Author Topic: tracers in combat  (Read 1119 times)

Offline Krusty

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Re: tracers in combat
« Reply #15 on: October 25, 2010, 07:04:29 PM »
Much as ANY game out there with multiple players has an ammo counter, I don't think AH should remove ours.

Any FPS out there tells you how many clips you have, how many rounds left. Any RPG tells you how much health you have, how much mana, how many potions/spells/whatever left. Any decent flight sim out there will have a way of telling you your fuel, engine settings, ammo, temperature (hell, even TargetWare had the debug screen that most folks flew around watching their ammo on).

It's not a compromise in the reality of it... It's a gameplay FEATURE that's invaluable to any player, in any game. We strive for the experience of the action of fighting in WW2, not the monotony... Not sitting around for 2 hours waiting for a raid to prepare, running the engine for 1 hour, heating it up half an hour before, then taking off and waiting 20 minutes before getting airborne because you're last in line of 200 planes taking off.....

Removing the ammo counters would be as stupid as the IL2-phytes that love to pretend "no icons" is realistic. It's a false argument because we're NOT recreating a WW2 sortie where you fire your guns ONCE if you're lucky then run screaming home for help. The majority of all US WW2 pilots never saw the enemy. Keep that in mind.

Ammo counters serve a function, same as the damage screen... same as an accurate fuel gauge (not all had that luxury), to have guns that never jammed or engines that didn't sieze up if you flew inverted more than 10 seconds (I kid you not)....


So if you're on a quest to make things realistic, you have a crapload of things above "remove the ammo counters" before you even consider playing that card.

Offline Saxman

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Re: tracers in combat
« Reply #16 on: October 25, 2010, 10:22:51 PM »
I was waiting for someone to bring up "Gameplay Concession" for the ammo counters.

This isn't like the damage readout where it compensates for the fact you're missing tactile feedback something's not working right in your plane.

This isn't like the stall buzzer and exaggerated buffet that stands in for the tactile feedback of your plane turning to mush as you near a stall.

Or the annoying blackouts that stand in for the fact you have a big, gaping bullet hole in your gut and you're about to black out.

It's a substitute for knowing your plane, and having a sense of how much ammo you used. I'd like you to explain to me how THAT is unrealistic without a counter.
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Offline bagrat

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Re: tracers in combat
« Reply #17 on: October 25, 2010, 11:36:33 PM »
hows about just being able to change how often a tracer comes out, like instead of every fifth round being a tracer, you could change it to every 10 or 20'th round instead. I dont know how historically accurate it would be, but it would add a little something.
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Offline Krusty

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Re: tracers in combat
« Reply #18 on: October 26, 2010, 12:22:47 AM »
I was waiting for someone to bring up "Gameplay Concession" for the ammo counters.

And I was waiting for the "this compensates for that!, but the ammo counters don't!" type of argument... :P

It doesn't apply the way you describe. It's not that the ammo counter makes up for anything, it is simply that the way we play is so distanced from real life actions and tactics that our fun depends on knowing whether we have enough ammunition to have a "fun fight" or if not to change our minds.

In WW2 the multiple combats per sortie was a statistical rarity... Some of the luckier aces had them, but most pilots did not. In here it is what we want. We don't WANT to mimick reality. We want to immerse in the "thrilling side" of combat, not the dull side.

So the ammo counters do NOT counter a "tactile feel" or anything like that, but they ARE a very important feature of any online game, in almost any genre. Something, somewhere, gives you some info that lets you decide whether you want to press your luck or not (and it is knowing that lets you make the informed gamble, which is much more satisfying than dumb blind ignorance). This is simply the nature of online games and our recreation activities. It's no concession, but it is an industry standard and expected (nay, demanded) by most gamers in the world regardless of the game.

Offline Avanti

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Re: tracers in combat
« Reply #19 on: October 26, 2010, 12:25:16 AM »
Simple solution: Remove the counters. I don't like having them in planes that didn't historically (ie, some German birds did) as it is.

I would like this in FSO but not in MA

Offline EskimoJoe

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Re: tracers in combat
« Reply #20 on: October 26, 2010, 02:02:25 AM »

PS. A lot of what guncrasher stated is silly.

As per usual.

As for cannons/mgs with the same trigger in zeros? Use your F and B key if you want. The 'fire all' button that you have mapped on your controller, be it joystick, keyboard, or mouse, simulates the pilot pulling his one (or two) triggers. As far as I can tell, there is no need to change it.

Buuut, if it reaalllyyy bugs you, change your joystick buttons.
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Offline guncrasher

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Re: tracers in combat
« Reply #21 on: October 26, 2010, 02:27:46 AM »
As per usual.

As for cannons/mgs with the same trigger in zeros? Use your F and B key if you want. The 'fire all' button that you have mapped on your controller, be it joystick, keyboard, or mouse, simulates the pilot pulling his one (or two) triggers. As far as I can tell, there is no need to change it.

Buuut, if it reaalllyyy bugs you, change your joystick buttons.

my point was that he wanted traces to be more like in ww2, i just pointed out to him that here's lots of things here that are not really like it was in ww2.  like the zero's ability to shoot cannons and mg at the same time.  but it is all just so we can have more fun.  like lots of people already mentioned before.  btw everything that I wrote is not silly.  none of it is like it was in ww2.

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Offline B3YT

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Re: tracers in combat
« Reply #22 on: October 26, 2010, 02:43:50 AM »
of note of giving away your out of ammo . the RAF in the far east would feed tracer every 4th round at the middle of the belt  to fool the IJA into thinking they were running out  of ammo .  It worked very well  and increased the kill rate for the RAF .
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