNLESS, your planning on buying the Tier 5, (BUT If you not going to purchase it, YOU DON’T NEED TO TRAIN ALL THE RESEARCH COMPONENTS,  Just the guns, DON’T Train the Engines or anything else. Your main goal here is to unlock the next Aircraft with the least resistance. Don’t waste, Experience, or In Game Currency (Silver) or gold, on researchable plane parts that are unnecessary to achieve the next tier. (I MADE THIS MISTAKE SERVERAL TIMES AS A NEW PLAYER)
  • Don’t ever  dismiss any crew members that have started a crew skill, Keep them no matter what, you can always retrain them for a different aircraft in the future even though you have to retrain (BUY) them to reestablish the 100% proficiency, they will never loss the percentage they have gain in their skill(s). (I MADE THIS MISTAKE, I would have a skilled crew member, i.e. (Increased View Range) and haphazardly just sell the tank and in the process dismissing the crew member.  It takes a long time to max out a skill, so if you have crewmember(s) with a 70% skill for example, that probably, most likely took  4 months to reach that percentage, and just to dismiss the crew member by mistake is, and was Stupid on my part. KEEP YOUR CREW MEMBER(S)!
  • DO NOT Accidently sell any of your equipment, i.e., aircraft lacquer; reinforced skins, etc. always remove your equipment before selling the aircraft. (STRIP YOUR AIRCRAFT OF CREW, EQUIPMENT AND CONSUMABLES, BEFORE SELLING IT) You will use all of them later on, as you progress through the game. YOU DON’T NEED TO BUY THE SAME THINGS OVER AND OVER! THEY ARE INTERCHANGEABLE, based on class of aircraft, etc.
  • When you finally achieve tier 8, 9, and 10, the deciding factor of your aircraft, win chance etc. THE POSITIVE STUFF, will rely heavily on a highly skilled crew, when you have achieved  4 to 5 skills on a crew member(s) this will improve your win percentage tremendously, that’s the secret ladies and gentlemen, one of your main, and foremost goals is to have excellent crews, there is a reason why it takes so long to achieve skills, it’s one of thee, if not one of the top factors in tipping the scales in your favor, especially at the highest tiers.
  • Lastly, don’t be in a hurry to get to tier 10, season yourself at lower tiers, HIGHER Tiers will not make you any better statistically or otherwise.
  • Read the forums on suggestions and advice. Check your “you tube” on strategies. There is seasoned players (Good Players) out there that have posted, or made videos on how to make you a better player, what planes are good or bad, listen to them, they are not telling you how to play, they are telling you how not to play bad.
  •  

In Conclusion, I hope that you’ll find this post helpful, I know its long winded, but I strongly believe all the stupid ignorant mistakes that I made when I started as a novice in World of Tanks, won’t happen to you in World of Warplanes, My advice will hopefully save you a lot of time, money, and energy, whilst achieving a pleasurable gaming experience.

 

Respectfully

 

SOJO




#463831 Free Hangar slot

Posted gunlion on 08 September 2014 - 05:56 PM

With the introduction of the “Battle Against Bots” mode some players were awarded with a Tier I USSR Polikarpov I-5 plane and a free Hangar slot in order to complete the Battle Against Bots tutorial mission. This has raised a few concerns and we have decided to make things fair by giving everyone else one hangar slot for free as well. You can use this slot for any future airplane you are planning to buy and we hope to have them credited in the very near future. (Some of you might have it already!)

 

Enjoy, Pilots! 




#459156 1.5 with i hope less anger

Posted Noreaga on 28 August 2014 - 09:54 PM

hello all,

 

I've had a week to calm down and i thought it would be better to write a little less emotional analysis. ill try to cover the good, the bad, the irksome and the insane.

 

The good

Completely new game , a new challenge!

 

No bases its incredible how much smarter people get when they can't rush the base.

 

il's now have a much bigger role to play but requires knowledge of game mechanics in order to be effective (though they have trouble being effective due to nerfing everything).

 

planes with small caliber guns do more damage or hit more often than planes with large caliber, which is a nice change for me. since 51's were boring until this patch, now its WO51P.

 

Watching all those people who complained about mm, reaping what they sowed (karma is fun).

 

The bad.

