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Appletank's WoWP 2.0 beginner's guide (or, random info that WG never bothers explaining)

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AppleTank8 #1 Posted 06 April 2018 - 01:24 AM

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General Info [circa  2018 APR 12]
Hanger:
Keybind notes:
Nation Flavors:
--USA
--USSR
--Germany
--Japan
--UK

 

General Info [circa  2018 APR 12]

In 2.0, the way to win is to win cap circles, and hold them for longer than your opponent. You do this by shooting down any plane that isn’t blue in the cap zone, or by destroying the buildings on the ground (Note: You must destroy a cluster in its entirety, generally indicated by a white fence surrounding it)

 

Once you have the point, a ticker counter starts. If your blue bar fills up faster than the red bar, you win. Another way to win is when respawns (the oft occurring Squall Line) are stopped, and you kill the entirety of the enemy team.

 

Ways to Fly:

--Turn and Burn: Turnfighting, in which you go in a circle after your target’s tail into they break into pieces. Make sure your aircraft has high maneuverability before going for a turnfighting playstyle, or at the very least better turning than the other guy. Another good tip is to remember your aircraft’s optimum speed, and try to keep it near there when you turn. Optimum speed is where your plane turns the best. Flaps increase your turning capabilities at the cost of speed.

 

--Boom and Zoom: Alt fighting, in which you climb to high altitudes, then convert it into speed in order to fill your targets with lead in a pass before pulling away at speed. This takes more time to set up. Due to limited heights, you generally have to pull away horizontally instead of back to alt. Conserve boost for this. If your plane turns like a brick, you don’t have much of a choice but to B&Z. Not easy if you have bad alt limits too. Slow down a bit right before shooting so you have more time on target, but not too much. You can do horizontal BnZ, though you need very good boost for this.

The climb rate stat gives some indication of how well a plane can climb, but currently its only based on unboosted flight. A plane with powerful boost can easily exceed that when necessary. Plus its not really clear what angle achieves most efficient climb rates anyways.

 

--Ground Pounding: Screw dogfights, shoot blocks of concrete that don’t move anywhere. Control Points generally have a bunch of buildings scattered everywhere, and if you reduce enough of them to rubble you’ll capture the point. You must destroy all buildings in a cluster (generally within a white fence) to get those buildings’ points. Generally, your plane will carry big guns and/or powerful ordinance. Guns with a “Good for Armored Targets” descriptor will generally be more reliable at destroying Armored Buildings. If you only have 50cal guns don’t waste your time on the armored ones (especially fighters in general). Shoot AA guns with them if you must, but try to focus on enemy aircraft.

 

-- As a general rule of thumb, the large, armored targets will get you the most points, and the AA gun clusters the least. Take out a AA cluster if you notice you are a sliver away from capping the point.

--AA guns don't respawn if you don't destroy the entire cluster. You can help reduce ground fire this way, though generally still focus on Air to Air if you're a fighter. Don't try and ground pound in a light aircraft. Please.

--If you're using ammo with a fire chance, you can set buildings on fire for more damage.

--If your aircraft has a turret, you can technically imitate the bombing sight by entering it, and looking forwards.

 

Types of Ground Targets

Triangle: Low Alt AA

Pentagon: High Alt AA

Circle: Unarmored target, can be destroyed with relative ease with MGs.
Square: Armored target, needs ordinance or heavy guns if you don’t want to spend ten minutes on it.

 

Escort/Interceptor: You have zoom, but no boom, so just stay at high alt and stop others from getting there. Bomber protection and bomber hunting, mostly, because your plane isn’t much good at anything else.

 

Current meta favors turnfighters in order to capture and defend cap points quickly. 20mm guns tend to be the best at both range and RoF. 50 cals have a tendency to be short ranged, and 30mm guns and higher generally have poor rates of fire or muzzle velocities, making it hard to make use of their range and alpha.

 

Aileron Rolling: Somewhat reduces damage due to way bullet spread works, and forces the chaser to have to follow you. Rolls do not cost airspeed in WoWP, as long as you don't roll upside-down.

