Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Randy1 on July 12, 2025, 03:25:46 PM
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On a side note, I do thank whoever it was that fixed the task force dry spawn in to instantly resupply a base.
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Kong did the research on that and figured out. He shared it with me and Easyscor, but I believe Hitech is working on a elegant fix. Another one of those "glitches" that allow the game to be gamed. :rock
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Then a :salute to Kong with a thank you to all of you for fixing that problem.
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On a side note, I do thank whoever it was that fixed the task force dry spawn in to instantly resupply a base.
Actually, I think quirks like that make the game much more interesting, and I'm far from the only one. There have been some awesome battles when the defenders recognized the feet dry situation quickly enough to mount a defense as the attackers threw troop-laden LVTs at the town. LVTs dying en masse, swarms of fighters (relatively speaking, with the numbers we have nowadays) battling over it, low bombers headed for the boat to neutralize the threat...it can be intense. And even if the base does get taken without a fight, often bombers or other task groups are thrown at the boat to kick it away so that the base can be retaken.
GV spawns are totally unrealistic but they exist to shorten travel times and promote combat. Why shouldn't something equally unrealistic (feet dry spawns) exist at a few select bases in order to do the same?
If you're going to put time and coding effort into removing unintended game features, please prioritize the hiding-in-buildings thing. That's very much worse.
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Unpopular opinion but I agree. Once you recognized that the defense relies on the feet dry spawn then you scramble bombers to drop the carrier and reset your attack. Just because a base can’t be taken on the first pass doesn’t mean they should go away. It also rewards communication and adaptability vs. sheer hoarding force. I remember a recent port attack we did where the enemy CV was down but still had the feet dry spawn. We put our CV into the feet dry spawn and I sat out there with an LVT4 to kill all the resuppliers. It did nothing to stop our capture of the base, just added a new element to the attack which you had to react to.
If the feet dry spawns go away, they go away. The game will still be fun, just a little less unpredictable :cheers:
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Actually, I think quirks like that make the game much more interesting, and I'm far from the only one. There have been some awesome battles when the defenders recognized the feet dry situation quickly enough to mount a defense as the attackers threw troop-laden LVTs at the town. LVTs dying en masse, swarms of fighters (relatively speaking, with the numbers we have nowadays) battling over it, low bombers headed for the boat to neutralize the threat...it can be intense. And even if the base does get taken without a fight, often bombers or other task groups are thrown at the boat to kick it away so that the base can be retaken.
GV spawns are totally unrealistic but they exist to shorten travel times and promote combat. Why shouldn't something equally unrealistic (feet dry spawns) exist at a few select bases in order to do the same?
If you're going to put time and coding effort into removing unintended game features, please prioritize the hiding-in-buildings thing. That's very much worse.
Feet dry spawns kills all action in the game.
Sides end up just putting cvs in the feet dry spawns and when attacked, just point/click to drop supplies. it is a huge detriment and kills fights.
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What really got out of hand was spawning in, dropping cargo, then towering out before ever appearing on the screen.
One person could easily stop a multiple plane and GV attack.
Also keep in mind sinking the CV or battleship does not stop LVTs.
It was a good fix.
The only remaining major problem is the three story, hiding tank problem.
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Also keep in mind sinking the CV or battleship does not stop LVTs.
Of course it does. Once the BB or CV respawns it is no longer in the feet dry position (and often sectors away from it). That motivates the team that wants its base back to throw wave after wave of bombers against the task group in question, and motivates defenders to keep the boat alive so that doesn't happen. And once the task group has respawned elsewhere, you have an isolated stolen enemy base that the original owners want back badly.
Someone said feet dry spawns stop action. Quite the opposite. They encourage it.
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Of course it does. Once the BB or CV respawns it is no longer in the feet dry position (and often sectors away from it). That motivates the team that wants its base back to throw wave after wave of bombers against the task group in question, and motivates defenders to keep the boat alive so that doesn't happen. And once the task group has respawned elsewhere, you have an isolated stolen enemy base that the original owners want back badly.
Someone said feet dry spawns stop action. Quite the opposite. They encourage it.
I think he is pointing out that 15 minutes period between "destroyed" and "respawn"
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I think he is pointing out that 15 minutes period between "destroyed" and "respawn"
You're right, but he was equating one with the other. And that's simply not true.
