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Posted
26 minutes ago, =OPFR=the_rooster said:

Btw im having a great time. Thanks for putting out a solid server LG 

Thank you sir! Words of this type, addressed to us, are rarely seen recently?

  • Upvote 2
ACG_FriedericusREX
Posted

Gentlemen of LG,

 

among all the back and forth about balance and who killed who and therefore has the biggest ****

I genuinly want to say thank you for providing us with a server like TAW!

Only a realy good server can get people so invested that they keep arguing on the forum with such vigor ;D

  • Like 1
  • Thanks 4
Giovanni_Giorgio
Posted
9 hours ago, =LG=Piciu said:

Thank you sir! Words of this type, addressed to us, are rarely seen recently?


We send them via PayPal ?

  • Upvote 1
Posted (edited)

I placed this in the Poll thread but figured it may be missed there and should be here as well. 

 

I got to thinking that maybe there is something that can be done with transport mechanics to provide more overall gameplay benefit for all involved. 

 

For example:

Implement temporary, front-line "supply/support airfields". These airfields would allow for pilots to land and refuel closer to the action without having to fly all the way back to open airfields. However, they would not provide the benefit of a logged sortie. This would continue to require the pilot to land and finish at a traditional open airfield.

 

Secondarily, I would suggest that these airfields would need to be supplied by transports in order to allow them to resupply/repair the planes that land at them. They could also be partially tied to the relative strength/repair rate of nearby defenses or tanks. This would promote transports needing to fly closer to the front lines in order to maintain these benefits and therefore present themselves as more susceptible targets. It would also give them a bit more of a strategic importance and therefore give people something to think about while they grind away sorties in them. 

 

Third, allow transports to lift off from closed traditional airfields near the front-lines at all times. This would allow them to start closer to the action and the "temporary airfields" but of course... at greater risk to themselves. 

 

Finally, do not tie deaths in a transport to a pilot's stats. Allow people to take on the higher risk to resupply in transports and gain CMs without the risk of losing lives/streak/rank if they die in a transport. (Essentially transports would be considered a grind to gain back planes or lives while providing the benefit of a more ready target for the opposition.)

 

edit* Even if these airfields did not allow for resupply/repair of aircraft and only increased the repair rate of nearby defense/tanks, or vice-versa... it would still achieve the overall intended effect. 

Edited by SCG_Wulfe
  • Like 1
  • Upvote 4
Posted (edited)
1 hour ago, SCG_Wulfe said:

Finally, do not tie deaths in a transport to a pilot's stats. Allow people to take on the higher risk to resupply in transports and gain CMs without the risk of losing lives/streak/rank if they die in a transport. (Essentially transports would be considered a grind to gain back planes or lives while providing the benefit of a more ready target for the opposition.)

 

Immortal transport Pe-2. Sounds like the greatest fighter on TAW.

Edited by =LG=todeskvlt
  • Upvote 1
Posted (edited)
54 minutes ago, =LG=todeskvlt said:

 

Immortal transport Pe-2. Sounds like the greatest fighter on TAW.

 

Transports do not give you guns, so I don't think there would be a problem with them being used as fighters. Further, if you were concerned about players exploiting the gunners for kills, simply do not award kills to a players stats during transport flights. 

Edited by SCG_Wulfe
Posted

@LG today i joined server and hat to restart the game because i forgot to start trackir. after reconnect i had a penalty of 9mins. after penalty i could not start because i had to wait in the que. after 25 min i was still on 6th place. even after one of our sqad member has left the game. one other guy of SV7 connected and was able to start immediately. is there any bugs in the balance system?

Posted

To be honest - Transport runs could be automated (have AI take off and land and penalize pilots that collide with them) to augment human runs. Then there will be no need to edit the pilot lives for flying transports as they are only doing it for personal reasons.

Posted
1 hour ago, JG7_X-Man said:

To be honest - Transport runs could be automated (have AI take off and land and penalize pilots that collide with them) to augment human runs. Then there will be no need to edit the pilot lives for flying transports as they are only doing it for personal reasons.

As I remember talks about implementing AI flights, this kind of action will have heavy impact on server performance. 

  • Upvote 1
Posted (edited)
1 hour ago, JG7_X-Man said:

To be honest - Transport runs could be automated (have AI take off and land and penalize pilots that collide with them) to augment human runs. Then there will be no need to edit the pilot lives for flying transports as they are only doing it for personal reasons.

 

There are a few problems I see with this. First, AI will bog down the server. Second, it would remove the strategic element envisaged for transports in my prior post. Third, AI transport runs will be easy to predict and intercept and should not be counted towards air kills. This would remove the benefit of increased air targets and traffic around the front line. 

 

This third point I did not really expand on deeply in my initial post but it is another benefit I see. With this system, we would be encouraging fighter pilot types to take the "easy prey" of transport pilots near the front line. This could have the benefit of encouraging pilots to fly lower and more aggressively near the front line where they are at risk of exposing themselves with tracer fire and time on target at lower alts. In general, this could lead to more buzz and activity in a way that counts. 

