Major, again, when it comes to instructional videos for this game, very specific tactics , very strategically focused guidance, no one does a better job. You are extremely underrated when it comes to these videos. I only have about 3-4 months of playing this game, but I think it's enough for me to be convinced that multi role planes are the most difficult to play , by far. We are excellent at nothing, IMO, but can do a variety of things. I am still doing lots of time in the training room with my P47 B. Your video teaches me more than I learn on my own.
Amasing video, I want to add some things to it. On the P-47N showcase you said that being downtiered can affect how much you can cap due to the ordinance droping in power, and while this is true for some other planes, most planes inclusing the P-47N will not fell the effect of being downtiered on the ordinance, on the other side the P-47N does struggle with ordinance placement due to it not having good enought controlability compared to planes with similar ordinance. Multiroles can also assume other roles depending on how you build it, for example, the P-47B can become a quasi heavy if it takes Aerodynamic Pylons and investing into cruise speed, allowing it to cruise(>500km/h) and boost(>670km/h) at speeds comparable to a heavy fighter, and even while lacking the firepower of a heavy, you are still more than a random multirole, or you can make a quasi GAA like the P-47N build you used in the video.
pedro1 when you are on higher tiers, ground targets have more HP and therefore it is harder to capture sectors it's not "ordinance droping in power" you misunderstood me . And as for changing the role, yes of course you can only for what? P47N in the role of a heavy, it's better to play a real heavy, and the advantage of the P47N are just bombs and rockets, not only does it have no firepower, it doesn't fly high, it would be a handicapped heavy fighter
@@majorpain_26 You mixed the tier 6 P-47B which has a absolutally amasing niche as a quasi-heavy at tier 6, due to the high speed and fast reloading ordinance coupled with 8 MGs which make the P-47B a better speed heavy than the XP-50, with the tier 7 P-47N which as I said in my own comment that it is a quasi-GAA. By the way, the Tornado can destroy 3 low altitude AA emplacements, all you need to do is destroy both the gun and the soft target near the bunkers so you only need to deal with the bunkers with rockets, which saves 1 rocket per attack run on a low altitude AA, even against tier 7 AA.
@@pedro1_1 You're right I see now , and tornado as you write can destroy 3 AA but we don't always have time for that as in these battles what I showed , I tried to quickly get rid of the rockets and destroy the available air targets for which there are more capture points , depending on the situation but you're right that it can do it and it's a useful skill because for 3 AA we will get 60 points
Great video! I'm a hardcore MRF player and they are the most challenging type of aircraft to play well. By the same token they are the most rewarding when you master them. Unfortunately, the Bomber spam in period 3 matches has made them largely irrelevant but they can still do very well in period 1&2 matches.
Great video. MR's are definitely the hardest airframe. If I am first to drop from my F2G the ground targets are obiterated but I get no capture points. Only if I am first. Have you had that problem? it seems like a program bug.
@AndreErtl Capture points are received only if you destroy the target completely , so if someone else fire single rocket and finish off the target which you damage then he will get capture points
First of all thank you for these tutorials/educational videos. They are extremely helpful and I learned a lot. As a long time scale modeler I always had a sweet-spot for Fw190 so naturally I wanted to fly that plane from the beginning. I learned the hard way I was not ready for that plane (I am still not ready sadly) You talked a lot about US and British MRF but did not explain the German techtree. (maybe they are belong to the "cant take over factory" subdivision) Also the first time you were shot down in the Focke-Wulf you witched to Tornado. Are the mid tier German multiroles bad?
I changed it to tornado because I needed a plane for a dogfight with very good opponents , unfortunately, they are not too strong, you should focus on taking over the sectors in them, air combat is not their strongest point , generally only attack head-on and don't turn around, use speed and turn around for the next head-on engagement, bombs and rockets are there to help you capture sectors faster
@@majorpain_26 thank you indeed. I am a terrible player in general so I need every bit of advice an knowladge to not to be utterly useless for my team.
Two different games. In War Thunder you do not take over bases. In War Thunder, once you destroy an enemy base, then it is gone and will never come back. Also , once you destroy all bases in War Thunder , the enemy will lose, regardless of how many players left alive on either side, and regardless the score before all bases are destroyed. While it is true that the airplanes in War Thunder are NOT as limited as they are in WoWP, for example, the P 47 multi role of WoWP is a complete colossal titan in War Thunder, the game of WoWP has strict limits on the roles of each plane. You cannot play WT the same as you would play WoWP. Dogfighting is also very different since WoWP limits the parameters of the planes a lot. The basic and intermediate tactics and such may be the same, but when the parameters are vastly greater in WT, the play difference is going to be acute. For example, no boost limit in War Thunder, because War Thunder is more realistic. You can accelerate the plane as you wish or as much as air dynamics enable you In WoWP, your acceleration on all planes are timed, they call this the boost. That's one among many other differences.
