Then take out the VH, it's not rocket science.
want to remove the GV resup from the equation, tae out the fields ability to launch them.
As far as the AAA hitting friendlies. I have yet to see a friendly take any damage from allied AAA.
you explained why it happens in your question/complaint.
If AAA fires randomly in a predefined area, a target, regardless of size (as long as the target is not the same size as the target area) is less likely to get hit moving in a straight line. A maneuvering target is more likely to get hit while maneuvering through the target area as its path can and will encounter the random bullets more frequently by chance.
whether you like it or not, everything that is being done by a player is related to combat. It doesn't matter if you agree with it. If that dude running sups to town prevents your attack, so be it. Prepare better next time.
Everything that HTC has given us to use serves a purpose. Everything has a tactical/logistical relevance in this game.
It is a combat game, a very dynamic combat game.
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Its too bad it is not all used. The point of the game..... or I always thought it was.... was combat. Todays players are using the tools to AVOID all combat.
Old days...
8-10 players would have a mission meeting, assign planes, targets, back up plans. Mission would launch, some of the more elaborate plans used way points and fighter groups rendezvousing from different base (know one guy who loved doing the math for time and speed to make these meetings).
Attack would begin. Defenders may or may not intercept, but once the base was under attack they would up fighters to push back the attack. The hunt for the troops began. Resupplying was not an option. If the VH was down early you had the LTARs to contend with for the rest of the night. Did I say "rest of the night?", yes because once a mission was stopped by the defenders we didnt move off to attack a different front because there was opposition, we regrouped on the fly and attacked again. Battles for bases could last for HOURS.
Present day...
version one, 3-4 players spawn in to field and long range drop buildings at a town. once white flaged everyone jumps into M3 and rushes the town with troops to capture. If it is spotted and M3s are killed they may try one more run with troops, but thats it. Attack over they move someplace else.
version two, 12-15 players launch from the same field, more often than not they try to go NOE, or not more than 5k. Low and fast to get in and do the damage before the enemy spots what they are doing. 3, or more buff groups carpet bomb a town with M3 running in under the falling debris the rest fighters looking to vulch.
version three, 25+ players launch from field after field and horde base after base.
In all three versions of "todays" play COMBAT is lacking. Should any fighting actually happen the attackers fold up camp and move off to try a grab some other base that other players are not watching.
People get board doing those same "missions" <---- and I use that term VERY lightly here.... and soon move on to other games. Where are the "dynamics" you mentioned? Sure the game has so many things to use, but as it is now players are allowed to boil it down to the weakest, most unimaginative, lamest game play there is. If this is the dirrection HTC wants to push the game, great, just let me know and I'll shut up and move on. If it isnt, things are going to have to change before everyone gets board and moves on.
You can NOT force s player to do anything.. I'm surprised after all these years some of the best sticks in the game still haven't figured that out
Sure you can, HTC FORCES players to get 10 uninjured troops in to capture a field, or hit with over 8k of bombs to sink a cruiser, or any number of things we do in the game. Its all coad. When most missions were NOE and we were stuck playing "wack a mole" trying to stop base captures radar was changed to make NOEs mission more difficult and so FORCED players into other missions.
It can be done.