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Equipment 2.0.5 - Not enough positives to offset the negative numbers?

Equipment Parts Enhancement Detriment Positive Negative Calibrate Performance Offset Stats

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Soylent_Red_Isnt_People #1 Posted 25 November 2018 - 09:49 PM

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Rewatched the videos put up by Magus & SLAY on the changes made when the Summer 2018 patch (2.0.5) did away with the regular equipment.

There is a limited overview on the WG blog, but not a lot anywhere as to what the numbers actually mean for the performance of an aircraft in game beyond that to a few obvious performance statistics.

 

 

Plus, even with calibration once anyone gathers enough parts and silver to bother attempting the RNG gauntlet, all of the percentages (good & even some of the bad) seem so tiny as to be pointless.

On the other hand, some of the negatives seem so negative as to never be worth mounting regardless of the claimed benefit supposedly provided by the piece and/or type of equipment.

 

Not to mention, what effect now do the pilot perks [Aerodynamics Expert] and [Protective Expert] have on which piece of, or combination of, equipment.

Or how about the [Marksman 1 & 2] perks in combination with the Accuracy loss of using Reinforced Bolt Carriers or Gas-Operated Actions.

 

I'm not against players having to maybe do some of their own trial and error, except for how there is such a significant grinding plus RNG component regardless of the ability to disassemble (as yet, no rerolling?).

 

 

 

-> As best I understand it, planes must be in the specialized configuration only to take advantage of equipment enhanced to Ultimate; otherwise they may still benefit from Advanced level calibration and effects. <-

 

 

Equipment..............................Benefits..............................Negatives..............................Penalties Offset By

Gunsight...................................Accuracy..............................Injury to Pilot............................Cockpit Armor : potential effect (partial) of Ultimate level

- has potential effects for either critical damage or chance of fire at the Improved and Advanced level, which can stack with effects on the Long Gun Barrel (critical) or Gas Operated Action (fire) equipment types.

- increased chance (how much in game terms?) of pilot critical hit, which is a pretty major detriment in battle, that could be offset by another piece of equipment, excepting that both share the same slot.

- also falls afoul of the fire extinguisher and medical kit typically both sharing the same consumable slot with this patch; not to mention Long Gun Barrels with their possible effect of increased critical chance.

 

Cockpit Armor...........................Crew Injury Resistance.........Yaw & Roll maneuverability......Lightweight Power Unit (for Yaw only) : potential effect (partial) of Ultimate level (for Roll only)

- how "bad" exactly is this loss of maneuverability in actual game terms?

- also offset by potential effect (partial) of Lightweight Wing Frame (Roll on Improved, Yaw or Roll on Ultimate), Reinforced Airframe (Roll on Ultimate), and Polished Skin (Yaw on Improved).

 

 

 

Reinforced Skin........................Tail & Wing Damage..............Cruise & Boosted Speed.........Uprated Engine (for Cruise only) : Ultimate level (1% for Cruise only) : Ultimate Engine Armor (Boost only)

- Polished Skin (+ Cruise speed) obviously cannot be used in conjunction with Reinforced Skin, and while Lightweight Wing Frame can have an effect for Cruise on the Advanced level, still probably in the same slot.

- for most aircraft previously able to mount multiple protective equipment, Reinforced Skin & Reinforced Airframe will almost always (?) end up sharing the same slot.

- the Lightweight Power Unit can have an effect for cruise at just the Improved level, but only (>1%), so basically nothing, or a slight increase (1%) on Advanced; just how much "cruise speed" is lost, anyways?

 

Polished Skin............................Cruise Spd & Dive Accel........Yaw & Turn maneuverability.....Lightweight Power Unit : potential effect (partial) of Improved (for Yaw only) : Ultimate level (for Turn only)

- there doesn't seem to be any real benefit to utilizing this piece of equipment?

 

 

Reinforced Airframe...................Aircraft HP..............................Roll maneuverability.................[ No offset ? ] : potential effect (very partial) of Ultimate level

- Lightweight Wing Frame (+ Roll & Turn) obviously cannot (for any plane?) be used in conjunction with Reinforced Airframe.

- there seems to be little or no equipment to offset the loss of Roll maneuverability, so how much is this penalty going to affect flight in game should a plane mount this.

 

Lightweight Wing Frame.............Roll & Turn maneuver............Aircraft HP & Wing damage......Reinforced Skin (Wing resistance only) : potential effect (partial) of Advanced level

- also offset by potential effect (partial) of Reinforced Skin (good amount of HP loss on Advanced, only about half Resistance on Ultimate), one of the few worthwhile seeming equipment combinations.

- also offset by potential effect (partial) of Engine Armor Protection (good amount of the HP loss on Advanced), but this would duplicate on the "max speed with boost activated" penalty of Reinforced Skin.

 

Should a plane be able to mount one, the Turret Armor Protection equipment has a (minor) potential effect for HP on both the Improved and Advanced level.

- problem is though that those effects would prevent the calibrated equipment having a higher percentage resistance to damage from fire, whatever that means and however that works.

- but I wouldn't expect very often to see planes able to make good use of a lightweight wing also possessing a tail gunner.

 

 

 

Engine Armor Protection..........Engine Dmg Resist...................Max Boosted Speed..................[ Engine Boost Mixture Injection System ] : potential effect (very partial) of Ultimate level

- what exactly does "engine's resistance to damage" mean in actual game terms?

- if (?) the aircraft has multiple engine slots, the Injection System / High Speed Turbine would seem the natural combination, which also has a potential effect on Advanced (just 1%) & Ultimate (> 1%).

- again, if the aircraft has multiple engine slots, the Lightweight Power Unit has a potential effect for additional resistance to damage on Ultimate level.

