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General Forums => Wishlist => Topic started by: Randy1 on June 30, 2016, 07:04:02 AM

Title: Rethink Strats, City HQ impact on the Game
Post by: Randy1 on June 30, 2016, 07:04:02 AM
In recent times the strats are down just before prime time nearly every night.  With the reduced number of players, bomber bailers, it is hard to get enough strat and city defenders and resupplier's. 

Vbases suffer the worst.  A single plane can take down 5 guns that are going to be down for nearly two hours and the base is easy to snatch.

Beta has changes coming but will they be enough?
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: Wiley on June 30, 2016, 10:29:27 AM
The only way we're going to see if it's enough is to see it in play however HTC is going to implement it.

Wiley.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: Randall172 on June 30, 2016, 10:39:03 AM
wind with increasing intensity as you get higher up and closer to the strat, randomized also.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: The Fugitive on June 30, 2016, 12:06:01 PM
Biggest problem with the strats is nobody wants to defend them. The reasons are 1, it takes for ever to get high enough to fight buffs, and 2, the buffs bail before you get to then.  Just a big waste of time. Adjustments in down times and damage done per bomb could make it still worth while for those that wish to make the run, and adjustments  to curb the bailers could make it more worth while for those that like to defend.

Finding a happy medium where is fun for the buff guys and not so devastating to the country being hit is the trick.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: bustr on June 30, 2016, 12:18:52 PM
What, two ack bases with 126 auto AI 88mm won't be enough to defend the HQ in AH3? Have you bothered to install the beta and wander around the HQ and ack bases on CraterMA? Two ack bases per HQ appears to be the standard for the moment. And it looks like the terrain builder has some discretion to salting countries with them. Skuzzy will probably come out with updated guidelines for terrain base placement in AH3 due to that new object.

You guys are likely to beat your keyboards to death the first time the new Iowa class battleship sinks your CV with it's three 16 inch salvo. Then demand battleship cannon control regulations because it's too powerful for mere civilians to nuke each other with. Now the fact that the guns take almost 30 seconds to reload won't temper anyone's demands for cannon control regulations to protect poor innocent CV's from those instruments of death...... :rolleyes:

Without any input from Hitech about what the final product will be, you gents have decided AH3 is just AH2 with classier silk pajamas.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: Zoney on June 30, 2016, 01:20:24 PM
The #1 reason for not defending the strats is it hurts your score.  Your kill per hour will be in the toilet.


The bailing buffs issue is being overstated in my opinion.  Yes it happens and it is frustrating when it does.  It is my estimation that it happens less than 1 in 20 times.  It can happen a few time is a row and that makes it very frustrating.  It is possible that the same guy is doing it to you then.  If you are bailing those buffs, I win.  You know it and I know it and that's all that matters.

I frequently "let the last buff live" when attacking formations.  I don't want to take all your fun away and landing that last aircraft is certainly part of the fun.  I do film my sorties and if you bail, I will remember and you will NEVER get a free pass on your last buff.

Recently I have taken to "pinging all 3 on the first pass".  This is because I've found more and more pilots flinging their aircraft all over the sky and losing their AI.  I've also had guys bail after the first pass, as soon as I'm just enough out of range that without pinging each one I wouldn't have even gotten a proxie kill.

There is no reason/excuse for it.  I do believe that if you continue to complain about it, then you are feeding the trolls/griefers that do it for no other reason than to make you mad.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: Lusche on June 30, 2016, 02:25:03 PM
The #1 reason for not defending the strats is it hurts your score.  Your kill per hour will be in the toilet.

Unless you are explicitly going for fighter #1, you can still have a very good (top 10) fighter rank when you mostly defend the strats against bombers (think of the hit% boost)... that is, as long as you do good against the buffs ;)

What made myself largely abandon the strat defense when flying a fighter was the breakup of the central strats. Traditionally there have always been less defenders than attackers, and most of the time I would be the only defender at all. So I couldn't simply cover them all, when I was here the enemy would strike there... and with a 180 min downtime and relatively small single factories, only 1 bomber needs to get through. Then add the often horrible locations, like directly in front of enemy bases, or other places where you actually can't see any bomber coming early enough... protecting the strats was suddenly getting mostly pointless in terms of gameplay.

I also greatly turned down my attacks on them, which (unknown to most) I was actually doing much more than defending them... 
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: popeye on June 30, 2016, 02:53:14 PM
The #1 reason for not defending the strats is it hurts your score.  Your kill per hour will be in the toilet.

