Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Vinkman on March 01, 2021, 02:38:32 PM
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I know we need auto ack to:
1) defend uppers from getting vulched
2) defend the base when it's not defended.
Even though it really is lousy at both of those things.
But Too many players running to auto ack for cover, both at bases and fleets. Seems pretty unrealistic that I can chase a bandit toward his base and his own ack would fire at both of us.
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It does not aim at both of you, only at the enemy. But it is possible to be hit by your own AAA if a round strikes you.
HiTech
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A whine has been recorded.
All joking aside, I have felt that Auto Ack accuracy should be tied to ENY in some fashion. Not sure how the ack tracks the enemy aircraft, I would assume it is aiming at a certain diameter circle around the target. As ENY goes up the diameter gets smaller, allowing for more hits. :bolt:
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If I remember right Hitech said the auto ak CAN hit a friendly. I think it may have hit me twice in all the years I have been flying as a friendly. As an enemy it can take me out in a couple passes it seems.
If my memory is correct, maybe Hitech can turn up the accuracy for friendly hits to match the enemy ones. The issue is that there will be no "safe zone" for a friendly. Once an akk starts firing they will be as susceptible as the enemy aircraft and this may become a tactic, fly in close enough that ack starts firing and maybe takes out the friendly aircraft for you. :headscratch:
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When an enemy runs to ack, I mentally chalk him/her off as someone new to the game, whose presence is a good thing, even if irritating at that moment. I contrast that minor irritation with the smoldering anger I feel when I get vulched - even if it's by someone new to the game.
I suppose we'll always have ack-runners and vulchers. For my money, I hate the vulchers worse. If anything, I'd up the ack intensity.
- oldman
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When an enemy runs to ack, I mentally chalk him/her off as someone new to the game, whose presence is a good thing, even if irritating at that moment. I contrast that minor irritation with the smoldering anger I feel when I get vulched - even if it's by someone new to the game.
I suppose we'll always have ack-runners and vulchers. For my money, I hate the vulchers worse. If anything, I'd up the ack intensity.
- oldman
True...except Auto ack never kills vulchers. They are too fast and have a predictable path to aim along when vulching. If it would kill all the vulchers I'd love it. Alas the vulchers kill 10 planes for one that dies to auto ack. yet the autoack ack saves every runner.
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True...except Auto ack never kills vulchers. They are too fast and have a predictable path to aim along when vulching. If it would kill all the vulchers I'd love it. Alas the vulchers kill 10 planes for one that dies to auto ack. yet the autoack ack saves every runner.
Geez, talk about counting the hits and ignoring the misses, literally.
How does that work exactly? I see plenty of vulchers get hit on the way through the ack. How does the game possibly differentiate between the vulchers and the people being dragged through the ack? The vulchers generally strafe down ack, that's why they're not getting hit, they have less to deal with than the guy who chases the runner to a fully up field.
Wiley.
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If I remember right Hitech said the auto ak CAN hit a friendly. I think it may have hit me twice in all the years I have been flying as a friendly. As an enemy it can take me out in a couple passes it seems.
If my memory is correct, maybe Hitech can turn up the accuracy for friendly hits to match the enemy ones. The issue is that there will be no "safe zone" for a friendly. Once an akk starts firing they will be as susceptible as the enemy aircraft and this may become a tactic, fly in close enough that ack starts firing and maybe takes out the friendly aircraft for you. :headscratch:
that's puffy ack, it will not shoot if you are within 1k of enemy.
auto ack will only shoot at enemy.
semp
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Can the Auto ack be modified to not fire at a bandit within 800 yards of a friendly?
+1 if it can include manned guns\88's to not fire at a bandit within 800 yards of a friendly. :old:
EDIT
Perhaps manned guns can shoot at a bandit within 800 yards of a friendly but the shots be made harmless if that is easier to code.
