Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: StokesAk on December 30, 2008, 05:43:12 PM
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Now im sure all of you hate to be killed by a 5 incher when you are fighting, so do I. Why do we have 5 inchers for CV defense this is just a poor excuse of killing people that can see the CV. Some people sit there for 4 hours and shell away and camp the runways. I think that the accuary should be damped and the damage on the 5 inchers to avoid the "In 11k and 9k from the CV and in one hit im dead cause of that stupid 5 incher".
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The only thing that bothers me about 5 inchers is that I can't get close enough for a torpedo attack. Should a proximity fused shell be effective against an inbound attacker that is on the deck over the water? That is to say, the shell spends its entire flight path in close proximity to the water...
It's much easier to attack the cv by divebombing, and easier still to level bomb it if it's not undertaking evasives.
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Now im sure all of you hate to be killed by a 5 incher when you are fighting, so do I. Why do we have 5 inchers for CV defense this is just a poor excuse of killing people that can see the CV. Some people sit there for 4 hours and shell away and camp the runways. I think that the accuary should be damped and the damage on the 5 inchers to avoid the "In 11k and 9k from the CV and in one hit im dead cause of that stupid 5 incher".
Well in part this game is based off historical accuracy so hence the 5" guns with proximity fuses. Watch the Kamikaze attack films most where cut down long before reaching the ships. Also the ships in the game are based off US naval fleet towards the end of the war these ships where just bristling with guns. Key is to come up with a strategy to sink them & this takes patients to perform unless your going to be a Lanstuka. A strategy I am not very fond of.
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Well in part this game is based off historical accuracy so hence the 5" guns with proximity fuses. Watch the Kamikaze attack films most where cut down long before reaching the ships. Also the ships in the game are based off US naval fleet towards the end of the war these ships where just bristling with guns. Key is to come up with a strategy to sink them & this takes patients to perform unless your going to be a Lanstuka. A strategy I am not very fond of.
I think he means during fighter sorties.... like, furballing, y'know.
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Why do we have 5 inchers for CV defense this is just a poor excuse of killing people that can see the CV.
Because of people like me that pass over and sink it at 8K in B26's. Too easy unless someone is proficient in the guns, or CV has a good defense cap.
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:cry
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Come at 20K.
Drop 2 ship lengths in front.
Bye bye CV.
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The only thing that bothers me about 5 inchers is that I can't get close enough for a torpedo attack. Should a proximity fused shell be effective against an inbound attacker that is on the deck over the water? That is to say, the shell spends its entire flight path in close proximity to the water...
It's much easier to attack the cv by divebombing, and easier still to level bomb it if it's not undertaking evasives.
Torpedo planes were slow and lumbering as it was, and to make an effective torpedo attack required making that slow and lumbering plane even SLOWER and flying a nice, steady, level course. It's a big reason why the US Navy largely abandoned torpedo attacks as the war progressed and turned more to glide and dive-bombing.
So yeah, torpedo attacks by one or two aircraft SHOULD be suicidal. And the key to what you're saying about level bombing is the part about not taking evasive action. The majority of the players driving boats in this game make the captain of the Exxon Valdez look competent in comparison. Drives me crazy watching guys drive the boat straight into shore batteries and whine if you turn the boat to dodge torpedoes or high-altitude buffs because they can't takeoff or land (I've said it before and will say it again: Task groups should not be allowed any closer than 25 miles from an enemy base).
What I'd like to see is the CV auto-guns and puffy ack fixed so they don't all fire on the same target. One sacrificial lamb goes in and draws all the return fire while his bodies dive in after and drop their eggs unmolested.
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Auto-puffy should be fish and egg-seeking. Manned 5 inchers should be modeled after time-fuzed projectiles instead of the proximity fuses, thus harder to use against fighters...unless they come near a plane with fish or eggs on-board. Then the proximity fuzing would magically kick back in. :D There...the puffy does its job AND doesn't annoy the crap out of furballers so much they BECOME CV hunters. Simple solution. :aok
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The things that get you at 11k arent manned guns, im pretty sure that AI ack. I hate getting killed by 5 inchers just ask much as the next guy but I know people,acouple of them sqauddies, who have some of their most fun sitting in those 5 inchers pinging planes left and right so I think personally they should stay.
ps I like that cv arent dieing as easy anymore, nice ship upgrade HTC :salute
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Make all 5'' manned, i.e. no puffy auto acks :aok
Auto acks are most frustrating for furballers, not manned 5''
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Huh.... no 5''s to protect the CV, everyone kills it. SO, in exchange for no CV protection so you can kill the enemies? Next, you'll only ask for them to be on your CV :lol
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Guys, why is it so hard to figure out?
