Author Topic: VH barriers have got to go!  (Read 6369 times)

Offline EagleDNY

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Re: VH barriers have got to go!
« Reply #45 on: November 17, 2017, 07:43:49 PM »
Well if you had a choice, at a V Base,  of which hangar to come out of.......problem solved

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Online CAV

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Re: VH barriers have got to go!
« Reply #46 on: November 17, 2017, 08:57:04 PM »
Quote
Well if you had a choice, at a V Base,  of which hangar to come out of.......problem solved

+1000

And for non-hanger spawn points, the fix is you always spawn in 2.5K from the nearest bad guy. Out of main gun range, with room to maneuver. Maybe that put an end to useless spawn point battles. You and your friends go out to camp a spawn point, and they spawn in 2.5k out.... all around you.  :huh



 
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Offline asterix

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Re: VH barriers have got to go!
« Reply #47 on: November 18, 2017, 01:44:00 AM »
My experience with VH barriers was positive. Did not manage to get out a Wirb in one smooth driving though, was not a problem with older T34 for example. Saw one successful camping. Do not know if this is ideal solution but step in the right direction IMHO. My first impression is that GV combat got a lot better. There was more moving around and shooting while moving instead of lazy cats hiding all around. When VH got camped you could use a spawn that was close to enemy spawn to intercept M3s and other GVs while using vehicle quadrant. So VH camper became less important because you could still have GV combat and the person camping directly behind a VH could not shoot other vehicles outside the walls. :aok
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Offline waystin2

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Re: VH barriers have got to go!
« Reply #48 on: November 18, 2017, 08:07:25 AM »
The barriers do need to be adjusted outward a bit so you can make the turns to get out of the enclosures.
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Offline Vraciu

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Re: VH barriers have got to go!
« Reply #49 on: November 18, 2017, 08:24:47 AM »
Killshooter for spawn campers.   Done. :)
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Offline +Kilroy+

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Re: VH barriers have got to go!
« Reply #50 on: November 18, 2017, 10:18:36 AM »
Killshooter for spawn campers.   Done. :)
Er not quite. Define it. I can't shoot an enemy tank on his own base? Or maybe when he drives into his own hangar? Is that a safe zone? can he shoot out? Maybe I can't shoot him when he spawns? For how long? Ya, not quite done.

 If I could ask, why doesn't he just up himself and a bunch of his buddies and PROVE the base take is invalid by overwhelming whatever campers are present, like we USUALLY do? Because maybe people don't come here and post about thwarted takes is why I am thinking he needs some sort of killshootrz.

Offline NatCigg

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Re: VH barriers have got to go!
« Reply #51 on: November 18, 2017, 10:25:04 AM »
I remember back when the towns were simple and everyone had a blast playing this game.

So true! 

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Offline Vraciu

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Re: VH barriers have got to go!
« Reply #52 on: November 18, 2017, 02:11:59 PM »
Er not quite. Define it. I can't shoot an enemy tank on his own base? Or maybe when he drives into his own hangar? Is that a safe zone? can he shoot out? Maybe I can't shoot him when he spawns? For how long? Ya, not quite done.

 If I could ask, why doesn't he just up himself and a bunch of his buddies and PROVE the base take is invalid by overwhelming whatever campers are present, like we USUALLY do? Because maybe people don't come here and post about thwarted takes is why I am thinking he needs some sort of killshootrz.

That's up to Hitech.  If you shoot someone within X seconds of spawning YOU take damage.  Or your weapons are disabled for X seconds similar to the lockdown on rapid control movement. 
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Offline 8thJinx

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Re: VH barriers have got to go!
« Reply #53 on: November 18, 2017, 03:11:15 PM »
I think the answer lies in physical cover, not coding when someone shoots or gets shot at.  We had the GV spawn hangars in AH2 that had cover on 2 sides, but you could still get camped from immediately behind.  I also don't think it's that huge of an issue that you have to do anything more than add cover.  Maybe the walls are the final solution, maybe it's an iteration.

I also firmly believe that answers lie in the terrains themselves.  Was it easy to camp hangars in AH2? Of course it was.  Were people screaming about it to the point that management had to come in and do something?  Not in all the years I played it.  In all the years I played AH2, I don't recall a cheap camp of a hangar happening more than once a gaming session, tops, not counting a flat out horde at a base. I also seem to recall most of the GV fighting occurred out at the spawns and at the approaches to towns and fields.  It's so tedious and boring in those areas right now that the focus of activity is squarely on get-to-the-field-and-camp.
 
« Last Edit: November 18, 2017, 03:14:58 PM by 8thJinx »
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Offline Vraciu

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Re: VH barriers have got to go!
« Reply #54 on: November 18, 2017, 03:56:29 PM »
Well, the most elegant may be the door thing...    :headscratch:
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Offline ghi

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Re: VH barriers have got to go!
« Reply #55 on: November 19, 2017, 08:18:02 PM »
So tired of HTC fixing what AIN'T BROKE! Want more players? Go back to Aces HighII with the eye candy you have now. After 11 years of seeing what's gone on with the game, getting more and more disgusted.

Agreed!
 
