Aces High Bulletin Board
		General Forums => Wishlist => Topic started by: Slade on September 14, 2025, 11:54:19 AM
		
			
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				For the love of all things good, let us have a kill if we destroy a manned 88!  :old:
			
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				Agree.
 Although soft guns are usually by default last line of defense. Many are using them primarily as all reward and no risk of their names in the kill messages.
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				it would be fair to get credit for all manned gun kills including those gunning in AC and GV.  
			
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				For the love of all things good, let us have a kill if we destroy a manned 88!  :old:
 
 
 Why? There are no points involved. The only thing that it would show is kills as you land. Big deal.
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				Many are using them primarily as all reward and no risk of their names in the kill messages.   
 BINGO!
 
 C'mon already.  If they are going to be used as a primary defense by 88 "sharp-shooters", not planes, give us credit for killing them.  Balance this abuse.
 
 Thank you.
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				ChatGPT:
 
 Q:
 In WWII, where there any functionally 88 "sharp-shooters" that killed fighter planes with uncanny accuracy?
 
 A:
 The short answer:
 There were no individual “88 sharpshooters” in the sense of a single gunner being renowned for uncanny, sniper-like accuracy against fighters. The 88 was a crew-served, fire-controlled weapon, and aerial kills were the product of teamwork, radar or optical predictors, and heavy barrages — not one man’s aim.
 
 How it worked:
 
 • Crew of 8–10 men: one person didn’t “sight” and pull the trigger like a rifle. Each crewman had a specialized job (layer, trainer, loader, fuze setter, commander).
 
 • Fire control: accuracy against high-speed aircraft required predictors (rangefinders, later radar inputs) to compute altitude, course, speed, and fuze setting. This info was transmitted electrically to the guns.
 
 • Barrage vs. precision: success came from putting shells into the predicted flight path, filling a “box” in the sky. Hitting a fast fighter directly was extremely difficult — more common against bombers.
 
 • Kill credit: anti-aircraft artillery usually did not assign kills to individual guns or gunners. Claims were collective to a battery, battalion, or sector.
 
 
 Against fighters:
 
 • The 88 could shoot down fighters, but it was much more effective against bombers (big, less maneuverable targets).
 
 • Fighters that flew low (e.g. strafing or dive-bombing) sometimes fell to single-gun fire — but this was usually credited to flak generically, not a heroic “ace gunner.”
 
 • Allied pilots often feared “flak belts” more than dogfights, but they described them as walls of fire, not “sniper shots.”
 
 
 Mic drop.
 
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				Lets ask ChatGPT a few more questions....
 
 How many pilots died in WWII?
 
 ChatGPT,
 
 "Total Estimated Pilot/Aircrew Deaths in WWII
 
 Roughly 250,000 to 300,000 aircrew killed globally."
 
 In Aces High.... 0
 
 How many "one shot, one kills type of engagments in a T34 in WWII?
 
 ChatGPT,
 
 Yes, T-34 tanks did achieve one-shot kills, especially:
 
 Against lighter tanks
 
 With ambush tactics
 
 With upgraded guns (T-34/85)
 
 No, there are no official or reliable numbers on how many total one-shot kills they made.
 
 It was likely common in some battles, but not reliably documented.
 
 Aces High, all the time and too numerous to count.
 
 There is no comparison of WWII and a game based on WWII equipment. Aces High is a game and some things are "adjusted" for playability. In WWII the B17 was crewed by 10 men, here a single player can crew three B17s and do it well if you run into Finetime.
 
 So the 88 is crewed by one player, and why are some of them so accurate? Because they have had a lot of practice. A crew in an 88, during the war, for the full time of their career would have fired the same number of rounds as some of these players do in a day playing the game. They cant help but get better at it.
 
