Einsteigertipps, die euch den Start ins Spiel erleichtern. Mit diesen Ratschlägen seid ihr für die Eigenheiten von War Thunder gut gewappnet. War Thunder Kurztipps und Einstiegshilfen: Einsteiger-Tipps: Jagdflugzeuge, Zerstören von Schiffen mit Bomben, War Thunder effizient spielen, Als Jäger. Tipps zum erfolgreichen Führen eines deutschen Panzers: Wanne immer anwinkeln! (siehe Tipp "Maximiere deine Panzerung"); Überlegenheit.
Ist War Thunder etwas für dich? Das bietet das MMO mit Panzern & Fliegern (Free2Play)War Thunder: Flugzeug-MMO in der Zeit des Zweiten Weltkriegs. Beinhaltet Flugzeuge aus Deutschland, der UdSSR, England, Japan und den USA. Kämpfe. Es ist gar nicht so leicht in War Thunder erfolgreicher Panzer-Fahrer zu werden. Wir haben die besten Tipps für das Spiel zusammengestellt. TIPPS und TRICKS Hier schon mal ein paar Tipps und Tricks in einer Linksammlung zusammengefasst: siestasunsalon.com/1/.
War Thunder Tipps Video2020 Top 10 Easy Tips and Tricks for War Thunder Tanks (Groundforces)
Ruskies engines don't perform well above 5km. Stay high. Will try. Gramstaal View Profile View Posts. While that is true, a lot of times they'll outclimb you and strike out of nowhere.
You'll have to rely on luck a lot. Yea that's why I always climb away from the battle first and then towards it, used to it that the americans usually can not outclimb anything.
Coelian View Profile View Posts. Originally posted by Marcelofdeath :. Karuga View Profile View Posts. But yes, get to about 4k meters and higher and the vast majority of Russian planes lose a lot of their performance.
I find that even in the upper BR's like with the La-7, a team of US planes that actually climbs to their altitudes becomes very hard to take out.
Russians no longer have WEP at that alt and suicide climbing to reach a higher plane will become suicide. Of course in many games, US planes don't climb to where they outperform the Russian planes and really, team work can work wonders.
Often when I actually reach an altitude of like let's say k my entire team tends to be dead. Originally posted by SKuDD3r :. All this based on the hypothesis that teams are drawn randomly!
It proves that there is another common factor the true one! It was such an incredibly catastrophic streak For sure, French low-tier tanks are ridiculous weak tin-cans but in those battles I saw a lot of these weak tanks even in red teams.
But there is no reason why my teams, if randomly drawn, should have lost Are you still surprised by that? In other words, is it possible to discover how WT inner mechanisms work just observing data Gaijin allows us to know?
For example, is it possible to determine if MM do a fair job or not, collecting statistical data of the composition of teams in battles? Gaijin is not only tight-lipped about many features in game but gives just a part of data and sometimes it impedes even to easily get those that are shown.
For example, on the final battle rank is no more possible to know vehicles used by players and they BR a feature that existed but incomprehensibly, or maybe understandably!
You can know them just during the battle, not after that, so complicating any statistical research. We can just try to do our best. So, the usual counter-argument to complaints, i.
It could exists even for other happenings and even in AF , for example for shot accuracy, bomb damage or vehicle chance to catch fire.
In practice, if RNG exists it could be used for anything in WT mechanic , especially for shot effectiveness but not only. In fact, it could be easily tweaked and used to advantage or disadvantage players too , if Gaijin would do that.
They ask interlocutors to give evidence of their statements, but are prepared to use a rebuttal argument without having any proof of that.
Just to say how much intellectual honesty have them usually. This is exactly what I did. A beginner in WT is gratified by a grace period , i.
Do you think I'm saying too much uncertain statements? You are right. So, nobody knows exactly how it works, how long it lasts and why it ends.
Roughly speaking, it seems that the beginners' grace period lasts at most a couple dozens of battle maybe just one dozen and ends after that number or after the player has unlocked a BR 1.
But, remember: nobody really knows it, these are just guesses albeit plausible done by players on WT Forum! However, as a true beginner you'll enjoy of a short, happy period, when fighting will be easier and you shouldn't constantly be cannon fodder.
Although it's not clear how Gaijin set-up things to allow that: careful choice of your opponents quite unskilled, other beginners, no "aces"?
Temporary modifications in improved strength of your crews? Changes in Random Number Generator? Nobody knows for certain. It seems that something similar do exists in World of Warplanes and World of Tanks.
And it's for sure a good idea, to permit players a "soft" induction to game, while the newbie has to learn to play.
So, a warning : after a very limited number of relatively easy battles a beginner suddenly has to face much more tough fights. While this kind of "grace period" is quite known amongst players, in my opinion there is another one the same undeclared too.
When I resumed I expected to do very poorly, being out of form. On the contrary, I started having right away a performance markedly better than when I previously left the game!
And this lasted at least a couple of weeks, probably battles, before settling more or less on my previous standard. The same, even less marked, happened when I returned to Ground Forces after just a few weeks stop.
When I went back I immediately did very well for the first four or five battles, much better than my previous average and with surprising streaks of "One Shots".
Soon after, my performance returned to the previous mediocrity, with the same typical pathetic idiocy of WT GF decisive crews vitality etc.
