Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: BenDover on December 23, 2001, 07:34:00 PM
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can we please get rid of the sniper ack, i was flying a lanc, 3 hits,and i lost a both ailerons
another time i was going very fast in a fighter, and 37mm shot my arse off
ps. lanc with no ailerons = a squeak to fly
pps.can we beef up the flak cloudes, they don't scare any1 while on a bomb run
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Hey, if you don't like ack there are a couple different things you can do.
1. Fly below 250 mph. Ack will hit you maybe 1 in 50 shots if you fly below 250 mph. This is opposed to the 49 out of 50 that will hit you if you are at 300 or up.
2. Fly a P38. I was flying this sucker today, took EIGHT (yes EIGHT) hits from 37mm ack. Both engines were smoking, that is all the damage I had. Ninth hit blew me up though.
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i don't think lanc can go faster than 200mph, unless it's got no wings, and burning to its doom
you sure those were 37mm, and not 20mms?
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"i don't think lanc can go faster than 200mph"
It can go to 400mph and STAY there for quite some time.
"Fly a P38. I was flying this sucker today, took EIGHT (yes EIGHT) hits from 37mm ack. Both engines were smoking, that is all the damage I had. Ninth hit blew me up though"
Man, I dont know what plane you are flying. I get hit by ONE of those things and im a burning wreck. I think ive only survived hits from the VH ack, and my plane always ended up without a serious part.. like wing, engine or elev shot out. Mostly, all at the same time.
"1. Fly below 250 mph. Ack will hit you maybe 1 in 50 shots if you fly below 250 mph. This is opposed to the 49 out of 50 that will hit you if you are at 300 or up."
This is so true and so lame it borders the pathetic. A p51 at 500mph changing horizontal direction by turning WILL get hit on its first pass. But grab a zeke and turn over the field at 150mph and you can stay there for entire minutes and not get hit.
I've always said to get RID of the high caliber guns for the AI. Give em a LOT of 303's to fire. Make each field have the same amount of tracer fire as a fleet (about 40 acks), but firing .303's up to 6k. Leave the 37mm's to be manned. And it will also get rid of the ack running, ack hugging lamers who depend on the AI to save them.
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the 303's idea(or .50cals maybe?) gets my vote :D
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Personally I feel the ack in AH is already too weak.
J_A_B
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Originally posted by J_A_B:
Personally I feel the ack in AH is already too weak.
J_A_B
I have to agree with this. There is no reason anyone should expect to live taking a heavy buff like a Lanc down low to hit a field / town. It is childishly EASY to deack a town now with one fighter. Hardly "realistic".
(http://www.13thtas.com/mav13sig.jpg)
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"There's something foul in the state of denmark" ;)
Imho, the ack is too way acurate but very selective depending on its target. I never lost a buff to ack but a couple of fighters doing 400+ mph over 20k. And I didn't even bother to do evasives in the buff. But I lost a 262 once in a dogfight(!) over a fleet at 15k+ to ack. How about adjusting ai efficiency down to gunnery skills that a good human marksman achieves? I believe I would stop my whine even if they continue to shoot me down :D
[ 12-24-2001: Message edited by: LeitWolf ]
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Get out your mood rings and pet rocks, because that seems to be how the AI ack is.
I had 3 interesting encounters today...
1) Low, fast LA7 flying between city and base at A7. One magical tracer ping shot my tail off and I did some impressive cartwheels before hitting the ground. Seems to give merit to the faster-more-accurate theory.
2) Again approaching A7, just cleared the ridgeline west of the base in a P47 D25. Not very fast, was scouting the area before ingressing. First tracer blew the right wing off, sending me to the ground.
3) Flew a Lancaster from A37 to A19, overflew a Rook CV at 17k. Black ack puffs everywhere, not a hint of damage.
So, it seems to me where the ack should have had me right on, it doesn't. Conversely, if its a way out/incredibly roadkill angle/range, it gets me every time. Not to mention ack flying thru buildings and such...at any rate, the ack needs to be checked out a tad.
