Jump to content
=LG=Kathon

Tactical Air War

Recommended Posts

46 minutes ago, LLv34_adexu said:

Probably LG guys were coming on server and the kick fest stars randomly. Leader of LLv24 got kicked yday too, just during attack organisation. But it’s their server and organisation, understandable doing that, as server is full prime time. 

 

RGRT, Sir!

I can take this, thanks for information.

 

yours

v.Greiff

Share this post


Link to post
Share on other sites
On 6/28/2018 at 4:43 PM, StG77_HvB said:

This is a long-standing discrepancy I hope can be fixed.

 

Contents: no bikinis, lots of data and analysis, a little profanity, and a suggestion. Custom skins have full swastikas.

 

 

Hi H.

I think that you forget mention is: blues had the Ju88 since map #2, reds had the A20 until map 6.

I know that you are trying to do the same runs that you did as red, but life is not fare, you have to find someone that distract the AAA.

But don´t worry we are going to change the ammo on the AAA to shot candies and bubbles then you can made a sweet and soft bomb attack.

  • Like 1
  • Confused 2
  • Upvote 3

Share this post


Link to post
Share on other sites
7 hours ago, LLv34_adexu said:

Probably LG guys were coming on server and the kick fest stars randomly. Leader of LLv24 got kicked yday too, just during attack organisation. But it’s their server and organisation, understandable doing that, as server is full prime time. 

LG is not kicking people that already on the server, for making a room for themselves. Information about someone kicked and banned is when a slot on the server is locked (for StG2 or LG members*), and new people are trying to join. Again, it's not kicking players already on the server.

 

*LG recruits (L/R) don't apply. 🙃

Edited by =L/R=Mad_Mikhael

Share this post


Link to post
Share on other sites
8 hours ago, LLv34_adexu said:

Probably LG guys were coming on server and the kick fest stars randomly. Leader of LLv24 got kicked yday too, just during attack organisation. But it’s their server and organisation, understandable doing that, as server is full prime time. 

How could you even think like that ;) 

 

If you checked von_Greiff sorties you would noticed that he have flown only one sortie so far where 10 min after take off mission just ended. 

 

Oh, and check this sortie: =LG=Flogger kicked after 2 AK... yesterday too.

http://taw.stg2.de/pilot_sortie.php?id=13324&name==LG=Flogger

Edited by =LG=Kathon

Share this post


Link to post
Share on other sites
3 hours ago, 666GIAP_Necathor said:

But don´t worry we are going to change the ammo on the AAA to shot candies and bubbles then you can made a sweet and soft bomb attack.

 

Thanks, Nec. I may just fly Red fighters exclusively and focus mostly on bombers behind my own lines. Say, you need a wingman???

  • Like 1

Share this post


Link to post
Share on other sites
3 hours ago, 666GIAP_Necathor said:

Hi H.

I think that you forget mention is: blues had the Ju88 since map #2, reds had the A20 until map 6.

I know that you are trying to do the same runs that you did as red, but life is not fare, you have to find someone that distract the AAA.


Spot On.

So to this:
 

On 6/29/2018 at 1:30 PM, StG77_Kondor said:

I think the rotation of the AA guns randomly will make the columns much worse for both sides. Unduly punishing players who fly solo or in groups of 2-3. 

 

Well, if solo pilots or 2 of them can´t take a tank column...great. Wasn't TAW all about teamwork? Or does it encourage Rambo Style attacks? 

  • Upvote 1

Share this post


Link to post
Share on other sites
4 hours ago, StG77_HvB said:

 

Thanks, Nec. I may just fly Red fighters exclusively and focus mostly on bombers behind my own lines. Say, you need a wingman???

It´s your call, you can do what every you want.

Edited by 666GIAP_Necathor

Share this post


Link to post
Share on other sites
On 6/29/2018 at 6:30 PM, StG77_Kondor said:


I think the rotation of the AA guns randomly will make the columns much worse for both sides. Unduly punishing players who fly solo or in groups of 2-3. This tactic would always require a AA dragger/sacrificial lamb. 

 

Wouldn't just removing the GAZ AA be easier than having to set up a script for randomly rotating the 20mm AA cars? 

