Author Topic: bombs away on new version  (Read 727 times)

Offline SKurj

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« Reply #30 on: May 19, 2002, 09:40:33 PM »
Quote
Originally posted by MrRiplEy[H]
One Fariz mission will exceed the 64 plane limit without defenders even.

Maybe HT has coded a new visual engine for 1.10 aswell or we'll be having some WW2OL fights really soon.


I sure hope not Ripley...  WW2ol has the 64 player object limit, and planes dissappear and reappear whenever that limit is reached...


SKurj

Offline SunKing

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« Reply #31 on: May 19, 2002, 10:51:09 PM »
my mindset! lol gosh.. some of you need a chill pill. You think I take offense, look at you. I mention one aspect of the game that I think is getting old "relentless furballing" and I'm classified lol. So much for having an opinion. I bomb, I GV, I play strat with my squad and I furball... didn't know I had "my way of playing" thought I was with the majority. cya in the game.

Offline Mino

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« Reply #32 on: May 19, 2002, 11:05:41 PM »
Quote
Originally posted by Gypsy Baron


 When is it than going to require "skill" to be afighter jock?

 If bombs get dispersed then I think it's only fair that
 the freaking headons get toned WAY down...


Really bad idea....

AW had frontal plane armor and it was totally stupid.  All it did was to promote furballs and suspend immersion.

Offline pbirmingham

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« Reply #33 on: May 19, 2002, 11:31:28 PM »
Quote
Originally posted by SunKing
my mindset! lol gosh.. some of you need a chill pill.  


You know, as the one who seems to care most in this thread about how others play, you're in no position to prescribe chill pills, Doctor Tightass.  The state board is gonna have your license, you keep that up.:p

Offline Tac

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« Reply #34 on: May 20, 2002, 12:20:37 AM »
I think that collisions on both ends is a good idea.

Not because it would diminish HO's... I mean, if you know the current system will make one of you die and the other one live, are you willing to take the 50-50 chance it will be you? I see no difference if it was a 100% chance you'd die from collision, both players will still end up in a HO situation.

I believe its a good idea because the current system CAN be abused on purpose. For example, I can make a buff player's FE think he collided with my fighter, blowing him up. But on my FE there was no collision, so im untouched. I've managed to make 4 buffs blow up one after another like this after I ran outta ammo on my 38. 'twas the day I figgered how to do it . And its sickening.

If both sides die in collision, neither side will have any advantage, thats the way I see it. If im gonna HO, ill HO dammit, I dont care if i'll collide. Just knowing that theres a 100% chance that we both will die in the HO only makes for a more interesting game of chicken. :)

Edit: Gah, this is what i get from reading 2 threads so close to each other.. mental overlap. what the heck.

On-topic:

I dont know what HTC has planned to address some of the possible abuses of the 4 buff system, so far I can see:

1) 5k alt mass buff formation not caring about field acks (they dont do now anyways) smashing a field to pieces and then acstarring it to death.

2) Ackstars. Up 4 buff flight of B17... and well, have 3 people do the same and your base is as good as saved. Similarly, a grass cuting buff formation blasting away at a field's defenses and vulching with the buff formation

3) Killshooter: Ermm.. if I dive in between the buff formation and the human gunner shoots his own planes as he follows my plane... does killshooter apply or do the bullets do no damage (Booo!) or do the bullets fly through the buffs in formation (*grrrr*)?

4) FPS : 5 people up 4 buffs each.. get them into close formations.. will it be warp gallore, making their buffs virtually untouchable.. or what?

5) Buff guns: We heard the shoot-through fuselage deal was fixed. But then again, now the buffers will have 4X the guns to shoot at, and if they allegedly work the same as our buffs now... what fighter will possibly get even close to such concentrated firepower? (since all bearable guns would fire at same time at same target).

6) Buff GUNNERS. Will the buff guns be modelled to die to a few hits (like ki67)? Or will they still be ROBOCOP units manning the guns (other buffs)?

« Last Edit: May 20, 2002, 12:32:41 AM by Tac »

Offline Vector

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« Reply #35 on: May 20, 2002, 10:32:48 AM »
Quote
Originally posted by Taiaha
HTC has said that the strikes will look pretty much like WW2 BDA photos, which means that they will still hit in reasonable proximity to your aim point.


S!

"On the bombing range in peacetime in clear visibility, releasing from an altitude of 10.000 ft, circular error probability (the radius within which the best 50 per cent of bombs fall) was about 300 ft for the Norden and 775 ft for the Mk XIV bomb sight (Lancaster)"

It's a big circle when we're thinking about dropping from 20-25.000 ft. There seem to be quite difference in accuracy of those two bomb sight too.

Offline AKSWulfe

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« Reply #36 on: May 20, 2002, 10:38:34 AM »
There will most likely still be a 64 plane limit. But unlike WW2Ol, the planes in front of you and behind you won't suddenly disappear... the ones further away from you will be dots (there's no way 64- even 32 planes will be within 3K of you all at once)...

