Author Topic: Artillery  (Read 998 times)

Offline WOZ30BAT

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Artillery
« on: February 10, 2007, 06:30:06 PM »
I think AH needs artillery to help make base taking easier for everyone.
With it you could pin down the rearm pad, shell base structures, kill shore batteries and field guns, and knock out the town. 2-4 guns with panzer VI and ostwind support could soften up a base for a air/gv assault.
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Offline tedrbr

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Artillery
« Reply #1 on: February 10, 2007, 06:49:16 PM »
Um.... you may want to look at these two threads:

German 88mm Flak36 Thread

Wish List Five Thread



Offline Cypher

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Artillery
« Reply #2 on: February 11, 2007, 09:55:14 AM »
this has been asked for dozens of times. while i would like to see it, i am somewhat skeptical about it being put in. just because it has been asked for so many times without a reply from HTC. but, like i said i would love to see it put in

Offline titanic3

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Artillery
« Reply #3 on: February 11, 2007, 06:25:39 PM »
we could set the atillery in a box and go up and down in that area or jst do a box around that area so no gv can get inside. (long enough for help to arrive)

  the game is concentrated on combat, not on shaking the screen.

semp

Offline fjaloma

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V1 Buzz Bomb
« Reply #4 on: February 12, 2007, 11:19:44 AM »
I know... I know a lot of you guys  think this won't work. But it can.

Limit the amout of V1's available.

Place only a few launch sites (3-5) deep in territory, hear HQ for example.

Each site has 10-15 V1's to launch.

Max range about 160 miles

2000 lb warhead.

Once launched, they're subject to being detected on radar & shot down.

Max speed might be 380-400 mph.  Allows for defending fighters to dive to needed speed & attach.  Like the real defense measures.

Use same targeting logic as BBS guns. Click on Base icon or town and they land where they  may.

Replinish using similar model as CVs.

Resupply/replinish depends on resources available such as Ammo dumps, Factories etc. This makes it important to have more buff missions directed at strategic targets.  

Much of this logic already exists in AHII. We have bombs that heavy, we have aiming logic established in Battleship guns, Pick a flying model and damage model etc.

My 2 cents worth.

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Offline tedrbr

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Artillery
« Reply #5 on: February 12, 2007, 01:31:27 PM »


How did we go from Artillery to V-1 buzzbombs?





Quote
Once launched, they're subject to being detected on radar & shot down.

Max speed might be 380-400 mph. Allows for defending fighters to dive to needed speed & attach. Like the real defense measures.


You can't get pilots up to intercept medium to high altitude bombers which are much bigger and mush slower than a V-1 very often at all.   What are the chances of a pilot trying to intercept a V-1?  Nil.  Those WWII pilots you hear about intercepting and shooting down V-1's were often patrolling on station for them.... guided to intercept by radar ground stations (with longer reach than what we have), and were very, very lucky to generate an intercept.

Pilots in AH-II generally do not "patrol", provide CAP, or linger at high altitudes on chance of catching something inbound.  A few maybe, but most head to nearest fight or capture.

Offline tedrbr

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Artillery
« Reply #6 on: February 13, 2007, 02:50:03 AM »
Quote
Originally posted by titanic3
we could set the atillery in a box and go up and down in that area or just do a box around that area so no gv can get inside. (long enough for help to arrive)


Artillery would have a powerful offensive punch, the above mentioned 88mm Flak36 would have a longer reach than a Tiger's (longer barrel, higher muzzle velocity) as well as be able to fire in AA role, but defensively, it would be weak.  Not much cover, unless they simulated a dug-in position.  Mostly exposed crew.  Very slow in maneuver.  They may force bombers higher, but high buffs can carpet bomb and area too.  

As long as you could keep enemy GV's at a distance, arty is okay, but if enemy GV's, or CAS planes, or enough heavy bombers, get in close (or overhead), the arty is going to get hit hard.  

There is also the issue about ammunition load.  88mm Flaks could fire once every 15 to 20 seconds.... how long will ammo hold out from ready magazine load at that rate?  Depends on how much they are given stock, and if other players run veh sups.  

They would be an interesting addition, but counter moves will be made by pilots to deal with them.

Offline Nilsen

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Artillery
« Reply #7 on: February 13, 2007, 03:18:31 AM »
Would be fun to have the Wespe, Hummel or perhaps the M7 Priest.

Offline fjaloma

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Artillary - V1
« Reply #8 on: February 13, 2007, 09:30:50 AM »
Hey Tedrbr,

I accept your position, but don't necessarliy agree.  I brought the V1 into the Artillary discussion mostly because they're similar in scope.

Your concern about being able to intercept an V1 is valid, however, I don't share your opinion. Firts, I don't know anyone who flies a fighter over 10K. As a buff pilot, it's easy for me to hit any base/HQ at a measely altitude of 9-11K. If I get intercepted by more than 1 bandit, I'm shocked.  NOBODY patrols above 5K.

As most V1s flew between 2-4K, it's in the prime kill zone for 95% of all AH fighter pilots. Treat the radar signature as any other incoming AH target and I think we'll have enough time to get up and intercept.

Besides, there are dozens of guys who just circle around their home base waiting for somebody to attack.  (dopes) If nothing else, it will teach the fighter jocks to patrol "away" from the base instead of only attacking targets after they reach the base. (a pet peve of mine)

Just my input

Offline Nilsen

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Re: Artillary - V1
« Reply #9 on: February 13, 2007, 09:45:33 AM »
Quote
Originally posted by fjaloma
Hey Tedrbr,

I accept your position, but don't necessarliy agree.  I brought the V1 into the Artillary discussion mostly because they're similar in scope.