All 3 examples were filmed.
My 2 cents
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What really toasts my crunchies is the Flack that comes out of nowhere and BOOM, your dead. I was flying a 262 the other day at 15k or so, when BLAM my left wing disapears. I managed to land it (dont ask me how...it was quite the pucker factor), but I am still annoyed at the way it happened.
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it was a seagull, or a flying sheep, or maybe you were going to fast :rolleyes: :p
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LOL :D Seagull at that alt? oh well...
I too hate the pshycolazer homing acks.. Not realistic. I don't think I agree with 303 theory either. Would that be realistic? One thing is that it's good to have acks to defend bases when you can't, but they are easily taken out by a singel fighter (if he doesn't fly like a love muffin that is). But on the other hand, you gotta fix it HTC.. Something is very wrong here. About accuracy vs speed of target I mean. I've flown quite a bit over acks and been shoot down when doing some pretty weird manouvers best described as "a crazyman dodging" or something. That upsets me. :mad: I have also flown over nme base at 4k in both LANC and B17 and survived with minor damage.
Please, I beg of you, make it somewhat more realistic.
-XroverX
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I have to admitt that there is something very strange about the AI of our acks. It seems to hit you when it should miss (ie 450+mph attack runs), but will miss you all day if you just do lazy 200 mph figure eights.
I dont' know the solution tho, since its better here than in any of the other online flight sims.
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I dont' know the solution tho, since its better here than in any of the other online flight sims.
He used to work for Kesmai too?
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Err.. how will a single fighter deack FORTY .303's? He'd get shot down before he gets 10.
Remember, 303's dont do much damage, but when you have THAT many shooting, you get a wall of lead effect. The high refire rate of the 303 will also make it hard to deack by a single fighter.
Can the terrain editor allow us to set ack guns of certain caliber in fields? Or is that impossible?
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"Err.. how will a single fighter deack FORTY .303's? He'd get shot down before he gets 10.
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To add in 40 .303 guns would make a tottal HIT on your FPS in the game. You will find flying over a field you will get bellow 10fps on a average computer. This i have tried and test on the map maker. So i guess adding more guns will not help the sistuation at all.
But yes some of the ack kills are tottal *bull*, also ground attack on bases should use differnet defence guns. I do not see the point or flying half way to a town or Base just to be shot down by one major ack. But You still haft to look at what the guns are shotting you with 88mm bloody hell one hit by this guy are you're gone.
Please fix the ack, DONT add more.
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Chad,
IMO the ack isn't broken except that it is less lethal than it should be. It should also be able to fire on more than one target at a time. As it is now if you have a squaddie drive a tank near or in the field you can do whatever you want in a plane while he siphons off the ack. Gamey, but that is the way it is now.
(http://www.13thtas.com/mav13sig.jpg)
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Chad, how many acks does a fleet have then?
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from what i have seen from the main fleet gun system and also targeting system. Is that the ships are rendered without the guns moving on the battel ships, this would include 88mm and any ack guns. But it does model the Main guns moving into position. Dont get me wrong here, for the client side the gun SEEMS to be moving but for another user side the gun is still there doing nothink, but shotting off in a 180* direction when its faceing 30*.
What i was really talking about was that i added in 88mm guns for a field that is. I loaded the map up and the nice little 40 acks all turned to my position and started shotting away. Leaving me with 5 Fram per second.
It does not take much CPU or rendering power to render the Gun shot effects. But it take more rendering and more CPU to move a gun system then fire it.
Hope that clears things up for you
/ :)<======
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Studing!
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Degree in IT
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Maverick
Also i think that the ack is working on a client side bassis to save on badwidth. What you have said just then, make complete sense. This is my idea on what the ack system does. When you're firend went to attack the ack system, his computer noticed he was closest to the ack then started to shot at him. Now, his machine sends a packet containing information that the ack has started to attack him. This continues on until he moves out of the ack rang ON his computer system. This stop anyone else from getting shot from the ack system because hes machine is still reporting the ack fireing on him. Then his computer send the packets back to the server informing it that hes plane is outside that ack area. Now as soon as that happens, you machine is still sending in data saying that you are within ack rang, but the server has stop you're ai Ack on your system because your friend was currently under attack. The reasons why i think HT added this in was to not allow the ack to fire on 2 people at the same time, using the same guns.