So it really seems to me that it should exists an " assisted path for returning player ", to please them and encourage them to restart gaming.
The most interesting implication of " grace periods " even more for the " assisted path for returning player " is that they, if really exist and I have very few doubts they do , demonstrate that players' battle results, at least on average, can be effectively controlled and induced by Gaijin.
Obvious, this has HUGE implications on how we should look at this game. So is important to lose as few expensive planes as you can. But in practice there are no problems until you start using Tier IV i.
Rank IV planes, some of them being really expensive. At least until Tier III any average pilot, having just satisfactory performances, should't worry really much of the expenses given by plane repairs.
An often given advice is to deactivate automatic plane repairs, because an unused plane is repaired by the system itself, usually within some hours or some days depending on plane type and Tier, without spending any SL.
You could do that and change planes, waiting for the "free" repair before coming back to the damaged plane. I don't support that advice , at least below Tier IV : it forces you to a clumsy behaviour , plane change for "economic" reasons, without any pressing economic reason!
In fact, any average and even beginner pilot shouldn't have any SL shortage playing until Tier III at least , so no reason to use a feature that dictates a plane change even for just some dozens of minutes.
If you are in a serious shortage of SL playing in the first three Tiers, you are doing something really wrong.
When you go up in Tiers, planes become much more expensive sometimes in a crazy way so playing at Tier IV and above any trick good for saving SL is welcomed, including to deactivate automatic plane repair.
Of course you can start doing that from the beginning, even in Tier I, but there is no compelling reason. Beyond Tier III, on the contrary, it can be useful.
If you are forced to change planes because of repair, I suggest you to put it to use changing nation for a while too, since playing all nations is useful both for your skill, your crews and, I suppose, also for your fun.
If you want to have high scores in AB, you have to be ready to be killed several times in a battle, notwithstanding the opposite opinions you can find on the Forum.
On the contrary, being too much scared by "death" and trying not to "die" as an imperative goal is counter-productive. In AB it's better more score, more RP, more lions, better battle ranking to kill three times losing four planes than killing one without losing any plane.
This is true until Tier III and start changing just at Tier IV and above, where repair costs became often astronomical and not rationally justifiable.
Often, reading those tips, it seems that learning tactics and ACMs Aerial Combat Manoeuvres is the first thing a beginner should do.
Some tactics, such as Boom-and-Zoom, are hard for a beginner and not much rewarding in Arcade Battle, as one can easily check viewing the most successful players in battle replays.
A beginner should not think he has to immediately learn specific tactics apart following this factual consideration: at least in the first three tiers, the most successful AB players speaking about those using fighters usually traverse the map at medium-low altitude, crossing the furball in search of unaware enemies, shot down them and change area, keeping high plane energy and speed and always trying not to attract too much attention on themselves.
Anyone can check that viewing battle replays. In AB you even see people do the 'wrong' thing with planes and still do well.
As long as your skills are good, and you understand the limitations of your planes and their adversaries you will be fine. For example you can do a turn or two in something like a P47 and as long as you managed your energy before that point you can probably still escape at worst.
Both of these things do not utilise the planes maximum potential but they can work. Altitude is important but it's not the Holy Grail in Arcade Battles, especially in the first three Tiers, neither is BnZ Boom and Zoom , just always try to preserve speed and energy.
How to reach high speed? It should be used often in AB. Second, diving and so exchanging altitude for speed.
If you have to dive, of course you need some altitude but in AB climbing really high is neither necessary nor convenient. Just climb enough to have a good view of battle zone and gain some energy to trade for speed when needed.
How to preserve high speed? Avoiding abrupt manoeuvers, such as too tight turns, or silly moves such as dangerously climbing in a zone in presence of enemies or using too few engine power or … forgetting flaps extended!
As expected, nobody clearly and thoroughly told him the truth, i. Just someone gave him some good albeit very partial advice, the others scholarly talked at length about dive angles, altitude, kind of ammo and better planes for BnZ.
All things useful, if any, for a more experienced player but almost useless or, worse, damaging for a beginner. So I gave up, even to avoid worsening things, since it was clear to me that the newbie had grown quite strong, although wrong!
Time and experience will teach him a lot, if he has enough perspicuity. If not, any good advice would have been wasted anyway.
On WT Forum and on YouTube you can find a lot of advices and videos about combat manoeuvers and tactics.
A beginner should check them but has to understand that the most of these players are long-time experts that perfectly ride their fully spaded planes and put on video just their successful manoeuvers, not the wrongly executed ones!
My personal opinion is that the usefulness of those video tutorials is quite overrated , even the best ones, especially for a beginner although they are usually addressed precisely to newbies!
And you should follow tutorials explaining really useful things , generally more useful than ACMs, such as deflection shooting and guns convergence.
So, a beginner having blind and unconditional faith in those videos could easily choose bad tactics and useless , if not bad and dangerous , manoeuvres.
Luckily, some times after that things slightly changed in better. Basically, in WT you can fly off-line in these ways:.
Good just to get practice with a new plane flying, taking off, landing, shooting tests etc. More interesting is using the Mission Editor in Test Flights to set up a battle against enemy bot planes i.
Unfortunately:1 WT AI is very poor, so not much challenging 2 Flying Model of planes seems to be somewhat different from FM you have online, so further lessening the usefulness of these battles.
