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What are the nation's strengths?


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pck3 #1 Posted 15 January 2018 - 03:12 PM

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I have searched all 5 pages of the newcomers forum and didn't see what I was looking for. What are the strengths and weaknesses of every line? I know basically a Japanese fighter will put turn a US fighter. But where do all the other nations fall in?

SpiritFoxMY #2 Posted 15 January 2018 - 03:48 PM

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Different lines in each nation have their own strengths and weaknesses so it would be better to take each line by itself, but the generalities are:

 

Germans are for those who can fly and shoot - they're the most difficult nation to master but reward a good player with fast, hard hitting airplanes. Boom and Zoom is the name of the game; a German will never out-turn anything its tier, especially past tier 4 so get good at using your speed and your firepower to sneak quick, devastating bursts at your opponent before they can reel you in. Again, NOT a beginner's choice. 

 

Americans are for those who can fly but can't shoot - like the Germans, American planes are hard to master with a high speed boom-and-zoom style, but they lack the massive, slow firing, rapidly overheating German cannons and instead pack 50 cal up the wazoo. They tend to have less burst damage but higher DPS . They turn better than the Germans, but that's not really saying much. Their guns? Point and hold down the left mouse button. Not trigger discipline or even accuracy required.

 

Soviets are for those who can't fly but can shoot - the soviet tree feels middling. Their problem tends to be lack of firepower, so you need to be good with what you have. They turn well, have decent speed but unless you're flying the big herp-derp multirole lines, their firepower is anemic in contrast to the others - short burst lengths, mediocre damage. Unless you're a derp. Then its big fat one-shot monsters that are hard to master and use but oh so satisfying.

 

Brits are for those who can't fly and can't shoot - the British tree; especially their light fighters, are easy mode for the most part. They're also the most boring (Spitfires. Spitfires everywhere). they have great maneuverability for their class, better speed and hitpoints than the Japanese and good, rapid fire, hard hitting guns. Their Heavy tree is a little lacking compared to the Germans though, and overall they lack good altitude fighters so you're keeping it close to the deck, a trait they share with...

 

The Japanese who explode when you sneeze at them - Early Japanese tier 3 - 5 fighters can be an exercise in frustration at how quickly they fall apart. Just one hit from Flak and you're missing a third of your HP... and the game is only ten seconds old. They are INCREDIBLY maneuverable, though, and pack a lot of firepower. They aren't quite as easy to use as the British because of their fragility, but they are super fun when you get them into a furball over friendly or neutral territory. Beware Germans booming through, though. Situational awareness is key.

 

That's my take on the line at any rate... mostly playing against them: I'm a German-specialist with some dabbling into the US and British trees. Take all I said with a grain of salt and just experiment with all of them: the XP economy up to tier 5 is extremely easy (you can grind them out in about six - seven hours gameplay), so you can play multiple lines to try them out and decide which ones are for you. You can find out the nuances of the individual lines once you've narrowed your scope of interest. 


***

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crzyhawk #3 Posted 15 January 2018 - 04:03 PM

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I agree with the above commentary for the most part.  As a newcomer myself, I recommend starting off with the spitfire line.  Avoid whatever line contains your "favorite planes", because your experience with those planes will be tainted while you learn.  The spitfire is very forgiving and allows you to fly it pretty much however you want to.  They have a good mix of cannon and MG armament to help teach you how to shoot (cannons) while still chipping away at targets with MGs.  Once you've played some, and started to get the hang of things, you'll know how you like to fly, and can try to choose a line based on how you like to fly so your playstyle is enhanced by your plane.

NorthernPorter #4 Posted 15 January 2018 - 04:49 PM

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I think Fox summed it up pretty well with the strengths of each nations. And crazy hawk makes a good point to go with a line that has good maneuverability so you can really learn to lead your targets and get a feel for the game play. But I'd still also pursue obtaining your "favorite plane" as its just a fun part of the game getting to fly your favorite war-bird. But just understand it may not be what you expected or quite to your play style yet.You just have to adjust.

 

Example being the P-40 is my favorite and when I started playing, that was the first aircraft I went for. When I got it, I absolutely sucked with it because its more of a boom and zoom aircraft and that's not the play style I was use to. But its just some thing you learn and get better at. Now I'm not the best at BnZ but I've gotten better and I can do pretty well with my P-40, and more importantly have a lot of fun with it.

 



Colddawg #5 Posted 15 January 2018 - 04:51 PM

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Each nation has a specific type of Multirole and Heavy fighter class.  US HFs are experts at ground and air attack, German HFs are super fast, but may not have the best ground ordinance, UK...I hardly ever see these.

US MRFs are great at ground pounding but the "Jug Line" tends to be slow and both have clipped wings so they can't fly that high.  I enjoy the US Corsair MRF line as they can turn better than the Jug line and have great guns (culminating at tier 8 with the amazing F2G that can devastate the ground and air and the tier 9 that gets the Vulcan cannon and "beehive" A-A rockets).

