Aces High Bulletin Board
General Forums => Wishlist => Topic started by: NekoNabe on April 18, 2012, 01:06:01 AM
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In order to increase a base and the choice of a town attack, I want you to introduce self-propelled guns, such as M7 Hummel Wespe.
Aim is the same Shift Q of a warship, or Ctrl Qno operation.
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up and spg that can shoot 2 or 3 rounds per minute and can be killed by anything or up a tank that can shoot faster and will last longer.
semp
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up and spg that can shoot 2 or 3 rounds per minute and can be killed by anything or up a tank that can shoot faster and will last longer.
semp
Support Gun's are not suppose to face tanks, they are long range support artillery. For example the Wespe/M-7 were used for direct and indirect artillery, the thing is however direct artillery can do some damage, but puts you far to close to the front line.
Indirect is your basically artillery, how it will work out in aces high I have no clue, especially when its BVR and indirect fire - which means you fire 30 rounds and maybe 2-3 hit the town? The rest will splatter all over town.
If anything I would model Support Guns like the Stuh 42 or Sherman 105 - Both were used for direct artillery - however again if any tanks come up I believe they had far limited ammunition to engage tanks (if any at all I can't remember I'd have to look).
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IRL you use radio to communicate with SP ( or any indirect fire unit for that matter) , best example of that where the finns that had 2 men with a radio to cover large area of a front, and indirect fire support well back fromthe front
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still no Stelux ? :(
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As far as cool factor goes, yea, it'd be nice to have. But then what's wrong with rolling a M4/75 with Calliope or a 252 with rockets? They can the town down just as fast if not faster.
The only in direct support I think would be a major gameplay change would be the V-1.
Add a V1 station to every large airfield, it'll be like the shore battery. You jump in, you "fire", and "reloads" begin, however long that is (30 minutes, 1 hour? I don't know).
Now controlling the V1 is tricky. If it's going to be player operated, it might be to gamey and unrealistic in terms of accuracy. If it's going to be "click on the map and hope for a hit" deal, then all it's going to be is a lame toy that no one will bother to use.
I think it can be made to work like this.
You jump into the V1 station.
You press fire.
You control the V1 to the target.
However, it will require 3.0K of "arming distance" or else it will not explode.
So you basically "guesstimate" the trajectory of the V1 once you release control, and it'll only explode if it hits the ground after traveling 3K.
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Support Gun's are not suppose to face tanks, they are long range support artillery. For example the Wespe/M-7 were used for direct and indirect artillery, the thing is however direct artillery can do some damage, but puts you far to close to the front line.
Indirect is your basically artillery, how it will work out in aces high I have no clue, especially when its BVR and indirect fire - which means you fire 30 rounds and maybe 2-3 hit the town? The rest will splatter all over town.
If anything I would model Support Guns like the Stuh 42 or Sherman 105 - Both were used for direct artillery - however again if any tanks come up I believe they had far limited ammunition to engage tanks (if any at all I can't remember I'd have to look).
name one spawn that isnt camped? or where airplanes do not fly around? unless you are sitting in your own base shelling another 30k away, you will be at the front.
semp
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Support Gun's are not suppose to face tanks, they are long range support artillery. For example the Wespe/M-7 were used for direct and indirect artillery, the thing is however direct artillery can do some damage, but puts you far to close to the front line.
Indirect is your basically artillery, how it will work out in aces high I have no clue, especially when its BVR and indirect fire - which means you fire 30 rounds and maybe 2-3 hit the town? The rest will splatter all over town.
If anything I would model Support Guns like the Stuh 42 or Sherman 105 - Both were used for direct artillery - however again if any tanks come up I believe they had far limited ammunition to engage tanks (if any at all I can't remember I'd have to look).
