=IL2AU=chappyj Posted December 14, 2017 Posted December 14, 2017 Just noticed that the Germans dominate the Kuban map everytime (in terms of airfield and ground attack, they lose more planes and pilots). Does the map encourage more Germans to play bomber/ attacker? I am curious on the matter. There's a big donut of no airfields (as in not many options to choose for mission making) south of mirskaya and North of maikop which makes for isolated spawn points Also means long flight times which can get Tedious I think the best parts of the kuban map have been missed in taw. The coast line is the real draw card and uniqueness of kuban but the current setup seems to avoid perhaps the first kuban map could be further west around Crimea and taman ? This would match the timings of aircraft tiers and campaigns historically too
Leutnant_Artur Posted December 14, 2017 Posted December 14, 2017 There's a big donut of no airfields (as in not many options to choose for mission making) south of mirskaya and North of maikop which makes for isolated spawn points Also means long flight times which can get Tedious I think the best parts of the kuban map have been missed in taw. The coast line is the real draw card and uniqueness of kuban but the current setup seems to avoid perhaps the first kuban map could be further west around Crimea and taman ? This would match the timings of aircraft tiers and campaigns historically too In future.
6./ZG26_Klaus_Mann Posted December 15, 2017 Posted December 15, 2017 (edited) So, just to briefly collect Ideas: Some Airfield Changes on Kuban and Stalingrad conerning Triangles of Death for both sides Generally more comprehensive Statistics, including Mission Events on Page, Team Flight Times, Supply Points etc. and getting rid of "On Ground" Rebalancing of Supply System in Favour of Ju-52 (and Li-2 later on) and Fuel Requirements for 111. Rebalancing of Tank Columns in some way, through increasing Flak and disabling AP-only on VYa 23 as well as only having BK 3.7 on 87 and 110G as historically appropiate (so a lot later than now). Generally Tank Columns need to become more survivable and larger. They need to be less "Rushable" "Attacker" Option instead of only "Bomber" and "Fighter", maybe Customizable Hangar and preferences. Absolutely rework AA. All 37mm needs to be at "Low" Setting as they are absolutely on God Mode in "Normal" already, and both sides should have their 37mm guns. Other Light Flak should also be turned down a lot. Small Caliber Flak needs to be sorted as well. Right now the Soviet AA just completely outdoes the German Side in Small and Medium Flak. Get rid of "Blue Bombs" on German Planes altogether except 111H-6 (and here only 1 + Internal Bomb Bays, not 2xSC1000) except for very Special Occassions. Pe-2-87: Lock Turret until mid 1943. Ju-52 should be able to Reinforce friendly forces with Cargo Drops Rework Wind behaviour as right now Wind Speeds are highly unrealistic at altitude which throws of Level Bombing Sights which are designed with Real World Wind Speeds in mind. I posted an example curve earlier on. Generally keep the Weather Realistic. Especially in Winter the Clouds should be overcast and low and Visibility should be bad. Force Registration again. Maybe give Squadrons their own, better Airfields to get away from the Randoms Count Ditched Missions as 50% Combat Missions, when ditched plane returns to Hangar System to punish those causing Ground Collisions and other unnecessary destruction. Bonus Map like Velikye Luki with Mini Campaign (25% Forces) to decide an unclear War Somehow encourage Voice comms more strongly. And please not on Discord, TS is easier to use with Whispers, Multiple Tabs etc. 23mm on LaGG needs to far less common Seperate 190A-5 and A-5/U-17 into seperate Aircraft Seperate La-5 and La-5F Seperate Spit Mk.V into Merlin 45 and 46 PS: Maybe seperate Pe-2 into 87 and 110 Series as well. Edited December 15, 2017 by 6./ZG26_Klaus-Mann 5
=FSB=Man-Yac Posted December 15, 2017 Posted December 15, 2017 Guys, can u pls drop that rule that Scores dont count when you have a disconnect. Its so frustrating. Imho you punish way more legit players than you punish cheaters. I have some issues with my ISP recently I cant fix myself and I just had 3 Kills and in my landing approach I had a disconnect. I can understand to drop the kills and count a death when disconnecting when getting damaged. So dont get me wrong. I understand the frustration, but it could encourage people to take less fuel and just alt f-4 when they are about to run out to end mission. I don't find the system currently in place that strict since you don't lose the aircraft neither the pilot if you don't take damage.
