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nimlock #1 Posted 12 May 2017 - 07:52 AM

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Since the Update 1.9.5 from 04.06.2016 the WoWP wiki's crew skills section is outdated. I want to clarify if those options are viable:

 

  1. Training Marksman I-II (5 pt's) on AA. You haw multiple guns with unlimited ammo for the duration of the fight and guns are spread across both of your wings. You can't really out-run or out-turn your enemies at 6 o'clock, so you might as well attack head on and haw plenty of dmg reduction skill's and equipment for the initial dogfight cluster to reduce you as their priority target. The other option i could think of is Expert Rocketeer (2 pt's) due carrying a lot of said ammo (Farming the elusive daily Zvonarev Medal). The idea is to use your allies for spotting and sniping down enemy aircraft from behind as well as taking down enemy AA that invades allied space. After the initial dust settles, you can proceed on your bombing run.
  2. Does the rear gunner benefit from the pilot skill Marksman II accuracy of firing at actively maneuvering targets by 10%?
  3. Does using up bombs and rocket's make your aircraft lighter (faster and more manoeuvrable) or does it stay the same for the whole battle from hangar module selection?
  4. Does Resilience make your crew and module damage immune at 30% hp? It's the last skill someone flying an AA or HF would take due high HP poll and resistances for those end-battle deciding moments.

 

Some unclear game mechanic's:

 

  1. Does the S key work the same as the assignable key for flaps to trade flight speed for turn speed?
  2. Do A and D keys mimic the mouse yaw movement and be very well replaced by Rolls? Do up/down arrow pitch any steeper than using your mouse?
  3. Can you train your crews in premium planes without the need to retrain main specialisation like in WoT?
  4. Is it the only way to check beforehand on plane stats in hangar to know your cruise heigh, max speed, max climbing/drop speed, firing range and optimal while in battle?
  5. Do daily missions get assigned to you based on plane types you currently posses in hangar?

Edited by nimlock, 12 May 2017 - 12:55 PM.

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omglaserspewpew #2 Posted 12 May 2017 - 10:23 AM

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View Postnimlock, on 12 May 2017 - 07:52 AM, said:

Since the Update 1.9.5 from 04.06.2016 the WoWP wiki's crew skills section is outdated. I want to clarify if those options are viable:

 

 

Marksman skills are very useful on GAA, because they raises the DPS on the GTs and also allow you to hit enemy planes more reliably. So yes, put at least the first one on it, but the second should come only after you have the bomb and defense skills. Expert rocketeer is useful as well.

 

 

No.

 

 

Yes, it does make your aircraft lighter and improves its flying ability.

 

  1. Training Marksman I-II (5 pt's) on AA. You haw multiple guns with unlimited ammo for the duration of the fight and guns are spread across both of your wings. You can't really out-run or out-turn your enemies at 6 o'clock, so you might as well attack head on and haw plenty of dmg reduction skill's and equipment for the initial dogfight cluster to reduce you as their priority target. The other option i could think of is Expert Rocketeer (2 pt's) due carrying a lot of said ammo (Farming the elusive daily Zvonarev Medal). The idea is to use your allies for spotting and sniping down enemy aircraft from behind as well as taking down enemy AA that invades allied space. After the initial dust settles, you can proceed on your bombing run.
  2. Does the rear gunner benefit from the pilot skill Marksman II accuracy of firing at actively maneuvering targets by 10%?
  3. Does using up bombs and rocket's make your aircraft lighter (faster and more manoeuvrable) or does it stay the same for the whole battle from hangar module selection?
  4. Does Resilience make your crew and module damage immune at 30% hp? It's the last skill someone flying an AA or HF would take due high HP poll and resistances for those end-battle deciding moments.

 

              No, your crew is healed, but it can get crit again.

 

Some unclear game mechanic's:

 

 

S key cuts your throttle and also pulls air-brakes on some planes (though I doubt that's simulated at all). You don't turn faster per-se, but since you are slower, you turn faster because of that.

 

 

You should assign roll to A and D if you're playing with keyboard. Yes, pitch is steeper when using keyboard than using the mouse. You should always pitch with keyboard in a turn-fight.

