The ta152H for example is not an attacker, I recognize you are talking about A8 though.
I was thinking of the F8 the attacker variant, I didn’t realize the A8 was classed as an interceptor, my mistake.
We’re both actually being a bit silly, but regardless yea the A8 and 152H airspawns as interceptors and the F8 as an attacker
You where right though, I just pulled you so quick info on it and there doesn’t seem to be anything that would make it more of an “interceptor” than any other variant of the plane, it seems to be solely as a buff.
The P-51Cs all share more or less the same flight performance (I don’t remember which ones are ever so slightly lighter) and the J26 David is actually the worst one due to it only being able to use early war .50cal belts. Despite this you can see a significant statistical gap for the 3 on the left and the J26 shockingly performing slightly better than the American P-51C.
almost as if… its the players… not the vehicles…
really gets that noggin joggin
Don’t look at my RB stats.
I don’t play air RB anymore. Last time I touched it, I flew the P40 using sim controls to see if it’s at all viable in ARB to use cockpit view and sim controls because I have a friend who wanted to play WT with me but refused to use mouse aim.
vs
My ASB vehicle list (F4U-4 is the plane I learned to fly in (got my first Ace November 6 2024: https://www.youtube.com/watch?v=uf23CiNK4Z0), given it’s got decent stats despite that is fairly telling in its favour):
Sorted by game# (1 game is around 60 minutes to 90 minutes. Occasionally there’s 30 minute long games).
Sorted by KDR:
I also have a youtube channel where you can look at my gameplay and judge it on its own merit:
https://www.youtube.com/@runakovacs4759/videos
I ALSO have my invitation for you to play a match with me which you refuse to acknowledge even though you talk about me behind my back without pinging.
Also note:
Playing sim with Mouse & Keyboard, No headtracking. May I’ve come up with a new control scheme for anyone wants to come fly sim: WT Live // Controls by RunaDacino
Also stat-shark seems to have figured out how to filter a.i kills:
This match I had 2 a.i kills and 4 player kills and it appropriately credited me 4 player kills rather than 6 kills.
Also for @Pangolin_Fan 's pleasure - the 4 kill game was a 4.7-5.7 lobby as evidenced by the related video where I kill a Fw190D in my P-51C(https://www.youtube.com/watch?v=ARz4H7PBjds). I uptiered it to 4.7-5.7 because that’s where I could find a nice and populated lobby on Tunisia. In SB, both D9 and D-12 are 5.7 BR.
I already acknowledged these in a previous reply, I’m specifically talking about p51C&D, and P47s. You’re ignoring the rule for the exceptions
In August USA was the most popular nation with 2,651,433 unique Players out of 9,036,196.
Second place is USSR with 1,648,872 and Germany with 1,500,883, the other nation’s don’t even come close to breaking much over 600,000 players. Things get even more skewed towards USA if you look at games played with 19,476,975 out of 63,844,167 games.
So yes, you are right, USA is by far the most popular nation in war thunder and will statistically have more average and low skill players in them it by sheer force of numbers.
Did you even read what I said? If you spawn US planes co-alt with Germans or its other opponents, you eliminate the race to climb. Theoretically The other nations still climb faster so I don’t know why you think Us would be above everyone
I misread, it happens.
You also eliminate the USA’s downsides.
There is a point in which climbing more doesn’t help you much against a usa plane when your engine is running at 40% efficiency while the P-47 is running at 110%
I can definitely agree with this. The most Balanced the game ever felt was getting Norway back to back in 2016. Germany had to take off while allies Got an airspawn and it seemed to be a pretty even win/loss rate for US back then
These maps also gave much greater gameplay variety than the current slop fest of every map having the same layout with the same objectives. Every single map back then was unique in its own way.
Its just skill issue.
My friend gets 3-5kd in everything - his favorite prop in the game is the p51.
After watching him loads after i die early in game … it takes levels of disipline il never have. Most other players dont either.
Air spawns for some of if not the best props in the game is just lol
Those are pretty decent planes
So lets say this idea goes through and US planes are co-alt with their opponents. Then US planes instead of spending more time for altitude and speed, they can prioritize speed to become untouchable through horizontal separation and linear retention. In fact you can utilize these tactics currently and let people fly above and/or behind you given appropriate horizontal separation.
The obsession with altitude and climb rate is understandable but altitude means very little if it cannot be converted back into sufficient straight line speed. We can take an extreme example and use the He 162 A-2 at 6.0. Classic early jet with poor acceleration and mediocre retention but excellent top speed. Once it gets its speed up it cannot be attacked unless the pilot makes an error or a head-on. The proper playstyle is boring long slashing attacks with wide loops to always keep separation. So yes longer games would benefit this sort of playstyle but the fact is that barely anyone playing US air does this. Many of them mow the lawn or barely climb to take the first head on available. Could you imagine a full team doing this, hell even half would be enough to improve US winrates to a respectable level.
That’s why the most broken prop planes are the ones that can back up their excellent climb rates with other traits that synergize. For example the Yak-3U, P-51H and F2G have excellent climb and top speed to quickly run down people it holds the altitude advantage over.
Sim control Corsairs had their bug removed.
I dunno if it affects instructor mode, but probably?
Used to be your elevator wouldn’t deflect enough to push you over critical angle of attack making it possible to pull your stick into your gut and experience no difficulties with retaining control.
I gave it a quick test.
Doing that makes you spin out pretty violently - as historically accurate.
However, it also boosts your instantenous turn significantly.
F4U-4 instantenous turn if you disable instructor (30 minute fuel):
(Left-hand turn, in direction of engine’s own left-turning tendencies)
(Right-hand turn, against engine turn)
Both examples involved rudder, but I over-pulled and spun out in both cases. Need practice with the new FM to give consistent data but she can easily do it if you’re more careful and practiced than I am.
I used to play Air RB with a hotkey to switch to full-real control, and I tab the elevator in high frequency ( human PWM) to control the AoA above the instructor limit but right around the critical AoA. That gives significant advantage in manuevering in Air RB.
tbh thats usefull against properly good players, but in 99% of cases people dont even use flaps or control speed properly so you can just play half decent and have a very good score.
but maybe people are better these days, i tend to stick to top tier as thats where i have most fun
And the F4U-4 can use its gear as air brakes