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General Forums => Wishlist => Topic started by: sullie363 on December 21, 2005, 02:53:26 AM

Title: Two thing about killing CVs
Post by: sullie363 on December 21, 2005, 02:53:26 AM
First, can we get more perks for killing CVs please.  I killed one tonight in a PT and got 2.33 perks.  Something about that seems odd.

Also, I know this one has been said before, but could whoever kills the CV get system recognition.  joesmith sunk C14 in a P40B of The Dentists
Title: Two thing about killing CVs
Post by: Oleg on December 21, 2005, 03:21:52 AM
Not before CV will require direct bomb hit to take any significant damage, please. CV killing is absurdly easy now, dont deserve credits imho
Title: Two thing about killing CVs
Post by: Captain Virgil Hilts on December 21, 2005, 06:59:29 AM
I agree, it should not be possible to do anything NEAR fatal damage to any thing other than a freighter or troop transport with aircraft guns.

However, I do think AH II should have 2K# armor piercing bombs available for those planes that could carry them, and they should do appropriate damage to ships. It took 3-4 2K# bombs to sink the Japanese carriers at Midway.

It should be nearly impossible to hit MOVING ships with level bombers. Especially from high altitudes. It is not in AH II. I'm a lousy bomber pilot and even I can do it when I have a little patience. So formations of any heavy bomber shouldn't be hitting any of the ships and sinking them except on one in a million luck shots.

Heavily damaged ships should not continue to operate as if they are undamaged. As it is currently, they only lose guns and/or radar. Hits from guns larger than 5", or by bombs larger than 500# should stop or at least restrict or hinder flight operations, and should slow the ships significantly. However, it should require bombs over 500# or multiple hits from guns larger than 8" to knock out guns that are armored, such as 5" and 8" turrets.

As to "getting your name in lights", if it were modeled correctly, no one would be sinking a large ship by themselves, because too many bombs would be required. It would take 3-4 fighters (the F4U, the P-38, and the P-47 were all rigged to carry 2 2K# bombs during their operational deployment) operating as a group to put 3-4 2K# bombs on a ship, so no one pilot would get credit. It would take at least 4-6 dive bombers as they have only one bomb each. The heavy level bombers shouldn't be hitting the ships that well anyway. So there would be no single pilots sinking large ships, so no one would "get their name in lights".

Ship and field guns have at least one flaw in their system as well. You get credit for landing, and "your name in lights" if the ship is sunk or the gun destroyed. You should be as dead as any pilot when his plane is destroyed if you are in a gun that is destroyed. And if you didn't get out before the ship was sunk or the gun destroyed, you didn't "land". So you don't deserve "your name in lights". A pilot facing a ship or a ground gun is risking a death, the person manning the gun is risking nothing. Hardly a fair exchange.
Title: Two thing about killing CVs
Post by: Hornet33 on December 21, 2005, 07:30:41 AM
As far as level bombers hitting a CV, it's not that hard when the ship is going in a straight line. Of course when you turn it so it doesn't get hit by bombers everyone starts screaming to stop turning the CV so they can take off. Real life it was hard to hit a ship with a level bomber BECAUSE the ships were turning all over the place. Not so here. Also in real life they didn't conduct flight operations while the ship was under attack. Here the AAA doesn't hurt you when taking off, and people like to drive the ship right up next to a base. Why??? Because it would take to long to fly a strike from a CV if it was 100 miles from the target, like real life.
Title: Two thing about killing CVs
Post by: APDrone on December 21, 2005, 08:15:20 AM
Quote
Originally posted by Captain Virgil Hilts

However, I do think AH II should have 2K# armor piercing bombs available for those planes that could carry them, and they should do appropriate damage to ships. It took 3-4 2K# bombs to sink the Japanese carriers at Midway.
....
It should be nearly impossible to hit MOVING ships with level bombers. Especially from high altitudes. It is not in AH II. I'm a lousy bomber pilot and even I can do it when I have a little patience. So formations of any heavy bomber shouldn't be hitting any of the ships and sinking them except on one in a million luck shots.



Did they change history?  The books I have specify that the SBDs that sank the Japanese Carriers at Midway did it with 1000 lb bombs.

Besides, the SBD is only rated for 1,600 lbs ord. on the fuselage mount.

