if an NOE comes in and the base is totally undefended its purely the fault of the defenders (or lack there of)..
why are NOEs so effective?
well it plays out as such:
somebody types "A23 is flashing" but they themselves don't go there.. figuring someone else will go, they called it out, did their part.
then as it keeps flashing.. those hundred plus people who saw the message that A23 is flashing, ignore it, figuring others will respond, they are buisy.
finally as the mission "hits" someone goes to the tower and says "ALERT NOE! A23" by then the base is capped and the town is getting obliterated.. even then almost nobody upps for the last ditch effort at defense..
probably because they already logged out to come make a post about how lame NOEs are
If the intent were to fight, the horde would attack a busy, active base. The mere fact that a remote base is targeted is obviously due to not wanting a fight. Any attempt at justifying it any other way is pure baloney.
Next, how many people sit in the tower scanning bases in the rear for possible attack? Very few if any. There are many reasons why a town or base may flash. Most of the time, it's a single GV for a formation of bombers milkrunning.
Finally, when it becomes apparent that it's an NOE horde, there is little time to get airborne. It takes time to get the word out, get enough players to land, auger or otherwise get to the base under attack. Then, even if they do get airborne, the horde is already on the town. So, the defenders start with small numbers and a huge E disadvantage.
The fact is that the majority of players in AH2 at this time have zero ACM skills. They don't have the desire to learn, because learning takes effort and effort is to be avoided at all cost. So, they fly in gangs where the risk of getting singled out is minimal. Yet, many still die; testament to their uber skill set....
There are some things that can offset the increasing mindset of horde mongering.
1) Put several manned, hardened, 88mm or 90mm flak guns on each base. Reach out to the town and pop some 110s. Makes porking a lightly defended base extremely risky.
2) Increased lethality of existing field ack (it's largely ineffective now). Reduce the effectiveness of field porking, if they can't survive more than one pass through the ack.
3) Harden the ammo bunkers. Current bunkers are no more difficult to kill than a barracks. Bunkers are bunkers, they should be hard to kill.
4) Reduce radar height from 500 feet to 200 feet AGL. This will result in more unwanted pop-up darbars and increase the likelihood that dweebs will auger. Offers a better chance to detect an NOE early in the mission.
5) Eliminate perk points for killing structures in attack mode. No perk rewards for killing buildings with 110s, Nikis and the like.
6) Remove shooting structures from Attack hit percentage. Only hits on aircraft or vehicles count towards hit percentage. This will impact score only slightly, but it's something at least.
7) Perk bombs over 500 lbs or 250 kilos in attack mode. If it were to cost 4 perks to suicide bomb... There will be less of it.
8) For all fighters not currently perked, add a 5 point perk to all fighters with an ENY of 8 or less. This will get some of the horde gang into lesser fighters.
9) Heavy bombers (B-17, B-24 and Lancaster) cannot drop bombs unless the player is on the bomb sight. This would stop the dive-bombing heavy bombers.
10) No bomber (bomb sight or otherwise) can drop bombs from F3 view. This would eliminate some of the more gamey behavior.
My regards,
Widewing