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Posted (edited)

 

 

War is war  :hunter:  :fly:

 

but this is a game server  :wacko: people should just grow up and play in a way that everyone can enjoy it. what fun is it shooting planes on the ground? a good dog fight is 100 times better

Edited by I./JG3_Asgar
Posted

 

 

what fun is it shooting planes on the ground?

 

AAA is now changed, they are killers. It is much harder vulching.

  • Upvote 1
Posted
-DED- works together with 72AG to achieve better results and to develop server.

Server name is changed to 72AG-DED- Random -Expert- Beta-

We do not stop on achieved, only forward.

  • Upvote 1
6./ZG26_5tuka
Posted (edited)

You are trying to fix the issue on the wrong end. AAA ai logic is buggy since launch hence why it sometimes is useless despite high ai level. Still setting global ai to laser guided doesn't solve the problem, it creates new ones.

Even random placed Maxim machine guns can now shred your engine or fuel tanks at several 100m distance with single hits. Flying low altitude ground attacker is totally pointless, yet nessecary with the often 8/8 overcast setting frequently generated.

 

Until that's fixed this server will remain a low alt slugfest for Yaks, 190s and 109s. That's sad because the basic concept is great, the seems a little lacking.

Edited by Stab/JG26_5tuka
  • Upvote 1
Posted

AAA is now changed, they are killers. It is much harder vulching.

the AAA were always killers on your server no matter if you're at the airfield or a mission target. that's why i don't fly there anymore. it makes no sense to play a ground attacker and play the objectives. I was there with 2 wing man in bf 110. diving with 700 km/h maneuvering to evade fire. the second we line up on target to drop bombs...dead...all 3 of us. the AAA on your server is stupidly good

Posted (edited)
the AAA on your server is stupidly good

 

AAA at the target is in normal mode

AAA at the airfield is HARD mode

 

Attacking ground target, it is important to take anti AAA maneuvers and after bomb drop is immediately leave the target area, as if trying to fly over or around the target, it ends at a hangar.

 

 

Edited by -DED-Indigo
I./ZG1_HeTzeR
Posted

I dont have any problems with AAA, you just need to fly right ;) If I hear 700KMH with a 110, then of course you are dead soon, flying with Vne and a little raindrop will make your wing come off ;) 

Posted (edited)

Hello all,

 

first of all, this is an awesome server !  ...great immersion ! 

 

As im quite new to Il-2 BOS (not to flight sims)  pls gimme quick feedback on how to navigate most effectively on the server:

 

- as the ingame map is deactivated , how do you do it  ?

   -> by visual reference points and having the printed out map in front of you or how you do it?

 in the mission briefing I couldnt find any compass heading data or similar stuff.  

 

Im flying as lone wolf, but sometimes I'm listening TS background

Edited by Jabo2009
9./JG27MAD-MM
Posted

Form my experience Flak on low, is pretty much useless they don't fire at all and hit nothing. 

When you go to normal mode it's twice the time of accuracy and firepower. 

BOS is lacking of some mode between low and normal the difference is to extreme.

Posted

The large map, 'o' key is still available

 

there are some great map tools, printable maps, in browser maps and flightplanning tools available in 3rd party apps and utilities section

 

Cheers Dakpilot

  • Upvote 1
6./ZG26_5tuka
Posted (edited)

AAA at the target is in normal mode

Than I suspect something is wrong because AAA units are way more accurate and effective than on other servers with "normal" AAA.

 

With that issue in mind, the ridiculously often generated 8/8 cumulus condition causing fighter clusters at < 800m and the annoyence of bugs (player does not spawn in plane afteer pressing "Start" button, player get penalty kicked in supply planes, bombsight interface bugs out sometimes) there's not much but cluster dogfighting left this server has to offer.

I dont have any problems with AAA, you just need to fly right ;) If I hear 700KMH with a 110, then of course you are dead soon, flying with Vne and a little raindrop will make your wing come off ;)

What an ignorant statement this is.

Edited by Stab/JG26_5tuka
  • Upvote 1
I./ZG1_HeTzeR
Posted

 

What an ignorant statement this is.