@@naldebol I find the issue of a lot of players that play warthunder is more the problem of dogfights with HP bars which does come across weird if you play warthunder first. I played world of tanks and world of warplanes before warthunder, sadly on NA servers it got so little population that at one time it hit a 10 player for NA at peek hours so I just switched to warthunder at that time as it was at least a consistant playerbase. Not sure if its better now, may go back and try, was surprise dto see a video from this far back when my experiance was years ago and wanted to see whats up. Warthunder is clunky and has had issues with "Hit registration" and the poor dynamics behind the volumetric which causes some sketchy weird crap by bad luck, often times bombing runs atm are suffering from a current bug. There is also a bigger P2W factor of buying into the skills system allowing things like a Yak 7 to pull 16G turns and out pace enemies with full gun barrages as an example. Hardcore modes are sectioned mainly to sim stuff as even in Simulator the Devs dont play with anything and make it blunt and fair from a pilot only view. World of warplanes has a TTK system which people often assume is going to take a piss on the concept from Warthunder, the TTK is still relatively quick and depending on vehical can be longer or shorter, in Warthunder you can pilot snipe on the first round or spend 1/2 your ammunition on a single warbird due to hit reg conking to shit. Meaning there are some games where the time spent firing a magazine load could legit have killed 7 or 8 players just to kill 1 target when its almost the same for the WoWP. My issue was that originally the game suffered from a lack of direction other then "kill the air targets" that bombing kinda just was a minute assistance to capture. Seeing people get a score now is kinda cool, gives people a reason to do more then fighter hunt. Again, going to take a peek personally, I think both games have there purpose and should be a thing!
Major, again, when it comes to instructional videos for this game, very specific tactics , very strategically focused guidance, no one does a better job.
You are extremely underrated when it comes to these videos.
I only have about 3-4 months of playing this game, but I think it's enough for me to be convinced that multi role planes are the most difficult to play , by far.
We are excellent at nothing, IMO, but can do a variety of things.
I am still doing lots of time in the training room with my P47 B.
Your video teaches me more than I learn on my own.
The ending of the battle from 11:37 with all the explosions was awesome! :D
Amasing video, I want to add some things to it.
On the P-47N showcase you said that being downtiered can affect how much you can cap due to the ordinance droping in power, and while this is true for some other planes, most planes inclusing the P-47N will not fell the effect of being downtiered on the ordinance, on the other side the P-47N does struggle with ordinance placement due to it not having good enought controlability compared to planes with similar ordinance.
Multiroles can also assume other roles depending on how you build it, for example, the P-47B can become a quasi heavy if it takes Aerodynamic Pylons and investing into cruise speed, allowing it to cruise(>500km/h) and boost(>670km/h) at speeds comparable to a heavy fighter, and even while lacking the firepower of a heavy, you are still more than a random multirole, or you can make a quasi GAA like the P-47N build you used in the video.
pedro1 when you are on higher tiers, ground targets have more HP and therefore it is harder to capture sectors
it's not "ordinance droping in power" you misunderstood me .
And as for changing the role, yes of course you can only for what?
P47N in the role of a heavy, it's better to play a real heavy, and the advantage of the P47N are just bombs and rockets, not only does it have no firepower, it doesn't fly high, it would be a handicapped heavy fighter
@@majorpain_26 You mixed the tier 6 P-47B which has a absolutally amasing niche as a quasi-heavy at tier 6, due to the high speed and fast reloading ordinance coupled with 8 MGs which make the P-47B a better speed heavy than the XP-50, with the tier 7 P-47N which as I said in my own comment that it is a quasi-GAA.
By the way, the Tornado can destroy 3 low altitude AA emplacements, all you need to do is destroy both the gun and the soft target near the bunkers so you only need to deal with the bunkers with rockets, which saves 1 rocket per attack run on a low altitude AA, even against tier 7 AA.
@@pedro1_1
You're right I see now , and tornado as you write can destroy 3 AA but we don't always have time for that as in these battles what I showed , I tried to quickly get rid of the rockets and destroy the available air targets for which there are more capture points , depending on the situation but you're right that it can do it and it's a useful skill because for 3 AA we will get 60 points
Great video!