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I think there should be a consistent distance for LVTs once the group is within range, no need for select group of people to know the feet dry tricks if its consistent each time. LVT assaults should spawn near the beach and be forced to spend at least 20 seconds making land fall. The spawn and release instantly is cheesy, especially when it comes to supplies. A well placed group at a port can keep it resupped infinitely even if sunk.
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I think there should be a consistent distance for LVTs once the group is within range, no need for select group of people to know the feet dry tricks if its consistent each time. LVT assaults should spawn near the beach and be forced to spend at least 20 seconds making land fall. The spawn and release instantly is cheesy, especially when it comes to supplies. A well placed group at a port can keep it resupped infinitely even if sunk.
1) I would love a much shorter LVT run to landfall. I just tested a standard LVT spawn offline and it took four minutes to reach land. That's a long time for such a vulnerable target.
2) The spawn and release instantly is fun during a full-blown assault! Tons of instant action and if the defenders manage to get a T34 to town it causes all sorts of complications!
3) I know where a substantial number of those feet dry spawns are, and I share that information freely even when I am flying (or crawling) for a usual enemy. I think feet drys make the game more interesting for both attacker and defender.
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Someone said feet dry spawns stop action. Quite the opposite. They encourage it.
There have been many cases of attacking forces of significant size get thwarted by just one or 2 guys effortlessly dropping supplies making capture impossible.
More often than not, the attention it brings is when the CV gets knocked down off the spawn. It is the lazy mans way of defending and it is pretty cheesy and gamey. I honestly dont think it was intended to do so at planning and it is indeed a glitch in the game that needs to go.
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I think he is pointing out that 15 minutes period between "destroyed" and "respawn"
If you drop the CV as an example, LVTs can be launched as long as the remaining ships have not been sunk or respawned with the CV.
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If you drop the CV as an example, LVTs can be launched as long as the remaining ships have not been sunk or respawned with the CV.
Even if the entire task group has been destroyed, LVTs and PTs can continue to be launched there until the CV respawns somewhere else. Once that happens, the base that was taken is vulnerable to a take-back and usually there is a horde determined to do so vs. some GV defenders grimly hanging on with minimal air cover. A lot of fun for both sides!
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Even if the entire task group has been destroyed, LVTs and PTs can continue to be launched there until the CV respawns somewhere else. Once that happens, the base that was taken is vulnerable to a take-back and usually there is a horde determined to do so vs. some GV defenders grimly hanging on with minimal air cover. A lot of fun for both sides!
This has happened once and MAYBE twice in all my years of playing this game where a significant force stopped the resupply, took a town and was able to bring troops OR being successful in defending against. More often than not, there is the attitude of why do we have to defend when I see 2 guys already there or attack it if all but almost impossible.
The numbers now a days do not constitute any reason to have this go unfixed. Its a cheap, cheesy and very gamey way of "winning" and needs to go.
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This has happened once and MAYBE twice in all my years of playing this game where a significant force stopped the resupply, took a town and was able to bring troops OR being successful in defending against. More often than not, there is the attitude of why do we have to defend when I see 2 guys already there or attack it if all but almost impossible.
Don't know where you've been, the successful defense happens a lot. Stopping resup is rare, but making the boat that is permitting that resup respawn is a matter of course. And then the base is typically an active but relatively easy take-back.
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Stopping resup is rare
Exactly my point. Especially when the object is a port and ship respawns giving just a few minutes before it gets put back to feet dry spawn.
This is used more than using it as a means to fight. Its just the same 2 guys up/drop/rinse repeat. On the defensive side, they got it so no need for me to help. On the offensive side, Why should I attack this if I am just going to be killed by ack?
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I spend a lot of time attacking troop factories and base barracks to stop tales and resups.
Why not just add a damage modifier to the shop that institutes a down time relative to the ship damage % and strat %?
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I spend a lot of time attacking troop factories and base barracks to stop tales and resups.
Why not just add a damage modifier to the shop that institutes a down time relative to the ship damage % and strat %?
Nice idea but I am sure going back to way it was intended to do would be much easier.
LVTs are NOT meant to spawn directly on land. They are slow and vulnerable but given some patience, they will do the job that was intended.
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It’s also just a game.
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I have 1000 of hours into this game, it’s surpassed that, this is life.
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Life is a game
:cheers:
Eagler