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Tactical Air War


=LG=Kathon
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Thanks Disarray,

 

I'm still baffled. This week I flew a Mig for 25 minutes as the map ended while safely in flight. Next map no Mig. I'm trying to understand the reasoning/logic. I see other fighters taking off. Is this because I'm "junior" rank in TAW?

 

I read about no VVS fighter support at times. I'd be more than happy to provide CAP or escort. But I seem to be type-cast as a FedEx driver.

 

Thank you for the clarification.

 

From the sounds of it you flew that mission in a Mig on the last round of map 5. Once that round ended the Soviet team was declared the winner of the map and map 6 started. With a new map comes a new plane set. When this happens you are reset to the initial plane set for that map and you start accruing new planes from the available pool for that map. Even though map 6 is set over Moscow you can still use the BOS planes you have available to you; those listed in your hanger on the server's web page. Looking at that page I can see that you have 2 LaGGs, one Yak and an LA 5 available for use right now in terms of fighters. Rank has no bearing on the equipment you have available to you.

Edited by Disarray
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Some of you are obsessed with the numerical superiodity in a side, because that superiority occurs at certain times of the day, depending on which time zone is connected ..... so I found myself flying from German (this campaign, the previous volle of Russian, and the next return of Russian) with aerial superiority in the Russian side, and other times in the German side ..... everything depends on which hour you connect and you fly ....

 

 

By the way the TAW is the TAW and the Random is the Random.

take their planes, look for new tactics, analyze their mistakes .... and they fly again, measures that prohibit MISTAKEN or DIE only lead to boredom, and not wanting to take risks.

 

That would be Rudel if he said "I with the Stuka do not fly ... that kill me" or any Russian pilot "is that the LAGG does not run", in war as in life you have to take risks, sometimes with success and sometimes without the .... if you do not risk nothing is achieved, if we start to put rules that if you kill you do not fly, if your squadron is such ... etc, if you take the risks without risk and are penalized the blows of the hand and the bold attacks (not suicidal) then the TAW will become a campaign without emotion, without dynamism, without life .....

 

in case somebody wants to get me the lace, in this campaign I have been killed 1 time, at 29h: 21min,

 

 

 

in Spanish for Spanish-speaking peers

 


Algunos de ustedes estan obsesionados con la superiodidad numerica en un bando , pues esa superioridad se da a determinadas horas del dia , dependiendo en que zona horaria se conecte .....asi me he encontrado volando de aleman ( esta campaña , la anterior vole de ruso , y la proxima vuelvo de ruso )  con superioridad aerea en el bando ruso , y otras veces en el bando aleman  .....todo depende a que hora  te conectes y vueles ....

 

 

Por cierto  la TAW es la TAW y el Random es el Random .

cojan sus aviones , busquen nuevas tácticas , analicen sus errores .... y vuelvan a volar , medidas que prohiban EQUIVOCARSE  o MORIR  solo llevan al aburrimiento , y  al no querer arriesgarse  .

 

Que sería de Rudel si dijera " yo con el Stuka no vuelo ...que me matan " o de cualquier piloto ruso " es que el LAGG no corre " , en la guerra como en la vida hay que asumir riesgos , a veces con exito y a veces sin el ....si no se arriesga no se consigue nada , si empezamos a poner normas de que si te matan no vuelas , si tu escuadron es tal ...etc , si se priman los vuelos sin riesgos y se penalizan los golpes de mano y los ataques audaces ( no suicidas ) entonces la TAW se convertira en una campaña sin emocion , sin dinamismo , sin vida .....

 

por si alguno quiere sacarme la puntilla , en esta campaña me han matado 1 vez , en 29h:21min , 

 

 

 

 

Saludos   ....regards

Edited by Ala13_Antiguo
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Don't worry gx007, I seem to be most successful as a bus driver. Ground attack is the name of the game and either the Il2, Pe2 or 110 and Ju88, well they pound nicely.