 

 

Yes.

 

 

Paper stats are usually worthless. Learn how a particular plane behaves ingame and act accordingly.

 

  1. Does the S key work the same as the assignable key for flaps to trade flight speed for turn speed?
  2. Do A and D keys mimic the mouse yaw movement and be very well replaced by Rolls? Are up/down arrow pitch any steeper than using your mouse?
  3. Can you train your crews in premium planes without the need to retrain main specialisation like in WoT?
  4. Is it the only way to check beforehand on plane stats in hangar to know your cruise heigh, max speed, max climbing/drop speed, firing range and optimal while in battle?
  5. Do daily missions get assigned to you based on plane types you currently posses in hangar?

 

              No.

 

 

EDIT: LMAO@pro forum editor. Well, I can't be arsed to finely tune it, you can see what I meant anyway.


Edited by omglaserspewpew, 12 May 2017 - 10:25 AM.


nimlock #3 Posted 12 May 2017 - 12:45 PM

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Thank you for the insights. So Resilience is basically a useless skill. After looking up all WoWP nation's tech trees the F-84F Thunderstreak seems to be the closes't to a missile turbojet fighter, and other than the slow-poke USSR AA, you won't get much out of Expert Rocketeer crew skill anywhere else. Is proximity based dps viable in the current meta? (There are plenty of boom-n-zoom and turn-fighters in the game).

According to statistics people go for German HF to boom-n-zoom, USSR for AA, UK and Japan for turn-fighting and USA seems to haw decent HF to. While USSR seems to haw the best variety of fighter planes, UK and Japan F fill in those differences just fine (well soft stat's do). I don't plan to collect all planes in the game so extra hangars are almost useless to me. If you could define each nations special perk/flavour, what would it be?

USSR planes seem to specialise in cheap and effective ammo and generally robust armoured :angry:, Japan planes haw heavy fire-power are agile and with minimal armour - so a berserker play-style :kamikaze:, UK seems to be the resilient turn-fighters :playing:, Germans are all about mobility and punishment (blitzkrieg :izmena:) and USA are good for being jack of all trades? Missiles? :B


Edited by nimlock, 12 May 2017 - 12:49 PM.

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omglaserspewpew #4 Posted 12 May 2017 - 03:42 PM

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Resilience isn't exactly useless, but it's situational, so many other skills have priority over it, because they're in effect all the time. Therefore people invest in resilience very late and since skill points from ten onward are very expensive, you rarely see people using it. But they do sometimes and it can provide for a hard carry here or there.

 

Aim should be to maximize performance to not get hit, before lowering the impact of being hit. Of course, some planes, mostly TnB light fighters, have a playstyle that almost forces you to push your nose into the devils's maw, so you will get hit and crit almost no matter what. The order of importance among anti-crit skills is: Evasive target>Battle tested>Resilience. You use it on brawling LFs, though Evasive target is surprisingly useful on HFs as well, because it always procs on canopy rolls, even more often than in ordinary turns! Resilience can theoretically be put on a HF because of the large health pool and the fact that crits slow you down, but usually you spend all the points on speed and firepower skills, because they provide for the most immediate impact in the match. It's a lot easier to survive till late in the game with a HF than with a LF.

 

You should also only put anti-fire skills on Japanese planes and GAA. That means Fire fighter on fighters and Fire resistance on GAA.

 

F-84F is underpowered currently, so I advise against grinding towards it at the moment.

 

What do you mean by proximity based DPS? Rockets are pretty unrealiable source of kills, even with investment in skills. You can semi-reliably kill people with german rockets because of their ridiculous blast radius, but anything else is a huge lottery. That doesn't mean they're not useful and most good players carry quarter-to-half of rocket ordnance on MFs and half-to-full on HFs. They can provide for a nasty surprise in any head-ons.

 

Flavours are usually per tech tree, not per nation anymore. Soviets have pure TnB Yak line, energy fighter La line and high altitude Mig line, for example. Line flavours can also change from tier to tier. Ta 152 is the most pure altitude fighter in the game, but Ta 183 and Fw 252 afterwards are more horizontal BnZ planes, same as other Focke-Wulfs.