- Polished Skin also has the (1%) potential effect to maximum speed while boosted on Ultimate level, which in combination with the armor's own ultimate level effect would almost halve the penalty.

 

- in addition to all of the above, there is a potential effect for Uprated Engine to likewise offset the boost penalty on just the Advanced level, except it is of the minuscule (>1%) variety.

- same goes somehow for Turret Armor Protection, a small potential effect (1%), but on the Ultimate level which would probably be better rolled as resistance to injury for the gunner.

 

 

Engine Boost Mixture................Accel & Max Spd w/ Boost........Boost Availability........................[ No offset ? ] : potential effect (partial) of Ultimate level (seems to be the recurring standard)

- yeah, once again, kind of an ambiguous penalty which could use a clear definition in game terms; players can guess at what some of these negatives mean, but really WG, be specific, please?

- and as with Reinforced Airframe there seems to be little or no equipment to offset the "loss", so how much is this penalty going to affect flight in game should a plane mount this.

 

Uprated Engine..........................Accel & Cruise Speed..............Fire Resistance.........................[ NO OFFSET !?! ] : potential effect (barely a third of the penalty!) of Ultimate level

- like with the gunsight being liable to increase pilot/crew critical hits, more potential of being on fire while an effect to increase the chance of inflicting fires with other equipment was added seems a major penalty.

- why, exactly, would anyone ever want to mount this when just at the Advanced level there is a "listed" potential for an aircraft being up to 25% easier to set on fire.

- without a clear definition of the actual game effect of this penalty, the negative (which apparently has no way to be reduced in any fashion?) aspect seems too crippling.

 

- perhaps a bit absurdly, Turret Armor Protection has a potential effect for resistance to damage from fire, which is not apparently the same thing as fire resistance itself?

 

 

Lightweight Power Unit...............Yaw & Turn Maneuverability......Engine Damage Resist.............[ Engine Armor Protection ] : potential effect (very partial) of Ultimate level

- another piece of equipment that seems offset only if there are any aircraft capable of mounting two of the same equipment types, instead of where most if not all planes appear to have only a shared slot.

- aaand yet again, exactly what does "engine's resistance to damage" mean in actual game terms?

 

 

 

Reinforced Bolt Carriers..............Burst Length.............................Accuracy..................................[ Gunsight ? ] : potential effect (barely a third of the penalty!) of Ultimate level

- obviously "accuracy" must be a good thing, but how much of a good thing versus the penalty in actual game terms?

- can further improve itself with the same potential effect on Ultimate level, and/or for "rate of fire" on both Improved and Advanced level.

- one potential effect of Long Gun Barrels on the Improved level is some boost to accuracy, but then as per usual there is the whole shared slot thing.

 

Long Gun Barrels........................Range.......................................Burst Length............................[ Reinforced Bolt Carriers ] : potential effect (barely a third of the penalty!) of Ultimate level

- this further benefits weapons already having decent range, as the listed percentages seem rather minor for guns shooting less than seven or eight hundred meters, so as to be pointless.

- can stack a potential effect for Chance of Causing Critical Damage (means what exactly in game terms?) of (5%) on Improved and (10%) on the Advanced level, and/or accuracy on Improved.

- as with some of the airframe and engine types, most if not all planes will probably never have more than one already shared slot for mounting these pieces of equipment?

 

Gas-Operated Action...................Rate of Fire...............................Accuracy.................................[ Gunsight ? ] : potential effect (barely a third of the penalty!) of Ultimate level

- can stack a potential effect for Chance of Causing a Fire (means what exactly in game terms?) of (5%) on Improved and (10%) on the Advanced level!

- can further improve itself with the same potential RoF effect on Ultimate level, in addition to the previous fire chances for the previous enhancement levels......

- just how good is "rate of fire" in game terms when compared to say accuracy, or "burst length"? ; and obviously chance of causing a fire must be an insanely good thing.

- one potential effect of Long Gun Barrels on the Improved level is some boost to accuracy, but then as per usual there is the whole shared slot thing.

 

 

With all the forward firing weapon equipment pieces there seems a steep negative unable to be effectively countered by a potential effect, let alone the option of creating a synergistic combination.

- This may however actually be a balancing mechanism, given the potential to stack for either critical damage or fire with the appropriate piece of enhanced and calibrated equipment.

 

 

 

Turret Armor Protection...............Gunner Injury Resist..................Max Boosted Speed.................Engine Boost Mixture Injection System : potential effect (partial) of Ultimate level

- this can apparently stack with the cockpit armor equipment so far as the gunner is concerned, and on Ultimate level can potentially have a further injury reducing effect.

- as previously described for other equipment Polished Skin, Lightweight Power Unit, and Uprated Engine all have the possibility of somewhat offsetting the reduction to max speed with boost activated.

 

Turret Gun Laying Drive...............Aiming Speed............................Yaw maneuverability.................Lightweight Power Unit : potential effect (partial) of Ultimate level

- can have additional bonuses to burst length and/or rate of fire via potential effects on the Improved and Advanced levels of enhancement, as well as further aim speed on Ultimate.

- both Cockpit Armor and Polished Skin also reduce yaw maneuverability to some extent in game, whatever/however the practical effect works.

- also (very partial) offset by potential effect of Lightweight Wing Frame on Ultimate (and Polished Skin on Improved, but not to the extent of reducing the penalty inherent to combining it with the Turret Drive).

 

Turret Gunsight............................Firing Range..............................Gunner Injury Resist................Cockpit Armor : potential effect (partial) of Ultimate level

- I guess more or less the "good" new version of the old equipment (stabilized turret?) most everyone used, excepting the almost outright absurd penalty just because "reasons".

