Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: Karnak on September 06, 2001, 05:25:00 PM

Title: Tanks and other vehicles in AH
Post by: Karnak on September 06, 2001, 05:25:00 PM
It has been stated that 1.08 will have a new armor model for vehicles.  That is great news.

However there still isn't enough of a reason to use vehicles.  A single Panzer IV H as long to get to a target as a bomber and does much less damage all the while being much more vulnerable (the new armor model may change that).

I propose that HE shells from the Panzer should do much more damage to hangers than they do now.  If 10 to 30 50mm+ HE rounds, the exact number depending on size, could destroy a FH or BH it would make tanks a threat and their use would consequently increase. Only buildings should be more vulnerable to the HE fire, it should have no greater effect on other vehicles than it does now.

Any other ideas on how to encourage tank usage would be great as well.
Title: Tanks and other vehicles in AH
Post by: Gtoraii on September 06, 2001, 05:49:00 PM
I would think more foreward tank bases, and some roads to drive on would help. Also how about taking the tanks off radar, or making it so you have to be very close. Also limit Icon range on them.
Title: Tanks and other vehicles in AH
Post by: funkedup on September 06, 2001, 05:51:00 PM
I'd prefer AI ground units.  I like planes.
Title: Tanks and other vehicles in AH
Post by: majic on September 06, 2001, 05:55:00 PM
maybe take AI units with you (number based on vehicle perks somehow)?
Title: Tanks and other vehicles in AH
Post by: Fester' on September 06, 2001, 06:18:00 PM
closer spawn points would be nice
Title: Tanks and other vehicles in AH
Post by: Russian on September 06, 2001, 07:46:00 PM
Roads to drive on would be nice.
Title: Tanks and other vehicles in AH
Post by: Ghosth on September 06, 2001, 07:50:00 PM
All of the above?

While I love the looks of the new baltic & mindanao terrains they seem to have left the Ground vehicles out for the most part.

More spawn points, more forward bases/factories/objects to protect & destroy.
More reason to roll a vehicle other than base defense.
Title: Tanks and other vehicles in AH
Post by: SKurj on September 06, 2001, 10:06:00 PM
Hmm the capabilites of the tank do need a lookysee.

The idea of making the HE ammo much more powerful against soft targets would be a great idea, 20 HE to kill a hangar, 60 AP +)

OR  STUG IV assault vehicles, used lower velocity big guns whose main purpose was not fighting armor, but support of infantry.  These machines could be made more effective in field assaults than the standard PZ IVs.

A reduced HE charge for the Osty to increase the number of rounds neccessary for it to take down buildings.

more varied base layouts with possibly more representative buildings..  them barracks are tiny.
OH yeah BTW, we are getting towns in 1.08 I believe I heard HT mention in the MA on labour day.

Wanna learn more?

achtung!! panzer (http://www.achtungpanzer.com/)

Guns vs Armour 1939 to 1945 (http://www.wargamer.org/GvA/index.html)


SKurj
Title: Tanks and other vehicles in AH
Post by: Wotan on September 06, 2001, 10:36:00 PM
rail transport
Title: Tanks and other vehicles in AH
Post by: eskimo2 on September 07, 2001, 12:26:00 AM
Dito Pretty much all the above.

eskimo
Title: Tanks and other vehicles in AH
Post by: Kweassa on September 07, 2001, 12:36:00 AM
I want binoculars.

 When I switch to open turret positions in tanks, where the commander usually peeps outside, I should be able to use binoculars, so it is easier to confirm hit or miss from distance.
Title: Tanks and other vehicles in AH
Post by: Voss on September 07, 2001, 01:39:00 AM
I would like firing squads for captured pilots. That way, guys like Fester and Regurge would get theirs and these puds that get killed and then spawn to kill their killer, wouldn't!

 (http://www.wfeca.net/users/voss13tas/13TAS.gif)
Title: Tanks and other vehicles in AH
Post by: popeye on September 07, 2001, 09:12:00 AM
Seems like a Panzer should be able to win a fight with field ack.  No?  If tanks could de-ack a field, they would be very useful, even if they couldn't kill hangars.  Maybe in 1.08....
Title: Tanks and other vehicles in AH
Post by: DanielMcIntyre on September 07, 2001, 01:23:00 PM
Tanks can deack a field.  Go offline mode, roll your panzer straight from spawn point to a position in range of field acks without turning and time your travel, kill each ack and after each one is killed, write down the elevation used.  Once you've down this, go online repeat, can deack a field real quick using a panzer.  Little time consuming initially and its not cheating, simply getting around the problem of having no grid references in gv's like they did in rl.
Title: Tanks and other vehicles in AH
Post by: Yeager on September 07, 2001, 01:37:00 PM
I'd prefer AI ground units. I like planes.
====
Prefer all you want.  I do not pay to fight AI.  I pay to fight living breathing DWEEBS just like you!