As far as hitting moving ships?  It's no different that shooting at aircraft.  You pick a point in space ( here, one coordinate just happens to be zero ) and time your bombs to be in that space the same time the ship is.

It's up for the ship's commander to make every effort to guess where that point in space is and not be there when the bombs arrive.
Title: Two thing about killing CVs
Post by: Oleg on December 21, 2005, 08:27:03 AM
Quote
Originally posted by Hornet33
As far as level bombers hitting a CV, it's not that hard when the ship is going in a straight line. Of course when you turn it so it doesn't get hit by bombers everyone starts screaming to stop turning the CV so they can take off.


Turning CV dont help much. It makes just a bit harder to hit CV , nothing more.

Quote
Originally posted by Hornet33
Real life it was hard to hit a ship with a level bomber BECAUSE the ships were turning all over the place.


Wrong. Even ships at anchor was very hard targets for level bombers. Tirpitz is best example of it.
Title: Two thing about killing CVs
Post by: Captain Virgil Hilts on December 21, 2005, 08:27:37 AM
Quote
Originally posted by APDrone
Did they change history?  The books I have specify that the SBDs that sank the Japanese Carriers at Midway did it with 1k bombs.

Besides, the SBD is only rated for 1,600 lbs ord. on the fuselage mount.

As far as hitting moving ships?  It's no different that shooting at aircraft.  You pick a point in space ( here, one coordinate just happens to be zero ) and time your bombs to be in that space the same time the ship is.

It's up for the ship's commander to make every effort to guess where that point in space is and not be there when the bombs arrive.


Woops, I typed that wrong, missed the 1 and hit the 2.

I never said the SBD should carry a 2K# bomb, but rather that some fighters carried them, and they should be modeled.

In fact, the Japanese planes should have the bombs the Japanese made from naval shells.

The reason I brought the 2K# bomb into the thread is because we supposedly have Essex class carriers, by most measures they are tougher than the Japanese carriers, and require more or heavier bombs.

With regards to hitting moving ships, that was mentioned with the intent towards heavy level bombers bombing from altitude. Few if any ships were hit or sunk by level heavy bombers. Back to Midway, since we both mentioned it. How many hits did the B-17's get at Midway? I can't remember a single incident off hand where a heavy level bomber sank a carrier or a battleship, or even a heavy cruiser. It happens WAY too often in AH II. In AH II, heavy level bombers hit easily from altitude on turning ships, and they also bomb from well within range of the AAA of the task group, nevermind the fact that they divebomb.

Regrets for the confusion.
Title: Two thing about killing CVs
Post by: APDrone on December 21, 2005, 08:42:03 AM
Quote
Originally posted by Captain Virgil Hilts
I never said the SBD should carry a 2K# bomb, but rather that some fighters carried them, and they should be modeled.

In fact, the Japanese planes should have the bombs the Japanese made from naval shells.

The reason I brought the 2K# bomb into the thread is because we supposedly have Essex class carriers, by most measures they are tougher than the Japanese carriers, and require more or heavier bombs.

With regards to hitting moving ships, that was mentioned with the intent towards heavy level bombers bombing from altitude. Few if any ships were hit or sunk by level heavy bombers. Back to Midway, since we both mentioned it. How many hits did the B-17's get at Midway? I can't remember a single incident off hand where a heavy level bomber sank a carrier or a battleship, or even a heavy cruiser. It happens WAY too often in AH II. In AH II, heavy level bombers hit easily from altitude on turning ships, and they also bomb from well within range of the AAA of the task group, nevermind the fact that they divebomb.

Regrets for the confusion.


I just mentioned the loadout for the SBD in case you did think they carried 2k bombs.  No offense intended.

The Soryu was sunk with 3 hits, the Akagi with 2, and Kaga took 4.    The main reason was because their lower decks were crammed with extra ordnance lying around as they were swapping between land attack loadouts vs. naval attack loadouts.  It was a literal powder keg that only took a couple 'small' bombs to set off the fatal chain reactions. The Hiryu took 8 before going down later on. Now, whether some of those were overkill is for history to decide.

And you're right... the B17s did not score a single hit on an enemy ship of any type during the battle of Midway.  Keep in mind, though.. those ships had full time captains in charge with accurate spotters who all had a single common goal we don't have in AH.  Their lives were at stake.

