Author Topic: Troops Should Cause Base To Flash  (Read 6209 times)

Offline Lusche

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Re: Troops Should Cause Base To Flash
« Reply #30 on: October 15, 2017, 06:25:19 AM »
CVs and Battleship groups should be treated like enemy player units for the purpose of alerting th base. Having a carrier group withing viewing distance from the base that is also shelling it without nobody noticing is ridiculous.

An enemy player sitting in a fleet gun is still an enemy player within the base alert distance and should be treated as such.

That's totally logical.

Yet, it would practically kill a lot of the remaining CV battle opportunities, especially during low hours (which, by the way, are markedly different in gameplay than US prime time these days)
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Offline JunkyII

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Re: Troops Should Cause Base To Flash
« Reply #31 on: October 15, 2017, 08:52:09 AM »
But that has nothing to do with cvs flashing towns. If you hide the cv it would normally be well outside of enemy towns so there would be nothing to flash.

To prevent hiding cvs i think there ought to a time limit... maybe 3 hrs where if you lose the port eventually the cv switches sides.
Game Balance....you are right they aren't directly related but the fact is CVs are hidden way too much, when they are attacking and being hid....the point I'm making is something has to change.
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Offline bozon

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Re: Troops Should Cause Base To Flash
« Reply #32 on: October 15, 2017, 08:56:17 AM »
That's totally logical.

Yet, it would practically kill a lot of the remaining CV battle opportunities, especially during low hours (which, by the way, are markedly different in gameplay than US prime time these days)
Not sure about that.
CVs get killed by players that drive them so close to shore that tanks on the water line can hit it. If on the other hand Skippers keep the CV out og range just skimming the dar ring, the CV may live longer, carrier planes will be able to climb before meeting the endless stream of Yaks and LA7 that reach 5k and 350 mph before clearing the pattern, and there will be time to shoot down the B17 ackstar at 50 feet that is trying to kamikaze the CV - repeatedly.
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Offline Lusche

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Re: Troops Should Cause Base To Flash
« Reply #33 on: October 15, 2017, 09:26:22 AM »
the CV may live longer, carrier planes will be able to climb before meeting the endless stream of Yaks and LA7 that reach 5k and 350 mph before clearing the pattern, and there will be time to shoot down the B17 ackstar at 50 feet that is trying to kamikaze the CV - repeatedly.


And this is exactly what I meant when I wrote
[...] especially during low hours (which, by the way, are markedly different in gameplay than US prime time these days)

 

For the most part of the day, AH combat is totally unlike the way you are describing it. What you wrote is basically only happening during the very confined hours of US prime. At any other time, it's hard to find "streams of planes at all".
For the low hours, we are already speaking of a horde when a side can muster like 4 pilots. CV attacks are often initiated by a single player gunning down the town.. and when he's lucky, he may get 1-3 players joining in when there's a WF. With a bit of luck, defenders will then notice the flashing base and a brief opportunity for some low altitude, quick combat presents itself. Which otherwise are exceedingly rare today.
If a base would flash just because someone is sitting in the gun, you can forget that. Especially, when the single 8" gunner who just starts to take the town down has to compete with a supplying m3; the first buildings will probably be back up again before the town is WF.
And to preserve the CV, it would have to be kept outside dar circles... which eliminates the cruiser bombardment, even more so when it would be the CV itself that would make bases flash.
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Offline bozon

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Re: Troops Should Cause Base To Flash
« Reply #34 on: October 15, 2017, 10:52:59 AM »
The thing is that while one or more players are sitting in a fleet gun, shelling a remote base without anyone knowing, he is removed from the list of active combatants. As you said, when numbers are low each combatat is important for the overall action. This is again the issue of attacking/defending bases without actual combat - for the most part.

If he was detected, fleet defense combat will be initiated, OR if no defenders are available/care he will remain free to shell the base while it flashes.
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Offline puller

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Re: Troops Should Cause Base To Flash
« Reply #35 on: October 15, 2017, 03:11:22 PM »
CVs and Battleship groups should be treated like enemy player units for the purpose of alerting th base. Having a carrier group withing viewing distance from the base that is also shelling it without nobody noticing is ridiculous.

An enemy player sitting in a fleet gun is still an enemy player within the base alert distance and should be treated as such.

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Offline atlau

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Re: Troops Should Cause Base To Flash
« Reply #36 on: October 15, 2017, 04:12:27 PM »
If CVs flash bases, then you pretty much negate the only advantage they have and will render CV based attacks (which lead to some nice intense fights) non-existent.