 

I must admit, I can't hit Tanks for !+=£* the 82 rockets always fall short for me and trees get in the way. Actually, the prevalence of tree lined roads for convoys on these maps are a little silly. Sure they passed through forests but especially for tanks, they should be in the open as they are useless and vulnerable to infantry in wooded areas.  Supply and mechanised infantry would be suited to covered areas.

 

Anyway, seems like I am better with a bus in my hands with a heavy loadout than a scalpel. :lol:

 

When I mortgage the house for a food HMD, computer and controls, bus driving it is unless I want to provide target practice to the opposing team.

All of the roads being alley is on the developers part and yes it's comical.

 

Also try the ROFS-132 missiles instead of the RBS-82 they blow tanks up without direct hit. But also keep the wind and especially lowalt turbulence in mind. For all intends and purposes a direct hit requierment is not practical for enviromental reasons alone.

Try paired launches of Rofs-132 at close range <200m

 

The Pe-2 and Il2'43s rockets seem to be intended for diveattacks, i cannot hit them in flat approaches

Edited by =FEW=N3croo
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Some of you are obsessed with the numerical superiodity in a side, because that superiority occurs at certain times of the day, depending on which time zone is connected ..... so I found myself flying from German (this campaign, the previous volle of Russian, and the next return of Russian) with aerial superiority in the Russian side, and other times in the German side ..... everything depends on which hour you connect and you fly ....
 
By the way the TAW is the TAW and the Random is the Random.

 

I might have an obsession with the numbers, but at the times I fly (evenings and night in North America), the balance routinely gets to be so heavily on the Germans' side that it is tactically better to disconnect from the server than to bother flying and definitely dying. For example, the current numbers as i write this are 23 players on LW to 6 on VVS, and that is not anomalous for the time window that I fly. The current rules do not give any recourse for times when the team sizes are extremely unbalanced. The rules should enforce some measures to ensure that the outnumbered team doesn't mass disconnect from frustration as has been the common pattern I've seen.

 

I don't know what an ideal solution would be, but it isn't healthy for the long term life of server if players don't connect because the odds are too far against them. Maybe do any one of these or some other method: provide scaling CM bonuses if the team balance is greater than 2:1 (this way, pilots for the smaller team can get back better planes faster and won't be dropped to transports for so long); restrict the larger side to not having more fighters than the entirety of the other team; provide random difficulty, permanent AI fighters around the airfields for both sides that are zero-point-value targets, but can still kill players; Loosen plane restrictions temporarily on a side if the other side gets too large to simulate emergency reserves; negate plane losses for a player's personal inventory (but not the side's losses) if the team balance is excessive so that people will not be averse to bringing up things that aren't transports. There is definitely something that can be done within the scope of the mission mechanics that would address the team size imbalance even if it would be practically impossible to enforce a team balance due to how players are registered.

Edited by Stiggles
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All of the roads being alley is on the developers part and yes it's comical.

 

Also try the ROFS-132 missiles instead of the RBS-82 they blow tanks up without direct hit. But also keep the wind and especially lowalt turbulence in mind. For all intends and purposes a direct hit requierment is not practical for enviromental reasons alone.

Try paired launches of Rofs-132 at close range <200m

 

The Pe-2 and Il2'43s rockets seem to be intended for diveattacks, i cannot hit them in flat approaches

Thanks for that. My problem is I am shallow diving and at less than 200m I'm starting to pull out or I become a fireball or clip a wing on a tree or something.  Also depends on the tarrget as if it is fortified I am trying to keep speed up to evade aa.

 

Couple that with 27 inch monitor and how tanks seem to small even at full zoom which has them dancing around madly in the sight. It's a challenge. I find waching them with heavy bombs or with cannon easier and I have convergence set to 450m for ground attack.

 

Funny, yesterday I flew a BOM ground attack against inf with PWCG and didn't hit a thing, looked great with MG34 fire all over but I did knock down 3 Stukas who were attacking nearby.  AA I find easier as well due to their fire archs which I can aim on and HE rounds work a treat on them.