 And again, why do you need credit for killing an 88? The gunner gets no points, nothing toward score or ranking. The only thing they get for spending all that time in a gun is their name in lights when they leave it. So if it was adjusted, the best you can get is your name in lights, no points toward score or ranks, just your name in lights, IF you land them.
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				Fugitive,
 
 Good points.  :salute
 
 "And again, why do you need credit for killing an 88?" 
 It just makes natural sense - if you kill an object with a real-person in it shooting at you, you should get a kill for for it.  :old:
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				I agree that the person shooting the manned gun should get their name in lights, after all, the person pointing and shooting taking 0 risks gets theirs in lights and no one knows it was by a manned gun. I cannot stand the kill messages because it gives me away without me knowing whose going after me. Its a huge advantage. If that manned gunner knows its me, and doesnt like me, they will go hamm only shooting at me, just for example. I also think there should be no puff ack 88 manned gun. It takes players out of planes and tanks and makes them lazy. It ruins long sorties for people getting snipped from 7k away at times. Only on ships should it be allowed to be manned. 
			
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				I like this idea. The kills would be more for detracting stats from user of the 88 than it would be to benefit the pilot. 
			
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				I have always advocated for a more developed sighting system in line with the real-life system. In Aces High, Create a single position in the tower where a player can track a target, such as a bomber formation, that will create a lead computed target dot for other players to aim at. I envision this tracking system like a manual bomb site calibration where the coordinator must keep the crosshairs for at least two seconds (longer for greater accuracy) on an enemy icon. If radar is functioning, altitude is automatically calculated for a particular enemy icon - if radar is disabled, altitude must be manually input by the target coordinator. Players manning the 88s can train their guns however they want, but the fuse setting is determined by the input of the coordinator - not the individual 88 gunner. An individual 88 gunner can switch to AT mode and not be affected by the coordinator input. Coordinator earns a kill/assist for each of the gunners in the 88 battery who claim a kill. 
 
 As far as credit goes, some players get more of a kick out of “landing kills” (or ensuring others do not land kills) than earning ranking points. I have viewed AA guns as point-defenses just as valid as aircraft or vehicles because I did not have time to up a fighter to engage bombers or to just protect a field from getting vulched/attacked. It’s simply another medium for players to engage each other, not take away from the overall flight experience. Not sure how it worked in ww2 if planes who targeted AA crews or AA gunners who could without a doubt they caused the enemy to be destroyed gave themselves credit for it. In game I’d say give kill credits and perk points to bombers/attack aircraft (not fighters) who destroy manned AA guns. AA gunners/observers can land kills - but not earn perks.
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				I have always advocated for a more developed sighting system in line with the real-life system. In Aces High, Create a single position in the tower where a player can track a target, such as a bomber formation, that will create a lead computed target dot for other players to aim at. I envision this tracking system like a manual bomb site calibration where the coordinator must keep the crosshairs for at least two seconds (longer for greater accuracy) on an enemy icon. If radar is functioning, altitude is automatically calculated for a particular enemy icon - if radar is disabled, altitude must be manually input by the target coordinator. Players manning the 88s can train their guns however they want, but the fuse setting is determined by the input of the coordinator - not the individual 88 gunner. An individual 88 gunner can switch to AT mode and not be affected by the coordinator input. Coordinator earns a kill/assist for each of the gunners in the 88 battery who claim a kill. 
 
 As far as credit goes, some players get more of a kick out of “landing kills” (or ensuring others do not land kills) than earning ranking points. I have viewed AA guns as point-defenses just as valid as aircraft or vehicles because I did not have time to up a fighter to engage bombers or to just protect a field from getting vulched/attacked. It’s simply another medium for players to engage each other, not take away from the overall flight experience. Not sure how it worked in ww2 if planes who targeted AA crews or AA gunners who could without a doubt they caused the enemy to be destroyed gave themselves credit for it. In game I’d say give kill credits and perk points to bombers/attack aircraft (not fighters) who destroy manned AA guns. AA gunners/observers can land kills - but not earn perks.
 