FTC_DerSheriff Posted December 15, 2017 Posted December 15, 2017 I understand the frustration, but it could encourage people to take less fuel and just alt f-4 when they are about to run out to end mission. I don't find the system currently in place that strict since you don't lose the aircraft neither the pilot if you don't take damage. maybe. But its so frustrating for the legit player.
HenHawk Posted December 15, 2017 Posted December 15, 2017 maybe. But its so frustrating for the legit player. I can relate, have had quite a few very successful missions not counted because of unintentional pilot exits (never seems to happen right before 8 fighters are diving in on me or something ). But, there really isn’t a viable alternative at this point, unfortunately.
HenHawk Posted December 15, 2017 Posted December 15, 2017 So, just to briefly collect Ideas: Some Airfield Changes on Kuban and Stalingrad conerning Triangles of Death for both sides Generally more comprehensive Statistics, including Mission Events on Page, Team Flight Times, Supply Points etc. and getting rid of "On Ground" Rebalancing of Supply System in Favour of Ju-52 (and Li-2 later on) and Fuel Requirements for 111. Rebalancing of Tank Columns in some way, through increasing Flak and disabling AP-only on VYa 23 as well as only having BK 3.7 on 87 and 110G as historically appropiate (so a lot later than now). Generally Tank Columns need to become more survivable and larger. They need to be less "Rushable" "Attacker" Option instead of only "Bomber" and "Fighter", maybe Customizable Hangar and preferences. Absolutely rework AA. All 37mm needs to be at "Low" Setting as they are absolutely on God Mode in "Normal" already, and both sides should have their 37mm guns. Other Light Flak should also be turned down a lot. Small Caliber Flak needs to be sorted as well. Right now the Soviet AA just completely outdoes the German Side in Small and Medium Flak. Get rid of "Blue Bombs" on German Planes altogether except 111H-6 (and here only 1 + Internal Bomb Bays, not 2xSC1000) except for very Special Occassions. Pe-2-87: Lock Turret until mid 1943. Ju-52 should be able to Reinforce friendly forces with Cargo Drops Rework Wind behaviour as right now Wind Speeds are highly unrealistic at altitude which throws of Level Bombing Sights which are designed with Real World Wind Speeds in mind. I posted an example curve earlier on. Generally keep the Weather Realistic. Especially in Winter the Clouds should be overcast and low and Visibility should be bad. Force Registration again. Maybe give Squadrons their own, better Airfields to get away from the Randoms Count Ditched Missions as 50% Combat Missions, when ditched plane returns to Hangar System to punish those causing Ground Collisions and other unnecessary destruction. Bonus Map like Velikye Luki with Mini Campaign (25% Forces) to decide an unclear War Somehow encourage Voice comms more strongly. And please not on Discord, TS is easier to use with Whispers, Multiple Tabs etc. 23mm on LaGG needs to far less common Seperate 190A-5 and A-5/U-17 into seperate Aircraft Seperate La-5 and La-5F Seperate Spit Mk.V into Merlin 45 and 46 PS: Maybe seperate Pe-2 into 87 and 110 Series as well. Is that it? Maybe LG could write a script to have some cookies sent each person’s door the second you login to the server? I know people are trying to help make TAW better by writing/debating all these suggestions, but let’s try to keep in mind that this all being done by just a couple of guys in their spare time. Please manage all of your ideas with that in mind. If you really want to see TAW grow and become more ideal, donate some money through PayPal. We all will pay $10 for a movie ticket, yet I’m guessing most do not donate even though they likely have spent way more time enjoying some TAW flights than a single movie could offer. Who knows, maybe if enough money came in, more time could be devoted to trying to get some of these ideas to come to life.... 3
6./ZG26_Klaus_Mann Posted December 15, 2017 Posted December 15, 2017 Well, most of it is mainly playing around with numbers. I think the #1 Issues right now is to get the Server Running Stable. I think Re-Balancing Tanks, Cargo Drops and Bonus "Mini Campaigns" on the small Maps are the most challenging of these. And Re-Balancing Flak is crucial as well. As shown in that Thread I linked to, at "Low" setting the 37mm are already more than ACE Level IRL, both Axis and Allies.