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Momsen change in TAW website KG33Momsen to Joachim Momsen in profile.

 

If I remember it's not very hard but it's a no go that admin will do it for you.

 

I can't, thats the problem, otherwise i wont post sth here. And why should it be a no go, thats what admins are for. 

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How do I unlock my new account? 

 

Pretty much new to the TAW Server, haven't been on in very a long time.

 

I have two TAW registrations:

 

Original: Ragan505

New: 4.JG52_Reagan

 

Any assistance in this area would be cool. Trying to follow the rules so I can fly in TAW ;)

 

Thank you

Edited by 4.JG52_Reagan
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How do I unlock my new account? 

 

Pretty much new to the TAW Server, haven't been on in very a long time.

 

I have two TAW registrations:

 

Original: Ragan505

New: 4.JG52_Reagan

 

Any assistance in this area would be cool. Trying to follow the rules so I can fly in TAW ;)

 

Thank you

Log in ur old account in thr site and change the profile name to match ur new one "4./JG52_Reagan"

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Log in ur old account in thr site and change the profile name to match ur new one "4./JG52_Reagan"

 

Yeah, did that. No joy. Still says account locked. 

 

Not a big deal, I'll figure it out some other time.

 

Thanks

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I see whats happening. U have to first logg into 4./JG52_Reagan and change the name to something else (anything else like just Reagan) than log into Reagan505 and change the name to 4./JG52_Raegan. Now make sure your ingame name matches the name 4./JG52_Reagan when you get in the server. That should do it :)

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Well, Germans got all the trucks gents... but a limited number of aircraft to close the map.

 

This might be a dumb question, but I can't find it in the manual:

 

What is the effect of depleting the trucks for a side? Do front line defenses not resupply/repair?

 

I checked both the manual and rules section of TAW. I found a sentence that described the tank rules, but nothing on trucks.

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Anytime any side runs out of any finite resource, that side loses.  For some reason, even though Allies have lost more than 2000 trucks, the map has not ended.

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Anytime any side runs out of any finite resource, that side loses. For some reason, even though Allies have lost more than 2000 trucks, the map has not ended.

We just closed the remaining two airfields so we should have #6 secured. Primus had some details on the trucks indicating that when all trucks are lost they can no longer spawn convoys to repair airfields.

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Limit the german planes at night. Seems like 2/3 of north america is flying german at their peak time, Or put mocow time. At least they'll be flying at night. Greenwich tine would be fair.

Edited by indiaciki
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A fantastic idea! I would even enforce load out restrictions that only unlock with rank. You want your crew chief to remove that rear armor that blocking your view? Well Mr. Fresh to the Eastern Front still smelling like a French bawdy house, screw you. Fly a few missions and come back alive and maybe we'll talk about getting you that full plate removed and those 20 mils you've been whining about.

While this make sense in a game scenario. I don't think this kind of thing would be smart in real life. Whether that kind of attitude was taken on actual frount lines.. seems dubious. I would think giving your pilots the best chances of survival and success would have been appropriate as opposed to 'get better to survive'.

Anyway.. back to in game... ya, going up ranks to get spiff seems the most logical way. One idea might be to have 'demotions' be delayed or occur slowly at first then get larger if you continue to prove ineffective. That way you can progress and not have a bad flight be a major setback. But then if you constantly perform poorly, then you're spiff bag gets smaller and smaller. In that spiff bag include planes (beyond starter kit), mods, ammo, weaponry, ordinance, fuel, and air field selection (starting rear then towards frount line).

Would also be cool if you could create a group/flight and share points for entire set of pilots. That would incentivize teamwork and staying alive (ie not ramming). It would also reward people acting in a supporting role. But how do you prevent moochers.. you would ask... hmmm good question. group vetting? Voted expulsion of moocher before points award? But then you have to wait until everybody lands to get points. Maybe that idea is too complicated.... need more thinky.

