Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: helkos on September 08, 2005, 04:27:36 PM

Title: Gunnery change?
Post by: helkos on September 08, 2005, 04:27:36 PM
Wondering if the new version has changed gunnery at all. So far today I have taken about 10 deaths from ranges 600-1000 that cause my plane to explode, whereas my shots I that usually would hit at 200 seem to do nothing. Not sure if I am just having a weird bad day, or if there was a change.
Title: Gunnery change?
Post by: RTR on September 08, 2005, 04:30:29 PM
Something has definetly changed. Was killed by a 20mm from a hurriII at better than 1K.

Don't like it.

RTR
Title: Gunnery change?
Post by: Treize69 on September 08, 2005, 04:30:29 PM
Same here, I got 3 1 Ping PKs in a row, 2 of them from ack before I was even close enough to tell wher they were coming from, 1 from a Spit about 6-800 yards out.

In all 3 cases, "Ping, blood splat, tower"
Title: Gunnery change?
Post by: helkos on September 08, 2005, 04:32:47 PM
Quote
Originally posted by RTR
Something has definetly changed. Was killed by a 20mm from a hurriII at better than 1K.

Don't like it.

RTR


This has happened to me too, as far as 800-1k. About 4 times from a Hurri and 3 or 4 from a typh while manuvering with them that far behind. Glad to see I am not the only person experiencing this.
Title: Gunnery change?
Post by: BlauK on September 08, 2005, 04:45:28 PM
I confirm 1 ping kills and 1 ping deaths. Definitely something wrong :(
Title: Gunnery change?
Post by: DieAz on September 08, 2005, 04:45:31 PM
seems the bullets power is set too high.
Title: Gunnery change?
Post by: Edbert on September 08, 2005, 05:03:43 PM
Quote
Originally posted by Treize69
Same here, I got 3 1 Ping PKs in a row, 2 of them from ack before I was even close enough to tell wher they were coming from, 1 from a Spit about 6-800 yards out.

In all 3 cases, "Ping, blood splat, tower"

That's nothing new for the puffy-ack. Been 1-pinged to the tower many dozens of times before the base or fleet was within view and I fly with full range settings.
Title: Gunnery change?
Post by: killnu on September 08, 2005, 05:16:41 PM
Quote
That's nothing new for the puffy-ack


wasnt puffy ack...still, field ack are lethal, but 2 in a row from that range is kinda...well weird.
Title: Gunnery change?
Post by: Trikky on September 08, 2005, 05:19:41 PM
About 2 hours online tonight and 90% instant kills/death by snapshots, long range, midrange. Very very unusual.
Title: Gunnery change?
Post by: MadSquirrel on September 08, 2005, 07:32:11 PM
Lots of things wrong in this patch.  They do post a note about the fubar lethality.  But the new sun roof on the VHs is nice.  :rofl

LTARsqrl  
Title: Gunnery change?
Post by: ghi on September 08, 2005, 07:47:38 PM
With this damage settings looks like one of those "First person shooter" games,
 1 ping=====Boom!===>  tower:(
Title: Gunnery change?
Post by: Heretic on September 08, 2005, 08:06:37 PM
Have only been downed once by puffy ack.  That was back in the days of AH1 though.    

