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Tactical Air War

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I found 100% fuel and lean mixture works wonders if you are coming from the back - you arrive at around 60-75% fuel and you don't need to land where you started so you get to use all of that fuel fighting. If you drop your speed a little you can even get there at 80% fuel easily

Edited by JaffaCake

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VVS don't have Migs on map #1, they only have I-16s and P-40s...

 

I wasn't sure if we had moved on to map 2 or not yet.

 

Hmmmmm well I double checked to make sure I didn't friendly fire someone, so it was definitely an enemy.... could have been an I-16 I had a lot of energy relative to the target so I was just doing very quick passed.

 

It is possible the plane was already dead or dying when I shot him. since he was super low to the ground already. Not sure, will need to record next time I suppose

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3 hours ago, Alonzo said:

I really dislike the idea of limiting logins to the server when there is an imbalance. It's already painful if the server is full: sometimes I cannot play with my friends even if we are the underdogs. I can imagine the side with more players also being frustrated by a hard cap on logging in. If there were ever a cap I think maybe 42 or 50 would be a good number. Imagine if there were 20:5 players online and you couldn't log in to make it 21:5, very frustrating.

 

The airfield lockout mechanic is also painful. I was flying last night in a large group, trying to claw back some ground for VVS. We had half our people spawned at a frontal airfield, when suddenly the airfield shut down. Anyone who had not already spawned needed to use a different airfield. This was a big problem: the escorts, flying short-range I-16s, were now not able to cover the bombers from the rear airfield!

 

I don't expect the mechanics to be changed in the middle of this TAW, so I guess we'll learn to live with it, but psychology suggests that "incentives" are better than "punishment." Maybe we need XP bonuses for pilots flying against larger odds (would this change people's behavior?). Maybe instead of closing front-line airfields we should open a beneficial airfield when a particular side is at a disadvantage. Maybe if airports are opening or closing, we could have a message in chat giving us a 5 minute warning that the airfield is going to open or close. Maybe there is some other way to give a bonus to the weaker side, rather than a punishment for the stronger side (you can't log in, you can't use airfield X are punishments).

 

They are punishments but still allow players to fly which is a good thing. The curreny system is not all harsh to thr imbalance. You are forced to fly for far afs but u can STILL fly. This gives a chance to the minority side and you are saying this is not good. I believe the current limiter associated with a 42 x 42 side cap would make the campaign much more balanced and the missions more enjoyable. Squadrons need to realize they do have a big impact on that and simply saying I only fly one and do not care a about does not work anymore in this small community.

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4 hours ago, Alonzo said:

I really dislike the idea of limiting logins to the server when there is an imbalance. It's already painful if the server is full: sometimes I cannot play with my friends even if we are the underdogs. I can imagine the side with more players also being frustrated by a hard cap on logging in. If there were ever a cap I think maybe 42 or 50 would be a good number. Imagine if there were 20:5 players online and you couldn't log in to make it 21:5, very frustrating.

 

The airfield lockout mechanic is also painful. I was flying last night in a large group, trying to claw back some ground for VVS. We had half our people spawned at a frontal airfield, when suddenly the airfield shut down. Anyone who had not already spawned needed to use a different airfield. This was a big problem: the escorts, flying short-range I-16s, were now not able to cover the bombers from the rear airfield!

 

I don't expect the mechanics to be changed in the middle of this TAW, so I guess we'll learn to live with it, but psychology suggests that "incentives" are better than "punishment." Maybe we need XP bonuses for pilots flying against larger odds (would this change people's behavior?). Maybe instead of closing front-line airfields we should open a beneficial airfield when a particular side is at a disadvantage. Maybe if airports are opening or closing, we could have a message in chat giving us a 5 minute warning that the airfield is going to open or close. Maybe there is some other way to give a bonus to the weaker side, rather than a punishment for the stronger side (you can't log in, you can't use airfield X are punishments).

 

So your alternative is to "reward" people for flying against impossible odds rather than addressing the impossible odds? Tell me, how much good is an XP boost to me if I lose all my planes or die on every sortie because there are 6 enemies waiting for me as soon as I get the wheels up, or sooner? When the numbers get stupidly lopsided it drives people away from the event. It has done for me and others for the last few go arounds on TAW. Is limiting player sides or spawn points the best solution to the problem? No, the players of either side being reasonable and balancing the teams themselves, or at least coming close, would be the best solution. Unfortunately, there seems to be no will among the majority of players to do this for a wide range of reasons. If the players won't fix the problem then someone else has to, so you get what is in place now; a sub-optimal solution to a preeminently fixable problem.

