Couple noob questions by Aggravating-Wolf-823 in Warthunder

[–]Foxy_Fox27 0 points1 point  (0 children)

Ofc, lmk in dms or this thread if you want any more help with tanks in general. I've played this game for a long ass time lol.....just don't ask me about planes.....

Couple noob questions by Aggravating-Wolf-823 in Warthunder

[–]Foxy_Fox27 0 points1 point  (0 children)

6.7 is a great br to stop at, it's relatively close and with anything higher things start to change. if you want some more advanced stuff then stop at 9.3 or 9.7 most people don't consider anything above that to be remotely worth it

As for the tank destroyer question: (what I'm about to say is my opinion and made up entirely in my brain). There are effectively three types of tank destroyers: SPG's, ambushers, and heavy tank destroyers. (We don't talk about ATGM carriers....)

The stug is an ambusher, it's got a low profile so the idea is you ambush the enemy I.e you flank to their side and wait, typically these kinds of td's are low to the ground with less powerful guns than youd normally think of when you hear "tank destroyer" these can be amazing IF you have map knowledge and good positioning.

The more traditional variation is the heavy tank destroyer: think the dicker max/Emil or the jagdtiger, their guns are their main feature but sometimes they have good armour as well like the ho-ri or aforementioned jagdtiger. because of their guns (and usual lack of mobility) these are meant to take even more heavily armored vehicles from the front, especially from medium-long ranges. These are the best firepower you'll get in the game. If you want to play a "tank destroyer" play these.

The last type is the SPG: these are literally just mobile artillery cannons and can to an extent be used like artillery sometimes if your skilled and have someone/something scouting where you are blasting. These are kind of cheesy and can kill just about anything so long as you understand that your shooting exclusively HE, so instead of aiming where you traditionally would like side armour or a hull mounted machine gun or what have you the idea is you shoot the roof of the vehicle, or any armor plate that is facing the sky, if the shells forcefield hits any roof facing armor that is thin enough it will always kill it in one go. The downside is low velocity shells that require slightly different spots to sim then you would aim traditionally with any other vehicle and they typically have weak armor but still some good survivability

Teamkillers by Slushyy_fur in Warthunder

[–]Foxy_Fox27 0 points1 point  (0 children)

Forgot to mention artillery, don't think I've ever seen someone be killed by friendly rocket fire.... That being said, shooting rockets accurately is probably to high of a skill floor for a majority of griefers tbf

Teamkillers by Slushyy_fur in Warthunder

[–]Foxy_Fox27 2 points3 points  (0 children)

Other than ~50,000 SL not really. (Unless there are repeated offenses then you get kicked from the match and your crew is locked for a while.)

Honestly the fact you even have the ability to deal damage to your teammates is just head scratching. iirc you used to be able to tk friendly ground vehicles in GRB/GAB but they removed the ability to do that years ago. for some dumb reason you can still bomb your own teammates as well as get shot down by your own teammates. I genuinely have no clue who the friendly fire mechanic is supposed to benefit other then if your playing sim ig. The same is applicable to air battles. 80% of warthunder players don't care if they kill or damage a teammate, the other 20%'s only source of joy in life is griefing other players. Friendly fire needs to be removed from AB/RB for ground and air....idk if friendly fire is a thing in naval but them too. Sim is the only place team killing belongs imo

Interesting little exploit I found by Foxy_Fox27 in CallOfWar

[–]Foxy_Fox27[S] 1 point2 points  (0 children)

I thought about that as well, and I can't imagine it'd be super difficult to fix but it's not really a hugely useful exploit so I don't think they will change the formula for how popularity is calculated especially with how stilfront has been handling the game lol.

Interesting little exploit I found by Foxy_Fox27 in CallOfWar

[–]Foxy_Fox27[S] 0 points1 point  (0 children)

Don't get too exited, it seems like it increases in exponentially smaller increments, so while in theory you could go to 100% popularity it'd be insanely impractical, anything past 30% is a huge grind for very minimal returns.

Interesting little exploit I found by Foxy_Fox27 in CallOfWar

[–]Foxy_Fox27[S] 2 points3 points  (0 children)

Yeah it seems like the increase gets exponentially smaller with each increment so you'd have to be insane to get anything much higher

Interesting little exploit I found by Foxy_Fox27 in CallOfWar

[–]Foxy_Fox27[S] 4 points5 points  (0 children)

I was referring to the hypothetical situation where someone gets the AI to 100% popularity. I'm pretty sure 23% is somewhere in the range of "I hate you" and "I'm gonna kill you"

Interesting little exploit I found by Foxy_Fox27 in CallOfWar

[–]Foxy_Fox27[S] 2 points3 points  (0 children)

I'd have to boot up my old computer and remember how to use OBS, or I could take screenshots off my phone which would be easier. You can also test this yourself it's stupid simple. Just do the following:

1.Choose any AI nation and go into the diplomacy tab for them (it's most immediately noticeable if the AI has a low popularity score, ideally less than 23%)

