Author Topic: No country dar  (Read 4614 times)

Offline MrGeezer

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Re: No country dar
« Reply #120 on: September 07, 2014, 04:58:10 PM »
Running many many base takes in the 2004 -- 2007 (ish) Era taught me that there are certain sequences that help take a base the fastest and unless someone got over zealous and dropped the dar it stayed UP...as well as ords and fuels.  There is no need to pork up a base if you plan to use it as a staging point for the next take assault...and no one in the missions ever cared about knocking down enemy HQ dar.  Why bother for something so low on the strategic food chain?

I think the reason so many are frustrated with the recent Fester MA map is that all three sides can knock down enemy strats (because someone thought it would be hilarious to have many of them almost on the initial (fresh map) front lines)...and HQ is not a difficult stretch either for those so inclined.  Although it does not effect me personally due to flying for years not caring about radar, just kick up the SA a few notches.

I can see however,  where newer players -- learning the difficult game curve -- can be peeved that just about any time they care to log in on USA PRIME and weekends that there is rarely any radar.  It's sad to see new players, eager to get in action but very wary to get into suicide situations the vast majority of the times they up get frustrated every day from the the "tit-for-tat" HQ shut-downs they dump their subs and go play elsewhere on the internet. 
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Offline Bruv119

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Re: No country dar
« Reply #121 on: September 07, 2014, 06:04:00 PM »
heres a thought up the damage to 200k so that it requires 5+ sets of lancs to destroy.   

Then a proper bomber mission with escort will be needed.   They will be seen and have to defend themselves. 

Will rule out the single set griefers off hours and provide the HQ defenders more than 1 set that may potentially bail soon as they have their bombs off. 
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Offline Someguy63

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Re: No country dar
« Reply #122 on: September 07, 2014, 06:07:00 PM »
heres a thought up the damage to 200k so that it requires 5+ sets of lancs to destroy.   

Then a proper bomber mission with escort will be needed.   They will be seen and have to defend themselves. 

Will rule out the single set griefers off hours and provide the HQ defenders more than 1 set that may potentially bail soon as they have their bombs off. 


+1

It's seriously too easy for people to down HQ now, like said earlier it takes 1 set of lancs to do it, and by the time they're there it's over.
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Offline Vraciu

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Re: No country dar
« Reply #123 on: September 07, 2014, 06:07:17 PM »
heres a thought up the damage to 200k so that it requires 5+ sets of lancs to destroy.   

Then a proper bomber mission with escort will be needed.   They will be seen and have to defend themselves. 

Will rule out the single set griefers off hours and provide the HQ defenders more than 1 set that may potentially bail soon as they have their bombs off. 

+1
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Offline Vraciu

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Re: No country dar
« Reply #124 on: September 07, 2014, 06:09:25 PM »
Running many many base takes in the 2004 -- 2007 (ish) Era taught me that there are certain sequences that help take a base the fastest and unless someone got over zealous and dropped the dar it stayed UP...as well as ords and fuels.  There is no need to pork up a base if you plan to use it as a staging point for the next take assault...and no one in the missions ever cared about knocking down enemy HQ dar.  Why bother for something so low on the strategic food chain?

I think the reason so many are frustrated with the recent Fester MA map is that all three sides can knock down enemy strats (because someone thought it would be hilarious to have many of them almost on the initial (fresh map) front lines)...and HQ is not a difficult stretch either for those so inclined.  Although it does not effect me personally due to flying for years not caring about radar, just kick up the SA a few notches.

I can see however,  where newer players -- learning the difficult game curve -- can be peeved that just about any time they care to log in on USA PRIME and weekends that there is rarely any radar.  It's sad to see new players, eager to get in action but very wary to get into suicide situations the vast majority of the times they up get frustrated every day from the the "tit-for-tat" HQ shut-downs they dump their subs and go play elsewhere on the internet.  

Or they fly around like I do for hours unable to find the fight because we obviously don't "understand the game dynamics" (and are mocked for it) * .  Why bother?   I will just go build models.