 

I'd love to participate in TAW again, but when I look at the numbers on any given iteration and see things like 57 to 20 I just can't be bothered and I am not alone in that sentiment.

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I'm starting to wonder if there's more of a correlation with the website tactical map and when players will flood the server than with time zones.  I've watched instances on the map when a side will lose an advantage and be thrown into a defensive and then that side's players will 'scramble' to pack the server with a numerical advantage.  I've been around for 2 1/2 TAWS.  The first one I played the last 3 maps and saw this happen. The second, I didn't play but, I did watch the map and saw instances of this.  Right now (the 3rd), I can see it happening right now.  Axis was almost to the Allied southern depot.  They got stalled, repelled, and are now on the defensive in the south.  Lo and behold!  The server is now full with Axis having 50+ players on.   The teams weren't greatly imbalanced all morning until this turn of fortune on the map.

Edited by Mobile_BBQ

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2 hours ago, Mobile_BBQ said:

I'm starting to wonder if there's more of a correlation with the website tactical map and when players will flood the server than with time zones.  I've watched instances on the map when a side will lose an advantage and be thrown into a defensive and then that side's players will 'scramble' to pack the server with a numerical advantage.  I've been around for 2 1/2 TAWS.  The first one I played the last 3 maps and saw this happen. The second, I didn't play but, I did watch the map and saw instances of this.  Right now (the 3rd), I can see it happening right now.  Axis was almost to the Allied southern depot.  They got stalled, repelled, and are now on the defensive in the south.  Lo and behold!  The server is now full with Axis having 50+ players on.   The teams weren't greatly imbalanced all morning until this turn of fortune on the map.

I think its more of a fact of the Squads Timezones. During the middle of the day to about 3 to 4 CST US Time the axis are packed with JG4 and other Blue Euro Pilots, by the time the german Prime time is over the NA Pilots get home and its usually in favor of the VVS post german Prime time. 

 

As my first TAWS that Im starting from the start, it doesnt take a ounce of a cell to look at the TAWS Teamspeak and correlate what Nation the players are from (IE When you click a users name and it shows their countru of origin.) Its mostly during the EU Prime time its a major sided Axis unless they arent flying out thay day.

Edited by MentalishMan

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I wish there were more NA pilots over there in our timezone... Hopefully BoBP will change it.

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Why is it that after 3 combat missions I get a il2 instead of the p40? These 3 combat missions were done in an i16... Unreal.

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8 minutes ago, 392FS_Jred said:

Why is it that after 3 combat missions I get a il2 instead of the p40? These 3 combat missions were done in an i16... Unreal.

you need to select fighters as your primary resupply. 

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13 minutes ago, 392FS_Jred said:

Why is it that after 3 combat missions I get a il2 instead of the p40? These 3 combat missions were done in an i16... Unreal.

You probably didn't select what you wanted for your Primary Plane type Resupply. 

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So, as I suggested before, can we have the registration for next TAW be split into timezones? There seems to be an imbalance in both directions, which varies by time zone.

 

Example:

 

PST NA Evening

Axis: 50 Allies: 32

EST NA Evening

Axis: 40 Allies: 53

EU Evening

Axis: 30 Allies: 23

 

Up to you which time zones to include, but I think this might at least help somewhat. Unless we get some sort of (unrealistic) auto engine management for VVS planes, I think there will always be those who are too scared/lazy to even try them. Then, there are those who refuse. For everyone else who actually want to balance the campaign, this will be more accurate than just overall numbers.

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1 hour ago, ACG_Nightrise said:

you need to select fighters as your primary resupply. 

I had them all selected, didn't know it'd just give you any plane, figured flying fighters would resupply fighters.

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14 minutes ago, 392FS_Jred said:

I had them all selected, didn't know it'd just give you any plane, figured flying fighters would resupply fighters.


If you have all of them selected then it's random.

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23 hours ago, Tincannavy said:

PLEASE give Russian pilots at least the P40 right from the start during the early war maps NO ONE wants to fly I-16 especially when the Germans have the Bf109 E It's not even close to fair or more importantly fun!

