Author Topic: Lets try to end Salvo 1 on towns.  (Read 4642 times)

Offline Krusty

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Re: Lets try to end Salvo 1 on towns.
« Reply #30 on: July 07, 2011, 03:35:42 PM »
I still think we need either multiple mega strats spread across the front or megastrats that behave differently but also zone strats returned as they used to.


Change the resupply to be:

zone ord/fuel/troops/etc <-- resupplied by city <-- resupplied by same ord/fuel/troops/etc in megastrat <-- resupplied by mega city


So hit mega AAA to stop supplies to all AAAs, or slow down their respawn, but hit a local zone which is closer for a regional effect of similar nature. The cities are the gateways for a local zone, but the actual supplies are tied to mega strat (which is harder to hit, heavily defended, and maybe up the hardness to make it require more ord)

Offline AWwrgwy

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Re: Lets try to end Salvo 1 on towns.
« Reply #31 on: July 07, 2011, 03:45:40 PM »
Essentially hasn't this devolved into a wish for different targets to milkrun?

The problem with milkrunnng cities that they begin to pop in the middle of a base capture?

Why would a country put there means of production near the front lines where it is easy to destroy?

Aren't the strats on the Tagma map right on the coast where they are easy to hit? Is anyone hitting them?



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Offline Krusty

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Re: Lets try to end Salvo 1 on towns.
« Reply #32 on: July 07, 2011, 04:00:17 PM »
I think it's easier to milk run a target 400 miles behind the front where nobody thinks you'll get to it. Bombing strats 1-2 sectors from the main fight is much more hazardous. I've also had many a good fight bombing zone strats. I don't agree that it's a milk run. You can milk run anywhere. It doesn't need to be a strat. It would just be nice for some of us that like to bomb to actually make a difference here or there or somehow.

Megastrats are really nice, visually and aesthetically. Functionally I liked the old zone strats a tad more. If we can link the 2 we can get the best of both worlds.

Offline guncrasher

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Re: Lets try to end Salvo 1 on towns.
« Reply #33 on: July 07, 2011, 10:47:56 PM »
You would be wrong Mr mind reader ;) So lets set the puffy for cons 18K or higher :aok So tell me what I am thinking of now :neener:



how is puffy ack gonna stop somebody from milking a town at 20k?  I have flown over the strats made 3 passes at 12-15k and came out undamaged.  I routinely sink cv's from 5.5 alt and come out with very little damage if any.  so not sure how 1 to 3 puffy ack over town is going to stop somebody from doing milk runs.  other than being great for films, it wont bother anybody.  that's just my opinion.


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Offline Raptor05121

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Re: Lets try to end Salvo 1 on towns.
« Reply #34 on: July 08, 2011, 02:22:27 AM »
x2 on ^^^

I spent 20 mins chasing a Cv group with an empty B-24 level @ 10K, 200 knots just to scare them. all that time puffy is after me and all it manages to do it put a hole in my windscreen.
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Offline Karnak

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Re: Lets try to end Salvo 1 on towns.
« Reply #35 on: July 08, 2011, 02:38:29 AM »
x2 on ^^^

I spent 20 mins chasing a Cv group with an empty B-24 level @ 10K, 200 knots just to scare them. all that time puffy is after me and all it manages to do it put a hole in my windscreen.
Huh.  I did a Mosquito XVI run with a single aircraft on the city and in the time it took me to unload the 'cookie' I had multiple shell holes on my port wing and fuselage.  One looked dangerously close to the radiator for my #1 engine.  Yes, in the end it didn't do any 'real' damage, but it sure scuffed up the paint.
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Offline Pigslilspaz

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Re: Lets try to end Salvo 1 on towns.
« Reply #36 on: July 08, 2011, 04:47:56 AM »
Can't do a strat run with 17's without a fuel hit, sometimes the flaming variety.

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Offline Noir

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Re: Lets try to end Salvo 1 on towns.
« Reply #37 on: July 08, 2011, 06:42:30 AM »
puff ack works great against fighter, I have yet to see it damage a bomber.
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Offline Shuffler

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Re: Lets try to end Salvo 1 on towns.
« Reply #38 on: July 08, 2011, 10:06:22 AM »
30k AI over towns :)


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Offline Volron

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Re: Lets try to end Salvo 1 on towns.
« Reply #39 on: July 08, 2011, 10:37:24 AM »
strats have a crap load of puffy ack, it doesnt stop the players from flying aircraft over it and getting away undamaged.  2 or 3 puffy ack over the town will only stop the low flying planes vulching over the field.  which I am pretty sure is the intent of the op.  just not saying it.