 
 Waaay off topic here, but holy s***, Shotgun! Haven't heard from you in ages. I've been back in AH for a few years, but now fly buffs with the Dickweeds. I'll shoot you a PM.
 
 !!<S>!!
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				I’ve been hit by a good field ackers at above 25K feet! It’s both impressive incredibly annoying.
 
 The only time I mind if someone is shooting an 88 is if you’re already in a fight with someone or multiple someone’s, there’s no need to add flak.
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				Icon only available if plane is level for at least 3 seconds. Killshooter on so, if they hit a friendly, “poof” 88 gone. 
			
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				How about 100 perk reward for pistol whipping the gun position down.  
			
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 There is no comparison of WWII and a game based on WWII equipment. Aces High is a game and some things are "adjusted" for playability. In WWII the B17 was crewed by 10 men, here a single player can crew three B17s and do it well if you run into Finetime.
 
 
 
 Some form of historical accuracy is reason to want changes in the game.
 
 The 88s were by in best comparison like long range skeet shooting where range and direction were closely guided to put up walls of flak shrapnel in the enemies flight path (IE VERY ineffective at ranges less than 5k. Not impossible to kill targets but that would usually mean the projectile had a direct hit through the aircraft during its path).
 
 What gripe you see is the fact that ones notorious for getting the 88 shot when you are like 1k from the field are guys that exploit the kill box in the game. It is very easy to do and I have done it numerious times. As they dive in,  range to 1.5k, aim slightly above target and time it as soon as they are at 2k, BOOM. really no skill involved. but the gripe is legitimate. It was NOT historically accurate and therefor either be nerfed or at least give a kill message if someone is manning the gun.
 
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				Some form of historical accuracy is reason to want changes in the game.
 
 The 88s were by in best comparison like long range skeet shooting where range and direction were closely guided to put up walls of flak shrapnel in the enemies flight path (IE VERY ineffective at ranges less than 5k. Not impossible to kill targets but that would usually mean the projectile had a direct hit through the aircraft during its path).
 
 What gripe you see is the fact that ones notorious for getting the 88 shot when you are like 1k from the field are guys that exploit the kill box in the game. It is very easy to do and I have done it numerious times. As they dive in,  range to 1.5k, aim slightly above target and time it as soon as they are at 2k, BOOM. really no skill involved. but the gripe is legitimate. It was NOT historically accurate and therefor either be nerfed or at least give a kill message if someone is manning the gun.
 
 
 Highlighted, as you described, is a skill that you developed over time with practice and experience that far exceeds anything a real WWII group could/would have had. Whos to say WWII gunners wouldnt have done as well if they had the time to try and practice those shots.
 
 The only point Im trying to make here is the real thing the OP is asking for..... to get his name in lights for killing a couple of manned guns.
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				A player killing the aircraft/gv/gun manned by another player should be a kill.  
			
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				A player killing the aircraft/gv/gun manned by another player should be a kill.   
 :cheers:
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				88s have one primary function for planes.  That is to push them back from runway camping.  
 
 I may not remember this right, but I do not think you gain any perks from killing planes with manned guns.  Also, seems like I remember 88s rotation and elevation speed being slowed down several years ago.
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				88s have one primary function for planes.  That is to push them back from runway camping.  
 
 I may not remember this right, but I do not think you gain any perks from killing planes with manned guns.  Also, seems like I remember 88s rotation and elevation speed being slowed down several years ago.
 
 You mean GVs camping the airfield? No you do not get perks for kills in a 88 and yes their speed has changed since the introduction. What I find funny is 88s are intended to be used on bomber formations rather than single fighters but in AH, it does not reflect that and I am sure killing fighters close to runways far exceed any bomber formation.
 
 I can almost bet the fact that most players initially jump into guns as first choice due to the fact that it is all reward and no risk. They would think twice if it now meant they would be in the kill message if shot down. I would hope then that folks would see them as a last resort for defense rather than first choice if they see an enemy on radar.
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				TLDR, Any manned apparatus should be counted, why just 88s? 
			