Edited by SCG_Wulfe
  • Upvote 2
Posted (edited)
6 hours ago, SCG_Wulfe said:

 

Implement temporary, front-line "supply/support airfields". These airfields would allow for pilots to land and refuel closer to the action without having to fly all the way back to open airfields. However, they would not provide the benefit of a logged sortie. This would continue to require the pilot to land and finish at a traditional open airfield.

 

There was such idea but didnt got the majority of voices so far.

 

Quote

Finally, do not tie deaths in a transport to a pilot's stats. Allow people to take on the higher risk to resupply in transports and gain CMs without the risk of losing lives/streak/rank if they die in a transport. (Essentially transports would be considered a grind to gain back planes or lives while providing the benefit of a more ready target for the opposition.)

 

Intention of this server is to provide ralistic flight experience and battle stress during combat sorties.

Even you decided to take cargo or drop paratroopers.

Big no for such idea.

 

4 hours ago, SV7_Vase said:

@LG today i joined server and hat to restart the game because i forgot to start trackir. after reconnect i had a penalty of 9mins. after penalty i could not start because i had to wait in the que. after 25 min i was still on 6th place. even after one of our sqad member has left the game. one other guy of SV7 connected and was able to start immediately. is there any bugs in the balance system?

 

Accident probably. Maybe when he joined someone left and the que was =0.

 

Balance system is working well in this season. Even there is 40vs20 at some hours extra players are obliged to take airbases far away from the front line.

 

Kathon is a brilliant admin but he can`t make miracles and control player numbers at every mission.

8 hours ago, ACG_FriedericusREX said:

Gentlemen of LG,

 

among all the back and forth about balance and who killed who and therefore has the biggest ****

I genuinly want to say thank you for providing us with a server like TAW!

Only a realy good server can get people so invested that they keep arguing on the forum with such vigor ;D


Thank you. Invite other squads to competition so the problem with imbalance will disapear ;]

17 hours ago, =OPFR=the_rooster said:

Btw im having a great time. Thanks for putting out a solid server LG 

 

;]


BTW 

 

Check the results of voting.

 

According to that.

 

Present situatuion with temporary destroying the bases looks good. You cant win now by deleting the airbases and need to focus on other targets.

Also people who like long flights can always take secondary bases and those who have smaller fuel tanks have more operational time in the hot zones.

 

Majority of the TAW community decided to change something with day/night shift problem. 
We respect all the players but also respect effort which 60-80 players waste during European time missions.

 

We have a compromise. 
 

We will NOT TURN OFF the server during NA players activity. Instead of this, the defence lines will be stronger compare to the tank column strenght.

Players will need to put as much effort in destroying def lines as in killing tank columns.

So even there will be no oposition at some side frontline wont be pushed so easily as it is now by 4-10 players.

 

Work in progress.

 

Changing the AAA strenght and numbers will not change the logic of a AAA as a object in the game, so single fast attacks will be still possible however they will not kill the whole targets so the players will need to focus on precise attacks.

 

We will also work under a new planest logic with historical lines( as possible as it is in the game, counting the plane overall strenght, durability, loadout, version, engine power, speed, etc. and historical  service time) and combat points system.

Expect changes in the Eastern front edition if the script tests will be positive.

 

Also have in mind that LG team is changing sides EVERY season so we dont have ANY private interest with boosting one side of the conflict.

 

If you want to support us and keep the server evolving and runing you can always do it via PayPal as the LG team do as well.

 

https://www.paypal.com/donate/?token=VTTCPqFpbr8_22qKOLyTj--EoVdnOkbKCdVFGjEfFzsLmm5dSvXx0oA_sJP5xHXqF9t4YIaOL-eFc4cP&locale.x=GB

303595418_pobrane(1).png.bd5743e0544c01eb9f58e1fbc46595d3.png

 

Edited by =LG=Blakhart
Posted
On 1/25/2021 at 10:45 PM, =LG=Blakhart said:

 

How many flight hours you spent in this season btw ?

None. And I don´t plan to, because it is fundamentally the same as the last western front campaign, which I didn´t really enjoy. Well, actually, SRS is in now. That definitely made the last east front taw a lot better.

We will see what the future will hold. Normandy, Air marshall...

Posted
4 hours ago, =LG=Blakhart said:

We will NOT TURN OFF the server during NA players activity. Instead of this, the defence lines will be stronger compare to the tank column strenght.

Players will need to put as much effort in destroying def lines as in killing tank columns.

So even there will be no oposition at some side frontline wont be pushed so easily as it is now by 4-10 players.


Is this change in defense strength triggered by a team imbalance?  Or will it simply be active during certain hours of the day?

  • Confused 1
Posted
On 1/25/2021 at 10:45 PM, =LG=Blakhart said:

How many flight hours you spent in this season btw ?

