Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Babalonian on July 11, 2014, 09:35:17 AM
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Just watched 42 stop flashing red on the map in the MA (newest version of Grinder), only to be captured about 2-3 minutes later (it was a healthy amount of time). I assume it was a long-distance troop run and the M3 immediately bailed after launching them to avoid flashing the field (bomb n' bail with M3s? lol :rolleyes: ).
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Just watched 42 stop flashing red on the map in the MA (newest version of Grinder), only to be captured about 2-3 minutes later (it was a healthy amount of time). I assume it was a long-distance troop run and the M3 immediately bailed after launching them to avoid flashing the field (bomb n' bail with M3s? lol :rolleyes: ).
Troops should make a base flash even if there is no vehicle or plane present.
+1
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+1
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-1
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-1
While it's not a mindbendingly big issue because the situation just doesn't come up that often, what rationale do you have for a -1?
Wiley.
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what rationale do you have for a -1?
It's a nice trick in the pocket, which the attacker pays some kind of price for - he doesn't get a base capture credit. It also rarely works against an alert, intelligent defense. Just a few weeks ago a GV base I was defending stopped flashing when a very high altitude plane just bailed. Being very mistrustful when it comes to AH, I stayed and scanned the sky until I saw the tiny troopers slowly dangling down from 18k+. There it was, the good ole release&bail trick. ;)
For the record, I never have employed this 'trick' myself, nor do I plan to do so in future. And after all, I'm mostly a defender anyway. But things are a little more spicey in AH with than without it. :old:
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-1 I have always liked the HAHO drop option.
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Wouldn't it be conducive to make a separate wish for more capture options than defending an (I assume) exploitable oversight? It seems a way more attractive option than spreading even thinner those playing defenders and more so on larger maps? (It's not like we're spread so thin lately that large maps always time out, even after a week with two sides ganging up on one... Oh, wait...)
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-1 :rofl
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-1 OF course I use it every chance I get. :devil
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+ 1
Even HiTech wishes he had a different system for capturing the flag. GAMEY actions, like those addressed here, should be met with reasonable corrections, if this system is to stay in place.
The drop and bail M3 practice does nothing to increase the value to the customer's combat action experience. Keep supporting GAMEY actions, and you might as well use an xbox controller and press up down up down left right left right, in order to make your troops and vehicle invisible. (note: 1/4 of that wish is already complete)
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+1
Last time I checked, when enemy troops are running onto your base, the alarm is sounded (IRL).
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Should adding, the base being shelled should cause it to flash as well, this this wish? :)
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Should adding, the base being shelled should cause it to flash as well, this this wish? :)
No. I don't see the correlation of long range shells to troops running into the maproom. Especially since putting a fleet next to a field is definitely risky, and will in most cases, be sunk. All the M3 driver risks is some vehicle stat decrease.
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No. I don't see the correlation of long range shells to troops running into the maproom.
And after all, 8" shells exploding in the town are much more stealthy than 10 troopers running around... :noid
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The thing with the troops is, you can think of them as a commando team moving in for an objective. Unless the troops got spotted or into a fight, the alarm won't go off. Not until they were entering the map room. Now if they modeled troops to start shooting stuff and what-not, THEN I see it valid for an alarm to be sounded. But as is, since they don't do anything except run, then I'd have to say no to base alarm for them, EXCEPT when they are 100 yards from the map room. Reason I give the 100 yard range is something like this; Think of it as the map room having sensors alerting to the presence of enemy troops. I would say guards, but guards would fire on them.
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Modern day airfield seizures are handle by Ranger Battalion....keyword BATTALION. 500+ "commandos" with air support.
I do agree with Snailman that 10 troops running isn't as sneaky as 8 inchers shelling a town.....
I'd say sound the alarm on both...Combat initiated.
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I'd say sound the alarm on both...Combat initiated.
This is why I plus oned this post. :aok
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No. I don't see the correlation of long range shells to troops running into the maproom. Especially since putting a fleet next to a field is definitely risky, and will in most cases, be sunk. All the M3 driver risks is some vehicle stat decrease.
There needs to be no correlation, simply draw proper inference that the guy operating the field alarm would notice a pile of 8" shells dropping around his ears :old:
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They are Airborne , they be special and don't set off alarms.
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-1 I love sneaking bases this way, whether it be a high alt goon drop or a sneaky M3
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Modern day airfield seizures are handle by Ranger Battalion....keyword BATTALION. 500+ "commandos" with air support.
I do agree with Snailman that 10 troops running isn't as sneaky as 8 inchers shelling a town.....
I'd say sound the alarm on both...Combat initiated.
But we don't need 500 troops to take a field, only 10. Either way, if alarm sounds for troops running, fine with me. :) But definitely we need an alarm for a base being shelled. :aok