You used to be able to set up a battle just against slow, dumb and harmless bot planes, usually biplanes, chosen by the game itself. They were fully useless for self-training, being both the planes and the AI enemies too much weak.
After that, Gaijin really surprised and pleased me and started to allow to select bots plane rank. That way you can select AI enemies flying planes there are stronger than yours, belonging to upper Tiers, and this in little part compensates the low skill of AI pilots which in addition improved a little, maybe.
No comparison with a real battle against human players but now with a little challenge at least. Since Custom Battles have been thought to be played mainly by human players, if you want to create a full-bots fight apart you set it up with a difficult password so no human on-line can join the battle.
They also rely on WT AI vehicles planes and sometime ground units , with the above mentioned shortcomings. Some of them are fun and sometimes quite difficult to successfully complete e.
Likely the only off-line missions that can be of some usefulness. I rarely found some of them being really compelling. Anyway, kudos to Gajin for having improved Custom Battles at least, notwithstanding they usually shown a clear and understandable lack of interest for off-line.
So my advice to newbies is: briefly try off-line, especially Custom Battles and Single Missions, and then go on-line as soon as possible.
Direct knowledge is always much better than believing to people saying things just because … they believed to others!
This is not strange at all, on the contrary is quite obvious , because of ground targets in Ground Strike battles and airfields in Domination battles airfield capture battles.
Gaijin likely invented the new Air Domination battle also to induce players to stay high but its mechanics and rules are so silly that almost nobody worries about staying high until the last minutes in the battle, when the survivors try to cap the air zone.
There are other reasons why so many players fly at low altitude:. On the contrary, when flying at low level is much more easy to blend into the crowd, both for the crowded area itself, for the terrain and in some maps for the mountains.
And many of the most successful fighter pilots in AB are players that attract little attention on themselves. Then Boom-and-Zoom!
The really important thing in AB is to keep your speed high enough and this can be done even without climbing obsessively.
If you fly a bomber , tactics are obviously different and one of them is staying so high to discourage enemy fighters. Sometimes it works, other times not.
Staying really high requires very good precision in bombing, so other bomber players prefer to make dive attacks even with medium bombers e.
B , using their speed when trying to put on enemy bases or ground targets a full load of bombs before being intercepted by enemy fighters.
In AB air battles you have to fight quite aggressively which doesn't mean being thoughtless! For example it's usually better to shoot even without being in the better position than losing time trying to have the "perfect" positions.
Many good kills are made "by instinct", especially when you are into the furball. Be aggressive and don't be too much afraid to "die": take your risks when opportune.
Planes in AB are "expendable" and the best way to maximize their use is by taking risks to get an high score and many points.
On the contrary, bomber pilots can choose if to be aggressive e. FYI, the matter is much muddier in AB ground battles. With tanks is more a matter of hiding, perseverance and patience that's why tanks battles are much more boring, I suppose But you also have to take in account that in tank domination battles capturing zones before the enemy is of great importance and you have to "aggressively" throw yourself along with comrades to the conquest.
So a part of pugnacity and risk-taking is needed with tanks too. But here we are dealing just with AB Air battles so I'll stop immediately the off-topic!
Fly around and above the furball to locate easier targets and take less risks. In Ground Strike and any other kind of Air Battle the fight is almost invariably split in several groups of planes trying to shoot down each other or destroying ground targets whereas in Air Domination there is usually one big main furious battle near the ground, i.
Since in Air Domination there are no ground targets, anyone go against other planes and since AD rules are so stupid almost anyone waits for the last five minutes for trying to cap the air zone since bombers are irrelevant, AD are at present the only battles that can last even twenty minutes!
One could avoid that furball but, as usual, this would mean to have much less chances to kill enemies so the most players go there.
But this makes the fight depending primarily on luck, because when you are in a small area filled by a dozen enemies you can do almost nothing to defend yourself apart keeping your fingers crossed.
Contrary to the statement of some, Air Domination is the less skill-rewarding kind of battle because being killed or not is much more a matter of luck than of skill.
I consider AD one of the few features in Air Forces almost as stupid as the endless series of idiocies you can easily find in Ground Forces. In all the other type of AF battles, small furballs arise and finish continuously and action is much more varied, interesting, less boring and based on skill much more than on luck.
This is an interesting question: when is the best time to enter the battle? You can wait for some time before throwing yourself into the fight.
It is better to start at once or to wait for some time? In general, and especially before 1. While you are trying to identify a target, the best amongst them could kill you at the first shot.
After some seconds you are waiting, a 30 sec countdown automatically starts but you can restart it just by changing vehicle selection, so you can really delay your entering in the battle at your will.
And while waiting the convenient amount of time, you can check the in-battle statistics table to look at enemy team composition, trying to understand if you should look after bombers or fighters.
Of course, you could enter immediately in the battle AND wait some time, moving to a quiet area near the border on the map and, better, climbing a little before going back toward the centre of the fight.
But doing that you could be eyed up by enemies since the beginning and they could just wait for your return. Second, you could be easily tempted to attack an enemy right away, trashing the tactic.
As much as important, doing that your crew will use some precious Stamina whereas if you enter in battle later you will have a really fresh crew against already tired enemy crews.
The two situations are not equivalent and I advise you to wait for some time in the pre-battle screen instead of entering at once and withdrawing for some time at the beginning.
