You can easily play around this too, it’s not a weakness at all.
Or they could make all the cannons and machine guns realistic, so that combat could be more focused on close range, which is what was done in real life. And while they’re at it, they should remove the enemy markers from the ARBs, just like they aren’t on the GRBs with aircraft.
Doesn’t do as well as pretty much any of the top 50% of 5.7s, such as the Yak-3U
Unfortunately the reality of 20mm Mineshells.
They should be more lethal against single engined fighters than regular explosive shells but have the downside of worse ballistics.
But with the current damage of regular explosive shells they simply have no real advantage.
Hell no. The first SEAD event with no markers was incredibly annoying to play.
It might be annoying, but I think that’s the key to aerial combat: attacking enemies when there’s a chance they won’t notice. If we’re all constantly looking to see who’s attacking us, we end up with the A6M5 at such a high BR, because an aircraft that turns so much can easily evade attacks from less agile planes.
I used to play with the Fw-190D-13, and it was quite difficult to face high-level Spitfires, especially the F8F. I was forced to make quick passes, while the F8F easily dodged and fired at me in the short time it had available, forcing me to make another high-speed pass only to end up in the same situation until one of us made a mistake or a teammate arrived. I think I ended up losing, as I’m not exactly skilled with airplanes.
This would help Zeros even more, as you would not be able to see so early that they are in fact Zeros and you shouldn’t get close. It would be even easier for them to sneak close to anyone.
But above all, they would make gameplay worse for everyone. We already have a mode without markers, we do not need another one.
Can now at 5.7 see a full uptier in Mk.24 Spitfires which dumpster just about every prop at its BR that isn’t a P-51H and even the P-51H is being abused and gets dumpstered by the Griffon Spits.
agreed 100%
Idk if they did anything, but shel drop is based on weight of the shell and velocity. So are the shells abnormally light?
You mean ground RB?
I mean it’s only logical for sim but in ground RB everyone is flying around in 2x2km zone above the battlefield.
Not particularly problematic.
Especially since team members are still marked.
I meant Air Simulator. Ground RB exists but as you said, the “objective” is a 2x2km square at ground level, so all you need to do is protect that. Spawns are very close and you can just see players spawn in mid-air.
They have technically a high muzzle velocity, but a crap ton of drag, so much that you open fire 200-300m closer compared to hispanos to american 20mils. You end with a weird trajectory due to those factors since it is pretty curved compared to other cannons
Use the stealth belt for better ballistics.
and don’t track with them, just predict where the enemy will be and spray in that area.
Seems due to the belt bug still hasn’t been fixed
Bug? It’s a feature at this point 😂
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Also as an aside.
Altitude isn’t just about “I am higher than enemy and can dive on them.”
Altitude is speed.
Speed is turn performance.
There’s a reason Idaho says “Never fight a Hellcat downhill. it will win” -
The hellcat turns very, very well at high speeds but at cost of incredible loss of energy.
Give it altitude (ergo - fight it downhill) and its inability to sustain its turn evaporates.
Squishface discusses similar in “How to use speed to win in U.S props” (using corsair in his example - just having ~1.5-2 km of altitude below you massively opens up your playbook).
edit:(timesmp added)
Now, I’ll concede both are for simulator battles where full-real controls allow you to execute maneuvers the instructor doesn’t permit - maneuvers that work with high speed maneuvering and ridiculous instantenous turns - but the idea that “altitude is only so i can dive on others” being … not the full picture should be transferrable to RB still.
Without having perfect knowledge how do you determine when to stop climbing optimally and level out to accelerate from a climb to combat speeds? Because both options are otherwise subpar since you are going to be either fighting from an initial altitude or speed disadvantage.
The problem there, is that due to physics a heavier airframe is initially out accelerated in a dive so you can’t gain separation initially from a similar energy state so there are counter-options available should the opponent commit to following you.
Honestly, I’ve no idea?
For same-altitude encounter, one rule of thumb I noticed is that you’re better off getting speed than altitude once you’re like 5 or 6 km apart in an otherwise equal energy head-on approach - so level out or even dive under your opponent so that you have more energy when passing each other. I won’t really get that much extra alt even at 20 m/s WEP climb, but if i can go from 300 km/h up to 550 km/h by dropping 300-500 meters I can do stupid stuff and get away with it.
If you check the video, this isn’t so much about separation but the ability to turn energy into nose position. He (Idaho, at the timestamp chapter) demonstrates it explicitly by having a 109 higher than him, attempt a yoyo and he flat-turned to intercept the yoyo before slotting in behind the 109 after which it couldn’t shake him.
I also added timestamp to the squishface video where he talks about speed as an offensive capability in the corsair.
Another timestamp: https://youtu.be/AXzlwLo7ta0?si=YWgOe0p97CgOx0Ls&t=910
Remember USSR pilots too.
I flew A6M5s and Yak are really confident they can nail you with a stall shot or a 2 circle fight or simply a stallfight/vertical loop.
Seems like they are scared from overspeeding doing strafes maybe?