7 hours ago, ACG_Vietkong said:

None.

 

Good. 

I just wanted to confirm that, because I didnt saw your nickname in the players list.

So your opinion doesnt have any value :)

Test it before you judge.

Cheers!

 

5 hours ago, BigGinger said:

Is this change in defense strength triggered by a team imbalance?  Or will it simply be active during certain hours of the day?

 

It is triggered by the overall gameplay. Not only 2nd shift.

It will be active during the all day.

Side with Hartmans hanging on 7-8k and counting that few players do the dirty job will no longer push the frontline.


Amount of effort to kill the tank column is a lot bigger than killing soft targets at defence line.

 

2 skilled strikers can delete 80% of 1 def line in 10-15 minutes and they will have enough amunition to make a small damage on 2nd def position.

In total around 4-6 players can kill ALL of 3 def lines in around 45`-1 hr(with RTB).

Taking on account the mission is 2hrs50 minutes +/- long means 6-8 players can delete ALL the defence lines on the map.

With tank column at your side pushing the front line demands around 2-6 players 

 

On the other hand to kill tank column (20 tanks- heavy targets, small bomb splash, precise hits) you need 6-8 players in 2-3 sorties which takes usually more than 1hr30`-2hrs ( with RTB)

 

Also with present situation we basically CANT save the defence lines from single fast dive bombing attacks.

With  column its a lot easier to defend, because attacking side needs to be more precised with killing tanks, spend more time in the area and provide air superiority.

 

Posted
1 hour ago, =LG=Blakhart said:

 

Good. 

I just wanted to confirm that, because I didnt saw your nickname in the players list.

So your opinion doesnt have any value :)

Test it before you judge.

Cheers!

 

 

 

 

Of course my opinion has no value. I´m taking the piss... But you know what has value? Comparing the attendance numbers between Western front TAW and eastern. 

I think you didn´t understand what i meant. This TAW will be great once a lot of the missing assets that are coming in Normandy will be included ( More ground attack planes) and not that you guys have designed a poor western front TAW. Its more you don´t really have the tools to make it epic.

Also I really liked the idea of the bomber raid taw where the allies had to destroy a % of factories etc. although in practice might be dificult to implement and make it enjoyable. Gives a more western front "flavour".

Posted (edited)
1 hour ago, ACG_Vietkong said:

Of course my opinion has no value. I´m taking the piss... But you know what has value? Comparing the attendance numbers between Western front TAW and eastern. 

I think you didn´t understand what i meant. This TAW will be great once a lot of the missing assets that are coming in Normandy will be included ( More ground attack planes) and not that you guys have designed a poor western front TAW. Its more you don´t really have the tools to make it epic.

Also I really liked the idea of the bomber raid taw where the allies had to destroy a % of factories etc. although in practice might be dificult to implement and make it enjoyable. Gives a more western front "flavour".

 

Such form is far better :)
You see, now you are helping us giving a good critic! 
Thank you! :)

 

BTW

This "online war" will be ready when IL-2GB will have as many maps, historical campaigns and planes as the old il2 have.

Then we will have enough assets and options.

 

Just imagine you & your friends in next 20-30-40 years (when it will happen),retired sitting at home and having full day to fight at online war ? ? ?

hahahah

Edited by =LG=Blakhart
Posted (edited)

Well..its currently, the best server for us, hardcorers (old SEOW warriors). I like it alot. There is room for improvement, ofcourse.

 

BTW, me praising anything is an epic achievement. So be flattered. ?

Edited by =VARP=Tvrdi
Giovanni_Giorgio
Posted

Please unlock 150 octane on P-47 attacker once it is available on the other planes. Flying the jug loaded with ammunition is already a miserable experience, no need to make it even worse.

  • Upvote 2
Posted

The fact that you can not close airfields for 3-4 missions, this significantly changes the course of hostilities. This makes the war on the server less dependent on tactics, now it will not be possible to conduct operations that will have long-term consequences. Perhaps an alternative solution would be to change the mechanics of restoring the airfield and be able to directly repair it with air supply. This would encourage flights to the border airfield from both sides. Right now, it doesn't make much sense either to attack the airfield or to supply it by air. On the other hand, reducing the time of approach to the battle area will increase attendance.

  • Upvote 2
Posted
21 minutes ago, mincer said:

Please unlock 150 octane on P-47 attacker once it is available on the other planes. Flying the jug loaded with ammunition is already a miserable experience, no need to make it even worse.

IIRC 150-grade fuel for P-47 attacker is locked because it wasn't used by the 9th Air Force.

  • Upvote 1
Posted

And  K-4 with boost 1.98ATA was used? LOL ? 

  • Like 1
Posted
35 minutes ago, CSW_606_Temp said:

And  K-4 with boost 1.98ATA was used? LOL ? 