 

Cap Zone Types (1 tick = 5 sec)

--Garrison: Denoted by a Star. The most basic cap zone. It gives you 3 points per tick. It has low alt AA and high alt AA. Some HF and LF. A mix of light and armored buildings

 

--AirStrip: Denoted by a Small Plane icon. It gives you 3 pts/tick, and allows you to respawn over it after death. Generally low alt AA, fighters, and light buildings.

 

--Forward Airbase: Denoted by a Twin Engined Plane. It gives you 3 pts/tick, allows full repair by flying under 700m from a specific building marked with a wrench. Repairs are halted if you shoot, are shot at, or if the repair building is destroyed. You can also respawn here, and with a choice of your own same tier planes. Generally contains similar AI air and ground targets as an Airstrip.

 

The Control Tower is a high point target for GAA. Destroying the Repair Building also denies the Red team full repair capabilities for a time.

 

--Command Center: Denoted by a Satellite Dish. It gives you 3 pts/tick, and every 110 seconds 5 bombers are sent to a cap zone. If all 5 are allowed to drop, the cap zone in generally taken over. Is generally populated by a small mix of HF and LF, along with a mix of light and armored ground targets.

 

The Radar Dish is a high point target for GAA.

 

--Mining Plant: Denoted by Smokestacks. It gives 3 pts/tick, and 80 points every 24 ticks (roughly 3.33 pts/tick). If it is held for the full 24 ticks, it is roughly equivalent to two cap zones. Though be warned that it is not useful if it ticks over after you lose. This point is populated with many armored ground targets and high alt AA. Despite this, you can shift the cap zone in your favor by intercepting enemy aircraft over the zone, though not as reliably.

 

The Smokestack cluster is a high point target for GAA.

 

--Military Base: Denoted by a Missile. It gives 3 pts/tick, and every 4 ticks, it launches a missile at the targeted point and destroys one ground target. If held long enough, and with no countermeasures, it can cap a point completely on its own. Generally contains HF and a mix of light and armored ground targets.

 

The Concrete Silo cluster is a good target for GAA.

 

Aircraft Types

--Fighter (LF): Single engine planes with forward guns. Generally more fragile, but with above average handling. Varies with nation. A mix of turnfighters and energy fighters.

 

--Multi Role Fighter (MRF): Usually single engined planes usually with the ability to carry some form of ordnance, bombs and/or rockets, or just bigger guns. Their handling tends to be somewhat hampered by this, and can’t be improved by dropping your ordnance. A few of them can turnfight, but on average not as well as LF. BnZ also suffers from poor alt performance

 

--Heavy Fighter (HF): Large, usually twin engined plane. Decently armored, with powerful guns, high speed, and high altitude limits. All favor Boom and Zoom playstyle unless fighting another heavy. Some can carry ordnance, though using them for ground attack is risky. Many have some sort of rear gunner.

 

--Ground Attack Aircraft (GAA): Neither alt-fighter nor turn fighter, these flying bricks fly slowly and destroy ground targets. They can shoot planes if one crosses their gunsights, but don’t expect to hold them there for long. Some carry rear guns, but their most reliable defense is still either not be seen or be guarded by allies. On occasion, if the GAA carries bombs, they can catch a fighter on their tail with the bomb’s blast radius.

 

--Bombers: Fly extremely high and drop clusters of bombs. You are given a bomb sight to assist your aim, though you are blinded to anything around you. Low alt planes struggle to reach them, and some can evade alt fighters by going even higher. Some Bombers have many forward guns they can use for Boom and Zoom, though this is risky.

 

Credits: Game Money. Gained from playing well. Used to buy planes, repair planes, buy consumables, buy special ammo, buy bombs, pay for equipment, reset pilot skills, temporary camouflage and emblems,

Silver Star: XP. Gained from playing. Used to research planes, research plane parts. Generally locked to the plane that earned it. Can be converted with gold into Free XP.

Gold Star: Free XP. You get 5% of whatever XP you get in battle. Can be used to research any plane, any plane part, and accelerate crew training. Consumed automatically if you run out of silver XP while researching a part.

Gold: Purchased with Real Money or earned through certain events, and can be used to buy special equipment, Special ammunition, Premium Planes, Hanger slots, permanent camouflage and emblems, set up a new clan, convert Silver XP into Free XP, reset Pilot Skills,

Tokens: Earned for receiving epic medals or completing a set of missions (these require one aircraft from [T1-4]. [T5-7] and [T8-10]). Can be used to open event crates, buy Hanger slots, event aircraft.