 

Game play feels dumbed down, it's harder to fly solo (or easier to be killed), which has got me flying in flights much more often. This is not necessarily bad, but i know there are a few on here who would call that bad 

 

Flight mechanics are completely changed, kinda feels like post NDA CBT flying around in jello ( you get used to it but i want to feel like im flying not swimming).

 

Small games: I actually love small games, but small games will exasperate the problem of people getting stomped ( good pilots cant be swamped and killed). I think that is good for everyone, but a lot of people are going to find out that they are not as good as they think.

 

Planes with small caliber guns feel like they do more damage than planes with large caliber... 

 

Dispersion and Targeting: Cutting the range of most guns to under 500 m (if you want to hit at all) is well...silly. Cannons have lower rate of fire longer range and higher dmg per hit, Mg have low range low damage but high RPM. After testing and flying with the boys a 50 cal armed plane will do more damage (or random hit more) in one pass than a 30mm armed plane (51vs262), there is something is wrong with that period. I can no longer play my scalpel 37mm armed fighters its just a waste of time. 

 

sight range 6km?!?! are you serious?

 

irksome

 

MM waits just irk me, it annoys me that i have to sit in tier 7 solo for 6 minutes with more than enough planes in queue. All because some very vocal players could not accept their own skill levels, and screamed until they got the mm broken more (for us in NA), made even more annoying with the economy since low tier games take almost as long.

 

Economy: While money is not a problem for me, if i hadn't had 17 mil in the bank i would be able to play premium planes only. T8, 3 kills, top 3 on the team, premium account, normal ammo, survived, a win and i made 500 silver. If the goal was to make it near impossible to grind T8-9 , it was well done. (on the plus side T7 isnt as much of a pain to grind)

 

The now complicated and sorry to say illogical way supremacy works (not new GTs i like what they added to game play), nobody was complaining (that i heard) about games being too long. it is irksome that we have yet another unneeded change to something that was actually working fine, and now games can finish mid furball. You are quickly back to the queue for another 6 minutes there, World of Wait Planes has returned  

 

 

The Insane

 

Messing with the controls... why on earth would anyone do that?!?! Add more control schemes, DO NOT FIX WHAT IS NOT BROKEN. i am a mouse user and i still haven't got my setting back to the way I want (and have accepted that i won't). Joystick users i feel for you .

 

Bombs and rockets: When i read what that developer said about ILs being easy street(link) I almost fell off my chair. Yes. Easy to fly, not easy to succeed (do they actually play the same game we do?). So now its hard to fly, and hard to do well. If you don't want ground attack in this game just do away with them because as it stands now they are a shadow of what they were.

 

Accuracy/damage model: As much fun as shotguns are in an FPS game, there are reasons most people stop using them; they are too easy, and their range is too short. If i wanted to fly a shotgun plane i would choose one, but due to the new accuracy/dispersion i have to play tight and dirty, even if the plane should not fight like that.

 

 

Trying to vocalize what we are feeling without it sounding biter is very hard, but i would love to get some discussion on how we can move forward (as it stands now i play 1-2 games in a day down from 20-30). I have too much time put into this game to quit without at least trying to dialogue and fix.

 

anyway cheers,

Noreaga




#457598 The current state of Update 1.5

Posted gunlion on 25 August 2014 - 09:23 PM

Hello Pilots,

 

Last week we released Update 1.5. I want to sincerely apologize for some of the changes that deployed in this update; specifically, the 'rework' of the controls, the speed of the Superiority scale, the difficulty of the complex ground targets, and any of the other issues that have impacted your enjoyment of World of Warplanes. With an evolving game like World of Warplanes, our goal has always been to expand and improve upon the game to give our players the best experience, and two of our major goals with this update was to improve controls across all inputs (mouse, joystick, and gamepad), and to provide another layer of depth to the Superiority mode. And we did not deliver on those goals with this update. 

 

I am not going to sugarcoat this, because you, our players, know better than anyone that these changes had an adverse effect.  Globally, we have been monitoring player feedback, and from top to bottom we are aware of the issues that Update 1.5 introduced. As of right now, I unfortunately have nothing to share on the control issue, or on any changes to Superiority or the strength of the GTs. (Although we will be fixing the GT marker range issue in the upcoming 1.5.1 fix) I hope to have more information for you soon. 

 

Know that you are being heard, and your feedback is, as always, appreciated. I will keep you updated on the status of these issues.