*
@ Vraciu

you obviously havent been playing long enuf to understand the game dynamics    :rolleyes:
« Last Edit: September 07, 2014, 06:23:32 PM by Vraciu »
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Offline FLOOB

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Re: No country dar
« Reply #125 on: September 07, 2014, 07:29:20 PM »
Furthermore, small maps or big maps doesn't change anything either.
I don't understand the map size argument either. The horde fighting only needs one base on each front, so I don't understand how changing the number of bases on a map is going to change that.
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Offline The Fugitive

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Re: No country dar
« Reply #126 on: September 07, 2014, 09:25:12 PM »
I don't understand the map size argument either. The horde fighting only needs one base on each front, so I don't understand how changing the number of bases on a map is going to change that.

I think on small maps the horde build quicker, but they also have a better chance of running into some opposition. Maybe not another horde, but a defense with significant numbers to make it a fight.

On a large map the horde doesn't build as fast, but when it does it just keeps hopping around enough that a defense can't build against it, just too much room for it to maneuver so it never builds to a fight.

So your either in a horde, or you fight a horde. At least with the small maps things are congested/confined enough the you have help fighting the horde.

Offline Rob52240

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Re: No country dar
« Reply #127 on: September 08, 2014, 12:37:52 AM »
I think on small maps the horde build quicker, but they also have a better chance of running into some opposition. Maybe not another horde, but a defense with significant numbers to make it a fight.

On a large map the horde doesn't build as fast, but when it does it just keeps hopping around enough that a defense can't build against it, just too much room for it to maneuver so it never builds to a fight.

So your either in a horde, or you fight a horde. At least with the small maps things are congested/confined enough the you have help fighting the horde.

Personally I'm looking forward to easy kills vs the hordes when my new computer arrives.  Especially the NOE hordes.
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Offline Crash Orange

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Re: No country dar
« Reply #128 on: September 08, 2014, 02:52:19 AM »
This absolutely bites at 3 a.m. It's a huge map and without dar and about 80 people total online my motivation to fly around for 3 hours trying to find a single enemy is about zero.

How about after midnight Central all strat downtimes are divided by 10? It's one thing when there are 300 players on but in the wee hours it's a different game and with so few people on it's hardly practical to defend the strats and hopeless to try to resup them.

Offline Chilli

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Re: No country dar
« Reply #129 on: September 08, 2014, 03:09:15 AM »
I think on small maps the horde build quicker, but they also have a better chance of running into some opposition. Maybe not another horde, but a defense with significant numbers to make it a fight.

On a large map the horde doesn't build as fast, but when it does it just keeps hopping around enough that a defense can't build against it, just too much room for it to maneuver so it never builds to a fight.

So your either in a horde, or you fight a horde. At least with the small maps things are congested/confined enough the you have help fighting the horde.

Fugi,

Yeah for most large maps what you said is most likely valid, however with Fester, the close proximity of fields does usually present a significant defense.  The only time that there is none, it is because there are a number of "descent" fights elsewhere.  This is a point that I have tirelessly been trying to make for some time and it finally seems that Fester has waved his magic wand  :angel: and turned the habitual base defenders  :bhead into base capturers,  :rock or even better, satisfied HTC cartoon pilots.   :airplane:

It is pure and simple.  If most of the enemies resources are tied up on one task, there must be an opening somewhere in their ranks vulnerable to capture.

Offline MrGeezer

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Re: No country dar
« Reply #130 on: September 11, 2014, 04:21:51 PM »
Personally I don't care whether the HQ is up or down, but even I know that it does the game no good when there are not many on because of it.

For what the HQ does, it is very easy to take down and has practically no defensive ack.  There should be 4x the amount of puffy ack and low lvl ack, and the MINIMUM requirement to bring it down should be no less than 120k.

The ack issue isn't something that has an easy fix, however the HQ's toughness is.  A quick fix until they revamp the HQ and it's layout (if it is in the works), is to bump it up to 120k ords to bring it down. :headscratch:


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Offline Lucifer

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Re: No country dar
« Reply #131 on: September 12, 2014, 07:34:18 PM »
Imho, blowing a field Dar should be enough : HQ feature is great on paper, but ingame, it turns to be unrealistic and fun-killer.  :(

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