So when you talk about the ack needing to attack more than one player. You haft to think about the processers that it may undergo to achive this effect without using 1 ack fireing at the same time on 2 differenet targets.
Could you just imagein it. 10 People running though the ack all getting shot down by the same guns that are attacking someone else LOL would be funny though.
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Chad, I was talking about the tracer acks. Ack=tracer flak=black puff 'o death :) .
Can you try and put 40 tracer acks in a field and see the fps hit?
Im no programmer, but other games like Battlecruiser have ships with turrets that have targeting logic. From what i've seen the turrets have a list of priority targets and they shoot at the one in the top of the list. The list is modified by priority.
So, in AH the logic would be like:
Priority 1: Drunks
Priority 2: Fighter coming towards gun
Priority 3: Plane closest to gun.
Priority 4: Vehicles
Priority 5: Bomber inside range
Also, only 2 guns can be firing at the same target at one time if there are many targets inside range. Of course, if there is only 1 plane in range, all guns will fire at it.
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TEST RESULTS IN!
Okay these are my computer settings
Celeron 600
Geforece 2 MX 32meg
128 Megs of ram
Fortmedia Sound Card
Normal everthink else
What did i do?
1st run.
First thing i did was make a new map. Put 2 ether side bases on the maps. After doing this i turn on side onto knights and took off as bishops and took a screen shot of the Frams per Second
2nd TEST ( More important)
edited the map.
I took the VH AA gun and put into groups of 4 and did this 10 time all around the Knights base. The placement was were the Normal Defult AA guns would be. I removed the OLD guns and place the new 4 aa guns into position.
What did the Test Show!
The first Test Scored a 28 FPS well flying overhead with a P51.
The 2nd Test scored a 21 FPS well flying over the same position in a P51.
The test did show with the added guns there was a reduction of Fram Rate. But, the test also showed it was MUCH more Fun to fly though some aa guns and get a couple of hit without dieing. This does not mean anythink on how strong was the aa gun nor the strengths of my editing skills. I found that with the extra guns it added tatics and also FUN to the game because of the need to get a couple of friends together to bomb the AA guns Inplacements.
Do i think it should be added.
Well yes and no. I was fun to rid though some aa guns without tottaly getting killed. It also enabled the aa guns to attack more than 1 target attacking. It also meant that people could not vulch you on the field that some tried. Main draw back of having extra guns into the system was a reduction of FPS and more moving around.
It could be added into aces high. But it would take editing of each type of field for the setting to take place. But the pay off of having new AA guns that would enable people having fun would be great. It can be considered that, once a field has its aa guns bomb. The Field will only use 4 active aa guns after the strike.
So i am all for the idea of adding more AA guns into the system and reducing the amount of damage each one does. But like i said before, it could bring around new tatics to the system that we are dieing to try :).
On another not. I think it would be good if raods were place between bases for normal tanks. Have the roads add +40mph to the tank of vechle for the long ride. This means people can get to the base faster, and also add fun into traveling that long distance. But remove the spawn point system.
Chad out!
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when did htc add the 37mm 'one ping = no tail' ack guns to AH anyway.
ps. how much of an impact would groups of 64 88mm flak guns have on FR??
hope i don't have change my map...
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Well, i dont really know. But i can creat a map to test it out if you like.
But i think flak Guns should be left alone for now. It only take a 1 hit from flak and you dead :(. But to tell the truth i dont really know how it would effect it. It would mabe make a lot of smoke thats for one.
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Did the 60 Flak guns like you said. Lets just say, you fly level you fly dead. You fly clime you clime dead. You haft to turn consitanly and have 2fps beacuse of all the smoke clouds.
Its safer to fly under the flak.
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that in fighter or bomber??
guess i'll have to reduce the number of them thou