Yeaah, with K-4 it's more complicated.
DB and DC engine is the same engine. The difference is B4 fuel with MW-50 was designated DB and C-3 fuel with MW-50 was designated DC.
And IIRC there is no proof that DC wasn't used, but there is no proof that it was used either. But, we know in what state Third Reich fuel economy was in the late war. So personally, I agree with you. At the same time, this is kinda reflected in TAW since DC engine is limited by depot damage. Maybe depot damage should be more impactful at this modification.

  • Upvote 2
Posted
49 minutes ago, =LG=Mad_Mikhael said:

Yeaah, with K-4 it's more complicated.
DB and DC engine is the same engine. The difference is B4 fuel with MW-50 was designated DB and C-3 fuel with MW-50 was designated DC.
And IIRC there is no proof that DC wasn't used, but there is no proof that it was used either. But, we know in what state Third Reich fuel economy was in the late war. So personally, I agree with you. At the same time, this is kinda reflected in TAW since DC engine is limited by depot damage. Maybe depot damage should be more impactful at this modification.

On Kurfurst's site it shows that 1.98 was cleared for some squadrons from around March 1945.

Of course as you point out it was also possible to be cleared for 1.98, but not be able to run that, owing to lack of the appropriate fuel.

  • Upvote 1
Posted (edited)

Here are my problems with this server. If you loose your life and points your only option is P47 attacker. Well, I surprised one BF109 K4 in it but pathetic 50 cals just arent enough for one pass kill so I ended up defeated.

Secondly, often on server the odds are very uneven. Also there are many squads out there, so often happens that even if the odds are close one side has 10 players in team on TS. That is ok of the server is full but if there are 20 ppl on each side...Maybe Im seeing things wrongly....

Edited by =VARP=Tvrdi
Posted
3 hours ago, =VARP=Tvrdi said:

Here are my problems with this server. If you loose your life and points your only option is P47 attacker. Well, I surprised one BF109 K4 in it but pathetic 50 cals just arent enough for one pass kill so I ended up defeated.

 

Yes, 50-cals suck, probably unrealistically so, but you're only 3 combat sorties away from the P-38 attacker which has a cannon. Also, the Spit can carry a decent bomb load and can attack and defend itself quite well after it drops them.

 

 

3 hours ago, =VARP=Tvrdi said:

Secondly, often on server the odds are very uneven. Also there are many squads out there, so often happens that even if the odds are close one side has 10 players in team on TS. That is ok of the server is full but if there are 20 ppl on each side...Maybe Im seeing things wrongly....

 

I don't think this will ever be solved. There are some rules that prevent squads from splitting up and/or switching sides and those rules make sense for the most part, while non-squad pilots often get "emotionally attached" to their planes or to the work they already did for their side in the campaign. Some tweaks are being suggested but mostly I think it will be up to you to adjust how you fly during an imbalance.

Posted (edited)

I've got terrible fps dips today on server.....in VR it goes down to 33fps and stays like that!

Before it was running ok even with more players and more clouds.

 

S!

Edited by =VARP=Ribbon
Posted
21 hours ago, =VARP=Ribbon said:

I've got terrible fps dips today on server.....in VR it goes down to 33fps and stays like that!

Before it was running ok even with more players and more clouds.

 

S!

This is most likely on your end mate.

Posted
3 hours ago, [GCA]T1m270 said:

This is most likely on your end mate.

Was curious does this map has more units on it than usual, cos i had no such problems before as well other servers run more than fine

Posted

The Allies have launched their last hopeless attack! Where is the mighty weapon of the Führer? 

Q Me262.jpg

Posted

Getting ready for another mission.

2021_1_30__16_50_31.jpeg

Posted (edited)
1 hour ago, =VARP=Ribbon said:

Landed on home airfield and lost a plane...why?

http://taw-server.de/pilot_sortie.php?id=26578&name==VARP=Ribbon

This sortie?

You damaged your plane above 50 %, and you must wait until your ground crew fix it. Very simple. 

1 hour ago, =VARP=Ribbon said:

Planeset is a bit unbalanced too, axis having dora, g14 and k4 vs peashooter mustang, spit and p47.

What planeset would be good for you. Bf 109 E7 vs. P-51D? Ju-87 vs. Spitfire mk.IX?

If you say that LW planes are better, just fly on blue side.

1 hour ago, =VARP=Ribbon said:

Also bunch of 262s camping all around spawn airfields....not much fun for allies.

Without exaggeration. Only a few for the entire map. There are restrictions on their use. Read the manual.

And don't worry, it's normal on a TAW. This server triggers states like yours now. That's what it is for. ?

Edited by =L/R=Rafcio
No reason.
Posted
On 1/27/2021 at 7:19 AM, =LG=Mad_Mikhael said:

IIRC 150-grade fuel for P-47 attacker is locked because it wasn't used by the 9th Air Force.