Unfortunately, 1. After that disastrous patch, air battles are on average much shorter , being now decided by bombers, and wasting seconds in a battle that can last just 5 minutes reduces your chances to get a good score.
So my advice is the same but it could be better to reduce waiting time , e. For a true newbie the first seconds after having started the battle are often a nightmare.
I remember battle starts when I was a newbie, with me bravely heading my fighter plane against one of the nearest enemies that were advancing in front of me, just to be killed at its first burst in an head-on or destroyed by an unseen enemy while I was concentrated on the other!
In my opinion a newbie, at battle beginning, should never :. On the contrary, he should :. If there are attacking enemies, he should dive to gain speed and move toward friends to be helped.
Please take note: any plane flying well above the newbie is usually a bad target! An attack from below is possible but requires much more experience, flying skill and shooting skill than a newbie usually has.
And any enemy plane which has a couple of comrades or more near him is a dangerous target, because he has friends that could counter-attack.
The best attacks are usually done with deflection shots. If the attack succeeded , he should search another immediate target in the nearby, if there is none climb a little and then cross the map at good speed, looking for victims.
Don't fly in a straight line for more than thirty seconds into or near the furball , otherwise you likely become an easy and tempting prey for enemy.
This is a common mistake by beginners. For the same reason, d on't fly in a straight line to attack ground units without checking for possible enemies that could too much easily intercept you.
Shooting down unaware beginners pointing towards ground targets, flying quite slowly at low altitude and without checking for incoming enemies, is one of the most common and easy kill situations even for just mid-experienced adversaries.
A straight GS low-alt attack can be done but requires high speed, usually achieved by diving, and a preventive check of EAs position even then it's often a suicide attack, anyway, but can allow dropping at least one load of bombs.
Don't be "fixated" to your target i. This is another common mistake by beginners. Don't throw yourself alone into a group of enemy aircrafts composed by more than two plane , otherwise you'll likely be shot down without any chance to defend.
If you see a comrade pursued by four, five or more EAs, he is usually doomed unless two or three of your team rush to his aid: but always assess the situation to judge if he can still be saved without a too big risk for the rescuers.
Don't join a bunch of your comrades chasing closely the same single enemy aircraft , he is already doomed. If you are lucky, you could likely end with an assist, not a full kill, in many cases not even that.
Save your ammos and position to choose another target. Only exception is chasing an enemy bomber closing to your base or ground target, if you are afraid it won't be shot down before dropping bombs.
There is another strong reason to advice against joining a bunch of planes shooting at the same enemy: the risk to involuntarily kill a friend or be killed by a friend.
Such a situation is likely the more frequent in causing involuntary teamkilling. Especially at the beginning, one of the most worrying situations is to have an enemy plane behind you, chasing you at close distance.
The unavoidable question is: how can I survive in such a scaring circumstance? AB maps are small and full of players, even a gamer wisely avoiding to enter straight in the furball will ever give enemies some chances for an attack from behind.
This because in AB you have to take risks and fight close to enemies if you want to score high. Not really, some useful behaviours does exist and can be followed.
How they manage to do that? Just a matter of luck? Doing that make less likely they are noticed by many enemies as an obvious target and when that happens the frequent change in direction not only hinders the attacks but often convince the enemy to look for an easier target.
Even worse if the attackers are more than one bandit. A good player chasing an opponent at close distance can usually control the situation and take the suitable countermeasures.
There is a thing that can be tried, but is quite risky and usually works just if the bandit is a unexperienced player: suddenly throttling down and possibly extending flaps, to force an overtake and reverse the situation.
You could try that if the bandit has low calibre guns and you could survive to some very-close-range shots. The best opportunity to survive is, by far, being helped by friends.
But moving in unpredictable ways makes more difficult enemy aiming, less shots on your plane, more shot wasted and the possibility the bandit has to make a pause for reloading guns.
Combat flaps, used at not so-low speed, are usually more advisable than full flaps and even those should be used just if the players knows well how his plane reacts.
Also remember that in game many planes e. Hurricanes turn better than you could think from specs declared by Gaijin in not so reliable plane technical cards, so you could be taken by surprise.
A comrade shooting at your chasing enemy is often enough to distract him and save your ass. That way, even if you will be shot down at the end, you could even the score.
If you have an heavily damaged but still flying plane , insisting in flying it instead of jumping off and losing it will likely result in a much smaller final score than changing to a new and intact plane, since the damaged plane won't allow you to do much.
There are partial exceptions, however: in some cases planes flying with just half of a wing, often almost turned upside down! Check your damaged plane's capability before bailing out, in some cases you'll be able to hit or shot down EAs before losing it, so put it to use even in "suicide" attacks, you could shot down or crash EAs before being definitively killed.
In fact, if your plane is heavily damaged, you can also try to land on your airfield in missions that have one available to repair the plane.
But you have to understand that doing so: 1 you will be fully exposed to enemy attacks on the same airfield and 2 likely you will waste a lot of time return to airfield, repair time, take-off, regain altitude and speed while the battle goes on.
In many cases is more convenient about score results to bail out, lose the plane and respawn with a new one. Also consider that when you respawn in a fighter you are near your airfield and bases and likely near or above ground attacking enemies attackers or diving bombers and could have really good occasions to kill also thanks to a fresh crew, full of Stamina and at the top of its shooting skills, and perfectly working, full of ammo and not yet overheated guns.