- I'd highly doubt whether any aircraft has two slots so as to be able to mount both Turret Armor and this Turret Gunsight, and if one did it'd probably be grossly overpowered.

 

 

 

Strengthened Hardpoints.............Bomb & Rocket Reload..............Cruise & Boosted Speed..........Engine Boost Mixture Injection System : potential effect (very partial for Cruise OR Boost) of Advanced level

- doesn't combine well with Reinforced Skin, as both cost however much cruise and maximum speed while boosting is affected, yet this would seem to have otherwise been the natural combination for many planes.

- in fact, all of the "toughening" enhancements typical with the previous equipment seem intended NOT to be used together in their new versions (Reinforced Skin, Engine Armor, Turret Armor, Hardpoints).

 

- has what seems like good (how strong?) potential effects for bomb or rocket "accuracy" on Improved, plus bomb or rocket reload speed on the Ultimate level.

- like with the forward firing gun equipment it seems this should've been allowed to combine with the specific bomb or rocket equipment types, but is likely to fall afoul of shared slot issues.

- as previously described for other equipment Polished Skin, Lightweight Power Unit, and Uprated Engine all have the possibility of somewhat offsetting the reduction to max speed with boost activated.

 

Bombsight.....................................Bombing Accuracy....................Bomb Reload Speed.................[ Strengthened Hardpoints ] : potential effect (barely a third of the penalty!) of Ultimate level

- potential of improvement with effects for damage at the Improved and Advanced level, and/or some level of accuracy at the Improved and Advanced level; how much is the plus of either?

- like with the forward firing gun equipment it seems this should've been allowed to combine with the Strengthened Hardpoints, but is likely to fall afoul of shared slot issues.

 

Rocket Sight.................................Range of Rockets.....................Rocket Reload Speed...............[ Strengthened Hardpoints ] : potential effect (barely a third of the penalty!) of Ultimate level

- potential of improvement with effects for damage at the Improved and Advanced level, and/or some level of accuracy at the Improved and Advanced level; how much is the plus of either?

- like with the forward firing gun equipment it seems this should've been allowed to combine with the Strengthened Hardpoints, but is likely to fall afoul of shared slot issues.

 

 

 

TL;DR

- still cannot figure out what to do with which equipment for which plane, just so complex and in sum an awful lot of negative more so than positive gains, let alone getting into enhancement and calibration.

 

 

--> Abridged selection of "equipment" (>>>) "consumable" slots by plane. <--

Spoiler

Originally I began to think Turret equipment was for bombers only, except I found the SE 100 had the option for specialist while none of my GAA had it.

Interestingly, turrets can also have consumables, but of course you cannot preview the choices without having a specialist configuration unlocked.

 

Out of my hangar no aircraft has more than a single cockpit slot, only ten (primarily maneuver fighters) have two airframe slots, and about a dozen (heavies or altitude fighters) get two engine slots.

I own no aircraft with either doubled forward weapon or outboard equipment slots.

 

..


Edited by Soylent_Red_Isnt_People, 27 November 2018 - 10:08 PM.

"If they don't chase you after a mile, they don't chase ya.... Maybe it's two miles...."   ---   "You wanna play it soft, we'll play it soft. You wanna play it hard, let's play it hard."

5801234590.png

''Under control? You're grabbing a f**king bazooka, you dumba**!''

 

Capture Points & You --- Graphic Settings Explored --- Grinding Tokens; Not so Daily Missions --- Ground Targets & Mission Types in 2.0 --- Equipment 2.0.5; Huh?


SkyWolf__WM #2 Posted 25 November 2018 - 10:31 PM

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I too am baffled by all of this. Most people who understand it don't frequent the forums.
***************Fail to Suck****************

I shall use my aircraft and my skill to slightly inconvenience mine enemies.


Jazz_4 #3 Posted 25 November 2018 - 11:01 PM

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I am still trying to figure out what to put on my planes honestly that's why I ask other players I dont like the changes myself but everyone has their opinions.

CorvusCorvax #4 Posted 25 November 2018 - 11:30 PM

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Some equipment and trade-offs I am fine with,  Some consumables make up for the problems you get with some of the equipment.  There are so many combinations that it is almost impossible to address them all.

 

I usually enhance the good qualities of the aircraft I fly, but in some cases, I will try and mitigate the flaws with equipment and consumables.  It depends on the aircraft, and it also depends on your flying style.  Writing a guide just wouldn't be applicable in every situation.

 

Like my Ta-152.  It is specialized, so (from memory), I have set it up to be a deadly, long-range sniper with an unmatched roll rate.  Long gun barrels, sight (both advanced.)  Since the guns have such a slow fire rate, additional overheat doesn't mean anything.  I don't hold the button down.  I also have the two Marksman pilot skills, so that every shot counts.  I have lightweight wing frame to increase the roll rate and help a little with how turny it is(n't).  I have exhaust inerting to keep the fires down, and run a first aid kit to help with the pilot crits from the advanced sight.  I also run engine cooling so that I can boost more often if I need to.  This plane is set up for my particular play style, and I do well in it.  I have my FW-190D set up in a similar way. 

 

But make no mistake, it is NOT the only way to set things up.  Someone else might fight these planes differently, and make different choices, and STILL do just as well or better than me.



wylleEcoyote #5 Posted 25 November 2018 - 11:31 PM

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The very short answer to your query is:

You can use equipment to buff (significantly) various traits of your vehicles.
At the very real cost of getting something else that is not as important to you Nerfed almost as bad as that other thing was Buffed.
Again; almost as bad, but not quite.
After all; RNG aside, you ARE shelling out various in game currencies (from materials to silver and in some cases tokens as well) for a cost that you cant entirely recuperate through disassembly (for mats) or selling from the depot (for credits).