Want AI?  Go cozy up with all the like minded morons in WBs who want nothing to do with combating other humans!

Yeager   :eek:
Title: Tanks and other vehicles in AH
Post by: Pongo on September 07, 2001, 01:40:00 PM
Give a range read out on all machine guns. So you know the range you are shooting when you hit and can relay that info to the gunner.
Enable the second crewmen for tanks. One to drive one to comand or gun.

Give smoke dischargers.

The explosion of main armement rounds does not graphically portray how far you missed by. This is acctually very easy to tell in real life through high power optics.
IE 50 meters short. 50 meters long.
Ranging a real direct fire heavy weapon is much easier then it is in AH.
Title: Tanks and other vehicles in AH
Post by: SKurj on September 07, 2001, 02:48:00 PM
Kweassa u have zoom now from the commanders position.  Just make a paper cutout to place over your screen to simulate binocs +)

A tank can deack a field, but not before it is spotted.  An FP can deack a field much faster.  Hell even an m16 can deack a field faster than a panzer, and it can also kill GV's

Not sure but player mannable ack maybe able to engage yer deackin panzer as well if you aren't careful +)


SKurj


SKurj
Title: Tanks and other vehicles in AH
Post by: oki on September 07, 2001, 03:26:00 PM
how about one plane one tank one boat and they all fire the same exact one bullet and gets a kill with everyshot to make things fair, just like in life. all this gaming the game stuff with perking this that or another is asinine at best. If someone doesnt like the way something performs well then the solution in obvious,,,don't use it.
Title: Tanks and other vehicles in AH
Post by: SKurj on September 07, 2001, 11:16:00 PM
ya got alot to learn oki +)


At present there are errors in the game, should we just ignore them?  ignore that part of the game (that we pay for) cuz it doesn't work as it should?

SKurj
Title: Tanks and other vehicles in AH
Post by: Booky on September 08, 2001, 12:27:00 AM
Just wondering how many HE it takes to kill a hanger? I try it offline and they blow in like 4 but online they take way more. I have never killed a hanger with a Tank, I always get spotted. I kill acks good though. I see someone post that change it to 10-30 HE, you really think it should take 30? maybe 15 oe 20 tops I think. Its not like the Tank has a phenominal rate of fire anyway. And at 20, it is unlikely that a single tank will destroy all hangers at a base.

Anyway, back to my question. How do I set offline mode to be exact same hardness as Online? That way I can find out how much exactly it takes to kill certain things with different bombs/guns.
Title: Tanks and other vehicles in AH
Post by: Aaron_G_T on September 10, 2001, 04:25:00 AM
As well as roads you need plumes of dust
and smoke from vehicles to make them
visible (reference: IL2 demo)
Title: Tanks and other vehicles in AH
Post by: Aaron_G_T on September 10, 2001, 04:31:00 AM
The nuymber of tanks used is pretty small
and in reality there would also be lots of
supporting infantry and so on. Unless you
want to go the route of WW2OL and have
mostly a tank battle with a few planes
thrown in, I'd say have a number of AI
controlled tank and infantry columns.

Actually such columns could be controlled
in a similar way to the way CV groups are
currently controlled, although maybe replace
the option to become a ship gunner with the
option to become one of the tanks.

A nice strat option would be truck columns,
carrying supplies.

Of course you'd still retain the ability to
spawn your own tanks.

The negative aspect of this would be the
amount of server-side processing required
for this, which might necessitate HTC buy
more server power and rework the server
code.
Title: Tanks and other vehicles in AH
Post by: Replicant on September 10, 2001, 07:01:00 AM
Quote
Originally posted by Booky:
Just wondering how many HE it takes to kill a hanger? I try it offline and they blow in like 4 but online they take way more. I have never killed a hanger with a Tank, I always get spotted. I kill acks good though. I see someone post that change it to 10-30 HE, you really think it should take 30? maybe 15 oe 20 tops I think. Its not like the Tank has a phenominal rate of fire anyway. And at 20, it is unlikely that a single tank will destroy all hangers at a base.

Anyway, back to my question. How do I set offline mode to be exact same hardness as Online? That way I can find out how much exactly it takes to kill certain things with different bombs/guns.

Pnzr normally takes 18-20 HE, or 20-22 AP rounds to kill a hangar.  Although at first this might sound fair the actual time it takes to do this whilst trying to cope with aerial attacks, planes trying to car bomb you or simply take off makes this approach very timely and often costly.  Whereas an Ostwind can down a hangar in 1/8 of the time.  Doesn't seem right somehow.

I think HE rounds should be more effective, and even lessen it to 10 rounds per Hangar, slow down the rearm if necessary to incorporate this.

Regards

Nexx