Aces High Bulletin Board
General Forums => Axis vs Allies => Topic started by: Saintaw on April 21, 2003, 05:34:54 AM
-
I've experienced being shot to pieces by Fleet 88's 3 times in a row last night. Straight, diving or climbing didn't help me from being shredded to pieces. Can you please have a look at the acks settings, thank you.
Other than that, very nice setup :)
-
that's messed up! the other day i'm cruising home at 18k and the first AAA burst from an unseen fleet kills me - wtf? :mad:
-
ack is too strong on fleets and bases for the CT numbers this scenerio draws
-
Ship ack has ruined this setup. Almost all the setups that have a lot of fleets involved have this problem. You can't get into a decent dogfite because of the ship ack. Just turn the damn fleets off.
-
You got to give the fleets some self defense, still I agree that the ack seems a little too high.
Keep the fleets for carrier ops but crank down the flak a little so any attacking planes will have to come close to come into the AA bubble.
-
gotta have fleets with island maps or you are doomed to fly for 25 min between fights - just turn down the ack .... way down
-
The major problem we CM's have is that the ground ack and fleet ack (with includes both light and heavy AAA) is controlled by the same arena variable, groundlethality. That variable controls lethality, not accuracy; we have NO setting for changing accuracy of ack/flak). Right now, it is set to 0.7, which seems to be the best setting we've found in the CT to allow a plane to take one or two hits from field ack before taking crippling damage. Unfortunately, the heavy flak lethality seems to be less effected by this setting than light acks'. If we turn it down much more, the field ack will no longer act as an inhibiter to vulchers. The instances of a person dying to long-range flak in the first salvo are rare, but not unheard of. Of course there are those that take no evasives when flying through puffyflak (look! coined a new term!), in which case you're asking to be hit. Hope this helps explain why we're where we're at with ack/flak settings.
Sabre
CT Staff
-
Does the ack lethality varey by how many CV's or BS are in it ?
With the current settings each TF seems to have three CV's or three Battleships.
I personaly enjoy trying to take them out and have found that weaving your way in while jinking up and down slightly as a much higher success rate then diving straight in.
I have also experienced the one ack kill shot from a considerable distance.
Jospe
-
which is the larger problem currently, vulching or super deadly flak?
With the numbers as low as they are, I think the deadly flak is the bigger issue .. today
-
One thing to check is that all countries ack is set to the same lethality, if one of them is not a .7 this could be causing a problem, as we have seen in other set up's.
Maned 5inch is always a killer, some of you may be experencing this, as to the Auto ack, the Flack is generaly just eye candie, unless the seting is screwed up, at .7, like sabre said, Flack does virtualy no damage, more Ships dont seam to effect this much, while their is more of it, it is still just eye candie.
-
Originally posted by Jospe2
Does the ack lethality varey by how many CV's or BS are in it ?
With the current settings each TF seems to have three CV's or three Battleships.
I personaly enjoy trying to take them out and have found that weaving your way in while jinking up and down slightly as a much higher success rate then diving straight in.
I have also experienced the one ack kill shot from a considerable distance.
Jospe
Actually, that is a very good point. While each gun battery has the same lethality, having twice as many guns will increase the probability of a hit. Some of these fleets in here have a great many flak batteries. Put two or three fleets together and the probability of taking damage with the first salvo goes up. Also, as Brady points out, it's possible the settings for each country can be different. For what it's worth, when it was mentioned to me Saturday while on-line, I checked them. All three countries were set at 0.7.
Sabre
CT Staff
-
Maned 5inch is always a killer, some of you may be experencing this, as to the Auto ack, the Flack is generaly just eye candie, unless the seting is screwed up, at .7, like sabre said, Flack does virtualy no damage, more Ships dont seam to effect this much, while their is more of it, it is still just eye candie.
Its been pretty deadly Brady. Been popped more then once at 15k and above. Something must be messed up.
-
I lost an engine in a Hellcat from Flak at 12 k today was very suprised, I took several Hits priour to that but no damage was done til the 4th or 5th hit though. I think sabre Nailed it by saying the Larger number of guns increases the likely hood of a "critical hit" which while normaly low can increase based on the presence of multiple fleats.
-
Are we all talking about the same thing when we use the terms "Flak" and "ack"?
In my mind there's a difference. "Flak" is the explosive shells -- 88 mm I presume -- what I call shwarzenflakkenpuffen. These, I believe, are the weapons that cause the amazing 15k high/15 miles away one-shot kills. It's also what comes out of the 5-inchers, no?
"Ack" on the other hand -- ack-ack, anti-aircraft (?) is the ground fire with yellow tracers from the 37 mm's at bases and on fleets. Right?
I notice the terms being used interchangably, but I thought there was a difference. Does the "ground lethality" setting apply to both?
