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Spitfire XIV pilot skills dilemma


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zen_monk_ #1 Posted 29 October 2018 - 05:46 PM

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I have 6 skills pilot with Marksman I, Engine Guru I and Aerobatics Expert. I use it for a whole bunch of UK premium fighters I have.  Soon I will have 8 skills.

 

For this additional 2 points skill, I'm torn between Battle Tested (plane will be more manoeuvrable when damaged)  and Aerodynamics Expert (40% boost to equipment for speed & maneuverability).

 

I incline towards Aerodynamics Expert since both Spit XIV and all my other fighters have Lightweight Frame and Uprated Engine, both thingies will benefit from it.

 

Your thoughts?

 

 

 

 


Edited by zen_monk_, 29 October 2018 - 05:58 PM.

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Grandal_Nikon #2 Posted 29 October 2018 - 07:00 PM

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You do not have to explain this to you ... :hiding: It must harmonize the equipment.
I have a few very good pilots on all BF109 and 209A, skill 11-12 and an aerodynamic expert has each one. Doing work ...
  0 warning points...    1 warning point...    2 warning points... :popcorn:

0berhessen #3 Posted 30 October 2018 - 10:31 AM

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View Postzen_monk_, on 29 October 2018 - 05:46 PM, said:

...I incline towards Aerodynamics Expert since both Spit XIV and all my other fighters have Lightweight Frame and Uprated Engine, both thingies will benefit from it.

 

Your thoughts?

exactly



eekeeboo #4 Posted 30 October 2018 - 05:22 PM

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Have you thought of picking up Marksman 2 on the plane? 

zen_monk_ #5 Posted 30 October 2018 - 10:02 PM

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View Posteekeeboo, on 30 October 2018 - 05:22 PM, said:

Have you thought of picking up Marksman 2 on the plane? 

 

Not here. On Hurricane and Spit Ia I compensate with the Enhanced Sights (along with Marksman 1) and it does the job all right. Same setting for Spit XIV/Venom etc - got used to Hispanos, now they are working for me. But I do use Marksman 2 on F7F/Xp-75 pilot, and the one in J7W2/Ki-94-I. Again, with heavily enhanced Sights. There it shines.
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eekeeboo #6 Posted 31 October 2018 - 10:01 AM

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You would be surprised at how effective MM2 can be on a lot of aircraft, generally speaking, cannons benefit the absolute best from MM skills. MM2 is something that makes shooting things down significantly easier and allows you to dictate the engagement sometimes before the enemy can react. 

zen_monk_ #7 Posted 31 October 2018 - 11:07 AM

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I will surely try it more, thx.
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zen_monk_ #8 Posted 31 October 2018 - 11:43 AM

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So what would you recommend here?

 

 

Let's say you'll stop training this pilot further. You think it'll be more useful to drop Engine Guru I or Aerobatics Expert for Marksman II ?


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eekeeboo #9 Posted 31 October 2018 - 02:05 PM

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I would drop acrobatics for MM2. Acrobatics is nice, but I feel a much larger impact and effect in battles with better aiming you get from MM2. 

zen_monk_ #10 Posted 31 October 2018 - 02:17 PM

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OK, thank you!

 

EDIT

Tried it, works great :honoring:


Edited by zen_monk_, 31 October 2018 - 11:09 PM.

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klbergmen #11 Posted 01 November 2018 - 02:45 PM

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MM2 doesn't only reduce the bullet spread, it also gives you hits while without it you would have missed.



zen_monk_ #12 Posted 01 November 2018 - 06:59 PM

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I had a weird experience at the very beginning of Equipment Enhancing: I've always used Collimator Sight on XP-75, and pilot there from F7F had MM II. Helped with the spread of 10 machine guns. When Enhancing came, I went over the top on it: Ultimate with ~20% more, plus 5% from the Long Gun Barrels, plus Marksmen I and II.

 

And my 10 MG's became a Laser Precision Mini Gun: they've lost all the shotgun effect I kinda relied on, and despite the wide spread being visible as before, concentrated all the power in one single pixel. You spray the plane infront of you - nothing. But when you manage to find that sweet spot, it disintegrates faster than being hit with M-61 Vulcan. It was fun for a while but I simply had to downplay it a bit, to widen the hit area.