Thank you. :salute
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that's puffy ack, it will not shoot if you are within 1k of enemy.
auto ack will only shoot at enemy.
semp
I have been hit by friendly auto ack more than once. While it's rare, it does happen when rolling at fields were low enemies have ack shooting at them.
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I do not think I have been hit by friendly ack ever
It should be at the same ratio as hits on the red plane which I am sure it is not
The accuracy is too much for those who have spent the time and perfected it IMO
But the $15 a month is $15 a month...so I doubt anything will change
Eagler
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Geez, talk about counting the hits and ignoring the misses, literally.
How does that work exactly? I see plenty of vulchers get hit on the way through the ack. How does the game possibly differentiate between the vulchers and the people being dragged through the ack? The vulchers generally strafe down ack, that's why they're not getting hit, they have less to deal with than the guy who chases the runner to a fully up field.
Wiley.
The game doesn't differentiate. It's about attck speed, angle and enemy numbers around the base. The Auto ack shoots only at one plane at a time. if there's 3 vulchers the uppers are toast. and so are the ack guns. :salute
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Vulching is the sport of kings! With that said why would you chase a plane into auto ack? :headscratch:
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Vulching is the sport of kings! With that said why would you chase a plane into auto ack? :headscratch:
He already stated that he knows how to prevent the issue. He asked that no one say it though. That is why I have not posted.
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He already stated that he knows how to prevent the issue. He asked that no one say it though. That is why I have not posted.
I could not control myself. What's up Shuff!
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I could not control myself. What's up Shuff!
Good to see you again, Waystin. Get back here.
- oldman
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I could not control myself. What's up Shuff!
Having to BUY my bacon at the store..... how about you. :D
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He already stated that he knows how to prevent the issue. He asked that no one say it though. That is why I have not posted.
since you asked. The point is not “how to not get killed by auto ack”
It’s why should 800 or 600 off a bandits nose be safe distance for ack batteries to open fire and kill only the bandit. Especially when flying directly at an ack gun?
I think ack running is bad game behavior, too prevalent, and un-realistic. Three good reasons for an adjustment.
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since you asked. The point is not “how to not get killed by auto ack”
It’s why should 800 or 600 off a bandits nose be safe distance for ack batteries to open fire and kill only the bandit. Especially when flying directly at an ack gun?
I think ack running is bad game behavior, too prevalent, and un-realistic. Three good reasons for an adjustment.
No one is saying ack running is good..... but ack treats us all the same. I like to think it all works out in the wash. :D
It's definitely harder to do when you find yourself in the tower.... I know..... been there, done that. :aok
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A whine has been recorded.
All joking aside, I have felt that Auto Ack accuracy should be tied to ENY in some fashion.
Inversely proportional lethality is a great idea :aok The lower the enemies ENY the higher the boom they receive.
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The game doesn't differentiate. It's about attck speed, angle and enemy numbers around the base. The Auto ack shoots only at one plane at a time. if there's 3 vulchers the uppers are toast. and so are the ack guns. :salute
How can a gun shoot at multiple people at once?
HiTech
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How can a gun shoot at multiple people at once?
HiTech
He must use a sawed off scatter gun.
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How can a gun shoot at multiple people at once?
HiTech
1 gun can't but i think what he is getting at is if a field has X amount of guns and an enemy comes into autoack range, then all the autoack converges on that single enemy. Where as if 3 enemy come in now the X amount of guns on the field are spread out shooting at 3 aircraft and thus each enemy aircraft is less likely to get hit.
never tried it myself but if a field has say 8 field guns and 8 enemy planes are circling the field getting fired on and another enemy aircraft comes in now you have 8 field guns for 9 enemy's. The enemy farthest from the field but still in autoack range i'm assuming will not get shot by autoack.
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How can a gun shoot at multiple people at once?
HiTech
There is more than one gun. All guns shoot at the same target is my impression. Please explain. :salute
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There is more than one gun. All guns shoot at the same target is my impression. Please explain. :salute
he said 1 gun.
semp
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he said 1 gun.
semp
Semp, lol. I know what he said. He said it because he was implying "Auto ack" mean a single gun. OR he was joking. "Auto Ack refers to all the guns as a system on a fleet or at a base.
