Author Topic: The only solution to the puffy ack problem  (Read 1764 times)

Offline DipStick

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The only solution to the puffy ack problem
« Reply #45 on: December 20, 2004, 10:10:02 AM »
Sorry if all of this has been said. Didn't read the whole thread. Here's my take on the subject of 'puffy ack'.

IMHO the 'puffy ack' has it's place.

I do believe the range (and acuracy) of the AI ack should be 'lessened'. To be hit by a CV (or field ack) so far off you have to zoom to even find it is silly to me.

If I'm within con range I can see it is needed for defense. I think 5k should about max range for guns effectiveness. Both AI and manned. This would NOT reduce a CV's capability for defense.

I don't think ships should be able to come within about 8k of the shore anywhere. Those who have tried upping a field to defend with a CV parked on the beach know what I mean.

The 'unfair' part to me is this:

1) A gunner cannot "die". He loses nothing from sitting in the gun with the trigger down until he runs out of ammo or the CV ship sinks.
2) He can hit with great acuracy at 6k+ it seems. I don't actually know how far but it feels an absurd distance.
3) The AI ack appears to be able to track, shoot and kill through mountains.  Getting killed 6k away from a CV / Field on the other side of a mountain is just silly.
4) It can ruin a good furball right offshore if the CV is parked within 6k of the beach.
5) Gunners (ack) have no icon. They can see us from 6k but we cannot identify them from 2-3k.

I don't think KS or PNG would work for ack. I do believe that 5k range, etc... would. Then if you get killed fighting within the 5k umbrella it's your own fault.

Just my $0.02 ;)

Offline Lye-El

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The only solution to the puffy ack problem
« Reply #46 on: December 20, 2004, 10:19:47 AM »
And don't the "REAL" battle groups have something bigger than 20mm on the screening ships? And don't the "REAL" 5 incher shoot farther than 3K. And should not there be more spawn points for CV's so they can reup as fast as a swarm of fighters after a whole squadron get's dusted? And shouldn't rudder pedals and Track IR not be used if everybody doesn't have them. And shouldn't a fighter pilot stay dead for, oh, say ten minutes or so? That way they would be more careful about dying and sucide attacks would pretty much cease. And I want everything to my advantage and I want to play the GAME my way. And I want to be able to select the flying PT boat. AND, AND....I run outa stuff...Oh, Yeah, I want lead computing sights on the field ack....':aok


i dont got enough perkies as it is and i like upen my lancs to kill 1 dang t 34 or wirble its fun droping 42 bombs

Offline mechanic

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The only solution to the puffy ack problem
« Reply #47 on: December 20, 2004, 10:35:03 AM »
i think it get particularly ridiculous when a 5" gunner uses 'land mode' to auto target a field with AA shells fom anything up to 17k!

i have seen friendlies, and myself, get vulched off the runway when the attacking CV group is 10k away.

its just kinda dumb.

oh, and Lye-El, thanks for adding yet another mature reply to this thread.
And I don't know much, but I do know this. With a golden heart comes a rebel fist.

Offline DipStick

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The only solution to the puffy ack problem
« Reply #48 on: December 20, 2004, 10:38:46 AM »
Quote
Originally posted by mechanic
i think it get particularly ridiculous when a 5" gunner uses 'land mode' to auto target a field with AA shells from anything up to 17k!

i have seen friendlies, and myself, get vulched off the runway when the attacking CV group is 10k away.

I was unaware of this. If this is correct it needs to be addressed in the worst way.

Like I said just making guns effective to 5k and keeping ships 8k from shore would fix this problem.

Offline mechanic

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« Reply #49 on: December 20, 2004, 10:44:35 AM »
get in a 5" gun. next you press 'W' to engage land mode. next you click on the map where you want the shells to land. the turret then auto calcs the range and bearing for you and padlocks it on target. finally you hold the fire button down untill your 4000 rounds are expleted and you can land your 25 'kills' and start again. The max range for 5" AA is 17.5K.


i understand this is reasonable for 8" heavies, but for something so proximity sensitive as the 5" AA, its just bloody ridiculous.

you dont even have to hit things, if a shell burst within 100-150 yrds of an enemy plane, it goes Boom no matter what.
And I don't know much, but I do know this. With a golden heart comes a rebel fist.

Offline AKFokerFoder+

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The only solution to the puffy ack problem
« Reply #50 on: December 20, 2004, 11:05:26 AM »
In reality the CV's ack protection was like a wall.  Ask all the Kamikaze pilots who never made it.

The 5" were radar controlled, they had ranging and well trained crews. If we were to model the 5" correctly we should have lead and range computing gunsights (which I am against)

We should also have 40mm guns with timed fuses.  But according to HiTech these are hard to model.

And we should have 5" dual purpose guns on the screening destroyers.   And 5" guns can shell fields, quite well, in real life, why can't they do it in AH2?

