Author Topic: How about...  (Read 6399 times)

Offline ccvi

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Re: How about...
« Reply #15 on: December 28, 2016, 06:08:04 AM »
furballers actually show up on base takes hoping for a good fight from the Defenders.

If with "good fight" you mean "easy vulches" you're right.

Offline Randy1

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Re: How about...
« Reply #16 on: December 28, 2016, 07:45:54 AM »
A good furball is something I would miss if it were, somehow removed from the MA.  The DA is a waste of cyber space.

Offline popeye

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Re: How about...
« Reply #17 on: December 28, 2016, 10:30:05 AM »
furballers actually show up on base takes hoping for a good fight from the Defenders.

My experience is that defending is more of a "furball" than attacking.
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Offline Shuffler

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Re: How about...
« Reply #18 on: December 28, 2016, 10:33:12 AM »
My experience is that defending is more of a "furball" than attacking.

Nothing like a cv attacking our field. Makes for quick fights. Lots of fun compressed into a small space.
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Offline whiteman

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Re: How about...
« Reply #19 on: December 28, 2016, 03:03:13 PM »
Nothing like a cv attacking our field. Makes for quick fights. Lots of fun compressed into a small space.

By far my favorite thing to see, actually being on either side of it is good with me.

Offline 38ruk

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Re: How about...
« Reply #20 on: December 28, 2016, 06:28:04 PM »
Actually the furballers really do help out weather there just furballin or if they're helping to take a base, I've seen plenty of those players that are labeled as furballers helping on a base take granted the defenders grow some balls and actually up and fight instead of running endless M3's to keep the flag from going White, furballers actually show up on base takes hoping for a good fight from the Defenders.

LOL this is great.  I havent seen a more accurate post on these boards in ages.

Perfect post 68zoom.

Most people wouldnt believe it, but there are a bunch of "furballers" that actually go for base captures now to kick up a fight.
Sad thing is , more than half the time we dont see planes upping but instead a hoard of M3's playing "Aces Supply".

Offline 68ZooM

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Re: How about...
« Reply #21 on: December 28, 2016, 10:18:24 PM »
If with "good fight" you mean "easy vulches" you're right.

Actually Here's a thought, while the General Pattons of the M3 world are resupplying town a secondary group with a set of balls up's from a rearward base and Flys to the base being attacked and fights the attackers....  I know its a lot to ask from people but you know its a start.
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Offline 1stpar3

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Re: How about...
« Reply #22 on: December 30, 2016, 06:47:06 PM »
Nothing like a cv attacking our field. Makes for quick fights. Lots of fun compressed into a small space.
ABSOLUTELY correct. As in a previous thread about Resup/defending, it was mentioned that with higher auto ack lethality it would get more folk to up fighters to defend. I am convinced this would help out! :rock Its hard to ask any player to up from a de-acked/ capped field. Usually the time to fly from a rearward base and arrive in time to matter is beyond expectation for a successful defense...thus the resupply thrust.  Why is it that with CVs you can get uppers from the the CV? Right!!!! It doesnt get vultched, to much risk of death for the vultures :x And as quoted, there are usually great action around CV base capture attempts, more times than not! Atleast till some guy sinks it  :devil How many times in a vulched/ capped field situation have you heard this phrase, "Wish I could fly through ack like that and not get hit"? Now how many times have you heard that with CV ack? Just saying, this would work and it is pretty much proved theory. Plus it shouldnt be to hard to change the lethality of base ack.You can do it offline and pretty sure online would be just as simple? Now,not talking about the 5in CV guns on bases,not even talking about making the 88's auto like at strats,just a bit more of a detterent to vulching. Also if the field ack was better it may prevent the manned guns as defence also, as given a chance to get into the air, most of those manned gun guys know they are better with a plane?  :old: :airplane:
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Offline ccvi

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Re: How about...
« Reply #23 on: December 31, 2016, 03:28:46 PM »
Actually Here's a thought, while the General Pattons of the M3 world are resupplying town a secondary group with a set of balls up's from a rearward base and Flys to the base being attacked and fights the attackers....  I know its a lot to ask from people but you know its a start.

Nice idea, but that approach to field defense is usually of not much value.