Offline JunkyII

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Re: Troops Should Cause Base To Flash
« Reply #37 on: October 15, 2017, 04:57:16 PM »
I hate when someone says, don't up from a CV until they white flag town...if your scared go to church.
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Offline 100Coogn

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Re: Troops Should Cause Base To Flash
« Reply #38 on: October 15, 2017, 05:25:14 PM »
I hate when someone says, don't up from a CV until they white flag town...if your scared go to church.

I'll up from a CV.  I ain't scare of no flag...

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Offline atlau

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Re: Troops Should Cause Base To Flash
« Reply #39 on: October 15, 2017, 10:53:28 PM »
I hate when someone says, don't up from a CV until they white flag town...if your scared go to church.

I think its more of a matter of getting organized vs being scared. A cv based attack is easily thwarted so youd better get your buddies together in order to have a chance at maintaining the offensive. A premature upper turns the battle into a tactical retreat where you change from attacking a base to defending a fleet (which is also a lot of fun) but will inevitably lead to the CV being sunk thus ending the fun.

Offline JunkyII

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Re: Troops Should Cause Base To Flash
« Reply #40 on: October 16, 2017, 12:47:13 AM »
I think its more of a matter of getting organized vs being scared. A cv based attack is easily thwarted so youd better get your buddies together in order to have a chance at maintaining the offensive. A premature upper turns the battle into a tactical retreat where you change from attacking a base to defending a fleet (which is also a lot of fun) but will inevitably lead to the CV being sunk thus ending the fun.
Yea but in the situation your describing they are only shelling town and running troops they arent even killing anything on the field...I will go over hit radar and ords before I up from a CV, or my first run will be for ords...then you are n't automatically defending.
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Offline bozon

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Re: Troops Should Cause Base To Flash
« Reply #41 on: October 16, 2017, 10:23:38 AM »
If CVs flash bases, then you pretty much negate the only advantage they have and will render CV based attacks (which lead to some nice intense fights) non-existent.
If skippers are stupid and drive the fleet right up the shore, then yes.
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Offline bustr

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Re: Troops Should Cause Base To Flash
« Reply #42 on: October 16, 2017, 01:39:18 PM »
I suppose the warning about your country's bases are being attacked is a bit vague when that first 8in hits the town or field. An addition to the message queue since protect your sheep got added to the mix.

"An enemy naval bombardment has begun".

We do have a battleship now, so how do you get around this message? Up fighter bombers to cause the original message to trigger I suppose or, run LVT4. Then most will ignore it as an ord porker for the first month. After that, anyone's guess if someone will take a peak to see if it's a task group trying to get around the message. There are the flashing shore battery icons, I don't know what the detection range on those is. The battleship 16in probably can do land mode from outside of that range while steaming with the CV task group to get closer and launch planes. Most players don't seem that well organized anymore.

Troops causing a base to flash, yeah, most everything else in our game is above board except for NOE up to the dar circle. With task groups I wonder if the lack of warning if it is not an oversight for the last 15 years. Is on purpose to give a task group a leg up before the bombers get rolling and end the fight.

You guys ever notice the majority of what players want are things to protect their country from being attacked while they are busy at some other fight? You catch yourself falling into that mentality building a terrain if you are not careful. That would be one boring terrain but, all three countries would be protected while everyone is failing to capture anything. As a country population each evening, no one can be everywhere by design, unless you can get 300 on one side to shut down the arena.

Or Hitech reduces the terrain size to a 5x5 sectors with 5 or 6 feilds per country. Pigs do fly in our game but, Hitech probably has a good reason to not introduce 5x5 terrains just to account for not being able to protect all of your feilds at the same time. Though, most combat takes place in about that size area, just scattered across 10x10 or 20x20.

Wonder who Hitech would use for the voice to say this: "An enemy naval bombardment has begun".
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Offline Volron

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Re: Troops Should Cause Base To Flash
« Reply #43 on: October 16, 2017, 02:56:27 PM »
If a base is being shelled, regardless if it's from a tank or TG that's 2 sectors away, it should flash the base.  If red troops are active anywhere inside the dar ring of a base, it should flash the base.


As for TG's themselves flashing a base, what if we start out at 6-10k and work from there?
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Offline JimmyD3

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Re: Troops Should Cause Base To Flash
« Reply #44 on: October 16, 2017, 08:02:48 PM »
CVs and Battleship groups should be treated like enemy player units for the purpose of alerting th base. Having a carrier group withing viewing distance from the base that is also shelling it without nobody noticing is ridiculous.

An enemy player sitting in a fleet gun is still an enemy player within the base alert distance and should be treated as such.

Not exactly accurate. If the player sitting in a fleet gun is within the same distance as an enemy GV coming off the spawn flashing a town or base, then yes. Other wise no.

As another point of interest, a pt boat does flash the base while the Battle group or CV group do not. :O
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