I'm a hardcore MRF player and they are the most challenging type of aircraft to play well.
By the same token they are the most rewarding when you master them.
Unfortunately, the Bomber spam in period 3 matches has made them largely irrelevant but they can still do very well in period 1&2 matches.
Great video. MR's are definitely the hardest airframe.
If I am first to drop from my F2G the ground targets are obiterated but I get no capture points. Only if I am first. Have you had that problem? it seems like a program bug.
@AndreErtl
Capture points are received only if you destroy the target completely , so if someone else fire single rocket and finish off the target which you damage then he will get capture points
First of all thank you for these tutorials/educational videos. They are extremely helpful and I learned a lot. As a long time scale modeler I always had a sweet-spot for Fw190 so naturally I wanted to fly that plane from the beginning. I learned the hard way I was not ready for that plane (I am still not ready sadly) You talked a lot about US and British MRF but did not explain the German techtree. (maybe they are belong to the "cant take over factory" subdivision) Also the first time you were shot down in the Focke-Wulf you witched to Tornado. Are the mid tier German multiroles bad?
I changed it to tornado because I needed a plane for a dogfight with very good opponents , unfortunately, they are not too strong, you should focus on taking over the sectors in them, air combat is not their strongest point ,
generally only attack head-on and don't turn around, use speed and turn around for the next head-on engagement, bombs and rockets are there to help you capture sectors faster
@@majorpain_26 thank you indeed. I am a terrible player in general so I need every bit of advice an knowladge to not to be utterly useless for my team.
Amazing I didn't know that this crappy multiroles can do that much
Correct. However each time I check as I destroy and still no points. It happens only if you go in fast and are the first. It happened again yesterday.
@AndreErtl send me reply on discord
Why not just play War Thunder
Because War Thunder is ridiculous
Two different games. In War Thunder you do not take over bases. In War Thunder, once you destroy an enemy base, then it is gone and will never come back.
Also , once you destroy all bases in War Thunder , the enemy will lose, regardless of how many players left alive on either side, and regardless the score before all bases are destroyed.
While it is true that the airplanes in War Thunder are NOT as limited as they are in WoWP, for example, the P 47 multi role of WoWP is a complete colossal titan in War Thunder, the game of WoWP has strict limits on the roles of each plane.
You cannot play WT the same as you would play WoWP.
Dogfighting is also very different since WoWP limits the parameters of the planes a lot.
The basic and intermediate tactics and such may be the same, but when the parameters are vastly greater in WT, the play difference is going to be acute.
For example, no boost limit in War Thunder, because War Thunder is more realistic. You can accelerate the plane as you wish or as much as air dynamics enable you
In WoWP, your acceleration on all planes are timed, they call this the boost. That's one among many other differences.
@@naldebol I find the issue of a lot of players that play warthunder is more the problem of dogfights with HP bars which does come across weird if you play warthunder first. I played world of tanks and world of warplanes before warthunder, sadly on NA servers it got so little population that at one time it hit a 10 player for NA at peek hours so I just switched to warthunder at that time as it was at least a consistant playerbase. Not sure if its better now, may go back and try, was surprise dto see a video from this far back when my experiance was years ago and wanted to see whats up.
Warthunder is clunky and has had issues with "Hit registration" and the poor dynamics behind the volumetric which causes some sketchy weird crap by bad luck, often times bombing runs atm are suffering from a current bug. There is also a bigger P2W factor of buying into the skills system allowing things like a Yak 7 to pull 16G turns and out pace enemies with full gun barrages as an example. Hardcore modes are sectioned mainly to sim stuff as even in Simulator the Devs dont play with anything and make it blunt and fair from a pilot only view.
World of warplanes has a TTK system which people often assume is going to take a piss on the concept from Warthunder, the TTK is still relatively quick and depending on vehical can be longer or shorter, in Warthunder you can pilot snipe on the first round or spend 1/2 your ammunition on a single warbird due to hit reg conking to shit. Meaning there are some games where the time spent firing a magazine load could legit have killed 7 or 8 players just to kill 1 target when its almost the same for the WoWP. My issue was that originally the game suffered from a lack of direction other then "kill the air targets" that bombing kinda just was a minute assistance to capture. Seeing people get a score now is kinda cool, gives people a reason to do more then fighter hunt.
Again, going to take a peek personally, I think both games have there purpose and should be a thing!