Hook up 50KV charge to my flight chair when I'm Captain of a CV, and you can be dang sure I'll be taking evasives when bombers are overhead.

I've nailed CVs that have failed to move, and I've been with formations that laid out nice patterns to cover CVs that did move.  I have also missed because some onery cuss decided to turn them too.
Title: Two thing about killing CVs
Post by: Midnight on December 21, 2005, 08:49:06 AM
Having CVs in AH right now is IMO stupid. They might as well just be a mobile AAA platform with the ability to spawn fighters and PTs.

The way they operate is NOT historical or even close to accurate

The way they function in the game from a damage model perspective is NOT historical or even close to accurate
Title: Two thing about killing CVs
Post by: APDrone on December 21, 2005, 08:59:39 AM
Quote
Originally posted by Midnight
Having CVs in AH right now is IMO stupid. They might as well just be a mobile AAA platform with the ability to spawn fighters and PTs.

The way they operate is NOT historical or even close to accurate

The way they function in the game from a damage model perspective is NOT historical or even close to accurate


Oh pshaw, Midnight.

You just don't like them because you can't launch Mustangs from them..

:D

Oh.. and Mustangs tend to disintegrate when near the 5" puffies.
Title: Two thing about killing CVs
Post by: Captain Virgil Hilts on December 21, 2005, 09:07:44 AM
I took no offense, I knew none was intended.

The battle of Midway shows that we got lucky. At least 3 of the 4 Japanese carriers were hit during refuel/rearm action, they were almost certainly doomed by any hit. I'm not sure that even 4 hits by 1K# bombs would have sunk them as easily, if at all, were they not rearming and refuleing.

As I mentioned, currently we have Essex class carriers, by most accounts considerably tougher than the Japanese carriers. Therefore I'd expect to NEED the 2K# bombs, and also the Japanese bombs they made from naval shells.

Midnight is correct, they don't operate anything like a real carrier. SOME of the concessions are acceptable. It would be near impossible to make true flight ops work in the game, with the carrier turned into the wind for flight ops, and limited launch and recovery times available. Others aren't, like full flight ops available until the carrier sinks, and full speed available as well.
Title: Two thing about killing CVs
Post by: APDrone on December 21, 2005, 09:22:04 AM
Quote
Originally posted by Captain Virgil Hilts


Midnight is correct, they don't operate anything like a real carrier. SOME of the concessions are acceptable. It would be near impossible to make true flight ops work in the game, with the carrier turned into the wind for flight ops, and limited launch and recovery times available. Others aren't, like full flight ops available until the carrier sinks, and full speed available as well.


The problem with starting to limit things is .. where does it end?  If  CV flight ops are reduced due to damage, does the same apply to bomb craters on land bases?  Talk about reality.. All aircraft at a field were parked outside or in some revetment or under camouflage or similar.. but they were limited.  All A/C would be able to be detroyed by jabos or stafing.. And, of course, there's the silly little death thing..

Treat it like Icons, night, tracers, and every other reality tweak that has been requested.  Try it out in the CT.. see that not enough people want it, then relegate it to the scenarios and special events, where you will find the closest thing to reality.

Keep in mind that CV operations are on people's mind right now because the map we've been on for the last week uses them as a vital role ( THANK YOU HTC!!  :aok )

When Mindanou, or Trinity, or .. gulp.. Pizza, or several of the other maps return, the CV will not be such a vital tool and the land vs. land fights can continue on.

Ohhh... and back to the original thread, I think more perks should be awarded for sinking CVs too.  And credit, but with a list of all who contributed.
Title: Two thing about killing CVs
Post by: Hornet33 on December 21, 2005, 10:18:26 AM
Quote
Originally posted by Oleg
Wrong. Even ships at anchor was very hard targets for level bombers. Tirpitz is best example of it.


The Tirpitz raid was conducted by 2 specialized squadrons of Lancasters dropping single "tall boy" bombs, and it was sunk by level bombers when it was all said and done. What would have happened if the Allies had sent in conventional bombers with 500lbrs and salvo'ed them all off on the thing? The odds would have been better for multiple hits and more damage. The Brits choose to do it with the Lancasters with the tall boys to prove that pinpoint accuracy was possible with heavy bombers. Just watched a program on Discovery Wings about this raid a few weeks back.
Title: Two thing about killing CVs
Post by: Captain Virgil Hilts on December 21, 2005, 10:22:50 AM
We already have limits. All kinds of limits.

