Aces High Bulletin Board

General Forums => Wishlist => Topic started by: meddog on July 25, 2010, 01:20:11 PM

Title: Field Artillery/ secondary spawn points
Post by: meddog on July 25, 2010, 01:20:11 PM
With the advent of the anti-tank guns I think it would be a great idea for field artillery that can be towed behind an m3 or something. 2nd How about the ability to spawn from any of the Vehicle hangers and not just one to make it harder for people to set up an ambush behind the primary vehicle hanger at vehicle bases.
Title: Re: Field Artillery/ secondary spawn points
Post by: Nemisis on July 25, 2010, 03:18:04 PM
No meddog. With the increased number of VH's, and the trees blocking the view to the others, it would be almost impossible to take a GV base with GV's alone (what is the point of them if we can't ?) when you add in the 17lbes and field gun respawn time.


For the artillery thing, we would have to get a range finder or something (say, down to 1k?), since the game would require them to be used as assult cannons withought knowing the ranges (artillery is an indirect fire weapon). I wouldn't mind getting a wesp and a priest (they actually COULD be used as assult guns, and have a chance of success).
Title: Re: Field Artillery/ secondary spawn points
Post by: Infidelz on July 25, 2010, 08:43:47 PM
I don't see why there should not be towed cannon. it would also be great if the cannon could be moved by the crew as in WWIIOnline. Nothing like camping the FLOT with a 57mm. Comparably fast and effective the only thing with more power was the 17lbr or 3 inch. The Axis have the 88 but it is very difficult to move requiring a dedicated mover to do anything with it.

Tanking also had a more surreal feel to it. I can't put my finger on it. The game is cool for GV's. Being towed along a river, we took a left to go over a bridge, behind eny lines and there suddenly appears a PZ3 behind us. I unhitched and deployed immediately. Before the PZ could react, I destroyed it. One of those do or die moments that sticks in your mind. There were many behind the lines missions back in the day. Very Very big squad game. Nothing like it. They just don't have 6 dof and a very limited set of aircraft. AH is the place to fly.
Title: Re: Field Artillery/ secondary spawn points
Post by: gyrene81 on July 26, 2010, 08:43:50 AM
it would also be great if the cannon could be moved by the crew as in WWIIOnline.
There's the problem Infidelz...this is Aces High, not WWII online. The other game is primarily designed to be an MMO first person shooter, this one isn't...don't try to mix them because it would dilute both.
Title: Re: Field Artillery/ secondary spawn points
Post by: Nemisis on July 26, 2010, 01:33:02 PM
The new towns would provide a place for towed guns, but the problem is that the aircraft interfere with GV's when they attack a base. If you put towns at double spawns, then the Vbases can be bypassed and cleaned up later. Its not like the Zeelow islands (the equivelant of a pocket of Vbases, IMO) to take important bases (ports and costal possitions in WWIIOL).
Title: Re: Field Artillery/ secondary spawn points
Post by: Infidelz on July 26, 2010, 08:28:20 PM
There's the problem Infidelz...this is Aces High, not WWII online. The other game is primarily designed to be an MMO first person shooter, this one isn't...don't try to mix them because it would dilute both.

Sorry, should have said "you would have more fun killing stuff".

Infidelz.