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				TLDR, Any manned apparatus should be counted, why just 88s?
 
 
 100%.
 
 
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				Did you know that manned gun kills are the single highest kills every tour? The stat falls off when the tour is reset since deaths are not registered and would skew the overall K/D. IMO, the deaths should count. I feel its like a hidden killer where the manned ack players get to hide behind anonymity, but still get their name in lights when they land, or even die but have kills... its kinda of strange to me. 
			
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				88s are a one sided transaction that only results in a dopamine hit for the player in the gun should they score that lucky hit. Some players enjoy that enough that they’ll camp in an 88 rather than do anything else. Even with the amazing abilities of some of the hard core snipers, I might get hit one in a thousand or so shots fired at me. I never had a problem with it in the past when the numbers in the MA were stout and fights were easy to come by. But now, given there are only 10 or so players per front on a typical evening, it detracts from the potential two sided transactions that I’m here for. 
 
 In my opinion 88s need to be adjusted closer to what their wartime role actually was. I don’t know whether it’s possible or not, but I think the icons for aircraft should only appear to an 88 gunner within 6k of a field or further out only when the aircraft has its autopilot engaged. Even then, they should self destruct if they hit a friendly while trying to snipe an enemy.
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				I only man ack when a set of bombers is flying low over a field or shooting the tracks off an enemy tank and then leaving him there.
			
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				I only man ack when a set of bombers is flying low over a field or shooting the tracks off an enemy tank and then leaving him there.
 
 
 I will use them if a tank is on the field but use them most often by far to back off runway campers.    You really do not have to get a kill just be a threat.  That gives the home base planes at least a chance to lift wheels.
 
 Keep in mind killing a man gun is score related a win for the plane or GV albeit small.  If the gun killer gets a kill on a player then man guns should get a score on killing a gv or plane.  I do not think you want that.
 
 Who was it that use to be so deadly in an 88?  I have not seen him on in the last couple of years.
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				I've tried to use the guns but can't hit squat..
 
 Doesn't matter if it's a ship or base gun..you are safe if I am firing it..
 
 Eagler
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				These 88s have a 12k max for range yet they can take my buffs down at 20k with accuracy this is not how 88s worked with accuracy they were very ineffective and had to be adjusted all buffs had to do was make a slight alt adjustment out of puffy. These guns are a huge issue with this game when one shot can take an entire set out of the sky at 10+K and far out from base that’s just ridiculously over powered atleast increase the down times..things like these are why I don’t suggest this game to anyone because they won’t stick around like I do.
			
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				Always thought the guns should lose accuracy if the radar is down..
 
 Eagler
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				These 88s have a 12k max for range yet they can take my buffs down at 20k with accuracy this is not how 88s worked with accuracy they were very ineffective and had to be adjusted all buffs had to do was make a slight alt adjustment out of puffy. These guns are a huge issue with this game when one shot can take an entire set out of the sky at 10+K and far out from base that’s just ridiculously over powered atleast increase the down times..things like these are why I don’t suggest this game to anyone because they won’t stick around like I do.
 
 
 88s 12k range is in yards - not feet like altitude. My longest shot was a direct ping on a lanc at 7.4k yards away from me at the moment of impact as he was bombs out on my gv base (which put him roughly 20k ft in altitude). Even then, my shells often found way more empty sky than they found success. I myself enjoyed using the 88 when I was active as a point defense weapon (of course, my first choice would be a 190A5 for buff hunting) and found it more immersive to be shot at by players manning those 88s than computer auto puffy.
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				These 88s have a 12k max for range yet they can take my buffs down at 20k with accuracy this is not how 88s worked with accuracy they were very ineffective and had to be adjusted all buffs had to do was make a slight alt adjustment out of puffy. These guns are a huge issue with this game when one shot can take an entire set out of the sky at 10+K and far out from base that’s just ridiculously over powered atleast increase the down times..things like these are why I don’t suggest this game to anyone because they won’t stick around like I do.
 