 

It's best to try them all yourself and see how they feel.

 

2.0 patch may hit pretty soon and change a lot of things (how much, noone knows), so it's not advisable to plan too far ahead at this time.

 

 


Edited by omglaserspewpew, 12 May 2017 - 03:45 PM.


Leirix #5 Posted 13 May 2017 - 02:15 PM

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Unfortunately enhancements are bugged again, otherwise i could show you some AA-setups for russian, german and chinese (variation for uberheavy). Omg described all very well. Only thing i disagree is, in my opinion you dont need expert rocketeer, cause you dont like to waste rockets on planes. Bad enough, that you always have to waste bombs on the guys behind you. :)
Ego sum magistratus et supra ortographiam! :)

nimlock #6 Posted 13 May 2017 - 05:50 PM

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Well i'm still brainstorming how to make the F-84F Thunderstreak  line work for me. Mainly to farm the daily +1 Token from Zvonarev Medal. http://worldofwarplanes.com/news/tokens-wowp/

There are plenty of bot planes filling the games so it should be doable (easy to statpad to). There is the option to shoot incendiary gold ammo to, because your alpha is abysmal anyway.

Using bombs to kill off planes tailing you at 6 o'clock is situational at about ~200 m cruise level, while rockets open up more options. 40% extra blast radius increase on paper looks acceptable with Rocketeer+Demolition Expert crew skills for shooting planes with rockets.

 

The visibility system in World of Warplanes:

 

 Bot's haw plenty of blind spots to capitalise on. Camo is only good for <200 m altitude to deliver ZnB pain from below. 

 

And like any developer ever alive that hot-fixes problems by disabling mechanics till they get to work like intended and be balanced in any game ever played. 

Nothing new :)


Edited by nimlock, 13 May 2017 - 05:50 PM.

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omglaserspewpew #7 Posted 13 May 2017 - 07:43 PM

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Jesus Christ, man, you're WAY OVERTHEORIZING on stuff that you obviously have no practical experience with!

 

Stop it.

 

Farming Zvonarevs? Impossible, because it's way too situational. Forget it.

 

Using gold ammo? Useless and nobody does it. Everyone uses blue ammo.

 

Alpha? Come on, this isn't WoT.

 

Blind spots? The only real spotting system "exploit" that's practical to use is approaching from the sun.

 

Stop thinking and start playing.

 



jakub_czyli_ja #8 Posted 13 May 2017 - 08:49 PM

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Come on, don't discourage him. Nobody is harmed, it'll be better that he tries to farm Zvonarievs that interfere with farming easier tokens by other players. After all everyone may be wrong except him.

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nimlock #9 Posted 13 May 2017 - 10:47 PM

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Elitist's in WoWP? WoT is more difficult in comparison.  Bots diminish real win% in wowp, while wot got dedicated sealclubbers in low tiers and farming medals there is more challengeable.

The gist of using rockets against planes revolves around slow moving targets like AA and the upcoming bombers in patch 2.0 as far as theory crafting goes, because by game design some planes can be well armoured that peppering them with projectiles would take a long time (rockets bypass all defensive skills/gear except straight dmg reduction and work in an aoe blast radius, not as a projectile that incurs accuracy de-buffs). And last, but not least, there is twich; youtube, reddit, forums - no need to play the game to learn about it. Player skill is reaction time and wisdom. Knowledge can be acquired by other means.

 

I do the daily exp bonus be it wot or wowp. You get +1 token a day for each unique medal in wowp, so it should come to no surprise for newbies to focus on efficiency rather than variety (and there is no real point to farm medals further during the day other than for fun). WoWP has those dreadful events to, requiring you to haw each nations plane of a certain tier to be able to complete it.  And the daily quest's aren't that new player friendly with the 4 hour reset timer when you focus on grinding credits to retrain your pilots to at least 90% main qualification (a feature to motivate longer gaming seasons for end tier gamers?).  I'm usually done with wowp in <1 hour a day.


The quality of the box matters little. 

Success depends upon the man who sits in it. - Red Baron

 

 


Leirix #10 Posted 14 May 2017 - 12:58 AM

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Who cares for tokens? I care for bomb kills (5051). :)

Edited by Leirix, 14 May 2017 - 01:02 AM.

