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General Forums => Aces High General Discussion => Topic started by: sirvlad on July 23, 2010, 09:06:08 AM

Title: town/base capture
Post by: sirvlad on July 23, 2010, 09:06:08 AM
I was thinking that the new towns will be really tough to take down entirely so how about...you only have to take down say 75.Once it`s down to 75% a plum of smoke comes from the map room,so you know it`s ready to be taken.Just a thought.
Title: Re: town/base capture
Post by: ImADot on July 23, 2010, 09:13:06 AM
How about just working for a capture now?
Title: Re: town/base capture
Post by: SlapShot on July 23, 2010, 10:02:19 AM
How about just working for a capture now?

That's a novel idea.
Title: Re: town/base capture
Post by: whiteman on July 23, 2010, 11:14:02 AM
it's buildings, they don't shoot back.
Title: Re: town/base capture
Post by: guncrasher on July 23, 2010, 11:47:56 AM
it's buildings, they don't shoot back.

Bushes will plant anti-tank mines and flip your tank  :noid.

semp
Title: Re: town/base capture
Post by: SmokinLoon on July 23, 2010, 11:59:06 AM
I'm waiting for a PIAT team to jump out of a hedge row and yell "bugger off!", while lobbing a PIAT round at my tank.   :)

I think the new towns are AWESOME.  No longer can you simply roll up and hose the town down, ditch your tank or FLAK, and run in troops.  It will take much more time and effort, and it WILL take teamwork.  It is really easy to miss a building or two on the edge of the town.

Im also a HUGE fan of destroyed OBJ stopping rounds.  Previously, one could sit on water tower hill and hose the entire town looking for hit sprites with their MG to verify the town was down, not so any longer.  Nice.  Lots of good stuff in this update!!!  I just wish the airfields would have had a couple of 17lb AT guns to help defend against the gv rush. 

Swell job on the towns, HTC.   :salute

Title: Re: town/base capture
Post by: Zoney on July 23, 2010, 12:24:37 PM
Sure looks like this will slow down the land grabbing a bit.  Not stop it but slow it down which I think is a good thing, after all, what's your hurry? 
Title: Re: town/base capture
Post by: FireDrgn on July 23, 2010, 12:37:02 PM
it's buildings, they don't shoot back.

LMAO
Title: Re: town/base capture
Post by: whiteman on July 23, 2010, 01:12:52 PM
Sure looks like this will slow down the land grabbing a bit.  Not stop it but slow it down which I think is a good thing, after all, what's your hurry? 

well we have a few options here

1. WIN DA WAR!!!!!
2. dirt burglar squad needs captures to be #1 Leet dirt burglar squad
3. needz mez sum purks fer muh Tigor
4. All of the above
Title: Re: town/base capture
Post by: Larry on July 23, 2010, 01:17:52 PM
it's buildings, they don't shoot back.


That's why the SNORES choose to only fight them and not other players.
Title: Re: town/base capture
Post by: sirvlad on July 23, 2010, 02:05:37 PM
Well excuse the heck out of me.  I like the map front lines to move.
Title: Re: town/base capture
Post by: whiteman on July 23, 2010, 02:21:44 PM
just need some communication and cooperation and it should be easy as before.
Title: Re: town/base capture
Post by: Ack-Ack on July 23, 2010, 02:47:55 PM
Well excuse the heck out of me.  I like the map front lines to move.

The new changes to the town does not prevent the front lines from moving.  It just takes a little more coordination now to capture a town.


ack-ack
Title: Re: town/base capture
Post by: John Curnutte on July 23, 2010, 02:54:42 PM
 The new towns are awesome , you have to really work at it to make a take happen . And communication , teamwork , effort are all exploited here . How could that be a bad thing . And for GV's ambush and tactics are in force what a deal huh . I think its great ! this forces planning as well in missions and it just reinforces the fact that the hanger is a tool box full of cool stuff
                     Nutte :salute
Title: Re: town/base capture
Post by: Soulyss on July 23, 2010, 03:14:21 PM
The new towns are awesome , you have to really work at it to make a take happen . And communication , teamwork , effort are all exploited here . How could that be a bad thing . And for GV's ambush and tactics are in force what a deal huh . I think its great ! this forces planning as well in missions and it just reinforces the fact that the hanger is a tool box full of cool stuff
                     Nutte :salute

I was just thinking the same thing when I came back to post it and saw someone beat me to the punch.

Seems like the recent changes will emphasize things like communication, coordination, and teamwork  in order to achieve success which are words that get tossed around a lot by folks who like to engage in base captures, I'm glad to see someone else sees it in a positive light.

