Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Brooke on March 29, 2016, 01:47:37 AM
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There will be a tank battle (near Kursk on the blksea map) in the June Scenario.
You GV experts out there, is this a good spawn-point layout?
The spawns are about 2 miles from each other at closest approach, and there are lots of trees in the terrain (so isn't possible to spawn and immediately have the other spawn under fire).
The layout:
(http://electraforge.com/brooke/flightsims/scenarios/201606_BattleOfTheDnieper/tankBattle.jpg)
What the terrain looks like:
(http://electraforge.com/brooke/misc/aces_high/201606EasternFront/ahss19.jpg)
(http://electraforge.com/brooke/misc/aces_high/201606EasternFront/ahss18.jpg)
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This is the XXXXVIII Panzer Corps (part of Hoth's 4. Panzerarmee at Kursk) vs. the 4th Guards Tank Corps ("Kantemirovskaya" -- an elite Soviet tank division).
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1.5 or even a mile separation would be fine in that kind of terrain.
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looks good unless they camp both spawns. close is always good, too close and it gets ugly. 2 miles is great! might want to get someone to test it between now and then? I can always load it up in the AVA and we can test it out for you. what terrain is it? ill try it this Thursday night.
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looks good unless they camp both spawns. close is always good, too close and it gets ugly. 2 miles is great! might want to get someone to test it between now and then? I can always load it up in the AVA and we can test it out for you. what terrain is it? ill try it this Thursday night.
Many thanks!
There is a bug in the spawns that needs to be fixed first, though -- only one of the two spawns for each base is working at the moment.
Also, this is AH3 beta terrain (not current AH2).
It is the blksea terrain.
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Brooke, I will test it out this Thursday night in the AH3 AVA at 8pm EST. I will test those actual bases and get the guys to come back and give feedback in here. feel free to join us if you like. we had 12 guys in there last week, It was a hoot!
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Jaeger has promised to stand still wearing only camouflage yoga pants, at each spawn point for anyone to take steady aim..... :bolt:
See you there!
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Many thanks.
All four spawn points are now available -- GD fixed them up.
:aok
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Jaeger has promised to stand still wearing only camouflage yoga pants, at each spawn point for anyone to take steady aim..... :bolt:
See you there!
HEY!!!!!! :rofl
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was testing spawn points landed in a group of trees, was unable to move in any direction, just be warned.
only happened once was unable recreate
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This map sucked. WAY too many trees. The trees are made of steel with limbs that grab tanks. Leaves that stop AP rounds, ect. It needs about 1/3 of the trees and the hardness of the trees needs to be turned way down.
We had 3 tanks within 30yds of each other can could not get a round through. Leaves were stopping AP rounds. You could hardly drive from spawn to the fight because the tree limbs would grab the tanks and you could not get out.
It was absolutely horrible.
I liked the tank map we have been running in AvA MUCH better. It just needs to be spread out a little more.
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Way too many trees. The dense forests make it very difficult for tanks to find other tanks, even when they are less than a couple hundred yards away. Sometimes tanks that are virtually on top of each other can't find each other. And when you do find the target you can't get a shot because in AH3 it appears you can't fire between branches, or at least the collision zone for trees vs shells is larger. In addition, the sound localization in AH3 is much more vague (or in many cases just flat out wrong*) that you are looking for enemy tanks in the wrong direction.
A check of Google satellite view of the area around Kursk shows it does not have nearly so many trees. It is mostly open farmland with trees limited to drainage areas between fields. Better texture tile choices would have been 16, 18, or 19 or perhaps 7 or 8 (counting from 0 on the lower left).
(*an enemy tank approached me from my 3 o'clock yet the sound of his engine was clearly at my 12 o'clock.)
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Guys, thank you VERY MUCH for the test and for your feedback. It is enormously useful for the next scenario.
Based on your feedback, I am selecting new spawn points for the tank battle as follows.
These points are farther apart. It takes 7-8 minutes to drive a T-34 from one spawn point half way to the nearest enemy spawn point (i.e., an estimated 8 minutes to drive to the battle, or 4 miles from spawn to the estimated battle location since the nearest spawn points are 8 miles apart). But I think that is much better than the frustration you describe above.
Here are the new spawn points:
(http://electraforge.com/brooke/misc/aces_high/201606EasternFront/tampMap2b.jpg)
Here is what the area looks like:
(http://electraforge.com/brooke/misc/aces_high/201606EasternFront/moreOpen.jpg)
(http://electraforge.com/brooke/misc/aces_high/201606EasternFront/moreOpenTank.jpg)
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That terrain looks much better than what we had tonight.
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Along the way from one spawn toward the enemy one, there is a field of beautiful red flowers or perhaps tomatoes.
I wonder if the battle should give extra points to whichever side holds this field at the end?
(http://electraforge.com/brooke/misc/aces_high/201606EasternFront/redFlowers.jpg)
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the terrain itself is great!!!! but as for using that portion of the terrain for tank fights, theres a lot of getting stuck between trees, firing and hitting leaves. the forest is rather dense. the spawns are close enough, but if you get 30 guys in there, there MAY be a opportunity to spawn camp. the distances are pretty good, and the fact that the forest is pretty thick MAY keep spawn camping down, but its hard to tell.
so here's the run down from last night:
distance.... pretty good, id use it in a heart beat, but we only had 6 people not 30.
terrain itself..... very nice, good looking, very realistic!
shooting.....this is where it gets dicey. tough to find bad guys, without Icons on. I set radar to pick up GV icons. you only see the old style icons over friendlies, not enemy. on your radar you'll see a little tank on your radar screen, its pretty cool! but you need it to find people. without them, it would be VERY VERY challenging. even with icons, you'll still have a tough time, because the tanks blend in so well with the terrain. I was cannon fodder last night for sure. Yoga pants and all.
shooting around and through trees.... very very difficult at best. you'll have to find an open spot to shoot or you'll hit the tree, or you'll get to see the pretty airburst from hitting leaves.
all in all, with 20 or 30 guys, yeah you could have some fun, but you might get a few complaints about tree density and frustration as you can see above. if it was me, I would use it until something better comes along, or find a better spot in the map with more open terrain, less trees.
Brooke, was using radar an option or no?
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Jaeger, radar will be set up so that the air-war portion of the scenario will work well, so it won't go to the ground.
However, I am going to use a different portion of the map (see message above) that is a lot more open. It still has some trees, but significantly fewer -- many more open areas.
Again, guys -- thank you very much for testing. <S>!
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I did enjoy the quick action. May be different in a scenario, but 7 minutes drive, with possible ambush along the way..... :headscratch: I don't know if you have time to test that... but from what I have gathered in the last two AvA tank fights, the ability to spawn near the action, kept it interesting.
Only my two cents.
Also, the tree limbs that provided invisible shield, will be a problem that needs to be ironed out.
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the fact that you kept getting stuck in the tree limbs, is why I was able to kill you so many times!! LOL
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Not sure how difficult it would be to coad, but AP rounds should penetrate trees. I can see HE exploding on contact with the center portion (it was a big factor in the Ardennes), but AP should penetrate trees for a hit on vehicles behind it. Limbs shouldn't stop tanks. Light armor like M18's, M8's and M3's... yes. Tanks, no way. Again, not sure how hard it would be to write the coad.