Author Topic: The current map and the Osty scourge  (Read 293 times)

Offline Rickenbacker

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The current map and the Osty scourge
« on: October 31, 2000, 03:10:00 PM »
I actually really like the current map. I've seen some fierce land battles in the valleys between the V bases and the distance between airfields seems about right. The problem is the spawn points, enabling ostwinds to spawn practically within firing range of an enemy field, and close it single handedly.

I think this map would be excellent if the remote spawn points were removed entirely. This would still allow armored assaults to take place, but you'd have to drive for a while, and you couldn't spawn endless Ostys at the end of the NME runway. Anyone agree?

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        Rickenbacker (Ricken)

                -ISAF-
the Independent Swedish Air Force

Offline Ghosth

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The current map and the Osty scourge
« Reply #1 on: October 31, 2000, 03:14:00 PM »
Nope  

Room for improvement yes, remove spawn points entirely? Sorry I see that as swinging too far the other direction.

Just like every other issue that has risen in AH concerning playbalance. Eventually something comes along to level the playing field. Right now yes the osty is a force to be reckoned with. It will change, just give it time.

My 0.02$

Offline sling322

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« Reply #2 on: October 31, 2000, 03:20:00 PM »
I must just be heading out from the wrong bases....I have never spawned in range of an enemy base.  Every single time I have spawned from a Vehicle base I have at least a 5 to 10 miute drive to get in range of anything in an Ostie.  To me that is plenty of time for someone to notice me in their sector and try to do something about it.  I dont really see what all the whining is about...we get a new tour soon and the map is changing, no?  

funked

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The current map and the Osty scourge
« Reply #3 on: October 31, 2000, 04:05:00 PM »
We tried it with no spawn points and it sucked.  Vehicles were useless.

And I agree that vehicles are out of hand on the current map.

I think a compromise - moving the spawn points back a bit - would work.

Offline Replicant

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« Reply #4 on: October 31, 2000, 05:05:00 PM »
I like the canyon battles, though apart from last two days Bish haven't had any canyon fields!!    

I agree that the spawn point can be a pain especially within the canyons.  HTC did move the spawn point back but if you are attacking a V base within the canyon just outside ack range, the defending base can spawn literally just behind you, or just beside you!  Again, this is very frustrating when you're attacking a base and one tank defends the Vbase, and the other spawns behind you.  In this instance I think moving the spawn points back was a bad move.  I think the main problem is that the V fields in the canyons are just too close together.

'Nexx'

[This message has been edited by Replicant (edited 10-31-2000).]
NEXX

eskimo

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The current map and the Osty scourge
« Reply #5 on: October 31, 2000, 05:20:00 PM »
IMO, for the sake of gameplay;

It should take about as long to get a ground vehicle to a base (within firing range) as it does and aircraft.

eskimo

Offline iculus

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The current map and the Osty scourge
« Reply #6 on: October 31, 2000, 05:29:00 PM »
The Ostwind has 17256 kills and has been killed 12785 times.

Offline Zigrat

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« Reply #7 on: October 31, 2000, 06:59:00 PM »
I think the solution is a relatively easy once. First of all. the damage potential of a ostwind versus a panzer is TOTALLY off. they both have the same chassis so they should have within the same order of magnitude of ammo carrying capacity. But as it stands now a ostwind is just as good at anti-airfield attacks as teh panzer, probably even better. The ole of teh ostwind should be to escort the panzer to protect it from air attacks, not the panzer escorting the ostwind from ground attack.

well how to fix it? its gonna require re-working anti structure damage code. Currently the total damage potential of the 1000 rounds of 37mm is greater than the 80 rounds of 75mm HE for anti structure attacks.

The early panzer II i believe had a 37mm gun, and the germans phased out the Pz II in favor of larger guns because its 37mm weapon was ineffective. So what are the solutions?

1)From front aspect, a panzer shoudl be immune to 37mm fire. I believe the 37mm round could not penetrate panzer's hull armor.

