No Survival gear, all crew dressed with the most heavily armored loadout except the mechanic, who only has enough to survive cold for moderate periods, since he's also the primary medic.Ĭomes out at 6495/6500 - I know I could go lightweight engines on the outboard stations, but I like not having to worry about them as much. Lightweight Chassis Mk5 on the nose, front, mid, and main rearĪrmored Chassis Mk5 on the tail, Armored Mk6 on the wings 50s all around:Įlectric, Hydraulic, Extinguisher Mk4, and Radar, Oxygen, and Fuel Tanks at Mk3 I managed to find a really decent loadout with belt-fed. Yeah, but you're screwed if those five seconds coincide with the vertically-launched rocket-firing interceptors. It gives you a short explanation on unlocked passive and active skills. You can click on the abilities of your crew in the airbase "training" section/tab. I have found it's good ability if you're under heavy fire and need time to manage your crew, plane or focus on bombing/navigating.Īlso, i looks like you haven't read the in-game info on abilities.? I assume that Incendiary Rounds are just a raw damage boost (because enemy aircraft don't seem to be consumed by fire, it's just a cosmetic effect and damage indicator) that's why it's as good and bad against any kind of enemy, making AP Rounds better for dangerous enemies or emergencies.ĭefensive fire is pretty much what you think, enemies are far less likely to engage you from the direction your gunner is firing at. Spray the area to simply drive off fighters for a while rather than kill them? I was never sure what defensive fire did. Originally posted by fabio:While we're on the subject of hidden gun factors, what's up with incendiary and defensive fire? Does incendiary do anything besides unlimited ammo for a few seconds? (And AP rounds seem to boost damage as well, this explains why i have seen boosted 20mm cannons shred to pieces anything that tails me way faster than the rear. 303 tend to miss way more and their damage is reduced by half or more due to the enemy armor, which is why if you wanted to kill that Me 262 fast you would have to use AP Rounds on your turrets. however, if you engage a Me 262, only 20mm cannons will be able to deal their normal/true damage because their penetration negates the armor of the Me 262, which means they are the most effective way to down them, specially because the. 50 Cal turrets, as they have the highest DPS. So, engaging a Bf 109 will be easily downed by any gun, specially the. plus AP Rounds boost any gun by 10 penetration. 50 Cal have 5 and 20mm have 10 penetration. Lets say that the Me 262 have an armor with a value of 10 and the Bf 109 have 0 armor, while. 303 deal minimal damage to certain late-game aircraft due to their armor, this is why AP Rounds are necessary to down them with. If there is something that makes them a valid choice, it's a hidden factor that the game isn't telling you.ĭPS is damage per second, the final output but only IF ALL shots hit their target (compare a sniper rifle and an assault rifle from your usual FPS, they both can kill other players easily but the rifle has a higher damage per shot followed by long reloads while the AR is only useful if you can hit all your shots), around 1 salvo from one of your gunners hit for each 3-5 that miss when you use a 303/50 machinegun, because it seems like they balanced the 20mm to have a higher accuracy to compensate the low firerate (or at least it feels like that), so, if a 20mm hits their target more consistently than a. 50 has a higher dps though, along with every other possible factor (weight, cost, ammo). Originally posted by fabio:The numbers say that the.
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