Problem with current changes is that they are always in extremes… it seems its either all or nothing with no in between. But whatever, I still take having too high damage over no damage at all any day of the week, certainly now that it’s 16v16 and we have a 25 minute timer in the match. At the very least, if you fly well, you can have a good match impact even if you have a plane with a low ammo count which doesn’t have liberty to just “spray and pray” like, f.e., a 4B can do.
You mean for APCBC/AP/APHE, which is the only inaccurate round types left, which are also the rounds on most ground/armored target belts for aircraft.
APCR/HVAP was corrected in 2019.
APDS was corrected this year.
APFSDS was corrected before 2019.
And HE was most recently corrected in 2021.
Yeah, agreed on that, If i’ve gotten onto someones tail and gotten a firing solution. I dont want to have to spend the next minute putting rounds into them to kill them.
Fairly certain they just broke it in the last major updateto the point where apparently its now better to use solid shot AP
No all rounds to a degree.
I do not trust the APHE pens at all they conflict heavily with real world experiences but armour quality is certainly a big ? there as well
If AP`s pen is correct then APHE´s is wrong if APHE´s is correct AP´s is wrong as solid AP even without a cap will have more pen than the same calibre mass and speed APHE even with a cap
APCR pen might actually be in line
APDS is probably fine but it shatters to often and some (17pounder APDS is to low)
APFSDS I have not much experience with but people seem content with it
and HE as well as HESH are buggy especially HESH which can not decide if it is HESH or HE and usually chooses whatever is worse (eg HE on a Tiger II ufp and HESH when exploding 10cm away from an Hellcat)
And don`t get me started on the damage models, there is another threat where I) ranted about those open already
Aircraft damage models are hard.
Like so hard no game to this date has anything much more accurate than DCS or WT, & WT has a better representation of damage done through visual effects.
And it’s largely because the CPUs required to run the games in their current state were made 7 years ago.
And the CPUs required to create more complicated damage models were released 2 years ago.
And you get diminishing returns VERY beyond the damage that’s simulated now.
We probably should have better damage zoning on aircraft tho.
Like fuselage split into quarters or eighths front to back.
& wings split into 4 root to tip sections.
That way if you lose say 2 wing root zones you don’t die.
Surprised we don’t have added zones yet since that shouldn’t be much more taxing than what we’re at currently.
Not aircraft the tank shells. Like how a shell behaves post penetration. I am not talking about aircraft and tank damage models.
And I agree aircraft should be more detailed. I mean tanks already are far more detailed in their models as well as the underlying damage model.
Bombers would especially benefit from that, though they should get even more zones and I think this is 75% of the issue now with real-shatter, the ammo is mostly right, but the damage models are too simple, so the damage effects are magnified.
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.
Looks like it’s time to take out my J6K again
It is always J6K time)
Was my favorite plane to fly during the 7.0 Su11 spamfest.
Well it was buffed twice this year already, absolute beast now
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
It outturns basically everything that isn’t a Spitfire or Yakand the Rollrate is awesome
Like I said, banking on most people being bad.
Roll rate is sufficient, I wouldn’t call it awesome.
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
Also
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.