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Limit the german planes at night. Seems like 2/3 of north america is flying german at their peak time, Or put mocow time. At least they'll be flying at night. Greenwich tine would be fair.

 

I think its a good idea to introduce the 40/40 player limit (as there are now 80 slots on the server if I remember right). At the peak times its quite often difficult to log in, because one side is taking 2/3 of the slots and there are none left for the other side to even to try to  equalize. 

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Anytime any side runs out of any finite resource, that side loses.  For some reason, even though Allies have lost more than 2000 trucks, the map has not ended.

 

Loss of Pilots and Planes do cause an immediate loss, but Tanks and Trucks don't according to the manual. Well, tanks don't. The manual makes no mention of what happens when trucks run out.

 

We just closed the remaining two airfields so we should have #6 secured. Primus had some details on the trucks indicating that when all trucks are lost they can no longer spawn convoys to repair airfields.

 

That result makes sense. It would also mean that any defensive positions would not be repaired between rounds, as the manual says that they are repaired by convoys, too. It would be nice if the manual would describe the mechanic to make it all clear.

Edited by Stiggles
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Anytime any side runs out of any finite resource, that side loses.  For some reason, even though Allies have lost more than 2000 trucks, the map has not ended.

 

Not from what I've read.  The only attrition-related items that lose a map for a side are aircraft or pilots.  It's in the Manual page - also if one side loses all their tanks, they can't win, but they can still defend and try to earn a draw.  If both sides lose all of their tanks it's a draw.  I didn't see anything in the Manual page about the trucks, but I think I read this in the forum somewhere.  Losing all of the trucks on your side means that no truck convoys can spawn which are used to replenish airfields and tank columns.

 

(Edit - sorry Stiggles, you already covered this, I hadn't seen your response when I was responding to this post  :) ).

With TAW as popular as it is I would say that there is a lot more right than wrong with how it is run.  Any changes made will have unforeseen consequences so IMO need to be small tweaks rather than major changes.

 

The only change I would recommend is to limit each side to a maximum of 50% of the server capacity.  That might help to keep the sides more on par and prevent one side from filling up the majority of the slots early in the mission thus preventing the other sides pilots from joining.

+1 on both points

Edited by AKA_Relent
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If trucks limit is exceeded (over 2000) then supply convoys are reduced by half.  I must have missed it in the manual...

Edited by =LG=Kathon
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If trucks limit is exceeded (over 2000) then supply convoys are reduced by half.  I must have missed it in the manual...

The number of them that spawn or the size of the convoys are reduced by half?

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6./ZG26_Klaus_Mann

1. Can we expect Cargo Drops (the ones where you drop 250kg Cargo Containers on Parachutes out of the Airplane while flying) to become a Mission Type in the next Campaigns?

 

2. Could "Tons of Cargo Delivered" and "Amount of Paratroopers Landed succesfully" become a Statistic as well? Just so Ju-52 Missions are reckognized a bit more?

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=LG=Leutnant_Artur

1. Can we expect Cargo Drops (the ones where you drop 250kg Cargo Containers on Parachutes out of the Airplane while flying) to become a Mission Type in the next Campaigns?

 

2. Could "Tons of Cargo Delivered" and "Amount of Paratroopers Landed succesfully" become a Statistic as well? Just so Ju-52 Missions are reckognized a bit more?

As Kathon said earlier - if paradrops are in logs then yes. Point one possible but first we will focus to add kuban map and then we'll think about other things.

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With TAW as popular as it is I would say that there is a lot more right than wrong with how it is run.  Any changes made will have unforeseen consequences so IMO need to be small tweaks rather than major changes.

 

The only change I would recommend is to limit each side to a maximum of 50% of the server capacity.  That might help to keep the sides more on par and prevent one side from filling up the majority of the slots early in the mission thus preventing the other sides pilots from joining.

 

While I agree, that the overall experience on the server is good, not making changes to address the balance issue, I think, would be a mistake. Most of the time, it isn't a problem, but when it becomes a problem it does so in a big way.