My impression was the system focuses on the closest plane (To some reference) I'm not sure if "the system" can shoot at multiple targets at the same time. It could be that each gun shoots at the closest target to that gun. :salute
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There is more than one gun. All guns shoot at the same target is my impression. Please explain. :salute
You are incorrect each gun finds it's own target.
HiTech
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You are incorrect each gun finds it's own target.
HiTech
Its to bad that they all seem to find me!
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The guns will switch to the closest target. Each gun will switch depending on how far the target is. That is my experience.
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The guns will switch to the closest target. Each gun will switch depending on how far the target is. That is my experience.
Only additions to that is they only look for a new target every 3 secs.
The target must be in line of sight for non puffy ack.
Puffy ack has a buffer distance so once it selects a target it doesn't switch until another target is a lot closer.
HiTech
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Only additions to that is they only look for a new target every 3 secs.
The target must be in line of sight for non puffy ack.
Puffy ack has a buffer distance so once it selects a target it doesn't switch until another target is a lot closer.
HiTech
Thanks. Now that we have that cleared up...
Any thoughts on the OP?
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Thanks. Now that we have that cleared up...
Any thoughts on the OP?
I just saw I modded your post , must have clicked modify instead of quote.
I don't even know what your question is.
HiTech
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I just saw I modded your post , must have clicked modify instead of quote.
I don't even know what your question is.
HiTech
My question is can a modification be added that would stop auto-ack from firing at an enemy if the enemy was within X-distance of an airborne friendly? And if it could be done would you consider it? The reason being that too many have adopted the strategy of running back to base to force a perusing bandit into a reversal. This leads to countless breaking off engagements which is a giant waste of time. The logic being that if the bandit is within 600 yds or so could ack really hit only him and not the friendly? Something tells me in the real war there would be some restraint on firing that close to a friendly plane. This could be incentive, but still with risk for the pursuer to chase if he can get inside the bubble and stay there. If he gets the kill, the ack would open up and bubble is gone.
The alternative is don't chase anyone. BOOOOOOOOOOOORRRRRRRRRIIIIIII NNNNNGGG! :salute
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I can see a problem. If ack stops firing when an enemy is withing 600 yards of a friendly, there would be very little risk to vultchers attacking players trying to get airborne to defend the base.
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Its to bad that they all seem to find me!
:rofl Me too!!!!!
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There needs to be a random factor that changes the accuracy of each gun each time it is engaged.
From blind bat to sniper accurate with somewhere in between being the average
Variety is the spice of life
Eagler
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I can see a problem. If ack stops firing when an enemy is withing 600 yards of a friendly, there would be very little risk to vultchers attacking players trying to get airborne to defend the base.
Airborn Friendly. :salute
...and there would still be risk on the way in and out
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So, as soon as the defender is wheels-up the ack stops firing at the vultcher? Would make "certain players" very happy. :D
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It seems that the way it is set now is a good all a good all around setting.
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My question is can a modification be added that would stop auto-ack from firing at an enemy if the enemy was within X-distance of an airborne friendly? And if it could be done would you consider it? The reason being that too many have adopted the strategy of running back to base to force a perusing bandit into a reversal. This leads to countless breaking off engagements which is a giant waste of time. The logic being that if the bandit is within 600 yds or so could ack really hit only him and not the friendly? Something tells me in the real war there would be some restraint on firing that close to a friendly plane. This could be incentive, but still with risk for the pursuer to chase if he can get inside the bubble and stay there. If he gets the kill, the ack would open up and bubble is gone.
The alternative is don't chase anyone. BOOOOOOOOOOOORRRRRRRRRIIIIIII NNNNNGGG! :salute
Could it be , yes will it , no.
HiTech
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Could it be?, yes. will it?, no.
HiTech
Booo