Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: humble on April 14, 2007, 02:55:04 AM
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is an anti-tank gun. Even if ony usable at spawn points....tank town hets so camped that its almost impossible. an 88 or 17lber would do the trick....random drop on spawn...non movable if its easier...but even the balance out a bit...
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Yeah..
ive found that spawncamping is only fun when you are doing the camping. :mad:
Until the Firefly came i never botherd with TT and saw it as a lame joke. Now im sorta hooked on that lame place :D (as long as i can do the camping and not get camped)
Antitank guns that can spawn at those gv positions on vbases would be really cool. Would be great if airfileds could get the same positions too.
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If you deploy in an Anti-tank gun...you will still be camped...unless the gun is indestructable
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Make the gun jeep towable, .join to hook up .eject to release :)
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Right now id rather see some friggin high mountains and/or tons of ack around TT and the VHs.
A couple of tools just did another 50 ft bombing run over TT.
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Originally posted by Helm
If you deploy in an Anti-tank gun...you will still be camped...unless the gun is indestructable
To a degree, but here are a couple of toughts on that....
1) not easy to see or detect...no engine noise, small size
2) HE vs AP rounds...hitting it will be much tougher and you'll need HE
3) faster rate of fire
It's not an attempt to eliminate spawn camping just balance things out. As mentioned it would be a good addition for base defense as well.
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Given that spawn campers are immobile, a strong long range artillery piece, combined with long range spotting abilities (such as from an M8 or similar scouting GV, or long range binocs from the artillery itself, as the ship towers have now) would balance out campers pretty evenly.
I don't remember how far artillery pieces range, but spawning one from a Vbase to shell a certain spawn point half a sector away or so would equate to a delay between fire and impact that would suit anti-camper action specifically.
Such a delay would make hitting the random spawn points before the spawned GV moved a neglectable danger, in spawn areas as they are now.
I don't know that artillery could accurately hit a target the size of our tanks' damage area from as far as 12mi, though the perfectly windless air in AH would allow for it, if any artillery had that much range.
I guess if that's too far, it would make sense from secondary spawn points such as those we had in the previous Crater Tank town (on Trinity?), although reducing artillery pieces to just that would be a shame.
Now, being able to tow them behind any other GV :)
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Something like a shore batter for each country on the mountains surrounded TT would be interesting if there were spawncampers.
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A brit 2lb'er AT could possibly be towed with a jeep, but for an 88 you would need a heavy truck for towing. It could be a neat aspect for the GV side, but I doubt we would ever see anything like that in a long long time.
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Why not have a C47 drop the gun{s}, this way they could be placed to take care of campers and the campers could see they are about to be porked. this would appear as a manned ack spot to be spawned to.
Might require players to work together tho!!!:confused: :confused:
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German 88mm FlaK-36 towed artillery.
* Can be used as indirect fire weapon similar to cruiser's guns using the map with a range of 16,200 yards (9 miles, 14km)
* Can be used as a direct fire weapon. When deployed, and with a decent sight, it should be more accurate than a Tiger's 88mm at long range. With APCBC, it could penetrate 130 mm of armor at 1500 yards.
* Can be used in AA role. FlaK 36 could reach about 35K altitude, so you could use them to discourage bombers over TT -- or any base or field. Manned puffy ack.
It could fire 15 to 20 rounds per minute. Use HE, AA, Smoke, AP40, and APCBC rounds.
It would be a soft vehicle though. No armor to speak of and exposed crew. Spawning them right into TT would be dumb, and deployment might have to take a moment to deploy the gun and "dig in" (see discussed in thread linked below). You'd have to show a little patience and spawn at the VH, then move to an overlooking position to attack those camping TT with direct or indirect fire, or to target bombers in the area.
Been brought up before here: http://forums.hitechcreations.com/forums/showthread.php?s=&threadid=198029&highlight=Flak (http://forums.hitechcreations.com/forums/showthread.php?s=&threadid=198029&highlight=Flak)
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i vote for 88's.
;)
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Put the 88 in there, and make it usable vs. AC and GV's depending on the ammo.
Ends alot of the buff probs as well as being able to smoke enemy gv's from 3mi out.
:cool:
*edit* heh, lots of folks wanting the '88. Maybe use an M3 to tow it? Need some sort of improved optics with the smoke though. Lots of new campers getting set up in town, then dumping smoke at their feet. They can see though it with zoom, but I can't see much at all from outside it; mostly firing blind as I charge in and try to flank 'em.
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How long before you begin to get camped by Arty that was there to "get rid of the campers"....
Unless they would be like manable guns and count nothing towards rank that would most certainly curtail the useage of these things..
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:t :t Vulch with it!:t :t
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Originally posted by sgt203
How long before you begin to get camped by Arty that was there to "get rid of the campers"....
Unless they would be like manable guns and count nothing towards rank that would most certainly curtail the useage of these things..
They could always put a light perk price with FlaK36 use, to prevent overuse, if it was neccessary. As it is defensively weak, I doubt that would be neccessary though.
The big thing is, you don't want to get close to the enemy with an towed FlaK36. It's not an armored vehicle. Closer to an M3 or M16 in toughness. It would be slow over rough terrain, and take time for set up if camouflaged or dug in positions used in the model (was discussed in other threads). Any hit will take it out, so you don't want to be close to an enemy spawn, or spawn into a hot spawn.
You don't spawn a FlaK-36 into TT for example. You spawn at the VH, and drive it in to a good position. If someone is in a position to fire from a FlaK-36 into a spawn --- camping it --- , you should be able to bring indirect fire on them from the VH with a spotter and another FlaK36, or drive to a position to fire on them from long range. And FlaK-36's brought in from the VH toward the TT spawn ought to be able to range on tanks camping the spawn point, before those tanks could range on the FlaK36.
Of course, FlaK-36's would be vulnerable to air attack from low level planes.
It just adds another dimension. The spawn points in TT probably should be pulled back a little bit anyways.
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Originally posted by Nilsen
A couple of tools just did another 50 ft bombing run over TT.
My bad, just cleaning up the campsite.
:p
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Originally posted by tedrbr
...with a spotter and another FlaK36, or drive to a position to fire on them from long range....
I've always wished for the ability to dismount for either spotting or just to settle in better hull-down. Or to scout thru that next hedgerow, lol...
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Originally posted by sgt203
How long before you begin to get camped by Arty that was there to "get rid of the campers"....
Unless they would be like manable guns and count nothing towards rank that would most certainly curtail the useage of these things..
There's too much delay (time of flight, indirect spotting) in an indirect shot from miles out to be camped by it.