As always in WT, staying for long time out of the battle or at the edge of the battle is a losing tactic and the same is for "trying not to die i. Of course, if the plane is a very expensive one in repair costs e.
War Thunder is a continuously changing game. Even too much. This can be due by unwanted changes generated by bugs or side-effects after a software modification.
A very annoying behaviour, in my opinion, but … this is War Thunder too! Gaijin is not a transparent company it has no obligation to be!
FMs, DMs, guns effectiveness, hit detection and such a things, being not immediately noticeable as much as changes in game rules or mechanics, could be easily changed by Gaijin without any warning if they would do that.
There is at least one case I remember in WT Forum where a well-informed player shut up a moderator, who swore that no change had been done about a particular issue, by publishing part of a configuration file extracted from the more recent pack!
In many cases changes in plane or tanks, in GF characteristics are agreed and welcomed by the majority of players, in other cases not.
Anyhow, remember that changes could be applied by Gaijin even without any declaration. Search and follow threads in WT Forum to understand if other players detected undeclared changes.
But usually a player can do very little and nothing in case of DM changes. If the modification applied just to one or few planes, changing general parameters such as mouse sensitivity or convergence would be harmful or impractical.
One peculiarity of Arcade Battles is that many planes fly, shoot and perform in a very different way they did in real life , in WWII.
Although on average there is a good amount of similarity, there are many exceptions too. Teamkilling , i. In many cases it's involuntary.
If you accidentally shot down a comrade, send a " sorry " on the chat. If you find you have been voluntarily killed by a teammate, use the " report " function in battle on that player, Gaijin should check the complaint and take measures against it especially if he is an inveterate teamkiller and has collected many reports from his victims.
At least in the first tiers is not much frequent, then you'll start encountering arrogant middle-level gamers that found in camping a way for easier kills.
Unluckily even a disheartening number of expert players at upper tiers use it saying it's a "licit" tactic, also making some philosophising about that as a justification and self-justification, like passing off that as an "air superiority tactic", and often resorting to a ratty L2P argument against their critics.
In fact, a lot of spawn campers seems to be veterans, also Level , payers and Premium and often belonging to a squadron, that changed fair high altitude tactics in a much less justifiable thing.
Actually, spawn campers occupy an area usually left empty by the other players more honest and more objective focused and have no need to fight for it : they just place themselves there, at the beginning of the battle , whereas their enemies sensibly go for targets air and ground, both usually at much lower altitudes in AB.
In fact, AB players are usually not much interested in fighting at high alts, for several good reasons here explained, and there is really no big battle for conquering that zone.
And there are accounts about spawn campers quickly running away when even inferior planes approached them at the same altitude, so much for the vaunted "hard earned air superiority".
Maybe even spawn campers feel there is something "wrong" in that so they have to idealize that tactics babbling about "skill", "hard-earned air superiority" etc.
Some of them even declare themselves, on the Forum, " proud to be a spawn camper "! There are a few tactics to defend from spawn campers, essentially the first thing to do is to run away immediately from these dishonest players even if this leave unprotected your team's bombers, which usual route is bottlenecked by spawn campers.
A player attacked by a spawn campers should never turn immediately towards him because the attacker has a better position and higher speed, even more if the defender lose speed by turning.
The player should immediately and resolutely dive , to gain speed and hopefully distance from the attacker. After that, players have two choices : the first is going for targets and forget campers; the second is facing the dishonesty, climb after having safely moved away and carefully and try to attack the campers.
Campers count on players making the second choice and, in fact, this is the dishonest advice they give on the Forum! Moreover, climbing to face them is usually much more time-consuming than attacking planes and ground targets below and with no added individual reward.
Usually experienced enough players head towards the battle which in AB is at medium-low altitude ignoring spawn campers , this in AB is by far the best advice.
Unfortunately, newbies and intermediate gamers often decide to challenge the spawn campers flying above them and are regularly killed : the present spawn mechanism give spawn campers a too great advantage and when considering that they are usually very experienced paying players, with high-skill crews and fully spaded planes, often fighting as a squad so reciprocally protecting, you realize why a newbie but not only is cannon fodder against them.
From time to time some disgusted, very experienced and skilled player decide to skilfully climb far away from them and teach them a lesson, sacrificing his personal profit.
For newbies and intermediate level players the best tactic is: ignore spawn campers, immediately dive, head toward the battle, which in AB is at medium-low altitude, and stay fighting there.
If they still want to kill you, they'll have to follow you and face the dreaded low-altitude "furball", if they dare. And if a spawning plane turns toward them often even without pointing the guns up against them but just approaching their zone while staying lower!
In practice, they usually make seal-clubbing of less experienced players naively climbing to face them it happened to me, too , taking no real risk.
And Gaijin is a business company that, primarily and legitimately, has to make happy paying players.
And since a lot of the them "defend" in Forum that tactic, Gaijin perfectly knows what to do to please them: nothing.
Just leaving things as they are. I followed that thread for about six month, after that I decided to stop allowing Gaijin fooling me and started to ignore it.
So, have you to be much worried about spawn campers? Not in my opinion. Follow the advice above given, i. The worst and more annoying thing about spawn campers is the mocking arrogance of the most of them , as they fully demonstrate on forums, not their impact on the game.