curiousGamblerr Posted December 15, 2017 Posted December 15, 2017 I think the #1 Issues right now is to get the Server Running Stable. Based on the fact that both TAW and WOL have stability problems and are the most populated servers, and what LG guys have said here, I believe most or all of the stability problems are a result of the DServer being crappy and out of admins control unfortunately. Hopefully it gets some major love after the official Kuban release. One thing that might be good for TAW would be implementing an automatic restart like the WOL team seems to have done. Whenever WOL crashes its always back immediately now. Of course, the bigger problem with TAW stability is the stats being lost or screwy.
=FEW=N3cRoo Posted December 15, 2017 Posted December 15, 2017 (edited) Seperate 190A-5 and A-5/U-17 into seperate Aircraft Seperate La-5 and La-5F Seperate Spit Mk.V into Merlin 45 and 46 PS: Maybe seperate Pe-2 into 87 and 110 Series as well. Don't see the point in making these points more anal, require extra work and less readable and manageable planeset. Also what about flying in squadrons and have people restricted arbritrarily. La-5 and La-F are the exactly the same plane ingame before you hit the 5 minute boost mark We only got 1 Pe-2s87 till the very last map, so you could make a point for locking the blister turret earlier Maybe give Squadrons their own, better Airfields to get away from the Randoms Be practical.... Agree on breaking up triangles, we need more equidistant airfields to have decent chances to advance. Tanks being killed by 23mm is also becoming a meme since a convoy reeally will just get wiped if the LW needs 60km and VVS 20km .... we simply bolt 10x100kg bombs or 6x 100kg on the Il2 and use rockets... Edited December 15, 2017 by N3croo
Leutnant_Artur Posted December 15, 2017 Posted December 15, 2017 Based on the fact that both TAW and WOL have stability problems and are the most populated servers, and what LG guys have said here, I believe most or all of the stability problems are a result of the DServer being crappy and out of admins control unfortunately. Hopefully it gets some major love after the official Kuban release. One thing that might be good for TAW would be implementing an automatic restart like the WOL team seems to have done. Whenever WOL crashes its always back immediately now. Of course, the bigger problem with TAW stability is the stats being lost or screwy. We tried to make autorun after server crash but its impossible in some cases so it is how it is. Dserver causes ~80% of all crashes, ~15% because server CPU (and we know why, just need to fix mission design), and ~5% by script errors (and they are being fix as they appear). 2
6./ZG26_Klaus_Mann Posted December 15, 2017 Posted December 15, 2017 (edited) Well, the thing as a Ground Attacker is that when you get killed by 61-K for the umptieth time, or a Fighter can sit on your Dead Six for Minutes without taking serious damage, you really stop caring. Unless you jump in the Gunner yourself (which I cant, because I use Hat Switch, so I can't assign Mouse to aim (I have to assign 0-180, 45-225; 315-135)) you simply are Fish in a Barrel with even a 110G. The Aircraft Gunner AI is useless right now, except for giving away your Position. Is the Server specially designed to make it easy for fighters and we are sheep to the slaughter? Because I feel really as if you were trying to F us over. The Gunner AI has about 0.1% of Chance of defending you against even the most stupid of enemies. Edited December 15, 2017 by 6./ZG26_Klaus-Mann
6./ZG26_Gielow Posted December 15, 2017 Posted December 15, 2017 (edited) THE WAR IS OVER !!! No more senseless killing !!! Congrats ZG26 for shutting down the last russian airfield Edited December 15, 2017 by 6./ZG26_Gielow
xThrottle_Geek Posted December 15, 2017 Posted December 15, 2017 That 61-K is hell. I give you that. He shot me despite the Red star on my plane. Jerk.
