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AKA_Relent

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About AKA_Relent

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  1. AKA_Relent

    Tactical Air War

    Another suggestion for the depots is to spread out the current number of buildings over a wider area. Currently, the structures are very close together (within the 3 or so big sections), so individual aircraft can wipe out one whole section (or two if they are adjacent) esp if they have larger bombs. Spreading the buildings out would turn the depots into more of a strategic target that would require more carpet bombing with more aircraft. Right now they are still too juicy (IMO) for individual aircraft - more like tactical targets such as the defense positions. Single bombers (or fighters with bombs) weren’t sent over to bomb an industrial target - dozens and then hundreds of bombers were. Yes, that isn’t possible in BoX, but it can still be changed such that it would still require a larger effort with more bombers (with lots of smaller bombs strung together rather than fewer larger bombs) to have a larger impact on depot destruction, then one or two aircraft with big bombs like it is now.
  2. AKA_Relent

    Tactical Air War

    Thanks LG for another great TAW campaign. Your willingness to listen and make logical changes is appreciated. I hope that some of the recent suggestions in this thread are taken to heart and applied to the next round. This of course includes dealing with the paratrooper miss-match (i.e. one sided) functionality, to make it more fair for both sides, esp with the introduction of the Po-2. Also, one more suggestion - any chance of having a map #9 with the introduction of more of the BoBp aircraft? Also, this would force a winner since there could no longer be a 4-to-4 outcome! :).
  3. AKA_Relent

    Historical planeset for TAW

    I voted semi-historical, because given the plane set available, and the challenge of balancing participation, compromises must be made. Even if the plane set was made very close to historical accuracy, the number of pilots and chosen planes could make it non historical. For example, if most German pilots took a Bf-109F4 in map #3, and hardly anyone took an F2 or E7, it would not be realistic. In reality, there would be a balance of numbers of aircraft types being flown as new versions were being introduced, etc. Thus, a more realistic scenario would be to limit the spawning of certain newer aircraft types, to force some pilots to fly the older (e.g. core) aircraft. This would be true for both sides of course - so for each map, the challenge for LG would be to determine/verify the core aircraft types vs the “new” versions being brought forward, and put limiters for the new types.
  4. AKA_Relent

    Tactical Air War

    Ripe for the taking, if only Po-2's were usable like the Ju-52's to capture airfields... :). But all that can be done is to wait for tanks... Any thoughts =LG= on how you might incorporate the Po-2's yet? Just curious, thanks.
  5. AKA_Relent

    Tactical Air War

    Well yes I was being a little facetious, but if you are outnumbered, flying smart as you say still often doesn’t help. The larger side has a surplus of pilots that can afford to cap over their airbases, defensive positions and tanks/convoys (and enemy airfields), such that no matter how smart you fly, you will eventually be seen and attacked - not so for the outnumbered side. I always try to take indirect routes when I can and it makes sense. If a fighter(s) is circling the target, safe goes out the window once you’re spotted . My main point is, just because you die in a sortie doesn’t mean you didn’t fly smart. Especially if you’re outnumbered - you often have to fly even smarter if you’re going to survive in those situations. I just don’t care for the generalization.
  6. AKA_Relent

    Tactical Air War

    +1 Penalizing death is one thing when teams are balanced or if that death is on the side with the majority players. It’s another thing entirely for the side being outnumbered. You can “fly smart” when you have the numbers, as by default each pilot has less risk of dying than the side being outnumbered. If you join a mission when your side is outnumbered 2 or 3 to 1, flying smart might mean not joining at all! So it’s really not fair to say “fly smart”. “If” a death penalty revision is to be made, I would strongly suggest its dynamic. If the sides are balanced, or you are on the larger team, sure. But if you are on the outnumbered side, it’s not in affect. Otherwise it can make an already bad situation (e.g. 50-30) much worse (e.g. 45-15).
  7. AKA_Relent

    Tactical Air War

    It’s normal. If you die (or get captured I believe), your kills still show on your sortie, but don’t count towards your overall stats.
  8. AKA_Relent