 

The grind is fairly painless (so far). Credits and XP are aplenty, even when you go up the tiers. High tiers are recommended for crew training since they tend to make more XP for the pilots. If you wish to utilize a Premium for training, you need the pilot to reach 100% first.



 

Hanger:

Ammo: Universal ammo is pretty cheap right now, get it

 

Consumables: For the most part, Med Kit and Control Surfaces, with a choice of third that varies by plane. Engine restarter if you need the speed, Fire Extinguisher if putting out fires is worth saving the hitpoints or if it happens often enough. LF/NRF, HF, and GAA have unique consumables. LF get a temporary maneuverability boost, HF get 40% of their boost back, GAA get too shoot longer. All consumables reload, with varying timers.

Update 2018/6/14: See below. You only get effectively 2 now.

 

Upgrades: Where you can see which parts you can research and buy to improve your plane. You can also see which plane goes next after your current one.

 

Equipment: These are the boxes underneath the Upgrades bar. A general rule of thumb is to equip items that increase your plane’s strengths. If your plane is fast, make it go faster. If your plane has health, make it tankier. Etc. Paints for camo is not worth much right now since everyone is converging into a cap zone in order to win points. You’re only likely to drop off the radar outside of a cap zone, in which you should attempt to minimize your time out of a zone unless you’re trying to prevent your death from affecting the cap. Regarding specific planes, please consult the cheat sheet made by R/WoWP veterans.

Unlike WoT, plenty of equipment can be switched around for free, so you can save some money before you decide on what you want.

Update on 2018/6/14

[edited]you I guess. I think you can switch equipment for free now, but they're so restricted now I can't be bothered to care.

 

Crew: If you think you’re going to be playing a plane for an extended period of time, try to make sure you have the credits to get them to 90%. Makes grinding for skills a lot faster. Also, you can reap the benefits of Prem plane crew training only if the crew is at 100% (or they already have a single skill already unlocked. WG coding is weird). Regarding skills for specific planes, please reference the spreadsheet made by the R/WoWP veterans. Continue the same theme of improving strengths.

 

Keybind notes:

In the settings, you can alter the keybinds to controlling your aircraft. For the most part, the default setup works, though there are some missing or need to be changed. The rest can be tinkered with at your pleasure.

 

--Alt mode: Click on the “choose key” button like every other keybind. A menu will pop up that lets you switch from “Hold” to “Toggle”. Alt mode lets you see exactly how many points are on the ticker counter, the points each side has in a cap zone, your boost time, the amount of overheat a gun has, time for bomb to reload

 

--Weapon Groups: Many planes have multiple gun calibers. The bigger guns tend to overheat faster. It may be useful to bind the smaller guns to a seperate button to let you continue firing while letting the big gun cool down. Training Room does not require a partner, so go mess around in one.

 

--Flaps: (optional). You can choose to disable Automatic Flaps in the Advanced Menu if you feel up for it. Flaps can help you turn more sharply, but tend to slow you down slightly in said turn. Disabling it allows you to choose when you need better turning and when you want to keep more speed. Hitting brakes and Flaps together increase deceleration, though flaps may trigger automatically when in automatic mode.

 

--Engine Idle (optional): There really isn’t one easy button for this unless you’re using a joystick, nor is there a meter anywhere that tells you the current throttle level. For K&M, you need to bind a key to throttle up and throttle down, and hit throttle down 6-7 times then hold to achieve idle. Hit throttle 7 times (or until the boost meter flashes) to return to full power. Or you can hit the airbrakes to idle, but this slows you down heavily when you may not want to. This is only really useful if you’re using the Radiator, which isn’t very useful 90% of the time, unless you end up in a situation where you’re constantly braking and accelerating.

 

Nation Flavors:

--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 same tier 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 cost airspeed and often aren't very powerful. 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. They can turn somewhat well if you can keep up their airspeed, though this is difficult with their weak engines.

 

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. From [T5 - 7], the are mostly suited for anti-ground work. The high tiers of [T8 - 9]  do get a choice between ground pounding or a large rack of Air-to-Air Missiles, though the A2G weapons are sorely lacking. The [T10] gets to carry both, useful if you find yourself at low alt often. If you can get the A2A missiles 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 the [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.