6./ZG26_Klaus_Mann Posted December 15, 2017 Posted December 15, 2017 A single Fighter can take down 8 52s each armed with a turret and just sit in the middle of the formation. It's quite catastrophically Pro-Fighter right now.
Mad_Mikhael Posted December 15, 2017 Posted December 15, 2017 (edited) That 61-K is hell. I give you that. He shot me despite the Red star on my plane. Jerk. Same. That's cool story by the way. Ju87 "useless" gunner, scored few hits on me, while he was flying without wing, upside down, then 61-K blast off my wing, luckly I survive crash, to get killed by 1000kg bomb from that Stuka second later. Edited December 15, 2017 by =L/R=Mad_Mikhael 1
6./ZG26_Klaus_Mann Posted December 15, 2017 Posted December 15, 2017 Yep, the Gunners appear to "Specially Abled" in that they never hit the easy shots, and always the impossible ones.
Operatsiya_Ivy Posted December 15, 2017 Posted December 15, 2017 A single Bomber is not supposed to be a serious thread to a fighter. There is a reason why they were flying in Formation and had fighter escort. The Battle of Maikop is a good example of how the LW should play. High alt level bombing to force the VVS up high. All in all a great campaign. Sadly the 61-K decided the outcome rather than the players.
xThrottle_Geek Posted December 15, 2017 Posted December 15, 2017 As far as AI gunners go, and this is COMPLETELY based off of "my feelings", it seems like the closer you pass to said gunner the greater the likelihood you'll get nailed regardless of aircraft orientation. I do my best to try not to get inside of 300m or so, which is tough for a high speed, high angle deflection shot. 1
6./ZG26_Klaus_Mann Posted December 15, 2017 Posted December 15, 2017 (edited) Even in Formations of 5 or more Bombers a single Fighter still stands a great Chance of Killing all of them. We've had this happen a couple of times, where a Single Fighter broke up entire Formations without taking any damage. Of course, when people jump in their own Gunners, they are more Accurate, but the Gunner AI probably has no trouble sleeping at night, because it dindu nuffin. And the little Time I spent in Fighters, I sat Dead on 6 on a couple of Peshkas and happily annihilated them without fear. Edited December 15, 2017 by 6./ZG26_Klaus-Mann
FTC_Knipser Posted December 15, 2017 Posted December 15, 2017 (edited) This was the third TAW-Campaign for me. In my opition it was the best campaign until now and by far the most balanced one!!I really enjoyed it, had a lot of fun this time! You did a great Job =LG=, keep up the good work. Thanks a lot! Edited December 15, 2017 by Knipser 1
6./ZG26_Klaus_Mann Posted December 15, 2017 Posted December 15, 2017 (edited) Well, I enjoyed the previous one a lot more, when we had more massive 110 attacks and generally Cooler Coordination. I was so Enthusaiastic I called on my Squad (who previously hated TAW) to join in, because it was so much fun. I am disappointed by this one and unhappy to be unable to fullfill my promises of massive, cool Actions as I had them in the previous campaign. We had 1 or 2 really cool flights, but I feel cheated and betrayed. Next Campaign we'll go Russian, hopefully the Grass is Greener on that Side. Edited December 15, 2017 by 6./ZG26_Klaus-Mann
Operatsiya_Ivy Posted December 15, 2017 Posted December 15, 2017 It certainly will be with the La-5 Fn :^)
xThrottle_Geek Posted December 15, 2017 Posted December 15, 2017 Well, we prolly won't have 3.001 update before the next TAW campaign... unless they wait 2 months before the next one..