I upped a N1K this morning when I got home from work.    Saw a strat buster on the map dar.   Went after  him and after finally catching up I found myself facing a formation of 3 Lancs.   Dove down to get some speed and came up just behind and alittle under the Lancs.    Lined up on the right drone and let loose a 2 second burst and was rewarded with a kill.   Pulled hard left and squeezed a burst off and damaged the center Lanc and pulled more left and hit the left drone.       Pilot got in his tail gun and pinged me a few times as I dived away.    Zoomed back up and dove down again and shot the left drone down and then lined up for the last Lanc.    Dumped a good 2 second burst and got my third kill.    All the hit sprites were concentrated on the fuselage and wing root area.         Looked at my ammo counter and noticed I shot off 3/4 of my cannon load.      I haven't noticed any lethality change unless it occured after 11am?
Then again my accuracy isn't that great either.
Title: Gunnery change?
Post by: Kurt on September 08, 2005, 08:45:17 PM
Yeah, I'll jump on the band wagon here... Ping - blood - tower, thats how it went for me too.... There was a spit 400 off my tail but I'm pretty sure the shot that hit me was from the ground.
Title: Gunnery change?
Post by: helkos on September 08, 2005, 08:53:11 PM
Quote
Originally posted by Kurt
Yeah, I'll jump on the band wagon here... Ping - blood - tower, thats how it went for me too.... There was a spit 400 off my tail but I'm pretty sure the shot that hit me was from the ground.


I did this to someone else. They were vulching a field I was upping from in an LA7, they crossed in front of me at 800 range and I pulled the trigger for about 2 seconds as they passed. Boom dead, points awarded.


edit: I was in the la7 just out of the tower, they passed in front of my plane well above my target sight.
Title: Gunnery change?
Post by: Wolfala on September 08, 2005, 09:19:51 PM
Had a Tempest from A1 - intercepted a Tiffy. Put 100 rds of 20mm into him - knocked his rudder off. THATS IT. He's still ticking.

Upped a P47N - buzz sawed my way through Nik's, Spits, 51s, M16's and Osty's. 10 kills. Passed an M16 at 1.5k - Canopy not toward him - 1 ping gone.

Tried in an A20 - M16 - 1 ping gone - twice.
Title: Gunnery change?
Post by: ghi on September 08, 2005, 10:00:56 PM
i killed the entire base with with 1k bomb, even those lazzy bumps sleeping in tower  !!
Title: Gunnery change?
Post by: Wolfala on September 08, 2005, 10:05:51 PM
U nuked a base? Buy a lottery ticket.
Title: Gunnery change?
Post by: Edbert on September 08, 2005, 10:19:37 PM
Quote
Originally posted by killnu
wasnt puffy ack...still, field ack are lethal, but 2 in a row from that range is kinda...well weird.

Oh yeah Mr. "13 kill C202 killah" there's definitely something amiss. I was flying a Spit-I with 8 @30mm tonight. Of course I could catch nobody and every time I nosed down to to avoid a HO (instinct) I lost power. But it was fun for one night. Hope it is fixed soon, but it is just a game after all.
Title: Gunnery change?
Post by: Meatwad on September 08, 2005, 10:30:57 PM
Just for fun I decided to take an M3 to an enemy airfield to vulch. Much to my surprise we captured the field and I landed 12 kills.....






for 91 perkies! :eek:
Title: Gunnery change?
Post by: MIShill on September 08, 2005, 10:39:35 PM
Very frustrating with the new kill model. It makes upping to defend a base too "interesting"when you are outnumbered. When I logged on Knits had a 40+ player excess and no way to defend if you can be one-ping killed from 800-1000 out. Bad enough being outnumbered 90% of the time, but with the new version I'll just quit until it changes or leave the game if it doesn't change. This model unfairly rewards the "horde".
Title: Gunnery change?
Post by: Meatwad on September 08, 2005, 11:51:17 PM
Just up in a GV or come in from another base. Easy as pie
Title: Gunnery change?
Post by: MrRiplEy[H] on September 09, 2005, 05:53:31 AM
I had similar problems in MA also. In one night and about 2 hours of game:

1x D800 death to 1 ping directly to pilot from a seafire directly on my 6. Was in 190A8.

1xD? direct pilot kill shot from puffy ack

1xD1.5 pilot wound from auto ack. Mind you no other damage except direct pilot wound.

1x pilot wound from a snapshot

Then opposite:

Several lit-up planes falling down with no parts - no kill credit. Not even assist.

At least two proxy kills uncredited.