Ive waited for this :D

Posted (edited)

pls gimme quick feedback on how to navigate most effectively on the server:

 

- as the ingame map is deactivated , how do you do it  ?

   -> by visual reference points and having the printed out map in front of you or how you do it?

 in the mission briefing I couldnt find any compass heading data or similar stuff.  

 

To see the full screen map the default key is "O" ("M" brings just a kind o "GPS/AWACS" for NORMAL mode).

 

At start of every flight, look at the map and localize your home base, then your target area and set a course for there.

 

One this to place in front monitor screen over map help in determines the bearings.

 

http://www.hearlihy.com/iCongoProductImages/iCg_FullCircleProtractor.jpg

 

Considering the relative small area of the 'battle square", after a little practice is not difficult.

If you fly for Russian side, generally you goes to West  for target area, and back to East to home base.

Vice versa for German side.

Edited by Sokol1
72AG_Crusader
Posted (edited)

Than I suspect something is wrong because AAA units are way more accurate and effective than on other servers with "normal" AAA.

 

 

It is not enough only to set AI level of unit in full mission editor. For correct behavior of AAA, it should recieve "Command: Attack area" in mission logics (this is full mission editor feature only). And this command have time of action. After this time ends, command finished and AAA dont performs.

Edited by 72AG_Crusader
Posted

There appears to be a problem with this server tallying destroyed ground targets correctly. I destroyed an artillery encampment and was credited with only 2 ground kills. I dropped 10 bombs on various targets in the encampment, none of them missed (I watch the bunker explode). I have also had this problem when destroying bridges (it credits zero ground kills). Has anyone else had this problem? This doesn't happen on other servers for me.

[CPT]Pike*HarryM
Posted

I had that happen as well, dropped a fairly big bomb on an arty site and got numerous objects destroyed/on fire but only got credit for 1 howitzer.

72AG_Crusader
Posted (edited)

There appears to be a problem with this server tallying destroyed ground targets correctly. I destroyed an artillery encampment and was credited with only 2 ground kills. I dropped 10 bombs on various targets in the encampment, none of them missed (I watch the bunker explode). I have also had this problem when destroying bridges (it credits zero ground kills). Has anyone else had this problem? This doesn't happen on other servers for me.

About bridges 1st.

When you drop bomb on it, you may deal much damage, but not destroy completely the bridge. For example, pillars damaged and vehicles cannot safely pass the bridge.

In this case target is destroyed, but bridge itself doesnt credited.

 

And about other target counting.

Please, give me some more information about flight. I cant tell you why this happened without details. It may be thousands of reasons of it.

Edited by 72AG_Crusader
Posted

 

 

There appears to be a problem with this server tallying destroyed ground targets correctly. I destroyed an artillery encampment and was credited with only 2 ground kills. I dropped 10 bombs on various targets in the encampment, none of them missed (I watch the bunker explode). I have also had this problem when destroying bridges (it credits zero ground kills). Has anyone else had this problem? This doesn't happen on other servers for me.

 

 

 

I had that happen as well, dropped a fairly big bomb on an arty site and got numerous objects destroyed/on fire but only got credit for 1 howitzer.
 

 

If you have replay, you can send to me?! I try to explain where the problem lies, but I need  replay.

Posted

Best mission ever, Great work with it.
Anti Air is good. a rapid firing anti air gun vs a diving attacker should hit each other pretty 50/50, unless the attacker zeros on 800+ meters and shoots from that distance before the AA gun starts shooting.

I have a few suggestions:

 

1. fewer maschines before resupply, maybe two machines per mission start and another two with resupply fly?

 

2. an airfield fuel depot which can be affected partly by attackers ( fuel storage , but in the first place needs the player to estimate their needed fuel and mission in advance
in order not to waste a fuel tank all the time and bring back fuel from the objective instead of jumping out of the plane behind the front line.
A resupply fly would stock the airfield with low fuel up a few thousand litres ( whatever the payload of an pe-2 is ).
This would need more communication and coordination among the players.