IS it worth it ?
Yes absolutely.
Being able to turn 2% better in all axis is worth 2 pilot skill points. It doesn't seem like a lot.  and yet...
If you had the choice of Spitfire pilot with that skill or without it which one would you take? 

Now what if that same spit fire pilot used Battle Tested instead of Aerobatics.
That pilot now has a 20% reduction to injury chance (offsets even an Ultimate gunsight)

Battletested also works when your control surfaces take a critical hit by reducing the penalty of being damaged by 25%
So now that (ultimate) light weight air frame  that practically guarantees the chance of your wings taking a critical hit (which is terrible yes) doesnt seem so bad.
Especially with the ability to Turn + 5.4 % Better in All axis  (thats more than twice the aerobatics skill)
And adding a huge 10% buff to your roll rate

Edited by wylleEcoyote, 25 November 2018 - 11:54 PM.

Fair warning. My success rate at speculative guesswork is much like my WinRate. Hit or Miss.
Usually I start on the right track and then a make a weird left turn and get lost in the weeds ... 
And yet it doesn't stop me from speculation.

Specialist Planes I have from : USA, UK, Germany, USSR, Europe
Light Fighters:  XP-31, Model 81A-1, P-40, P-51A, P-39N-1, XF15C, DH.100 F1, Fw 56, He 112, Bf 109 B / E / E-3, Me209v4, Me209 A, I-17
Multi-Roles: F11C-2, F4F, P-47B, Fw 190 A-1 / A-5 / D, I- 5 / 15 / 16(e)(l)

Heavy Fighters: P-38 F/J,  XP-58, Tu-1, Bf 110 C-6, SE 100, Me 410, Do 335 A-1, Me 262

Attack Aircraft: Hs 123, Ha 137, Hs 129 A, Ju 87 G, Me 265, Me 1099 B-2
Bombers: Do 17 Z, He 111 H2, Pe-2, Do 217 M
 Japan: not even once.


egikov #6 Posted 26 November 2018 - 12:47 AM

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My opinion on this depends on a plane.

 

For example, if it's a ground attack plane like IL-2, I will put all the armor equipment it can handle and Strengthened Hardpoints . Because I don't care about its maneuverability (or speed, because it's slow anyway), because the ground targets don't move. With bombers it's not as easy. But armor for gunners kind of useful the stock one (lower max speed), increased aim of gunners and engine boost injection.

 

But if it's a plane like Ki-43, I would not put any equipment on it, a pilot with aiming skill and maneuverability without negative effect will be good enough. If a pilot does not have any skill points I might put stock equipment - its negative effects are hardly noticeable. Then, I might remove stock equipment because I get used to plane behavior and like to keep it the same and without negative effects of equipment.

 

If a plane has a lot of boost, I'll put improved boost. The more boost points the standard plane has the more advanced equipment I put on it.

I always fly the plane without any equipment in the beginning, to figure out what it needs, maybe a pilot is good enough.

 

It's very impractical to fly with a dead pilot or critical hits or with less health points. So, I try to minimize that. 

Uprated engine, polished skin, gun modifications, bomb sight, rocket sight, turret gun sights I consider useless because of too much negatives.

Lightweight Power Unit might be used where Lightweight Wing Frame is unavailable. Because it's better to fly with critical hit of the wing, than without an engine.

 

I don't like this equipment change at all.


Edited by egikov, 26 November 2018 - 12:48 AM.


wylleEcoyote #7 Posted 26 November 2018 - 03:08 AM

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This is you only warning:
Very long response to very long Original Post. 
Go to the next page if reading bothers you that much
 

Rewatched the videos put up by Magus & SLAY on the changes made when the Summer 2018 patch (2.0.5) did away with the regular equipment.


Their info is ... no longer up to date.
To their credit; at that time WG had not implimented the ability to mouse over a bit of equipment in the Depot and use the left Alt button to show the very specific data behind a piece of equipment's current value AND its potential if one maxed it out through calibration and enhancement.  
[this also answers alot of your questions that you have below. SO i have ignored them to focus on questions that are not answered by pressing Left-Alt]

 


There is a limited overview on the WG blog, but not a lot anywhere as to what the numbers actually mean for t
he performance of an aircraft in game beyond that to a few obvious performance statistics.


Agreed. and getting straight answers from them on this topic is like pulling teeth from a hen.
But the data is out there in the forums. I bit here. A bit over there. Finding and collating this stuff is mini-game in and of itself
 


Plus, even with calibration once anyone gathers enough parts and silver to bother attempting the RNG gauntlet, all of the percentages (good & even some of the bad) seem so tiny as to be pointless.

On the other hand, some of the negatives seem so negative as to never be worth mounting regardless of the claimed benefit supposedly provided by the piece and/or type of equipment.


Just because the number is small does not mean the effect is tiny.
Over any given amount of time, additive bonuses pile up. Multiplicative bonuses even more so .
It used to be that  A spitfire pilot without Acrobatics was just because it did not have 2 skill points yet
and that was for a 2% buff. 
German and American fighters that did not use Engine Guru 1 AND 2 were just ... Wrong. Or purposefully ignorant.
That right there was  5 pilot skills that were mandatory if you wanted to win against anything other than bots.
And all you got out of it was 5% acceleration and 2% top speed.   


Not to mention, what effect now do the pilot perks [Aerodynamics Expert] and [Protective Expert] have on which piece of, or combination of, equipment.