 

I don't think the limits on maximum team size would fix the balance entirely. Take, as an example, North American evenings: the server isn't anywhere near capacity, but one team regularly has 3 to 5 times the players as the other team.

 

The German side, during that time, flies with diminishing opposition. The remaining players on the Russian side disconnect from the server when flying becomes suicide. Losing planes costs a lot of time for each player*. When every Russian player foolish enough to stay is brought down to Laggs and Transports because every Allied player has 3 Focke-Wulfs and Messerschmidts waiting for them at every objective, it becomes possible for instances like last night to happen: The German side moves from having half the map to, 8 hours later, having all airfields. When one side can rush the map in the off hours since the other team is vastly outnumbered or absent, there may be a mechanical problem with the scenario.

 

I can't blame the players for this, as it's something that should be managed by the server. Players can only come on when they are able to, and they cannot easily change sides to balance numbers once a side has been chosen. Due to that, limiting the server entry seems like the wrong move. I don't have an easy fix to this (I listed some possible solutions in a previous post), but I do think there is a solution that can be implemented that would work with the current player base and the restrictions to team changes.

 

*The time loss for anything but a successful mission is really high. Ditching is the least bad option, and even that is a minimum loss of 15 minutes since you don't get CMs on a ditch (which I think is a bad design decision, ditching still has the pilot alive and returning to base so he should get credit, not to mention that prop strikes on landing count as a ditch which seems like an excessive punishment). Every death or bail out is a loss of the CM potential for the flight and another 3 flights of earning back the plane, plus the 5 minute wait time from deaths, assuming no further problems in any other flights.

Edited by Stiggles
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Maybe introducing a system where you get automatic CM mission regardless of time or score in a sortie and dont lose your plane if u get shot down when the balance is 2x or higher?

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Maybe introducing a system where you get automatic CM mission regardless of time or score in a sortie and dont lose your plane if u get shot down when the balance is 2x or higher?

 

Seems like that could be part of a possible solution, but I can't help but see the scenario of players falling to the back line and just doing three pattern flights to get planes back. The overall time cost for a loss is down, but it still pulls players away from defenses when there are too few defenders. Also, there'd be the logistical problem of keeping track of team balance and accounting for shifts in team balance during flights. And it doesn't change the fact that, when the team size balance is way off, even if the entire smaller team coordinated, flying against the larger team would be unlikely to result in a positive result. The much larger team can still more than suppress the smaller team.

 

It's a fun problem to think about, this: How do you balance a competitive game mode where you cannot easily re-balance the team sizes while still keeping it fun for both sides? How do you reduce the chances that a team can steam-roll the map even if there is no enemy team to oppose them? How do you prevent players on the smaller team from leaving when the teams are imbalanced so that they won't be gone when more players arrive to help the balance? How do you do all of that without breaking the game mode for the ~75% of the time that everything is fine?

 

EDIT: Here's an approach I just thought of that also might help. How about making the detection range and speed of the attack warnings that teams get scale with team balance? ie. As the teams get more imbalanced, ground targets will announce the attack faster and will call out attacks at longer range for the smaller side. Then the smaller team gets more time to organize a defense in larger numbers. Since the smaller team would be focused on either last-ditch defense or focused attack strikes, it is information that they would need ASAP. It's extremely low intrusion, and doesn't cause problems for the times when the server is more balanced. Players wouldn't even notice it unless the server told them that it is an early warning.

 

Depending on how the script is made, the time and range to announce the attack could be made into variables controlled by a function of the ratio of team sizes with with the maximum time and minimum range being their current values. It would also mean that the ground targets for both sides would have to have their announcement times calculated per side, every time, which would add to the complexity of the mission script (as I'd assume right now there's global "variables" to determine how both sides work).

Edited by Stiggles
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One way to prevent steamrolling the map is for the server to check the number of players at 30, 60 and 90 minutes into the map and calculate an average at the end of the mission.

