Ive been saying this for years. It should force players to defend the base they just grabbed even if it is only for 15 minutes.
This applies to the gamey resupply of towns, and how easily its done. Sucks the life out of good battles.
I think the whole point here is to bring back the combat aspect of the game. As it is now it's roll a base and jump to some other side of the map and do it again. Sure it seems more and more players are looking to avoid combat and just roll bases. And look at where that has gotten us now. Low numbers and very little interaction between opposing sides.
I think the whole point here is to bring back the combat aspect of the game. As it is now it's roll a base and jump to some other side of the map and do it again. Sure it seems more and more players are looking to avoid combat and just roll bases. And look at where that has gotten us now. Low numbers and very little interaction between opposing sides.
Taking a base is combat. It's not the attackers fault the defenders do not rise to the challenge... .
I also think AAA should have friendly fire turned on... .
Taking a base is combat. It's not the attackers fault the defenders do not rise to the challenge... .
I also think AAA should have friendly fire turned on... .
what makes you think they're gonna stay and defend?
semp
I think if more folks were in the game and not on the boards. There would be more fights.
:aok
how are you gonna force me to do something I don't want to do? or anybody else?
semp
oh the defenders do "rise" to the challenge, they all jump into GVs and resupply the field! :rolleyes: From what Hitech says, AAA DOES hit friendlies as well as enemies.
You want to talk AAA, why do fighters get hit so much more often than buffs? AAA in the game targets aircraft by picking a spot ahead of the aircraft and firing a round randomly into a specific size box. You would think a bomber moving at a more "known" rate of speed with little or change of direction would have far more likely hits than a fighter that is maneuvering. I dont expect a bomber to be dropped by a single hit or two due to the size, but I have flown merrily along in B24 and have had "puffy" blowing up around me for 5 miutes or more and not take a single hit. Fighters, hit all the time WITH maneuvering, and dont even bother trying anything in a 262, you might as well just bail as soon as puffy opens up.
That is where the changes should be made. Game changes that FORCE players to defend a newly captured base. Force players to fight to defend instead or run supplies. FORCING players to attack and fight for the base instead of "sneaking" them. FORCING players to attack BOTH fronts, take two bases from one team,MUST take at least one from the other team before they can continue on the first team again.
Is this a combat game or not? These days not so much.
You want to talk AAA, why do fighters get hit so much more often than buffs?
I agree with OP.... especially as with what I have noticed a lot of these days...all guns are destroyed on the fields...vulch is on...fair enough, it a base take....yet they are fully repaired on base capture.... so why not hangers??? sure if the guns were not taken down then there would still be ammo and a working gun in the turret and it is feasible that someone could jump in and get firing straight away no problem...but if it is a destroyed clump of metal...down times should stand...
and if you don't like my opinion....I don't care.... It is mine...
Then take out the VH, it's not rocket science.
want to remove the GV resup from the equation, tae out the fields ability to launch them.
As far as the AAA hitting friendlies. I have yet to see a friendly take any damage from allied AAA.
you explained why it happens in your question/complaint.
If AAA fires randomly in a predefined area, a target, regardless of size (as long as the target is not the same size as the target area) is less likely to get hit moving in a straight line. A maneuvering target is more likely to get hit while maneuvering through the target area as its path can and will encounter the random bullets more frequently by chance.
whether you like it or not, everything that is being done by a player is related to combat. It doesn't matter if you agree with it. If that dude running sups to town prevents your attack, so be it. Prepare better next time.
Everything that HTC has given us to use serves a purpose. Everything has a tactical/logistical relevance in this game.
It is a combat game, a very dynamic combat game.
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You can NOT force s player to do anything.. I'm surprised after all these years some of the best sticks in the game still haven't figured that out
Its too bad it is not all used. The point of the game..... or I always thought it was.... was combat. Todays players are using the tools to AVOID all combat.that's not forcing that's just programming and requirements
Old days...
8-10 players would have a mission meeting, assign planes, targets, back up plans. Mission would launch, some of the more elaborate plans used way points and fighter groups rendezvousing from different base (know one guy who loved doing the math for time and speed to make these meetings).