@CSW_606_Temp IIRC 150-grade fuel degraded sparkplug life significantly thus increasing (aircraft maintenance time required/combat hours). With the 2nd TAF and 9th USAAF being on continent charged with tactical objectives (bridges, railways, airfields etc.), combat readiness (having operational aircraft available for quick turnaround was more important that the slight advantage it gave aircraft mostly configured for mud moving.

 

for the record, I am not saying it shouldn't be unlock, I'm just given a possible reason as to why it is.

  • Upvote 2
Posted (edited)
2 hours ago, =L/R=Rafcio said:

http://taw-server.de/pilot_sortie.php?id=26578&name==VARP=Ribbon

This sortie?

You damaged your plane above 50 %, and you must wait until your ground crew fix it. Very simple. 

What planeset would be good for you. Bf 109 E7 vs. P-51D? Ju-87 vs. Spitfire mk.IX?

If you say that LW planes are better, just fly on blue side.

Without exaggeration. Only a few for the entire map. There are restrictions on their use. Read the manual.

And don't worry, it's normal on a TAW. This server triggers states like yours now. That's what it is for. ?

My engine over cooled, not being damaged by enemy, and i landed it, why lost it...stupid...but ok!

Regarding planeset, maybe something more capable than peeshooter p51 and useless p47.

Why equivalent fighter for axis isn't 190a8, or why then allies don't get 2 Spits instead brick p47 with 50cals.....

Just look at the stats and it will be quite clear to you.

And no need to be elitist, i've flown taw before and more hardcore MP campaigns than taw.

But i admit it triggers frustration either having to endless chase cowardly 109s to their af if meet on equal terms or getting killed by campers on spawn points in brick p47 by 262s.

But nevermind i thought i've deleted my post trying to evade useless discussion with Lufties......

 

Bye!

 

 

Edited by =VARP=Ribbon
  • Haha 2
Posted (edited)
5 hours ago, =VARP=Ribbon said:

Regarding planeset, maybe something more capable than peeshooter p51 and useless p47.

i flew for the blue side for years and now i'm flying for the red side. and yeah the blue planes are some real beasts. but no plane is useless. the p51, i rly like her, is no peeshooter. hitting something with all 6 cal .50 on convergence is devastating and most attacks are first pass kills. to be successfull with a specific plane you have to know your plane and the enemy plane, and fly in a style thats suits the plane.
this is not meant personally for you, its a problem that has existed in the flight community since flight simulations are a thing.

↓↓↓SOME THEORY STUFF !!!ATTENTION!!! skip this part of the post if you don't want to change anything about your flying↓↓↓

“My plane can’t climb worth a damn!”
So, don’t engage in climbing contests! Do all of your climbing well before entering hostile
skies, and disengage when the bad guys threaten to get on top. Think “discipline!”.

“The enemy keeps winning the turning fights!”
So, don’t turn with them! Engage only in such fights as you feel comfortable in, e.g. close
unseen from behind or dive in unseen from above. Set up drag-and-bag traps with a buddy
or three. Avoid all else. Think “discipline!”

“We are always outnumbered!”
So, fight only on YOUR terms! There is always a rear field to launch from. Instead of
spending your online time as a bona fide target drone at the forward fields, always with
enemy on top, invest a few minutes in securing an altitude advantage from a rear field. Then
you are ready to rule. Make single attacks, don’t bog down in wrestling individual enemy and
disengage the moment you sense your energy advantage is about to be compromised. Or
better still, collect some 4-8 pilots and work like a team against the solo or gaggle tactics of
the enemy. Think “discipline!”

“All they do is run!”
So, let them! If you can’t catch them, why even try? If the bandit is running away it clearly
means that he isn’t a threat. At the most, a running bandit is a lure or a ruse. If you can get
the bandit to run you’ve won the engagement since you’re in possession of the field. On the
other hand, the bandit may call it a draw as he is still alive, and he may be planning a comeback
on better terms. In any case, if the bandit is running scared, you can get him to turn
back for another go by showing him contempt and/or disinterest.
And if he’s running home to repair or rearm, well, then you have the opportunity to own his
sky so as to kill him all the more effectively next time you happen to meet him. In other
words, follow him to his lair and stake him out as he replanes.

“Scumbag nitwits keep crashing into me!”
Since beginner pilots usually fly “pipper-on-enemy” only until they learn the concept of
separation, ramming is an occupational hazard. Pitch two beginners against each other and
they’re highly likely to die in a head-on collision (flying straight at your enemy usually results
in collisions you know), whereas two intermediate or accomplished pilots are far less likely to
collide – because they fly to avoid the collision rather than fly to collide. It really isn’t that hard:
simply point beside your enemy in a head-on approach and you will not collide. The novice
retorts with “but then he gets a free shot!”, to which I say: use the Vertical Luke, i.e. pitch up or
down out of his plane of manoeuvre in order to complicate the shot beyond his capability.
Up close and personal, if you’re feeling the collision coming up, slide out with a stomp of the
rudder or relax stick pressure to slide below and behind your enemy.