 They are fixing the effect not the cause; the main tumor is located in game rewarding system;
Why was this change needed? why do people camp the vh, pick vulch ....even a 2nd account ?  Simple answer ; for kills and score, this is what the game is rewarding only,  lowest selfish qualities in human behavior;  the strategy, team vs team kind of fight was eliminated with every new version and with it 100s of players not interested in score.
 Few weeks ago, i witnessed a map reset/ change and was hilarious watching  all the bomber pilots rushing towards fresh 100% up untouched factories, like greedy door crushers at Wall Mart during Boxing day.The teams, squads  are not even needed,  people are competing for a spot on main website fighting for strats bombing, best camping spot, easy kill.
I'm sensing  negative aura in MA, bad vibes , look at game chat its polluted with concentrated high ego entities surfacing after a large exodus of players not interested in score and ranks.
 Witnessing the decline of this great game, this movie "Time machine"  comes in my mind; Unfortunately,  this is what the game was about since the beginning,  was all about score and rank,  this selfish morlocks, a creation of HTC game rewarding settings were always in the background feeding on others and new comers to satisfy their ego; 





....but who am i to question 18 years of Aces High evolution; :rofl



Now seems like they run out of fresh meat and start feeding on each other like this cannibal rats on board of drifting Russian ship;
"New documentary investigates whether mysterious shipwreck which appeared off the Californian coast is the 'cannibal rat-infested' Russian ghost ship Lyubov Orlova"
http://www.dailymail.co.uk/news/article-5097707/Ship-washes-California-beach.html










 
« Last Edit: November 19, 2017, 08:37:06 PM by ghi »

Offline +Kilroy+

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Re: VH barriers have got to go!
« Reply #56 on: November 20, 2017, 01:09:19 AM »
Agreed!
 
 They are fixing the effect not the cause; the main tumor is located in game rewarding system;
Why was this change needed? why do people camp the vh, pick vulch ....even a 2nd account ?  Simple answer ; for kills and score, this is what the game is rewarding only,  lowest selfish qualities in human behavior;  the strategy, team vs team kind of fight was eliminated with every new version and with it 100s of players not interested in score.
Unfortunately sir, you are regrettably mistaken. The essential reward system is valid and consistent with the era, the ways that players actualize that reward with activities like picking and vulching are artificially allowed by the game. Like the unreality of M3's supplying town in response to attack, when one asks, was construction of towns, factories and large civic structures, ever even remotely as fast as smashing it all to bits? For me, camping is too close to sieging and people may find other allegories to justify picking and vulching.

 However the reward system is valid because it almost exactly mirrors reality. How do you think the mothers and widows felt, watching that pony zip around in THEIR sky, with a tiny little swastika on the nose, symbolizing the crushed hopes and dreams of their failed heritage? Hell, that's his kill man! How dare you even think to suggest he showcase it a little more tactfully. Granted patriotism existed, but when the tour was up, "you sure you wouldn't like to fly just one more sortie with the boys, for old times' sake?" "Hell no! Unless it's a few laps around the hangar."
 Everything was about the kill, because otherwise you were the kill, which is also true here. During the war, it was your job to establish a presence. In a tank behind the lines, behind a bombsite, you had to be present, doing things, usually dispensing ordinance. As part of doing that, you had to defend yourself, sometimes it was your job to defend others. If you screwed up, if you dropped your guard it cost you DEARLY. The goal was not killing but as part of disabling your war machine, death was the usual side effect. Strong camaraderie was an inevitable survivalistic part of that reality.

 So now we are invincible. Is it any wonder we talk like gods? What is the solution? I don't know, why didn't they vulch in WWII? Well they kind of did. At Pearl Harbor and also here, you can clearly see the propellers spinning on the HE-111:



Also, I think what sells subscriptions, what fills the skies is the urge to count kills. I think, after the first couple thousand, we look up from the carnage, bloodshed and selfish kill counting and ask ourselves, is there more to life? I know that when I am "standing" on the battlefield, with noobs impaling themselves on my lance as fast as I can scrape them off, I think, 20-30 more, so what. I want THIS kill to count for something. And this one and so on. So we look to loftier goals, the country, the win, something the great killmaster in the sky would be proud of -- but we can't expect the noobs to know, or respect this. They have to die a thousand times, or kill a thousand times to get there and they need someone that understands this to guide them, sir.

 Also the thread is about barriers. The current one is a nightmare for defending wirbles. You have to reverse twice to clear the enclosure before the bombers arrive, it's maddening. I designed an enclosure that is as effective at protecting spawning tanks, if not more so and it allows immediate and rapid dispersal of vehicles. Please consider and comment about switching to something more like this style:


Offline John Galt

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Re: VH barriers have got to go!
« Reply #57 on: November 21, 2017, 03:39:24 PM »
Firstly, I had no problem with the existing system, including spawn camping.  Just part of the game IMHO, even though in AH2, I always preferred maneuvering tactics and going for elevation to lying in wait.  Meaning that I wasn't a big spawn camper. 

But if you must change it, what's wrong with reverting to no walls, and allowing spawning GV to face either forward or back (like a plane on a runway)?  Problem solved (especially if you up a Tiger II). 

MH

I really like the directional Idea.
VDub

Offline JimmyC

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Re: VH barriers have got to go!
« Reply #58 on: November 24, 2017, 02:36:45 AM »
Camping a hanger is fun..there i said it..
Vulching is fun too..!!
Even HiTech said vulching is fun if I remember  corectly..
If you get in to a position to keep on top of the enemy why not reap the rewards till either your comrades get the job done or you all are repelled by a counterstrike of mass uppers desperate to defend their patch before all is lost..it's fun
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Offline zack1234

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Re: VH barriers have got to go!
« Reply #59 on: November 24, 2017, 07:55:12 AM »
Is the wall made out of Accrington Brick or wood?
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