1. Guys furballing with CV planes don't like to get shot down by 5 inchers.
Problem: Puffy ack, especially the AI, seems to target fighters as much as bombers if not more so.
2. Guys furballing off a CV don't like to have it sunk.
Problem: Puffy ack, especially the AI, seems to target fighters as much as bombers if not more so.
Primary Solution: Make all AI puffy ack "ordinance seeking."
Secondary Solution: What I said about making man five-inch guns time-fuzed, except they should pass close by a torpedo or bomb carrying craft, at which point they will go off.
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The things that get you at 11k arent manned guns, im pretty sure that AI ack. I hate getting killed by 5 inchers just ask much as the next guy but I know people,acouple of them sqauddies, who have some of their most fun sitting in those 5 inchers pinging planes left and right so I think personally they should stay.
ps I like that cv arent dieing as easy anymore, nice ship upgrade HTC :salute
I've made kills out of icon range with the 5" guns
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Make all 5'' manned, i.e. no puffy auto acks :aok
Auto acks are most frustrating for furballers, not manned 5''
thats what I've always figured.. why IS there even auto-puffy ack to begin with? it never seems to affect bombers anyway until its too late -- it just irritates people in fighters... so just do away with it, and make the guns mannable! :aok :aok
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hmm, don't furball inside the dar ring of a CV.
Let the enemy come to you.
Don't chase them back to their ack.
Don't drive the boat 3 miles from shore to protect yourself as you attack the enemy base [oh, wait...that really torques the enemy who can't up to defend without getting pinged by auto-ack, puffy ack and 5" :t ] ...nevermind.
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The only thing that bothers me about 5 inchers is that I can't get close enough for a torpedo attack. Should a proximity fused shell be effective against an inbound attacker that is on the deck over the water? That is to say, the shell spends its entire flight path in close proximity to the water...
It's much easier to attack the cv by divebombing, and easier still to level bomb it if it's not undertaking evasives.
The proximity fuses in real life detonated about 5 foot or so from the ground, if memory serves correctly, so unless you're flying below the water line, you're vulnerable. Someone suggested timed fuses, but our ships were issued proximity fused shells starting in late 1942 for anti aircraft use. They were quite effective.
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Puffy ack priority
4 engined buff
2 engined buff
The rest.
That is to say it will stop firing at the single engined fighter and acquire the lancastukas.
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I liked what BnZ said the most.
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I liked BnZs's idea, I hate getting wacked by 5" when i'm trying to furball.
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Should a proximity fused shell be effective against an inbound attacker that is on the deck over the water? That is to say, the shell spends its entire flight path in close proximity to the water...
Well ... if water had the same metallic makeup as a plane ... it would explode.
The proximity fuse was invented near the beginning of the Second World War, and was an outgrowth of the work then underway in a number of countries on radar. Really, it's just a simplified radar; in the most basic form, it simply measures the strength of an electromagnetic field, and when the strength goes beyond a preset limit, it detonates. This works well by itself against metallic targets. Some varieties also put out an EM field, and measure changes in the ambient which indicate 'reflection' or interference with the field, detonating upon detection of such changes.
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last night i hopped into a 5" gun while the fleet was being hit by a horde of 51's.