  In this TAW a warning for blue has been enabled when there are other blue attacking positions, and they can go to help, is it also necessary to disarm the columns of light AAA ?, I do not think that stimulates teamwork. This is starting to look like a competition on demand.
Where is all that historical realism that has served to put F4 on map 2? Did the Russian columns go without a light AAA?

  • Upvote 4

Share this post


Link to post
Share on other sites

It only means that there is a severe weak point in Blue columns i.e. the rear. Meaning you are much less likely to be damaged or shotdown when attacking like that as red. Therefore there's obviously a pretty significant imbalance between attacking blue or red columns. Surely you do not think this should continue to be the case?

  • Upvote 1

Share this post


Link to post
Share on other sites

German AAA woes continue i see. 

TheGloriousTaleOfBayeux.png

Edited by Cpt_Siddy
  • Haha 3
  • Upvote 1

Share this post


Link to post
Share on other sites
35 minutes ago, LeLv30_Redwing said:

Bayeux Tapestry?

 

 

Yes, lets memes some TAW tapestries 😄

Share this post


Link to post
Share on other sites

ditched with motor hs on you own airfield ( it is easy, we have got only one :) ) = xp lost

is it a bug?

Share this post


Link to post
Share on other sites
4 hours ago, 7./JG26_Shadepiece said:

It only means that there is a severe weak point in Blue columns i.e. the rear. Meaning you are much less likely to be damaged or shotdown when attacking like that as red. Therefore there's obviously a pretty significant imbalance between attacking blue or red columns. Surely you do not think this should continue to be the case? 

Of course, the Russian material had advantages and disadvantages, on land and in the air, just like the German one.
What we can not do is play the historical realism and the balance of media as we are interested. I have not heard many blues vote to skip historical realism in favor of balance in the case of F4, for example.

Share this post


Link to post
Share on other sites
23 hours ago, 666GIAP_Necathor said:

Hi H.

I think that you forget mention is: blues had the Ju88 since map #2, reds had the A20 until map 6.

I know that you are trying to do the same runs that you did as red, but life is not fare, you have to find someone that distract the AAA.

But don´t worry we are going to change the ammo on the AAA to shot candies and bubbles then you can made a sweet and soft bomb attack.

 

Hola Neca :)

If you remember my post from a billion pages ago. I made the argument for A-20 for reds as soon as Map #3. Neither of us is advocating for all good things for Blue and all poopoo things for Red ;) . Just asking for things that are easily server controlled to be even for both teams. AFs are protected by same kind of AA, why can't tank columns? The argument of the video is that one side doesn't need AA dragger - and one side does. All because of the way AA is set up not same for both sides. 
 

 

Edited by StG77_Kondor

Share this post


Link to post
Share on other sites
6 hours ago, 7./JG26_Shadepiece said:

It only means that there is a severe weak point in Blue columns i.e. the rear. Meaning you are much less likely to be damaged or shotdown when attacking like that as red. Therefore there's obviously a pretty significant imbalance between attacking blue or red columns. Surely you do not think this should continue to be the case?

 

 

As the columns are stationary maybe easy fix is to turn a couple of the AA around to face the rear. I doubt that this would be such a dramatic issue where the columns moving. The search for a moving target I think would help a little in my opinion.

 

The other option is to request from the Devs that we can choose which way the gun is facing when it spawns.

  • Upvote 1

Share this post


Link to post
Share on other sites
2 minutes ago, 7./JG26_Smokejumper said:

 

 

As the columns are stationary maybe easy fix is to turn a couple of the AA around to face the rear. I doubt that this would be such a dramatic issue where the columns moving. The search for a moving target I think would help a little in my opinion.

 

The other option is to request from the Devs that we can choose which way the gun is facing when it spawns.

That's what I was thinking, or at least along those lines.

Share this post


Link to post
Share on other sites

Was it common practice in WW2 for vehicles in a column to cover a given sector like they do now? Basically when stopped as they are represented in game shouldn't the AA guns be looking in different directions to begin with? If that is the case then shifting the trucks so the gun's forward looking arch is covering its sector would make sense, given engine constraints. So the truck at the front would cover 12 o'clock and the truck behind that one would cover 11 or 1 and so on down the line with the last truck covering 6. This seems to me a very basic and intuitive defensive plan. I don't know if this is historical or not but there is obviously some wiggle room on what is historical on this server.

