Author Topic: 3k for hangers SUCKS........here are some I ideas to help  (Read 280 times)

Offline Beefcake

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3k for hangers SUCKS........here are some I ideas to help
« on: April 19, 2000, 08:34:00 AM »
ok I'll keep it short. (no time) Now here are some ideas.

1 change hangers back to 250s and let them rebuild in 10 mins

2 leave hangers at 3k but make them rebuild in 30-40 mins
Retired Bomber Dweeb - 71 "Eagle" Squadron RAF

Offline Mox

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3k for hangers SUCKS........here are some I ideas to help
« Reply #1 on: April 19, 2000, 11:53:00 AM »
 
Quote
Originally posted by Beefcake:
ok I'll keep it short. (no time) Now here are some ideas.

1 change hangers back to 250s and let them rebuild in 10 mins

2 leave hangers at 3k but make them rebuild in 30-40 mins

I'd like 2k and the rebuild time be around 25mins or so.  If we keep it at 3K then we need to increase the rebuild delay to around 35min or so.

I'm starting to find my self using bombers to get fighter kills instead of bombing hangers because in "most" cases it's a waste of time to kill the hangers, because they pop right back up before you've even left the area.

Example:  I killed the fighter hanger on my first pass (clock starts on rebuild) I make a few other passes and empty my bomb bay.  Now the fighter hanger is back up and a bogie is lifting off from a hanger that was in rubble just 15mins prior and now the bogey will catch me well before I get close to a friendly base.

The hanger rebuild times are unrealistic but HiTech had to make some changes for gameplay.  Now I think the hangers just need a final tweak and I'd be happy.

Mox
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BillM

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3k for hangers SUCKS........here are some I ideas to help
« Reply #2 on: April 20, 2000, 04:46:00 PM »
I bombed a fighter hanger today and had to drop 4K on that sucker before it went BOOM!!!I am wondering if it is 4 1000 Lbers instead of 3.

Offline Kieren

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3k for hangers SUCKS........here are some I ideas to help
« Reply #3 on: April 20, 2000, 04:54:00 PM »
It will be adjusted, I'd be sure. 3K/15 minutes seems extreme. I vote (if votes are being tallied) for 2K/25 minutes. The reasoning, following on what others have stated, is that it allows fighters to Jabo, allows time for a C47 sortie from scratch, and makes unlikely one bomber can close down a whole front.

[This message has been edited by Kieren (edited 04-20-2000).]

Offline Ripsnort

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3k for hangers SUCKS........here are some I ideas to help
« Reply #4 on: April 21, 2000, 07:31:00 AM »
Billm, next time you drop, if you are in a B17, go to ball turret, point it at hangar, use Zoom feature, and check you bomb hits, I'll bet one missed the mark.  I use 3k of bombs, slow A/C down to 140 IAS, and release, with destruction of hangar.  You can view the bomb strikes from a B26 in a door gunner position too, though you need to use the rudders to rotate A/C over to view down.

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[This message has been edited by Ripsnort (edited 04-21-2000).]

Offline Fishu

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3k for hangers SUCKS........here are some I ideas to help
« Reply #5 on: April 21, 2000, 10:13:00 AM »
Yup, 3k for 15 minutes is too much...
Either less pounds or more minutes (I'd go for more minutes, 30 minutes perhaps)

Offline mx22

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3k for hangers SUCKS........here are some I ideas to help
« Reply #6 on: April 21, 2000, 11:58:00 AM »
Kieren is right on the point,

Jabo is almost impossible due to hangars being way too strong and rebuild too fast. As of now, Typhoon and F4U are useless for a field attack. While they rocket ordinance is good for acks, 2 1000lbs are useless since they can't take even one hangar down. Same story for 38, though it can carry bombs and rockets so I think it's possible to take one hangar down if you unload it all on one hangar.

mx22

funked

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3k for hangers SUCKS........here are some I ideas to help
« Reply #7 on: April 21, 2000, 07:31:00 PM »
I'd like to see 2k (so a jabo can kill a hangar) and a long rebuild, like 30 minutes.

It just takes too many people to knock the field down, and with the short rebuild you are sunk if something happens to your first goon.

skippy

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3k for hangers SUCKS........here are some I ideas to help
« Reply #8 on: April 22, 2000, 09:44:00 PM »
how about if ya put a 1k in the center it goes down period. Put one on the ends and it takes 2.

treadhead1

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3k for hangers SUCKS........here are some I ideas to help
« Reply #9 on: April 26, 2000, 06:01:00 PM »
My only question is, if your drop 1 1000lbs bomb and it hits 50 yds away from the hanger, the resulting shockwave and shrapnel wont blow the roof off a hanger???? I believe the collateral damage of bombs should be increased. Those are pretty stout hangers if you need to drop 3 1000k through the same hole in the roof.

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Offline Swager

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3k for hangers SUCKS........here are some I ideas to help
« Reply #10 on: April 27, 2000, 07:11:00 AM »
I believe 2-3k is good for the hangers, but they should be down longer!

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Offline Dingy

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3k for hangers SUCKS........here are some I ideas to help
« Reply #11 on: April 27, 2000, 03:27:00 PM »
Well as one who doesnt particularly enjoy the land grab aspect of AH (I know....Im a blasphemer!), I have to agree with the consensus here.

Less poundage required to down hangers or more time the hanger stays down.  Here are some values I think will keep 1 player from bombing and capturing the field in 2 runs (which is what HTC is trying to avoid):

3000 lbs of bombs/25 minutes down  
-OR-
2000 lbs of bombs/15 minutes down

Of course we could completely get rid of the land grabbing!  

-Ding

Offline Fariz

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3k for hangers SUCKS........here are some I ideas to help
« Reply #12 on: April 27, 2000, 05:52:00 PM »
Was 3rd patch to 1.02 without the hangar hardness change. It means that they are happy about its hardness.

my vote is 2500, 25 minutes.

Fariz
XII Legion


Offline Spatula

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3k for hangers SUCKS........here are some I ideas to help
« Reply #13 on: April 27, 2000, 10:40:00 PM »
At the risk of being unpopular (even more so), i like it exactly as it is.
Why, you cry?
well, it really forces the attackers to GET ORGANISED. What it does mean is that you have to have a co-ordinated, well planned and perfectly executed attack with good inter-team communication.
If i'm not mistaken, and correct me if im wrong, this is what everyone (well lots) was crying out for.

The way it is it discourages:
- vultch fests
- furballs
- mindless respawn, fight, die, respawn mentality.
- sloppy tatics
- lack of direction.

what it encourages:
- team work
- good tactics
- good communication
- life longevity
- rapid base capture

Does no-one see this, or am i dreaming?

BTW since the new version the feild captures ive been involved with/co-ordinated have been HIGHLY successfull and very swift and very rewarding.

Feed back please.


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[This message has been edited by Spatula (edited 04-27-2000).]
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Offline Duckwing6

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3k for hangers SUCKS........here are some I ideas to help
« Reply #14 on: April 28, 2000, 03:55:00 AM »
Voulching is back sincethe incresed hardness and lower downtimes of hangars ..

I vote for 2k 20-30 mins .. give them Jabos something to do.