"What do you do when the enemy is faster and the only thing you have is an advantage in roll rate?"
Speed is of course the decisive advantage – he who has an overhead of speed can run down
the slower enemy and disengage from any fight that threatens to go sour. Thus, the slower
fighter needs to secure an energy advantage by storing up on potential speed known as…
altitude. However, before long you’re highly likely to get into the situation where the enemy
is co-E or better thus forcing you to fight on his terms. He who has speed normally has the
climb and dive advantage as well, although there are exceptions to the rule. Anyhow, here
you are, fighting a faster bandit with nothing but your wits and your roll rate – how do you
do it? Your roll rate is of decisive importance inasmuch it allows you to change direction
swiftly and thus create or increase separation which the enemy cannot immediately follow or
make up for. In short, every time he commits to an attack, you have the opportunity to roll
and pull outside his performance envelope. Thus you evade his every pass, flying outside his
“cone of opportunity”. Every time he misses, he must set up anew by turning around and 27
that he cannot do without a certain separation (distance) as that would put him unhealthily
close to your guns. While he turns around you move out again, towards home, friends and
AA guns. If you’re feeling somewhat more combative, you can easily set him up for a rolling
scissor as he comes boring in on you, and polish him off once and for all.
For it is highly likely, given his speed advantage, that he has a poor turn performance and is
likely to stall out if he handles his crate with abandon.

"The enemy is faster AND rolls better – all I have is a slight advantage in the turn?"
Now you’re doubly disadvantaged. The enemy is faster and rolls better, giving him the
opportunity to follow your every move and produce excellent guns solutions in due time.
You’re flying a crate that can turn well, and that’s it, so how do you prevail? Well, the enemy
will want to fight in long, fast, straight moves with as little turning as possible, whereas you
will want to slow down the fight and turn as much as possible. In order to survive and
prevail you must fight on your terms only, and you must avoid a pure rolling contest too.
That said, your enemy’s performance is likely to suffer markedly if you can bring him down
to a slow speed, allowing you to work with rolling scissors despite your slight roll
disadvantage – for the rolling scissor isn’t as dependent on massive aileron use as it is on
judicious use of elevators to manage vertical separation. In the rolling scissor, you use your
roll to corkscrew around your enemy, not to roll completely away as in the flat scissor. So
then, bring him down to a slow fight by flying close to him and by cutting across the circle
he makes in an effort to reverse on you. He will try to increase separation so as to turn
completely around on you before closing again, if you can deny him that separation he will
eventually slow down to fight on your terms or disengage altogether in frustration. The
critical part of the fight is when he manages that important separation and comes at you –
you will have to feed him angles on his approach and use the rolling scissor against him, for
that is the only thing short of a bare-knuckle knife fight that will save you.

"What do you do if you are thrice disadvantaged?"
You cannot run. You cannot roll your way out of Dodge. And you cannot outturn your
assailant. The only thing you have going for you is a slightly more levelled field in the slow
fight, as your disadvantages aren’t quite as marked then. Your choices are extremely limited:
other than knocking down a couple of stiff ones in the airdrome bar, you must fly well above
anything remotely hostile and only engage if you can do so with the prospect of killing your
target in one blow or of destroying your enemy’s SA and energy in that single attack. You
may also want to seriously consider bringing along a fistful of friends so that you can set up
drag&bag traps for the unwary. In the co-energy or worse scenario, which is bound to occur
since you went up alone to brave the odds, your only alternative is to roll your way home
while making yourself as unpredictable a target as possible. If you’re really good you may get
a few snapshots in such a rolling scissor disengagement fight, but don’t bank on it. If you do
elect to fly and fight (maybe you don’t have a choice!) you should attempt to find the enemy
where he’s low and slow: at or near his base, on climbout stretches, while returning with
battle damage etc. Jump on him then, hack him down and make yourself scarce right quick!
Nothing hones skill as well as fighting in a completely disadvantaged aircraft – try it, and you
might just get to like it. If nothing else, your kills, when you get them, will be all the sweeter.
Some of the best (virtual) pilots I’ve known deliberately flew the crappiest aircraft.

"We can’t support our troops because the enemy is too numerous and have better aircraft than we do."
If I had had a dime for every time I’ve heard this I’d be a rich man today. It is inevitably so
(in a game) that one side will outnumber the other, one side will have a better performing
inventory, one side will have the better pilots and one side will enjoy all the benefits of
superior morale. What’s worse, depending on your allegiance of course, is that these factors
are self-reinforcing: good inventory = more pilots = more success = better morale = more
flight time = better pilots und so weiter. Griping and yammering isn’t going to change that.
If you’re left holding the wrong end of the stick you had better do something about it, right
quick. The first thing to realise in this situation is that you cannot expect to succeed in any
venture at any time under any circumstance. Strike that thought from your mind. You can
only succeed in such situations as your proficiency and circumstances allow, and with the
above-mentioned set of disadvantages ranged against you those situations are few indeed.
Tough luck, but there it is.