The I-16 is a pretty fun aircraft to fly out, I was pretty skeptical about it and not much of a Fighter Pilot. 

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 I see your point - you just want to fly irregardless of the odds on either side. The fact is there is no fun when maps flips less than the two week time limit (...too fast) because the overbalanced side is doing twice as much damage to the ground targets. Since TAW is more weighted to the ground war, this will surely be the case if the issue isn't solved. Nor is it fun to sit around and wait 3 months for TAW admin to restart the campaign. How bout the guys that use the inbalance to rack up skills - that part I don't care about.

 

I care about the 1st reason - more fun for all if the campaign lasts longer.

 

Like Riksen and others before me have mentioned - no much fun getting bounced 5 mins after takeoff.

 

 

12 hours ago, Alonzo said:

I really dislike the idea of limiting logins to the server when there is an imbalance. It's already painful if the server is full: sometimes I cannot play with my friends even if we are the underdogs. I can imagine the side with more players also being frustrated by a hard cap on logging in. If there were ever a cap I think maybe 42 or 50 would be a good number. Imagine if there were 20:5 players online and you couldn't log in to make it 21:5, very frustrating.

 

The airfield lockout mechanic is also painful. I was flying last night in a large group, trying to claw back some ground for VVS. We had half our people spawned at a frontal airfield, when suddenly the airfield shut down. Anyone who had not already spawned needed to use a different airfield. This was a big problem: the escorts, flying short-range I-16s, were now not able to cover the bombers from the rear airfield!

 

I don't expect the mechanics to be changed in the middle of this TAW, so I guess we'll learn to live with it, but psychology suggests that "incentives" are better than "punishment." Maybe we need XP bonuses for pilots flying against larger odds (would this change people's behavior?). Maybe instead of closing front-line airfields we should open a beneficial airfield when a particular side is at a disadvantage. Maybe if airports are opening or closing, we could have a message in chat giving us a 5 minute warning that the airfield is going to open or close. Maybe there is some other way to give a bonus to the weaker side, rather than a punishment for the stronger side (you can't log in, you can't use airfield X are punishments).

 

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Hey I was just trying to make suggestions, if people want to shit on me that's fine.

 

I will say that the mechanic that currently *silently* opens and closes front-line airfields could use some improvement. Even with a team of just 4 pilots this evening I was sitting and looking at the map wondering if I was going to be able to spawn with my buddies. I even had a situation where I selected an aircraft but in the time it took me to pick weapons loadout the airfield had closed. Sure, I'm therefore on the side with more players and at an advantage, but it's not a very fun mechanic to deal with. Having the rug swept from under you is pretty annoying. Maybe we should all fly from rear airfields and waste fuel and our time if we're on the side with more players -- that would be probably okay, but at least give us some warning that the airfields are opening and closing.

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30 minutes ago, Alonzo said:

Hey I was just trying to make suggestions, if people want to shit on me that's fine.

 

I will say that the mechanic that currently *silently* opens and closes front-line airfields could use some improvement. Even with a team of just 4 pilots this evening I was sitting and looking at the map wondering if I was going to be able to spawn with my buddies. I even had a situation where I selected an aircraft but in the time it took me to pick weapons loadout the airfield had closed. Sure, I'm therefore on the side with more players and at an advantage, but it's not a very fun mechanic to deal with. Having the rug swept from under you is pretty annoying. Maybe we should all fly from rear airfields and waste fuel and our time if we're on the side with more players -- that would be probably okay, but at least give us some warning that the airfields are opening and closing.


Agree 100%. With tweaking I think the system would be very good. 

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I think that the devs did a great job with the current system. It controls the flow very well. As for the time zone it will always be a problem no matter what. If you try to balance numerically the teams it will lead only to disappointment and many squads will not to fly any more. We have seen this in ADW.

 

As for statistics. Currently

Top 50 squads - 29 blues/21 reds

That converts to 278 to 206 pilots.

