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StG77_Kondor

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About StG77_Kondor

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  1. StG77_Kondor

    Tactical Air War

    The Bf 110G-2 Yes. The Bf 110E...No. Both are very good ground attack planes. Even the E is a very good bomber killer. But any VVS pilot that honestly has trouble vs a 110E, shouldn't be flying fighters. The engines and pilot are very vulnerable, and because of it's profile, very easy to disable at least one engine with mediocre accuracy. Let's not get carried away. It is a good plane used to it's strengths. But she's not a 'beast'
  2. StG77_Kondor

    Tactical Air War

    1) Yes. Even a hard cap of 50 could work. I think this allows more wiggle room. 50 vs 34 is still pretty good. 2) No, I don't think this is a good idea. The team with 30 will still have to deal with AA the same as the team with 5 does. I think a hard cap per side is good, but to have an algorithm to recalculate damage? No gracias . The pilots on both teams don't need an additional handicap or charity.
  3. StG77_Kondor

    Tactical Air War

    @=LG=Kathon I think he means that Red could have all their AFs (as long as they have the 'Attack' wording under them) damaged enough to allow FJs to capture it. In other words, it's not just one drop zone per map.
  4. StG77_Kondor

    Tactical Air War

    Correct. And even though that Ju-52 got shot down after or even before dropping the FJ's...the same pilot can try again next mission. Eventually so many Red resources have to be diverted to first - find the drop zone, and then patrol the drop zone for the entire map to guard the base. This in turn affects how many Reds are available to be elsewhere. Again - I don't mind this (actually it's one of my favorite parts of TAW) because it adds another element to teamwork and target prioritization. Difference being in that Red could play their cards right one mission, stop enough Ju-52s from doing their paradrop, but then next mission have to do it all over again because everyone that tried it can try again in another fresh +1 Ju-52. One could make the argument that this makes Blue protecting their own tank columns unimportant, as it might be easier to first bomb and damage the target airfield in bombers/jabos to the point that you can paradrop FJs. Then organize a massive flight of 6+ Ju-52's with appropriate escort and capture the AF. This allows the 109 pilots to get their kills as most Red pilots will be target fixated on easy Ju-52 kills. But more importantly it gives Blue the ability to capture an AF in just two mission cycles. But what do I know, I'm a TAW noob apparently.
  5. StG77_Kondor

    Tactical Air War

    That wasn't clear in your general comment but OK. It might be time to convince some more 109 only pilots to fly bombers. And talk to the very good solo bomber pilots that are in Blue team to work as a team and hit targets other than depots as a group.
  6. StG77_Kondor

    Tactical Air War

    Just a few campaigns ago... Some squads do it (much) better than others. But it's not as simple as a Blue v Red problem.
  7. StG77_Kondor

    Tactical Air War

    Previous campaign was a Blue tidal wave primarily because of Ju-52 being a +1 plane. Now that it's not, Blue is having trouble capturing AFs in the conventional method of shepherding their columns and taking out defenses. Having played both sides extensively, both have about the same level of cooperation. Some squads in particular are better than others, but as a whole it's about as equal as can be.
  8. StG77_Kondor

    AA effectiveness with 3.008

    I'm saying the opposite. Before AA was just as likely with a single 20mm hit to de-wing you regardless of what plane you're flying, etc. I would imagine the change in DM also applied to AA but I didn't see it mentioned explicitly. Just wanted to make sure it wasn't me.
  9. StG77_Kondor

    AA effectiveness with 3.008

    Hello all! Wonder if any of you are noticing anything different with regards to damage taken from all kinds of AA guns. To me it seems that the guns are also acting in the same way as airplane weapons. Before a single hit from anything larger than a rifle caliber, you ran the high chance of losing your wing minimum. I'm hoping this is not a placebo effect I'm having and that others are seeing it as well.
  10. Thank you devs for the update! A most welcome surprise. I assume these HE/AP & DM changes also affected the AA guns and their effect on planes, correct?
  11. StG77_Kondor

    Tactical Air War

    You could give Red the A-20 earlier just to give it something else. Additionally you could lock the load out to only allow the external bombs early (since the external hard points add a lot of drag and reduce speed by almost 50kph). Like this it is still slower than a Pe-2 Ser 35 with similar load out - and it is less armored than Peshka with a shall we say...110E style worthless rear gunner. Afterwards in later maps the A-20 can be unrestricted and allowed to remove the outer bombs.
  12. StG77_Kondor

    Tactical Air War

    Simple problem with this is not every pilot is equal (...in terms of flight hours of course ). We could have the most egalitarian sign ups for every time zone, but the fact is not everyone plays every single day. It would be crazy to conduct a 'fair' war on a piece of paper. For a 24 hour campaign you will have times during the day that are lopsided - on both ends. If it's tweaked like the ability to select front line AFs currently, and it is a set % AND hard cap number like 55 even - then that would solve both issues of 60+ Blue sometimes and the other times it is 25 Red vs 5 Blue. At the same time I think something this drastic should take into account how the rest of this current campaign plays out. Map #1 was a stalemate won by attrition. Map #2 seems to be heading in the same direction. Let's see what happens balance and results wise. Some of these things you can't fairly fix if TAW remains a 24 hour server.
  13. StG77_Kondor

    Tactical Air War

    At the risk of getting in between this most recent and riveting back and forth on numbers... I think a good compromise is to set the hard cap of total # of players per team to 50. 50 vs 34 is not that bad actually, and allows for some fluctuation and not have it be such an egalitarian cap at 42. What is clear is the effect of not having Ju-52 be a +1 airplane in this edition of TAW. I think Blue has only captured a few bases this way, where in the previous version we could see a map ended within 48 hours.
  14. StG77_Kondor

    Tactical Air War

    Before this latest patch - absolutely. After this patch and the way the tank DM is...well. Red's ground attack advantage is nullified. (LW still holds advantage in level bombing)
  15. StG77_Kondor

    Tactical Air War

    Try for yourself in QMB. Once a tank is 'tracked' and you get a kill credit, it takes a LOT more hits/damage for it to blow up like they used to. Go with like a Stuka with unlimited ammo to see, after you track it with 1-2 hits, take note of how many more hits that tank will take. Preferably it is a lighter tank like a BT-7 or T70 for you to see how many more hits even that light tank can take.
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