Author Topic: Hanger Synchronization  (Read 1490 times)

Offline VonMessa

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Re: Hanger Synchronization
« Reply #15 on: March 02, 2012, 10:59:15 AM »
How do you know they think they're helping? Maybe they're just having fun.

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Offline BowHTR

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Re: Hanger Synchronization
« Reply #16 on: March 02, 2012, 11:00:07 AM »
Good wish rob. I love easy it is to make everyone bash the vTards. Its perfect. Look at all of them jumping into the boat. This is excellent!!  :D :D Lets go start a wish that if you bail you go straight back to the tower as if you never took off. Then we wont have to worry about loosing a life. If we come across a defender we can just bail and it wont effect our score or anything!!
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Offline guncrasher

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Re: Hanger Synchronization
« Reply #17 on: March 02, 2012, 11:15:10 AM »
Good wish rob. I love easy it is to make everyone bash the vTards. Its perfect. Look at all of them jumping into the boat. This is excellent!!  :D :D Lets go start a wish that if you bail you go straight back to the tower as if you never took off. Then we wont have to worry about loosing a life. If we come across a defender we can just bail and it wont effect our score or anything!!

your wish is granted nobody loses a life in ah.   we may waste ours but that is different.


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Offline Wiley

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Re: Hanger Synchronization
« Reply #18 on: March 02, 2012, 11:49:43 AM »
My view is that if a hanger is hit whilst "under repair" (in game parlance its still down) then the clock is restarted.

This would be more representative of actuality. To keep it simple the ordinance required to reset the clock would be the same.

From a game play point of view we can visualise this by the smoke.

If a hanger has stopped smoking and its hit by another 3000lbs (or what ever the arena threshold is) then it starts smoking again............... none of this silly waiting for insta spawn when the hanger clicks back into life...............

If we think that this makes hanger suppression too easy then up hanger hardness appropriately............. they are too delicate now IMO anyway.

I think this would be a good idea.  The only issue I can see with it is how would it be scored?  No points unless the hangar's actually up?  Maybe you only get points after its stopped smoking?  Otherwise I can see it being pretty easy to game for score.

Wiley.
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Offline Rino

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Re: Hanger Synchronization
« Reply #19 on: March 02, 2012, 04:10:51 PM »
see the problem is that there are so many types of hangers that people get confused.  perhaps if you issue new guidelines to all the noobs it would stop.


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and they have different uses

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semp

     You make an excellent point Semp...I don't even know how to crank my hangers up, much less synch them  :D
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Offline JunkyII

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Re: Hanger Synchronization
« Reply #20 on: March 03, 2012, 12:53:30 AM »
stop dropping every hangar at every base and you wont have this problem.    if there are 50 planes in your raid and only 5 uppers to defend, here's a newsflash: YOU DONT NEED TO DROP THE HANGARS.   if you cant deal with those 5 uppers you aren't worth the mouse click it took to spawn you on the runway.  the measures people take to avoid any kind of fight...... :old:
:rofl so true
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Offline Rob52240

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Re: Hanger Synchronization
« Reply #21 on: March 03, 2012, 01:48:28 AM »
:rofl so true

You really have no clue do you.

This is about vehicle bases, as mentioned at the top of the thread.  Tanks are impossible to vulch like planes and if you knew anything about divebombing vehicles you'd understand that at best 1 plane can be expected to get 3 tank / flak kills.  When they're fighting at their own vehicle base, they can reup and cover the maproom in armored vehicles in seconds.

It doesn't cost anything to pay attention but you still seem to be running a deficit.
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 JunkyII

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Re: Hanger Synchronization
« Reply #22 on: March 03, 2012, 02:01:13 AM »
You really have no clue do you.

This is about vehicle bases, as mentioned at the top of the thread.  Tanks are impossible to vulch like planes and if you knew anything about divebombing vehicles you'd understand that at best 1 plane can be expected to get 3 tank / flak kills.  When they're fighting at their own vehicle base, they can reup and cover the maproom in armored vehicles in seconds.

It doesn't cost anything to pay attention but you still seem to be running a deficit.
Have the number of VHs changed in the last year? 3 hangars per base? Even if they get out of sync...it really isn't hard to keep them down....you have a 5 minute warning that a hangar is about to come up....and the tanks all come from the same spot...I've gotten 5+ kills with one bomb on the main vh when a hangar has popped, many have. If your so good at dive bombing...you wouldn't let planes get close to maproom. It's not hard killer, and my statement still stands...what Irish said is still  :rofl and true.
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Offline Rob52240

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Re: Hanger Synchronization
« Reply #23 on: March 03, 2012, 02:12:29 AM »
Hanging out above an enemy field loaded with ords, waiting for a hanger to come back up while the red icons are streaming in light.....  You may as well be trolling because you obviously don't understand the mechanics of taking a vehicle field with a lot of defenders.
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 JunkyII

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Re: Hanger Synchronization
« Reply #24 on: March 03, 2012, 05:40:24 AM »
Hanging out above an enemy field loaded with ords, waiting for a hanger to come back up while the red icons are streaming in light.....  You may as well be trolling because you obviously don't understand the mechanics of taking a vehicle field with a lot of defenders.
:rofl :rofl :rofl I'm definately not going to get into a pissing contest about who can capture a field better with a horde
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Offline Rob52240

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Re: Hanger Synchronization
« Reply #25 on: March 03, 2012, 05:42:25 AM »
OK, next time I attack one I'll go off what you said and assume all the enemies will be parked at the spawn hanger.

<S?
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Offline JunkyII

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Re: Hanger Synchronization
« Reply #26 on: March 03, 2012, 05:43:57 AM »
OK, next time I attack one I'll go off what you said and assume all the enemies will be parked at the spawn hanger.

<S?
:rolleyes:
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Offline LCADolby

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Re: Hanger Synchronization
« Reply #27 on: March 03, 2012, 05:50:14 AM »
A change in philosophy is in order for the base takers.
Perhaps they will finally appoint a scout to double check on the status of hangers and town at bases... Perhaps a duel role for the DAR killer guys that are sent in first with regularity.
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Offline flatiron1

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Re: Hanger Synchronization
« Reply #28 on: March 03, 2012, 07:23:05 AM »
4 vh's and one storch hanger now junky, plus 2 new 88mm flak guns

Offline Rino

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Re: Hanger Synchronization
« Reply #29 on: March 03, 2012, 08:33:16 AM »
     Doesn't sound like a big deal for the 12+ guys they are going to bring to drop em.  Still can't see the big deal...oh wait...it's starting
to become visible.



 :lol

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