Attack would begin. Defenders may or may not intercept, but once the base was under attack they would up fighters to push back the attack. The hunt for the troops began. Resupplying was not an option. If the VH was down early you had the LTARs to contend with for the rest of the night. Did I say "rest of the night?", yes because once a mission was stopped by the defenders we didnt move off to attack a different front because there was opposition, we regrouped on the fly and attacked again. Battles for bases could last for HOURS.
Present day...
version one, 3-4 players spawn in to field and long range drop buildings at a town. once white flaged everyone jumps into M3 and rushes the town with troops to capture. If it is spotted and M3s are killed they may try one more run with troops, but thats it. Attack over they move someplace else.
version two, 12-15 players launch from the same field, more often than not they try to go NOE, or not more than 5k. Low and fast to get in and do the damage before the enemy spots what they are doing. 3, or more buff groups carpet bomb a town with M3 running in under the falling debris the rest fighters looking to vulch.
version three, 25+ players launch from field after field and horde base after base.
In all three versions of "todays" play COMBAT is lacking. Should any fighting actually happen the attackers fold up camp and move off to try a grab some other base that other players are not watching.
People get board doing those same "missions" <---- and I use that term VERY lightly here.... and soon move on to other games. Where are the "dynamics" you mentioned? Sure the game has so many things to use, but as it is now players are allowed to boil it down to the weakest, most unimaginative, lamest game play there is. If this is the dirrection HTC wants to push the game, great, just let me know and I'll shut up and move on. If it isnt, things are going to have to change before everyone gets board and moves on.
Sure you can, HTC FORCES players to get 10 uninjured troops in to capture a field, or hit with over 8k of bombs to sink a cruiser, or any number of things we do in the game. Its all coad. When most missions were NOE and we were stuck playing "wack a mole" trying to stop base captures radar was changed to make NOEs mission more difficult and so FORCED players into other missions.
It can be done.
I've heard this argument for a long time ... People trying to force ground people AKA manned guns and tank drivers into the air to defend... Ain't gonna happen you could take away the resupply aspect of the game altogether it still won't get you what you want but let me ask you this when your m3 drivers resupply the town and save the base do you scold them for being in an m3 or do you say way to go when your 88mm Gunners pluck bombers out of the sky from 10K and stop your base from getting flattened do you scold them for being in a manned gun or do you say way to go careful what you wish for what benefits one side benefits all sides.. I don't mind helping aircraft to defend the base but if there are 12 of you and only three of us and we get vulched and can't even get up off the field chances are you'll find us resupplying the town in m3s
Rather than come from a base back and fight for it? Sounds like the easy road.
Those people are using ground vehicles, heavy bombers, light bombers, fighters to quickly grab a field. That's pretty dynamic.
If this playing style is used so much, you'd figure that a counter to it would be used. There is a counter but it takes coordination to accomplish.
This isn't a "meet me at the flag pole at 3" type of game.
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that's not forcing that's just programming and requirements
....and avoiding as much fighting they can.
Did you read what I wrote about "old days"? Planning, execution, timing, working together using way points to get to your target (also using them to try and confuse the enemy). It has nothing to do with "me me at the flag pole". It is using the game functions to build a plan and execute it BETTER than the enemy and prevail through fighting, NOT AVOIDING IT!
Of course it is forcing players to play a certain way. It is setting parameters to form how the game is played. The NOE example proves it CAN and HAS been done.
It isnt so much trying to push players out of GVs and guns but making players fight. As it is now, 4 guys sneak base after base runnig the GV spawn lines. Giving them a timed restriction where they must stay behind and "defend" the just taken base would help slow that type of run, and bring more players in to fight for the bases.
Rather than come from a base back and fight for it? Sounds like the easy road.with 12 of you and 3 of us coming from an airfield back a base will do nothing to save the base.. It will keep us fighting in the air while troops run into maproom...