AeroDynamics Expert  or Protective Expert is Now considered mandatory for anyone with advanced gear or higher.
Because at that point the gains exceed anything else that 2 pilot skills could get for you.
Each one provides a 40% bonus to the BUFF but Not the Nerf to every equipment it effects.
ALL equipment that buffs your manuverability in any way.
ALL Equipment that buffs your acceleration and/or cruise, dive, or top speed
ADE kicks in
Likewise all Equipment that does something nice to your survivability; reduces crit chance or crew injury, reduces fire damage or chance. enhances AAA damage reduction etc etc. ... Protective expert enhances that positive effect by 40%


Or how about the [Marksman 1 & 2] perks in combination with the Accuracy loss of using Reinforced Bolt Carriers or Gas-Operated Actions.


 You get both effects. However eventually the Nerf to accuracy from GOA/RBC will exceed the 10% buff from the pilot skills.
But at least your still shooting 10% better than someone with the same equipment without marksman



I'm not against players having to maybe do some of their own trial and error, except for how there is such a significant grinding plus RNG component regardless of the ability to disassemble (as yet, no rerolling?).


Rerolling exists.  Use the option called "Reassemble" for the cost of credits (more credits for better gear)
you can have all of your current bonuses rerolled.
Do not select "Disassemble" as that breaks down your equipment into materials.
(better equipment gets you more materials but you never get back as much as you put in ever.)
Interesting note as you enhance up you options are one of two possible bonus for each upgrade. total of 3 out of 6 possibilities
If you reassemble an ultimate equipment it will choose 3 bonuses from all 6 options.
so in theory you can have an equipment with Both of the Ultimate bonuses.

"but what if i like one bonus but the others are trash"
For the cost of tokens you can "lock in" which ever bonuses you want to keep whiile the rest get rolled at random.
You will not get the tokens back when you reroll. ANd if you still dont like what you got you will still have to spend tokens to "lock in " the ones you DO like for the next roll.


-> As best I understand it, planes must be in the specialized configuration only to take advantage of equipment enhanced to Ultimate; otherwise they may still benefit from Advanced Improved level calibration and effects. <-
Not quite. You can mount ultimate gear on a non specialized plane. If so you get the primary Buffs and Nerfs ONLY
You get NO access to any Bonus effects until the plane is specialized.

 

 

Equipment..............................Benefits..............................Negatives..............................Penalties Offset By

Gunsight...................................Accuracy..............................Injury to Pilot............................Cockpit Armor : potential effect (partial) of Ultimate level

- increased chance (how much in game terms?) [17%] of pilot critical hit, which is a pretty major detriment in battle, that could be offset by another piece of equipment, [Or BattleTested skill] excepting that both share the same slot.

- also falls afoul of the fire extinguisher and medical kit typically both sharing the same consumable slot with this patch;
[WG did this on purpose. All pilots were mounting first aid kit And exstiguisher almost exclusively at the expense of everything else. So WG said you only get one]
not to mention Long Gun Barrels [and universal ammo and Gold fragmentation ammo] with their possible effect of increased critical chance.

 

Cockpit Armor...........................Crew Injury Resistance.........Yaw & Roll maneuverability......Lightweight Power Unit (for Yaw only) : potential effect (partial) of Ultimate level (for Roll only)

- how "bad" exactly is this loss of maneuverability in actual game terms?
[its harder to aim the craft effectively as Yaw is how responsive your Rudder is going to be in the game]

- also offset by potential effect (partial) of Lightweight Wing Frame (Roll on Improved, Yaw or Roll on Ultimate), Reinforced Airframe (Roll on Ultimate), and Polished Skin (Yaw on Improved).

 

 

 

Reinforced Skin........................Tail & Wing Damage..............Cruise & Boosted Speed.........Uprated Engine (for Cruise only) : Ultimate level (1% for Cruise only) : Ultimate Engine Armor (Boost only)

- Polished Skin (+ Cruise speed) obviously cannot be used in conjunction with Reinforced Skin, and while Lightweight Wing Frame can have an effect for Cruise on the Advanced level, still probably in the same slot.
[You should unlock more planes. Different nations get different options when it comes to what gear slots their planes have access too]

- for most aircraft previously able to mount multiple protective equipment, Reinforced Skin & Reinforced Airframe will almost always (?) end up sharing the same slot.
[There are certain japanese fighter planes that can do both. such Kamikaze builds can survive head on rams with heavy fighters]

- the Lightweight Power Unit can have an effect for cruise at just the Improved level, but only (>1%), so basically nothing, [Engine guru 2 only gives you +2%]  or a slight increase (1%) on Advanced; just how much "cruise speed" is lost, anyways?

 

Polished Skin............................Cruise Spd & Dive Accel........Yaw & Turn maneuverability.....Lightweight Power Unit : potential effect (partial) of Improved (for Yaw only) : Ultimate level (for Turn only)

- there doesn't seem to be any real benefit to utilizing this piece of equipment?
[It is really neat for Boom & Zoom]

 

 

Reinforced Airframe...................Aircraft HP..............................Roll maneuverability.................[ No offset ? ] : potential effect (very partial) of Ultimate level

- Lightweight Wing Frame (+ Roll & Turn) obviously cannot (for any plane?) be used in conjunction with Reinforced Airframe.

[I SAY AGAIN Different Nations sometimes use DIfferent Equipment slot combinations]

- there seems to be little or no equipment to offset the loss of Roll maneuverability, so how much is this penalty going to affect flight in game should a plane mount this.
[Before your plane can make a sharp turn it must first roll in the direction of the turn it will make. Faster roll rate means starting and finishing your turns faster than your opponent.]

 

Lightweight Wing Frame.............Roll & Turn maneuver............Aircraft HP & Wing damage......Reinforced Skin (Wing resistance only) : potential effect (partial) of Advanced level

- also offset by potential effect (partial) of Reinforced Skin (good amount of HP loss on Advanced, only about half Resistance on Ultimate), one of the few worthwhile seeming equipment combinations.