If you destroy the fighter hangars on a field, no fighters launch, but the field still exists and launches bombers and gv's. Same for any other type of hangar. NOT the same for carriers. And maybe craters on the runway SHOULD affect flight ops. So you blow the elevator out of the well on a carrier and it stops planes from launching, just like it would if you leveled some hangars (all of one sort or antoher). That would make it the SAME as an airfield. Where's the problem?

Should you get perks for a carrier? Sure. How many? Don't know. Maybe NONE if you sink them with a diving heavy level bomber (or strafe it down with a 110), and no other credit either.
Title: Two thing about killing CVs
Post by: APDrone on December 21, 2005, 10:31:59 AM
Quote
Originally posted by Captain Virgil Hilts
We already have limits. All kinds of limits.

If you destroy the fighter hangars on a field, no fighters launch, but the field still exists and launches bombers and gv's. Same for any other type of hangar. NOT the same for carriers. And maybe craters on the runway SHOULD affect flight ops. So you blow the elevator out of the well on a carrier and it stops planes from launching, just like it would if you leveled some hangars (all of one sort or antoher). That would make it the SAME as an airfield. Where's the problem?

 


You're right. If you blow out the deck elevator then, yes.. launching would essentially be down until it can be repaired.

Same goes with the arrestor cables and boilers.. reduce max speed until repairs are made. ( resupply? )

That could interesting, as if you lost speed, then you've just removed heavy F4Us from the launch rotation.. they need every bit of runway to launch as it is.

Ok.. I recant my global 'don't change it' statement.  I can see restricted operations being valid 'enhancements'.

Damn.. now I need to go kick my cat..
Title: Two thing about killing CVs
Post by: Captain Virgil Hilts on December 21, 2005, 10:36:23 AM
:rofl :rofl :rofl
Title: Two thing about killing CVs
Post by: Oleg on December 21, 2005, 12:45:13 PM
Quote
Originally posted by Hornet33
The Tirpitz raid was conducted by 2 specialized squadrons of Lancasters dropping single "tall boy" bombs, and it was sunk by level bombers when it was all said and done.


Best bombers squadrons got only few (1 in first try, none in second and 3 in third if i dont wrong) hits in stationary target 250x35 meters size. Hell, in AH any dweeb will land all his bombs in 30x30 meters square with first try.
Title: Two thing about killing CVs
Post by: Lye-El on December 21, 2005, 05:07:00 PM
Quote
Originally posted by Captain Virgil Hilts
[B

. A pilot facing a ship or a ground gun is risking a death, the person manning the gun is risking nothing. Hardly a fair exchange. [/B]


That why pilots get paid the big points. :D
Title: Two thing about killing CVs
Post by: Billy Joe Bob on December 22, 2005, 12:16:16 AM
*off topic*

as for " (resupply?) " we need a way to resupply ships. you can resupply a field but not ships. supply ships existed for a reason.   Gah. that was one of my "im getting tired" moments of briliance
Title: Two thing about killing CVs
Post by: Easyscor on December 22, 2005, 08:06:13 PM
There is nothing wrong with the CVs or the level bombers in this regard.

In the MA, a CV was usually as good as dead the minute my wheels left the runway.  I say usually because the people in command usually were clueless.  Then on a rare occasion I'd run into someone like Gypsy B and no matter how many times I went after him, even at the peak of my game, I couldn't sink him.

Just like fighters, it isn't the vehicle, it's the pilots' skill and knowledge folks.
Title: Two thing about killing CVs
Post by: Roscoroo on December 23, 2005, 12:38:51 AM
Keep turning them cv's guys .. makes them really easy to sink then .

:noid
Title: Two thing about killing CVs
Post by: MOIL on December 24, 2005, 09:52:27 PM
Funny how (although these kinds of threads always pop up) people seem to want a bit more "realism" from AH.

While I still don't regard this game as a Sim, it's getting closer and closer.

The ideas from everyone is just what HTC needs IMO, I believe over time and through trial and error HTC will continue to make changes for the better with regards to "realism" and game play.

I will be the first to addmit that sinking carriers in this game is far too easy. While I don't bomb them myself, my bomber crew can drop any CV, anytime, anyday with little or no effort.

