You know what currently works like 20mm HE shoudl (and I’m talking fairly strong 20mm HE, because some should be better than others, that’s for sure)?
13mm IAI which is 40g with 1,7g TNT and yet hits really,. really hard.
They are powerfull enough to be a good middle or upper-middle ground for 20mm HE.
You have to land a few, but even 1-2 impact your performance if they hit a wing. But to “kill” a plane you need to land 6+. 6 20mm to the tail IRl would definitely down a fighter or make it almost impossible to control.
As DOT mentioned, instructor is greatly overperforming and this causes issues. Indeed, he can keep a heavily damaged plane perfectly stable, while IRL the pilot would probably wobble all over the place trying to re-learn how to fly a machine where trim no longer works, elevator imput makes the plane roll to one side, nose wanders to the other on its own etc. etc., and maneuvers cause further unpredictable consequences - all precision is surely out of the window (in game you can score kills with half your wing missing in some aircraft, in 1 match I killed 2 people while being officialy “dead”).
So IMO it’s reasonable that aerodynamic damage should be somehow translated into kills happening earlier than structural failure would happen IRL.
And 13mm MGs are a fairly reasonable point of reference.
Of course some cannons should be stronger than that, some should be weaker and kinetic energy should play a role. But I hope my point is fairly clear.
Well, lots of cannons, good engine, ok-ish turn, shit roll, crap speed, and quite a few planes take a massive dunk on it if the player isn’t trying to kill himself by repeatedly turning into your guns or going for headons only… it’s fun, for sure, and you can make it work without problem. But you have to bank on most people just being bad when you face 4Bs, 51Hs, F2Gs, P80, Ta152H, K4, 3U, VK, and so on
Including Ta-152H? Did they buff the turn rate on J6K1? I remember outturning it, it took a month, but it worked.
Anyway, with 6 20mm and 20mm with insanely good ballistics (except for muzzle velocity) it’s scary, although when I see a good player in J6K1, nowadays I’ll jusy push a head-on for mutually agreed destruction, cause my ability to dodge a head-on has always been horrible.
J6K1 did not really benefit that much - it had this period of not 1-clicking people out of the sky, but even 2 weeks ago after the 1st shatter fix it was fully capable of removing anyone from premises.
I’ve had no issues deleting people even when realshatter was at its worse, simply because that plane has 6 20mm and 2 MG with a shitload of ammo, so you could literally just hold the trigger down and paint people. That plane didn’t suffer much simply due to the sheer volume of fire it could deliver
German Mg151 feels exactly the same as before the “buff” it recieved which is highly noticable in Japanese and American planes now which pretty much 1-2 tap planes, while u need 5 and more with the mg151. Stealth belts feel especially even weaker than the air target which wasn’t the case. I feel Gaijin is just trying to silent nerf the minnengeschos again, which wouldn’t surprise me at all at this point…
Im not entirely sure MG151/20s are a part of real-shatter, and that’s why they are “weaker” someone else will have to confirm. Though the difference between 2 rounds and 5 rounds is about as fast as you can blink, so realistically shouldnt have that big of an impact on gameplay.
MG151/20 did not get buffed or nerfed at all, as it’s not part of Realshatter unlike the rest of the cannons. So there were no changes for it.
We have to wait for gaijin to add it to realshatter first, so that it gets a buff.
What you are saying is not wrong but from my perspective where my playstyle was all around timing the small windows to shoot people down with short accurate bursts change drastically to critting people 2-3 times in a row in order for them to unable to continue to fly.
While with the Japanese (before Realshatter they were really good with their tracer belts and the belts performed really similar to mg151) after realshatter they were so bad that Russian strike planes were tanking up to 100 20mm shots from behind. After the supposed buff to all 20mm cannons I decided to hop again on German planes to check myself but still needed 2-3 crits to make the enemy plane unable to fly. I was wondering if that was the case with Japanese ones but was pretty surprised they were more close now to the pre realshatter mg151 than the og ones. So that’s why I am saying there might be something not working with them or maybe left behind. Might even be one of those silent nerfs, since Hispanos are also not that deadly as before.
The buff to real shatter was only applied to 20mm and up. And I checked about the 50 cals, they were moved to to real shatter in the datamine’s but weren’t mentioned in the official patch notes.