How's a field lost? By destruction of towns (usually requires some ordnance), elimination of ack (usually done by fighters), and troops. Everything else in an attack is just useful to support the primary objectives. What are the consequences for field defense, what are the possibilities?
  • Keeping troops away is easily possible when they have to be flown in. This, however, does not create a fight, because getting committed to a fight means letting the goon slip through
  • Keeping troops away when they are arriving on foot is much harder from the air, best done on the ground. Flying in from a different base for this purpose is quite useless, as the e-state will necessarily soon be as low as it would be taking off locally.
  • Preventing the enemy from taking down the ack from the air. Most ack killers are pretty low on E, good climbing planes can quickly equalize that taking off locally - a trip from elsewhere takes longer than it takes to kill the ack anyway.
  • Preventing too many bomb hits on town. Coming in from a different base for this works nicely. However, as the bombers are the targets, don't expect this to create fighter-vs-fighters fights. As with the goons, fighters are best ignored to focus on the bombers (and possibly heavy fighters). Once the first bombs hit and a fight is started, its usually too late to start defending.
  • Don't forget the m3 with supplies...
  • Further, if a capture takes so long that there's time to up from a different field, the best defense is to pork the enemy base

Traveling to the fight from elsewhere for fighter-vs-fighter fights? Of some entertainment value, but of very low relevance compared to other more important matters requiring attention. Of all the alternatives to defend, it's also the one that requires the least amount of balls, too - being the task that naturally requires the highest e-state, and targets the highest threat for the own well-being (compared to much lower e-states needed while protecting the assets on the ground).

You want a furball. That's fine. But this is war, and someone has to do the dirty job - or die trying at least.

ABSOLUTELY correct. As in a previous thread about Resup/defending, it was mentioned that with higher auto ack lethality it would get more folk to up fighters to defend. I am convinced this would help out!

If a carrier is right on the coast near a field, it either ends with quick capture, or if a fight starts to develop it ends with the carrier sunk. Furballing in such situation is fun in the same sense as cut-the-rope and angry birds (*) - as much as it is pointless for the war effort. Creating invincible ack will simply always guarantee the latter outcome, carrier sunk. Slightly beefed up ack will do nothing, even a carrier group can be deacked, but why would anyone do that when is easier to sink and get rid of the threat completely?


Crazy idea:

What seems to prevent more fights in the air is towns being too close to fields. Attackers can easily prepare the town for capture and closely watch the field, switching to vulching instantaneously if needed. Defenders can get to town quickly, but only at very low e-states. If towns were at say 10-15 miles (half distance to other bases) from the related field it would cause more complexity for the attack. Either allowing more easy departure at the local base (attack concentrated on town) or allowing more easy defense from elsewhere (forces divided between field and town). Obviously, it is getting more difficult for defenders, too, due to a longer distance between field and town.
Of course, such distant town cannot work with GV spawns 2 minutes out. Also, being further from one base, may imply its closer to another, which is potentially owned by the enemy, reducing the distance for the attackers. This might have been unsolvable in the old days when any field could be own by any country, but with the 90% of own + 20% of each other victory conditions a layout might be possible where this problem does not occur in practice.

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Offline rvflyer

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Re: How about...
« Reply #24 on: December 31, 2016, 05:32:45 PM »

I believe it is already implemented, people can go to the dueling furball arena anytime they please. Don't think there is a limit on when it can be done. :)

What kind of numbers do you think would be in the melee arena if this were implemented?
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Offline 1stpar3

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Re: How about...
« Reply #25 on: December 31, 2016, 11:44:23 PM »
Nice idea, but that approach to field defense is usually of not much value.

How's a field lost? By destruction of towns (usually requires some ordnance), elimination of ack (usually done by fighters), and troops. Everything else in an attack is just useful to support the primary objectives. What are the consequences for field defense, what are the possibilities?
  • Keeping troops away is easily possible when they have to be flown in. This, however, does not create a fight, because getting committed to a fight means letting the goon slip through
  • Keeping troops away when they are arriving on foot is much harder from the air, best done on the ground. Flying in from a different base for this purpose is quite useless, as the e-state will necessarily soon be as low as it would be taking off locally.
  • Preventing the enemy from taking down the ack from the air. Most ack killers are pretty low on E, good climbing planes can quickly equalize that taking off locally - a trip from elsewhere takes longer than it takes to kill the ack anyway.
  • Preventing too many bomb hits on town. Coming in from a different base for this works nicely. However, as the bombers are the targets, don't expect this to create fighter-vs-fighters fights. As with the goons, fighters are best ignored to focus on the bombers (and possibly heavy fighters). Once the first bombs hit and a fight is started, its usually too late to start defending.
  • Don't forget the m3 with supplies...
  • Further, if a capture takes so long that there's time to up from a different field, the best defense is to pork the enemy base