 

From them

Top five fighter pilots 2blue 3 reds

Top five bomber pilots 2 reds 3 blues

Top five tank busters pilots 3 blues 2 reds

 

Top five fighter squads 2 red 3 blues

Top five bomber squads 2red 3 blues

Top five tank busters squads 4 red 1 blue

 

I think is quite as balanced as it can be. Now if someone feels that it has to be 50 / 50, well my opinion is that it will never be. This will turn either to blue or the red side, as it was for the first 10 campaigns, but hey then nobody complained so much. Now from nowhere everybody complains. I use to fly when it where 10 blues with 30 reds. So what?!?!?! I took my Ju, did my job everything ok. Then this it was a problem, the load out, the gunnery att depot, so it changed, ok. Acceptable! Again the same hordes of reds.

But now for the sake of balance new discussion, nothing creative to say and the statistics are showing no other but that everything works relative ok. But noooooooo. Attacking fellow pilots with insulting under the table meaning on the capability to fly etc is ok.  

Look at the map how it turned. Time zone unfortunately it will be a problem always. Please fly, just fly. There are people that really enjoy flying. Unfortunately it cannot be perfect and the devs they are doing A GREAT JOB to balance situation without restrictions to free will and I believe they will push it a lot more.

Edited by 335th_GRDaedalos
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Enjoying this campaign so far!

 

Could anyone enlighten me on some of the mechanics I dont quite understand yet?

 

Supplies - On the ingame mission briefing, is 0% full or empty for a airfield's supplies? I only ask as most of the rear ones had 10-15% supplies while some of the damaged front line ones had ~80%.  Does this mean they have 80% of supplies left, or they have used 80% of supplies? 

 

Paratroopers - Not seeing any paratrooper Pe2 variants on VVS?

 

Objective hit points - Things like train cars I am finding VERY tough to hurt with cannons, has the HP on small vehicles/statics been doubled?

 

Cheers!

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1 hour ago, [GCA]T1m270 said:

 

Paratroopers - Not seeing any paratrooper Pe2 variants on VVS?

 

Objective hit points - Things like train cars I am finding VERY tough to hurt with cannons, has the HP on small vehicles/statics been doubled?

 

Cheers!

 

I don't know if Pe-2s were ever capable of dropping paratroopers, there's already 3 crew and the bomb bay is not that large.  Keep in mind that Pe-2 is about the same size as a BF-110.

I think at most it could para-drop supplies.  Currently, we don't have any planes capable of dropping troops for VVS.  

 

I think that a lot of ground attack objects got buffed this time around.  I've done a handful of bombing runs on defense lines and scored direct hits on bunkers/dugouts with 250kg bombs and barely damaged them.  Keep in mind that with the new damage model update, damaging vehicles to the point they are incapacitated beyond repair is more likely that full-on obliteration.   Take the wheel off the axle of a truck or hit the engine block and it's just as good as dead.  

 

TAW does give consideration to the pilot for simply 'doing damage' when calculating combat missions this time around. 

 

I don't think the ground commanders will get mad if you got no ground kills, but are positive you unloaded on the targets as duty required.  :salute: 

 

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1 hour ago, Mobile_BBQ said:

I think that a lot of ground attack objects got buffed this time around.  I've done a handful of bombing runs on defense lines and scored direct hits on bunkers/dugouts with 250kg bombs and barely damaged them.  Keep in mind that with the new damage model update, damaging vehicles to the point they are incapacitated beyond repair is more likely that full-on obliteration.   Take the wheel off the axle of a truck or hit the engine block and it's just as good as dead.  

 

 

Actually it is really confusing.

This morning, I was above a tank column, spotted an intact KV-1. Dropped a 500kg bomb on him, his engine started smoking black after my run, so I let him and go back to base.


Checked the log after my sortie, no damage written at all.
That's weird, I don't know if it's the stat page who didn't count anything, or if it was looking intact but was actually already destroyed.

 

Since I recorded this sortie, I checked the replay, it didn't look damaged at all before my bomb run, and was clearly badly hit after my bomb.

Edited by -IRRE-Centx

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Adding the to discussion about numbers, I think it is a bit too early to judge. The first map is always BLUE heavy as many don't like the I-16. It usually starts with the Mig that we get a bigger RED presence. Looking how long we are on map#1 it's really much better than in some previous campaigns.

Edited by =L/R=Maurox
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Having no issues busting tanks/AA with 100kg bombs with the i16 this morning. Having a blast. Helps there's no pesky 109's buzzing around the area! Racking up combat missions for that sweet, sweet p-40. This server, along with the new and improved VR performance, this is like a whole new game for me. It's insanely fun. The i16 in VR is just tits. Makes me want to purchase flying circus, open cockpit VR is the beesknees.

