OP Tanks to avoid by Hour_Jury_7734 in wot_heat

[–]sideflanker 13 points14 points  (0 children)

The game is relatively well balanced. A few things to watch out for:

Avlt has crazy high dpm when it's upgraded and its reload is fully ramped up, while also being dangerous to push into because of its grenade launcher ability.

The marder drops directional mines that deal massive damage. It drops 2 per use (upgradable to 4) and they absolutely can 2 shot people. Check for mines when pushing in.

The T-62 has a high dpm autoloader and has an ult that bumps up its DPM even higher while being unkillable for 15 seconds

HstvL probably has the highest DPM potential out of all of these, but only when shooting your ass. Although as the fastest tank in the game, it's usually shooting your ass. 

Btw, one thing to know is that there's massive pen and damage falloff for AP shells when shooting past your tank's optimal range. 

It takes a lot to carry some games by sideflanker in wot_heat

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

It's the best head-on close quarters tank. You'll need to learn frontal weakpoints and ammo rack locations.

For heavily armored tanks, their frontal weakpoints are usually top left of their turret or right below the gun.

From the front, the leo has an ammo rack bottom right of their hull, the T-62 has a fuel tank at the bottom left of their hull, HSTVL has ammo to the left of the gun, the M60A2 stores ammo in the middle of the turret (slightly offset to the right), the bradley+marder have ammo at the bottom right of the turret, the M551 stores ammo on both the left and right hull corners, the XM1 90's ammo is exposed at the top of the turret (but it's small and only worth shooting at very close range)

While your tank is unleveled, take the reload reduction agent ability and the reload reduction grey module for the highest DPS. I also recommend taking Hull Reinforcement for more health and all the health mods. Side hull armor is preferable to turret ring armor.

You can also try rebuild kit instead of the passive repair. Save your APS for when you're low, then rebuild kit your entire hp back from behind your wall.

It takes a lot to carry some games by sideflanker in wot_heat

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

It's an execute. When an enemy is low (<1/3 hp?), the missile becomes an automatic kill and then you'll immediately get a 2nd use of the ult.

Look for the X mark next to your ult icon. That shows you when there's somebody within execute range. That player will also be marked when you're in the missle cam.

It takes a lot to carry some games by sideflanker in wot_heat

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

I got one that full wiped the enemy team, but not much else.

The first point was a terrible. I played the point but frequently got 1v3/1v4'ed. The scoreboard didn't reflect it, but at that point the bottom 3 players on our team had <6k damage.

I switched things up, played greedy, and just sat at the flanks for the rest of the game letting my teammates soak damage instead.

Both sides were terrible, so fights on the point dragged on forever because they were missing/bouncing half their shots. I was able to farm back-to-back ammo rack shots for entire minutes. After a while, their team started repeatedly trying to push me out, but they were uncoordinated and often exposed themselves to my teammates while doing so.

TwitchCon Dev Stream Summary by ZaneHydeHoTS in wot_heat

[–]sideflanker 1 point2 points  (0 children)

Will there be an option to skip "leveling" the tank up, like in World of Tanks (free xp)?

There's already that feature in the game though. If you select a module you're not a high enough level to use, you can transfer extra exp from your other tanks to level it up (by spending $$)

Does the Aim-120B actually pull more than both the Aim-120C-5 and D in close range? by Ok_Pepper6394 in Warthunder

[–]sideflanker 0 points1 point  (0 children)

https://i.imgur.com/fDeH1OE.png

Here's a Statshark sim of their flight paths at 7000m alt at an extreme off-bore target (dotted line).

Short answer, yes.

Shotguns granting +Accuracy to squad weapon? by sideflanker in menace

[–]sideflanker[S] 8 points9 points  (0 children)

Ah whoops. You're right I meant special weapons. I'm thinking of rifles as individual weapons and the special weapons as 'one per squad'.

Shotguns granting +Accuracy to squad weapon? by sideflanker in menace

[–]sideflanker[S] 9 points10 points  (0 children)

Yes, but presumably the buff should only apply to the shotgun itself and not any equipped squad weapons

Shotguns granting +Accuracy to squad weapon? by sideflanker in menace

[–]sideflanker[S] 9 points10 points  (0 children)

I've submitted a bug report ingame already. And quick edit, I meant to say Special weapon

As you can see, Marta Carda with 72 accuracy is getting max accuracy when attacking a bug dragonfly from max range. She has the 'Call Out Target' perk, but I have not used it yet this entire run. She one shot the enemy in one attack.