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Isoruku_Yamamoto #13 Posted 01 November 2018 - 11:31 PM

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Also switch aceobat for aerodyn. Much better if you even have your equipment pieces.

eekeeboo #14 Posted 02 November 2018 - 02:01 PM

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I personally feel MM2 and EG2 are some of the strongest and most important skills on any pilot. 

Isoruku_Yamamoto #15 Posted 02 November 2018 - 05:33 PM

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View Posteekeeboo, on 02 November 2018 - 02:01 PM, said:

I personally feel MM2 and EG2 are some of the strongest and most important skills on any pilot. 

 

Well, that combo requires 10 points. My best is 9.

Also, to pick up Aero and Acro would take 14 :S



zen_monk_ #16 Posted 04 November 2018 - 05:29 PM

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View Posteekeeboo, on 02 November 2018 - 02:01 PM, said:

I personally feel MM2 and EG2 are some of the strongest and most important skills on any pilot. 

 

This one here is my 10 skills Pancake pilot.

 

https://i.imgur.com/Gzn43uR.jpg

 

So you're saying I would be better off with MM2 and EG2 - also 10 skills - instead of all this?

 

 

(I'm not trying to antagonize but to learn something new, to hear a new perspective. You probably know this but since the whole forum atmosphere is on a knife edge I feel the need to point it out :-)


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GonerNL #17 Posted 05 November 2018 - 09:45 AM

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Got a bit curious because of the enthusiasm about MM2 and tried it on a Spit XIV and P-38 and indeed, it seems to work (help?).

Need some more time to be sure, but looks good so far ...

 

What about MM2 on planes with only hub and synched guns ?? Overdone ??



eekeeboo #18 Posted 05 November 2018 - 09:57 AM

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View Postzen_monk_, on 04 November 2018 - 05:29 PM, said:

 

 

I would definitely take MM1 and 2 on the pancake. You could if you choose to take adrenaline rush instead of going for EG2. No antagonization, happy to answer questions and give advice. Knife edge dancing only happens if you break rules. You're doing absolutely nothing wrong in your post, so fear not! 

 

Edit: My browser broke! YAY

 

View PostGonerNL, on 05 November 2018 - 09:45 AM, said:

 

 

I would make MM2 with MG planes a low priority unless you're specifically building for increased fire chance damage build, but that being said MM2 helps any plane that relies on doing damage with forward firing guns. The accuracy increase is surprisingly noticeable and beneficial on so many different planes. 


Edited by eekeeboo, 05 November 2018 - 10:17 AM.


Isoruku_Yamamoto #19 Posted 05 November 2018 - 12:02 PM

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View Posteekeeboo, on 05 November 2018 - 09:57 AM, said:

 

I would definitely take MM1 and 2 on the pancake. You could if you choose to take adrenaline rush instead of going for EG2. No antagonization, happy to answer questions and give advice. Knife edge dancing only happens if you break rules. You're doing absolutely nothing wrong in your post, so fear not! 

 

Edit: My browser broke! YAY

 

 

I would make MM2 with MG planes a low priority unless you're specifically building for increased fire chance damage build, but that being said MM2 helps any plane that relies on doing damage with forward firing guns. The accuracy increase is surprisingly noticeable and beneficial on so many different planes. 

 

Part 2: I have MM2 on none of my planes, but i intend to pick it up on my german heavies (Me262 HG II). Other than that i don't have heavies, nor do i have heavy multiroles which would benefit from MM2 enough (japanese multiroles). For aircraft such as the Spitfires, or any light fighter in fact, i'd much prefer other skills first. 
Making a shortlist: 
Aero

Acro
Firefighter
MM1
Adrenaline rush* (though expensive, worth it on things like the Yaks IMO)

This already brings the score at 10 points- which i dont have yet, but i'm well on my way with my Yak 30 pilot. 
If i were to have more points, i'd spend my next points on engine guru 1 i think. Leaving MM2 for at first skill point #15- the maximum achievable, which probably takes longer than a WoT tier 10 grind. 

So while i agree with eekeeboo that i'd take up MM1 & MM2 on the pancake if i had it, i wouldn't take it on the XIV. Instead i'd take something as what i just listed.






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