Edited by 392FS_Jred

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48 minutes ago, =L/R=Maurox said:

Adding the to discussion about numbers, I think it is a bit too early to judge. The first map is always BLUE heavy as many don't like the I-16. It usually starts with the Mig that we get a bigger RED presence. Looking how long we are on map#1 it's really much better than in some previous campaigns.

 

Reds could even win map#1 :rolleyes:

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I had the same Problem with Bombs yesterday.

2 Runs with ME110 to Tanks dropped 4xSC500 and 8x SC50.

2 Tanks smoking, one exploded.

Stats say 1,14% damage T70 and in the after Sortie 4,2 % damage T70!!!!

Enything is wrong.

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I had the same Problem with Bombs yesterday.

2 Runs with ME110 to Tanks dropped 4xSC500 and 8x SC50.

2 Tanks smoking, one exploded.

Stats say 1,14% damage T70 and in the after Sortie 4,2 % damage T70!!!!

Enything is wrong.

Quote

Checked the log after my sortie, no damage written at all.
That's weird, I don't know if it's the stat page who didn't count anything, or if it was looking intact but was actually already destroyed.

 

 

AS I was saying a few pages ago, me and a buddy downed an enemy fighter, and when we checked our logs there was no damage recorded at all. I think there might be an intermittent bug that is occuring

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Will blue crack because the predicted red route, only time will tell.  Red rules, blue druels!

 

Oh BTW, English speakers please use TAW TS for coord at a minimum.  Example I'd use TAW TS to coord with other flights, but squad discord for interflight.  Cheers!

Edited by Banzaii

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Having trouble controlling pitch and yaw for some reason.  Probably need a game patch . . . .

 

FEEC0ED38F09D463B09990428ED581437FD13886

Edited by Antijeeves1
Forgot to thank blue team members Fumes and Force_Majeure (pictured), without whose murderous intent this joke would not have been possible.
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4 hours ago, -IRRE-Centx said:

 

Actually it is really confusing.

This morning, I was above a tank column, spotted an intact KV-1. Dropped a 500kg bomb on him, his engine started smoking black after my run, so I let him and go back to base.


Checked the log after my sortie, no damage written at all.
That's weird, I don't know if it's the stat page who didn't count anything, or if it was looking intact but was actually already destroyed.

 

Since I recorded this sortie, I checked the replay, it didn't look damaged at all before my bomb run, and was clearly badly hit after my bomb.


This is all due to the most recent update. And it unfortunately presents a big problem for ground attackers in TAW. 

 

Tanks used to visibly blow up before this latest update. Less realistic or not, this was at least an easily identifiable clue as to when a hard target like a tank was destroyed. But now, a player could bust a tanks tracks and get a kill credit (but not always given, test out QMB to do this and you will see it is not consistent). However, that tank is still there - and more importantly while flying past him in a plane, looks intact. The only way to make sure that one tank in a column is destroyed, while the other one is alive, is to record a track while over it, fly back to base, view the track, then go back into the game knowing which tanks are still alive. And that's only IF no one else has attacked that tank during the time it's taken you to verify. 

 

Basically what the update has done, while make the game more 'realistic', it has made it a nightmare for blue and red ground attackers alike. A pilot has no way of knowing, unless it's a brand new column and they are flying right at mission start - what tanks are 'alive' or dead. This in effect makes flying ground attack, against a tank column rather pointless. You have no way of knowing if that tank just requires one more 37mm hit, or just one more 100kg bomb to kill - or if he's already dead and been claimed by someone else. 

 

The only other remediation (h/t @[TWB]Sketch) is constantly hitting TAB after each and every strafe/bomb/rocket, to see if you get credit for a tank. But again, that doesn't solve the issue that the tank may be damaged and needs just one more hit to be 'destroyed'. 

 

Either the way TAW does tank columns needs to be reworked entirely, or we can ask the Devs to give us a server side option on tank damage to allow for the 'simpler' DM that we had previously. Because right now it's pointless wasting time and munitions on tanks.

Edited by StG77_Kondor
Because I never proofread
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Possible new bug on suply missions...

Just had 2 flights with a Ju52 with freight
(both times manually unloaded freight after a successfull landing at the airfield and no changes to the plane setup between them)
First flight took 15:12 and was credited with a CM.
Second flight took 14:53 and did not result in a CM.