Get over yourself, it's a game Secondary due an Community defending it Pro etc. Squadrons as an legit philosophy in life.
He is fully right, IMHO. BTW, some cases of spawn camping can be also observed in Tank Battles. The less frequency is likely done by the greater danger in camping into an enemy ground spawning area with a much slower and clumsy vehicle such as a tank.
It's understandable that newbies are angry about that, since a beginner has so many difficulties and few occasions to make kills, but in my opinion it's not a really relevant issue, in general.
Let me explain. If two or more players start attacking, at the same time, the same enemy aircraft, they have equal "rights".
No kill stealing here, in any way. The first who kills it, deserves the victory. On the contrary, if just one single player is chasing and shooting an enemy aircraft, he should be able to shot down it quite quickly.
If he isn't able to do that within a few dozens of seconds , it's not only licit but even beneficial to the team that another player do it.
This is evident with enemy bombers : a damaged bomber should be shot down as soon as possible , before it can unload the bombs on friendly ground targets.
When there is a possible true "theft"? When a player has heavily hit the enemy, is about to give it just the finishing blow and another gamer comes out of nowhere and suddenly destroy it instead of waiting a few seconds to check if the kill is accomplished by the first player.
In one case, the first player could be credited with no score not even an assist but this means he really hadn't hit the enemy in serious way before!
Otherwise, both players could earn an assist , because both damaged the enemy the first player too.
In this last case, and only in that, the first one has the right to complain , IMHO, because just some more seconds and a few more shots after he would surely have get a kill.
How much frequent is this last case an enemy really damaged in such a serious way that is just waiting the final blow, but still flying, killed by another player fully unrelated to the fight?
I think it's not really frequent. Purposely "steal" a kill is a deceitful and annoying behaviour but it doesn't happen so much often, according to my experience.
In the most of cases, they aren't "theft" but the conclusion of the licit concurrence of two or more attacks or the second attacker taking matters into his own hands because the first player shown to be unable to shot down the enemy in a decent timespan.
Not every time, but quite often. And, anyway, before complaining always think if you had really good reasons to claim that kill just for yourself.
On the other side, if an enemy plane seems to be doomed smoking etc. One of the most recurring issue discussed in WT Forum is the cheating one.
Many players are rightfully worried about the possibility other dishonest gamers gain a fully unfair advantage by applying modifications to the game in order to make things forbidden to the others e.
Gaijin on its web site says: " Q : Is it possible to use cheats in War Thunder like speed-hack, invulnerability and other unfair advantages?
A : All movements and player interactions like collisions, damage etc. It means that even if corresponding parameters are modified on the client side, the cheater will not actually gain any advantages like invulnerability, increased damage or anything similar.
Anyone pretending to distribute software that gives such advantages is probably a fraudster looking to steal your money or compromise your personal data".
But on the first months of the same Gaijin on Forum communicated that more than five hundreds cheaters have been banned forever, having used forbidden modifications, just from January to March So it seems that at least one kind of cheating does exist , i.
Likely, the advantage could easily be very significant in RB and SB battles, where honest players are given very few information by the game.
But it could be relevant even in AB. If these features exist and they could, to allow developers a better testing environment even being just mediocre players and there is a way to upgrade normal WT accounts to developers capabilities , those players could have big advantages.
I hope Gaijin go on both fighting cheaters and strengthening the security of their servers. At the same time, cheating issue should be considered more than players, reassured by Gaijin, usually do.
In general, you have to understand that WT works in a much more "indirect" way than you could think at the beginning. And it counts A LOT for your performance.
It's not you the one that is fighting, controlling the plane and shooting: your crews are fighting, controlling and shooting!
I mean that, of course, it's you that "fly" and "shoot" but all is heavily "mediated" through your crews. And crew skill is of a really great importance for your performance.
Think at your planes as drones you control, but with some very important intrinsic skills too the crew.
Are you wondering why you shoot and shoot an shoot … and just a few bullets hit the enemy? Are you wondering why an enemy plane, on paper less nimble than yours, is able to out-turn you?
Well, if you have a low level crew and the enemy has a high level crew, that is the explanation. At the same time, your plane is not just the plane you unlocked or buy: it's an evolving simulated machine, that go on improving until fully developed i.
And plane's developing state is of a really great importance for your performance too. Crew level is a number indicating how much a crew has developed parameters Vitality, Stamina etc.
So, if that crew changes vehicle, for example passing to a Yak, its level remains the same. The number is the sum of the single parameters of the crew.
Max available level is 75 for Air Forces planes crews and for Ground Forces tanks crews: However, if the player pays to raise a crew to Expert it adds 39 points more 81 more points for Qualified crews for tanks.
So an AF player can reach 75 level if non-paying and if paying whereas a GF player can reach non-paying or paying. Please take note that Gaijin could change these values which are, as usual, an incredibly difficult data to get, I got it from WT Forum!
Difference in combat effectiveness is HUGE even from Level 10 to Level 40, you can easily imagine the advantage of a paying player having an AF Expert level crew against a level 40 crew!
Not just for what you are probably thinking. Well, he likely has some talent but you could bet that not only he is a player with a lot of experience but also that he has almost all spaded planes and maximized experienced crews.
Better guns, more performing engines, stronger planes, better crew's aim, better crew's stamina so better plane control etc.