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I STILL think Flak over the Capital is light...  I would expect at LEAST 2x of what you see, and not concentrated on a single set either (if you somehow got hell to freeze over and get someone to come along with you).
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Offline Oddball-CAF

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Re: Lets try to end Salvo 1 on towns.
« Reply #40 on: July 08, 2011, 11:10:24 AM »
  Bottom line boys and girls is that there are basically no targets to hit anymore beyond
the towns or hangers.
  We used to have a strat system in place but the furball only crowd couldn't deal with
it, so it got dumbed down to the point it's at now. And to be frank, I'm bored to death
with it. I don't blame guys flying heavy bombers and just droppin' center mass on towns
for points. What the hell else are they gonna do with their bombers beyond
sinking fleets, dropping FHs, VHs, and BHs or hitting towns? That's basically
the three options currently availlable.
  The first, sinking fleets, is ridiculously easy, as is the second. But the second
pisses off a lot of people, both those pretending to attack a base in
fighters, who are really there just to pick and vulch, and those
defending it. The third ,if one is in a heavy bomber "mission" leaves
very little opportunity for the bombers not dropping on the center of
a town.
  I don't know why folks even care if somebody decides to lift a bomber and drop
some eggs on a town miles from nowhere. There's usually somebody
sittin' around in a tower somewhere, pickin' their nose waitin' for somethin'
like that to happen and looking for some easy kills.
  As a C.O. of a squad that runs weekly "Squad Night" missions, I personally
would love to be able to do something besides the same cookie-cutter crap
I'm currently relegated to putting in place which is attack and capture a
field. Put back the old system of zones with cities and factories, and toss
in a few big old rail yards and make 'em mean somethin'.

 
 

Offline AWwrgwy

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Re: Lets try to end Salvo 1 on towns.
« Reply #41 on: July 08, 2011, 11:56:59 AM »
  Bottom line boys and girls is that there are basically no targets to hit anymore beyond
the towns or hangers.
  We used to have a strat system in place but the furball only crowd couldn't deal with
it, so it got dumbed down to the point it's at now. And to be frank, I'm bored to death
with it. I don't blame guys flying heavy bombers and just droppin' center mass on towns
for points. What the hell else are they gonna do with their bombers beyond
sinking fleets, dropping FHs, VHs, and BHs or hitting towns? That's basically
the three options currently availlable.
  The first, sinking fleets, is ridiculously easy, as is the second. But the second
pisses off a lot of people, both those pretending to attack a base in
fighters, who are really there just to pick and vulch, and those
defending it. The third ,if one is in a heavy bomber "mission" leaves
very little opportunity for the bombers not dropping on the center of
a town.
  I don't know why folks even care if somebody decides to lift a bomber and drop
some eggs on a town miles from nowhere. There's usually somebody
sittin' around in a tower somewhere, pickin' their nose waitin' for somethin'
like that to happen and looking for some easy kills.
  As a C.O. of a squad that runs weekly "Squad Night" missions, I personally
would love to be able to do something besides the same cookie-cutter crap
I'm currently relegated to putting in place which is attack and capture a
field. Put back the old system of zones with cities and factories, and toss
in a few big old rail yards and make 'em mean somethin'.

 
 

How have Strats changed other than location?



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Offline Scca

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Re: Lets try to end Salvo 1 on towns.
« Reply #42 on: July 08, 2011, 01:53:05 PM »
Huh.  I did a Mosquito XVI run with a single aircraft on the city and in the time it took me to unload the 'cookie' I had multiple shell holes on my port wing and fuselage.  One looked dangerously close to the radiator for my #1 engine.  Yes, in the end it didn't do any 'real' damage, but it sure scuffed up the paint.

Reason=single bomber

As I understand it, a box is drawn around your craft.  Puffy goes off randomly somewhere in the box.  The size of the box is dependent on a couple of things, the number of aircraft (3 bombers have a bigger box), speed of aircraft (faster = bigger box), and how much it's changing direction (jinxing = bigger box).  The bigger the box, the "less" chance you will be hit because there is more room to account for the randomness. 

This would explain why my single heavy fighter goes boom every time I am within a sector of a CV group, but my fast B-26's remain undamaged as I sink'em..
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Offline guncrasher

