The one thing newer players should be aware of is that the guns have low velocity. It took me a while to get used to them. Once you get the used to them they are awesome.
Recently acquired this plane. The guns like to troll me so it must be the plane. But the tail guns are awesome. Had a Vampire on me and slowly took out everything thing before he got the point. Then like you did I turned and used the big guns. We did this 3 more times.
NexGen vxv verify that your computer recognizes the third stick of RAM. Additionally hop into GeForce and verify you have the latest drivers. I just upgraded to an Ryzen 7 3700x processor and 32 GB RAM so that why my frames have gotten better.
interesting. why does a turret rated at 128 damage per second wind up shooting at the same P-51 H for 9 seconds to do only 100 damage? (the two crits were nice but still...) I cant time it to the fraction of a second but the math points at 11.111(repeating) damage per second. Where is this a 90~ish% damage reduction coming from? a seasonal paint job gets you only 5% That weirdness aside the turret is pretty awesome for when you fly straight into a multi plane furball over an airfield and take pot shots at whatever unfortunate plane flies in front of you. Land two or three solid cannon hits on a Light/MR Fighter and let the turret finish off that last sliver of health as you fly away. I have that same turn build on my XP-58 and I still wouldnt recommend turning against any thing with less engines than you. Unless you Really know what you are doing. Especially in my aforementioned scenario. The trick (obviously) is landing those cannon shells. which is a Real pain in the ass if you arent used to them. This is the standard issue problem that players face in tier 7- 8 when 30mm autocannons start making their appearance in game. SHots with high angles of deflection are the bane of the weapon system. and it gets worse if there are other lower caliber guns shooting at the same time with the cloud of HMG tracers its easy to lose track of the big cannon shell in spite of the color difference. Used with 20 mm cannons the ballistics are MUCH different but use the same color tracer. . on the plus side the XP-58 uses literally the same cannon from the specialist tier 5-6 Lightning. Only 4 of them. With no 50 caliber tracers to get in the way of where you are aiming your shells. So; once you get "dialed in" on the p-58, you can get into either specialist P-38 and do very well because the planes all shoot and fly the same. It is the ideal definition of a "player trainer" vehicle. THe Very real downside with the XP-58 is also those cannons. I have been right behind a bomber flight with a wounded pilot and hit two different planes with the same blast of 4 shells. The dispersion can be THAT bad. ANd for extra trollishness the rate of fire betweeen shots is slow enough that a light fighter can fly right through the crosshair and pass untouched between the individual salvoes of four 37 mm shells. HOWEVER! ALL of this can be tamed. one way or another. A Gunsight is mandatory even if it is an ultimate gunsight on a non-specialist plane you still get all of the dispersion reduction. If it is a specialist plane and the guns still seem trolly ;then you will probably want to roll for the accuracy buffs against moving targets and improved auto hit. If this is still being a problem throw in a Pilot with marksman 2 for 10% more overall dispersion reduction and an extra helping of improved auto hit. If the guns are still an issue try long gun barrels. not only is the extra range Really useful but it doesnt nerf accuracy at all. And you can even roll for bonuses that improve that accuracy. Once you get a handle on landing your groupings where you want them to go then you can re-roll the bonuses and max out your crit chance. which would just about guarantee a crit in every shot you take. Nothing is free though. Long Gun barrels do a number on your burst length. you wind up with overheating anywhere between 1 and 3 shots sooner than your bog standard XP-58 which triggers the overheat penalty to accuracy after 12 shots and then the guns run dry after 14 shots. But than when the shots go where you aim them ... you dont need 14. or 12 or even 9 you can wreck a lone heavy/bomber/gaa hit point pool in 3-5 shots. Light fighters and multiroles can only take 2-3 hits. and even if you get trolled by low damage rolls the turret can farm an easy kill. THe only down side is Bomber flights. you can not solo a whole flight in one pass. Even with proper weapon cool down management. the process takes long enough to allow the 5 angry turrets tucked away within that literal wall of hitpoints to pile on the damage over time. There is a way to over come this problem. You can go with the "Throw enough stuff at a wall and eventually some of it