Your fun per hour will be in the toilet.    :old:
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: Wiley on June 30, 2016, 03:13:48 PM
Gotta agree with Kong.  It takes a special kind of mental illness to enjoy defending the strats.

Wiley.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: bustr on June 30, 2016, 03:24:45 PM
The mega strat had it's positives for action and combat. Then the strat back field shift based on numbers of fields captured had it's positives with enough player numbers in the MA. A change is needed to help bomber drivers achieve something along with those interested getting at them without all of the trouble involved using up your generally very short time to play in your fighter.

In another post of this nature I thought a fusion of the functions might be an answer. Start out on a fresh map with everything scattered in the mid field of each country to attract attackers. As your fields begin to get captured, the strats most in danger by proximity shift towards the HQ and it's two ack bases. This would lessen the impact of taking a base next door to a strat and milking it all night long making NOE or strategic bomber attacks relevant from a distance away. Ultimately on a bad night all of your strat will have shifted together near the HQ. This would probably require a few more of the 63 Flak36 88mm fields to be placed in the back field creating a defense ring for the strats to pull behind. And it may be a way to throw in 163's being activated at a second base once all the strat shift behind the 88 base zone.

This would be a bit more challenging to the bomber drivers but, Hitech could increase the HQ down time and lessen the bomb load a bit to compensate them for their efforts. And I do believe the flak36 at the ack bases can be destroyed if someone wanted to make approaching the HQ safer.

Having an ack zone in the backfield that the strats would pull behind might make infringing on a country's undefended back end more risky for the usual combat avoiders.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: Sabre on June 30, 2016, 04:05:17 PM
How about enabling Me-163's, no perk cost, at all strat? Has to be easier than making strat targets move, if I understand Bustr's suggestion correctly.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: bustr on June 30, 2016, 04:42:01 PM
That will be abused to have a "163's are us" MA much of the time. Moving the strats makes the bombing of them a chance for combat that either side can win or loose while the movement offsets the lack of numbers today. As is with the lack of numbers, the bomber is the most powerful arbiter of game flow today with very little risk involved. The HQ bombing and downtime parameters had to be changed as a validation of that.

Free 163's all over the place will make people cancel their subscriptions and drive away players willing to invest the time in bombing. Creating as the worst case scenario for a country that all of their strat has been relocated to the safest territory possible increases the ease of hitting targets for the risk of getting through to them. At the point of the worst case scenario, enabling 163 at a second base in the pull back zone is not a guarantee of a successful defense out come if the bombers come in 30+ which greatly shortens the 163's combat time. 

Shades of WW2.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: Zoney on June 30, 2016, 04:44:39 PM
Gotta agree with Kong.  It takes a special kind of mental illness to enjoy defending the strats.

Wiley.

I probably should have been institutionalized years ago.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: The Fugitive on June 30, 2016, 04:54:43 PM
I probably should have been institutionalized years ago.

Agreed!   :neener:
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: USCH on July 01, 2016, 09:38:06 AM
Unless you are explicitly going for fighter #1, you can still have a very good (top 10) fighter rank when you mostly defend the strats against bombers (think of the hit% boost)... that is, as long as you do good against the buffs ;)

What made myself largely abandon the strat defense when flying a fighter was the breakup of the central strats. Traditionally there have always been less defenders than attackers, and most of the time I would be the only defender at all. So I couldn't simply cover them all, when I was here the enemy would strike there... and with a 180 min downtime and relatively small single factories, only 1 bomber needs to get through. Then add the often horrible locations, like directly in front of enemy bases, or other places where you actually can't see any bomber coming early enough... protecting the strats was suddenly getting mostly pointless in terms of gameplay.

I also greatly turned down my attacks on them, which (unknown to most) I was actually doing much more than defending them...
i agree,

mabe we should put the strats back to being all together around the city.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: Mongoose on July 01, 2016, 09:14:14 PM
Adjustments in down times and damage done per bomb could make it still worth while for those that wish to make the run,

<some deleted>

Finding a happy medium where is fun for the buff guys and not so devastating to the country being hit is the trick.