216th_Jordan Posted December 16, 2017 Posted December 16, 2017 (edited) Even in Formations of 5 or more Bombers a single Fighter still stands a great Chance of Killing all of them. We've had this happen a couple of times, where a Single Fighter broke up entire Formations without taking any damage. Of course, when people jump in their own Gunners, they are more Accurate, but the Gunner AI probably has no trouble sleeping at night, because it dindu nuffin. And the little Time I spent in Fighters, I sat Dead on 6 on a couple of Peshkas and happily annihilated them without fear. This is true. Today I decided to go into my ventral pe-2 position with a 190 well in sight, my gunner didn't shoot. I promptly took over and hit the 190 which then broke off... you really need to take over yourself. Edited December 16, 2017 by 216th_Jordan
6./ZG26_Klaus_Mann Posted December 16, 2017 Posted December 16, 2017 (edited) This is true. Today I decided to go into my ventral pe-2 position with a 190 well in sight, my gunner didn't shoot. I promptly took over and hit the 190 which then broke off... you really need to take over yourself. Well, I can't use the Gunner myself in any kind of Practical Manner, because all Pilot Head Bow Bindings are reserved for the Hatswitch, because Il-2 doesn't recognize the Hat as an Axis, I actually have to bind the 45, 135, 225 and 315 as well as the 0, 90, 180 and 270, and only 2 can be bound per Slot, and 12 Bindings are necessary for Hat Switch to Work, 6 Horizontal, 6 Vertical. So I'm basically stuck with the AI, which leaves me open to be F'ed in the A' by every MF around, in the most Royal of Fashions. Edited December 16, 2017 by 6./ZG26_Klaus-Mann
SCG_Fenris_Wolf Posted December 16, 2017 Posted December 16, 2017 MKB, and a keyboard macro to switch and activate. Even works in VR
leno Posted December 16, 2017 Posted December 16, 2017 I'm going to agree with the majority on this: Russian AA is far too accurate and superior to that of the German AA, which allows for a truly unfair situation. Please even it up. Also, AI gunners, again mainly on the German side, are well below standard to ward off any attack from fighters. Please even this up too.
Operatsiya_Ivy Posted December 16, 2017 Posted December 16, 2017 This is true. Today I decided to go into my ventral pe-2 position with a 190 well in sight, my gunner didn't shoot. I promptly took over and hit the 190 which then broke off... you really need to take over yourself. You have to tell them to fire at will and engage on x distance. Otherwise they won't do anything. The Pe-2 however is by far the most survivable bomber/ground attacker with objectively the best armament. "Buff" it any further and there seriously is no need for fighters anymore
ACG_Smokejumper Posted December 16, 2017 Posted December 16, 2017 Hey! Wall of text warning. With regards to this campaign (and previous) I'd like to say and suggest the following. This is my first TAW as a German player; every other time I've been Russian. I'm therefore familiar now with both sides and their advantages and disadvantages. As such: A. The main issue that causes the imbalance between sides is that, for whatever reason, newer pilots mostly don't fly Russian aircraft. I'm not sure why this is, because the Russian planes are actually more new player friendly. A 109 is a plane that takes some time to get used to because it's not a dogfighter really, where Russian aircraft are. Germans also generally make less of an effort to coordinate as a team. This is frankly quite frustrating for the more experienced pilots on the German side. There's a large segment of them that don't know what they are doing, don't communicate, and are a general drag on the team overall. When it comes right down to it, teamwork is OP, as it should be. After thinking about it though, I think there's something that can be done about this, which may help both sides. You have to register to be on TAW. After completing your registration form, if instead of the current message, if it could be replaced to a link to the TAW discord. Ideally, if a way could be made to then automatically then register you on the discord to the side that you are playing. This then would place you into the German or Russian channel (and restrict you from going into the opposite) and then you could use it to coordinate with your side, either by text messages or by voice comms. The message that I'd suggest after registering is that while not required, you are HIGHLY ENCOURAGED to join the discord. Since TAW at heart is a team experience I think this would enhance the overall play aspect for everyone. B. Anti aircraft. As noted previously, Russian AA has a 37mm mounted on the back of trucks while Germans have no equivalent. First, the thing that I wonder is how common are these guns? It would seem to me that the most