Sherman 105s were given a handful of HEAT round for self-defense against other tanks but their main defense was to get the hell out of dodge and let the regular tanks deal with the threat. The gun on the 105mm Sherman wasn't designed to shoot it out with other tanks.
ack-ack
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name one spawn that isnt camped? or where airplanes do not fly around? unless you are sitting in your own base shelling another 30k away, you will be at the front.
semp
Considering I tank more a tour then you did in a year, I would know. In a neutral spawn artillery would hold the advantage until the spawn gets broken or the attack collapse.
In 7 out of 10 attacks, I see it broken, unless there is a major push then 3/10 generally can keep the fight going on - in which case you don't routinely have aircrafts flying over the spawn.
6 GV battles today, not one time did my panther get picked up attacking an enemy field or V-base, I say its give or take, adding an artillery piece means you better have a friendly in a wirbl next to you or you will pay the consequences.
so It even's out being BVR and indirect artillery, which also requires someone giving you supplies.
Edited:
Artillery or SPG would not change the balance of tanking, in fact it offers more targets for a defender, considering the limited Anti tank ammunition they carry if little at all as AKAK said. It would be an interesting add down the road, for example if they add a STUG-G (for example) then a H wouldn't be to hard to re-model with a 10.5cm gun.
Just as an example, one reason a stug-G and M4-105 would be an interesting add later on.
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As far as cool factor goes, yea, it'd be nice to have. But then what's wrong with rolling a M4/75 with Calliope or a 252 with rockets? They can the town down just as fast if not faster.
The only in direct support I think would be a major gameplay change would be the V-1.
Add a V1 station to every large airfield, it'll be like the shore battery. You jump in, you "fire", and "reloads" begin, however long that is (30 minutes, 1 hour? I don't know).
Now controlling the V1 is tricky. If it's going to be player operated, it might be to gamey and unrealistic in terms of accuracy. If it's going to be "click on the map and hope for a hit" deal, then all it's going to be is a lame toy that no one will bother to use.
I think it can be made to work like this.
You jump into the V1 station.
You press fire.
You control the V1 to the target.
However, it will require 3.0K of "arming distance" or else it will not explode.
So you basically "guesstimate" the trajectory of the V1 once you release control, and it'll only explode if it hits the ground after traveling 3K.
Um...no. You hit a launch button, the V1 does it's thing. You control nothing else about it's flight. You dial in it's range (minimum 30-37) and heading, >then< hit the launch button. From there, maybe 2 options come to play? 1) Sit in tower in V1 site and use a V1 cam to watch it go on it's way (like a torpedo cam, if we could get that) or 2) You can go off to do something else. Your V1 will stay in flight to it's target area and maybe you will see if it hits something, but that's it. Coding in a few ways to launch the V1 could be either bringing supplies to the V1 Site, or having it set to where a player can only launch one every 45 mins to an hour. Another option is to (which is probably a solid way of doing it) have the site itself on a timer, which will allow a launch of up to 12 V1's a game day? 12 people can't hop into the launch tower and all hit the launch key for 12 V1's to go at once. Only 1 V1 can launch every x time for a total of 12 in a game day.
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Um...no. You hit a launch button, the V1 does it's thing. You control nothing else about it's flight. You dial in it's range (minimum 30-37) and heading, >then< hit the launch button. From there, maybe 2 options come to play? 1) Sit in tower in V1 site and use a V1 cam to watch it go on it's way (like a torpedo cam, if we could get that) or 2) You can go off to do something else. Your V1 will stay in flight to it's target area and maybe you will see if it hits something, but that's it. Coding in a few ways to launch the V1 could be either bringing supplies to the V1 Site, or having it set to where a player can only launch one every 45 mins to an hour. Another option is to (which is probably a solid way of doing it) have the site itself on a timer, which will allow a launch of up to 12 V1's a game day? 12 people can't hop into the launch tower and all hit the launch key for 12 V1's to go at once. Only 1 V1 can launch every x time for a total of 12 in a game day.
I once joked, lets add the V-1 for an option incase someone wants to blow 5,000 perks or whatever crazy number it would be - I wrote out the facts on just how accurate it would be, I would love to see someones reaction on firing off a V-1 and watching it completely miss a town it was intented for and splash out in the water.
