Author Topic: NOE Changes  (Read 1810 times)

Offline guncrasher

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Re: NOE Changes
« Reply #30 on: December 13, 2009, 01:12:45 PM »
That, and minimum 6-7 guys who happen to be sitting in tower intently watching text for the noe warnings

there's some guys that actually dont like furball so they sit in tower or scan bases when they're down looking for bases being attacked by only a few fighters.  these people consistently catch the noe raids, not all of them but a good percentage.  noe raids when properly executed (that means nobody saw them coming for the first 30 seconds that takes to kill town) will take a base withing a min or 2 longer than that and it just becomes a close to base furball  :x.
btw the best way to stop the noe raids is to go around town come in from behind and kill the goons.  goons are always unescorted.

either way attacking noe or defending against an noe brings a little burst of fun to the game, not sure why somebody would want to stop this.

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Offline Bronk

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Re: NOE Changes
« Reply #31 on: December 13, 2009, 02:56:30 PM »
To win a war an opponent needs to strike with overwhelming and devastating force. If each side consisted of one base, you may have a point but with the size and scope of our war environment, these raids are a legitimate tactic. My job (from my perspective) is to take your bases and win the war, yours is to stop me. As a country I would want to find the best tactic to take territory with the fewest casualties. And by the way, every country is on the receiving end of these NOE hordes. In fact last night the Bish repelled 2 of them while I was playing, so it can be done, just requires the ability to interperate what is going on on the map and TEAMWORK.

 The goal of the game is simulation and immersion, if you want combat reated on completely even terms, go to the DA and furball.



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Offline Chalenge

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Re: NOE Changes
« Reply #32 on: December 13, 2009, 03:06:16 PM »
That, and minimum 6-7 guys who happen to be sitting in tower intently watching text for the noe warnings

Tower? How about climbing to catch those bombers that are coming in at 30k or climbing your bombers to 30k yourself?

Oh wait... you wouldnt know about that now would you?  :D
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Offline Tilt

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Re: NOE Changes
« Reply #33 on: December 13, 2009, 03:13:44 PM »
Increase the base flash blink rate as a ratio of the number of enemy aircraft/gv's within  range.......................

« Last Edit: December 13, 2009, 03:16:09 PM by Tilt »
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Offline Bronk

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Re: NOE Changes
« Reply #34 on: December 13, 2009, 03:17:46 PM »
Increase the base flash blink rate as a ratio of the number of enemy aircraft/gv's within  range.......................


......  lower dar to 100' and no auto lvl when under 100'. 
Brilliant
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Offline PFactorDave

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Re: NOE Changes
« Reply #35 on: December 13, 2009, 03:20:08 PM »
Increase the base flash blink rate as a ratio of the number of enemy aircraft/gv's within  range.......................



I like this idea.  It would represent "spotters" that were a big part of early warning during the war.  A system of spotters would definitely know the difference between a lone aircraft and a large gaggle.

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Offline Tilt

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Re: NOE Changes
« Reply #36 on: December 13, 2009, 03:25:06 PM »
......  lower dar to 100' and no auto lvl when under 100'.  
Brilliant

Isn't the Ma set at 500 now?  If so lowering to 300 should be sufficient..............  

Its a pity that the radar alt is so universal..............

AH does not model how terrain might cause radar shadows.......

It would make more sense if NOE raids over water (where a base was by the sea) had to be at  below 100 but over land were forced to take to valleys etc  or else literally skim the tree tops

Guess then radar masts would end up on hill tops...............

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Offline bj229r

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Re: NOE Changes
« Reply #37 on: December 13, 2009, 04:08:19 PM »
That, and minimum 6-7 guys who happen to be sitting in tower intently watching text for the noe warnings
Tower? How about climbing to catch those bombers that are coming in at 30k or climbing your bombers to 30k yourself?

Oh wait... you wouldnt know about that now would you?  :D
...Ummmm at 30k ya can't see an noe?...which is the subject at hand. I'm thinking above 12k or so ya can't see a ground hugger
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Offline 1Boner

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Re: NOE Changes
« Reply #38 on: December 13, 2009, 04:28:18 PM »
Can changes be made to the radar or some other mechanism within the game that would help negate or deter over-kill sized (30+) NOE missions/raids?  The goal of this game is to create combat, and currently these types of raids inspire little or none of that.   :furious



If the goal of this game is to create combat, then why am I constantly dodging cons diving in from 15k+ altitudes?

Who are these guys trying to "fight"?

My guess is that these guys are going for the "kill" not the fight, in that respect they aren't any different than the large Noe groups who are trying to "kill" the base with as little resistance as possible.

There are alot of ways that alot of people in this game avoid actual combat, large noes, camping, using altitude as a crutch etc.

If anything is ruining the game it is the alt monkey.
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Offline JunkyII

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Re: NOE Changes
« Reply #39 on: December 13, 2009, 05:56:15 PM »
If the goal of this game is to create combat, then why am I constantly dodging cons diving in from 15k+ altitudes?

Who are these guys trying to "fight"?

My guess is that these guys are going for the "kill" not the fight, in that respect they aren't any different than the large Noe groups who are trying to "kill" the base with as little resistance as possible.

There are alot of ways that alot of people in this game avoid actual combat, large noes, camping, using altitude as a crutch etc.

If anything is ruining the game it is the alt monkey.
That is a different topic which needs to be brought up......talk to Chalenge he is their president :neener:
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Offline waystin2

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Re: NOE Changes
« Reply #40 on: December 13, 2009, 06:27:50 PM »
If the goal of this game is to create combat, then why am I constantly dodging cons diving in from 15k+ altitudes?

Who are these guys trying to "fight"?

My guess is that these guys are going for the "kill" not the fight, in that respect they aren't any different than the large Noe groups who are trying to "kill" the base with as little resistance as possible.

There are alot of ways that alot of people in this game avoid actual combat, large noes, camping, using altitude as a crutch etc.

If anything is ruining the game it is the alt monkey.

In truth I would rather deal with high cons, as I know where they are and do not have to guess their location.  I hear your complaint, but not entirely sure I agree boner.  A person above you is a visible and known enemy.  NOE large groups you could spend all night hunting and never get a good chance at them.
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Offline bj229r

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Re: NOE Changes
« Reply #41 on: December 13, 2009, 06:36:27 PM »
Monday is Bops squad night I think...they do 1 noe after another, quite cagey as well--as soon as a big whord ups for defense once they've taken a base or 2 in that area, they all land real quick, up new noe on far side of map...damn hard to stop. Lol I think sometimes Falcnwng has them up enough planes to pop the dar bar, resistance then ups, then they auger and pop up 8 sectors away. Must hand it to them, quite effective
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Offline 1Boner

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Re: NOE Changes
« Reply #42 on: December 13, 2009, 07:45:24 PM »
Monday is Bops squad night I think...they do 1 noe after another

We do?  :huh
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Offline JunkyII

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Re: NOE Changes
« Reply #43 on: December 13, 2009, 07:51:11 PM »
We do?  :huh
I dont know if BOP does but what BJ is talking about the horde leaving after any op comes to fight back is one of my biggest pet peeves in game :salute
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Offline bj229r

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Re: NOE Changes
« Reply #44 on: December 13, 2009, 08:51:34 PM »
We do?  :huh
OOOKKKkkkkkkk...you COULD be above dar for the short trek to Rook base in question (Nits don't put up as good a fight, I've been told :D), but the tactics are pretty much as I describe---not knocking them, as they ARE effective for said task
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