Real CV ack would be much like the lazer guided ack we had in AH1.  It really screwed gameplay.

In real WW2 combat, if a plane were attacking the carrier, the gunners whould shoot even if there were a friendly fighter on it's six.  Better to lose 1 man in a plane than in 1000 men in a ship.

But in this game, having the ability to shoot down your own planes would cause all kinds of bad blood.  I'd just like to hear the whines from the pilot who is on the six of a bogey and a 5" gun from your own side takes him out.  I'll just point him to this thread and where the idea came from.

So now, lets get back to the personal attacks on me.  Can't wait to see what I'm called for daring not to agree . :rofl :rofl
« Last Edit: December 20, 2004, 11:08:38 AM by AKFokerFoder+ »

Offline mechanic

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The only solution to the puffy ack problem
« Reply #51 on: December 20, 2004, 11:17:26 AM »
correct me if i am wrong but i (as the thread author) did not attack you in any way.

again, correct me if i am wrong but you did attack me


originaly posted by AKfokerfoder+

The whole point is that some guy in a fighter is whining because he flew to close to carrier and got blown away by a 5" gun.

Lets see, he is close to the carrier, fighting the carriers air defense fighter/s. While he has the fighter occupied, his sides bombers have a free or at least easier run at the CV's.

His solution? Well, he has the RIGHT to fight the planes defending the CV. He has the right to keep the fighter defense occupied so his bombers can attack the CV. But the CV has no right to protect it's fighters with AAA fire if he is fighting them. Therefore if a AAA should happen not to be right on and hits it's own side fighter, the CV should now be made more defensless by losing it's fighter and/or the 5" gunner. The side with the CV who had spent a long time positioning it's CV should now lose the carrier because He has a right to dogfight without being shot by the CV.

We should all change the gameplay because he doesn't like 5" guns.

How arrogant can you get???  

What a pathetic whine.


end quote


it was never intended as an arrogant, pathetic whine. It is quite obvious from the mixed replies that it is a topic worthy of discusion.

but hey, dont let me ruin your ego trip mate :aok


PS: that was my first personal attack on you, now you have the right to STFU and keep your selfrighteous BS to yourself, and maybe, just maybe, post something constructive.

thanks

PPS: this bit is probably the most nonsensical thing I've heard this month.

"Therefore if a AAA should happen not to be right on and hits it's own side fighter, the CV should now be made more defensless by losing it's fighter"

what is to say that a fighter defending some bombers should have killshooter turned off incase he inadvertantly hits his country men, and therefore leaves the Buffs "more defencless by losing its fighter"?
« Last Edit: December 20, 2004, 11:22:16 AM by mechanic »
And I don't know much, but I do know this. With a golden heart comes a rebel fist.

Offline Vudak

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The only solution to the puffy ack problem
« Reply #52 on: December 20, 2004, 12:00:49 PM »
Quote
Originally posted by DipStick


Like I said just making guns effective to 5k and keeping ships 8k from shore would fix this problem.


The only problem that I can see with this is:

Will the 5k only address range in the horizontal?  Because if you're talking 5k vertical too then the CV is in trouble from higher bombers (it's hard to hit one to be sure from up high, but a Stuka could drop its bomb at 5.5 or 6k with a reasonable chance of success).

And AKFokerFoder+, I'm not "attacking" you.  Hope you didn't get that impression.  I can't speak for others on this topic though.  I will say I agree with BatfinkV as to who started it though....  <---  Now THAT just sounds middleschoolish eh? :)
Vudak
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Offline AKFokerFoder+

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The only solution to the puffy ack problem
« Reply #53 on: December 20, 2004, 12:38:46 PM »
Quote
PS: that was my first personal attack on you, now you have the right to STFU and keep your selfrighteous BS to yourself, and maybe, just maybe, post something constructive


Nice personal attack :)  

Some poorly disquised profanity, that would normally only get you a 3.5 but the end part where you dismissed anything I have posted was a nice touch :)

Score 4.5

QUOTE]PPS: this bit is probably the most nonsensical thing I've heard this month.[/QUOTE]

I'll give you a 5.5 for this, but it still needs more self righteous indignation and venom, but keep up the good work :aok

A good effort, so 5.5

Total Score is......

6.5 (I'm a generous type of scumbag)  :D

AKFokerFoder, goes to microwave, makes another bag of popcorn to munch on, and waits eagerly :)

Offline Vudak

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The only solution to the puffy ack problem
« Reply #54 on: December 20, 2004, 12:58:14 PM »
Batfink do us all a favor and don't even reply to that.  There are some good opinions being expressed in this thread and it would be a shame to have it get shut down.
Vudak
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Offline hitech

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The only solution to the puffy ack problem
« Reply #55 on: December 20, 2004, 01:21:09 PM »
Ok time to close this , not the topic but the current flaming.