Your concern about being able to intercept an V1 is valid, however, I don't share your opinion. Firts, I don't know anyone who flies a fighter over 10K. As a buff pilot, it's easy for me to hit any base/HQ at a measely altitude of 9-11K. If I get intercepted by more than 1 bandit, I'm shocked.  NOBODY patrols above 5K.

As most V1s flew between 2-4K, it's in the prime kill zone for 95% of all AH fighter pilots. Treat the radar signature as any other incoming AH target and I think we'll have enough time to get up and intercept.

Besides, there are dozens of guys who just circle around their home base waiting for somebody to attack.  (dopes) If nothing else, it will teach the fighter jocks to patrol "away" from the base instead of only attacking targets after they reach the base. (a pet peve of mine)

Just my input


I guess you only play in 8 player arena. Im often way over 10k and never aloene. Its full of life up there in the Main Arenas.

Offline fjaloma

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Artillery
« Reply #10 on: February 13, 2007, 09:50:25 AM »
Quote
Originally posted by tedrbr

As long as you could keep enemy GV's at a distance, arty is okay, but if enemy GV's, or CAS planes, or enough heavy bombers, get in close (or overhead), the arty is going to get hit hard.  

They would be an interesting addition, but counter moves will be made by pilots to deal with them. [/B]


It would be a chess match... and that's the point I think.  For everymove, there's a counter move. This kind fo addition helps to round out the balance of war. At first AH was pretty much a flyin/shootem up game. Now with the addition of CVs, GVs, Ack etc. it has become more strategic. Happens to be why I like it.  

If you have vunerable Artillary, then you have to alter your strategy to ensure a measure of defense for them.  Fighter cover?  GVs nearby?  CAS?.. I think it opens up a new dimension of the game and steers us away from "shootem up".

I think placing some ART. near towns &  bases would be good. They're just like ack. once dead, they're dead until resupplied.

Also, make the Artillary flexible. Allow Artillary to spawn at VH spawn 5-10 miles from a town or base (not unusual). BUT!..you were at risk.  Let us spawn ART to a GV spawn point, but allow now movement. You fire from where you spawn (in a base capture scenario).  Give them AP for base defense against attacking GVs, HE for shelling towns/bases (assuming you can spawn at vehical point, but cant move from there) and ACK rounds for buff defense.

It's up to your commrads to help defend you if they so choose.

Offline fjaloma

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Re: Re: Artillary - V1
« Reply #11 on: February 13, 2007, 09:59:30 AM »
Quote
Originally posted by Nilsen
I guess you only play in 8 player arena. Im often way over 10k and never aloene. Its full of life up there in the Main Arenas.


Condesending remarks aside, you're point is unfounded, however, in defending myself,  I fly online in large arenas.  

I fly buffs about 70% of the time and I've never seen a "Nilsen" up there to challenge me.  You must have been down low (5K) playin "shootem up" where it's safer.  BAM!  I'd bet YOUR paycheck I've bombed a base you supposedly were defending!  BAM! BAM!!

.... all in good fun!

Offline Nilsen

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Re: Re: Re: Artillary - V1
« Reply #12 on: February 13, 2007, 10:52:02 AM »
Quote
Originally posted by fjaloma
Condesending remarks aside, you're point is unfounded, however, in defending myself,  I fly online in large arenas.  

I fly buffs about 70% of the time and I've never seen a "Nilsen" up there to challenge me.  You must have been down low (5K) playin "shootem up" where it's safer.  BAM!  I'd bet YOUR paycheck I've bombed a base you supposedly were defending!  BAM! BAM!!

.... all in good fun!


Hehe what chesspice are you on?

Take a look at my stats and you can see just how much im up high wiping buffs from the sky in my A8 ;)

*edit* to spare you the trouble of counting i killed over 350 buffs last tour. Im estimating that over 300 of them were up high (10-25k)

I was not beeing condesending, but there is a TON of planes over 10k and if you havent seen them then i have no idea what arena you are flying in.
« Last Edit: February 13, 2007, 10:58:21 AM by Nilsen »

Offline Sabre

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Artillery
« Reply #13 on: February 14, 2007, 03:47:52 PM »
I know for a fact that Pyro at one time was researching a towed artillery piece for AH.  I don't have details, but the intention was to add it.  This was before Combat Tour turned into a resource black hole and sucked in all the development resouces.  If I recall correctly, it was to be towed behind a half-track.  Like the FPS bunker assault idea and submarines, it is "on the list" of things HiTech wants (or wanted, at any rate) to add to the game.
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Offline tedrbr

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Artillery
« Reply #14 on: February 14, 2007, 05:19:45 PM »
Quote
Originally posted by Sabre
I know for a fact that Pyro at one time was researching a towed artillery piece for AH.  I don't have details, but the intention was to add it.  This was before Combat Tour turned into a resource black hole and sucked in all the development resouces.  If I recall correctly, it was to be towed behind a half-track.  Like the FPS bunker assault idea and submarines, it is "on the list" of things HiTech wants (or wanted, at any rate) to add to the game.


Tilt presented a few interesting ideas in the 88mm German Flak36 Thread  a while back.  Maybe they were prompted by an earlier thread or discussion, don't know.

Not acquainted with FPS bunker, but the comments I see toward submarines always kind of surprise me, due to the way water is modeled in the game.  I sort of assumed at first that "subs" would be like randomly spawned targets that give decent perks.  Like whales once were, elsewhere.  Pilot's would "catch" a sub running on the surface and be able to attack it.  
Since there is no undersea map, water is pretty much a "hard" surface in game, as well as being opaque, I figured introducing player-controlled subs would be too much of a total rebuild of the code -- something that would come about in a future AH-III perhaps, not an addition to AH-II.