    Tactical Air War

    Seems like a simple solution is to this landing and sniping enemy pilots as they spawn is to not allow an aircraft on one team/side to land on an airfield (open or closed for that matter) controlled by the other team/side. Assuming this logic can be scripted - if the aircraft is on the ground within that airfield’s x/y coordinates more than 15 seconds, the pilot is kicked.
  9. AKA_Relent

    Tactical Air War

    I wouldn’t call it a paratrooper equivalent, just that the use of the Po-2 could achieve the same “result” as using paratroopers. IMHO, looking at the numbers of paratroopers needed to capture an airbase (60), it seems very reasonable to simulate dropping weapons, ammo, explosives, supplies and medicine with unarmed bombs as canisters to a similar number of Soviet partisans. It is well known that with the large number of Soviet forces captured during operation Barbarossa, many escaped to continue the fight as partisans. The main thing they were lacking was weapons and ammo, something perfectly suited to the Po-2 to drop off. heres a good read on partisan activity: https://warfarehistorynetwork.com/daily/wwii/scourge-of-the-russian-partisans/
  10. AKA_Relent

    Tactical Air War

    Bummer, that is disappointing. Well, it’s still a possibility to use this idea. Maybe allow the unarmed bombs to be dropped, but shrink the drop zone to a smaller area since supposedly partisans would be waiting below. Would still need to be able to track if the bombs were unarmed in the log. This could represent canisters containing guns, ammo, explosives, food, medical supplies, etc.
  11. AKA_Relent

    Tactical Air War

    Here’s my recommendation - for now, use it just like the Ju-52, but with a slight tweak. - Same drop zone created when the circumstances are correct (I.e. enemy airfield is >= 65% damaged) - Po-2 loads up with 6x50Kg bombs (assuming that is the max loadout), then dis-arms them - Instead of dropping paratroopers, the Po -2 lands anywhere in the drop zone and drops the unarmed bombs, then can take off (start practicing these landings now, see how difficult and report back!) - Requires 6 Po-2 landings/unarmed bomb drops to capture an airfield (same percentages as with the Ju-52) This would mimic a partisan supply drop. Also is dependent on the TAW script picking up the landing and dropping of unarmed bombs events in the drop zone. Important distinction is that the aircraft must be on the ground before it drops. Also, the unarmed bombs requirement means that if a Po-2 is bounced and jettisons the bombs, no supply drop can be completed. To quote The Lion King: “It Is Time!”
  12. AKA_Relent

    Tactical Air War

    Thank you Kathon - these are very good changes to keep the paratroopers at a reasonable level, mainly because they are only available to one side. One more item suggested would IMO make the update even more complete and fair while only one side benefits (for your consideration): If a random troop/AAA group was spawned in the center of the paratroop drop zone, it would fulfill two objectives: - Provide some protection/defense for the side being attacked, so there is some comparable risk to the attacker given the amount of reward if successful - When the troops spot enemy aircraft, they will call out this information so that the defending side can take appropriate actions and defend the area There will still be an advantage to the attacking side, as the defending side can only take airbases/towns through tank column advances. However, these extra changes on top of what you’ve already done will make the environment much “more fair.” Once the Russian side gets transport aircraft, it would make sense to apply the same restrictions, then it would be fair across the board. Thanks!
  13. AKA_Relent

    Tactical Air War

    Thanks for the update Mikhael - hopefully the inventory will be carried over as appropriate on the next map.
  14. AKA_Relent

    Tactical Air War

    I'm not sure it's working 100%, so don't count on it. I had just earned a Yak-1b 127 on the previous map, but once the current Kuban map started, I had 0/1 Yak-1b 127 in my inventory, so it didn't appear to carry over.
  15. AKA_Relent

    Tactical Air War

    Well, no surprise, two of the three airfields captured by the German side were captured by - you guessed it - paratroopers! :). It's like a big free get out of jail card in Monopoly. No waiting for the tanks to make their move on the field over three missions, just go and get it. Assuming we will have to wait until the next round to limit paratrooper effectiveness Kathon was hinting at. Something else this map makes more difficult - the reduced number of airfields and the large space in between. Looks like both sides are focusing on clobbering the frontline airfields.. makes for long flight times, yikes :).
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