Author Topic: The M3 experiment is over.  (Read 21673 times)

Offline redcatcherb412

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Re: The M3 experiment is over.
« Reply #120 on: November 06, 2017, 04:23:51 PM »
Airborne ground radar ?

GV'ers will require camo netting then. 
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Offline Devil 505

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Re: The M3 experiment is over.
« Reply #121 on: November 06, 2017, 04:25:35 PM »
Airborne ground radar ?

GV'ers will require camo netting then. 

If it only shows a quadrant where a GV is, it's still next to useless.
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Offline JunkyII

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Re: The M3 experiment is over.
« Reply #122 on: November 06, 2017, 05:59:19 PM »
I'm not new, only the gameID I fly under is. 

And I think you missed my point.  You gave two examples where a fight ensued over a base, in both examples the base ended up being captured.  But what some are claiming is that these M3 missions are somehow ruining the game because, were it not for M3s, more people would fight for the base.  Now that might have been the case a few years ago, it's not the case today.  When offense is going on somewhere else on the map, defense of bases seems to take a back seat.  That's what I observe.  I also observe it's very difficult to get help when there's a giant red dar bar over the field others are asked to help with.

Now it's been characterized that the moment these attacks happen, everyone on the defender side immediately jumps into an M3 to resupply.  Well I don't know, maybe that happens in YOUR country, but I don't see that happen in mine (Bish).  What I see is a few defenders up, they TRY to defend and aren't successful, as the situation devolves into what I described... you can't up there, you can't fly in to help in time from another base, and the only options are give up the base or try to stall with a box of supps.  THAT is what I see happen, and it happens on all sides.  Seen it as defender, seen it when trying to take a base.

All I am saying is that it IS a part of the game now.  Because it is, it's not the someone trying to save a base that is the cause of reduced air-to-air combats, as some suggest.  It's a air AND ground game, and it doesn't mean people should ignore one and play the way others want.  If you've been around so long, then tell me when it was that there wasn't people claiming X kills air combat for this reason or that?  That's always been around, this is just the latest excuse.
Nope you still dont get it......IM NOT TRYING TO SAVE THE AIR GAME....so stop trying to say I am....Im trying to help promote more combat...which is a huge downfall in this game the last 4-5 years.....anyone who says it hasn't is just naive.

What your literally saying in this post makes my point....

Here's the thing, the players can let defense take a back seat now....because they can be reactive with M3 resupply as good as it is, they used to have to be proactive in base defense. People used to literally watch the map for the first sign of flashing or a dar bar popping, now they dont have to.....I can't count how many times I've attack bish fields with 4-5 rooks or knights without any uppers just to see M3s dropping Town supps outside of town.

Oh and the field where we were killing the M3s before we took it...was a bish field so don't try to say its one country because I shade on bish front often enough to see the same comments about resupply.

Legit, town resupply was the worst add to the gameplay since 2007...it's one of the only things I have seen(other then side switch time) that HTC can make changes in game in order to fix a lot of gameplay problems....disable base supply in M3s....make the 251 the only gv that can carry them.

Oh and also for your last comment....Dogfite and the v tards which make up a good portion of the squads that now fly bish used to bomb fighter hangers at furballs just so people would come help them take bases so dont act like its only the air to air guys who try to find ways to make others play their ways....what a stupid comment.
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Offline BuckShot

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Re: The M3 experiment is over.
« Reply #123 on: November 06, 2017, 06:08:49 PM »
How about this: any vehicle carrying field supplies has the old (and fun!) icon vis range. Was it 3k from a plane?
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Offline JunkyII

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Re: The M3 experiment is over.
« Reply #124 on: November 06, 2017, 06:11:23 PM »
How about this: any vehicle carrying field supplies has the old (and fun!) icon vis range. Was it 3k from a plane?
I honestly think disabling field supplies from the M3 and having the 251 be the only field supply carrier for GVs would be the quickest and best option to have everyone be happy or at least ok with the setup...feel like it would still leave town resupply at a pretty OP level but its whatever now, just want to see a change from having to kill congo lines of m3s to take a field.
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Offline Lusche

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Re: The M3 experiment is over.
« Reply #125 on: November 06, 2017, 06:16:58 PM »
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Offline thndregg

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Re: The M3 experiment is over.
« Reply #126 on: November 06, 2017, 07:38:08 PM »
Here is what I'm thinking. Anyone guess what it will do?
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Offline bustr