Some get that high level planes and crews by paying money, others just by playing a lot and gaining SL, RP and XP points. Really, crew experience is almost as much important as spaded vehicles, also because an unexperienced crew will never be able to exploit a vehicle at its best.
Crew level is a number shown on hangar below any crew icon. To achieve that the player should increment parameters according to advices here given and especially incrementing Vitality parameter anytime he can a very important parameters with planes, of huge importance with tanks!
Maybe there is a previous little step at level 10, but nothing remarkable. Under 10, well … you are usually cannon fodder and unlikely being able to have good results.
So the first goal for a beginner should be to exceed level 20 as soon as possible , after that things should become better at least with spaded vehicles.
In fact, even at level 30 crews are not really efficient and is easy to have the crew killed by a few shots, if not a single shot. The improvement is your crew will less frequently destroyed by a simple low-calibre glancing shot.
Some players says that even at the maximum level the crew can be killed by shots and this is true and logically and historically right. No plane pilot can survive to a 20 mm direct hit and no tank crew can survive to a well-placed 75 mm explosive shot.
But at low level the crew is so weak that can be killed even by the weakest enemy hit and this is, on the contrary, illogical.
One has also to know that after but even immediately before Level 20 the rate of crew level increase slows down markedly , to a pathetic slow-paced degree, even if the player has fought well, getting good scores.
You could spend just one month to pass from zero level to 20 for three crews, and many months to pass from 20 to So, take advantage of the initial great speed in crews improving process and try to reach level 20 as soon as you can.
Repeat the same action just a few minutes after and the outcome is usually much more uncertain. Fatigue is mitigated by Stamina and G-Tolerance, which are parameters you can improve with XP points.
Moreover, after some minutes shooting your guns overheat and become less precise. And imagine which advantages have players that has played some years more than you and have crews at level 75 or for tanks!
If so, think again. The real fact is that Air Forces greatly advantages players with high experience crews whereas the demented Ground Forces do the same at a worse, ridiculous and fully outrageous level.
An extremely expert player with more than Being able to flip my tank around and put my front armour angled against a guy who shot at me from the rear vs turning to the side and giving their next shot a side shot means that crew matters.
You should consider that with planes, things work the same way even less idiotic than GF, thanks to the fact that AF are a much more fair game. You can also find experienced players minimizing that importance.
Likely many of them want to tell themselves that all that good performance is just for merit of their improved skill! There can be also more understandable reasons for that.
Lastly, some parameters in crews are less important than others and increasing them has a not so great impact. The overall result of this is that a player could have the wrong impression that benefits in training crews are small.
Well, even if I admit that those crew benefits are less evident than spading planes, they should nevertheless perceived by any player having just a minimum of observational skills.
Unfortunately, a lot of depressing statements written in WT Forum proof that a large part of players fully lack those skills.
An anecdote. Here is a significant anecdote. I had fought before with those planes in Germans , because they were placed there before the coming of Italians and still are there for players who unlocked it prior to Update 1.
I immediately realized that my plane control and aiming was much worse with the fully spaded Italians than with the identical planes equally fully spaded in German tree those G50 are exactly the same in both trees, same technical specs.
It was a very evident difference. Italian G50s turned much worse. German G50s were nimble, a threat for any enemy plane in turning fight, even biplanes!
On the contrary, Italian G50s were clumsy and easily out-turned. Italian G50s were much less effective in shooting , too.
I remembered that when using German G50s I was able to shot down enemies with relative ease, now with the Italians I shoot, shoot, shoot without destroying enemy planes except in some lucky cases.
With German G50s I had a satisfying amount of kills whereas with Italians I had much more assists than kills. With Italians, I had much less frequent hits, in many cases the most part of my bullets seemed to get lost in the air, even when it seemed to me my aim was accurate.
And all this with the same ammo stealth , my favourites. Moreover, pilots of Italian G50s were much more easily killed than Germans one and almost anytime they were dead at head-ons.
How could that be possible? Planes were identical! Same planes, both fully spaded so same guns, same ammo, same engine etc.
And even BR was the same about 2. Were there some non-identical factor? Yes, there were one thing and just one thing : crew experience was quite different.
With Germans the crew I used had level 20 and 30 , with Italians crews were less than level This was the only difference.
At that time, it happened to me to have a discussion on WT Forum. I wrote there what happened with G50s, after that the usual sycophant a typical deniers of crew importance sarcastically answered me after having checked my stats that just a few battles with Italian G50s had no statistical significance.
I replied that the difference was so evident, even after just a few battles, that only a player with NO observation skills just like him, likely … could have had some doubt.
Well, after some time I made a further test, playing some more battles with Italian G50 and then with the equivalent Germans. Even then, after several dozens of battle fought with the Italians and Italian crews level about , the outcome was the same: fighting with German crews, at level 20 or 30, was much more effective than with Italians.
Whereas with Italians I quite constantly had mediocre results from 6 th place to 12 th in team, usually around10 th , just a few kills and more assists than kills, with Germans my final positions were from 2 nd to 5 th!
Whereas with Italians I was very lucky to make a single kill out of two G50s, with Germans I usually had a couple of kills for any of the two planes, i.
Thinking that a well-trained crew has a great importance for performance is nothing strange or unlikely, on the contrary it's quite in agreement with Gaijin's business logic.