Traveling to the fight from elsewhere for fighter-vs-fighter fights? Of some entertainment value, but of very low relevance compared to other more important matters requiring attention. Of all the alternatives to defend, it's also the one that requires the least amount of balls, too - being the task that naturally requires the highest e-state, and targets the highest threat for the own well-being (compared to much lower e-states needed while protecting the assets on the ground).

You want a furball. That's fine. But this is war, and someone has to do the dirty job - or die trying at least.

If a carrier is right on the coast near a field, it either ends with quick capture, or if a fight starts to develop it ends with the carrier sunk. Furballing in such situation is fun in the same sense as cut-the-rope and angry birds (*) - as much as it is pointless for the war effort. Creating invincible ack will simply always guarantee the latter outcome, carrier sunk. Slightly beefed up ack will do nothing, even a carrier group can be deacked, but why would anyone do that when is easier to sink and get rid of the threat completely?


Crazy idea:

What seems to prevent more fights in the air is towns being too close to fields. Attackers can easily prepare the town for capture and closely watch the field, switching to vulching instantaneously if needed. Defenders can get to town quickly, but only at very low e-states. If towns were at say 10-15 miles (half distance to other bases) from the related field it would cause more complexity for the attack. Either allowing more easy departure at the local base (attack concentrated on town) or allowing more easy defense from elsewhere (forces divided between field and town). Obviously, it is getting more difficult for defenders, too, due to a longer distance between field and town.
Of course, such distant town cannot work with GV spawns 2 minutes out. Also, being further from one base, may imply its closer to another, which is potentially owned by the enemy, reducing the distance for the attackers. This might have been unsolvable in the old days when any field could be own by any country, but with the 90% of own + 20% of each other victory conditions a layout might be possible where this problem does not occur in practice.

(*) Those are great games, and lots of fun. Nothing negative implied here.
I agree with you on those points you made. I was thinking about the same thing but just didnt bring it up. This thread was about finding great fights, unless I missed the point? I am not talking about invincible gun batteries, just a bit more menacing. If you want guys to up fighters to defend instead of resupping you have to do something about the vulching hordes. You can still kill the guns, just want to make it a bit more me of a hindrance to vulching. Even if the horde does kill the ack, it would buy time for several defenders to up.  As far as CVs go, those fights are usually the best action of my day. Those 5 in guns are brutal and everybody knows it. Works like bug be gone, true, it will lose its potency after the carrier is sunk, but usually a good 20 minutes of intense air combat. It best of both worlds, furballers- great fights, base takers -furballers keep them busy
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Offline Ramesis

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Re: How about...
« Reply #26 on: January 01, 2017, 11:20:50 AM »
I believe it is already implemented, people can go to the dueling furball arena anytime they please. Don't think there is a limit on when it can be done. :)

Agreed  :devil
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Offline caldera

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Re: How about...
« Reply #27 on: January 01, 2017, 11:24:36 AM »
Moving towns away from fields and increasing the lethality of base ack would help.  Towns would be away from the umbrella of base ack, which would help the attackers.  Stronger base ack enables defenders to get airborne, but they have to go to the town to fight for it.  Everybody wins.
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Offline MajWoody

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Re: How about...
« Reply #28 on: January 01, 2017, 11:48:01 PM »
I believe it is already implemented, people can go to the dueling furball arena anytime they please. Don't think there is a limit on when it can be done. :)
You took what I said out of context.
If all of the furballers left the MA and went to the DA then the MA would be a ghost town. Yeah, that would be fun.  :rolleyes:
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Offline CAV

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Re: How about...
« Reply #29 on: January 02, 2017, 09:06:46 AM »
Quote
If all of the furballers left the MA and went to the DA then the MA would be a ghost town. Yeah, that would be fun.

True furballers in AirWarror, WarBirds, and AcesHigh  have alway been a low percentage of the population.  They are just very loud on the forums. That is why when players say go to the DA and furball they don't like that plan........... they know they would be the ones in a ghost town fighting other furballers and getting few EZ kills.

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