will stick" approach. If you want to cover the wall in hurry, then a Gas Operated Action is right up your alley. It kicks in every time you click the mouse. Even if it isnt super ultimate you are always getting something when you can fling more poo per second than the standard xp 58 next to you. Which is not only nice for quickly managing a bomber flight, its also useful with high speed gun pases aimed at GAA. with that said you should improve them whenever you can. Because bonus weapon cooldown is useful. Speaking of bonus action; increased fire chance is a fun way to not be worried about that plane you left alive with a sliver of health. All in all not my cup of tea. The bog standard 120 rounds per minute is quite pleasing to my ears and i don't wanna fuss with it. I blame all that industrial techno i listened to in the 90's. Reinforced Bolt Carriers are a different sort of beast. The GOA will fling the poo you have harder/better/FASTER/stronger. The RBC keeps the party going and gives you more poo to fling. How much more? It is not a LOT of extra shots but then each shell is an individual can of whoop-ass and you shoot them a 4 pack at a time. it does mean you can kill an entire bomber flight without overheating the guns. Which should be enough BoomBoomPOW! for anyone. You get one extra shot for every 7.14% of extra burst length. Which will grant you 3(for 15+2) more shots. Eventually. After a lot of calibration. You can manage 4 more shots(16+2) if you roll the burst length bonus when the equipment goes to ultimate. (that is like an extra half of a case of whoop ass) Surprisingly the special american rbc doesnt get you any more. It just takes a bit less calibration to make happen and there is less accuracy penalty overall.
@@Veebat ooooohhhh. i guess that makes sense. I thought the bomber nerfs were more about the time it took for turrets to automatically lock onto a target. Still that is a hell of a modifier to apply especially if manual turret use is being rewarded by increased range.
Definitely thinking about picking this one up.
The one thing newer players should be aware of is that the guns have low velocity. It took me a while to get used to them. Once you get the used to them they are awesome.
Lee Selover great point. It’s a solid plane but the guns aren’t as get up and go as the vamp or P-80
Recently acquired this plane. The guns like to troll me so it must be the plane. But the tail guns are awesome. Had a Vampire on me and slowly took out everything thing before he got the point. Then like you did I turned and used the big guns. We did this 3 more times.
I find this one temperamental - either I can't get the guns to hit, or only one or two are making contact lol. its a fun one to fly though
So, I did end up picking it up... and so far so good. Only complaint is that the plane takes up your whole screen!
Great video keep it up
Just got it and
NexGen vxv verify that your computer recognizes the third stick of RAM. Additionally hop into GeForce and verify you have the latest drivers. I just upgraded to an Ryzen 7 3700x processor and 32 GB RAM so that why my frames have gotten better.
@@Veebat Thx for reply. Keep the good job. SO we, simple plebs, can learn the good stuff :D
interesting. why does a turret rated at 128 damage per second wind up shooting at the same P-51 H for 9 seconds to do only 100 damage? (the two crits were nice but still...)
I cant time it to the fraction of a second but the math points at 11.111(repeating) damage per second.
Where is this a 90~ish% damage reduction coming from? a seasonal paint job gets you only 5%
That weirdness aside the turret is pretty awesome for when you fly straight into a multi plane furball over an airfield and take pot shots at whatever unfortunate plane flies in front of you.
Land two or three solid cannon hits on a Light/MR Fighter and let the turret finish off that last sliver of health as you fly away.
I have that same turn build on my XP-58 and I still wouldnt recommend turning against any thing with less engines than you. Unless you Really know what you are doing.
Especially in my aforementioned scenario.
The trick (obviously) is landing those cannon shells. which is a Real pain in the ass if you arent used to them.
This is the standard issue problem that players face in tier 7- 8 when 30mm autocannons start making their appearance in game.
SHots with high angles of deflection are the bane of the weapon system. and it gets worse if there are other lower caliber guns shooting at the same time
with the cloud of HMG tracers its easy to lose track of the big cannon shell in spite of the color difference.
Used with 20 mm cannons the ballistics are MUCH different but use the same color tracer.
.
on the plus side the XP-58 uses literally the same cannon from the specialist tier 5-6 Lightning. Only 4 of them.