In any event, the limit is there so you won't end up chugging along at a screaming 1 frame per second when you fly through large battles.
-SW

Offline aac

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« Reply #37 on: May 20, 2002, 11:41:15 AM »
From personal experience being within a 1000 feet (even in a building) of a 1000lb bomb is TOOOOO CLOSE.    If the norden is acurate to 300ft and the lanc sight is accrate to 775 feet the blast should take out the buildings anyway.

I just put on a bomb school not long ago and we used 1/4lb of tnt to blow up a car and the blast seat (area) was 50 feet in diameter.

I have seen first hand bombing raids done in Viet Nam with 1k's and there was not a building or tree standing for 1/2 mile radius of the "string area"  The blast area gets proportionally greater with the number of bombs.  If it works this way in the 1.10, just 4 b26's will level a medium field.

As a side note you cannot lay on the ground and stay in contact with the ground at all times if you are within 5 miles of the blast area of a B52 raid ( and before the flaming starts, I know that has nothing to do with Aces High, but someone might like to know)  you can actually feel the multiple blast waves on your skin.

Offline Wilbus

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« Reply #38 on: May 20, 2002, 12:04:18 PM »
Nice info AAC :)

I've always thought that 2500 lbs is too much to bring down a hanger, it's all for game purpose though, would be pretty boring to have 2 fighter bombers come in low alt and take out 10 hangers, would render buffs totally useless.
Rasmus "Wilbus" Mattsson

Liberating Livestock since 1998, recently returned from a 5 year Sheep-care training camp.

Offline Olgzr3

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« Reply #39 on: May 20, 2002, 12:08:32 PM »
Has anyone from HTC said how 234s will fit in the new bomber scheme? Will they stay the same and be exempt from bomb drift?

Offline SKurj

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« Reply #40 on: May 20, 2002, 03:19:46 PM »
Gypsy

the way hangars are currently modelled they cannot be resupplied and they rebuild in 15 minutes regardless of base or facility status


SKurj

Offline Kieran

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« Reply #41 on: May 20, 2002, 03:57:10 PM »
And, Wilbus, no fighter was ever rendered unflyable due to the lack of an aluminum shed to store it. ;)

Offline Gypsy Baron

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« Reply #42 on: May 21, 2002, 11:07:44 AM »
Quote
Originally posted by SKurj
Gypsy

the way hangars are currently modelled they cannot be resupplied and they rebuild in 15 minutes regardless of base or facility status


SKurj


 Yes, I'm aware of this...and that's why I rarely even attempt
 to kill hangars, other than VH's...my statement way up-thread
 was made with the rebuild time in mind. With the new "model"
 for the bombsights it will be even more pointless to attempt
 to kill hangars, which is fine with me. I just don't want to have
 to dick around with this "calibration" scheme...it doesn't add
 anything worthwile to the "game", IMO. However, that said,
 if this 4Xbuff stuff serves to REDUCE the landgrab crap that
 is the current focal point of the "game" and increases the
 ACM aspect, then I'm all for it...and that comes from someone
 who has been predominantly an online buff driver since
 AW SVGA days...
Gypsy Baron  AW CPID 4580
B-17G 447th Bomb Group, 709th Bomb Squadron, Serial#42-31225

Scheherazade - Lt.Phillip P. Zanoya, Pilot

M/Sgt Kenneth N. Johnson, Crew Chief
126 missions without a single mechanical abort[/b

Offline Don

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« Reply #43 on: May 21, 2002, 11:55:15 AM »
>>Sounds like people will have to intercept bomber now and stop the spitquake furballs for a few if they wanna keep flying<<

Hehe, it also may mean that buffing will require more skill than has been required up to this point.
Interceptors will have to plan their attacks more, and a keener approach to tactics and strategy will be required by all. Those who want to furball can still do so, and if they want to continue this, they can fly up and remove the annoying buffdweebs who want to spoil their fun.

Offline Don

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« Reply #44 on: May 21, 2002, 12:14:11 PM »
>>but they are hell of alot easier to avoid, you just turn a little bit and the enemy won't have time to adjust due to the 600-1000mph closing speed.<<<

Hmmm, then why take the HO in the first place?
I fought a spit last night one v one (believe it or not) in the MA (I was in an FW A5). We had a good fight going on until he evidently got impatient and turned to me to go for the HO shot. I knew he was going for it, I also knew I had a better chance of avoiding his shot and getting myself in better position if I simply climbed at the last minute because I had alt on him. He began firing at 850 yds, I then fired and pulled up just before we merged. he got hits and I lost my engine; he lost his plane and had to walk back, I glided home and landed.
He could have tried to avoid the HO and kept fighting and using acm but he got lazy or impatient and went for the easy approach; it cost him.
Yeah the HO was legitimately used in RL but, not as much as it is in AH.