I made a half-dozen M3 runs last night -- to promote combat by restoring field radar and ack.
Let's get this straight because I received a PM about this....
I'M ONLY TALKING ABOUT TOWN RESUPPLY....base resupply is fine.
No
The normal argument against this
That is not true. There is an M3 75mm howitzer version that a lot of people use as an ambush vehicle or quick town attack attack vehicle.
Absolutely not true that "a lot" of people use the howitzer....yea there are some but not enough to take a huge percentage off that 30%....look at the rest of the tank percentage numbers and tell me which one it gets used more then...so the most your talking is 1 or 2 percent of that coming off and still point stands....and that 2 percent is me being generous.
This game is about having fun and pissing off you "elite" players is...well...fun! Keep M3 resupply. Helps maintain a level playing field.
Before I left on this short haitus I for sure considered myself in the top 10 in fighter jocks 1v1 of the active roster....but that wasn't nearly the case before the real elite sticks left...hell I might of not been in the top 50. Way to go you succeeded at pissing off and forcing the elite sticks out.....you are a hero.
What is the standard resupply mission time, 7 minutes? Minimum 3 runs to up a town? Troop runs.. No surprise it is the highest % use.
Reduced M3 effectiveness should be matched with an increase in object hardness, one set of bombers / m4 should not be able to WF a town. And if you reduce M3 resupply, a reduction in number of troops carried in M3 should be made (or number to take increased).
For me, don't care much about M3s. Know they are there and they are easily dealt with. The Wirble is a much more overused determint to fighting. Too easy, too effective, and the obvious first choice for a fight defense.
Your statement on the whirbel is wrong...it isn't used half as much....Id rather be fighting a horde of whirbs then a horde of m3s because that forces tanks to come to the fight or to drop a lot of bombs which evens out a fighter fight.
The basic mechanism of town resupply is OK - but needs tweeking.
1. The amount of damage fixed is too much.
2. The down-time reduction should apply first to the structures with longest time left - the effect will be to tend to equalize the time-left, so we will not play whack-a-mole with random buildings popping one after another.
3. The supply drop zone needs to be a short radius circle around the flag.
This is probably the better idea for an initial revision to see how the gameplay is effected...if not enough CUT IT
Its not that guys in M3s are dodging combat at all! If the field is vulched and you cant get out of the hanger, what are we supposed to do to keep from losing the base? Go NOE on a base take, then you wont have to worry about sup runners. If it doesnt work out fast enough...more than likely you have kicked a hornets nest. Its the only way to fight back. Another Idea, harden all the guns and bunkers. This would negate the need for sups, as defenders would have a descent chance to defend. Wanna know why I believe sups happen more....Yeah, folk should quit rubbing base captures under their nose. Makes it hard to let go of a base. So what? M3s are resupplying and if it works, consider it a chance to extend the fight. It gives reason to up from back bases to clear fighters from your base. I guess maybe, you would have to give up your alt advantage to kill m3's lolI see it as a win win. Earn some vehicle perks and then turn right around and try to make some fighter perks. One caveat though, some of you guys dont get to play in East prime time, and with minuscule numbers of folk playing I can see the issue. KNITS 12,Bish 14 but 4 players are resupping,with 1 or2 others riding it out in the tower Sure it would get old. I just dont have that problem when I play. I cant remember the last time I flew to a Dar Bar, and couldnt kick up a fight. I guess it could also be, that some countries could just care less about winning maps. Thats great! Every body else is in the same sandbox, so dont be the cat that thinks its a litter box! My guys have to play in that sandbox also and no one likes to play in cat stoole
First, it does the exact opposite of extending a fight....as soon as a town becomes out of sequence attackers and defenders leave for the most part...it didn't used to be like that.
Next, you brought up giving up an alt advantage to kill a M3 evens out the air fight.....wouldnt that be more effective if it was a whirbel or tank heading to town???? You would think...but as it stands the m3 is more effective.
Finally...if the base is getting vulched up a whirb if possible...fly in above from another field...kill troops at the attacking field ect ect ect. All those things are currently harder options the resupply town so town resupply is what everyone does.....those other things create more diverse fights where every aspect of the game comes out.
Some of y'all think I'm trying to kill someone's way to play the game but trust me this makes everyone's day in Aces High better.
You get them out of M-3's by killing the troop bunkers at adjacent fields. 6 bunkers down and they are done running sups for at least 30 minutes. Not to mention killing sup running M-3's is like eating chicken fries, you can't eat just one... With that said the amount of uptime given for a supply run INMO needs to be adjusted downward slightly. Maybe 8 mins...
You can resupply the adjacent field and the target town faster then POTW could drop both....simple as that, it's too good. Killing M3s isn't fun if their isn't a fight back...to me it's like gaining the fat from chicken fries without having the chicken fry.
Plus as soon as you kill troops to the adjacent field....red flag this field is the next target, lose all surprise.