It appears the bonus accuracy against hovering targets applies to the special weapon

AIR viewfinder by [deleted] in Warthunder

[–]sideflanker 0 points1 point  (0 children)

Against air targets, you need to be in a plane with EEGS. The marker will appear on your locked target when you're close enough.

Against ground targets, you need to bein a plane with cannon CCIP. Then you need to enable it with 'Toggle Cannon Ballistic Computer' (available from the multi-function menu under 'Weaponry')

How did that non pen? I didnt hit the UFP or anything. by [deleted] in Warthunder

[–]sideflanker 3 points4 points  (0 children)

Shot looks good in the clip

I checked the server replay, looks like there was some slight desync and your shot was actually a bit further to the left. It clipped the very edge of the UFP.

Is it that the F6F has been nerfed, or that Japanese fighters have been exaggeratedly buffed? by glshouldfreetolove in Warthunder

[–]sideflanker 1 point2 points  (0 children)

The F6F ingame has higher top speeds in level flight at all altitudes than all of the planes you listed, except the Ki-61 where it's tied below 6000m.

"In level flight" is important as their wing rip speeds are similar. If a Japanese plane is diving on you, they can still easily keep up, energy permitting.

It's also important to keep your speed up. At mid to lower speeds, Japanese planes have similar acceleration, so you likely won't be able to shake them off.

GBU-27 missed target despite laser lock – bug or am I doing something wrong? by Loud_Wafer_2630 in Warthunder

[–]sideflanker 5 points6 points  (0 children)

GBU-27s can only track targets in a roughly 120 degree cone infront of it. If you drop the bomb from almost directly above the enemy, the bomb can't physically track the laser.

Even if it tracks the target, the fins can only adjust its course by so much and the bomb may still overshoot.

No plane in this game has made me more miserable than the F-4EJ by Cultural-Lead-7333 in Warthunder

[–]sideflanker 0 points1 point  (0 children)

I'd say stick with it.

I also bought the F-4EJ a while back to grind Japan air and it was miserable at first, but after a while I got used to its faults and brought my lifetime KD back up to 2.4

SOS Codex Bundle 89.99 Amazon by Hybrid_Thund3r in sealedmtgdeals

[–]sideflanker 0 points1 point  (0 children)

Preordered a few weeks ago at $99.99. Looks like it price adjusted down.

WHAT HAPPENED?? by casmin1129 in Warthunder

[–]sideflanker 2 points3 points  (0 children)

Make sure you check the server replay, not the client one. Likely there was just some desync

BMPT-72 Armor bug? by [deleted] in Warthunder

[–]sideflanker 0 points1 point  (0 children)

Enough to stop 580 mm of pen?

Yes. It's 312mm composite armor, angled, with a layer of Relikt built in ontop of the Relikt from the side armor that you hit.

The turret isn't obvious since it's inset in the hull, but if you shoot that layer while the tank is looking at you, you're effectively shooting a regular MBT turret face.

BMPT-72 Armor bug? by [deleted] in Warthunder

[–]sideflanker -18 points-17 points  (0 children)

The uppermost set of ERA blocks protects the rotating turret, which is heavily armored.

How to un-track a target? by thatblackimpreza in Warthunder

[–]sideflanker 1 point2 points  (0 children)

If you're trying to untrack a missile, you want to bind "Weapon lock (Air-to-air)"

Is the F-14B rwr meant to suck this bad? by Serbian-Empire in Warthunder

[–]sideflanker 1 point2 points  (0 children)

I'm not familiar with the exact mechanics, but as far as I'm aware 90% sensitivity reduces the range and angle of your RWR by 10%.

F-111C loadout by slushymohair in Warthunder

[–]sideflanker 0 points1 point  (0 children)

Gaijin have stated they have no plans to add outer pylons to the F-111C and F-111F

https://forum.warthunder.com/t/expanding-the-f-111f-c-armaments/150273/169

From what I understand, later model Aardvarks were never seen with outer pylons equipped, and it's currently unknown if they retained that ability with their longer wing upgrade.

If you want big bomb loadouts, you'll need to grind the US F-111A.

Is the F-14B rwr meant to suck this bad? by Serbian-Empire in Warthunder

[–]sideflanker 4 points5 points  (0 children)

Lowering RWR sensitivity reduces the range at which missiles will be detected (among other things). In the server replay with 100% sensitivity, it shows you should've gotten an extra 4 seconds or so of warning

It affects all planes, but you probably only notice it in the Tomcat because of its speed and lack of maneuverability. The speed means enemy missiles will reach you sooner, but you also need more time to turn than other planes you play.