3. disabling the runway instead for 20 minutes for a complete hour.

  • Upvote 2
Posted

 

 

1. fewer maschines before resupply, maybe two machines per mission start and another two with resupply fly?
 

 

At the moment there are no plans to revise the limits. maybe in the future

 

 

 

2. an airfield fuel depot which can be affected partly by attackers ( fuel storage , but in the first place needs the player to estimate their needed fuel and mission in advance in order not to waste a fuel tank all the time and bring back fuel from the objective instead of jumping out of the plane behind the front line. A resupply fly would stock the airfield with low fuel up a few thousand litres ( whatever the payload of an pe-2 is ). This would need more communication and coordination among the players.

 

This is not possible because the game mechanics that does not allow it. And it can lead to some unfair game. I'll take 3 He, full fuel, destroy. The fields are blocked!

 

 

 

3. disabling the runway instead for 20 minutes for a complete hour.

 

 

If you close the two aerodromes, what will  a third, little hell?
6./ZG26_5tuka
Posted

It is not enough only to set AI level of unit in full mission editor. For correct behavior of AAA, it should recieve "Command: Attack area" in mission logics (this is full mission editor feature only). And this command have time of action. After this time ends, command finished and AAA dont performs.

Thx, I'm not too familiar with the ME so this is new to me.

 

Do you know how it's set on your server?

Posted

If you close the two aerodromes, what will  a third, little hell?

 

well, disabling an airfield for 20 minutes is more or less useless. many players won't even notice, because their sortie was so long they didn't even realize the airfield was out

  • Upvote 2
Posted

 

 

If you have replay, you can send to me?! I try to explain where the problem lies, but I need  replay.

 

Unfortunately, I don't have one. I will make sure to record it the next time I am on this server.

Posted

@DED Indigo

well, if you manage to get like 3 or 6 heavy bombers to take out three airfields ( all ) at the same time, destroying the runway or limiting the fuel amount heavily ( not 100% ), then you deserve to be in advantage for the next hour.
Normally you will have one or two guys trying to destroy an airfield, but 20 minutes inactive wont even matter, the flight of the bombers itself is probably 40 minutes already, like Asgar said aswell.
Right now nobody bothers destroying an airfield, it is not worth the effort and risk.
You need more time to fly to it than it will actually disable it.

you could make it so, that it would need two full payloads or whatever size to disable it for an hour and after the 1st airfield is destroyed and they try to get the 2nd one, the attacked actually have to intercept that undertaking, instead of just looking for a fight or destroying some objectives.
It would become more dynamic and the failure of the side has a bigger effect on the overall mission, so they actucally have to coordinate defenses more.
Right now it doesnt even matter.

  • Upvote 2
Posted

 

It is planned in the future the opportunity to fully close the airfield.

It will only be possible if destroyed airfield runway and destroyed all land equipment.

  • Upvote 1
Posted

A small table with values. For every destroyed equipment.

 

 

AUz1w59.jpg

 

  • Upvote 1
72AG_Crusader
Posted

Thx, I'm not too familiar with the ME so this is new to me.

 

Do you know how it's set on your server?

It's already set ;)

Posted (edited)
After today's restart is a different scoring system:

The team will be scored all destroyed units, all buildings, AAA, planes.

If you close the target is also bonus points.

Reduced winning percentage is now 55%.

 

Bonus points (temporary)

400 - Airfield

350 - Rear wareHause

150 - Field storage

125 - Artillery

95 - Train

150 - Convoys

75 - Target discovery

200 - Successful tank attack with the Territorial occupation

300 - Armored Convoy

100 - Bridge

200 - Ship

Edited by -DED-Indigo
  • Upvote 1
VBF-12_Snake9
Posted

May i ask what the ping limit on the server. I have been getting kicked lately. My normal ping runs around 130. East coast usa.