Thx for everyone reading up to this point. ? here have a cookie and good luck in your next flight :)

Edited by No.77_Ammi
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Giovanni_Giorgio
Posted
8 hours ago, =VARP=Ribbon said:

Regarding planeset, maybe something more capable than peeshooter p51 and useless p47.

 

Check out Tempest. Should be fine as long as you fly in a straight line (otherwise the wings may fall off).

Posted (edited)

Problem is, once you loose spit and p51 your left with p47...our p47 not the real one. And on the opposite side is g14. Also there are alot of 262s....no compensation for that. Temoest isnt a match and we rarely can fly it. Then theres a fact TAW was always LW playground, LW oriented server where LW only squads, naturaly dominate. Lw squads admins. Btw whats up with flying only one side in a freaking game. Thats absurd, always was. Playing the game not for challenge and fun but for stats. Plain wrong. Im telling this since death of SEOW and old IL2.

my 5 cents

Edited by =VARP=Tvrdi
Posted
2 hours ago, No.77_Ammi said:

i flew for the blue side for years and now i'm flying for the red side. and yeah the blue planes are some real beasts. but no plane is useless. the p51, i rly like her, is no peeshooter. hitting something with all 6 cal .50 on convergence is devastating and most attacks are first pass kills. to be successfull with a specific plane you have to know your plane and the enemy plane, and fly in a style thats suits the plane.
this is not meant personally for you, its a problem that has existed in the flight community since flight simulations are a thing.

↓↓↓SOME THEORY STUFF !!!ATTENTION!!! skip this part of the post if you don't want to change anything about your flying↓↓↓

“My plane can’t climb worth a damn!”
So, don’t engage in climbing contests! Do all of your climbing well before entering hostile
skies, and disengage when the bad guys threaten to get on top. Think “discipline!”.

“The enemy keeps winning the turning fights!”
So, don’t turn with them! Engage only in such fights as you feel comfortable in, e.g. close
unseen from behind or dive in unseen from above. Set up drag-and-bag traps with a buddy
or three. Avoid all else. Think “discipline!”

“We are always outnumbered!”
So, fight only on YOUR terms! There is always a rear field to launch from. Instead of
spending your online time as a bona fide target drone at the forward fields, always with
enemy on top, invest a few minutes in securing an altitude advantage from a rear field. Then
you are ready to rule. Make single attacks, don’t bog down in wrestling individual enemy and
disengage the moment you sense your energy advantage is about to be compromised. Or
better still, collect some 4-8 pilots and work like a team against the solo or gaggle tactics of
the enemy. Think “discipline!”

“All they do is run!”
So, let them! If you can’t catch them, why even try? If the bandit is running away it clearly
means that he isn’t a threat. At the most, a running bandit is a lure or a ruse. If you can get
the bandit to run you’ve won the engagement since you’re in possession of the field. On the
other hand, the bandit may call it a draw as he is still alive, and he may be planning a comeback
on better terms. In any case, if the bandit is running scared, you can get him to turn
back for another go by showing him contempt and/or disinterest.
And if he’s running home to repair or rearm, well, then you have the opportunity to own his
sky so as to kill him all the more effectively next time you happen to meet him. In other
words, follow him to his lair and stake him out as he replanes.

“Scumbag nitwits keep crashing into me!”
Since beginner pilots usually fly “pipper-on-enemy” only until they learn the concept of
separation, ramming is an occupational hazard. Pitch two beginners against each other and
they’re highly likely to die in a head-on collision (flying straight at your enemy usually results
in collisions you know), whereas two intermediate or accomplished pilots are far less likely to
collide – because they fly to avoid the collision rather than fly to collide. It really isn’t that hard:
simply point beside your enemy in a head-on approach and you will not collide. The novice
retorts with “but then he gets a free shot!”, to which I say: use the Vertical Luke, i.e. pitch up or
down out of his plane of manoeuvre in order to complicate the shot beyond his capability.
Up close and personal, if you’re feeling the collision coming up, slide out with a stomp of the
rudder or relax stick pressure to slide below and behind your enemy.

"What do you do when the enemy is faster and the only thing you have is an advantage in roll rate?"
Speed is of course the decisive advantage – he who has an overhead of speed can run down
the slower enemy and disengage from any fight that threatens to go sour. Thus, the slower
fighter needs to secure an energy advantage by storing up on potential speed known as…
altitude. However, before long you’re highly likely to get into the situation where the enemy
is co-E or better thus forcing you to fight on his terms. He who has speed normally has the
climb and dive advantage as well, although there are exceptions to the rule. Anyhow, here
you are, fighting a faster bandit with nothing but your wits and your roll rate – how do you
do it? Your roll rate is of decisive importance inasmuch it allows you to change direction
swiftly and thus create or increase separation which the enemy cannot immediately follow or
make up for. In short, every time he commits to an attack, you have the opportunity to roll
and pull outside his performance envelope. Thus you evade his every pass, flying outside his
“cone of opportunity”. Every time he misses, he must set up anew by turning around and 27
that he cannot do without a certain separation (distance) as that would put him unhealthily
close to your guns. While he turns around you move out again, towards home, friends and
AA guns. If you’re feeling somewhat more combative, you can easily set him up for a rolling
scissor as he comes boring in on you, and polish him off once and for all.
For it is highly likely, given his speed advantage, that he has a poor turn performance and is
likely to stall out if he handles his crate with abandon.