....and again avoid fighting. You do know you can roll bases all by yourself off line and save the internet cost right? :rolleyes:
The point is players are AVOIDING fighting in a COMBAT game and nobody seems to know "why" we have so many fewer players than we use to. :headscratch:
with 12 of you and 3 of us coming from an airfield back a base will do nothing to save the base.. It will keep us fighting in the air while troops run into maproom...
your statement about players avoiding combat, i would call that almost an outright lie. not saying every base is defended but there's a lot of pretty good fights over bases.
of course your idea of a base take would be something along the lines of what FSO is about. for 1 week they plan the attack and defense of a target. so you love on every base take for 10-15 players to sit 15 or 20 minutes in a room while way points are plotted, target assigned. then you have another 10-15 players on the other side expecting an attack and getting assignments sitting in a room for 15 minutes.
you like that play FSO, it happens 3 times a month. started playing, I dont know over 10 years ago. never seen this kind of play, not saying it didnt happen, but I doubt every base take was planned as you always suggest "combat" should be.
semp
semp
You are kind of just making up numbers? Where does 12 and 3 come from?numbers may very the point is being outnumbered trying to get off the runway to defend and getting vulched is just giving away free kills I know I've done it many times I understand if you're trying to take the base stopping me means vulching it's the nature of the beast doesn't mean I'll bend over and let you take me easy and if you hit strats first resupply will do little to nothing I might hide in m8 or pilot by maproom doesn't mean I'm avoiding combat it means you have left me that only option
Why is the outside of a strat factory like a parking lot for m3 supply drivers before the strat is even hit?
Why when i go to a a base alone, and start hitting a town, the only resistance I get is from a guy with supplies?
If you think younger generations will pay 15 dollars a month for that sort of gameplay, you are mistaken. The left over population of this game is older folk, hanging on to hope that it returns to its glory days..
Days before the crap described above.
wow...this started off as a simple...why do the guns insta fix and hangers not ....to...welll this hahahaha
The ease of resupply is born from the losing side not engaging the resupply vehicles running to town. It's still like a 5 minute ride to most towns from the vehicle spawn. That's more than enough time to track them down and break their toys.Everyone says it's like 5 minutes to get to a town which is actually a pretty big exaggeration for most spawns to towns. When I was more invested in the argument that M3s resupply Towns was OP(which they still are) most rides were around 2 minutes from spawn to drop in about 10 different test spawns...longest was a short spawn with an uphill which took 4 minutes.
What I have witnessed is those that lose a base very rarely turn around and fight back. While a majority of the community (actively on these boards) want some form of back and forth exchange between forces, there is still a portion of those that play the game that prefer the path of least resistance or putting forth effort but, "effort" is subjective.
It would make sense for defenses to be up and running first after a capture as a fortified structure is much better to launch ops from than an undefended one.
If it's the "gamey" (<--- terrible word for this situation) or "unrealistic" or "non immersive" aspect that is bugging you then recommend something that would be tangible. Perhaps something like this:
- No sorties can be flown from field for 15 minutes
- ** No attacks on the airfield can happen for 20 Minutes
- AAA downtime adjusted to 10 min - defenses always go up first
- Supplies via GV only from a VB with direct spawn point if GV base is not under attack
- Supplies via AC are allowed
- Limit the number of supply drops to 4 (2 for field and 2 for town from any combination of GV or AC)
** You know that whole immersion thing that is being complained about here. After being pushed from a base it's very unlikely for the sake of immersion that your team would be able to mount a counter attack to reclaim the base because of logistics and what-not.
Yep. Hangars, ordnance bunkers, fuel tanks, barracks and radar towers all stay down for the designated time but the guns magically pop up upon capture.
Why?
Everyone says it's like 5 minutes to get to a town which is actually a pretty big exaggeration for most spawns to towns. When I was more invested in the argument that M3s resupply Towns was OP(which they still are) most rides were around 2 minutes from spawn to drop in about 10 different test spawns...longest was a short spawn with an uphill which took 4 minutes.
No matter though, the combat isn't HTCs focus anymore...which is smart on their part.
pizza map always has very few fights as most players are in gvs. that's why I didnt log in saturday, log in saw it, left. you should have been on the map before, lots of of fights that lasted for hours.
you dont have to have a sit down for a base take. just up and see who's gonna hit what on the way there. it's not like every base is different and you must have to have a plan to successfully take it. what is there to hit? vh first, then town, get rid of the funny 88's, suppress all fighters that are up or are upping and stop those coming from another base, watch for gv's on the ground. it's not that difficult.
a lot of the times, we dont want to take a base, they dont want to take a base, we just furball in the middle of 2. it's a lot of fun. not every base attacked is with the purpose of taking it.
semp
Perhaps it boils down to a player trust issue.Do posted missions actually get filled now there isn't more then 300 people online? Because they didn't at all before last year..