2) I *think* ostwind was not belt fed but required some type of reload time, as well as mabye modeling barrel overheat? I think this would be a consideration with its *relatively* high rate of fire.

If the ostwind had perhaps a 12 round clip which then took say 3-4 seconds to re-load, this would solve some of the problems, as well as reducing its lethality versus other tanks from front aspect angles.

Dioes anyone have the real info on panzer gun characteristics? How big a clip it had etcera? The panzer has modeled reload time so why not the ostwind?

Offline TailLights

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The current map and the Osty scourge
« Reply #8 on: October 31, 2000, 08:01:00 PM »
I agree with zigrat. What I really hate is not the spawn point, but the ground attack capability of FLAK. It works too well, It maybe a pleasure to hear a 'osty magic' shout after a capture for your side, but I don't think it's fair that a lone osty can closes a field.

A little less effective FLAK on ground targets, or a little harder Tanks (so a tank can kill osty with ez ; change Pz4 to panther or tiger?  , would be enough to solve the problem, I think.

By the way, I'm not really THAT concerned about all FLAKs, but I don't like current ch1 (it seems always someone talking about osty crap, osty quake .etc), I would love to see a change on FLAK and field captures

tailight
nayas(at)nlps4.knu.ac.kr

Offline SKurj

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« Reply #9 on: October 31, 2000, 10:45:00 PM »
Pyro has recognized an issue with the Ostwind ammo power, and said that he will look into it


SKurj

Offline Ketil

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The current map and the Osty scourge
« Reply #10 on: November 01, 2000, 07:13:00 PM »
"Wirbelwind and Ostwind were fitted with very similar (especially designed) open-top (Wirbelwind's turret had 9 side panels and Ostwind's had 6 side panels) turrets mounted in the place of standard turrets. Main difference was that Wirbelwind was armed with quadruple 20mm Flak 38 L/112.5 guns while Ostwind was armed with single 37mm Flak 43 L/89 gun (both could be used against ground targets as well). 20mm Flak proved to be less effective than 37mm Flak and was eventually replaced by it.Both proved to be very effective against low flying aircraft."
37mm Flak 43 L/89
2 x 7.92mm MG
(1 x MG34 - hull)
(1 x MG 34/42 - carried inside)

37mm - 1000 rounds
7.92mm - 1350 rounds
Front Turret: 25/37
Front Superstructure: 80/10
Front Hull: 80/12
Side Turret: 25/30
Side Superstructure: 30/0
Side Hull: 30/0
Rear Turret: 25/30
Rear Superstructure: 20/11
Rear Hull: 20/9
Turret Top / Bottom: open
Superstructure Top / Bottom: 12/85-90
Hull Top / Bottom: 10/90
Gun Mantlet: 25/round


Only info I could find on ROF was around 150 rounds per minute.
Ketil

Offline Fishu

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« Reply #11 on: November 01, 2000, 10:56:00 PM »
 
Quote
Originally posted by Zigrat:
If the ostwind had perhaps a 12 round clip which then took say 3-4 seconds to re-load, this would solve some of the problems, as well as reducing its lethality versus other tanks from front aspect angles.

I've been reading stuff about this, and it does not take 3-4 seconds to reload..
Pyro said that ostwinds 37mm has in real life 250 rounds per minute rate of fire if it could be constantly fed.
but he also said that it could do 160 rounds per minute sustained fire.
..and there, he also said that ostwinds rate of fire is modelled by sustained rate of fire. (160rpm)

Personally I have nothing against 250 rpm / 12 rounds, because that would give greater impact when you've got plane nicely in your sight. (with 160rpm, planes sometimes flies through between two rounds due to low rate of fire)

Only problem is that I like 37mm too powerful against tanks and structures.
2 hits in certain spot in the front panzer blows it up.. (and same spot takes also 150 rounds .50 caliber! only place to totally kill panzer with .50 caliber)