 

 

 

For Premium Planes and indepth plane guides, please consult the forums and youtube reviews.


Edit: Added note to Ground Pounding

Edited by AppleTank8, 14 June 2018 - 11:58 PM.


SpiritFoxMY #2 Posted 06 April 2018 - 03:24 AM

    Second Lieutenant

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I'd dispute the statement that rolls cost no speed - I'm pretty sure they do, even straight aileron rolls. Not a lot and mostly negligible but if you're in a chase situation, that might make the difference. Will try out when I get back...

***

But a truce to this mournful story

For death is a distant friend

So here's to a life of glory

And a laurel to crown each end


Reitousair #3 Posted 06 April 2018 - 07:07 PM

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Very nice guide, well done. One thing I do like is the split between the Japanese Zeroes and the Shindens to more clearly show that they're very different playstyles in the same line.

 

Just a few contentions:

 

As Foxy raised, straight aileron rolls from my testing do cost speed, it's a very marginal amount of speed of if you're boosting away just that small amount could be saved to carry you away from danger. However it's possible that some aircraft might not be effected or are barely effected by aileron rolls, I haven't thoroughly tested every aircraft in the game so I don't 100% know.

 

Tokens can be earned through missions as well (though you need at least one tier 8 aircraft to complete them.)

 

BnZ is not quite the same thing as energy-fighting, though the two do get confused. BnZ has two versions, vertical and horizontal; vertical being you dive on a person, and then climb away while horizontal is you just bruteforce your way past them with speed and run away in a straight line, no climbing or diving.

 

To give an explanation to energy-fighting, rather than being a straight turning competition or getting away before your enemy can retaliate. It usually involves not just turning horizontally or going vertical, but both, you maneuver in ways to drain your opponent of energy to leave them weak and an easy kill for you. Your aim is to cause the enemy to lose their airspeed or to lose their altitude. It's hard to explain it without showing it but think of it as a hybrid between BnZ and TnB, it requires good knowledge of your aircraft and your enemies aircraft.

 

The Yak MRF line actually can turn surprisingly well until you drop your airspeed... which isn't hard to do considering their fairly weak engines. But, it might be a little thing to note that they are actually not that bad at turning when they have some speed going for them, at least until the Su-9.

 

A few other minor things but I think at this point I'm starting to get really nitpicky about it, anyways, well done on the guide.


I do fly Chinese aircraft a fair amount so... *ahem*

CHINA NUMBAH WAN

 

I even made a custom skin for my IL-10M!

 


ClosedCoffin #4 Posted 06 April 2018 - 07:44 PM

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Good info, thanks

comtedumas #5 Posted 06 April 2018 - 08:18 PM

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I am pretty sure mining plants are 60 pts every 240 seconds.  

LMG #6 Posted 06 April 2018 - 09:04 PM

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View Postcomtedumas, on 06 April 2018 - 03:18 PM, said:

I am pretty sure mining plants are 60 pts every 240 seconds.  

 

It's 80 points every two minutes.
This is my IL-2 (t). There are many like it, but this one is mine. :child:

pyantoryng #7 Posted 06 April 2018 - 09:22 PM

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The "air brake" key (AKA idle engine) also deploy flaps along with idling engine - something that was added in 2.0.

 

You can set the armored portion of targets on fire if you have something that increases fire chance. Something to keep in mind as you pound ground.

 

There are a lot of non-complex equipment options unlike Tanks so you can kit out your planes without worrying about spending gold or destroying until you have a solid idea of what you want.

 

You are supposed to earn tokens from daily missions, but it is out of reach for many players. Also, certain non-epic achievements reward tokens - Winged Legend (14k points) and Hero of the Sky (get to maximum rank in one match), both of which are potentially much easier than the epic achievements mainly due to the lack of survival requirement. Events may call for tokens, so stock up on them where possible, but don't hesitate to expand your fleet with them if it is your only option - you want a lot of planes to deal with anything WG throw at you.

 

Multirole fighter designation also means that they can carry an unusually heavy armament for a fighter plane. Notice how Yak-9 and 9U cannot use ordnance despite multirole designation?