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Re: The M3 experiment is over.
« Reply #127 on: November 06, 2017, 07:40:34 PM »
By placing all of the feilds as close together as the rules allow, Oceania generated a lot of action. M3's didn't seem to matter because of all the activity.
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Offline JimmyD3

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Re: The M3 experiment is over.
« Reply #128 on: November 06, 2017, 08:02:58 PM »
I honestly think disabling field supplies from the M3 and having the 251 be the only field supply carrier for GVs would be the quickest and best option to have everyone be happy or at least ok with the setup...feel like it would still leave town resupply at a pretty OP level but its whatever now, just want to see a change from having to kill congo lines of m3s to take a field.

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Offline popeye

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Re: The M3 experiment is over.
« Reply #129 on: November 07, 2017, 07:37:10 AM »
I honestly think disabling field supplies from the M3 and having the 251 be the only field supply carrier for GVs would be the quickest and best option to have everyone be happy or at least ok with the setup

+1
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Offline Puma44

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Re: The M3 experiment is over.
« Reply #130 on: November 07, 2017, 10:21:52 AM »
I honestly think disabling field supplies from the M3 and having the 251 be the only field supply carrier for GVs would be the quickest and best option to have everyone be happy or at least ok with the setup...feel like it would still leave town resupply at a pretty OP level but its whatever now, just want to see a change from having to kill congo lines of m3s to take a field.

Interesting idea.  How about a month long experiment?



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Offline Wiley

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Re: The M3 experiment is over.
« Reply #131 on: November 07, 2017, 10:30:33 AM »
If it only shows a quadrant where a GV is, it's still next to useless.

Are you kidding?  For a single vehicle hiding under the canopy, depending on the update rate it could be super easy to triangulate.  Just fly n/s until the quadrant changes, then turn e/w until it changes again.

I just hope we'll have the option to turn it off.  When I'm not GV hunting, that would be clutter I don't need.

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Offline Randy1

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Re: The M3 experiment is over.
« Reply #132 on: November 07, 2017, 10:52:42 AM »
I honestly think disabling field supplies from the M3 and having the 251 be the only field supply carrier for GVs would be the quickest and best option to have everyone be happy or at least ok with the setup...feel like it would still leave town resupply at a pretty OP level but its whatever now, just want to see a change from having to kill congo lines of m3s to take a field.

I would agree with a test but disable all the supplies to town just to make it a viable test.  But set town ack, field ack and building to be a standard time like fifteen minutes so strats are out of the picture.  If you don't do that then the maps will roll over too fast.

Offline bustr

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Re: The M3 experiment is over.
« Reply #133 on: November 07, 2017, 11:02:42 AM »
So the next terrain experiment will be to place the map room on 50% of airfields since it worked out well for creating air combat.

The history of our terrains has been a response to the prevailing play style, and this last experiment "Oceania" was to verify how the current play style has changed. Bridges and earth ramps both enhanced GV combat dynamics. The clover leaf islands with the large airfields and two bridges, and one land bridge ramp up hill to the town played well for the GVers. As did placing the map room on 7 airfields in each country removing any real impact by GV resupply. Everyone adapted and fought for the field with no real concern over not being able to win by running supplies. There were many last minute unexpected saves by defenders. And reducing each country to two vBases did not impact the GV game since I gave the GVers spawns to follow the combat fronts and assist in those efforts. As long as you give GVers some place to go shoot at, vBases are not really necessary. The ones I placed on the terrain answered my question of how I would supply the port and support it if this were the real world.

Three to four hundred players as the norm each night, giving GVs the ability to resupply a town makes sense since the attackers would run a conveyor belt of bombers and jabo at a town. Or carpet bomb it down to almost zero with up to 3 boxes of bombers in one pass. There used to be many players who could bomb like that and enjoyed working together to do it. Gvs running supplies to towns made sense back then.

The play style today wants quick access to combat and a change up to the old terrain features, Oceania provided both.
   
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This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline popeye

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Re: The M3 experiment is over.
« Reply #134 on: November 07, 2017, 11:07:17 AM »
If the quadrant thingy is for finding GVs, I hope it is only available for the Storch and has a limited detection range/altitude.  As much as I dislike hunting hidden GVs, I wouln't want them to be TOO easy to find.
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