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It doesn't seem to matter who drops the bombs.
So pretty much everyone sits where they started and i only adjust as the mission unfolds, example being moving the bomb aimer to the ventral turret to hit those pesky heavy fighters who like to hit me with that turret he has.
Before he learns auto-tag, the radio operator makes a good filler for ventral turret gunner. After tagging a bunch of targets, I send him to the gun.
I keep the engineer free for repairs, and since I also train him as a medic, I keep him free also to repair wounds.
The Navigator I train as an engineer as well, so that he could easily fill in to boost the fuel in times of emergency (presumably since the engineer is off repairing something).
Overall the ones moving a lot in my plane are the engineer (repair, heal, ammo hop) and the radio operator (ventral turret, ammo hop).
Of course, you could do with the manual plotting, and let him exit his seat. But in the thick of action, when you do emergency dives, corkscrews, flak evasion - you actually lose your current course, and it'll take some time for the navigator to replace a new nav marker again. And like I said, those precious few seconds of getting lost can mean your demise.
I had trouble deciding this as wsell, so I ended up giving him radio op for realism. My Engy is a backup pilot, so if for some reason the pilot had to leave the engy could fly for a bit and my pilot could have a useful place to be.
I use:
Eng - Medic
Bombardier - Gunner
Nav - Gunner (ventral)
Radio - Nav
Gunner - Medic
Gunner - Medic
Pilot - Eng
The Eng usually runs the bomb sight, since its close and he's quick. Right after takeoff, I also have him bring two ammo cans to that station, so the nose gunner can reload instantly for a bit.
When fighting lots of jets late game, it is important to keep all four guns running, as they attack from all angles.
Nav is low priority when using high-alt, so the radio op covers it on demand.
I gave the Radio Engineer as second job - when Engineer is repairing something but an engine catches the fire, then Radio is close by and can quickly jump to the Engineers chair. I wouldn't want Nav to do it, as him I need all the time to plot the course or find the ground targets.
Nav - Gunner
Engineer - Nav
Radio - Medic
Gunners - Engineers
Pilot - (probably Medic when hes maxed out)
I only use Nav for making waypoints, and the Engineer can navigate just fine when I need to stop changing fuel and set course, so Nav sits in the ventral and feeds ammo to top turret.
Radar isn't always needed, so R.O. runs first aid.
Gunners are closer to electrics/wings, and Engi is changing fuel, so they are engineers, although tbh, they are never needed.
The pilot is always flying so I didn't even give him a second class yet.
Above setup would probably also work if the Nav trained as Engineer and Engineer as Gunner.
Pilot - Pilot
Navigator - Navigator / Medic
Radio Operator - RDO & Navigator
Engineer - Gunner
Regular Gunners - Gunner 1 is an engineer, gunner 2 is a medic
Bomb Amier - BA & Gunner
Pilot / Nav -- the only reason he should ever leave his seat is if he's the last man standing and trying to get a quick bearing at high altitude.
Bombardier / Gunner -- full-time gunner. Takes one of the the central turrets and stays there.
Navigator / Gunner -- part-time gunner. Gives a bearing, then jumps on the nearby front gun until we see the blue of the Channel.
Engineer / Medic -- too busy running all over the plane to even consider manning a gun. Lightly-armored engie on a gun = dead engie = dead bomber. Engie leaving a vacant gun to go repair something = exposed flank = dead bomber. The math doesn't lie! Also, he's the de facto bombardier.
Radioman / Gunner -- need him in his seat to call out targets and spitfire escorts. Can fill in at the nav or engie station in a pinch. If he and the pilot are the last two standing, his gunnery skill is the only thing that will shake their tail and get them home.
Gunners / Nav / Repair -- It's moot, really. They're too critical to do anything else in a fight. I went with repair in my campaign, before realizing that it mostly aided with fuel management. I'd pick either Nav or Repair if I had to do it again, both are useful if it comes down to just them and the pilot. For non-critical missions, medic would be a viable choice, to top each other off when the engie's busy, but I couldn't stand to see a plane full of yellow arrows all the time. As for positioning, you should always put your best gunner in the ventral turret, many enemies like to set up directly under or below and in front of your bomber -- there's never a shortage of targets there.
Bomber->Ventral is a valid combo I didn't think of. I'll still keep mine up front, I wonder if his "good photo chance" raises faster. If he's not better at taking photos then really he is better off a full-time gunner.
Agree about gunners, they wear too heavy armor and stay at their posts too much to be good at anything else. I think gunner 1 can make a good engineer for fixing the electrical system, but it's not as critical as hydraulics, so meh. Engineer cross-class can still benefit randomers, it makes them repair faster.