- also offset by potential effect (partial) of Engine Armor Protection (good amount of the HP loss on Advanced), but this would duplicate on the "max speed with boost activated" penalty of Reinforced Skin.

 

Should a plane be able to mount one, the Turret Armor Protection equipment has a (minor) potential effect for HP on both the Improved and Advanced level.

- problem is though that those effects would prevent the calibrated equipment having a higher percentage resistance to damage from fire, whatever that means and however that works. [it means that fire does less damage over time]

- but I wouldn't expect very often to see planes able to make good use of a lightweight wing also possessing a tail gunner.

[My xp-58 says Hello]

 

 

Engine Armor Protection..........Engine Dmg Resist...................Max Boosted Speed..................[ Engine Boost Mixture Injection System ] : potential effect (very partial) of Ultimate level

- what exactly does "engine's resistance to damage" mean in actual game terms?


[Sometimes attacks can directly damage your engine. this equipment helps resist that damage.
This is good because otherwise your plane will fall out of the sky.
Your aircraft have separate modules for each of its bits.  Wings tails engines turrets cockpit etc. For the most part all incoming damage affects your Hit point pool. However sometimes critical hits happen and they Damage individual modules.
Each module has a certain amount of hitpoints.
If the damage taken is more than half of the hitpoint pool. then the module turns Yellow
(check your lower left of your screen while flying around) and is damaged
it works much less better than before but it still works.
If the damage Exceeds the hitpoint total of the module then its outline turns Red and that bit just stops working all together.
(like when your engine propeller stops turning and your plane stops flying so much as its just falling.
or your control surfaces are so beat up that you cant turn at all.
Or your pilot is 'dead' and you loose all skills and your efficiency drops to 50%)
After a brief period of time this stuff gets back to working but it is in the yellow state and real easy to break again.
Engine restarters trim tab adjusters and med kits can fully repair modules.


- if (?) the aircraft has multiple engine slots, the Injection System / High Speed Turbine would seem the natural combination, which also has a potential effect on Advanced (just 1%) & Ultimate (> 1%).

- again, if the aircraft has multiple engine slots, the Lightweight Power Unit has a potential effect for additional resistance to damage on Ultimate level.

- Polished Skin also has the (1%) potential effect to maximum speed while boosted on Ultimate level, which in combination with the armor's own ultimate level effect would almost halve the penalty.

 

- in addition to all of the above, there is a potential effect for Uprated Engine to likewise offset the boost penalty on just the Advanced level, except it is of the minuscule (>1%) variety.

- same goes somehow for Turret Armor Protection, a small potential effect (1%), but on the Ultimate level which would probably be better rolled as resistance to injury for the gunner.

 

 

Engine Boost Mixture................Accel & Max Spd w/ Boost........Boost Availability........................[ No offset ? ] : potential effect (partial) of Ultimate level (seems to be the recurring standard)

- yeah, once again, kind of an ambiguous penalty which could use a clear definition in game terms; players can guess at what some of these negatives mean, but really WG, be specific, please?
[it means your total boost duration is reduced by x% basicly it means your boost doesnt last as long but it works much better while it lasts]

- and as with Reinforced Airframe there seems to be little or no equipment to offset the "loss", so how much is this penalty going to affect flight in game should a plane mount this.
[the Fw 190 lives and dies by its boost. One of the best Fw 190 drivers on the forum uses an Ultimate boost max calibrated. it reduced the boost duration from 20 seconds to 'only' 16 seconds. But he can have his plane go from stall speed to 800+ KMph in less than 4 seconds and hit his combat ceiling well before his 16 seconds are up]

 

Uprated Engine..........................Accel & Cruise Speed..............Fire Resistance.........................[ NO OFFSET !?! ] : potential effect (barely a third of the penalty!) of Ultimate level

- like with the gunsight being liable to increase pilot/crew critical hits, more potential of being on fire while an effect to increase the chance of inflicting fires with other equipment was added seems a major penalty.

- why, exactly, would anyone ever want to mount this when just at the Advanced level there is a "listed" potential for an aircraft being up to 25% easier to set on fire.

- without a clear definition of the actual game effect of this penalty, the negative (which apparently has no way to be reduced in any fashion?) aspect seems too crippling.
[Because the Benefit of Ultimate Up-rated Engine is double the listed effect of  Engine Guru 1 AND 2 Combined
That is literally 2x the bonus of a 5 point pilot skill
If  Fire really is That Bad for you, use an exhaust bleeder and both fire fighting skills and you Still have 3 skill points left over to get AeroDynamicsExpert to improve the engine by 40% for still MOAR POWAH!...
]
 

 

- perhaps a bit absurdly, Turret Armor Protection has a potential effect for resistance to damage from fire, which is not apparently the same thing as fire resistance itself?
[the first effect means that fire does less damage per second. The second means that fire is less likely to occur to begin with]

 

 

Lightweight Power Unit...............Yaw & Turn Maneuverability......Engine Damage Resist.............[ Engine Armor Protection ] : potential effect (very partial) of Ultimate level

- another piece of equipment that seems offset only if there are any aircraft capable of mounting two of the same equipment types, instead of where most if not all planes appear to have only a shared slot.
[I'll SAY AGAIN for the people in the back. Different Nations sometimes use DIfferent Equipment slot combinations]

- aaand yet again, exactly what does "engine's resistance to damage" mean in actual game terms?
[Sometimes attacks can directly damage your engine. this equipment helps resist that damage.]

 

 

 

Reinforced Bolt Carriers..............Burst Length.............................Accuracy..................................[ No offset ? ] : potential effect (barely a third of the penalty!) of Ultimate level

- obviously "accuracy" must be a good thing, but how much of a good thing versus the penalty in actual game terms?