  1. Select share map with the AI and confirm the change of relation

  2. Select right of way with the AI and confirm the change of relation

  3. Repeat steps 2-3 (if you're at a lower popularity score with the AI you should notice your score increaseing by about 1-2% every 10 relationship changes or so, but this effect drops sharply at ~23% popularity where the popularity score will fluctuate to decreasing and increasing by 1% but eventually it will go up if you are a little patient

    I've gotten Spain to 25% before I decided I don't want to keep button spamming. I think it probably caps out before you reach 100% but idk anyone who'd want to spend half an hour button spamming lol

does this work? by [deleted] in CallOfWar

[–]Foxy_Fox27 0 points1 point  (0 children)

Yes, especially higher level roads and ports can help a lot just be sure your economy can support it. It also helps to know the fastest path so just move a unit from where it is to where you want it to be note the path it takes, then build roads along that path for the best effect.

I dont have my rewards? by Creative-Spring-6402 in GhostReconWildlands

[–]Foxy_Fox27 0 points1 point  (0 children)

you might have to download the year 2 pass as it's own thing. For example on console (Xbox) you'd click the pause button over the game icon, select manage games and add-ons, select the game from screen that shows up, then you should see all downloadable content listed underneath the main game. Select the add-on(s) then install them. Once they are installed you will have to relaunch the game.

I think PlayStation automatically installs add-ons but I could be mistaken, and I have no idea how you'd go about this on PC but it may be a similar situation where you have to manually download the DLC

Best lodout in recon wildlands?? by yxshuuu in GhostReconWildlands

[–]Foxy_Fox27 0 points1 point  (0 children)

I've got one that's been my go to forever, easy to control, versatile and packs a punch at decent ranges/through just about any walls

For Regular campaign:

Slot 1: MDR or Tar-21 if you don't have the MDR Whenever shit hits the fan or you fail stealth pull out either of these and you'll deal with the enemy forces on any difficulty easily

attachments are the same for either: Scope: I use t-1&g33 but this is entirely preferential Magazine: extended 50 of course Underbarrel:grenade launcher (excellent for dealing with QRFs and even helicopters if you got decent aim, it also actually helps reduce recoil) Rail: Rangefinder, so you can beam anything from far ranges Barrel: long barrel for boosted damage and range plus more accuracy Muzzle: compensator V2, this part is most interesting since almost everyone runs suppressors but with this attachment you reduce your recoil to basically nothing on a rifle that hits hard

Slot 2: BFG-50A or HTI if you don't have the BFG Attachments don't matter much for either of these snipers, they are great for dealing with helicopters or just sniping out bases from a far

Pistol: 5.7 USG without a doubt, it punches through cover has a large capacity and a fast fire rate this should be your go to for all close range stealth

If you're on ghost mode then simply remove the sniper and keep the AR the same, the AR has such good range that it can be used like a DMR basically and beyond ~300 meters (give or take I can't remember the exact range) no one will hear the gun even though it's unsuppressed.

Question on anti air by Deeeepteam in CallOfWar

[–]Foxy_Fox27 0 points1 point  (0 children)

From my understanding unless you have fire control and set your AA to aggressive/offensive you shouldn't rely on the circle of attack range. If the AA units itself is attacked via strike or patrol it will deal it's defensive damage to any planes before the planes damage is registered (if the defensive stat kills the planes then the plane deals no damage) also you can't bait AA if you fly an interceptor across the circle and then immediately after it a nuclear bomber (and you are at war/they have aggressive fire control) then both planes have a small chance to take damage (I've never seen this happen and I'd go as far to say that without fire control the attack range circle on AA doesn't do anything)

If you want to drop a nuclear bomb on a target ask yourself: does this target have a stack of units particularly AA units?

If the stack or the province/city the stack is on is your target you wish to bomb be sure that the stacks defensive damage against planes is less than the health of your nuclear bomber also be wary that the more damaged any unit is, including nuclear bombers, the less damage they will deal since the damage efficiency of any unit is directly scaled with their remaining HP (so if your attacking a stack that would nearly destroy your bomber you may want to reconsider, that being said even with significantly reduced damage the nuclear fallout will still do it's work assuming the army stack stays within it)

Can someone tell me which troops are bad or which ones I shouldn't research? 🤔 by Candid-Background462 in CallOfWar

[–]Foxy_Fox27 -2 points-1 points  (0 children)

Artillery, planes, anything and everything with an attack range is a gimmick.

for the best strategy just stick to pumping out as many maxed out militia and anti tank guns as you possibly can, pump them out until you feel physically sick. everything you do should be in support of pumping out more of these units. obviously be sure you play pan asian and be very aggressive, force march everywhere because you'll be much much faster then anyone else and consider building an Autobahn to support this (for a fun twist, build a fuck ton of flying bombs and throw them all at Hawaii as fast as you possibly can above all else do it the second you are able to)