Bomber Crew
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wgkieboom 20/out./2017 às 0:49
Tips and tricks
Has anyone some tips and tricks? please leave them under here (like what you should upgrade and crew gear)
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Exibindo comentários 7690 de 195
cAm -iwnl- 25/out./2017 às 21:34 
Hey Guys How Do You Upgrade Your Max Weight ?????
chop 25/out./2017 às 21:39 
SpRiX if you want upgrade yuor overall max weight install light weight engines.
Ricked_Sick 26/out./2017 às 2:29 
Hi everybody,

--- This post got a little bit longer : the short version: I have questions to radar missions, give some useful trivia that I think was not mentioned in earlier posts and give my prefered crew skill layout, for anyone who is interested ---

Does anybody have experience with the enemy radar (coming from campaign level 5-6+)? Will it tag you regardless of height, or might it be thrown off flying low, but risking to get wrecked by FLAK?

Because I had the problem that I lost my plane and all of my crew during that stage of the campaign once, and it was extremely difficult to grind them up again, since the enemy fighters are very fast jet planes and there is a lot of them. It went so far that I wasn't even able to get my radar operator back to lvl 6 for AUTO TAG again, not mentioning level 9 for CALL IN SPITFIRES, and also these jet fighters seem very hard to shoot down without having A.P. AMMO from gunners at level 10+. High altitude is no helping, since they can easily follow you up.

So, any ideas how to deal with these RADAR MISSIONS/ any harder missions with a completely new crew? Because I know that the easier missions tend to still pop up, but not frequently enough to grind your crew back up. And yes, I am aware of the fact that your new Lancasters that you get after the crash are better equipped than the one you started with, and the new recruited crew members have higher skill levels later during the campaign.

--------

A couple of interesting things that I encountered I would like to add, that I have seen in some form in the previous posts, but not mentioned explicitly:

- It is well known that you might LOSE SOMEONE OUT ON THE WING while performing a maneuver, or even if it is just the landing approach, but I had a case were the TAIL SECTION WAS SEVERLY DAMAGED (it was blacked out in the status overview), resulting that the rear doors in that sections, that can be used to bail out with a parachute, were blown off. Such a damaged section is enough, that a CREWMEMBER WHO IS NOT SEATED AT A STATION, WILL FALL OUT FROM INSIDE THE PLANE DURING THE LANDING APPROACH, since the plane is so steep. This might apply to other completely destroyed sections too.

- it was mentioned, that DAMAGED INNER PORT AND STARBOARD ENGINES will prevent you from using the landing gear, however I didn't observe any problem with the fuel tanks while landing with only one wheel out, but I don't know if they might explode when they are damaged themselves - mine were still intact.

- it is possible for PLANES UNDERNEATH YOUR AIRCRAFT, THAT FIRE UPWARDS to completely SHOOT OFF YOUR BOMB DOORS, I was lucky enough to have that happened after the drops, so I am not sure if direct fire into an open/missing bomb load area might cause your load to explode while still attached to your plane.

The last two things are my prefered skills and exceptional good grinding missions.

- I tend to give my crew the skills

GUNNER/FIRST AID
BOMBER/GUNNER
ENGINEER/GUNNER
having the possibility to have the engineer gunning the nose gun while the bomb aimer is in the bomb site, and after the drop moving the bomber to the lower turret in the back and having the engineer switching between the engineering position and the nose gun - OR having the engineer in the back for the lower gun, giving him close distance to the electrics/O2 for repairs and being able to distribute ammo

NAVIGATOR/FIRST AID
RADIO OP/ENGINEER
The navigator is in my opinion more flexible in a fight, were the aircraft can also go without navigation for a while, so he can heal (Level 4 allows him to heal without a med kit), whereas the radio op should stay near his station to emergency tag new fighters, but could still use LEAN/BOOST if it is necessary at the engineer station, and could perform a quick repair of the hydraulics.

PILOT/NAVIGATOR
I think this doesnt matter much, I gave him the navigator to make sure this redundant, in case I need to navigate manually or by stars in an emergency situation. I never had the case where someone had to take the wheel and my pilot had to navigate.

- I would recommend to always do the DOOGLEBUG BLITZ mission (the one were you have to destroy the V1 Launch sites before launching too many V1s), if it pops up. Due to the many bombing targets and fighters (you can even wait for a V1 to be launched to farm extra XP by shooting it down), I routinely get 7000+ XP from here, my record is 10250XP with an ace shot down during it. Especially good to level your crew.

