Flight School Episode 4
Posted 03 December 2013 - 06:36 PM
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Posted 03 December 2013 - 07:16 PM
Posted 03 December 2013 - 11:10 PM
lol russian engrish? or just typo? "Standart" ammo...no special effect, but it makes the enemy target look prettier.
The higher-octane fuel module (105 on some, 120 on others) gives you a bit better boost endurance (I'm unsure if it also makes it cool-down faster). The speed polish helps you retain your energy when diving (meaning: when you climb back up, you have that much more speed/energy to do so.)
(also, thanks for the rocket tutorial)
Edited by TheGreenTank, 03 December 2013 - 11:13 PM.
Posted 03 December 2013 - 11:18 PM
To correctly answer the question the player had:
The gasoline consumables: 105/120/Kerosene:: The y don't give you faster top end speed... but they help you get back to it. It improves booster energy cool down and duration. This inherently lets you keep your speed and energy up when you climb/boost away from combat.
The polish: +5% to Aircraft top speed or energy maintenance depending on the plane.
The wood/metal/etc. covering gives a +/- 3-5% ability to absorb damage.
Posted 03 December 2013 - 11:24 PM
"If you want something done right, ask the guy who's busy, because the others don't have the time"
Posted 03 December 2013 - 11:45 PM
Also, there are a few inconsistencies/mistakes that the announcer makes.
#1. Standard and Armor Piercing only types of ammunition ARE in fact capable of causing a fire. However, this isn't due to any incendiary effect. Your chance of causing a fire is for hitting the fuel tanks/exhaust system/engine.
#2. Incendiary and Explosive rounds don't just have chance of fire while hitting a fuel tank. The chance of fire, although lower (due to fuel tank dog giving greater chance of fire), is also obtained inherently by the nature of the incendiary round.
#3. Explosive or HEI rounds also have a crit chance to destroy a wing off an airplane, slightly higher than the standard damage to the module.
#4. Bombs fuse times have not been " a few seconds" for several months now, due to attempts to nerf GA to nothingness.
#5. Rockets and bombs' "explosive range" is a terribly misleading statement. Blast radius doesn't equate to range, or distance, at which the explosive detonates.
Bombs only explode instantly on contact if you physically hit an enemy plane with the physical bomb. Normally , bombs impact AND THEN begin to count down (1-2 seconds now) their fuse time.
Rockets explode AT a certain range, but this doesn't determine when your target explodes. Take the 5" HVAR" for example: it is the fastest firing rocket AND the farthest firing. With the introduction of the British variant of the HVAR, I'm assuming that they are the same range as the American, and similar speed, but have no hard data to prove that in game.
Now, the USSR RS-82 and RS-132 rockets explode at roughly 3,000 to 3,200 ft. However, they fire slower in velocity with a historically I accurate greater blast radius. This in mind, the Russian rockets typically take out an enemy player around about the same distance as American rockets, except when closing rates are extremely slow (Pegasi and other tier 1-3) or extremely fast (tier 7+).
When end the closing rate is slower (head on), you need to fire when the enemy is closer. When the closing is quicker, you need to fire from farther away.
When chasing, you need to do the opposite. The slower the enemy is pulling away from you (outrunning/out climbing), the farther you need to be when you fire, or you'll overshoot. When their pull away speed is faster, the you need to fire when closer to him, or you'll undershoot.
Hope this helps newer players
Posted 04 December 2013 - 02:15 AM
Posted 04 December 2013 - 03:07 AM
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