Author Topic: Big Gun Splash Color  (Read 951 times)

Offline Ack-Ack

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Re: Big Gun Splash Color
« Reply #15 on: October 16, 2012, 10:56:45 PM »
I dont think the cruiser we have in the game ever existed. I would love to find out otherwise so please post evidence to the contrary.

We have a Baltimore class cruiser in game.



ack-ack
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Offline MK-84

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Re: Big Gun Splash Color
« Reply #16 on: October 16, 2012, 10:57:10 PM »
I dont think the cruiser we have in the game ever existed. I would love to find out otherwise so please post evidence to the contrary.

It's a Baltimore class cruiser.

Edit: AKAK beat me to it.

Offline Butcher

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Re: Big Gun Splash Color
« Reply #17 on: October 16, 2012, 11:23:43 PM »
I dont think the cruiser we have in the game ever existed. I would love to find out otherwise so please post evidence to the contrary.

Baltimore class cruiser, then again your 28k mustang wouldn't know it anytime soon. The Baltimore class cruisers were upgrades from the Wichita-class, in which AAA was not really a factor at the time. The Baltimore we have in game is nothing CLOSE to what was in real life, boosting over 40 x 40mm bofers, in addition to 20 or more 20mm Oerlikon cannons.

Sure they are not the same we have in game, then again if if it was anything near real life - you wouldn't be able to get within Flak range of a carrier task force.

Does your 28k mustang want realism flak or in game?
« Last Edit: October 16, 2012, 11:31:41 PM by Butcher »
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Offline lyric1

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Re: Big Gun Splash Color
« Reply #18 on: October 17, 2012, 05:06:25 AM »

Does your 28k mustang want realism flak or in game?


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Offline Kingpin

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Re: Big Gun Splash Color
« Reply #19 on: October 17, 2012, 03:08:04 PM »
Does your 28k mustang want realism flak or in game?

Did ships always fire ack at single targets fighting in close proximity to known friendlies at over 20K? 

They do in this game.  Maybe THAT should be addressed first.
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For those of us playing this game for well over a decade, Aces High is more of a social club. The game just provides the framework. I keep logging in for the people and Pipz was the kind that you keep coming to meet again.

Offline Ack-Ack

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Re: Big Gun Splash Color
« Reply #20 on: October 17, 2012, 04:11:12 PM »
Did ships always fire ack at single targets fighting in close proximity to known friendlies at over 20K? 


Ship AA isn't going to stop firing because a friendly plane strayed into AA fire while engaging enemy fighters. 

ack-ack
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Offline Tinkles

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Re: Big Gun Splash Color
« Reply #21 on: October 17, 2012, 05:44:07 PM »
I fail to see why you would want a shell-splash from an AA round landing in the ocean to be dyed.

Well, then we should be able to change the "color" of how we see the puff.  So if two (or more) 88s are shooting at an enemy plane.  Then we should be able to change the color of the way we see our puff ack.  In the same manner that we are able to change our gun sights; we should be able to change how we see our 88's color.

So if Player A and Player B are shooting at one target.  Player A can choose to have his puff be... say Orange.  However, Player B will see that puff as it is now, black.  Player B could change his to Green for example, however Player A would see it as Black.  

That way no two players (unless they keep their color at default: black) would see the other 88mm puffy (or 5 in" for cvs) as the same color, and could adjust their aiming accordingly so that they can hit their target.

I think it would be a great addition, because sometimes I misjudge the puff to be mine, when it's really another friendly shooting at what I am shooting at.  So I think it would be beneficiary.

+1  :aok



« Last Edit: October 17, 2012, 05:46:46 PM by Tinkles »
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Offline Kingpin

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Re: Big Gun Splash Color
« Reply #22 on: October 17, 2012, 05:46:14 PM »
Ship AA isn't going to stop firing because a friendly plane strayed into AA fire while engaging enemy fighters.  

ack-ack

At no point did I say "a friendly plane strayed in" or that the ack was already firing.  I am talking about ack STARTING to fire well beyond visual range at targets that are clearly mixed friendlies and enemies.  I've had several high-alt fights affected by ack suddenly firing into the fight, outside visual range, well above cloud level, as the fight happens to stray over a boat.  I seriously doubt ack guns were regularly ordered to fire at blips on radar that included their own friendly CAP miles away from the CV group.  But that is essentially how it works in game.

What I'm suggesting is not to make ack less effective, quite the contrary.  I'd like to see ack that can regularly hit targets before they get their bombs away.  That rarely happens under the current design.  It could be designed to behave differently at different ranges based on things like the proximity to friendlies, if the target is approaching, and perhaps even type of aircraft (these essentially determining the "threat level" of the target).

Fighters dogfighting with friendlies 8K or more away from the boat should simply not be fired at.  Inside of a certain range, the ack could be far more accurate and intense, regardless of proximity of friendlies (it should also fire at targets below 3K at that range).

As it is, ship ack is just a nuisance that is totally ineffective at protecting the ships.  Level bombers consistently sinking moving ships is one of the biggest jokes in the game's design, IMO.

Do you at least agree the puffy ack design has room for improvement?
« Last Edit: October 17, 2012, 05:51:02 PM by Kingpin »
Quote from: bozon
For those of us playing this game for well over a decade, Aces High is more of a social club. The game just provides the framework. I keep logging in for the people and Pipz was the kind that you keep coming to meet again.