 

If one side's average is some amount larger than the other (to be determined, maybe > 3-1 odds, and/or one side has > 25 players over the other, etc), then the larger team cannot capture a city/airfield. If the ratio and or number difference is less, then the server allows capturing as per normal.

 

Aircraft/pilot/tank/truck/artillery/aaa attrition goes on as normal regardless of the ratio/number discrepancy.

 

This way, one side can't stack the numbers and roll a map, it requires a minimum number from each side to do it. Of course you can't force people to fly on one side vs the other. Just saying that this way it does force there to be significant numbers on both sides to be able to capture territory.

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=SqSq=switch201

I think the best solution would be to limit a given side to 2 times the other side. for example. if Red has 10 players than the max number of blue allowed is 20 and the min is 5. if people don't want to switch over to the other team ( which is really easy to do) then they will just have to wait to play.

 

I do kinda understand the reluctance to switch teams though. if you are really invested in making your team win, you won't want to switch over and help the other team.

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I think the best solution would be to limit a given side to 2 times the other side. for example. if Red has 10 players than the max number of blue allowed is 20 and the min is 5. if people don't want to switch over to the other team ( which is really easy to do) then they will just have to wait to play.

 

I do kinda understand the reluctance to switch teams though. if you are really invested in making your team win, you won't want to switch over and help the other team.

 

Switching teams isn't very easy to do on TAW, though. You have to go out of game, change your player name for your profile, and then log back in. All stats get reset*, you have no rank or unlocks, and if you want to switch back, you have to do the process in reverse. That's quite the hassle. Add to that random players won't necessarily read the rules (since they are on a website, not in game), switch sides to fix the teams, and then get kicked off the server after picking a plane, it becomes less likely that team balancing would be quick to do when it's needed.

 

It's not really any "reluctance to switch teams", as much as "can't switch teams without having to leave the server and the game first to change one's IL-2 BOX profile."

 

*Not reset under the original name, but that you don't have anything tracked from the other profile on TAW.

Edited by Stiggles
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216th_Lucas_From_Hell

The maximum of 40 per side suggestion seems the fairest and easiest to implement too.

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Limit the german planes at night. Seems like 2/3 of north america is flying german at their peak time, Or put mocow time. At least they'll be flying at night. Greenwich tine would be fair.

I couldn't agree with idea, because some guys from north and south America won't able to play the same hours than yours, we have differents time zone. Most of them are working, studying while at Europe is night for exemple. Restrict the server could be terrible. In my case for exemple, I have litlle free time to fly and when I can, there are just 5 or 10 red army. It is too bad for me, but I can do nothing.
 
Well, it is just my point of view.
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Well, for the steamrolling they could always bring back the quorum requirement. I know it was in place a few campaigns back to prevent just that, but was removed for some reason.

 

When it comes to balance it is kind of a crap shoot. There is no answer that will make everyone happy. Asking the community to sort this out doesn't work. Suggesting a hard player cap only results in people saying that will never work. I don't even know if a flexible player cap is possible; if it is possible it would probably be the best solution. Yes, player caps will result in some people not getting to play the way they want when they want to, I could even be one of those people, but if it is better for the server community at large I'll take that hit. I can't speak for anyone else though.... I have my doubts.

Edited by Disarray
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I./JG68_Sperber

Completely unnecessary these team balance discussions. Our whole life accompanies us an unbalance. Only a peer to peer as with the hyperlobby can be in balance, never a 24h server.

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SvAF/F16_radek

 

I couldn't agree with idea, because some guys from north and south America won't able to play the same hours than yours, we have differents time zone. Most of them are working, studying while at Europe is night for exemple. Restrict the server could be terrible. In my case for exemple, I have litlle free time to fly and when I can, there are just 5 or 10 red army. It is too bad for me, but I can do nothing.

 

Well, it is just my point of view.

I hear your point phoen1x. Though your post strangely sounds as if you and those in your time zone would be locked out of participating. That wouldn't be the case. Welcome to the red side of things comrade :)

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