Author Topic: Hangars and Ack Reupping  (Read 6834 times)

Offline Bronk

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Re: Hangars and Ack Reupping
« Reply #30 on: November 08, 2009, 10:38:29 AM »
Crazy talk Fugi ... just crazy.
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Offline DREDIOCK

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Re: Hangars and Ack Reupping
« Reply #31 on: November 08, 2009, 10:42:24 AM »
The result was a continuous race for reset that simply consisted of two "big" countries constantly ganging on the smaller one.

You must not fly for the knits very often then LOL.
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Offline DREDIOCK

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Re: Hangars and Ack Reupping
« Reply #32 on: November 08, 2009, 10:48:23 AM »
I think the frequency of "winning teh war" has decreased lately due to one factor:

The two countries with the numbers are always ganging the third country instead of capturing bases needed for the "win."

Last week, nits backed into a corner with 6 or 7 bases(?) and only one or two rook/bish fights going on.

Last night, rooks down 15-25 in numbers and no nit/bish fights.

Is it really about "winning teh war" at all?


wrongway

And there ya go. Thats it in a nutshell
In LW Orange the last couple of nights is the first time I remember us having more bases in an enemy country then they had in ours in a very long time.
what is described here is  pretty much what I usually see between Rooks/Bish
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Offline DREDIOCK

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Re: Hangars and Ack Reupping
« Reply #33 on: November 08, 2009, 10:56:58 AM »
This is why people bomb and bail. Take out your targets, bail, then get back there just in time for the targets to pop again. It is like a cycle, see?

I for the first time in probobly years saw a bomb & bailer a couple of weeks ago. It hink its more rare then people make it out to be.

But, that being said. Obviously it happens. Perhaps if they tied score more closely with time survived after the drop and hit. Say 5 min. Or better yet reduced score dramatically of those that bailed before their plane was actually crippled. This might give these types their just deserves.

BTW I like what HTC did with the bombs where they go away if you die before the hit.  but I think some adjustment is needed with the PT boats. Maybe tie the torps into time running in the water before the PT is killed. Meaning after X amount of time running before the PT gets destroyed they go "live" and then nothing can stop them even if the PT is destroyed
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Offline Lusche

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Re: Hangars and Ack Reupping
« Reply #34 on: November 08, 2009, 11:18:31 AM »
IBTW I like what HTC did with the bombs where they go away if you die before the hit. 

Ords don't go away when you die, just when you reup before they hit.
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Offline 68ZooM

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Re: Hangars and Ack Reupping
« Reply #35 on: November 08, 2009, 12:29:50 PM »
FH, BH, and VH are all down for 15 minutes only. Town buildings are down for 45 minutes. The change in times for VH, FH, and BH was a
result of AH Community howls! We got what we asked for.

If im not mistaken FH,VH and BH will all come back up in 10 mins now, not 15 like it used to be
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Offline DREDIOCK

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Re: Hangars and Ack Reupping
« Reply #36 on: November 08, 2009, 04:25:51 PM »
Ords don't go away when you die, just when you reup before they hit.

Ohhh.
I thought it was the other way around.
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Offline DREDIOCK

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Re: Hangars and Ack Reupping
« Reply #37 on: November 08, 2009, 04:27:19 PM »
If im not mistaken FH,VH and BH will all come back up in 10 mins now, not 15 like it used to be

Not when Im waiting for the VH to pop. Only when Im trying to keep another countries VH down 
Or so it feels like LOL
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Offline grizz441

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Re: Hangars and Ack Reupping
« Reply #38 on: November 08, 2009, 04:50:22 PM »
Page 3 of this thread dedicated to you by DREDIOCK.   :)

Offline DREDIOCK

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Re: Hangars and Ack Reupping
« Reply #39 on: November 08, 2009, 05:47:03 PM »
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Offline BnZs

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Re: Hangars and Ack Reupping
« Reply #40 on: November 09, 2009, 10:45:11 AM »
I think hangars and ack should re-up after 15 seconds myself.
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Offline RufusLeaking

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Re: Hangars and Ack Reupping
« Reply #41 on: November 09, 2009, 12:01:43 PM »
Can we slow this popping down, or at least make the process more dependent on running field supplies or something.
I am no expert, but here is what I understand:

Hangars are not affected by supplies or strat status.  

Ack time is variable.  It is slowed down as the zone’s ack factory is damaged.  It can be sped up with field supplies.

Like many things in AH2, the rates have probably evolved over time.  Changing because of one bad mission is reckless.

BTW, there are a lot of squads out there that can deack a base in less than 2 mins. Of course they have 40 ppl doing it, but that's uber and to be envied.  
I’ve seen two F4U-1Ds do it to a small field.  Personally, I’m good for one or two guns before I lose a wing.

They really need 2 arenas. One for a war where strats cripple a side, by staying down and adversely affecting the side. And an arena like the one we have now. Take care of both camps.
Not a bad proposal.  It might be one of those "watch out, you might get what you're after" things.

It is about space and time.  We have planes that could barely cross the English Channel capable of crossing the largest bodies of water on the maps.  People routinely score more kills in a month than the top ace did over the course of the war.  

The goal is to pack in the most fun and eliminate the most tedium in a given amount of time.  Super realism with regards to mechanical reliability, logistics, weather, etc. would kill much of the fun.  
« Last Edit: November 09, 2009, 12:45:26 PM by RufusLeaking »
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Offline Karnak

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Re: Hangars and Ack Reupping
« Reply #42 on: November 09, 2009, 12:22:59 PM »
There is a strat change in the works.
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Offline twitchy

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Re: Hangars and Ack Reupping
« Reply #43 on: November 10, 2009, 02:27:46 AM »
There is a strat change in the works.

Would definately be interesting to see the strats and supply chains have more of an impact on the game.
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Offline Delirium

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Re: Hangars and Ack Reupping
« Reply #44 on: November 10, 2009, 03:00:55 AM »
Stuff is reupping waaaaay too quickly, which is kind of ridiculous IMO.

Can we also reduce the amount of G these buildings can pull? Everytime I see a building they are always pulling 1G!
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