  I think you could make the whole thing easier if you just change the rebuild time.  Make each box of supplies worth ten minutes instead of four.  You still have the impact, but make it easier and quicker to recover. 
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: 1stpar3 on July 03, 2016, 04:13:04 AM
  I think you could make the whole thing easier if you just change the rebuild time.  Make each box of supplies worth ten minutes instead of four.  You still have the impact, but make it easier and quicker to recover.
I agree with this! While resupplying is easy perks for bombers, increasing the min re supplied could be a improvement! More would do it if it didn't take so much effort. Plus it could initiate a good fight for those that could care less about strats. More C-47s equal easy kills for pickers, thus granting fighters an opportunity to engage the pickers! Instant fur ball
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: bustr on July 05, 2016, 02:34:04 PM
The whole C47 thing is over estimated. About once a year you used to run into C47 conga lines to a strat. I've been in several of those years ago where the lancs that hit the HQ loitered on the deck and mowed down our air convoy. Sometimes the escorts would loiter and the muppets used to sneek in NOE 262's just in time to wipe out the C47 convoy until their ammo ran out. The small map that has A30 next to the city was one of the few maps until recently you could still find a C47 convoy easy to get at after you captured A30 and dropped the HQ for 30 minutes.

Now with the HQ needing 100,000lbs of bombs for 5 min down, it's not really a target. Unless you drop the city, then the HQ will be down longer than 5min. Except it takes an incredible number of bombers to get the City and then the HQ down. POTW tried last Tuesday night to accomplish that. It was like taking down the whole combined mega strat in one bomber mission difficult if you could get together a wing to fly bombers. We got the city to 0% after getting the HQ down to about 30%. We just kept hitting the HQ with B24's at it kept sitting there taking it. We eventually gave up and found a furball.

We targeted the 163 base first to take out all of the fuel bunkers or the bomber raid on the HQ wouldn't have worked.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: Randy1 on July 06, 2016, 06:54:37 AM
Last nights map was a good example of the strat problem.  The bish hit the Rooks strats as soon as the new map went online.  The knits and the bish took advantage of that and double teamed the Rooks vulching the runways continuously.  There were not enough Rook players to defend and resupply.


Maybe it is time to remove hq, the city and the strats.  Another thought, as an example is if the bish take down a Rook strat the knits will see no effect of the bish, start, take down i.e. they will will have bomb the Rook strats to get long down times.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: bustr on July 06, 2016, 12:32:49 PM
AH2 is not going to get anymore new codeing.

No one knows what Hitech has decided to do with strat in AH3. We have only seen two converted AH2 maps as the MA and default terrain in the beta to proof the AH2 to AH3 converter, and yes they have the AH2 style strat configuration "right now". No one knows anything about the underlying codeing that controls strat in AH3.

I have also watched for the last 20 months nothing in the alpha or beta concerning terrains is what it is. Hitech changes things with no notice and only wants the new patch tested however it was configured. Anyone seen the new battleship since we tested it for about a week? It is still in the object list in the terrain editor. It candle sticked exactly like the CV does when you hit it with the first salvos or bombs. But, I'm not in here telling Hitech how he should present it to make players not feel cheated every time the 16" salvo slaps their virtual faces in the dirt. That salvo will be a heart breaker on the receiving end.

Title: Re: Rethink Strats, City HQ impact on the Game
Post by: Randy1 on July 06, 2016, 04:14:16 PM
Yes, this wish is for AH3 as all wishes are these days.  Wishes are feedback.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: JimmyD3 on July 06, 2016, 06:29:07 PM
Randy1 is right something needs to change on the Strats/downtime issue. While I am not privy to the coding changes anymore than anyone else in here, in light of how well Hitech has done with AH3, it would be conceivable that Strat down times, Resupply times are easily changed (NOT hard coded). While I believe the Strats and their vulnerability enhance the game, having a Factory down for 180 minutes really impacts the play ability of the game. :joystick:
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: bustr on July 06, 2016, 07:58:27 PM
Hitech has yet to say anything concrete about how strats will operate in AH3 I've seen. It has always been he was still mulling it over when asked. The only strat testing we did was to run around in them to give Waffle feed back for graphics problems, bad trees and getting stuck while wandering around. Has anyone tested if Hitech has placed the resupply train system back on the ground in NDisles and CraterMA? Seen any truck convoys yet?

Have any of you run a search against Hitech and words like resupply, train, convoy, truck, road and so forth in the old alpha forum and new open beta forum? He has kept to all of his comments about what he was planning to do with code, objects and functions since I started the alpha back in 2014. The caveat is he has done all of it on his time schedule with very little explanation that we could blow out of proportion and mislead the AH2 community about what the final product will look and play like. Remember, the beta is there so we can run around testing it to give him feed back. AH3, have you read anywhere from Hitech a definitive statement yet?

Chances are good it's ready for day one and we will all see what it looks like then. Don't you have faith on day one, all of you will rush in here to out do each other trying to tell him everywhere he got it wrong. And why it will kill AH3 because he didn't listen to you all for the last 2 years? I'm sure he already bought a new fire proof set of PJ's in anticipation.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: Randy1 on July 07, 2016, 05:39:57 AM
The problem is amplified when the side imbalance is the greatest.  The more players you have the more likely someone is going to hit the strats.