 
 You have to remember that this is a game and some concessions have to be made. In real life an 88 battery usually had 4 guns tied to a central radar/control unit. We are talking 10-20 guys to man the whole setup, in Aces High, one player.  In real live the control unit would have the 4 guns fire and create a box around the area for the explosion of the rounds. The round explosion covered 8 yards (lethal) out to 200 yards (damaging). Aces high mimics this by creating a box in the predicted path and exploding the rounds in that box. Im not sure but I believe that the "box" gets larger as the distance/altitude increases. So at 10k the box is smaller and more lethal than at 20k. As the computer that Aces High uses is a bit more powerful it predicts the flight path much better and "small changes in alt" are not enough.
 
 Flying over depots should be more dangerous than flying over a town/base, but a large should be pretty heavily covered. Either way, its a game and its the same for everyone. Some guys fly higher to avoid getting hit by puffy, other guys fly erratically changing direction/alt/speed up to the last minute before a drop to avoid puffy. Its a game and will never be a perfect depiction of WWII, but its fun.
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				A player killing the aircraft/gv/gun manned by another player should be a kill.   :old:
			
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				You have to remember that this is a game and some concessions have to be made. In real life an 88 battery usually had 4 guns tied to a central radar/control unit. We are talking 10-20 guys to man the whole setup, in Aces High, one player.  In real live the control unit would have the 4 guns fire and create a box around the area for the explosion of the rounds. The round explosion covered 8 yards (lethal) out to 200 yards (damaging). Aces high mimics this by creating a box in the predicted path and exploding the rounds in that box. Im not sure but I believe that the "box" gets larger as the distance/altitude increases. So at 10k the box is smaller and more lethal than at 20k. As the computer that Aces High uses is a bit more powerful it predicts the flight path much better and "small changes in alt" are not enough.
 
 Flying over depots should be more dangerous than flying over a town/base, but a large should be pretty heavily covered. Either way, its a game and its the same for everyone. Some guys fly higher to avoid getting hit by puffy, other guys fly erratically changing direction/alt/speed up to the last minute before a drop to avoid puffy. Its a game and will never be a perfect depiction of WWII, but its fun.
 
 
 
 So I’m not getting it entirely because how are they hitting me at higher alts the manned gun 88s? Shouldn’t the puffy explode at 12k since that’s the max range I thought it was the range for when it “explodes” not like a cv gun round. Just can’t get why it can’t explode at 12k max or just remove my range from 88 gunners views so that it’s off and they have to guesstimate. I don’t mind the puffy 88s but they’re overly powerful and go way to far up if that’s what that range setting is
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				From what Ive read the ceiling was 26K to 32K, not 12k.
			
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				From what Ive read the ceiling was 26K to 32K, not 12k.
 
 
 I was unaware the 12k max on the guns meant 12,000 yards. They just seem to be too powerful, for how accurate they can be. I’ll never be a fan of these 88s with how they’ve been setup in this game.. the ceiling for how long it takes someone to climb is too high on those in game. Maybe put more down time on them or something? People climb for an hour just to be over a base to have someone hitting you accurately at 25k. It is what it is though I know they’ll just remain the same.
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				I almost filmed a flight in bombers last night, I should have. I was bombing a town at about 18k. Just as I dropped, someone jumped in the gun and started firing at me. The first few rounds were way off the mark but he started to close in. Once he seemed to get the alt I dove a couple thousand feet which built speed. As he closed in again I zoomed back up, not as high (B24s dont hold E well nor do they zoom well), but again a different alt for him to have to adjust to. As he closed in again I turned 15 degrees north and kept my alt. 
 
 All told, it cover a few miles and a number of minutes until I was out of range, or he gave up. Either way, while coming close and maybe taking a ping or two I received no damage and flew on. Dont fly strait and level. I rarely get hit. I dont think I have ever lost a bomber to puffy. Fighters, yup a good number over the years, but not a bomber.