German MRFs are built around anti-air capabilities, they get A-A rockets the earliest, and maneuverability.  It's a pain trying to hit these things going 800+kph while using evasive maneuvers.


Keep your head on the swivel.


pck3 #6 Posted 16 January 2018 - 08:50 PM

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Thank you for all the advice.

Seraphil #7 Posted 17 January 2018 - 10:05 AM

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I'd actually say to NOT start with the Spitfires, as their easy-to-use trait can end up being a crutch, and also color your opinion on other fighter lines.  I'd recommend something like the Bf 109 line or the MiG line, as both have a good balance of speed and turn rate without being the best in either, and have reasonably good firepower, so there's multiple things to learn.
ムリ( ' x ' )ダナ

trikke #8 Posted 18 January 2018 - 11:55 AM

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View PostSeraphil, on 17 January 2018 - 05:05 AM, said:

I'd actually say to NOT start with the Spitfires, as their easy-to-use trait can end up being a crutch, and also color your opinion on other fighter lines.  I'd recommend something like the Bf 109 line or the MiG line, as both have a good balance of speed and turn rate without being the best in either, and have reasonably good firepower, so there's multiple things to learn.

 

great advice^^   but hard to follow, because they are so much fun

 

and so beautiful in the air

 

 


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AppleTank8 #9 Posted 20 February 2018 - 01:15 AM

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--USA

Fighter line: Most noticeably with the [T5] P40, a Boom and Zoom playstyle, though somewhat hampered with machine gun only loadouts, which necessitates a long time on a tail and a shorter range than other guns. Watch out for the [T6] P-51A, as its only a marginal improvement over the [T5] yet matched up against stronger planes. They’re often times only safe at high alt, so escort and attack high alt aircraft. Dive down only when safe to do so.

 

Heavy Fighter: Branching out from the [T5] P40. A lot more maneuverable than other nations’ HF, though still don’t expect to dogfight fighters. Generally less beefy in compensation. [T7] F7F runs counter to the general high alt, high speed pace of most HF, having a lower alt ceiling than most Light fighters, and slower to boot. You still get big guns though. It can ground attack decently as an alternative. The [T8] XF5U (Pancake), on the other hand, is a monster, your reward for the previous tier, with absurd maneuverability and a powerful armament.

 

Navy Fighters (starting from F2F): Though they can carry bombs, the line focuses more on guns, and you get plenty of 20mm. Their maneuverability is decent, but nothing spectacular, and neither is their alt ceiling. The highlight of this line is the [T9] F94D. You get a Vulcan. It goes Brrrrt.

 

Thud Line (starting from P-26): They can shoot planes down, yes, but once you reach tier 6 you start being able to carry some heavy ordinance. Not enough to cap a point, but it may give you enough to push it over. Fair warning, the ordinance reload is long. They are essentially small Ground Attack aircraft with a lot of 50cal machine guns. They can turn better than heavy aircraft but not much else.

 

--USSR

La Fighters: Starting with the [T5] LaGG-3, this is a line with mainly low-alt turnfighters. They are not the fastest of planes, but they carry good guns and can get the job done. They don’t have anything particularly special about them. Jack of Trades in most scenarios.

 

MR Yak Line: The specialty of this line comes into focus at the [T5] Yak-7, which are ridiculously large guns (37mm+). They can carry some ordinance, but they rarely are worth the cost in airspeed. As mentioned above, extremely large guns are difficult to use, though if you can aim very well you can nearly destroy a plane in a single hit. This is not helped with the general sluggishness of the line and bad alt, meaning they aren’t able to dive away easily, and are really restricted to what it can surprise or prey on GAA. The [T8] Su-9 is especially bad about it because unlike the rest of its brethren, it isn’t able to keep up with the new jets, nor can it shave off most of a plane’s health in a single hit. The twin 57mm at [T10] may help though.

 

LF Yak Line: This line begins at the [T4] I-17. Even lower alt planes with better turnfighting abilities. They do tend to be less able to spit out lead. If your target can’t shake you though, that won’t matter.

 

MIG line: Starting at the [T5] MIG-3, this is the USSR’s high alt fighters. You generally will enjoy good guns on these planes, and able to intercept other high alt aircraft. If you wish to hunt down planes further down, you will have to rely on Boom and Zoom as they aren’t the best at turning.

 

USSR GAA: Starting at the [T2] Tsh-2, these planes tend to carry heavy firepower in all forms, but not much in speed. They are heavily protected though, giving you time to destroy a point’s ground targets. Out of all GAA, they are the slowest, but most well equipped at destroying ground targets.

 

--Germany

MRF Line: These planes start at [T5] with the Fw 190-A. Though they are multirole, their ordinance isn’t all that good until [T8] BV P210. The high tiers do get a large rack of AA missiles. If you can get them to connect, they can seriously hurt planes. Not easy to aim though, be forewarned.