There are more than enough on for great fights. When I log on there always seems to be a lot of good fights going down.
Take this morning as an example. There were 32 people on. A few rooks were working some bish strats, I jump on country and informed them that I was going to work 1 VB, 1 airfield and a port. I lift in TU-2's for the VH's at the VB and about half way there the bish woke up and started actively defending from a handful of surrounding bases. LVT's and buffs tried to work our CV, our bombers hitting a few targets at surrounding bases and Friendly and ENM fighters filling the void.
You can't be a lone wolf and then complain that people aren't playing to your vision of the game.
Do you post missions?
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Junky you still playing? Havent seen you on in a while!I haven't been playing any games too much lately which unfortunately makes this game get pushed to the side a lot because I can't trust that I will always get a good combat experience if I log in outside of Special Events and for the times I am at work Special events are hard to make.
Do posted missions actually get filled now there isn't more then 300 people online? Because they didn't at all before last year..
I believe that if a few of the "trusted vet" pilots posted a relevant mission it would get people to join. Probably small participation to begin with but as they went on, more and more people would join in.
There has to be an end game to a mission that gives everyone their kicks.
Thats the best thing about missions, if done right there is an end game for everyone!
Buffs, climb out to a waypoint at altitude use a second waypoint to have the correct line to target, or move darbar to a different sector. calibrate and drop bombs from alt. This is what the Bomber guys are looking for!
Fighter, high cover. Some guys like using bombers as bait and love picking the guys who try to attack bombers
Fighter attack. Some guys love dive bombing targets be they buildings or vehicles.
GVs, troop transport, ground cover, anti tank ambush.
And these elements to a mission and EVERYBODY on the attacking side is happy.
From the defensive side fighters, attackers and GVs all work the defense in and around the field under attack. Bombers are needed to slow the attack from which ever base is being used.
Of course that generates more defenders on the "attacking" side to keep the enemy away from the base .
The issue is nobody want to take the time to put these together any more. With the "we want it now" generation in charge anything more than a couple minutes is too long. That makes these things very hard to get rolling.
I think the flag should be lowered and we observe a 5 minute silence in remembrance of those whose score was tarnished trying to defend.
:cheers:
They get put together outside of the mission editor. Micro missions are constantly happening, you just don't see them as they are not made with the mission editor nor are they posted for all to see.
I believe that if a few of the "trusted vet" pilots posted a relevant mission it would get people to join. Probably small participation to begin with but as they went on, more and more people would join in.You can't expect players to "put in work" while playing a video game...most gamers are looking for a hobby outside of work, some do find big missions as that hobby but you can't expect any of the player base to do it.
There has to be an end game to a mission that gives everyone their kicks.
You can't expect players to "put in work" while playing a video game...most gamers are looking for a hobby outside of work, some do find big missions as that hobby but you can't expect any of the player base to do it.
who said anything about forcing them?
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Players arent going to make changes unless forced to by changes in the game.
fugitive.
semp
Perk bonus would help populate mission.. maybe if the creator was able to put a perk purse on a mission.. 200 perks for a 10 man mission, 20 per participant in whichever category they join under. Might help rebuild the community aspect in the MA, which seems pretty sparse the times I get to play.
Something else to use perk points on would be nice too.
Ive got groups of guys together, and we use range to coordinate and decide where to go next. Most of the guys that join in are established players, and we have worked together previously. The pickup mission tool might streamline things for new guys.
Ive got groups of guys together, and we use range to coordinate and decide where to go next. Most of the guys that join in are established players, and we have worked together previously. The pickup mission tool might streamline things for new guys.
And so here we are now, low numbers, nobody running or joining missions, players running from fights as soon as they blow their first pass, players hiding in ack, players waiting to resupply town/fields before the attack even does any damage. Things need to change to bring back the heart and soul of this game. Gamers are use to rules and having to do certain things in a certain order to accomplish what ever their end game is. Add some rules, make more important or less important to GUIDE the players into bringing bad the interaction of players VS players again.