  • 1CGS
Posted (edited)

350

Edited by -DED-Rapidus
VBF-12_Stick-95
Posted

There has been many posts and suggestions about how to stop people vulching (increased AAA, etc.) and to give incentive to live and return your aircraft (limited aircraft per mission).  Credit to the admins and mission builders for implementing the changes.  I think there has been an improvement.  I had another thought aimed at the same goal.  Maybe this has already been posted, don't know.  I'm not even sure I am in favor of this but I thought it worth a discussion (please, no flame war).

 

What if, for aircraft sorties, air and ground kills only count in the pilot statistics when you are not killed or captured?  Maybe results when killed or captured would show in the Stats Sortie List but not be included in the Pilot Statistics in the same fashion as a Disconnect.

 

Impact?  For vulchers who remain until killed trying to increase their stats, they would be sadly disappointed.  Will this stop all?  Probably not as some may not be chasing stats.  As far as incentive to live, it would not just be having three aircraft within a map rotation that matters but also incentive to live through each and every sortie in order to have results count. 

 

IMO this would change the dynamics of the server.  The question is, would it be better or do cons outweigh the pros?

 

Thoughts?

  • 1CGS
Posted (edited)
After today's restart is a different scoring system: The team will be scored all destroyed units, all buildings, AAA, planes.

 

&

 

There has been many posts and suggestions about how to stop people vulching (increased AAA, etc.) and to give incentive to live and return your aircraft (limited aircraft per mission).  Credit to the admins and mission builders for implementing the changes.  I think there has been an improvement.  I had another thought aimed at the same goal.  Maybe this has already been posted, don't know.  I'm not even sure I am in favor of this but I thought it worth a discussion (please, no flame war).

 

What if, for aircraft sorties, air and ground kills only count in the pilot statistics when you are not killed or captured?  Maybe results when killed or captured would show in the Stats Sortie List but not be included in the Pilot Statistics in the same fashion as a Disconnect.

 

Impact?  For vulchers who remain until killed trying to increase their stats, they would be sadly disappointed.  Will this stop all?  Probably not as some may not be chasing stats.  As far as incentive to live, it would not just be having three aircraft within a map rotation that matters but also incentive to live through each and every sortie in order to have results count. 

 

IMO this would change the dynamics of the server.  The question is, would it be better or do cons outweigh the pros?

 

Thoughts?

These points will be credited to the pilot personally and the team, but the pilot will get these points only upon successful return home. With these points you will be awarded the aircraft, the supply will also get some points instead of planes. System 3 planes on a mission will be abolished in the near future. Personal hangar without automatic replenishment of aircraft, earned in the mission for the good of the team, returned home alive and get points, get a plane if enough points on the personal account.

Edited by -DED-Rapidus
VBF-12_Stick-95
Posted

&

 

...but the pilot will get these points only upon successful return home...

 

Will points be awarded if successful bail out or crash landing in friendly territory or only if plane is returned to airbase?  If airbase only, can it be any spawn base?

[CPT]Pike*HarryM
Posted

I thought that in the mission builder you can set a flak group to target specific aircraft types. So you could add extra flak groups at airfields that only target fighters but not bombers or attackers.

VBF-12_Stick-95
Posted

Made several sorties today flying Russian.  Vulchers worse than ever, flying as kamikazes.  Multiple airfields under concurrent attack.  Almost made flying Russian unplayable.  If the idea behind recent changes was somehow to discourage this, it appears to have had the opposite effect.  Is the permanent closing of airfields in effect?  That might do it.

Posted

I thought that in the mission builder you can set a flak group to target specific aircraft types. 

 

No, the command "Attack Area" - that manage AAA, differentiate:

 

Attack Air Targets

Attack Ground (area)

Attack Ground Targets

Posted

 

 

Is the permanent closing of airfields in effect? 

 

No. 

[CPT]Pike*HarryM
Posted

No, the command "Attack Area" - that manage AAA, differentiate:

 

Attack Air Targets

Attack Ground (area)

Attack Ground Targets

I think I was thinking of the complex trigger where you can select the objects entering that set it off, have never tested it but it was in pransters tutorial...of course the flak would target all enemy types so not a perfect solution. 

 

http://i.imgur.com/r8M7z3e.jpg

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