As a last point I just want to say how great I think this game turned out, it reminds at Faster Than Light from the Gameplay, which is great, and the optical elements and the menus are quite similar to Kerbal Space Program IMO - which is also lovely. Moreover, I think the soundtrack is superb, (I would also recommend to play it while listening to the Dunkirk soundtrack from Hans Zimmer ;) ) and I am always again baffled how innocent this game looks with its bubble-head figures, and how stressful and facing certain death the actual missions sometimes turn out. Big compliment to the developers, this is pure gold.
Sprixus 26/out./2017 às 6:21 
Crew are on the Hotkeys 1-7 :D
If you fail your main objective and your not looking for experience just quit to main menu and the mission will restart without you having to fly back to base.

Just remember you loose all experience gained during said mission.
wolfydude12 27/out./2017 às 11:07 
The whole landing gear blown off, I usually just fly back and land normally. The plane will skid on the wing with no wheel and the engines break (off) but usually my crew and the rest of the bomber are okay. The last time I had a wheel blown off I transferred all of my fuel to the wheel with a wheel. DO NOT DO THIS. It causes the other wheel to collapse under the weight and the entire plane falls apart. But I still got the "successfully landed" reward.

I do have a question though, it seems that if your crew are hurt during landing it doesnt affect their chances of survival. They still say 'returned' and your aircraft successfully landed. Is this only the case in the earlier game?
Brygun 28/out./2017 às 10:15 
Another set of crew secondary skills with a Medic focus

Pilot > Navigator
Cause if you are going the wrong way forever you are dead. An unskilled pilot can hold the plane level while the pilot navigates. Then swap proper pilot back.

Bombaimer > Gunner
Prior to bomb/photo drops he sits in the front gun. After bombing/photo move him to one of the middle gun positions. By then the gunners may be hurt. With 2 Gunners + Bombaimer you can have one of the three healing and still keep 2 guns going. On the return flight most of the attacks come from behind as planes chase you.

Navigator > Gunner
Stays in navigation until after your final bomb/photo run. On the long flight home put him in the nose gun. This is one reason we put the Bombaimer in the middle. Once you are back over England, or need mid course corrections, the front gun is really close to the navigator's station

Engineer > Medic
I used to favor making him a gunner. He can crudely use a gun without the gunner skill. He is going to be your fastest guy. That speeds means when you have a health emergency he can get there the fastest. Also once you get to "advanced first aid" he can heal people in their seats. His speed is essential for getting where he is needed.


Radio Man > Medic
Having him as repair can be helpful but he can still slowly do repairs without the engineer skill. The goal is to get the Radio Man to the Medic level where he can heal people in their seats. Now he can heal the other crew before they need the precious medical kits. You can focus on him healing the front crew of pilot and navigator. Remember you CAN still mark planes when he is away from his seat. You just don't get radar. By the time people are needing his medical help you probably already have at least some of the targets marked anyway.

2 x Gunners > Medic
You probably rarely find them using their secondary skills. Some like to use engineer. A lot of the time in rough missions the Gunner's can't leave their posts and will be the ones laying on the ground anyway. My hope instead is to get them up to the Advanced First Aid level. Then they help add to the amount of healing going on.
I suggest giving both gunners the same secondary skill. In play through you won't know which one is going to still be standing and who is the first to pass out from wounds.


Brygun 28/out./2017 às 21:44 
Navigation tips:

>>>

For long flights there is a way to help estimate when to come down from medium or high altitude.

While at low altitude look at the horizontal left-right position. Draw an imgainary line, or use the mouse, to move down. There are the buttons with letters for the navigator controls like "zoom" and "clear". Note where your line comes to.

Then when flying at high altitude you can compare your east-west progress to your general target area.

>>>

Also...

When the radioman calls ahead to mark danger zones they stay on the map even when above clouds. These can also help estimate your overall travel.

The target usually will have a clump of AA danger zones at or around it. However the radio man won't be told of these until somewhat close.
Give your gunners highest tier flak vests and helmets and everyone else lighter gear so that the gunners dont die and the other crew can run around doing repairs supplying ammo and providing healing.

If you looking for a really good way to run your plane,

Tail gunners secondary training should be repair to allow them to repair the electical equipment in dire situations.

Mid gunner doesnt matter but perferibly healing just in case.

Front gunners secondary training should be gunner so that they can effectively keep fighters away from the cockpit and front half of the plane.