In essence (if we take your worldview to be correct) you need to change the mentality of a generation of new players. I don't agree with you (there really aren't enough new players on to foist a new paradigm on us, are there?) but let's say for a moment you are right. What do you think ought to be done; and, more importantly, why do you think it would work?
Adjustments to the game.
Bump the damage to take out a VH to 10klbs and allow only a certain number of vehicles out at a time. This leaves the option to drop a VH available. It also gives GVers a chance to FIGHT in vehicles, but only on a limited bases so that vehicles cant over whelm and attacking force. For every ATTACKING GV, the limit on the defenders side goes up one also. Say the limit is 3, most likely wirbles and Osties. If the attachers bring GVs, the defenders can still keep the 3 air defense but can roll a tank for the attacking tank.
Add a safety bubble over the field so uppers can not be vulched. Once they leave that bubble they no longer get the protection of it and so cant run back to it and hide. This give defenders a chance to get to a fighting speed with out having to up from a different field taking the time to get to the attack. It only protect this upping, ack would still cover those trying to hide, but attackers can still drop the ack to chase defenders back through the field doing away with their "hiding spot".
Adjust hvy bombers so that they can not release bombs under 10K feet. If you want to dive bomb with bombers you still have the medium bombers and the hvy are back to the lvl bombing roll they are designed for. Having groups of hvy bombers to level a town in a single pass will now need an escort creating more instances for battle. Medium bombers can become fighters after they drop creating more fights down low.
If dropping troops from a vehicle, make each troop count as a half. This way one goon takes a town, of 20 troops from M3s and jeeps take a town. This will put more goons in the mix, again needing cover and generating more fights.
I don't think limiting any asset is the answer.Limiting things controls game play. ENY limits things a bit, a zone ENY would do a much better job. An attacker dropping the VH is limiting the GVs for the upcoming battle.
They can also get to "fighting" speed by launching from a another field. No need for spawn invincibility. Look at it this way, you have a decision to make when your field is under attack. You can either A. Launch from the field that is under attack or you can B. Launch from another field, get the proper posture and engage the enemy on your terms. Either way you have a decision to make and you must live with that decision. If you chose to launch from a capped field and get upset that you are now padding someones score, you have no one to blame but yourself.
Heavy bombers flew sorties below 10k, ask the Japanese. Some sorties for the B-17 were flown around 7k and probably lower. To add an altitude drop restriction (higher than the required drop alt currently set by HTC) to heavy bombers is not going to help the game.
I do agree that it should take at least 20 troops from any method of school bus delivery. I think that the required 10 troops is just to small of a number. I think that changing this number to 20 would help shape a new dynamic with regards to the methods used to take bases. A bit more planning would be needed as the the troops, while important and a key part of base captures, troops are simply an after thought when attacking a field and it would serve better to make them a part of the tactical planning.
theoretically what's easier to repair?
A hangar will take a while to rebuild, AAA can be rolled to a field during capture by invading forces. Sure, it's a bit unrealistic on the scale but not outside of the realm of possibility.
There are so many implied actions happening behind the scenes. To have them carried out by a player would cause one maybe two bases to be captured a day.
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I have an idea to repair field guns. You have to at least go to a hangar and hook up to one with jeep and drag it out to the spot where the damaged one is. Kind of like picking up supplies only it could be a field gun then take it out and drop it at the correct spot. Same with guns in town.
I have an idea to repair field guns. You have to at least go to a hangar and hook up to one with jeep and drag it out to the spot where the damaged one is. Kind of like picking up supplies only it could be a field gun then take it out and drop it at the correct spot. Same with guns in town.
I know "An older post". Fugi, a question from your earlier posting. Why worry about FIELD ACK at all? Most bases are too far away from towns on almost all maps. I can see why some of you guys hate MAN ACK,judging by your post. Its unnecessarily putting attackers in harms way. At most, VH and Ord bunkers,to me, is all that is required on BASE. AIR base anyway. Town can be captured with WF and town ack down(8). It might be a good idea to require more damage to WF and harden guns though. I would be good with that...stop the sneak takes anyway :uhoh Just wondering why you put in "Deack the field"? :uhoh
What I dont like about the guns is just this, 5 guys in guns equals 5 LESS guys in planes. Guns are easy, I can deack a small field by myself with a plane that has only 50cals. Give me two guys as wingers and we can do it in a single pass each. Field guns are nothing.