 

You will want to shoot the AA guns themselves off without destroying the other piece of the cluster - they will not grow back unless the whole thing is destroyed. Even a fighter can pave the way for the incoming strike planes and deprive enemy of their support over the sector that way. Use your better judgment - using fighters to hit ground is generally frowned upon by players.

 

Your ordnance reload time actually gets better as you tier up in many cases. For example, the Me 1099B-2 has 90 seconds reload for four bombs while the Me 1102 can do so in 60, or the J7W1's 180 sec reload versus the J7W3's 120 for two 250kg bombs. The Fw 57's bomb load takes a colossal 300 seconds ro rearm, while the Bf 110s gets 200 seconds, and so on...

 



WoWP makes a great jousting game...especially with the 262 and people busy in furballs...
I am deaf, silent, and fly with unrealistic controls. Do not count on me to carry - my back's already broken from overweight.

SpiritFoxMY #8 Posted 07 April 2018 - 02:31 AM

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View PostReitousair, on 06 April 2018 - 07:07 PM, said:

BnZ is not quite the same thing as energy-fighting, though the two do get confused. BnZ has two versions, vertical and horizontal; vertical being you dive on a person, and then climb away while horizontal is you just bruteforce your way past them with speed and run away in a straight line, no climbing or diving.

 

To give an explanation to energy-fighting, rather than being a straight turning competition or getting away before your enemy can retaliate. It usually involves not just turning horizontally or going vertical, but both, you maneuver in ways to drain your opponent of energy to leave them weak and an easy kill for you. Your aim is to cause the enemy to lose their airspeed or to lose their altitude. It's hard to explain it without showing it but think of it as a hybrid between BnZ and TnB, it requires good knowledge of your aircraft and your enemies aircraft.

 

One of my favorite YouTubers once explained it thus: Every single aircraft that you have ever flown that has been designed to combat other aircraft (is an) energy fighter. Boom and Zoom and Turn and Burn are simply disciplines of energy fighting that are specific to the aircraft that are designed to fly in that manner.

 

He was talking about War Thunder, but the explanation of the basics of energy fighting are pretty universal. All airplanes rely on energy and the "hybrids" simply aren't as specialized in one specific discipline and rely on the player knowing when to apply his airplane's relative strength against his opponent's relative weaknesses: i.e although a Spitfire is generally regarded as a turnfighter, when faced with a Zero, it transitions into a "boom and zoom" aircraft because the relative strengths and weaknesses between the two are now reversed from where the Spitfire usually finds itself against other fighters.


***

But a truce to this mournful story

For death is a distant friend

So here's to a life of glory

And a laurel to crown each end


LMG #9 Posted 07 April 2018 - 03:37 AM

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View PostSpiritFoxMY, on 06 April 2018 - 09:31 PM, said:

One of my favorite YouTubers once explained it thus: Every single aircraft that you have ever flown that has been designed to combat other aircraft (is an) energy fighter. Boom and Zoom and Turn and Burn are simply disciplines of energy fighting that are specific to the aircraft that are designed to fly in that manner.

 

He was talking about War Thunder, but the explanation of the basics of energy fighting are pretty universal. All airplanes rely on energy and the "hybrids" simply aren't as specialized in one specific discipline and rely on the player knowing when to apply his airplane's relative strength against his opponent's relative weaknesses: i.e although a Spitfire is generally regarded as a turnfighter, when faced with a Zero, it transitions into a "boom and zoom" aircraft because the relative strengths and weaknesses between the two are now reversed from where the Spitfire usually finds itself against other fighters.

 

I think the perfect example of this is the Tornado. It usually relies as much on TnB as it does on BnZ in a single battle. The Corsair sometimes does as well, but it lives off BnZ a lot more :child:


This is my IL-2 (t). There are many like it, but this one is mine. :child:

WolfWiz #10 Posted 07 April 2018 - 09:10 AM

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View Postpyantoryng, on 06 April 2018 - 09:22 PM, said:

The "air brake" key (AKA idle engine) also deploy flaps along with idling engine - something that was added in 2.0.

 

 

Really added in 2.0 maybe you didn't fly 1.9 much :P



pyantoryng #11 Posted 07 April 2018 - 11:21 AM

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View PostWolfWiz, on 07 April 2018 - 09:10 AM, said:

Really added in 2.0 maybe you didn't fly 1.9 much :P

 

Back in 1.9, idle engine did just that - idle engine.

