Jump to content

Didney_World

Members
  • Content Count

    1150
  • Joined

  • Last visited

Community Reputation

545 Excellent

About Didney_World

  • Rank
    Member

Recent Profile Visitors

1762 profile views
  1. i fly in VR for vvs/axis and I only use the keyboard for text chat and some rare commands, like 'feathering'. The rest is mapped to my HOTAS and I use them by a simple blind feel. You just need the proper hotas: - water rads - on axis - oil rads - on axis - radial inlet shutters - on axis - radial outlet shutters - on axis (same axis as water rads for inline engines) - stabilizer/trim - on axis - mixture - on axis so for flying I-16 for example I use: - radial inlet rads axis <-- same for I-16, La) - oil rads axis <-- same for all planes - mixture axis <-- same for all planes - rpm axis <-- same for all planes - throttle axis <-- same for all planes so just 5 of them. The rest are buttons on HOTAS: boost button, gear up/down buttons, flaps up/down buttons.. After a while you'll get used to the location of these controls and you don't need to physically look at them anymore.
  2. 1) we join a server and there's 3 vvs and 25 axis. 2) how can you defend an objective with 3 people vs 10 attacking planes exactly? 3) so there's a more or less even number of players on both sides. Take the yesterday's gameplay for example: - Early war - 4 vvs vs 20 axis - VVS has I16's, LAGG, Mig3, P40 for fighters vs E7's, 110's, F2's, Stukas the planeset itself is imbalanced from the point of capabilities, the qty of players is out of balance. All our attempts at 'defending' our positions were shut down within the first minute of showing up at our defenses. All we can do at this point is trying to sneak and go to the rear bases and try to bomb something, which wasn't a sure shot either because 2 enemy fighters showed up there within 5 minutes and destroyed our whole group due to more maneuverable and faster planes. Why is the early war map so badly balanced? The only way to take on the axis in this particular scenario using weak vvs planes is if we have 2:1 number advantage, or at least 1.5:1. You can say "it's historical", ok, but then how having P38/tempest in Kuban makes any sense in later plane rotation? If it's historical then it needs to be historical all the time. But if you're allowing for additional and stronger planes to be part of the scenarios later on why not make it across all time periods? Last night's map wasn't about "ok, let's make a difference" for the vvs, it was "let me time myself to see how long before I'm dead". Not sure what else I can present to you for more clarity on the situation. Let me add one more thing, - - all of the above is because I LOVE playing on your server. If I didn't like it I wouldn't have posted anything in this thread to begin with. We're faced with the similar unbalanced server pretty much on daily basis and after a while it results in frustration as every night we have to come up with some b.s. tactics mainly for purpose of annoying the enemy, instead of actually fighting it to win the map.
  3. that's one way to look at it. However, the complaints are about the actual gameplay imbalance. Even if the average number of players is equal on both sides, the actual gameplay on the server is always unbalanced. There's no point in fighting for the underdog because I can always wait for when my side gets higher number of players and then engage the enemy. I understand it's not an easy problem to solve, but brushing it off using a simple average doesn't address the problem in any way. edit: if you do have the night/day shift statistics then maybe you can arrange the planeset or the maps in a way that's beneficial for the members of the larger team to join the opposing low numbered force simply because they have better planes? just spitballing here.. or provide more or less AA coverage.. The point being that there must be some sort of an incentive...
  4. i'm as hopeful as you are, bud, but i'm a realist when I see what happens on MP servers day after day for the past 3 years. πŸ˜„
  5. yes, it's a nice dream, albeit a pipe dream at best for general MP. I can see it as a possibility for a large and organized squad that hosts a locked down server for its squad members only, or again in a private coop. But for the general public MP servers it's a distant fantasy. πŸ˜„
  6. flight organization is the weakest link in the IL2 series. You can blame lack of in-game VoIP with assignable squads, the myriad of discord 'servers' for dedicated MP servers, TeamSpeak clients, SRS, etc etc. Plus, you're outline a very specific battle scenario, which limits the player's attention span/interest if he/she doesn't have that particular plane, or simply not interested in flying it. Hence all of the MP servers are in to: a) historical war (with large plane selection, target areas for everyone's taste b) ahistorical war (same as above but with larger and ahistorical planeset) c) fantasy (everything is allowed period)
  7. there was a response from the devs stating it's an optical illusion. I.e. the aircraft actually stays the same size but the background gets closer/bigger and the brain can't cope with it in a logical way.
  8. I completely agree with you if you're dealing with AA set on medium. But TAW AA? That's something else entirely I personally experienced its wrath when I was at 3K altitude, diving on the objective in FW190 in a parabola curve path at almost 700kmh when a SINGLE flack took me out. πŸ˜„ I mean.. .. i'm still speechless .. i can't come up with any arguments for that, man.. lol edit: and by "SINGLE" flack I mean there were neither flack explosions prior nor after my ultimate demise. It was literally a "one shot=one kill" flack. That's some Gandalf "you shall not pass" stuff right there.. πŸ˜„ πŸ˜„ πŸ˜„
  9. the Internet and its vast informational archives are at your finger tips, my friend. Use it! It can bring pleasure and enjoyment to an otherwise mundane task of the yesteryears. πŸ˜„
  10. I honestly don't follow your line of arguments. If you want historical setups then someone somewhere can research the use of these driveable AA's and set them up for some scenarios. Or they can just use them a-historically. The devs are giving us (well, selling us) another tool, it's up to us when and how to use it.
  11. - TAW doesn't need player controlled AA because they use aimbot for their AA, which is much better than any human controlled AA. It's not in their interest to provide this functionality. - SP career/scripted campaigns follow the appropriate timeframes. - MP? Well, MP is for fun. You want the historical grind fun? Get on SP dynamic campaign or TAW. You want to have fun in general? Then join MP with various historical, ahistorical or fantasy setups. The driveable AA's are for that.
  12. it's SP career vs. MP servers with custom maps. You guys are talking about 2 different things.
  13. I think you're possibly mixing up your desires and expectations vs. what's actually happening in these full real servers. Also, what do you mean by 'don't have free tanks' due to a bug? Are you saying that 2 tanks that are included in BoS aren't playable? I've never tried to actually play in them, but they are definitely available to me if I select the tank spawn in MP..
  14. I think it follows the spirit of any vehicle use in IL2. If it was available on a whim without bailing out of the plane/exiting the game then these could become camping magnets. In full real servers (Finnish or TAW) you can control tanks (without TC) and attack the objective on the ground. These AA can also follow the same engagement style, protecting the player controlled tank(s) from the plane. there's plenty of game scenarios to make use of these AA's. I understand your sentiment, but have you actually played on Full Real servers with player controlled tanks? In my experience in Finish dynamic campaign server a single player controlled tank being used by a single player can pretty much take out the whole objective if he plays his cards right. If he's aided by a friendly player controlled AA - that's an added bonus. Also, the Mission/map designers can introduce a logic where the map spawns empty AA vehicles (for players to control) when the player controlled tank captures a certain area (quarter way, mid way, etc), so there's no need to drive the AA vehicle all the way from the base camp. Like any other object in this game it needs to be tried out in the actual battle scenarios to see what makes the most sense and adds an interesting angle to the gameplay without creating a havoc or boredom.
×
×
  • Create New...