common would be quad maxims, next would be HMG mounts (which aren't in game), then 25mm, then 37mm. Numerically are there too many 37mm? As a side issue, there is reason to suspect that the quad maxim overperforms, to put it lightly. There are vids of wings being sawed off and other similar nastyness that would seem questionable. You would expect that you would get aircraft shot down because of radiator holes, but severe structural damage would be unlikely. This however isn't an issue for the TAW team, but something that should be taken up and investigated by the playerbase and brought to 1CG's attention. As a separate question, is the defense of the mobile columns too reliant on AA? Shouldn't the defense of them be more encouraged to be player based instead of AI based? This should perhaps be a question to ask. C. Aircraft preference registration. As everyone knows, you can select what you want added into your hangar based on what you like to use, fighters or bombers. I would submit to you this leaves a issue if you don't really prefer either, and you prefer attackers. If you really are a tank killing IL-2 specialist (or HS-129 specialist) you'd probably like to select this as an option instead. When I flew russian this didn't seem to be a problem, but now as a German it's actually oddly difficult to get the Hs-129 or the 110G. I also suspect if you're a bomber specialist and want to get another Ju-88 that having to get a Hs-129 first would be annoying. I'd recommend a third option. D. Heavy bombloads for German bombers. It's been pointed out that the largest bombs were uncommon and reserved for high value targets. However, the server just flat removes the option. I would suggest that very limited amounts be made available depending on depot status, and be made available for use on the 111 at least. This gives incentive to either destroy the depot to remove them as an option, and also the reverse on the german side. My idea is that each map rotation there be a few available with undamaged depots - say 4(?) of each type larger than 1000kg. The rest of my suggestions are in regards to planesets or planes. I think that TAW should consider using a more historical planeset than is currently used: 1. 23mm on the LaGG. Great weapon. Also, from what I can tell, as common as a unicorn as an actual armament on a LaGG. Should be either flat out removed or restricted to a few per map like the heavy bombs above. 37mm apparently was more common and this should be reflected, however this should also be heavily controlled because from what I've seen frequently players are taking this to kill tanks which is not what should be happening. 20mm and .50 cal is a perfectly good armament as anyone who has flown the Yak-1 S127 can tell you anyway. 2. Pe-2. There is really zero reason that as soon as the S87 is made available, that it can be instantly upgraded to the S110. For those who don't know, if you select the blister turret on the plane (who wouldn't) that actually isn't the S87. That is the series 110 change. When the S87 becomes available on the stalingrad maps (or earlier) the blister turret should be locked out until the S110 becomes available. This makes a difference because the S87 has a more restricted field of fire and side attacks thus are easier. 3. Persistence of obsolescent designs. In the later maps, the most common russian fighter should be the Yak, not the LaGG which was phased out. The F4 should make way for the G2 and then the G4. In short, the +1 aircraft should be the most common type being used in the time frame, not the oldest. 4. Moscow maps (or any early map) should restrict the bombload that the stuka can carry. This may seem to be...unneeded considering how vulnerable the stuka was, but the D model stuka didn't exist then. The Germans were using B or R models, which could carry a max of 1 500KG centerline and 4 50 KG under wing. To emulate the B models this should be the max loadout it can carry. Considering you're getting more armor, more power, and a MG81Z instead of a MG15 than you should have this is not much of an issue. 5. Personally I'd like it if the 37mm on the stuka was restricted to later maps when it was actually used. In my experience the best way to kill columns anyway is to carpet bomb them with 50kg. Loitering around them to kill tanks with guns is very dangerous as they make easy targets for fighters and it might be an improvement. 6. Perhaps the Hs-129 with the Mk 101 should be available earlier instead. There were 110's armed with the 101 during the Battle of Britain so this weapon was available early. As a separate note, the Hs should be easier to get, as it's a better low alt attacker than the Stuka anyway. 