While this is cool and all they have stated many times "man that's just too easy" and joke about who gets to the fleet first.

I honestly believe that most (not all) people who play this game fit into a very small genre of players. One of the reasons that games like this one and WWII Online are still around is that they are challenging.
It seems the harder the game is to master or learn the more the guys like it, hence "Sim"  If it were like Quake it would loose it's appeal real fast and players (as they do now) simply move onto the next shooter.

I too would like to see the fleet play a more active and historical role in the game. I would love to see the CV groups set up with accurate historical loadouts (just as we have in planes and GV's)
I dont see any N1K's carrying 2-1000lb bombs, 8-wing rockets and 6 .50cals???

Then why should the CV be armed with a 1/4 of the fire power it actually had ?

MIDWAY CLASS (3 ships)
CORAL SEA (Aprl 2, 1946)
FRANKLIN D. ROOSEVELT (ex- Coral Sea, April 29, 1945)
MIDWAY (March 20, 1945)
Displacement: 45,000 tons (55,000 full load)
Complement: 4,085
Length: 968 ft (o.a)
Beam: 113 ft, 136 ft (max.)
Draught: 32 ft 9 in
Aircraft: 137
Guns:
18 - 5 inch, 54 cal.
84 - 40 mm AA quadrupled
82 - 20 mm AA

Armour: side, deck
Machinery: Geared turbines.4 shafts. S.H.P.: 200,000 = 33 kts.Boilers: 12.

ESSEX CLASS (24 ships
Displacement: 27,100 tons (33,000 full load)
Complement: 3,240
Length: (p.p) 874 ft, 888 ft (o.a)
Beam: 93 ft
Draught: 29 ft
Aircraft: 82 (103 have been carried)
Guns:
12 - 5 inch, 38 cal.
72 - 40 mm AA quadrupled
52 - 20 mm AA quadrupled

Armour:
2.5" - 4" side amidships
1.5" flight deck
3" hangar deck
1.5" main deck
1.5" tower
Machinery: Geared turbines.4 shafts. S.H.P.: 150,000 = 33 kts.Boilers: 8 Babcock & Wilcox..

This is just SOME of the info on these geat ships of WWII, you can read about them HERE (http://www.voodoo.cz/ww2car/usa.html)

All in all I think the carriers should play a more important role in the game (IMO) and it should take some serious planning if a group of planes want's to try to attack it.

My 2 cents
Title: Two thing about killing CVs
Post by: lasersailor184 on December 24, 2005, 10:45:12 PM
Well, as I see it, currently there are a bunch of problems.

The first of which is the full speed 100% of the time.  The next problem is the inability to directly control the CV.

As it stands currently, all we can do is point at the map and let it go.  I think that you should possibly be allowed to join the CV much like you can join a field gun.  You would have controls over velocity, and rudder direction and angles.  You wouldn't have direct control like a PT boat.  You would just set the angles at your discretion.

The next problem are the radar puffy ack.  I believe that all guns should be modeled, some should be AI, but most should be slaved.

I.E. For the midway class, there are 18 5inchers.  3 should be Auto Ack.  There should then be 3 choosable positions.  Each position would have 4 other guns slaved to that position.

So there wouldn't be 84 positions open.  There would be roughly 4 spots, with 20 guns slaved to each spot.

Also, the puffy ack should not be radar seeking.  It should have to be set for time in air.  A perfect way to do this is to bind the throttle to the distance it explodes.  Full throttle is roughly 6.0k distance til it puffs.  No throttle is 100 yards til it puffs.

The last problem is the lack of alternate fleets.  Not every fleet should be a CV fleet.  I believe there should be Destroyer Fleets, as well as Submarine fleets.
Title: Two thing about killing CVs
Post by: MOIL on December 24, 2005, 11:30:25 PM
Those are some good ideas, I like the idea of having to "drive" the ship.

Next, the guns, currently we have pellet guns to shoot at planes with. Sure the 5" guns do some damage, but we have only what, 2 or 3 positions avail?
What about the 40mm "pom-pom's", the most popular and effective AA gun on the ship. We have like 3 or 4?  Comes up about 60 guns short.

Now of course in WWII we didn't have dive bombing Lancasters hitting the fleets, however we did have the Kamikaze's.
This was a new and scary tactic and proved effective against the ships.