The need for training crews is in Gaijin's interest as much as the need for spading planes or tanks, both require time and can induce players to spend some money to speed up things.
So I think that spading is more important but training is not much less decisive. So, what you have to do? Only thing you should really ask yourself is: have I to spend real money to max out my crews and planes in a quick way or could I accept the prospect to play a lot as non-pay to slowly improve crews and planes?
Give yourself the answer you want but there is no doubt that expert crews and spaded planes matters A LOT and this is at least as much important as personal skill.
There is nothing really wrong in that, Gaijin has programmed WT just to induce players to stay in the game for long time spading planes and training crews.
But, yes, WT is a game. Beginners and even mid-experienced players have to realize that and try to reduce that gap if they hope to compete with veterans.
Otherwise, they would be usually doomed in battle. For sure is very important even at the first three Tiers , where many players with very different experience and planes evolution coexist.
This leave just crews and vehicle improvements to explain the better performances. A beginner should immediately start improving his vehicles and crews and should worry about this above any other thing such as tactics, ACM, playing in a squadron, buying Premium planes etc.
In other words, if with spaded planes I could get 4 or 5 kills and the 4 th or 5 th place in battle, with unspaded ones same crews I could have no more than a couple of kills, maybe a few assists and 9 th or 10 th place in battle rank.
And when all planes are stock, I know that I could finish even beyond position 10 in rank. If you plays with stock vehicles and untrained crews, your performance and stats will suffer.
I had to accept it since nothing can be done to change that, playing with very undeveloped planes and untrained crews put the gamer to a great disadvantage , but you have to do that if you want to spade them unless you want to pay.
Apart some improving of skill and tactics, crew and plane improvement counts A LOT. So, if you find you really got better, I suggest you to make some honest soul-searching : why you improved?
What changed? I could bet that you started to play with much better crews and always spaded planes. Yes, likely you fight in a better way now, being able to better judge situations and circumstances, flying better, shooting better, choosing the right ammo etc.
But even this personal improvements could not explain why your average position in battle raised from 11th to 5th.
After all, you are enjoying now what the game deprived you of when you were a newbie! This is more suspicious with tanks, which really need to be spaded to become strong enough and gun effective ammo being equal , although there is almost no "better structural strength" modification and no "better gun modifications", but could be the same for planes, although not publicly declared.
And the suspicion that paying has the same or a more marked effect is really strong, too. This at least could explain some incredible behaviours in tank battles, where a simple AAA with a 20 mm or even a couple of.
Well, I forget about the first two charges but the third is quite exaggerated because, after a long time during which I collected events and thoughts especially on GF , I had started talking about P2W no more than 8 months before!
Those are just guesses but for sure Gaijin don't tell players everything they done on any issue! In fact, a player who has been in the game for some time could notice some strange things.
For example, I stopped playing Air Forces for about six months and when I resumed I expected to do very poorly, being out of form.
No prediction could have been more wrong! Really, I started having right away a performance markedly better than when I previously left the game.
An average player and even more a below-average player depends on his teams to be able to win the battle. One could think that game mechanism is made to put the player into teams being on average nor weaker than the enemy team neither stronger.
For example, such a sequence could count even ten or twelve defeats in a row it happened to me! And at the end of the day the player could have lose 30 battles and won just Really far from the expected average.
Some player state that those strange streaks often happens just after the gamer has started a Golden Eagle wager, fully wrecking the bet!
But the issue is more general than eye-catching losing streaks. The embarrassing question stems from this consideration: a newbie can do practically nothing to make its team win.
He has not enough skill, no planes or tanks , no crews. He usually ends beyond 10 th place in rank, very often beyond 13 th place. The battle is usually won by those six, eight or ten players with much experience, good crews and spaded vehicles.
Newbies have just to hope to be drawn in the winning team. Just his better mouse sensitivity setup? It could be, but … or the same plane enduring a frontal wing-to-wing collision with yours: you are destroyed, the wing torn up, whereas he shows some damage but go on flying without any problem!
Then you look at his stat card and find he is a level 80 or 90! Ok maybe about the skill, but about plane strength? Even more considering that GF are evidently unfair, so why excluding the possibility it could happen, even if to a lesser extent, for AF?
Anyhow, being a newbie you are so easily killed that it seems almost incredible it could happen that way. A final consideration: until patch 1.
Then, suddenly, they removed that info , which was used by some players to easily make statistics about BR spread etc.
Why they did this? Why they deleted an already working feature? Even if there are other ways to collect some of those info while the battle is underway, doing that is much more difficult than reading a post-battle detailed log.
Now you have some food for thought to meditate on …. Patch 1. Good BR balancing, good plane control, good score calculation etc.
And GF, already a stupidly designed game even before, further suffered after that patch. If we examine the situation after 1. If one consider things such as " bombers' buff" in AF bombers are greatly advantaged after 1.
This means facilitating GF players being not really able in killing, better just to assist. Players not much able to hide but with so strong crews they can sustain several hits, heal the crews in a short time, turn the turret and kill the unlucky beginner that managed to hit him with a good, well-placed but almost useless shot.
Another weird mechanism in GF, whose detrimental effects is evident in battle ranks nowadays, is to being awarded with not negligible score points for having being hit!
This favour expert but poor players using heavy tanks and strong crews, which can earn a lot of points just adopting a passive behaviour in battle.