 :salute
Title: Re: town/base capture
Post by: medic341 on July 23, 2010, 03:20:57 PM
How long do the town buildings stay down ?

<S>
Title: Re: town/base capture
Post by: GearJrk on July 23, 2010, 03:43:05 PM
I was on for a few hours this morning.  I don't think I saw a single base capture message the whole time I was on.  :O  That being said the air/land battle at 85 was great today. 



:salute to all those involved

If you were a Bish spawning in and were wondering where the 8 in rounds were coming from...that was me.  :D   I LOVE the smoke trails off the 8 inchers, BTW.
Title: Re: town/base capture
Post by: kilz on July 23, 2010, 03:49:35 PM
bases are really really easy to deack. i deacked a small airfield with 1 LALA and no damage
Title: Re: town/base capture
Post by: Crash Orange on July 23, 2010, 04:28:40 PM
I like the smoke plume idea (but only after all buildings are down). Overall the new town looks great and I think I'll like the effect on play, particularly GV battles in town, but I think it tipped a little too far towards being impossible to say when it's down. It's, one thing to lose a take by occasional sloppiness in missing a building and another if half or more of all potential takes are foiled because it's just too hard to see all the little spread-out buildings.

I was on for about 4 hoours last night and didn't see a single airfield captured the whole time by any side, and I suspect this is the reason. V-bases are a little harder than they were but still doable. I really like the 17 pounder.
Title: Re: town/base capture
Post by: stephen on July 24, 2010, 06:30:16 AM
The maps need to shrink in size, new towns have changed the whole game, other parts have to addapt, including the old hands. <S>
Title: Re: town/base capture
Post by: JimmyC on July 24, 2010, 07:09:02 AM
old french buildings look great...
after the new buildings where done on the city awhile back that all looked like downtown LA ,
I was worried the feel for the era was being lost...But HT pulled it out the bag
 :aok great job...
when I saw the sign to the HQ I was not sure if it was a bluff..military shinanigans
but it turned out to lead straight there...lol
I had in the back of my mind in Kent in the war they took all the road signs down, or pointed them the wrong way  in case the Jerries turned up  :D
<S> Jimmy
Title: Re: town/base capture
Post by: Martyn on July 24, 2010, 08:09:22 AM
So, like, I drove into the town (LOVE the signs BTW... I wonder who they could be named after... ;) anyway, saw the restaurant and felt like I could do with a drink. Decided to get myself a bottle de vino so I hit Enter three times and found myself towered.

Moral - don't drive vehicles while drunk - even in AH!   :eek:
Title: Re: town/base capture
Post by: K-KEN on July 24, 2010, 04:16:06 PM
Spend a few hours today "trying" to help capture a field using a CV!  mad2009 and a number of folks were there and after the 3rd try, we took it. It was not for lack of trying either!!  A small building popped and then another, they seemed out of sequence. We backed off and tried again....same. Then we all got together, bum-rushed it, LVTs with guns and LVTs w/troops (several) and a few folks capping, and CV shelling,  ...and it finally gave in.

There will not be many 110 raids, a few, but they will have to be mastered since the towns cover such a large section now.  And a GV'ers heaven, next to a building or hedge-row.  I got nailed in my only GV run and it was wonderful!! I never saw the shot or the shooter.  Awesome!!

Like others stated, communications and team work can prevail but it will need to be 100% to work!

The day I can get out of my jeep, grab me M-1 carbine and look for snipers, will be the day I order my first batch of...Depends!   :D   :old:


Title: Re: town/base capture
Post by: Bear76 on July 24, 2010, 05:26:27 PM
I was thinking that the new towns will be really tough to take down entirely so how about...you only have to take down say 75.Once it`s down to 75% a plum of smoke comes from the map room,so you know it`s ready to be taken.Just a thought.

And maybe the undefended bases on the map will have a milk carton Icon so you won't have to work so hard for a capture  :lol
Title: Re: town/base capture
Post by: whiteman on July 24, 2010, 05:29:15 PM
Spend a few hours today "trying" to help capture a field using a CV!  mad2009 and a number of folks were there and after the 3rd try, we took it. It was not for lack of trying either!!  A small building popped and then another, they seemed out of sequence. We backed off and tried again....same. Then we all got together, bum-rushed it, LVTs with guns and LVTs w/troops (several) and a few folks capping, and CV shelling,  ...and it finally gave in.

There will not be many 110 raids, a few, but they will have to be mastered since the towns cover such a large section now.  And a GV'ers heaven, next to a building or hedge-row.  I got nailed in my only GV run and it was wonderful!! I never saw the shot or the shooter.  Awesome!!

Like others stated, communications and team work can prevail but it will need to be 100% to work!