Spoiler

 

[ugh ive been doing this for 2 hours im gonna skip to the end and finish this later]

- can further improve itself with the same potential effect on Ultimate level, and/or for "rate of fire" on both Improved and Advanced level.

- one potential effect of Long Gun Barrels on the Improved level is some boost to accuracy, but then as per usual there is the whole shared slot thing.

 

Long Gun Barrels........................Range.......................................Burst Length............................[ Reinforced Bolt Carriers ] : potential effect (barely a third of the penalty!) of Ultimate level

- this further benefits weapons already having decent range, as the listed percentages seem rather minor for guns shooting less than seven or eight hundred meters, so as to be pointless.

- can stack a potential effect for Chance of Causing Critical Damage (means what exactly in game terms?) of (5%) on Improved and (10%) on the Advanced level, and/or accuracy on Improved.

- as with some of the airframe and engine types, most if not all planes will probably never have more than one already shared slot for mounting these pieces of equipment?

 

Gas-Operated Action...................Rate of Fire...............................Accuracy.................................[ No offset ? ] : potential effect (barely a third of the penalty!) of Ultimate level

- can stack a potential effect for Chance of Causing a Fire (means what exactly in game terms?) of (5%) on Improved and (10%) on the Advanced level!

- can further improve itself with the same potential RoF effect on Ultimate level, in addition to the previous fire chances for the previous enhancement levels......

- just how good is "rate of fire" in game terms when compared to say accuracy, or "burst length"? ; and obviously chance of causing a fire must be an insanely good thing.

- one potential effect of Long Gun Barrels on the Improved level is some boost to accuracy, but then as per usual there is the whole shared slot thing.

 

 

With all the forward firing weapon equipment pieces there seems a steep negative unable to be effectively countered by a potential effect, let alone the option of creating a synergistic combination.

- This may however actually be a balancing mechanism, given the potential to stack for either critical damage or fire with the appropriate piece of enhanced and calibrated equipment.

 

 

 

Turret Armor Protection...............Gunner Injury Resist..................Max Boosted Speed.................Engine Boost Mixture Injection System : potential effect (partial) of Ultimate level

- this can apparently stack with the cockpit armor equipment so far as the gunner is concerned, and on Ultimate level can potentially have a further injury reducing effect.

- as previously described for other equipment Polished Skin, Lightweight Power Unit, and Uprated Engine all have the possibility of somewhat offsetting the reduction to max speed with boost activated.

 

Turret Gun Laying Drive...............Aiming Speed............................Yaw maneuverability.................Lightweight Power Unit : potential effect (partial) of Ultimate level

- can have additional bonuses to burst length and/or rate of fire via potential effects on the Improved and Advanced levels of enhancement, as well as further aim speed on Ultimate.

- both Cockpit Armor and Polished Skin also reduce yaw maneuverability to some extent in game, whatever/however the practical effect works.

- also (very partial) offset by potential effect of Lightweight Wing Frame on Ultimate (and Polished Skin on Improved, but not to the extent of reducing the penalty inherent to combining it with the Turret Drive).

 

Turret Gunsight............................Firing Range..............................Gunner Injury Resist................Cockpit Armor : potential effect (partial) of Ultimate level

- I guess more or less the "good" new version of the old equipment (stabilized turret?) most everyone used.

- I'd highly doubt whether any aircraft has two slots so as to be able to mount both Turret Armor and this Turret Gunsight, and if one did it'd probably be grossly overpowered.
It only works when you actively use it in turret mode. other wise you dont get the bonus. But you keep the penalty.

 

 

 

Strengthened Hardpoints.............Bomb & Rocket Reload..............Cruise & Boosted Speed..........Engine Boost Mixture Injection System : potential effect (very partial for Cruise OR Boost) of Advanced level

- doesn't combine well with Reinforced Skin, as both cost however much cruise and maximum speed while boosting is affected, yet this would seem to have otherwise been the natural combination for many planes.

- in fact, all of the "toughening" enhancements typical with the previous equipment seem intended NOT to be used together in their new versions (Reinforced Skin, Engine Armor, Turret Armor, Hardpoints).

 

- has what seems like good (how strong?) potential effects for bomb or rocket "accuracy" on Improved, plus bomb or rocket reload speed on the Ultimate level.

- like with the forward firing gun equipment it seems this should've been allowed to combine with the specific bomb or rocket equipment types, but is likely to fall afoul of shared slot issues.

- as previously described for other equipment Polished Skin, Lightweight Power Unit, and Uprated Engine all have the possibility of somewhat offsetting the reduction to max speed with boost activated.

 

Bombsight.....................................Bombing Accuracy....................Bomb Reload Speed.................[ Strengthened Hardpoints ] : potential effect (barely a third of the penalty!) of Ultimate level

- potential of improvement with effects for damage at the Improved and Advanced level, and/or some level of accuracy at the Improved and Advanced level; how much is the plus of either?

- like with the forward firing gun equipment it seems this should've been allowed to combine with the Strengthened Hardpoints, but is likely to fall afoul of shared slot issues.

 

Rocket Sight.................................Range of Rockets.....................Rocket Reload Speed...............[ Strengthened Hardpoints ] : potential effect (barely a third of the penalty!) of Ultimate level

- potential of improvement with effects for damage at the Improved and Advanced level, and/or some level of accuracy at the Improved and Advanced level; how much is the plus of either?

- like with the forward firing gun equipment it seems this should've been allowed to combine with the Strengthened Hardpoints, but is likely to fall afoul of shared slot issues.

 

 

 

TL;DR

- still cannot figure out what to do with which equipment for which plane, just so complex and in sum an awful lot of negative more so than positive gains, let alone getting into enhancement and calibration.


