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Porky

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About Porky

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  1. Perhaps the award can be special payloads as well? For example access to SC 1000 or SC 1800 bombs. It seems the most effective way for Axis pilots to take on tank bases right now is to dive bomb with big bombs (looking at ITAF_Cymao's stats). Limiting those again may be a good idea...
  2. Does it make sense to have the Bf 110 E-2 and JU-88 A-4 as award planes? I mean, weren't they available from 1940 already? (pretty much at the same time as the 109 E-7).
  3. The problem with only having two tank battles active each mission is that the missions become too short (which is a real issue for people flying high altitude/long distance bombing runs for example, and I'd imagine a nuisance for most people when they get constantly interrupted by mission roll over). We saw this issue the last time we tried with only two TBs. EDIT: Maybe a minor lowering of objects on all tank bases would be a better solution? Depending on what's most taxing on performance. Do we know?
  4. Ah, I see. Cheers! I updated my spreadsheet showing the plane sets:
  5. I don't know why, I always assumed the 7b was later than the 1b. Perhaps because of the numbering and because Yak-7b is included in the BoK pack...
  6. Thanks! That's a pretty nice and not too restrictive plane set. I wonder, though, did you mix up the Yak-1b and the Yak-7b? The 7b (yak7bs36) is introduced in the second plane set while the 1b (yak1s127) only arrives in the fourth.
  7. Could we have a look at the current planeset settings by any chance? Just the raw data.
  8. Yeah, well, except that doesn't work at all when we take into consideration that most of the time the server is either empty or populated by a single or two-three pilots working at leisure without any opposition. The current system, especially after the tank base repair times were decreased, makes it very hard (at least time consuming since you have to deal with depots or even factories first most of the time) to solo the tank bases. Which I think is good.
  9. I think we should rather make factories more relevant by activating the closest intact factory for each mission (just like the depots), so it has a big impact on repair/resupply times. This will also make defending factories very important since losing one will result in the enemy having a factory right next to the front with super fast repair and resupply time for the next mission. Of course, this will also make attacking said factory easy/faster, so perhaps having two factories active isn't such a bad idea. How about having two for each side, where one is the closest to the front and the other is the furthest from the front? (This will also make it possible to close two factories, e.g. Staritsa and Rzhev, during the same mission).
  10. I think it would be cool to have "fake blocks" on the runway in addition to the other targets (so they count towards "objects closed"). This will make hitting the runway useful but not overpowered, high altitude bombers will have something other than the hangars to aim at, and in the meantime it could possibly make it take a little bit longer for smaller aircraft to close an airfield (they need more bombs, and they can't close the airfield just by targeting all the small objects).
  11. So, I suppose this is how it looks now (with the disclaimer that I may have missed something): I'm fine with the changes, except I still don't see the point in limiting old planes in the later weeks (especially planes such as the P-40 and 109 E-7), and I pity those that like the 190 A-5, since they now only have the last week with it (why?).
  12. Yes, I heard in this documentary, a JU 88 pilot saying that they had a "cannon" in front, but that they usually removed it to give more room for the navigator. It'd be really nice if we could have a modification to remove the gun or alternatively make it a 20mm cannon.
  13. P-40 should be available all the way through unless something has changed.
  14. Yeah, why the heck have they messed this up? So stupid! Meanwhile Wellen and I just dropped 4000 kilos of explosives on a depot getting 2 objects each, which even though it was already partially destroyed and we didn't hit spot on with all our ordinance, is a bit weird.
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