The day I can get out of my jeep, grab me M-1 carbine and look for snipers, will be the day I order my first batch of...Depends!   :D   :old:




best thing to do is just hit the field suppress it then start hitting the town, instead of back and forth then you get that out of sequence fun.
Title: Re: town/base capture
Post by: froger on July 24, 2010, 05:55:26 PM
I was on for a few hours this morning.  I don't think I saw a single base capture message the whole time I was on.  :O  That being said the air/land battle at 85 was great today. 



:salute to all those involved

If you were a Bish spawning in and were wondering where the 8 in rounds were coming from...that was me.  :D   I LOVE the smoke trails off the 8 inchers, BTW.


yup the smokey trailers are cool but makes it a great deal to spot where the rounds come from  :old:



froger
Title: Re: town/base capture
Post by: 1Boner on July 24, 2010, 06:17:36 PM
And maybe the undefended bases on the map will have a milk carton Icon so you won't have to work so hard for a capture  :lol

With all the new changes, there should be absolutely NO reason for a base to go undefended. :D

But it will,and the same guys who didn't defend it then, won't it defend now.

Cept, now there are no more excuses.


Title: Re: town/base capture
Post by: USRanger on July 24, 2010, 06:24:39 PM
I sent HT $100 for a Ranger's Row in town.  WTF! :furious
Title: Re: town/base capture
Post by: ebfd11 on July 24, 2010, 06:29:02 PM
Ranger from what I hear my ex-wife has a street named after her...you guess the name
Title: Re: town/base capture
Post by: USRanger on July 24, 2010, 06:32:11 PM
 :rofl :aok
Title: Re: town/base capture
Post by: Volron on July 24, 2010, 07:25:57 PM
I will have to give a -1 to the smoke plume from map room when town is down and a definite -1 to the town being only 75% down.

This new town layout is a gvers wet dream.  There are a lot of good spots for a tank to sit, but there are some definite sweet spots for a TD or towed AT gun to sit.  The town is more realistic as well, as something that small generally did not have fixed AA emplacements, but was instead, defended by ground vehicle's and towed AA.  Makes me wonder if we'll get towed AA and/or AT guns eventually.  I doubt the towed AA would be used much (unless it's the 8.8 cm FlaK  :devil), but the towed AT would probably get used a little bit.

The two problems I have with the Ship Tracers/SB tracer are, 1) Makes it that much easier for a 5in gunner to pick you out of the sky, 2) and the most important one at this moment, you can see it through anything, and I do mean ANYTHING.  I can see it through buildings, my AT gun's shield, trees, mountains and even through the cockpit of my aircraft.  Now I do like the tracer's (looks so friggen cool when both cv groups are completely manned), but me thinks the tracers shouldn't be seen through solid objects.  :lol

The new town layout helps against someone soloing the town.  No more lone flaks coming in to level the town in one minute, then bailing to sneak m3 in.  If they go in alone, it's going to take them a little time to level the town on their own.  At THAT point, it's the defending country's fault for not paying attention or giving a spit.  :lol  You can't land a goon next to the map room either, adding to the realism.

The only problem I see at this point is, just like the old towns, people will get use to the orientation (like it would actually matter that much w/old towns  :lol).  If only the towns would be random with their direction (IE North of town will not always be facing North, if that makes any sense).  I'm not saying, it changes every time it switches hands, but each time the map is reset.  Example: A163's town will have it's N pointing SE.  Until you fly over, or get into town, you won't be sure of how it might be defended, quickest way to map room, etc.  I think this would help game play wise, although it would likely be a coding NIGHTMARE.  :lol :aok  What do you guys think about that?  If the coding wasn't an issue, would town directional layout be something you'd like to see?
Title: Re: town/base capture
Post by: AWwrgwy on July 24, 2010, 08:25:40 PM


The two problems I have with the Ship Tracers/SB tracer are, 1) Makes it that much easier for a 5in gunner to pick you out of the sky,

If 5" gunners are picking you out of the sky using the trails then more power to them.

Trails only show for HE rounds not AAA rounds.


wrongway
Title: Re: town/base capture
Post by: USRanger on July 24, 2010, 08:34:23 PM
Quote
The only problem I see at this point is, just like the old towns, people will get use to the orientation (like it would actually matter that much w/old towns  Hehe!).  If only the towns would be random with their direction (IE North of town will not always be facing North, if that makes any sense).  I'm not saying, it changes every time it switches hands, but each time the map is reset.  Example: A163's town will have it's N pointing SE.  Until you fly over, or get into town, you won't be sure of how it might be defended, quickest way to map room, etc.  I think this would help game play wise, although it would likely be a coding NIGHTMARE.  Hehe! Thumbs UP!  What do you guys think about that?  If the coding wasn't an issue, would town directional layout be something you'd like to see?

