Author Topic: This week's fleet Acks ?  (Read 946 times)

Offline Saintaw

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This week's fleet Acks ?
« on: April 21, 2003, 05:34:54 AM »
I've experienced being shot to pieces by Fleet 88's 3 times in a row last night. Straight, diving or climbing didn't help me from being shredded to pieces. Can you please have a look at the acks settings, thank you.

Other than that, very nice setup :)
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Offline KG45

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This week's fleet Acks ?
« Reply #1 on: April 21, 2003, 06:16:23 AM »
that's messed up! the other day i'm cruising home at 18k and the first AAA burst from an unseen fleet kills me - wtf? :mad:
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Offline Eagler

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This week's fleet Acks ?
« Reply #2 on: April 21, 2003, 06:57:46 AM »
ack is too strong on fleets and bases for the CT numbers this scenerio draws
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Offline najdorf

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This week's fleet Acks ?
« Reply #3 on: April 21, 2003, 10:10:16 AM »
Ship ack has ruined this setup.  Almost all the setups that have a lot of fleets involved have this problem.  You can't get into a decent dogfite because of the ship ack.  Just turn the damn fleets off.

Offline Jester

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« Reply #4 on: April 21, 2003, 12:00:15 PM »
You got to give the fleets some self defense, still I agree that the ack seems a little too high.

Keep the fleets for carrier ops but crank down the flak a little so any attacking planes will have to come close to come into the AA bubble.
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Offline Eagler

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This week's fleet Acks ?
« Reply #5 on: April 21, 2003, 12:17:10 PM »
gotta have fleets with island maps or you are doomed to fly for 25 min between fights - just turn down the ack .... way down
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Offline Sabre

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This week's fleet Acks ?
« Reply #6 on: April 21, 2003, 12:48:45 PM »
The major problem we CM's have is that the ground ack and fleet ack (with includes both light and heavy AAA) is controlled by the same arena variable, groundlethality.  That variable controls lethality, not accuracy; we have NO setting for changing accuracy of ack/flak).  Right now, it is set to 0.7, which seems to be the best setting we've found in the CT to allow a plane to take one or two hits from field ack before taking crippling damage.  Unfortunately, the heavy flak lethality seems to be less effected by this setting than light acks'.  If we turn it down much more, the field ack will no longer act as an inhibiter to vulchers.  The instances of a person dying to long-range flak in the first salvo are rare, but not unheard of.  Of course there are those that take no evasives when flying through puffyflak (look! coined a new term!), in which case you're asking to be hit.  Hope this helps explain why we're where we're at with ack/flak settings.

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Offline Jospe2

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This week's fleet Acks ?
« Reply #7 on: April 21, 2003, 02:41:51 PM »
Does the ack lethality varey by how many CV's or BS are in it ?
With the current settings each TF seems to have three CV's or three Battleships.  

I personaly enjoy trying to take them out  and have found that weaving your way in while jinking up and down slightly as a much higher success rate then diving straight in.    

I have also experienced the one ack kill shot from a considerable distance.

Jospe

Offline Eagler

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« Reply #8 on: April 21, 2003, 03:10:25 PM »
which is the larger problem currently, vulching or super deadly flak?

With the numbers as low as they are, I think the deadly flak is the bigger issue .. today
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Offline brady

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This week's fleet Acks ?
« Reply #9 on: April 21, 2003, 03:59:02 PM »
One thing to check is that all countries ack is set to the same lethality, if one of them is not a .7 this could be causing a problem, as we have seen in other set up's.

  Maned 5inch is always a killer, some of you may be experencing this, as to the Auto ack, the Flack is generaly just eye candie, unless the seting is screwed up, at .7, like sabre said, Flack does virtualy no damage, more Ships dont seam to effect this much, while their is more of it, it is still just eye candie.

Offline Sabre

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This week's fleet Acks ?
« Reply #10 on: April 21, 2003, 04:38:58 PM »
Quote
Originally posted by Jospe2
Does the ack lethality varey by how many CV's or BS are in it ?
With the current settings each TF seems to have three CV's or three Battleships.  

I personaly enjoy trying to take them out  and have found that weaving your way in while jinking up and down slightly as a much higher success rate then diving straight in.    

I have also experienced the one ack kill shot from a considerable distance.

Jospe


Actually, that is a very good point.  While each gun battery has the same lethality, having twice as many guns will increase the probability of a hit.  Some of these fleets in here have a great many flak batteries.  Put two or three fleets together and the probability of taking damage with the first salvo goes up.  Also, as Brady points out, it's possible the settings for each country can be different.  For what it's worth, when it was mentioned to me Saturday while on-line, I checked them.  All three countries were set at 0.7.

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Offline Slash27

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« Reply #11 on: April 21, 2003, 11:18:19 PM »
Maned 5inch is always a killer, some of you may be experencing this, as to the Auto ack, the Flack is generaly just eye candie, unless the seting is screwed up, at .7, like sabre said, Flack does virtualy no damage, more Ships dont seam to effect this much, while their is more of it, it is still just eye candie.

Its been pretty deadly Brady.  Been popped more then once at 15k and above. Something must be messed up.

Offline brady

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This week's fleet Acks ?
« Reply #12 on: April 21, 2003, 11:50:02 PM »
I lost an engine in a Hellcat from Flak at 12 k today was very suprised, I took several Hits priour to that but no damage was done til the 4th or 5th hit though. I think sabre Nailed it by saying the Larger number of guns increases the likely hood of a "critical hit" which while normaly low can increase based on the presence of multiple fleats.

Offline Dennis

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This week's fleet Acks ?
« Reply #13 on: April 22, 2003, 04:08:45 PM »
Are we all talking about the same thing when we use the terms "Flak" and "ack"?
In my mind there's a difference.  "Flak" is the explosive shells -- 88 mm I presume -- what I call shwarzenflakkenpuffen.  These, I believe, are the weapons that cause the amazing 15k high/15 miles away one-shot kills.  It's also what comes out of the 5-inchers, no?  

"Ack" on the other hand -- ack-ack, anti-aircraft (?) is the ground fire with yellow tracers from the 37 mm's at bases and on fleets.  Right?

I notice the terms being used interchangably, but I thought there was a difference.  Does the "ground lethality" setting apply to both?

Also, if you're hit by a manned gun, don't you get a "killed by" message?  Hence no message = AI gunnery ... right?

Anyway.  It's too deadly.  Both kinds -- but particularly the schwarzenflakkenpuffen.  I think the problem is that it's too accurate at too great a distance ... which can't be adjusted.  The only alternative seems to be to turn the lethality WAY down to compensate for the over-modeled sharpshooters at the sights.

jmho.
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Offline Sabre

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This week's fleet Acks ?
« Reply #14 on: April 22, 2003, 04:20:51 PM »
The same arena setting (one for each country) controls lethality for both lazer ack and puffyflak.  I believe you're correct about kill messages.

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