 

Here in 2.0, it literally works as air brake, deploying flaps simultaneously with idling engine in one key press...and of course, throttle percentage is erased, too.



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AppleTank8 #12 Posted 07 April 2018 - 06:02 PM

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View PostReitousair, on 06 April 2018 - 07:07 PM, said:

As Foxy raised, straight aileron rolls from my testing do cost speed, it's a very marginal amount of speed of if you're boosting away just that small amount could be saved to carry you away from danger. However it's possible that some aircraft might not be effected or are barely effected by aileron rolls, I haven't thoroughly tested every aircraft in the game so I don't 100% know.

 

Tokens can be earned through missions as well (though you need at least one tier 8 aircraft to complete them.)

 

BnZ is not quite the same thing as energy-fighting, though the two do get confused. BnZ has two versions, vertical and horizontal; vertical being you dive on a person, and then climb away while horizontal is you just bruteforce your way past them with speed and run away in a straight line, no climbing or diving.

Regarding rolls, I just tried it out myself. As long as I don't flip over, and keep level, I don't seem to lose much more than 1 or 2 kph. I even tried it in a GAA. It seems like as long as you don't turn you don't lose much speed. 

 

Regarding BnZ, thanks for the tips. I was told to dive for the diving bonus, then pull horizontally away due to WG's balancing and altitude compression. I'll take note of the rest

 

View Postpyantoryng, on 06 April 2018 - 09:22 PM, said:

The "air brake" key (AKA idle engine) also deploy flaps along with idling engine - something that was added in 2.0.

 

You can set the armored portion of targets on fire if you have something that increases fire chance. Something to keep in mind as you pound ground.

 

There are a lot of non-complex equipment options unlike Tanks so you can kit out your planes without worrying about spending gold or destroying until you have a solid idea of what you want.

 

You are supposed to earn tokens from daily missions, but it is out of reach for many players. Also, certain non-epic achievements reward tokens - Winged Legend (14k points) and Hero of the Sky (get to maximum rank in one match), both of which are potentially much easier than the epic achievements mainly due to the lack of survival requirement. Events may call for tokens, so stock up on them where possible, but don't hesitate to expand your fleet with them if it is your only option - you want a lot of planes to deal with anything WG throw at you.

 

Multirole fighter designation also means that they can carry an unusually heavy armament for a fighter plane. Notice how Yak-9 and 9U cannot use ordnance despite multirole designation?

 

You will want to shoot the AA guns themselves off without destroying the other piece of the cluster - they will not grow back unless the whole thing is destroyed. Even a fighter can pave the way for the incoming strike planes and deprive enemy of their support over the sector that way. Use your better judgment - using fighters to hit ground is generally frowned upon by players.

 

Your ordnance reload time actually gets better as you tier up in many cases. For example, the Me 1099B-2 has 90 seconds reload for four bombs while the Me 1102 can do so in 60, or the J7W1's 180 sec reload versus the J7W3's 120 for two 250kg bombs. The Fw 57's bomb load takes a colossal 300 seconds ro rearm, while the Bf 110s gets 200 seconds, and so on...

 

I think air brakes and flaps are separate, I also have automatic flaps turned off. That's so it doesn't randomly trigger when I make a turn.

 

Regarding ordinance reload, thanks for the info. Probably a combination of goldfish memory, the reloads feeling like they just take forever, and WG not really posting the data anywhere. The only line where I actively notice is the Thunderbolts, and they get monstrous reloads time after they become light bombers.

 

I'll look into fitting in the rest of your stuff, thanks for the data.

 

 

Edit: Forum derped hard, I dunno how.


Edited by AppleTank8, 07 April 2018 - 06:17 PM.


trikke #13 Posted 11 April 2018 - 12:25 PM

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excellent post, Apple!
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Krumhorn #14 Posted 13 April 2018 - 09:36 AM

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This is a really excellent guide.  Thanks.  Of course, what I wonder is why WG has not put out such a guide to help new and experienced players.

EM1O #15 Posted 20 July 2018 - 10:57 PM

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didn't intend to necro, but i learned more just reading this thread.  trying to learn how to drive the BV P2.10, and have been royally screwing up.  late, but thanks for this, Apple!

-O


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