"The enemy is faster AND rolls better – all I have is a slight advantage in the turn?"
Now you’re doubly disadvantaged. The enemy is faster and rolls better, giving him the
opportunity to follow your every move and produce excellent guns solutions in due time.
You’re flying a crate that can turn well, and that’s it, so how do you prevail? Well, the enemy
will want to fight in long, fast, straight moves with as little turning as possible, whereas you
will want to slow down the fight and turn as much as possible. In order to survive and
prevail you must fight on your terms only, and you must avoid a pure rolling contest too.
That said, your enemy’s performance is likely to suffer markedly if you can bring him down
to a slow speed, allowing you to work with rolling scissors despite your slight roll
disadvantage – for the rolling scissor isn’t as dependent on massive aileron use as it is on
judicious use of elevators to manage vertical separation. In the rolling scissor, you use your
roll to corkscrew around your enemy, not to roll completely away as in the flat scissor. So
then, bring him down to a slow fight by flying close to him and by cutting across the circle
he makes in an effort to reverse on you. He will try to increase separation so as to turn
completely around on you before closing again, if you can deny him that separation he will
eventually slow down to fight on your terms or disengage altogether in frustration. The
critical part of the fight is when he manages that important separation and comes at you –
you will have to feed him angles on his approach and use the rolling scissor against him, for
that is the only thing short of a bare-knuckle knife fight that will save you.

"What do you do if you are thrice disadvantaged?"
You cannot run. You cannot roll your way out of Dodge. And you cannot outturn your
assailant. The only thing you have going for you is a slightly more levelled field in the slow
fight, as your disadvantages aren’t quite as marked then. Your choices are extremely limited:
other than knocking down a couple of stiff ones in the airdrome bar, you must fly well above
anything remotely hostile and only engage if you can do so with the prospect of killing your
target in one blow or of destroying your enemy’s SA and energy in that single attack. You
may also want to seriously consider bringing along a fistful of friends so that you can set up
drag&bag traps for the unwary. In the co-energy or worse scenario, which is bound to occur
since you went up alone to brave the odds, your only alternative is to roll your way home
while making yourself as unpredictable a target as possible. If you’re really good you may get
a few snapshots in such a rolling scissor disengagement fight, but don’t bank on it. If you do
elect to fly and fight (maybe you don’t have a choice!) you should attempt to find the enemy
where he’s low and slow: at or near his base, on climbout stretches, while returning with
battle damage etc. Jump on him then, hack him down and make yourself scarce right quick!
Nothing hones skill as well as fighting in a completely disadvantaged aircraft – try it, and you
might just get to like it. If nothing else, your kills, when you get them, will be all the sweeter.
Some of the best (virtual) pilots I’ve known deliberately flew the crappiest aircraft.

"We can’t support our troops because the enemy is too numerous and have better aircraft than we do."
If I had had a dime for every time I’ve heard this I’d be a rich man today. It is inevitably so
(in a game) that one side will outnumber the other, one side will have a better performing
inventory, one side will have the better pilots and one side will enjoy all the benefits of
superior morale. What’s worse, depending on your allegiance of course, is that these factors
are self-reinforcing: good inventory = more pilots = more success = better morale = more
flight time = better pilots und so weiter. Griping and yammering isn’t going to change that.
If you’re left holding the wrong end of the stick you had better do something about it, right
quick. The first thing to realise in this situation is that you cannot expect to succeed in any
venture at any time under any circumstance. Strike that thought from your mind. You can
only succeed in such situations as your proficiency and circumstances allow, and with the
above-mentioned set of disadvantages ranged against you those situations are few indeed.
Tough luck, but there it is.

Thx for everyone reading up to this point. ? here have a cookie and good luck in your next flight :)

Ammi i know all of that, i fly both sides for years and i'm doing quite well in MP (beside discipline i admit ? cos i'm here to have fun not running away all the time as most players do making this taw boring).

 

My rant is planeset giving allies p47 as a low tier fighter while axis having all top of the line, 190a8 should be aprox balance instead g14 or there should be 2 spits available.

I was for 262 to be included when it was hot topic on taw but this taw planeset is off.

But ok, their server, their rules...have fun everyone?

Posted

I dont get Your point. Both sides has 4 fighters available. In addition germans have me 262 that is a unicorn cause only 1% can take IT. So more like 3 fighters plus me 262. G14 is much slower than p47 150 octane. This is plane set from bodenplate.

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