As i posted before, a single 190 can deack a gv base then it is vulnerable for nearly two hours.  No one wants to sit at a gv base for two hours to stop a sneak troop transport.  This is especially true when the player numbers are low.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: Easyscor on July 07, 2016, 06:18:45 AM
Chances are good it's ready for day one and we will all see what it looks like then. Don't you have faith on day one, all of you will rush in here to out do each other trying to tell him everywhere he got it wrong. And why it will kill AH3 because he didn't listen to you all for the last 2 years? I'm sure he already bought a new fire proof set of PJ's in anticipation.
I thought some of us were already telling him what he got wrong in the bug forum.

Where did I put my Bugsbunny costume?  :airplane: :bolt:
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: bustr on July 07, 2016, 03:29:09 PM
I thought some of us were already telling him what he got wrong in the bug forum.

Where did I put my Bugsbunny costume?  :airplane: :bolt:

In there he trusts a few of you to help him create a better experience for the rest of us, and not just another player trying to leave their mark on the game for "shiny posterior" reasons...... :O
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: shotgunneeley on July 08, 2016, 07:09:51 PM
My biggest attractions to the MA are flying bombers and hunting bombers. I will gladly spend time to intercept/chase down buffs attacking strat targets. Some maps, however, can be hard to read anf detect incoming bombers. Sometimes the front line is within 1-2 sectors of strat factories spread all over the country; sometimes the terrain is attractive for NOE raids with factories being located along a coast; sometimes a buff set can sneak through and hit a target under the radar cover of a nearby furball.

Right now, a single buff B-17 set is fully capable of reducing a fully stocked factory by 40-50% in a sortie. One radar blip generally doesn't cause much of a stir in a country's defenses as a large raid would. If achieving destruction to a strat target and surviving is my ultimate goal, then I feel going in alone is my best option. I've gone on solo runs plum nearly to the enemy HQs without seeing one defender - I've also joined large bombing raids where we get jumped by a dozen cons before we even make it to enemy air space.

From what I've seen in Beta, it looks like AH3 strats will be far less vulnerable to single attackers as the objects are more dispersed and concealed. I look forward to more incentive for large buff attacks and melees.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: save on July 11, 2016, 08:20:14 PM
Killing ords and radar with cannon has to go, one plane can kill multiple fields as it is now.

Bombs or a couple of rockets would be required imo.


Title: Re: Rethink Strats, City HQ impact on the Game
Post by: Zimme83 on July 12, 2016, 03:54:58 AM
My biggest attractions to the MA are flying bombers and hunting bombers. I will gladly spend time to intercept/chase down buffs attacking strat targets. Some maps, however, can be hard to read anf detect incoming bombers. Sometimes the front line is within 1-2 sectors of strat factories spread all over the country; sometimes the terrain is attractive for NOE raids with factories being located along a coast; sometimes a buff set can sneak through and hit a target under the radar cover of a nearby furball.

Right now, a single buff B-17 set is fully capable of reducing a fully stocked factory by 40-50% in a sortie. One radar blip generally doesn't cause much of a stir in a country's defenses as a large raid would. If achieving destruction to a strat target and surviving is my ultimate goal, then I feel going in alone is my best option. I've gone on solo runs plum nearly to the enemy HQs without seeing one defender - I've also joined large bombing raids where we get jumped by a dozen cons before we even make it to enemy air space.

From what I've seen in Beta, it looks like AH3 strats will be far less vulnerable to single attackers as the objects are more dispersed and concealed. I look forward to more incentive for large buff attacks and melees.

A set of B-17:s can get 70% of a factory...
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: popeye on July 12, 2016, 08:48:36 AM
Killing ords and radar with cannon has to go, one plane can kill multiple fields as it is now.

Bombs or a couple of rockets would be required imo.

+1

It seems to me that functioning radar makes for better fights -- especially when numbers are low.
Title: Re: Rethink Strats, City HQ impact on the Game
Post by: Randy1 on July 15, 2016, 05:52:16 AM
Greebo's Crater is the ultimate tank map.  How sad it was to sign in yesterday evening at the beginning of prime time and the Rooks were already locked out of the crater on the new map.  This morning the map was gone.

Rethink Strats, City HQ impact on the Game.

Note too in the recent week the imbalance in country size has been unusually large coming into prime time leaving the Rooks in deep trouble.  As prime time gets going the Rooks end up with the big advantage.  Is this due to large squads changing countries?