Author Topic: Add Manned Guns to Town  (Read 1138 times)

Offline Biggamer

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Re: Add Manned Guns to Town
« Reply #15 on: August 09, 2017, 05:36:28 PM »
Town needs manned guns IMO after all they are what you gotta hit to take a field.
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Offline 715

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Re: Add Manned Guns to Town
« Reply #16 on: August 09, 2017, 08:13:50 PM »
The extra large airfield on some maps already have two manable guns in town.  They are almost entirely useless:  they are on small rises and can't hit close ground targets because they can't depress, and they can't see ground targets somewhat further out because there are trees or buildings in the way.  Manable guns on the tops of hills of normal towns would be entirely useless due to the inability to depress.

Offline SlipKnt

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Re: Add Manned Guns to Town
« Reply #17 on: August 10, 2017, 10:25:32 AM »
I love the idea of choke points outside town. 

I never thought about the inability to shoot down from a hill top.

Perhaps the 37s on the hills tops and maybe AT near the bridges into town? 

Thing is this...

V Bases have autos and manned guns.  Even when you drop hangers, it is a challenge to knock down all of the manned guns,  Same as port.  So where ever there is a map room, should have some manned gun system IMHO.  Then you have to account for not only the 8 AAAs but also up to 7 manned guns. 

Currently, a single set of lancs can WF a town in a single pass if you know what you are doing.  That is not an exaggeration.  Then you have a single fighter make 2 passes and you are deacked. 

Adding manned guns in town adds to the difficulty of taking an airfield.  Plus even when the manned guns are down for a period of time, the manned guns will pop after a bit.  And it would stop someone going in and deacking a town, getting it white flagged, then bailing and coming back with troops unopposed. 
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Offline Zimme83

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Re: Add Manned Guns to Town
« Reply #18 on: August 10, 2017, 10:41:36 AM »
Would be easier to counter sneak attempts with a few man guns in town.
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Online DmonSlyr

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Re: Add Manned Guns to Town
« Reply #19 on: August 10, 2017, 10:51:37 AM »
I love the idea of choke points outside town. 

I never thought about the inability to shoot down from a hill top.

Perhaps the 37s on the hills tops and maybe AT near the bridges into town? 

Thing is this...

V Bases have autos and manned guns.  Even when you drop hangers, it is a challenge to knock down all of the manned guns,  Same as port.  So where ever there is a map room, should have some manned gun system IMHO.  Then you have to account for not only the 8 AAAs but also up to 7 manned guns. 

Currently, a single set of lancs can WF a town in a single pass if you know what you are doing.  That is not an exaggeration.  Then you have a single fighter make 2 passes and you are deacked. 

Adding manned guns in town adds to the difficulty of taking an airfield.  Plus even when the manned guns are down for a period of time, the manned guns will pop after a bit.  And it would stop someone going in and deacking a town, getting it white flagged, then bailing and coming back with troops unopposed.

You guys got it all wrong. Making bases harder or even easier to take (to a degree) literally does not make people want to stop playing. If someone's takes my base, I'm not going to rant and quit the game because I lost a base. There is another chance at the next base. In 2 hours the tide will change and your team will recapture it. On the other hand, you think that adding 7 manned guns will make it more harder to capture a base. My question to you is, how fun is it fighting against 7 manned acks? Does getting puffed out of the sky bring more anger than if your base was taken? Why is there so little emphasis on defenders? Should they not have to risk something to compete? Are you going to have fun when no one rolls, but only sits in a manned gun as you get closer to an enemy field. Where are you suppose to go, and what are you suppose to do? Manned acts take player action out of the game, and instead of 8 players rolling to defend a base and providing action, they will sit in a manned gun and cower as to not have to take any risk or skill or time to puff someone out of the sky. More and more people will log off in anger after wasting 30 minutes for that crap. More people will get bored because there will simply be no fights anymore. Is that what y'all truely want?
« Last Edit: August 10, 2017, 10:53:50 AM by DmonSlyr »
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Offline Greebo

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Re: Add Manned Guns to Town
« Reply #20 on: August 10, 2017, 10:57:54 AM »
Rather than having manned guns in the town I would like to suggest removing the vehicle hangar from airfields and putting it in the town, protected with a ring of AT guns to make camping difficult. Alternatively the town VH could have several random spawn positions around town, rather than just the one in the hangar.

This would alter the balance of game play in favour of defence so to even things up I'd either remove or at least reduce the effectiveness of town resupply at the same time. The idea is to move tank battles away from spawn points, reduce the time GVers spend driving to battles as well as encouraging players to be in combat vehicles and not in manned guns and M3s. More combat = more fun and so more players playing.

