Author Topic: Make 88mm towable  (Read 1129 times)

Offline Chalenge

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Make 88mm towable
« on: January 27, 2012, 12:25:05 PM »
We have the perfect vehicle for towing the 88mm the SdKfz. It can finally come out of the hangar and do something it actually did do. Plus it could be used to pop Storchs or drop fields and towns not to mention those pesky CVs that always seem to be just out of reach of the shore batteries.
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Offline grumpy37

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Re: Make 88mm towable
« Reply #1 on: January 27, 2012, 12:31:23 PM »
+1
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Offline davidwales

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Re: Make 88mm towable
« Reply #2 on: January 27, 2012, 12:35:21 PM »
yes im with you grumpy i think its good +1 :aok

Offline davidwales

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Re: Make 88mm towable
« Reply #3 on: January 27, 2012, 12:38:30 PM »
this was germanys best weapons capable of fireing all sorts of munitions and i beleive it was the most feared weapon at the battle of the bulge at bastogne , i remember watching band of brothers , also a good aaa  :salute

Offline SmokinLoon

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Re: Make 88mm towable
« Reply #4 on: January 27, 2012, 01:40:41 PM »
STOP and think about this before you knee-jerkers give a "+1".  You guys are asking for the 88mm to be towed.  Ok, so you spawn in towards an enemy field and set this thing up somewhere in between spawn and town of the field.  Remember, the **minimum** range is 1500 yards and the traverse rate is slower than a 7 years itch.  Enemy aircraft, be it IL-2, Storch, or A20 is going to up and investigate what is making the base blink.  They wont see the towed 88mm until 625 yards out, but will be inside the 1500 yard "safe zone" long before.  Point being is that the value of a towed 88mm in AH will NOT be anywhere near the value of the 88mm in the real deal.

The Osty, Wirby, and M16 are far better for close AA than the 88mm.  Hands down.  The 88mm will decimate bombers and other aircraft flying in to a base.  Leave it at that.

AH is a long way from adding in "towed" guns.  IMO, AH would be far better served by adding in self propelled guns like the Wespe, Priest, Su-122/152, (Su-100 = TD), etc etc. 
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Offline Chalenge

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Re: Make 88mm towable
« Reply #5 on: January 27, 2012, 02:00:55 PM »
SmokinLoon you are the one missing the point. Aircraft are NOT the only target in this game. Who says the base has to flash?  :devil
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Offline Rob52240

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Re: Make 88mm towable
« Reply #6 on: January 27, 2012, 02:12:09 PM »
+1
If I had a gun with 3 bullets and I was locked in a room with Bin Laden, Hitler, Saddam and Zipp...  I would shoot Zipp 3 times.

Offline Raphael

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Re: Make 88mm towable
« Reply #7 on: January 27, 2012, 02:17:25 PM »
I was instanly going to say +1 but after reading what smokin has posted.. well it is true, the game would need some reforms before adding that, beginning the the maps and the way to think where spawn points must be positioned....


anyway it is still a +1 in the long term. for za future!
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Offline grumpy37

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Re: Make 88mm towable
« Reply #8 on: January 27, 2012, 02:20:47 PM »
I agree with what smokin says too, but you have to start somewhere.  Towable anything would be cool just to be able to tow something around  LOL
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Offline Rob52240

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Re: Make 88mm towable
« Reply #9 on: January 27, 2012, 03:12:56 PM »
What about towable heavy weapons in general that can be set up for ambushing attackers in towns?
If I had a gun with 3 bullets and I was locked in a room with Bin Laden, Hitler, Saddam and Zipp...  I would shoot Zipp 3 times.

Offline Babalonian

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Re: Make 88mm towable
« Reply #10 on: January 27, 2012, 04:37:00 PM »
SmokinLoon you are the one missing the point. Aircraft are NOT the only target in this game. Who says the base has to flash?  :devil

That's really my only complaint about a towable 88mm, you'll have players camped on some hill or in some barn 9.95k distance out from the runway, plugging away at anything that ups on it, and the base won't flash.

On the up-side, I don't think driving CVs closer than 10k to the shore will be as popular a strategy anymore.
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Offline Melvin

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Re: Make 88mm towable
« Reply #11 on: January 27, 2012, 04:43:53 PM »
That's really my only complaint about a towable 88mm, you'll have players camped on some hill or in some barn 9.95k distance out from the runway, plugging away at anything that ups on it, and the base won't flash.


I don't think it would take long for the uppers to figure out what's up. Plus it takes a while for the shell to reach target, so their would be skill involved.

Just think of the long range gun duels that might take place.

 :aok
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Offline Babalonian

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Re: Make 88mm towable
« Reply #12 on: January 27, 2012, 06:58:38 PM »
I don't think it would take long for the uppers to figure out what's up. Plus it takes a while for the shell to reach target, so their would be skill involved.

Just think of the long range gun duels that might take place.

 :aok

So you're saying spawn camping takes some skill, eigh?  :devil  :bolt:

Well, how long it takes to figure out is an established random variable, but lets not touch on the subject of those who are or aren't smart enough to stop upping at a vulch-capped field.  Lets just say "figuring it out" can spanse a length of time from 1 upping or 1-customer if it's at the expense of that person's fun.

But the other aspect is a variable too, especially with the new GV icon mechanics now.  If the enemy isn't being observant, he'll give away his position to someone looking for them very quickly, otherwise he'll enjoy a long time of relative peace until someone in a storch teams up with a can-plinker.

It wont be game breaking, but still, gonna likely have to change the base flashing range for enemy GVs.
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Offline Chalenge

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Re: Make 88mm towable
« Reply #13 on: January 27, 2012, 07:40:49 PM »
In that case they should do it already since the M4 75 can already shell a town or field dead without ever flashing the base.
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Offline Raphael

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Re: Make 88mm towable
« Reply #14 on: January 27, 2012, 08:24:46 PM »
what if....

in one of the towable options we had the auto ack?

for the towns I mean. think about this:

your town is deacked, you get the vehicle with the towable gun, rush to the town, get close to one of the destroyed auto ack position and drop it like a supply, say you have to stay in a radius of 5 meters away from the destroyed hole for this to work. make it load for a while and ta-da you have one ack up again.

now this could be in a chain reaction from supplies. you need field supplies. field supplies wont bring the autoack back faster (I don't know if it does right now). it will bring a number of ack guns to the field (say like 5 ack loadouts will pop in the hangar 10 minutes after the field supply drop) and then it will depend on the player as to which ack to bring back at which points first etc etc....
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