 

Light Fighters: There are two lines of them, one that splits off from the MRF line and one that has its own independent line. The [T3] Ar-80 is when you begin to see their niche, good altitude fighters with strong complement of cannons. The fighters under the [T8] Ta-152 tend to be slightly less consistent due to focusing more heavily on 30mm guns, losing some maneuverability as a result.

 

Heavy Fighters: Starting at the [T2] Ao 192, these planes represent the standard BnZ playstyle. They all have good altitudes, decent speeds, and powerful forward guns to shred hitpoints when they make a pass. They can carry ordinance, but most of them aren’t very powerful, and a HF flying low to ground attack risks interception by low-alt fighters. The [T7] Zwilling is a bit of an oddity due to being basically two fighters welded together, showing slightly better maneuverability while being noticeably more fragile. The [T8] Me 262 is also noticeably hampered by low muzzle velocity of its armament, though it still retains good speed and altitude. You need to get very used to leading well.

 

Ground Attack Aircraft: This line begins at the [T4] Fw 189C. These planes tend to be slightly more fragile than the USSR GAA, but get faster speeds, somewhat better turning, and higher altitudes (though that isn’t a very high bar to clear). They don’t carry as many bombs and rockets as the USSR planes, and instead rely more on guns only to shoot ground targets down. They are somewhat suited to taking down other GAA due to somewhat better aircraft characteristics, especially compared to USSR ones.

 

Mid tier Bombers: Starting at the [T4] Do 17 Z, these medium bombers have one job. Fly at excess of 2500 meters and drop bombs on points. They have no forward guns, and must rely on clusters of defensive turrets to ward off enemy aircraft. They are not all that fast, but turn well enough to get to the next ground target cluster. Recommend turret abilities to increase your turret guns’ threat level. Braking right before a bomb drop increases drop accuracy and helps throw off AA aim somewhat. Bomb reload gets worse the higher tier you go. Right now the line only goes to [T6] Do 217 M before merging with the Ground Attack Aircraft.

 

--Japan

Army Fighters (Ki): Starting at the [T2] Ki-10, these fighters are essentially Zeros with less guns, but slightly better speed and altitudes. For the most part, from [T2] to [T5], they do the same thing Zeros do, turn very well and shoot things down. At [T6], the Ki-61 becomes a mid to high alt fighter that still turns pretty well, and better speed. At [T7], the Ki-84 becomes a mid to high alt turnfighter with big guns and goes even faster. It starts to lag behind the Zero in terms of turning, but at high alt there’re few that can match its turning capability, though many can still outrun it.

 

Naval Fighters (Zero): This line starts at the [T2] A4N. These planes are known for their decent armament, absurd turning capabilities, slowish speed, and being made of paper. None of them are able to fly very high, and their weak engines won’t let them boost very high either. However, if you end up in a turnfight, this will win every time. Unfortunately, this doesn’t go to [T10]. The last Zero is at [T7] A7M.

 

MR Shindens: After the Zeros, you end up with the [T8] J7W1. They have good guns and a few bombs, but few other redeeming features such as a poor alt ceiling. It has a cool look to it, but unless you have a wingman, it will struggle in a pure 1v1 battle against anything other than a GAA.

 

--UK

Spitfire Line: Starting at the [T2] Bulldog, this is one of the best lines in the game right now. They get a powerful set of guns, and generally turn really well, allowing them to quickly dominate a cap point. Their alt limit isn't the best, but a powerful boost lets them fly up anyways. Their maneuverability drops once the line gets jets with the [T9] Attacker, but its alt ceiling goes up as well. And it is still decently fast.

 

Heavy Fighters: Starting with the [T4] Blenhiem, these aircraft are known for carrying large amounts of ordinance. With many of them being converted bombers, their speeds are somewhat lacking and so are their alt limits, though it gets better. Guns are still pretty decent, and they do truly get a large amount of ordinance starting from the [T5] Beaufighter. This changes at the [T10] Javelin who loses all the bombs and rockets for some reason, but is also near maxed out in altitude performance. You can theoretically play the ordnance planes as Ground Attack if you wish, their 20mms will destroy the light targets quickly enough, though you do not have the hitpoints to match.


Hawker MR: Starts at the [T4] Hawker Hurricane Mk1, these are MR fighters that are actually capable of fighting back. They get powerful guns, decent alt, and can turnfight at low to medium alt. They also get decent bombs. They are a little bit on the slow side. This line ends at the [T6] Hawker Tornado before merging back with the Spitfires.

trikke #10 Posted 20 February 2018 - 07:48 PM

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View PostAppleTank8, on 19 February 2018 - 08:15 PM, said:

tons of good stuff above

 

great body of knowledge condensed down to one page...   thank you!

 

and new people should be thanking you, too


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