Just like any field or factory, towns can be rotated by the creator during the terrain making process.
Title: Re: town/base capture
Post by: SmokinLoon on July 24, 2010, 09:34:52 PM
bases are really really easy to deack. i deacked a small airfield with 1 LALA and no damage

 :rofl

LOL!!! 

That post, along with the "dirt burgler" phrase from an earlier post has made this the most humorous thread in a long time.  Thanks for the laughs. :D
Title: Re: town/base capture
Post by: Volron on July 24, 2010, 09:44:29 PM
If 5" gunners are picking you out of the sky using the trails then more power to them.

Trails only show for HE rounds not AAA rounds.


wrongway

That would mean he's got a good shot.  :lol  Or it would mean that there was someone using HE against my plane while another was using AAA.  I haven't jumped into the 5" yet, so I wasn't aware of just HE rounds showing trails.  :noid

Just like any field or factory, towns can be rotated by the creator during the terrain making process.

I'll use the Trinity map, A114 and A145 towns as an example.  Say we get it for TT and at A114, the Town's N is pointing N while A145's is pointing S.  Somehow, one of the 3 sides manages to reset the map by Thursday (As we know, TT's map becomes LWO).  Now, by Saturday, the map is reset again and the next map used is Trinity again.  This time you head to A114 and A145 towns, A114's is now facing SE while A145's is pointing W.  It would be coded so the server would change each of the town's to a random direction when it generates the map.  This is what I was getting at.  Hmm...maybe do the same with the fields too.  The only base that wouldn't be affected would be the ports.  That would spice things up a little bit. :x
Title: Re: town/base capture
Post by: Muzzy on July 25, 2010, 12:59:54 AM
I don't know if people have mentioned this, but the new town design coupled with the visible 8inch shells will make the shore bombardment sneak a lot harder.  You'll have to spread your shell hits out more and it will be harder to flatten the whole town with just cruiser fire, so an air strike or tank LVT's will become more of a necessity.

Also, has anyone noticed if the troops will still rush the map room if you have to let them out just inside the town?  I mean, if there's a good pub or something nearby....

-Muzzy
Title: Re: town/base capture
Post by: lulu on July 25, 2010, 01:16:25 AM
It seems that to capture a field, all ppl are necessaries!
It becomes a number question only!?

 :salute

Title: Re: town/base capture
Post by: Tigger29 on July 25, 2010, 01:22:49 AM
I can make 2 passes with a formation of Lancasters (500lb bombs) and take down 90-95% of the town... easily.  Throw in another formation of bombers... or a few planes with cannons... and the whole thing can be taken down within 5 minutes.. ESPECIALLY considering there is no ack in town.

It's just a matter of relearning things.

And yes I know ack is coming soon, but the biggest problem with the changes is that people are too busy complaining and not busy enough learning it all...
Title: Re: town/base capture
Post by: Spite on July 25, 2010, 02:23:45 AM
It seems that to capture a field, all ppl are necessaries!
It becomes a number question only!?

 :salute



Yesterday, there was a good sized furball between Bish A222 and Knight A221 in Pink.  We rolled 1 x M4A3 (75 w rockets) and 1 x T84/85 with HE only, and an M3.  Ten minutes later it's a Bish base and the Knights are going ... WTF?   :headscratch:

I really don't think all that much has changed other than unfamiliarity at the moment.  This too shall pass ...

Now by the same token last night, Bish had a yacht off A251 on the Knight front, massive, massive numbers also known as an uber horde, control of the airspace, an LVT that has made the rather long trek all the way into town parked for 5 minutes and waiting and after much calling for visual check of town, at troop release ... WAIT, here's one, ... how do you spell "bust"?

Co-ordination, attention to detail, systematic approach, ... not much has changed except that the towns just got a whole lot more interesting.
Title: Re: town/base capture
Post by: Muzzy on July 25, 2010, 10:16:48 PM
Yeah, that's the biggest tactical change...the town being spread out means you have to be more accurate with building clearing.  You can't just cruiser it to death.  I'd say having fighters on station and maybe even an LVT tank (I don't know what they're called, sorry) are necessities now.
Title: Re: town/base capture
Post by: SEseph on July 25, 2010, 10:24:04 PM
The maps need to shrink in size, new towns have changed the whole game, other parts have to addapt, including the old hands. <S>

I was thinking the same thing. The front lines seem to be much more... static now. They've lost their plasticity. Otherwise.... I LOVE the new details, Field layouts and such!!  :aok :aok