Edited by Disarray

Share this post


Link to post
Share on other sites
28 minutes ago, Disarray said:

Was it common practice in WW2 for vehicles in a column to cover a given sector like they do now? Basically when stopped as they are represented in game shouldn't the AA guns be looking in different directions to begin with? If that is the case then shifting the trucks so the gun's forward looking arch is covering its sector would make sense, given engine constraints. So the truck at the front would cover 12 o'clock and the truck behind that one would cover 11 or 1 and so on down the line with the last truck covering 6. This seems to me a very basic and intuitive defensive plan. I don't know if this is historical or not but there is obviously some wiggle room on what is historical on this server.

 

 

 

 

Get in the woods and hide the vehicles. They would be dead silent and off the road if they had any warning.  If they where stopped for any length of time the vehicles would disperse and hide to stop getting sticked with bombs. They would not likely open fire until an attack started. Why telegraph if you have not bee seen.

 

In the open the vehicles would disperse to lessen the loss of a successful attack. If they where waiting a wise commander would have guns facing outwards in multiple directions.. Tanks and infantry platoons stagger the business end to face outwards when on the move. In Canada as a reservist this is what we did anyway. I'm no expert on what other countries or reg forces do. On the march some guys have their C7 in their left shoulder, in an Illtis troop we did the same. Left, right, left right etc. etc.

 

Basically, I agree with what you are getting at and believe it to be historical as well. A lot of armoured doctrine still in use was refined in WWII.

Edited by 7./JG26_Smokejumper

Share this post


Link to post
Share on other sites

It's a shame that moving columns turn servers into lagfests. I think 1C did an awesome job programming the vehicles to evade by going off the road in staggered, L/R formation when an enemy aircraft comes into range. Makes them much harder to kill and interesting to watch when coming in on an attack run.

Share this post


Link to post
Share on other sites
9 hours ago, StG77_HvB said:

It's a shame that moving columns turn servers into lagfests. I think 1C did an awesome job programming the vehicles to evade by going off the road in staggered, L/R formation when an enemy aircraft comes into range. Makes them much harder to kill and interesting to watch when coming in on an attack run.

 

I agree.

 

Maybe it would be possible for the columns to be stationary until the first aircraft arrives (to save lag) and then have them herringbone either side when they are attacked?

Share this post


Link to post
Share on other sites

Why not just have the convoys in a herringbone formation from the start? If they are bivouacked it would make sense and it would add a little tactical variety.  

Share this post


Link to post
Share on other sites

It will make tank convoys even harder to kill though which gives them an even bigger impact on the gameplay, basically making all other objectives even more redundant 

Share this post


Link to post
Share on other sites

To admins.

 

Every axis player has He 111- transport edition. For some reason there are no He 111 transports on the fields... (Only He111 and He111-locked). Every start with He 111, 100% fuel and empty payload the server informed: ""you do not have this plane". (on the player page there are 0 He111 and 1 He111 Transport)

 

Is it possible to check it and fix?

Edited by Norz

Share this post


Link to post
Share on other sites
1 hour ago, Operatsiya_Ivy said:

It will make tank convoys even harder to kill though which gives them an even bigger impact on the gameplay, basically making all other objectives even more redundant 

 

In my opinion it would be better to have more logistic targets that would have impact on game play than try to "fix" tank columns. For example destroying fuel depot would prevent tanks from capturing air base or something along those lines.

  • Like 2

Share this post


Link to post
Share on other sites

Admins please check mission Stalingrad_Center #99:

 

2 blue tanks columns advancing -one to Kacha- and they were both erased.

1 red tank next to Kalach (3km max) column advances to Kalach, tank column alive at the end of mission.

 

BUT next mission #100;

.  the front line advances to Kacha and now is under attack (can´t take off from there) even when tanks were eliminated.