Engineer should be wearing light gear and his secondary skill should be gunner so that he can run back and used the verticle turret (if you have it) however if you dont have a verticle turret use the engineer as a medic.

Navigator should be in light gear and their secondary training should be medic.

Radio Op should also be in light gear and their secondary skill should be engineer.

And last but not least your pilot should never leave his seat, give him heavy armor so he doesnt die and the plane doesnt fall out of the sky and his secondary skill doesnt matter because hes the pilot.

I have only lost 4 people running my plane like this and I often only fly at low altitude.
Última edição por Marceline "Duckson"; 28/out./2017 às 22:48
Guilty Biscuit 28/out./2017 às 23:43 
Some Tips

Set the bomb aimer and engineer’s 2nd skill to ‘Gunner’ as they will be doing their fair share on the guns. The Navigator’s 2nd skill should be ‘First Aid’ as it is useful to keep your pilot’s heath topped up – they are the last person you want to die and can’t very easily leave their station for a lie down on the medical bed.

Have a fire extinguisher at the front and back of the plane. Fires do happen and you need someone to be able to access the extinguisher. No good having just one extinguisher if the fire blocks any of you surviving crew from reaching it.

Have a parachute near the wings for your engineer to grab when they go outside to repair engines / fuel tanks.

Medikits should take up the majority of the rest of your equipment slots. It’s a pain to lose a crew member for want of a medikit.

Equipping everyone with electrically heated gloves and boots is enough to stop anyone from freezing at high altitude. This can wait till late game, as you won’t need to use high-altitude until then.

Losing all four engines is a death sentence. You will not have time to repair one before your plane goes into a terminal death dive:
* Look out for an engine catching fire and use your auto extinguisher straight away (your navigator can do this as they will normally be close to the engineering station).
* If you are down to one engine get your engineer to grab a parachute and get out on to the wings to start repairing another engine. It’s not worth the risk of flying with one engine!
* Armoured engines take a lot more of a beating before giving out on you. Having at least one is a good idea, two is better. Set your two inner engines to armoured (this way they wont fall off if the wing breaks). Set your two outer engines as lightweight. This gives you all the lift you need to keep your bomber equipped with the top systems, guns and armour etc.

For crew gear, in the late game everyone needs armour. Survival vest mk1 gives top armour (30) plus survivability so use this once available and don’t bother ‘upgrading it’ to any of the higher flak vests. Also, the advanced O2 bottle seems very unbalanced, only costs 10 and doesn’t slow anyone down – equip all!

Don’t worry if you lose a couple of bombers, you can lose dozens of aircrew and still complete the game.

Oh, and you get some of your money back from previous aircraft upgrades when installing future upgrades so don’t worry too much about skipping upgrades to save money. Best just to send your bomber out with the best upgrades you can afford each time.

Good Luck!
MentalitySquared 29/out./2017 às 2:44 
Here are a few small tips from me:

1#
Buy a ventral turret as soon as possible, and then equip your bombardier with heavy armour and secondary skills as a gunner, and put him in the ventral turret at the start of every mission.

Since the bombardiers only skill is medium altitude photograph (which i dont use ever) you can have anyone fill in the role of bombardier. I use my engineer as a bombardier since he can move there quickly at the start of a bombing run.

By doing this, you can have your 3 best turrets (rear turret and the two middle turrets) manned and firing 24/7, and your front facing gun, which doesnt get used much (since planes rarelty attack from the front) can be manned by the Engineer if needed, when he isnt repairing or dropping bombs.

2#
Use focus when a squadron of enemy planes are starting an attack run. They will be in formation, and will fly straight at your plane, focus will kill the planes quickly, and it is possible to kill a squad of 4 planes before they reach your planes if you time the ability correctly.

3#
If you dont have a ventral turret, and you encounter a plane firing from underneath, then you can either corkscrew to throw them off, or emergency dive. Try to use the focus ability as soon as your emergency dive, so then your gunners will kill it quickly.



Linkman81 30/out./2017 às 18:12 
After playing 10+ hours, I feel like I can give some advice. Here's gameplay advice I'd recommend you follow if you want to make your game a bit more fun, and a bit easier.

1. make sure you do a lot of easy (green) missions before you try a medium (blue) mission. The critical missions (red with blast marks around it) will advance the campaign bar at the top one notch. Things get progressively harder the further the campaign advances, so spend as much time as you like taking easy missions in the beginning building up your crews skills and fitting out your airplane.