Took a snapshot to a P51B in a 800 knots merge. Boom he explodes (well granted my .50 hit him in the cockpit).

Something just doesn't feel right now.
Title: Gunnery change?
Post by: Phaser11 on September 09, 2005, 06:27:45 AM
I love it!

I have a new bumber sticker on my plane!

"Vulch with care"

Aces High Team,
 Please don't change this. It is harder to take a base now and requires some planning. No more diving in at mach 2 with out fear!
Title: Gunnery change?
Post by: MrRiplEy[H] on September 09, 2005, 08:21:03 AM
Hey I'm for anything that will stop the strat porkers running through fields.

If we're lucky AH will become more the furballing and less the 'win' oriented mapgrab game than it is now.
Title: Gunnery change?
Post by: Schatzi on September 09, 2005, 08:31:08 AM
Just upped a Hurricane Mk1 in offline. Killed the B24 drone a few times with only one or two second burst. This is not right!
Title: Gunnery change?
Post by: Edbert on September 09, 2005, 08:33:40 AM
Quote
Originally posted by MrRiplEy[H]
Hey I'm for anything that will stop the strat porkers running through fields.

If we're lucky AH will become more the furballing and less the 'win' oriented mapgrab game than it is now.


I tend to agree with your wish for more dogfighting, but I don't agree that there's something wrong with land-grabbing or war-winning. The problem is not with those goals but with the architecture that allows, neigh ENCOURAGES, the dweeberry illustrated above and in countless earlier threads. We should encourage tactical and organized offensive/defensive operations designed to grab land and win the war, not diveboming with 4-engined heavies . But as it stands right now one guy acting alone can in less than 5 minutes spoil the fun being had by 30+.

EDIT: Hmmm, thought I posted to the wrong thread but I didn't...what we are seeing with the gunnery is not a "change" but a bug. While some might see it as a fix to acts of dweeberry it only creates some new ones like the HO'ing C202s. It cannot be allowed to stay, I'm sure a fix or rollback is planned very soon.
Title: Gunnery change?
Post by: Kweassa on September 09, 2005, 10:24:32 AM
Quote
I tend to agree with your wish for more dogfighting, but I don't agree that there's something wrong with land-grabbing or war-winning. The problem is not with those goals but with the architecture that allows, neigh ENCOURAGES, the dweeberry illustrated above and in countless earlier threads.


 I TOTALLY agree with this analysis.

 The fun of tactical aerial combat isn't necessarily incompatible with the strategical territorial combat. The problem is that the basics of AH strat structure, is simply OLD. The basic strat design has virtually unchanged since the earliest versions of the game - where people in those days hardly really cared about startegical combat at all.

 The community was small, and everybody knew everyone else. They played AH for pure A2A fun, and the strat structure was nothing but a nice little surplus factor which intended to help diversify the overall situation of aerial combat.

 Things have changed, and the "architecture" of the game, as Edbert puts it, is what's bringing out the problems of late.

Quote
We should encourage tactical and organized offensive/defensive operations designed to grab land and win the war, not diveboming with 4-engined heavies . But as it stands right now one guy acting alone can in less than 5 minutes spoil the fun being had by 30+.


 So very true.

 Another perceivable problem is that too much action is oriented around the fields. The field is the only thing that matters in the game, and every action is concentrated around the field. People attack the field, and the action stops. People gather around the field, and a horde is formed. People abandon a field, and the milkrun starts.

 Whilst the entire MA resembles a total war in the mental/situational sense, unfortunately the basic strat is nothing like a real war at all, and the pre-set "system" of limited strategical combat between two hostile airfields dominates over all else.
 
 Since somany people are crammed into so small an area, with so few, flimsy targets to attck, it is no wonder that we're seeing dweebery as much more efficient, "war-winning" form of action rather than "doing it the right way". Why take up a buff to 18k when you just spray bombs everywhere at deck alts?
 
 I dare say, a totally restructured strat system is needed.