Aces High Bulletin Board
General Forums => Wishlist => Topic started by: caldera on July 29, 2018, 09:05:24 AM
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All it takes is one set of bombers to fly right through the ack (typically unscathed - even at very low altitude) and it's gone.
So that means in effect, that one single player can destroy an entire base. Bombers flying low and straight on to the boat should get shredded, kind of like maneuvering fighters often are at the extreme range of puffy ack.
Make it so no one player can sink the (base) boat.
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Unscathed?
Are you certain you are laying Aces high?
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Make it so no one player can sink the (base) boat.
+1
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I have tested the CV auto puffy acks efficiency in stopping bombers coming in at 10K alt from sinking the CV. In ten tests the flak managed to one time take out a single one of my bombers out of the set of three. In other words the auto flak has an approximately 0% chance of protecting the CV. That is the measured data; make of it what you will.
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+1
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Maybe allow the CV to spawn as long as other ships are still afloat?
You could make the other ships respawn over time as well.
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I have been sinkin cv's with b26s since I started playing ah. i never go higher than 6k and mostly 5.5k. unless the cv has a great gunner I sink the cv with minimal damage from auto ack.
semp
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+1
+1
But also do something about the ack for balance. Max range. 20K. Cruising along at 350 mph. Ping. Oiled. :rolleyes:
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Why not destroy ordnance bunkers to disable bombs, maneuver the CV, man a gun or intercept the bombers with a fighter?
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Why not destroy ordnance bunkers to disable bombs, maneuver the CV, man a gun or intercept the bombers with a fighter?
Hey man, that almost sounds like strategy. We'll have none of that around here. :banana:
Coogan
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cvs are fun and speed up combat. so +1.
anyone who sinks them are fun police.
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I thought that it was said that if a plane is maneuvering (changing alt and speed) that it is more apt to be hit by Flak. Bombers are usually level and at a steady speed for calibration purposes. As far as a low alt approach to CV (on the deck), I don't think the auto flak shoots at anything lower than 2000ft. I have made low alt approaches to bases, towns and CV task groups and I can tell you that your bomber formation will take considerable damage from auto ack. Above 10k over the task group, you only deal with flak and not the auto-ack.
A VH hardness that is increased probably would make no difference with bombers either on the deck or high altitude (they carry a lot of ords). Increasing the hardness of the VH in relation to planes carrying ordinance, it would put out the possibility of a fighter with the ords available to be able to kill the VH. Right now the setting I believe is around the same as the hangers, 2700lbs to kill it. That gives say a p-51 fully loaded (2-1000lbs and 6-rockets) just enough to kill the VH.
I would prefer it stayed where it is. (shrugs) If it changes, you just see more heavily loaded planes killing the VH. If they want the VH dead, it will happen.
One-eye
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CV damage resistance has already been upped once to the current level.
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I thought that it was said that if a plane is maneuvering (changing alt and speed) that it is more apt to be hit by Flak. Bombers are usually level and at a steady speed for calibration purposes. As far as a low alt approach to CV (on the deck), I don't think the auto flak shoots at anything lower than 2000ft. I have made low alt approaches to bases, towns and CV task groups and I can tell you that your bomber formation will take considerable damage from auto ack. Above 10k over the task group, you only deal with flak and not the auto-ack.
A VH hardness that is increased probably would make no difference with bombers either on the deck or high altitude (they carry a lot of ords). Increasing the hardness of the VH in relation to planes carrying ordinance, it would put out the possibility of a fighter with the ords available to be able to kill the VH. Right now the setting I believe is around the same as the hangers, 2700lbs to kill it. That gives say a p-51 fully loaded (2-1000lbs and 6-rockets) just enough to kill the VH.
I would prefer it stayed where it is. (shrugs) If it changes, you just see more heavily loaded planes killing the VH. If they want the VH dead, it will happen.
One-eye
I cant find the quote right now, but I believe Hitech said that when ack is tracking it leads the target, draws a box in front of the target and then randomly places a round IN that box. He didnt say how big the box is, but if it is the same size as a plane traveling at 300 mph covers and your jinking with in that box your more likely to get hit. The buffs fly strait and I doubt that "random" shot is going to be strait forward in the middlre of the box each time so the buff gets more misses, and with the buff being tough when it DOES get hit it can shrug it off.
The puffy ack is off under under 3k and will target the closest plane to the CV. If you have divebombers coming in, fly a buff in close to attract the ack and the divebombers will get through much better.
Ack will fire to the deck, and in some places through hills as well. A porpoise movement up and down 100 feet from almost black out to red out can get you out clean. With a little practice you can de-ack a field by yourself with very little damage. 3 guys running assigned runs can de-ack a field in just a couple passes if they work together with no damage as the ack has a hard time targeting 3 targets at once.
Funny what you can learn about this game if you dont do the same old lame crap every run. :D
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Sorry, misread original post. Was thinking it was the vh for some dumb reason.
One-eye
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cvs are fun and speed up combat. so +1.
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CVs speed up combat indeed, just look how fast bombers and JABOs come in after the position has been revealed to the enemy. :rofl I have no complaints about CVs being sunk to the bomber pilots or person in command of the task group, often no effort is made to defend them. Person in command is frequently doing something else and then just randomly turning the boat. I don`t command the task group often, but when doing so then I enjoy the high-stakes game with the bomber pilot who has taken time to fly low and slow to attack.
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How about making the TF automatically zig-zag when no one is spawned on deck or approaching from astern at under a half-mile distance?