The issue is players HIDING in the guns thats all. With the numbers as low as they are these days we need all those hiding in the guns flying a friggin plane!
Bump the damage to take out a VH to 10klbs and allow only a certain number of vehicles out at a time. [...]
Yes, but no. Making things harder doesn't create more fights. It causes bigger strikes with a harder bang, or giving up more early instead of trying to push through.
The problem is that captures are instantaneous. If a capture attempt is executed with sufficient precision and speed there is no way to defend. If attackers don't work that well (most are lazy, and don't), a robust defense can spoil any attempt by resupply or killing troops. For attackers, there is no incentive to continue an attack that is going to fail. For defenders there's no incentive to attempt defense in situations that can quickly become hopeless.
The cause is instantaneous captures, with a lot of binary randomness until that point. Hangars going down or not equals the option for local defense. Troops slipping through equals capture. A single bailed player hiding near the map room negates capture. Is it wise to continue an attack when the first hangar is about to pop in 2 minutes, making the field fully functional? Is it wise to attempt to defend when multiple M3s are reported close to town? "Wise" in the sense of the overall war-effort, time spent here, and not elsewhere. With a mostly empty map, it isn't. The game time (the only limited resource for everyone is hours played) is more efficiently spent (to achieve the team objective) elsewhere.
More bombs and M3s needed doesn't change that.
Compare to other games. Examples:
a) capture the flag. Players move in, grab the enemy flag, and bring it home to score a point. The flag-carrier may be somewhat limited in abilities to speed up the process, but usually isn't totally helpless. Nothing like the sitting duck the goon is. A defender or two in fast planes can avoid any enemy fighters and pick goons at will.
b) domination or conquest: Just getting there isn't enough. There's always a time-component included, that creates room to defend, and requires attackers to keep pushing. In AH we sneak through an invisible M3 to capture.
Captures needs an enforced slow down, that cannot be negated by throwing more at the target. For example: "more offensive than defensive planes within 1 mile of town for 10 minutes". Suddenly it makes sense for both attackers and defenders to throw in more planes. Of course, that favors the horde, but that's also true for the current system.
Thats why I think they should tweak some of the game parameters.
I agree on the idea that an environment is needed that promotes a continued fight, but disagree that tweaking a few parameters would do it. Especially toughening things up has exactly the opposite effect.
An example of hangars. An impatient noob drops one fighter hangar 7 minutes before the main attack force arrives. The result is a downtime of 8/15/15/. What to do? That's an attack already gone pretty bad today...........
The tweaks Id like to see is to slow down that base rolling style of play. Give defenders time to get organized to make a fight of it.
If things are set to slow down a capture at base "A" they certainly would be set to slow down a capture at base "B". :rolleyes:
If WE the core players dont do something to stir interest in the game, bring back the "fight" in the game, I fear it will continue its slow decline into obscurity.Sorry to say it, but the writing is on the wall, put there by HiTech himself, War Online:Pacific. It's all a down hill slide from here. Very hard to attract new member to a squad when you can't say for sure that the game that we played weekly for 20 years will be here next week.
Sorry to say it, but the writing is on the wall, put there by HiTech himself, War Online:Pacific. It's all a down hill slide from here. Very hard to attract new member to a squad when you can't say for sure that the game that we played weekly for 20 years will be here next week.
(slaps Traveler with a wet carp)
You need an attitude check, my friend. You sound like a grouchy old man.
- oldman
And you need a reality check. How much new development do you think will go into AH3 from now on. HTC only has so many employees. The priority is WO:P.
OK, I'll bite.
AH3 already has all the planes it will ever need. New ones are flown for a bit because they are novel, but people then gravitate back to the dozen or so that you see every day.
OK, I'll bite.
And please don't make this personal, I didn't call you any names please provide me the same respect. You want a discussion that fine.