Author Topic: General TT improvement  (Read 1619 times)

Offline Chalenge

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Re: General TT improvement
« Reply #30 on: September 06, 2013, 05:29:15 PM »
No, I'm cool with killing the 88s. If what you describe is a bug then HTC will fix it when they find it. Have you tried to kill things from an 88? I can tell you that if a field is within range of the 88s then I can kill the 88s with a T34/85 or M4 without leaving the field.

@wpeters: If you ever drive a TigerII let me know which field. If you are as brave as you say others should be, you will lose those perks.
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Offline TDeacon

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Re: General TT improvement
« Reply #31 on: September 08, 2013, 01:19:44 AM »
There just isn't room for 3 bases in there.  In addition to the 88 thing, you would have people sitting on the tarmac shooting at each other.  It would be lame play paradise.  Best to leave it at one VBase per the OP.

MH

Offline Chalenge

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Re: General TT improvement
« Reply #32 on: September 08, 2013, 03:02:39 AM »
That same layout is what we have in TT of OZkansas, and it's good times as far as I can tell. Granted, I usually spend time shelling the opposing field down, but I used to do that on Trinity and no one even knew it was happening.
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Offline TDeacon

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Re: General TT improvement
« Reply #33 on: September 08, 2013, 01:20:53 PM »
That same layout is what we have in TT of OZkansas, and it's good times as far as I can tell. Granted, I usually spend time shelling the opposing field down, but I used to do that on Trinity and no one even knew it was happening.

The recent spate of OzKansas TT base shelling each another, and tarmac-sitting King Tigers shooting at each other, are IMHO bad for game play.  For one thing, it allows people to down a base without upping in a tank or plane.  I doubt the 88s were intended for that purpose by HTC.  Quite annoying.  (I realize that you disagree, since you are one of the people doing this, and /or using your M4 artillery exploit, which is equivalent).  

MH
« Last Edit: September 08, 2013, 01:24:40 PM by TDeacon »

Offline Chalenge

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Re: General TT improvement
« Reply #34 on: September 08, 2013, 06:05:38 PM »
The recent spate of OzKansas TT base shelling each another, and tarmac-sitting King Tigers shooting at each other, are IMHO bad for game play.  For one thing, it allows people to down a base without upping in a tank or plane.  I doubt the 88s were intended for that purpose by HTC.  Quite annoying.  (I realize that you disagree, since you are one of the people doing this, and /or using your M4 artillery exploit, which is equivalent).  

You just contradicted yourself. For one, I don't use the 88's except to shoot at planes, and because of their dismal rotation speed (inaccurate more so than your Firefly speed). And second, it's not exploiting a tank to use it in an historical way. So, that bit there is a whine.
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Offline TDeacon

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Re: General TT improvement
« Reply #35 on: September 08, 2013, 11:07:38 PM »
You just contradicted yourself. For one, I don't use the 88's except to shoot at planes, and because of their dismal rotation speed (inaccurate more so than your Firefly speed). And second, it's not exploiting a tank to use it in an historical way. So, that bit there is a whine.

Perhaps you have a point there; I was in an irritable mood when I posted this.  However, if the game designers intend tanks to perform long-distance bombardments of bases without LOS, they should document the procedure.  Since they don't, I doubt it's intended. 

MH

Offline TDeacon

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Re: General TT improvement
« Reply #36 on: September 08, 2013, 11:31:24 PM »
That same layout is what we have in TT of OZkansas, and it's good times as far as I can tell. <snip>

Furthermore, the scale is very different between the 3 central OzKansas TT bases, and the available area in Trinity TT.  I am taking the advantage of an image I posted today to demonstrate this; see below.  Note that there isn't room for 3 bases, unless you have the spawns directly into the bases, which would be ridiculous.  So to fix that, they would have to move the spawns, etc.  Much more work, and therefore much less likely to get done.  Thus, I prefer the OP's idea. 


 

MH

Offline Chalenge

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Re: General TT improvement
« Reply #37 on: September 09, 2013, 01:17:59 AM »
No, you're ignoring that fact that there is plenty of room for the mod I suggested that would actually cure TT on Trinity. Claiming there isn't room when there clearly is doesn't help your case.
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Offline TDeacon

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Re: General TT improvement
« Reply #38 on: September 09, 2013, 09:35:55 AM »
No, you're ignoring that fact that there is plenty of room for the mod I suggested that would actually cure TT on Trinity. Claiming there isn't room when there clearly is doesn't help your case.

Perhaps you overlooked the fact that the 2 images I posted above were in 2 different scales?  Use the "0" digit as an indicator of relative size.  Or, look at your own image, posted on the first page.  The bases are right on the spawns, which is the explanation I gave above when I said there wasn't enough room.  That means that you could spawn right into or right next to an enemy base, which is bad, and therefore not done on our AH maps.  In contrast, per the OP, there *is* room for a *single* base.  As stated above, that's why I prefer and suggested the single base in the OP.  I am not opposing your Forum ideas in principle; it's just that in this case the facts (and your own posted image) speak for themselves.  

MH
« Last Edit: September 09, 2013, 09:41:14 AM by TDeacon »

Offline Chalenge

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Re: General TT improvement
« Reply #39 on: September 09, 2013, 07:10:21 PM »
I know very well the scale. I used to shell the fields in TT every time Trinity came through rotation.

What you fail to realize is that each sector on every map is 25 miles across and 25 miles wide. Now that you know that take a look at OZkansas TT again.
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Offline TDeacon

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Re: General TT improvement
« Reply #40 on: September 09, 2013, 09:05:50 PM »
I know very well the scale. I used to shell the fields in TT every time Trinity came through rotation.

What you fail to realize is that each sector on every map is 25 miles across and 25 miles wide. Now that you know that take a look at OZkansas TT again.

Nobody is arguing about the overall size of the sector.  When I say there "isn't room", I also say what I mean by "isn't room".  You seem to have ignored this portion of my previous post, for some reason.  To *repeat* what I already posted:

<quote>
Note that there isn't room for 3 bases, unless you have the spawns directly into the bases, which would be ridiculous.  So to fix that, they would have to move the spawns, etc.  Much more work, and therefore much less likely to get done.  Thus, I prefer the OP's idea.
<unquote>

MH  

« Last Edit: September 09, 2013, 09:11:23 PM by TDeacon »