However, both suffered trmendous losses and it took on an agerage of firing 2600 rounds to down one plane.


HERE (http://video.google.com/videoplay?docid=-7913829081927984083) are some films posted earlier by a member of actual WWII carrier footage and other WWII fighting.

More WWII footage (http://video.google.com/videoplay?docid=5452621640791274884&q=wwii)
Title: Re: Two thing about killing CVs
Post by: Skilless on December 25, 2005, 09:48:51 AM
Quote
Originally posted by sullie363
First, can we get more perks for killing CVs please.  I killed one tonight in a PT and got 2.33 perks.  Something about that seems odd.

Also, I know this one has been said before, but could whoever kills the CV get system recognition.  joesmith sunk C14 in a P40B of The Dentists
The "something odd" aboout this is that you can actually kill a cv with a pt boat.  The fact that you can spawn and respawn, throwing dozens of torpedos at the carrier is rediculously gamey.  The system recognition should say something like, "joesmith totally gamed the game and is a dweeb".  Negative perks awarded.

I don't have an answer to this, I just thought I would let you know that I know that you know that I know that this is a silly loophole in the game.

Merry Christmas
Title: Two thing about killing CVs
Post by: tatertot on December 26, 2005, 02:29:39 PM
i personaly think cvs should have a little more armor little less guns.And if you do sink it i whant the kills either guys in the guns or possibly in the towert would make it a little more fun huh??:D
Title: Two thing about killing CVs
Post by: Skilless on December 26, 2005, 03:06:58 PM
Quote
Originally posted by tatertot
i personaly think cvs should have a little more armor little less guns.And if you do sink it i whant the kills either guys in the guns or possibly in the towert would make it a little more fun huh??:D
I like that.  You should also get kills for taking out manned ack at bases.
Title: Two thing about killing CVs
Post by: MOIL on December 26, 2005, 03:48:05 PM
Quote
Originally posted by tatertot
i personaly think cvs should have a little more armor little less guns.And if you do sink it i whant the kills either guys in the guns or possibly in the towert would make it a little more fun huh??:D


That's a good idea, as long as the bombers only get a loadout of one 500lb'r and one tailgun.

That sounds reasonable:aok
Title: Two thing about killing CVs
Post by: tatertot on December 26, 2005, 04:57:18 PM
ya would be nice woulodnt it take over base anyone still in tower scalp be yours biggest thing is the ack guns they kill us they get kill why not the other way around
Title: Two thing about killing CVs
Post by: MOIL on December 26, 2005, 08:30:14 PM
Quote
Originally posted by tatertot
ya would be nice woulodnt it take over base anyone still in tower scalp be yours biggest thing is the ack guns they kill us they get kill why not the other way around

I was going to try and answer back, however,  I have no idea what you just said:huh
Title: Two thing about killing CVs
Post by: tatertot on December 27, 2005, 07:42:13 AM
sorry about typos i was stating when you take over a base we should get the same thing ie anyone in the tower was captured byt soandso and ack gun that is manned ie ytou killed soand so in ack gun num soandso
Title: Two thing about killing CVs
Post by: Skilless on December 27, 2005, 02:41:52 PM
Quote
Originally posted by tatertot
sorry about typos i was stating when you take over a base we should get the same thing ie anyone in the tower was captured byt soandso and ack gun that is manned ie ytou killed soand so in ack gun num soandso
Much better tater.:D :rolleyes:
Title: Two thing about killing CVs
Post by: tatertot on December 27, 2005, 03:58:05 PM
lol ,ty i was locking my tool box up and going homeand my wife called asking were i was at while i was typing dont worry i smacked my own wrist wont happen again:noid
Title: Two thing about killing CVs
Post by: MOIL on December 28, 2005, 02:34:56 AM
Quote
Originally posted by tatertot
sorry about typos i was stating when you take over a base we should get the same thing ie anyone in the tower was captured byt soandso and ack gun that is manned ie ytou killed soand so in ack gun num soandso


Ok, I almost can make this out. I'll assume your saying that you would like to receive credit for killing the "gun" position and the person in the gun just simply dies and goes to tower?

This is not a bad idea, I would be all for it.

I still think our carrier groups are way to under-armed.  A decent-to-good buff pilot can sink CV with little difficulty.

My 2 cents