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Re: Lets try to end Salvo 1 on towns.
« Reply #43 on: July 08, 2011, 02:42:50 PM »
  Bottom line boys and girls is that there are basically no targets to hit anymore beyond
the towns or hangers.
  We used to have a strat system in place but the furball only crowd couldn't deal with
it, so it got dumbed down to the point it's at now. And to be frank, I'm bored to death
with it. I don't blame guys flying heavy bombers and just droppin' center mass on towns
for points. What the hell else are they gonna do with their bombers beyond
sinking fleets, dropping FHs, VHs, and BHs or hitting towns? That's basically
the three options currently availlable.
  The first, sinking fleets, is ridiculously easy, as is the second. But the second
pisses off a lot of people, both those pretending to attack a base in
fighters, who are really there just to pick and vulch, and those
defending it. The third ,if one is in a heavy bomber "mission" leaves
very little opportunity for the bombers not dropping on the center of
a town.
  I don't know why folks even care if somebody decides to lift a bomber and drop
some eggs on a town miles from nowhere. There's usually somebody
sittin' around in a tower somewhere, pickin' their nose waitin' for somethin'
like that to happen and looking for some easy kills.
  As a C.O. of a squad that runs weekly "Squad Night" missions, I personally
would love to be able to do something besides the same cookie-cutter crap
I'm currently relegated to putting in place which is attack and capture a
field. Put back the old system of zones with cities and factories, and toss
in a few big old rail yards and make 'em mean somethin'.

 
 

what does this has to do with flak around town?  but if you are getting bored then it's not the game, it's you.  me I dont log in to really waste many hours flying cartoon planes around.  I log in to talk to some really good friends and have some good laughs.  we knights may not get organized or whatever, but there's always a couple of guys making the rest of us laugh our butts off.  that's what the game is about. fly around pretending to be some cool fighter plane hero, but in reality just spending some good time with a couple of hundred friends :aok :aok.

semp
you dont want me to ho, dont point your plane at me.

Offline Babalonian

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Re: Lets try to end Salvo 1 on towns.
« Reply #44 on: July 08, 2011, 03:15:11 PM »
<snipped>  And besides, this seems to be another "make them play the game my way" kind of wish.

Perhaps the OP, but my main issue is that nobody wants to do it the way AH is structured to reward a player for their effort, I'm otherwise a fairly liberal person and believe those should do what they want for the reward that they want.  

There is currently a reward (the most profitable way to increase score and farm perks) for the effort bombers invest into climbing up to ~25k, and plotting to fly a large circuit that drops a single large bomb on multiple untouched enemy town centers.  My only quarel with that is that it is vastly more profitable to invest the preperation and effort into performing these types of missions over that of say a well executed strat bombing run, as well as being one of the least riskiest (maybe even the least-most) tasks to perform beyond the risk you take of disconnecting anytime during your long sortie (a challenge everyone across the game that play online must address on their own and as they come).


On the other hand is another issue thats been becoming an increasing concern to me with the game and its means of rewarding players for their efforts, especialy with the addition of more high-alt bombers like the new Mosquito and B-29.  Currently, the 'reward' (score/perks) for fighters and interceptors in the game looking to defend against enemy actions is all based on ENY and set values.  If you shoot down a B-17 in a P-40 or F-4 you get (and should) a greater reward than shooting one down while flying a P-51 or K-4.  There's nothing wrong with that in my opinion 90% of the time.  However it is 10% of the time a great hinderance that I think needs to be changed/addressed, especialy to those looking to defend or intercept high-alt buffs.  Because many high-ENY aircraft can't simply compete with the many buffs that outperform above 15k, players are pigeonholed into taking up a lower-ENY late-war high-alt (typically with lots/good guns) specialists if they want to dispatch the enemy (you could take a P-40, you could want to invest even more time to climbing up that high, you could even want to invest in trying to predict the bombers path, but if during any of that the bombers turn (or are paying close enough attention to notice the little dot on the horizon), often you've wasted your entire effort as you can't catch them now.  After doing this how many times do most players give up on the P-40 in this case and choose an aircraft with a chance of being faster at the altitude of the buffs, but with signifigantly less ENY?  Or simply take their P-40 elsewhere and give up on intercpeting high bombers?) and if you're going to invest the time and effort to get up there and attempt to down them, it is disheartening to come away from the effort with only a couple perks at most especially given that you could of been much more productive with the time you invested.

I've speculated on things to fix this concern I have, but it gets gamey and I havent thought of any I'd like to propose.  IE: 1x Perkies for kills below 10k, 2x for kills 10-20k, 3x for 20-30k, 4x for 30-40k.  I guarentee you'll see more of everything from P-40s to K-4s intercepting 25k buffs with that... heck add something similar for bombers and you'll see more high-alt buffs too!  But it is heavily manipulatable IMO, like if players start only picking players in a furball that venture above 10k, everyone that ropes enemy cons with a wingman/team-mate will get crucified as gaming the game.  Or if applied to bombers, imagine all those that would be perched at 31k all day long, shooting enemy cons that try to intercept them still climbing up in the 20-30k range (and those interceptors shooting upward don't have as "fair" a point multiplier as they're still in the lower range) and continueing to seek out bombing only the most rewarding targets.
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