Both times same airfields used...

 

Deci

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4 hours ago, -IRRE-Centx said:

Actually it is really confusing.

This morning, I was above a tank column, spotted an intact KV-1. Dropped a 500kg bomb on him, his engine started smoking black after my run, so I let him and go back to base.


Checked the log after my sortie, no damage written at all.
That's weird, I don't know if it's the stat page who didn't count anything, or if it was looking intact but was actually already destroyed.

 

I've been having similar problems with tanks. Couple of days ago I spent a leisurely 5 minutes in an IL-2 with a wingman also in an IL-2 attacking a convoy. We had fighter cover and took our time. I've been practicing on 72AG so I'm not total shit, and I saw a lot of good hits with bombs and rockets. Ended up with zero kills. Last night I took a Peshka with 4x250kg bombs since maybe the 100kg weren't enough and hit 4 tanks dead on. My wingman was spotting and calling "good bombs" so I assume I was relatively on target. Zero kills, zero damage in the sortie log.

 

One theory is that with the new damage model, 'dead' tanks (crew dead, tracks off) often don't look dead (black/smoking) so we might be bombing already dead tanks. Is that possible? 

 

Edit: Sorry, I missed the discussion. This clearly *is* the issue.

 

55 minutes ago, Antijeeves1 said:

Having trouble controlling pitch and yaw for some reason.  Probably need a game patch . . . .

 

That's an IL-2, sturdy Russian bird. Just trim it out.  😉

Edited by Alonzo

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26 minutes ago, StG77_Kondor said:

The only way to make sure that one tank in a column is destroyed, while the other one is alive, is to record a track while over it, fly back to base, view the track, then go back into the game knowing which tanks are still alive.

 

I saw on a flight recording playback from a tank column mission we did in IL2s ast night that some intact tanks with a broken track didn't have icons, implying they are destroyed, but one tank had a broken track and still had an icon above it.

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2 hours ago, -IRRE-Centx said:

 

Reds could even win map#1 :rolleyes:

Im secretly Praying we do Win this first map, the back to back attacks and counter attacks is Hella fun tl be apart of.

Edited by MentalishMan
A word
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45 minutes ago, StG77_HvB said:

 

I saw on a flight recording playback from a tank column mission we did in IL2s ast night that some intact tanks with a broken track didn't have icons, implying they are destroyed, but one tank had a broken track and still had an icon above it.


Correct. It's not being consistently applied. It's not automatic that a wrecked track = dead tank. I've been testing in QMB against both blue and red tanks and it is the same. A busted track does not always mean the game gives you credit for its' destruction. And the only way to know is to have icons on or keep smashing TAB. Both of which, IMO are far less realistic than just having each tank blow up when they're dead.

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Interesting to see that the server restarted with the current mission from when it crashed, including time left. Objectives seem to be reset though.

Edited by Operation_Ivy

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Registration question:   Do I need to re-create/re-register every time the the TAW starts a new campaign? 

 

I played TAW last time about a month ago. Then TAW went off-line and I finally saw it back in the MP list last week. Yesterday I tried to login and it said I have to register to play. I was already registered before, so it was strange. I re-registered anyway with the same pilot name, etc.  The rules on the site don't seem to reflect this. Can anyone provide the insight if there's a such a condition on the server?

 

- Does the pilot 'expire' after the campaign is finished?

- Does the pilot expire if the pilot is 'unused' for a prolonged time (2-3 weeks?)

Edited by moosya

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5 minutes ago, moosya said:

Registration question:   Do I need to re-create/re-register every time the the TAW starts a new campaign? Yes you need to re-register at the start of every new campaign.

 

I played TAW last time about a month ago. Then TAW went off-line and I finally saw it back in the MP list last week. Yesterday I tried to login and it said I have to register to play. I was already registered before, so it was strange. I re-registered anyway with the same pilot name, etc.  The rules on the site don't seem to reflect this. Can anyone provide the insight if there's a such a condition on the server? Same question as above. But yes, everyone re-registers at the start of a new campaign. 

 

- Does the pilot 'expire' after the campaign is finished? Yes

- Does the pilot expire if the pilot is 'unused' for a prolonged time (2-3 weeks?) No - unless of course it's a new campaign.

 

Edited by StG77_Kondor
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