Ego sum magistratus et supra ortographiam! :)

jakub_czyli_ja #11 Posted 14 May 2017 - 11:24 AM

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View Postnimlock, on 13 May 2017 - 10:47 PM, said:

Elitist's in WoWP? WoT is more difficult in comparison.

Bull$hit. WoT is only 2d game while WoWP is faster and 3d.

View Postnimlock, on 13 May 2017 - 10:47 PM, said:

Bots diminish real win% in wowp, while wot got dedicated sealclubbers in low tiers and farming medals there is more challengeable.

Except that statistically everyone have similar bots, so it goes even. Yet some playing solo score 60% WR while others 40%.

View Postnimlock, on 13 May 2017 - 10:47 PM, said:

The gist of using rockets against planes revolves around slow moving targets like AA and the upcoming bombers in patch 2.0 as far as theory crafting goes, because by game design some planes can be well armoured that peppering them with projectiles would take a long time (rockets bypass all defensive skills/gear except straight dmg reduction and work in an aoe blast radius, not as a projectile that incurs accuracy de-buffs). And last, but not least, there is twich; youtube, reddit, forums - no need to play the game to learn about it. Player skill is reaction time and wisdom. Knowledge can be acquired by other means.

Go ahead, farm Zvonarievs instead of bragging about that. Fact that nobody does that only means that nobody thought about that or don't have skills you obviously have. Or both.

 

Somehow I prefer to farm 3 to 6 tokens daily my way, when I have a wish and enough patience, when not, just 1 or 2. At higher tiers grind is slow enough to be able to have enough hangar slots anyway, and I don't have a need for premium account to spend more time in WoWP.


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nimlock #12 Posted 24 May 2017 - 03:20 PM

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After lot's of digging i seem to haw reached a wall. The in-game plane stat comparison tools is misleading because it doesn't take into account upgraded modules and there is not much known about plane soft stats.

 

So far weapon overheat seem to be linked to rate of fire and plane flight speed and heat-sink surface size? (just someone theorizing on forums but not confirmed).

Water cooled engines enable longer boost and haw some percentage of fire protection if still intact while air cooled ones are prone to overheat faster and burst into flames if damaged? (sounds logical)

The airframe has some crew and module protection bonuses based on materials it's made from and the shape of them (Tested it myself - changing airframe for the ar68 ads a cupola for the pilot and he gets less likely knocked out on collision with other planes).

Engine power to weight ratio screwing up real plane TnB abilities. Some surface air drag modifiers? ( An F2F out-turned my Buldog on horizontal plane - crew skills, mods, consumables - will newer know).

Real camouflage values are a mystery to.

The closes thing to a comparison tool i haw found: http://worldofwarplanes.com/warplanes/compare/

Are there any others like tanks.gg for example?


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Success depends upon the man who sits in it. - Red Baron

 

 


Eil_Zustellung #13 Posted 27 May 2017 - 04:40 PM

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View PostLeirix, on 14 May 2017 - 12:58 AM, said:

Who cares for tokens? I care for bomb kills (5051). :)

 

Who cares for what YOU care for?

nimlock #14 Posted 29 May 2017 - 07:09 PM

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View PostLeirix, on 14 May 2017 - 03:58 AM, said:

Who cares for tokens? I care for bomb kills (5051). :)

 

How do you even track that? You can earn one bomb kill medal per plane and i don't see 5051 planes being in the game.

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Success depends upon the man who sits in it. - Red Baron

 

 


CheefCoach #15 Posted 22 June 2017 - 10:45 PM

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Guns overheat are linked to gun type. Generally planes with less ammo, overheat they guns more quickly.

 

There are stats that are hidden. Like drag ratio.

 

Turning rates depends on aircraft speed, and speed is depending on altitude. There is equipment, pilot skills and consumables that helps. Also players skill is important. 

 

Try this for comparing planes: https://gamemodels3d.com


Edited by CheefCoach, 25 June 2017 - 02:46 AM.

https://stats-sig.eu/wowp/CheefCoach/ussr/xs/en/sig.png





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