.  Kalach not captured and also no more red tanks advancing to Kalach, still blue

 

Is it a bug? Could you explain this logic please? Cause it doesn't make any sense. Thx.

Share this post


Link to post
Share on other sites

The last few days holding onto the South East corner was some of the most TAW fun I've had. I've never been in attackers and bombers this much.

 

Salute goes out to all RED fighting the glorious last stand. Blue of course too. There where some epic battles. Thanks.

Edited by 7./JG26_Smokejumper
  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, ECV56_Chimango said:

Admins please check mission Stalingrad_Center #99:

 

2 blue tanks columns advancing -one to Kacha- and they were both erased.

1 red tank next to Kalach (3km max) column advances to Kalach, tank column alive at the end of mission.

 

BUT next mission #100;

.  the front line advances to Kacha and now is under attack (can´t take off from there) even when tanks were eliminated.

.  Kalach not captured and also no more red tanks advancing to Kalach, still blue

 

Is it a bug? Could you explain this logic please? Cause it doesn't make any sense. Thx.

 

 

Of very historical accuracy, comrade :crazy:

Share this post


Link to post
Share on other sites
1 hour ago, ECV56_Chimango said:

Admins please check mission Stalingrad_Center #99:

 

2 blue tanks columns advancing -one to Kacha- and they were both erased.

1 red tank next to Kalach (3km max) column advances to Kalach, tank column alive at the end of mission.

 

BUT next mission #100;

.  the front line advances to Kacha and now is under attack (can´t take off from there) even when tanks were eliminated.

.  Kalach not captured and also no more red tanks advancing to Kalach, still blue

 

Is it a bug? Could you explain this logic please? Cause it doesn't make any sense. Thx.


I posted about this a few pages ago, Kathon said he fixed it. Do you not remember?

 

 

Share this post


Link to post
Share on other sites
8 hours ago, Operatsiya_Ivy said:

It will make tank convoys even harder to kill though which gives them an even bigger impact on the gameplay, basically making all other objectives even more redundant 

 

Apart from the convoys being harder to kill what changes? Tanks move the line, even dead tanks it would seem. And with these people banging on about historical realism why not use an appropriately realistic formation for the ground groups? If we are in for a penny why not go for the pound, I say. And even with the tanks arranged in a herringbone, or some other non-line based formation, the other targets wouldn't lose any relevance that they don't already have. The defensive positions would still counter the tanks and supply depots would still be provided the team with weapons and tank re-spawns. Just because the tanks are parked differently those targets can be ignored?

  • Confused 1
  • Upvote 1

Share this post


Link to post
Share on other sites

If logistics routes are destroyed but tanks are not do the tanks still advance?

 

One of the ACG boys directed me to a great Sherman doco. Turns out aircraft didn't kill many tanks. They ruined soft targets though.

 

Another thing I would like to see are defending side having to hit bridges as a high priority. Nothing moves without fuel, shells and bullets. Tanks should be hard as heck to kill and dispersion in the woods or in a field off the road might help add historical accuracy.

Edited by 7./JG26_Smokejumper

Share this post


Link to post
Share on other sites

lel again 3 magical tank columns from Hitlers arse right in the middle of map.  closing 2 airfields.  Axis dont even need to fly anymore. 

 

I think i am going to take a break until TAW is more... "historically accurate", You implemented the Stealth tanks but you still need to get the Obelisks of light and SAM sites. 

hqdefault.jpg

Edited by Cpt_Siddy
  • Haha 1

Share this post


Link to post
Share on other sites

Either the new objective system is bugged or it needs some serious rethinking...

 

Edit:

 

@=LG=Kathon could you please explain in detail again how the new objective system works (offensive/counter offensive etc.)?

Edited by Operatsiya_Ivy
  • Upvote 1

Share this post


Link to post
Share on other sites

@=LG=Kathon

 

Just curious about a capture calculation.

 

6 times bailed/4 times captured (stat page). 

Do we have it like 50% or more currently?

Edited by Norz
  • Upvote 1

Share this post


Link to post
Share on other sites

I think it is set so that the Germans get captured more often, hostile population and all that. I can't recall the exact numbers but 4 in 6 sounds about right for what they set it to.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...