2. don't be a hero. Most missions you will drop bombs. When you hit the release button to drop the bombs, immediately.... and I mean IMMEDIATELY after you hit the release button be looking in the direction of home and spot your course heading to turn your plane around. Setting a course home right after those bombs hit the ground is the most important thing you can do to improve your chance of survival. Also when your engineer gets the boost skill to speed up your airplane, hit that too. You're not a fighter, you're a bomber, you want to run your ass off home. Your guns are just to give you a fighting chance while you run home.

3. Don't worry about medium or high altitude in the beginning of the game. Fly low altitude. Also, don't worry about fitting your people out with thermal gear or oxygen at first. Until you start getting flak bombs at low altitude at campaign level 2 and 3, just worry about making sure your crew can survive with enough armor. You only have to worry about cold at medium and high altitude, and oxygen at high altitude.

4. Never go after the extra intel (camera icon) unless you are prepared to die doing it. When I first started playing the game, I always went after it, but my crew often died, and my plane was often lost. A second time through, I never go after the extra intel and I haven't lost anyone or an airplane yet. You get intel from the mission by default... if you want to get more intel, just do an extra mission or two. Don't temp fate and spend more time behind enemy lines.

5. Don't worry about getting the belly gun until you fly your first critical mission. There will be an enemy ace who loves to sit right below you and fire at you, and unless you have the belly gun, you can't hit him.

6. Use hotkeys. The R key for reload is most important. You will eventually get a tail gunner that has auto reload, so that just leaves the top bottom and front gunner. During a battle always be watching your player list on the left for the little exclamation mark icon that tells you when they're out of ammo. left click them on the left of the screen, hit R, then right click to de-select them. Done.

7. During a battle, there are many things to think about. First and foremost, make sure your airplane is flying in the right direction. You don't have to make every single navigation update as long as you know you're flying generally in the right direction home. Second, keep cannons firing by sending your gunners to get ammo when they are out. When your gunners get the focus skill, make sure you're always activating those. And of course, watch the edges of your screen for little green dots (new enemy fighters spotted) and tag them ASAP.

In summary, the game became more fun for me when I stopped trying to be a hero, and started to realize the limits of my airplane and crew. I get in and out as quick as possible, and I don't care if I kill one or 10 enemy airplanes in the process. I just want to live. If you take that attitude, stay calm and trouble shoot problems as they arrise, then you'll survive and have fun like I have.
Brygun 30/out./2017 às 18:18 
The game is one of those times where everything is going fine until its not.


Summary of many tips:
If it feels like it could go wrong go home instead


Última edição por Brygun; 31/out./2017 às 10:31
Ricked_Sick 31/out./2017 às 3:43 
Escrito originalmente por Brygun:
The game is one of those times where everything is going fine until its not.


Summary of many tips:
If it feels like it good go wrong go home instead

Very right indeed sir.

There were already a lot of good tips and crew builds, I just want to add that although many have suggested a cautious and conservative approach (go home immediately after the bombing, don't take any chances), which is of course never wrong, especially for new players - I personally made the experience that you can comfortably stay a bit longer and try to grind some more XP or optional targets at least until the mid of the campaign IF you have the luxury of having a quite well equipped aircraft (at least .303x4) and trained crew (gunners at least lvl 8 and radio op at least Auto Tag).

The advanced skills of the radio operator and the gunners at higher levels let you deal quite well, but things change with the jet powered enemy planes (are those Me 262s?) come in play, although I felt still in charge of things with a well timed Call in Spitfires.

I can encouraged anybody to try it for the sake of grinding, you are not as vulnerable later on as you might think in the beginning.

I managed to get through the campaign with only 4 losses in the last campaign mission, before that it was never even close for any of my crew members.
Última edição por Ricked_Sick; 31/out./2017 às 3:45
Brygun 31/out./2017 às 10:35 
If you are needing to improve the plane or crew equipment (grind) its ok to avoid the main mission to bring in recon photos. You get ~$5,000 for a photo if you land the plane at the base. Sure its not awesome to miss the target but it does let you build up toward success.

It may be better to kill an ace than do the bombing target. One method is to use custom heading to go east-west-east-west along the southern english coast or the english channel. If you go to far into england the Ace will disengage (or maybe its on a timer?). Either way if you near England there is no flak adding to your damage and far less other planes. This means lower rate of damage to your plane and your gunners are shooting at the ace more often.

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