With no 50 caliber tracers to get in the way of where you are aiming your shells.
So; once you get "dialed in" on the p-58, you can get into either specialist P-38 and do very well because the planes all shoot and fly the same.
It is the ideal definition of a "player trainer" vehicle.
THe Very real downside with the XP-58 is also those cannons. I have been right behind a bomber flight with a wounded pilot and hit two different planes with the same blast of 4 shells.
The dispersion can be THAT bad. ANd for extra trollishness the rate of fire betweeen shots is slow enough that a light fighter can fly right through the crosshair and pass untouched between the individual salvoes of four 37 mm shells.
HOWEVER! ALL of this can be tamed. one way or another. A Gunsight is mandatory even if it is an ultimate gunsight on a non-specialist plane you still get all of the dispersion reduction.
If it is a specialist plane and the guns still seem trolly ;then you will probably want to roll for the accuracy buffs against moving targets and improved auto hit.
If this is still being a problem throw in a Pilot with marksman 2 for 10% more overall dispersion reduction and an extra helping of improved auto hit.
If the guns are still an issue try long gun barrels. not only is the extra range Really useful but it doesnt nerf accuracy at all. And you can even roll for bonuses that improve that accuracy.
Once you get a handle on landing your groupings where you want them to go then you can re-roll the bonuses and max out your crit chance. which would just about guarantee a crit in every shot you take.
Nothing is free though.
Long Gun barrels do a number on your burst length. you wind up with overheating anywhere between 1 and 3 shots sooner than your bog standard XP-58
which triggers the overheat penalty to accuracy after 12 shots and then the guns run dry after 14 shots.
But than when the shots go where you aim them ... you dont need 14. or 12 or even 9
you can wreck a lone heavy/bomber/gaa hit point pool in 3-5 shots. Light fighters and multiroles can only take 2-3 hits. and even if you get trolled by low damage rolls the turret can farm an easy kill.
THe only down side is Bomber flights. you can not solo a whole flight in one pass. Even with proper weapon cool down management.
the process takes long enough to allow the 5 angry turrets tucked away within that literal wall of hitpoints to pile on the damage over time.
There is a way to over come this problem.
You can go with the "Throw enough stuff at a wall and eventually some of it will stick" approach.
If you want to cover the wall in hurry, then a Gas Operated Action is right up your alley.
It kicks in every time you click the mouse. Even if it isnt super ultimate you are always getting something when you can fling more poo per second than the standard xp 58 next to you.
Which is not only nice for quickly managing a bomber flight, its also useful with high speed gun pases aimed at GAA.
with that said you should improve them whenever you can. Because bonus weapon cooldown is useful.
Speaking of bonus action; increased fire chance is a fun way to not be worried about that plane you left alive with a sliver of health.
All in all not my cup of tea.
The bog standard 120 rounds per minute is quite pleasing to my ears and i don't wanna fuss with it. I blame all that industrial techno i listened to in the 90's.
Reinforced Bolt Carriers are a different sort of beast.
The GOA will fling the poo you have harder/better/FASTER/stronger. The RBC keeps the party going and gives you more poo to fling.
How much more?
It is not a LOT of extra shots but then each shell is an individual can of whoop-ass and you shoot them a 4 pack at a time.
it does mean you can kill an entire bomber flight without overheating the guns. Which should be enough BoomBoomPOW! for anyone.
You get one extra shot for every 7.14% of extra burst length. Which will grant you 3(for 15+2) more shots. Eventually. After a lot of calibration.
You can manage 4 more shots(16+2) if you roll the burst length bonus when the equipment goes to ultimate. (that is like an extra half of a case of whoop ass)
Surprisingly the special american rbc doesnt get you any more. It just takes a bit less calibration to make happen and there is less accuracy penalty overall.
StumpyDaPaladin from what I understand range is a factor, it came with the bomber nerfs after B-32s became unstoppable for a little bit.
@@Veebat ooooohhhh. i guess that makes sense. I thought the bomber nerfs were more about the time it took for turrets to automatically lock onto a target.
Still that is a hell of a modifier to apply especially if manual turret use is being rewarded by increased range.