7. It should be considered if that the E model 110 should be replaced by the G before it would be normally available. The issue is that the E is probably the worst 110 made. Team Fusion actually has stated that they considered adding it but decided not to because most players would consider it a downgrade from the C models already available in CLoD. Combined with this, there's no F model in game that should replace it and be present for BoS. While obviously the G model is better than the F, it's closer than the E, and if you restrict some of the loadouts on it (1000KG, 37mm and 20mm gunpack) you'll get something much closer to the neighborhood. Consider adding the G as a earned option on middle maps with the listed restrictions and then have it totally replace the E (with removed restrictions) on late maps. 8. FW190 U17 mod. While this is the right name for this, it had a better known name later: the Fw-190 F3. This was a common attack plane, designed to replace the Ju-87 which was obviously obsolete at this time. The F3 was built on the airframe of the A5, with the U17 engine for low level attacks and the outboard MG FF/M guns were removed as unnecessary. Because of this I would recommend that when the A5 is available, it should be split into 2 aircraft. First is the A5 with the U17 locked out as a fighter. Second, is to have the F3 configuration as an attacker. The F3 would have the U17 mod locked, and with the outboard MGFF/M guns deleted locked out. If it could actually say F3 in the selection screen that'd be great. If you read all of this, thanks. The most important suggestion is the first I think, but I would like to think at least that the rest could be at least discussed. Thank you. All of this! 1
=AD=Str1ke Posted December 16, 2017 Posted December 16, 2017 https://ru.wikipedia.org/wiki/3,7_cm_FlaK_18 maybe there is need to change Germany Flak 2cm on flack 3.7cm? or take a change of 61k?
Birdman Posted December 16, 2017 Posted December 16, 2017 Good job all!! Now what to do with the free time until next campaign...
ItAg_Dax Posted December 16, 2017 Posted December 16, 2017 (edited) First of all I would like to thank the organizers of this really well done campaign. As for the discussions in the previous posts, I think the real problem is playing or simulating. If we play we must fit all or almost, if we simulate we must check the procedures that are implemented on the ground and in flight and check the historical truths above all. If we simulate and have a heavily damaged aircraft continue to fight or try to get home? How realistic is it to take off with the strong wind in the tail or even the taxy? Before entering in the runway the player check if someone is on landing or not? If you are a bomber or attaker and you are attacked by fighter, drop the load and try to go home or go to the target anyway? If you try to shoot down a bomber, do so by putting yourself at 6 o'clock at the same speed as the bomber for 60 seconds or at high speed engagements with adequate entry? How realistic is it to strafe the low altitude AAA with a plane? I think the TAW statistics speak clearly. There are pilots who try to simulate and there are arcade players. In the statistics, in my opinion there is the key to improve the planset of the game. If I have to say, I would only change 2 things, tanks and support columns should move and see how to decrease the "kill" of the PE2 turrets. Please..... before "killing me" look the TAW statistics of the PE2 and compare them with those of the HE 111 and JU88:) :) The truth is that I am a dreamer ....... for those who knew and flew the SEOW know what I'm talking about. Do not die. Do not miss the plane. Implement the correct procedures for take-off in flight and landing. If everyone tried to apply these three rules, what would happen ?. Thanks again to the organizers you have done and are doing a fantastic job. Sorry for my bad English. Dax Edited December 16, 2017 by Dax
Carl_infar Posted December 16, 2017 Posted December 16, 2017 First of all I would like to thank the organizers of this really well done campaign. As for the discussions in the previous posts, I think the real problem is playing or simulating. If we play we must fit all or almost, if we simulate we must check the procedures that are implemented on the ground and in flight and check the historical truths above all. If we simulate and have a heavily damaged aircraft continue to fight or try to get home? How realistic is it to take off with the strong wind in the tail or even the taxy? Before entering in the runway the player check if someone is on landing or not? If you are a bomber or attaker and you are attacked by fighter, drop the load and try to go home or go to the target anyway? If you try to shoot down a bomber, do so by putting yourself at 6 o'clock at the same speed as the bomber for 60 seconds or at high speed engagements with adequate entry? How realistic is it to strafe the low altitude AAA with a plane? I think the