True story: When this stuff first came out i was in my Bf109B a fantastic plane for its teir.
I came across another Bf 109 B that was specialist  on the enemy team.
that plane out turned me and did things that were Just Not Possible. I died.
I turned i dove i burned i climbed. Nothing saved me.

Later on that match i managed to get the jump on him and scored 3 crits and set him on fire in one pass.
And then promptly killed him.
And that is how it went for the rest of the match.
if i missed my first pass he was on me like white on rice. And my end was as inevitable as the sunrise.
If i managed to tag him first his plane was so hurt that i could finish him easy.

This is what happens when you Min/Max. I for one welcome the fact that there is enough variety in the upgrade system that there is no Obvious Mandatory "use this or your a scrub that wont ever win" builds in the game that dont also have some setbacks that keep you from being overwhelmingly OP.

All in all getting specialist gear is worth the effort, in my opinion.

 


Fair warning. My success rate at speculative guesswork is much like my WinRate. Hit or Miss.
Usually I start on the right track and then a make a weird left turn and get lost in the weeds ... 
And yet it doesn't stop me from speculation.

Specialist Planes I have from : USA, UK, Germany, USSR, Europe
Light Fighters:  XP-31, Model 81A-1, P-40, P-51A, P-39N-1, XF15C, DH.100 F1, Fw 56, He 112, Bf 109 B / E / E-3, Me209v4, Me209 A, I-17
Multi-Roles: F11C-2, F4F, P-47B, Fw 190 A-1 / A-5 / D, I- 5 / 15 / 16(e)(l)

Heavy Fighters: P-38 F/J,  XP-58, Tu-1, Bf 110 C-6, SE 100, Me 410, Do 335 A-1, Me 262

Attack Aircraft: Hs 123, Ha 137, Hs 129 A, Ju 87 G, Me 265, Me 1099 B-2
Bombers: Do 17 Z, He 111 H2, Pe-2, Do 217 M
 Japan: not even once.


egikov #8 Posted 26 November 2018 - 03:13 AM

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View PostSoylent_Red_Isnt_People, on 25 November 2018 - 03:49 PM, said:

 

Reinforced Bolt Carriers..............Burst Length.............................Accuracy..................................[ No offset ? ] : potential effect (barely a third of the penalty!) of Ultimate level

- obviously "accuracy" must be a good thing, but how much of a good thing versus the penalty in actual game terms?

- can further improve itself with the same potential effect on Ultimate level, and/or for "rate of fire" on both Improved and Advanced level.

- one potential effect of Long Gun Barrels on the Improved level is some boost to accuracy, but then as per usual there is the whole shared slot thing.

 

Long Gun Barrels........................Range.......................................Burst Length............................[ Reinforced Bolt Carriers ] : potential effect (barely a third of the penalty!) of Ultimate level

- this further benefits weapons already having decent range, as the listed percentages seem rather minor for guns shooting less than seven or eight hundred meters, so as to be pointless.

- can stack a potential effect for Chance of Causing Critical Damage (means what exactly in game terms?) of (5%) on Improved and (10%) on the Advanced level, and/or accuracy on Improved.

- as with some of the airframe and engine types, most if not all planes will probably never have more than one already shared slot for mounting these pieces of equipment?

 

Gas-Operated Action...................Rate of Fire...............................Accuracy.................................[ No offset ? ] : potential effect (barely a third of the penalty!) of Ultimate level

- can stack a potential effect for Chance of Causing a Fire (means what exactly in game terms?) of (5%) on Improved and (10%) on the Advanced level!

- can further improve itself with the same potential RoF effect on Ultimate level, in addition to the previous fire chances for the previous enhancement levels......

- just how good is "rate of fire" in game terms when compared to say accuracy, or "burst length"? ; and obviously chance of causing a fire must be an insanely good thing.

- one potential effect of Long Gun Barrels on the Improved level is some boost to accuracy, but then as per usual there is the whole shared slot thing.

 

 

About Gas-Operated Action. What if you put Ultimate gunsight and Ultimate Gas-Operated Action?

They are in different slots. You'll get +15% in rate of fire and Accuracy about like on a standard plane (Pilot skills can improve it a bit).

But you get a gunner that dies from any bullet. Up to -17%. Forget about shooting GA and bombers; and no flying over bases, your gunner will be always dead.

Reinforced Bolt Carriers are also offset by a gunsight.

And Gunsight deadliness can't be offset by Cockpit Armor, because planes have one slot for this. And even if two slots existed Cockpit armor sacrifices maneuverability, which most planes (all except ground pounders) need.

Then you need Light Wing Frame that adds you critical wings.

Then you add Reinforced Skin if you have a second slot. This will slow you down.

Then you add a couple of slots for faster engine Uprated Engine and Engine Boost Mixture Injection System. Now you'll have a very short boost with ability to get destroyed by fire.

Then you add Engine armor protection or Reinforced Airframe. That kills your maneuverability or speed.

 

In the end you'll have a plane with slightly faster rate of fire and that's it. Everything else will offset everything if you had unlimited number of slots.

With limited number of slots you either slow or unmaneuverable, or bad accuracy, or get set on fire or your pilot dies. Or combination of any negatives.

 

Who cares if your accuracy is good if a pilot is dead your accuracy is probably -80%!

Who cares if your rate of fire is great if you can't hit anything?

Who cares if your range of guns is better if your length of firing is much less?

This system is faulty from the beginning.

 

Read my previous post if you want to know how I deal with it.


Edited by egikov, 26 November 2018 - 03:22 AM.


gerr22 #9 Posted 26 November 2018 - 11:29 AM

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you lot must love typing but all jokes aside a lot of usefull info thanks guys





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