2 shots fired
2 51's destroyed
now measure that against the skill level showed by me last night when aiding in the assault on a knight base just prior to joining the fleet
upped a wirbelwind
reloaded 3 times in one run and twice on the next run
engaged multiple (dozens) of low level (under 200') IL2's and B25's
atained 5 assits total
1 kill (and this i believe was a proxy due to and IL2 misjudging his diving speed face planting when failing to pull out of a strafing run)
conclussion
5"'s turn noobs into gods!!!!!!
do i have an opinion on keeping dumping or changing them?
hate them when its not my CV they are protecting,
but i understand that they are a required evil. unfortunately too many dweebz in the past hunted CV's because they use to be a very easy target. takes the fun out of a good furball when some jerk-off downs the CV 5 seconds after it arrives.
i agree that auto ack should be set up so that they dont all track and fire at the same plane. it should be broken into zones around the fleet. only the guns assigned to any particular zone engages any aircraft within it.
i also agree with BnZ that they should in some fashion prioritize their targets bombers then ord carrying fighters and boats then furballers that get too close ect.
i dont think the idea of switching ords would work very well, nor would it be very sensible. but something should be done to reduce the ease with which a 5"er can knock down furballers.
one more thing i would like to mention is this, i was in a CV V's Base engagement not to long ago, the guy in the 5"er was just firing into any group of planes that formed. he would kill or damage 2 or 3 enemy planes each time he fired into the furball without hurting any friendlies. this i think is completely retarded! field guns and ship guns should suffer from kill shooter just like every plane and gv does.
FLOTSOM
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Now im sure all of you hate to be killed by a 5 incher when you are fighting, so do I. Why do we have 5 inchers for CV defense this is just a poor excuse of killing people that can see the CV. Some people sit there for 4 hours and shell away and camp the runways. I think that the accuary should be damped and the damage on the 5 inchers to avoid the "In 11k and 9k from the CV and in one hit im dead cause of that stupid 5 incher".
Enable kill shooter for it
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conclussion
5"'s turn noobs into gods!!!!!!
but i understand that they are a required evil.
i agree that auto ack should be set up so that they dont all track and fire at the same plane. it should be broken into zones around the fleet. only the guns assigned to any particular zone engages any aircraft within it. YES YES YES
i also agree with BnZ that they should in some fashion prioritize their targets bombers then ord carrying fighters and boats then furballers that get too close ect. NO
field guns and ship guns should suffer from kill shooter just like every plane and gv does. YESSSSSS
FLOTSOM
Some good points Float, I especially like the idea of not all the guns tracking one plane. I don't know how hard it would be for HTC to do but I know 100% for sure, it will never be done :frown:
Another thing I hate about the 5 inchers or PUFFY ACK to be more precise, is that once it starts shooting at you it never forgets!!!
I can't tell you how many times I've ran from them and once tagged, I'm not able to pop my head up above 3k without being shot at again. No matter who is higher or closer to the CV, you will continue to be shot at until out of range, dead or have landed. Plenty of times i remember running so far away that I can't even see the CV on my screen anymore and it's still keeps shooting at me :furious :mad: :furious
PUFFY ACK TAGS SHOULD BE REMOVED! :furious Unfortunately, like many other small annoyances, it probably will never be done. :frown: But you can count on your skins be as accurate as possible. hehehe...wonder why that is?
Puffy ack never forgets and no amount of time will remove that tag either. I've come back 10-15 min later and as soon as your in range it starts shooting at you again. Grrrrr!
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If you don't wana die to a manned 5" don't fly within icon range of CV.
there are some who cant hit the broadside of a barn with 5", and some who
can hit the barn, the outhouse, and the kitchen sink.
If i know CV is gunned i dint fly with icon range, wait till enemy comes to play in my area. i dint die
to 5"s unless I'm somewhere i wasn't suppose to be, or egging CV.
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Whels, I clicked on your name and went to your last posts.....Your friggin Sheep crazy!! :rofl
(http://farm1.static.flickr.com/111/293978472_b18685d80f.jpg)
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Whels, I clicked on your name and went to your last posts.....Your friggin Sheep crazy!! :rofl
(http://farm1.static.flickr.com/111/293978472_b18685d80f.jpg)
:O
:rofl
:rofl :rofl
:rofl :rofl :rofl
:rofl :rofl :rofl :rofl
:rofl :rofl :rofl :rofl :rofl
:rofl :rofl :rofl :rofl
:rofl :rofl :rofl
:rofl :rofl
:rofl
that is the balls!!!
FLOTSOM