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Once again, are the bomb turds not enough for you people? There is still plenty of complaining going around on that...
We don't need SPGs!
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well if you want artillery in the game your going t have to make sure that:
1. you have a spotter on the ground in a jeep or in the air in the storch which can stay over the target so grid range and bearing to the master gunner.
2. if you want the artillery to be effective you have to at least have a 4 gun or plus battery to get some damage done.
3. at the battery side you have to make sure that one person is in charge of th guns to control them (IE he has to conduct the probing rounds that the spotter calls him on to and once its correct he will have to tell the rest of his guns the range, bearing and how many rounds to shoot from each gun for the mission.
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stug, is2, kv1 (might be 2) with that big gun and re-re turret, and like 5 others were main purpose shelling things, and killing tanks second all would be cool. id only like to see short range arty in the game like that self propelled Russian mortar beast and the German Morse karls (Thor, Loki and Odin), all would be sweet and could kill and tank in game with near miss also there range is within horizon so no spotter really needed. wesp, priest, and that lot have not much place but could be cool though if it had click on map bombard option like 8 inchers but we have not many people who even do that (kind of boring) so why waste HTC development time on something 20 people out of 5000 would use. while the formentioned vehicles would be used by almost any tanker/player for its watching things go boom factor (long range is, no see boom; not much fun/ no one use waste of htc time).
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there is nothing wrong with adding more depth to the GV fight, artillery would force defenders to push, and more varaety to the whole GV experience - which seems to be more about holding spawns as it stands.
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Considering I tank more a tour then you did in a year, I would know. In a neutral spawn artillery would hold the advantage until the spawn gets broken or the attack collapse.
In 7 out of 10 attacks, I see it broken, unless there is a major push then 3/10 generally can keep the fight going on - in which case you don't routinely have aircrafts flying over the spawn.
6 GV battles today, not one time did my panther get picked up attacking an enemy field or V-base, I say its give or take, adding an artillery piece means you better have a friendly in a wirbl next to you or you will pay the consequences.
so It even's out being BVR and indirect artillery, which also requires someone giving you supplies.
Edited:
Artillery or SPG would not change the balance of tanking, in fact it offers more targets for a defender, considering the limited Anti tank ammunition they carry if little at all as AKAK said. It would be an interesting add down the road, for example if they add a STUG-G (for example) then a H wouldn't be to hard to re-model with a 10.5cm gun.
Just as an example, one reason a stug-G and M4-105 would be an interesting add later on.
well considering how much tanking you do, then you would realize that arty would be the first to get nailed by planes anywhere. and I always thought the new tank driving system was to avoid the 5 or 6k battles that we used to have in the past. if arty ever gets added it would ony be used to hit a town from a hill far away withouth making it blink in other words to pad scores. arty was never meant to be in the middle of a tank battle that's why they had lots of infantry around.
semp
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well considering how much tanking you do, then you would realize that arty would be the first to get nailed by planes anywhere. and I always thought the new tank driving system was to avoid the 5 or 6k battles that we used to have in the past. if arty ever gets added it would ony be used to hit a town from a hill far away withouth making it blink in other words to pad scores. arty was never meant to be in the middle of a tank battle that's why they had lots of infantry around.
semp
How do you pad score on something that's entirely inaccurate? LOL you can't, secondly some spawns are further then 6k from a base, so technically it should be no where near a tank battle.
True... if you up an artillery piece at a camped spawn - you will die.
True if aircraft are flying over you will be strafed.
Look at the M-18, Its not a death trap as many say it is.
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How do you pad score on something that's entirely inaccurate? LOL you can't, secondly some spawns are further then 6k from a base, so technically it should be no where near a tank battle.
True... if you up an artillery piece at a camped spawn - you will die.
True if aircraft are flying over you will be strafed.
Look at the M-18, Its not a death trap as many say it is.
m18 don't sit in one place. arty. will only spawn and hit from range that would make tigers sitting on base jealous.
semp