Also, if you're hit by a manned gun, don't you get a "killed by" message? Hence no message = AI gunnery ... right?
Anyway. It's too deadly. Both kinds -- but particularly the schwarzenflakkenpuffen. I think the problem is that it's too accurate at too great a distance ... which can't be adjusted. The only alternative seems to be to turn the lethality WAY down to compensate for the over-modeled sharpshooters at the sights.
jmho.
Splash1
-
The same arena setting (one for each country) controls lethality for both lazer ack and puffyflak. I believe you're correct about kill messages.
Sabre
CT Staff, for a few more days, anyway
-
Any maned gun, 5ich or lower will generate a Killed By message, unless he is taken out before the kill is awarded, an example of this would be if you were strafing a maned gun and he took you wing, but you managed to get the gun before you hit the ground, so he got you but you got him before the kill was awarded, smae goes for ship guns if the ship is sunk before you hit, or bail, he will not get a kill message.
It should be noted that this map in one of the few whear this type of realy dense Flack is a problem, last night 4 US fleats were off 7 for instanse in the same location, very have Flack and ack for the Japanese.
Maned ack is not effected by the Auto ack/flack seting's howeaver.
-
How did we do it during the big week map? We had some insane ack coming from those factories, but rarely would we lose more than 1 b17 out of a flight.
Last night was terrible for the ack. I rarely have problems with it (too chicken to go and play in it), but anytime I got near a base my hellkitties engine was blasted by laser ack. puffy ack rarely kills me though, i cought a ping from one last night, but no damage.
-
Hellcat is a bit of a wussy in field ack Ive noticed. Ive had the motor knocked out a few time with first hit. As a matter of fact Ive had damage off the initial hit more often than not. Anyone else having same thing happen? Or am I just lucky?:D
Had to edit it. You cant say ***** in here anymore:D
-
I'd say 90% of the flak deaths I've experienced this week were of the type where I was flying along, unaware of the enemy fleet far below me, then BAM!, one hit and I am back in the tower going "What the heck was that?"
FWIW, when I go lone wolf hunting like that, I am rarely below 10K, most times I cruise around at 15-20K, so I am not so low that the smaller stuff on the fleets should get me.
-
just turn it down (.25 to .50), what's the big deal.....
seem more of us complaining bout it than a vulchin issue
the numbers ain't there usually for a vulchin issue anyway
-
Anything bellow .7 is just pointless for ack setting's( ack does have a function), and I realy dont think that lowering will solve the Fleat ack Flack issue, I suspect it will still be causing the odd Deth's, normaly we dont have this type of Flack issue at all even in the MA Flack doesent kill and the MA is set a 1.0 for lethality, it is simply the density I am shure and the large clustering's of fleats were experencing I am shure this is the culperet.
Some planes realy do seam to be ack magnet's or to take hit's in the same place first, I know the 262 always get it in the engine, and the Hellcat does sema to have the same problem, along with other's.
-
I just had the wing of my B26 snaped off by two feild ack ping's...the neighbors head me say the F word, then I checked the setings again aparently one country was set to 120.000 for lethality, i fixed this, hopefully this will solve the problem's were having.
-
That is tooo fricking funny brady. Since you were in a b26 I bet I can guess which guys had the ack turned up....
Thanks for looking into it. I wish the sound would be determined by that setting. That way if it sounds like a mac truck just hit you, we would know something was up.
-
Well I looked earler in the week when I got pluged while I was in a Hellcat, but the setings were fine then, I gues the map must of reset recently, the setings often get porked when that hapen's.
The Country setings dont nescessarly mean that a certain base will Have X setting for lethality. Some maps seam to have problems with ownership for such thing's, Often we will turn up the Odd county out's ack to dischurage milkrunning, but some maps dont recgonise this ack setting transfer when a base changes hand's. in other words when a map is created bases ownerships is established, then we the Set up dud's change that ownership during the set up process, or it is changed during game play, so on a map with this type of problem the base might look rook, but the system(map) still thinks the guns are Knight ( or Bish or rook, what ever they were to begine with).
-
hehe F-bombed the neighbors LOL:D
-
Don't feel like the Lone Ranger erg - have already had the engine on my TONY taken out twice by flak from the fleet. One of them was at 19K at least a good 15 miles from the fleet! Didn't know Daniel Boone had joined the USN! The 8in main guns would be doing good to make a shot that far!
Back in the early war PTO set-up there is no telling how many ZEKE's I had blown out from under at incrediable range.
I got no problem with a manned gunner doing that if he can make the shot but wish there was a way to control the AI flak better.
-
thats why i say turn it down and make them man the guns to protect their bases/task force
so whats the setup tomorrow ? ... fleetless i hope ...
-
I dont think the map suports field maned guns, some older maps don't.
Fork will be posting it soon.