Offline Zimme83

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Re: Add Manned Guns to Town
« Reply #21 on: August 10, 2017, 11:02:22 AM »
People put a lot of effort in avoiding combat, the attackers even more so than the defenders. The first thing to kill is The VH, and ofter goes FH and/or base guns so the field can be vulched and no one can up and defend. And when the defenders put up a fight the attackers leaves for another base.
A few guns in town would not change anything..
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Offline Lazerr

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Re: Add Manned Guns to Town
« Reply #22 on: August 10, 2017, 12:38:45 PM »
It would also be cool to see m3 supply majorly nerfed once we get convoys back in the game.  That combined with greebos ideas might take a lot of pressure off a field and like he said.. balance things out a bit.

Offline JimmyD3

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Re: Add Manned Guns to Town
« Reply #23 on: August 10, 2017, 01:32:13 PM »
It would also be cool to see m3 supply majorly nerfed once we get convoys back in the game.  That combined with greebos ideas might take a lot of pressure off a field and like he said.. balance things out a bit.

What difference would convoys make?? Structures still come up based on the regulated downtime, convoys will add another aspect for the attackers to use to keep structures down longer (kill a convoy truck adds 1.93 minutes to the down times).

Manned guns in town are a good idea.
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Offline Zoney

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Re: Add Manned Guns to Town
« Reply #24 on: August 10, 2017, 01:53:41 PM »
-1

I don't think this will make the game better in any way.  Frankly, this is a horrible idea.
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Offline bustr

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Re: Add Manned Guns to Town
« Reply #25 on: August 10, 2017, 02:52:53 PM »
Right now after verifying how far to place the new bridge object from towns and feilds, I can cut streams blocking access to towns from the spawn with a bridge for each spawn path to town to get the M3 there. This will work in the interim to slow down M3 and tanks while giving defenders a choke point to pitch a battle or pick off M3's. I'm including this in my new terrain to some percentage of feilds, but not all of them. It's already been in place with the super large airfield village with the river running around it since AH3 went live. That village also has 2 man able gun positions in it which get taken out quickly by fighters or a tank from the other side of the river on a hill added into that 4x4 tile next to a bridge.

I think bridges acting as a choke point is a better solution to defending a town if you still want players to make themselves available to shoot at. When the field starts flashing, the defender will have time to run a tank to the town or a tank buster to the bridge. The bridge objects cannot be destroyed in the Melee arena.
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Offline Lazerr

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Re: Add Manned Guns to Town
« Reply #26 on: August 10, 2017, 03:14:43 PM »
What difference would convoys make?? Structures still come up based on the regulated downtime, convoys will add another aspect for the attackers to use to keep structures down longer (kill a convoy truck adds 1.93 minutes to the down times).

Manned guns in town are a good idea.

I wonder what 600-800 players did online before peek a boo m3s with supplies came into the equation.

They fought.

The convoy system you are describing is old.  Hopefully the new ones have more of an effect on a base and make them more involved.

Offline lunatic1

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Re: Add Manned Guns to Town
« Reply #27 on: August 10, 2017, 03:54:43 PM »
Rather than having manned guns in the town I would like to suggest removing the vehicle hangar from airfields and putting it in the town, protected with a ring of AT guns to make camping difficult. Alternatively the town VH could have several random spawn positions around town, rather than just the one in the hangar.

This would alter the balance of game play in favour of defence so to even things up I'd either remove or at least reduce the effectiveness of town resupply at the same time. The idea is to move tank battles away from spawn points, reduce the time GVers spend driving to battles as well as encouraging players to be in combat vehicles and not in manned guns and M3s. More combat = more fun and so more players playing.

I would like to see ah  in town and on the airfield
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Offline lunatic1

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Re: Add Manned Guns to Town
« Reply #28 on: August 10, 2017, 03:56:53 PM »
It would also be cool to see m3 supply majorly nerfed once we get convoys back in the game.  That combined with greebos ideas might take a lot of pressure off a field and like he said.. balance things out a bit.

m3/m3 supply time needs to stay same.

the supply trucks only run every 15 minutes-you can loose a base in 15 minutes
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Offline Mister Fork

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Re: Add Manned Guns to Town
« Reply #29 on: August 10, 2017, 04:18:37 PM »
+1. Conversely, you could just drive a M16 or Whirly over to your town (a short 5 minute drive away) and park there.
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