TAW statistics speak clearly. There are pilots who try to simulate and there are arcade players. In the statistics, in my opinion there is the key to improve the planset of the game. If I have to say, I would only change 2 things, the tanks and the moving columns and see how to decrease the "kill" of the PE2 turrets. Please..... before "killing me" look the TAW statistics of the PE2 and compare them with those of the HE 111 and JU88:) :) The truth is that I am a dreamer ....... for those who knew and flew the SEOW know what I'm talking about. Do not die. Do not miss the plane. Implement the correct procedures for take-off in flight and landing. If everyone tried to apply these three rules, what would happen ?. Thanks again to the organizers you have done and are doing a fantastic job. Sorry for my bad English. Dax Yeah the mythical pe2 gunners.... While flying the PE2 this campaign the gunner shoot down something like 2 fighters , while my pe 2 was shoot down something like 20 + times by fighters... For me, most of the guys complaining about pe2 gunners never seemed to fly one themselfes., or the red side... As per my experience both on taw where I play reds and random expert where i play blue the pe2 gunner is not more dangerous than german gunners. (heck i've been shoot down by 110, ju87, ju88, he111 gunners when i was forgetting myself and coming to close, same was valid with pe2 on random...). The germans have much better tools both for air to air as for ground attack. With the TAW unmoving columns parked in straight line the best tool to demolish them is ju88 with 48 bombs. You just need one fighter to drag the aaa, and you dont need to stay over target for long time trying to destroy each tank separate with bullets... (reds il 2 or pe2 will also not survive the aaa and need same aaa dragging). Not to mention the capabilities to shut the airfields, demolish defense positions, depots etc.... But its same all campaigns the luft whiners will whine each time cause they don't have the win button which they can press instead of just trying to use their brains 2
CountBreznak Posted December 16, 2017 Posted December 16, 2017 Thanks for another great campaign guys
ItAg_Dax Posted December 16, 2017 Posted December 16, 2017 (edited) Excuse me but that's what I did not want to trigger. A discussion on the turrets of PE2 Mine is a personal opinion and therefore questionable, if you read my words on attacking a bomber at 6 o'clock you will find the answer. Anyway ....... I'm sure that before answering so you did some tests offline and surely you saw the differences by attacking at 6 a PE2, a JU88, a HE 111, BF 110, a IL2 with turret and a JU 87. Thank you for your availability and I hope to have expressed myself clearly so as not to be misunderstood in my presentation of the facts and I hope I have not raised a "crawl". :) Edited December 16, 2017 by Dax
Max_Damage Posted December 16, 2017 Posted December 16, 2017 Trying to win on the forums is low and unfair. Red team deserves their win. They have proven to be more motivated, skilled and disciplined.
ItAg_Dax Posted December 16, 2017 Posted December 16, 2017 (edited) Trying to win on the forums is low and unfair. Red team deserves their win. They have proven to be more motivated, skilled and disciplined. Correct. They are more organized and even more prepared in some tactics. Edited December 16, 2017 by Dax
6./ZG26_Klaus_Mann Posted December 16, 2017 Posted December 16, 2017 (edited) You have to tell them to fire at will and engage on x distance. Otherwise they won't do anything. The Pe-2 however is by far the most survivable bomber/ground attacker with objectively the best armament. "Buff" it any further and there seriously is no need for fighters anymore I always set them on Short Range and Fire at Will. Long Range just has them wasting Ammo and heating up the Gun. But even then all they do is give away your Position. Concerning the others: I am definety a Simulating Guy, I fight for my life, but when you get killed for the 10th or 15th time in Arcadey Ways, well, it becomes a Game. And without any Help and Coordination you just get slaughtered, because the Big Planes simply cannot defend themselves no matter how bbig and Tight the Formation, and not even against a single enemy. The Drunk Chimpanzee sharing the Cockpit with me can't hit a thing, so might as well not have him at all right now. Trying to win on the forums is low and unfair. Red team deserves their win. They have proven to be more motivated, skilled and disciplined. The Germans deserve to have lost because, well, too few cared about winning, and many I fear didn't even know there was something to win. And the odds were definetly in your Favour if you look at the Stats. Edited December 16, 2017 by 6./ZG26_Klaus-Mann
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