Author Topic: D-Fuse Bombs  (Read 1471 times)

Offline DMVIAGRA

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Re: D-Fuse Bombs
« Reply #15 on: February 26, 2012, 07:33:42 PM »
Well I want BALOON WARS!!!   :banana:

But I can't have it...

Offline MK-84

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Re: D-Fuse Bombs
« Reply #16 on: February 26, 2012, 07:54:21 PM »
I am very concerned about how this would be "gamed"  I believe that delay fuses were used to either deny an enemy access to the target area, and so that a second wave attack could be made. (or I'm totally wrong)

I remember a neat trick in AW3 was that if you were being chased to the deck by an enemy you could drop your bomb and it could be timed just right as to destroy the person chasing you.

Now adding timed fuses is silly, either you could do exactly what I just described but easier, or you could drop at spawns, and get "free" kills, or you could carpet an area again for "free kills"

In our game there is no point in delaying when a target is destroyed, it is always better to destroy it at once.  Adding a delay fuse would ONLY be used in ways to "game the game"  which removes the whole point of adding them.

Offline phatzo

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Re: D-Fuse Bombs
« Reply #17 on: February 26, 2012, 10:36:48 PM »

I remember a neat trick in AW3 was that if you were being chased to the deck by an enemy you could drop your bomb and it could be timed just right as to destroy the person chasing you.

exactly what happens in warbirds too.
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Offline Karnak

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Re: D-Fuse Bombs
« Reply #18 on: February 27, 2012, 12:40:28 AM »
The delay would need to be set on the runway before turning the engines on or even in the hangar.  The maximum delay would need to be relatively short too, no more than 15-30 seconds.
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Offline phatzo

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Re: D-Fuse Bombs
« Reply #19 on: February 27, 2012, 12:44:25 AM »
The delay would need to be set on the runway before turning the engines on or even in the hangar.  The maximum delay would need to be relatively short too, no more than 15-30 seconds.
1 second is about all you need to blow up the guy chasing you on the deck.
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Offline Ruah

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Re: D-Fuse Bombs
« Reply #20 on: February 27, 2012, 07:22:37 AM »
would be great

+1

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Offline Karnak

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Re: D-Fuse Bombs
« Reply #21 on: February 27, 2012, 09:44:30 AM »
1 second is about all you need to blow up the guy chasing you on the deck.
Yes, but if you can only set it in the hangar you can't customize it at the time.
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Offline MAINER

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Re: D-Fuse Bombs
« Reply #22 on: February 27, 2012, 09:46:06 AM »
Yes, but if you can only set it in the hangar you can't customize it at the time.

That sounds like a good idea. In real life I dont think you could have set it in flight either.
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Offline Wiley

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Re: D-Fuse Bombs
« Reply #23 on: February 27, 2012, 10:25:16 AM »
Yes, but if you can only set it in the hangar you can't customize it at the time.

About 2 seconds will cover most fragging situations.  I saw it used to great effect by some on the unwary.

I don't know.  On the one hand it was used IRL.  On the other, in WBs it meant a lot of people stopped divebombing and just dropped their bombs from treetop height.  Very accurate, no effort.

Now, in WBs, it was like the bombs had glue on them.  They hit, and stopped immediately.  No bounce at all.

IMO it is EZMode for divebombing and adds the possibility for fragging pursuing planes.  Whether that's a good thing is up to the individual I guess.  I didn't miss it at all when I got here.

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Offline Arlo

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Re: D-Fuse Bombs
« Reply #24 on: February 27, 2012, 10:40:19 AM »
If the setting could be set for minutes (up to an hour) then one player could fly 2 or 3 passes on a target and set the bombs to go off as simultaneous. ShruG

Offline Karnak

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Re: D-Fuse Bombs
« Reply #25 on: February 27, 2012, 11:07:44 AM »
About 2 seconds will cover most fragging situations.  I saw it used to great effect by some on the unwary.

I don't know.  On the one hand it was used IRL.  On the other, in WBs it meant a lot of people stopped divebombing and just dropped their bombs from treetop height.  Very accurate, no effort.

Now, in WBs, it was like the bombs had glue on them.  They hit, and stopped immediately.  No bounce at all.

IMO it is EZMode for divebombing and adds the possibility for fragging pursuing planes.  Whether that's a good thing is up to the individual I guess.  I didn't miss it at all when I got here.

Wiley.
The bombs should still need to travel through ~1000ft of air before arming.  That should fix the treetop altitude drops unless going very fast.

As to using them to frag aircraft behind you, that seems kinda like crippling your aircraft's air-to-air capability to have a small defensive chance when running, slower than if you hadn't taken the bombs, on the deck.
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Offline Wiley

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Re: D-Fuse Bombs
« Reply #26 on: February 27, 2012, 11:24:44 AM »
The bombs should still need to travel through ~1000ft of air before arming.  That should fix the treetop altitude drops unless going very fast.

Yeah.  It would.  From my perspective, that was the only reason to dfuse.  Making the requirements the same IMO would leave Dfusing at the point of 'why bother?'  Literally the only difference would be that the bomb blows up later than it does now.  Actually now that I think about it, in WB the bomb blast radius more or less forced you to drop above 1000' AGL.  Here, the bomb just needs to travel 1000'.  Really the net effect is the same, and is probably why the 1000' rule was implemented.  I don't tend to drop very low, but I can't recall ever fragging myself here.

Quote
As to using them to frag aircraft behind you, that seems kinda like crippling your aircraft's air-to-air capability to have a small defensive chance when running, slower than if you hadn't taken the bombs, on the deck.

Oh, people who were intent on dogfighting didn't do it.  It was more used when NOEs were discovered.  There are a lot of differences in the ground target stuff between here and there that would make it far less effective here than it was over there.

Wiley.
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Offline Bino

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Re: D-Fuse Bombs
« Reply #27 on: February 27, 2012, 12:19:06 PM »

I like the idea of delayed-action fuzes, so long as the following still applies:

Easy to fix.  Still require the bombs to travel through a certain distance of air.


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Offline Ack-Ack

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Re: D-Fuse Bombs
« Reply #28 on: February 27, 2012, 01:05:47 PM »

I remember a neat trick in AW3 was that if you were being chased to the deck by an enemy you could drop your bomb and it could be timed just right as to destroy the person chasing you.


Can be done in here as well, just takes better timing as the bomb needs to travel a 1000ft as opposed to the 500ft in AW.

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Offline icepac

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Re: D-Fuse Bombs
« Reply #29 on: February 28, 2012, 07:45:53 AM »
I remember skip bombs in existing in warbirds so it should be easy to code the bombs to skip if they are dropped at a shallow angle.