Author Topic: Rebuild Time too short  (Read 969 times)

Offline dtis29

  • Copper Member
  • **
  • Posts: 169
Rebuild Time too short
« on: January 07, 2003, 09:30:02 AM »
I've yet to see the 30 min. rebuild time.  Towns and field seem to pop up within 5-10 min.  I've sat and watched this.

Offline Odee

  • Gold Member
  • *****
  • Posts: 2718
      • 49th Fighter Group
Rebuild Time too short
« Reply #1 on: January 07, 2003, 09:34:01 AM »
and all this time I thought it was just me and Estes seeing things... :rolleyes:

I'm curious about the lethality levels of the AAA FLAK, and lighter AA as well.  Seems the AA mg's can take out a LVT-4 pretty easily, and the PzrIV is not that much more difficult to brew up either.
~Nobodee~   Get Poached!
Elite: Dangerous ~ Cmd Odeed

http://www.luxlibertas.com/

Offline ergRTC

  • Silver Member
  • ****
  • Posts: 1632
      • http://bio2.elmira.edu/DMS/index.pl?table=content&faculty=1&page=1
Rebuild Time too short
« Reply #2 on: January 07, 2003, 10:15:14 AM »
here here, change this please.  That ack is terrible.

Offline Eagler

  • Plutonium Member
  • *******
  • Posts: 18803
Rebuild Time too short
« Reply #3 on: January 07, 2003, 10:51:21 AM »
can you put the bases closer together ...


yeah, move the islands please :)
"Masters of the Air" Scenario - JG27


Intel Core i7-13700KF | GIGABYTE Z790 AORUS Elite AX | 64GB G.Skill DDR5 | 16GB GIGABYTE RTX 4070 Ti Super | 850 watt ps | pimax Crystal Light | Warthog stick | TM1600 throttle | VKB Mk.V Rudder

Offline Jester

  • Gold Member
  • *****
  • Posts: 2753
Rebuild Time too short
« Reply #4 on: January 07, 2003, 11:41:55 AM »
Agree, down towns needs to be increased.
Lt. JESTER
VF-10 "GRIM REAPERS"

WEBSITE:  www.VF10.org

Offline keyapaha

  • Nickel Member
  • ***
  • Posts: 561
Rebuild Time too short
« Reply #5 on: January 07, 2003, 03:10:26 PM »
i agree longer rebuild times

Offline Dennis

  • Nickel Member
  • ***
  • Posts: 390
Rebuild Time too short
« Reply #6 on: January 07, 2003, 03:50:59 PM »
MOTD sez 15 mins on AA and VH, I believe.  Haven't put a stopwatch to them, but they sure seem to be coming up quicker than that ... same for town buildings.

Sure makes field capture a challenge.  It takes a fair amount of cooperation and coordination even to take a lightly-defended base. Maybe that's not such a bad thing.

Disagree about the AA.  I've taken hits in a zeke and lived to tell about it.  Even got close enough to a fleet to drop a torpedo from a Kate -- taking multiple pings -- and made it back to base alive.  .5 lethality seems to be just about right.

Flak is a different story.  The schwartzenflakkenpuffen often seem to get me at impossible ranges/altitudes on this particular map.  Perhaps flak is a map-specific setting that gets overlooked or can't be adjusted?  I believe the manned 5-inchers on ships model proximity fuses, but 12 miles is a stretch, IMHO, and there aren't any manned 5-inchers at bases.

Anywho.  Nice setup this week, although a bit too much like the MA from time to time.  (La7s and Nikkis and Yaks, oh my!)

Splash1

Offline ergRTC

  • Silver Member
  • ****
  • Posts: 1632
      • http://bio2.elmira.edu/DMS/index.pl?table=content&faculty=1&page=1
Rebuild Time too short
« Reply #7 on: January 07, 2003, 04:04:43 PM »
splash you are right about lethality, my aa is a squeak post was about it coming back up so fast.  I have such terrible luck with the stuff that no matter what the lethality, when I start an aa run, I am gone before 4.


erg

Offline eskimo2

  • Platinum Member
  • ******
  • Posts: 7207
      • hallbuzz.com
Rebuild Time too short
« Reply #8 on: January 07, 2003, 05:10:12 PM »
Way too short.

eskimo

Offline VOR

  • Gold Member
  • *****
  • Posts: 2313
Rebuild Time too short
« Reply #9 on: January 07, 2003, 07:04:19 PM »
Quote
schwartzenflakkenpuffen


:D

Offline brady

  • Platinum Member
  • ******
  • Posts: 7055
      • http://personal.jax.bellsouth.net/jax/t/y/tyr88/JG2main.html
Rebuild Time too short
« Reply #10 on: January 07, 2003, 09:52:05 PM »
The downtime multiplier was set at .6 we did not catch it untill today, it has been fixed and the downtimes are as listed now sry for the inconvience.

Offline CurtissP-6EHawk

  • Parolee
  • Silver Member
  • ****
  • Posts: 1452
Rebuild Time too short
« Reply #11 on: January 07, 2003, 10:37:49 PM »
Funny how I did not get the same support on my post last week.

Downtimes

Offline ergRTC

  • Silver Member
  • ****
  • Posts: 1632
      • http://bio2.elmira.edu/DMS/index.pl?table=content&faculty=1&page=1
Rebuild Time too short
« Reply #12 on: January 07, 2003, 10:41:51 PM »
(thats because they are against you)







shhhhhhhhhhhhhhhhhh

Offline CurtissP-6EHawk

  • Parolee
  • Silver Member
  • ****
  • Posts: 1452
Rebuild Time too short
« Reply #13 on: January 07, 2003, 10:50:33 PM »
hehehe couldnt a said it better myself :D

Offline brady

  • Platinum Member
  • ******
  • Posts: 7055
      • http://personal.jax.bellsouth.net/jax/t/y/tyr88/JG2main.html
Rebuild Time too short
« Reply #14 on: January 08, 2003, 02:33:39 AM »
Well U did Hawk, i just thought you were whining is all and blew you off:)

       Seriously( just Joking:) ),I checked the down times and they were last week just like they were this week as stated, then It occured to me that Jarbo had adjusted the downtime multiplier for his set up and I thought it would reset, but those Areana setings stay put once their mucked with they dont change with the maps, I am sory I totaly overlooked this aspect of the Variables since we so seldom adjust itHopefully I will not screw the pouch so bad next time.