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A/G online


SUBS17

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Theres a few things about A/G missions online:

1/ mudmovers aren't mindreaders so make sure there is a definite target or goal. Don't just place targets somewhere and expect us to find them when they aren't on the map/designated/at the waypoint or leave external views off.

 

2/ If you're going to hide them from the map then leave some intel in the briefing. Be specific not vague "oh theres tanks somewhere near WP1". How far, are they moving, which direction. Are there any AAA or SAMs.

 

3/ Duck shooting season, mud movings supposed to be fun not a duck shoot or charge of the light brigade. A bad example I've seen is a mission with 2 slots. 1xSu33 vs 1xA10 lol. If you're going to mix it up then you have to provide at least AI escort otherwise its a waste of time and nothing is gained from either pilot. None of the mudmovers waypoints should deliberately coincide with the enemys waypoints. Whats up with that "Wp2 is common to both sides". Any A-10 pilot dumb enough to fly to WP2 deserves to be shot down.

 

4/ The most realistic A/G missions are ones with friendly aircraft on the map. By doing this the pilots can navigate and make use of grid coordinates. Add to this a definite area where the target is then there is more purpose to the mission.

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Another request ... short transit times. This is supposed to be fun, flying 100km at 250kmph ... is just boring not challenging! Its bad enough in a Mach 2 fighter ... but a slow CAS a/c ...

 

That's not the worst part, the part that, when flying for half an hour or more, you get shot down within 5 secs due to an unforseen BB site..... :icon_mrgr

:D

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Agreed,and add even the following:

 

Lets make the ground targets relevant for the whole mission strategical plot.

Because killing some tanks in a designated arena without consequence gives absolutely no motivation to be a mud mover in that mission.

 

It would be fun to deploy ground forces and defenses so that each team fights for territory, usualy where airfields could be used if that team has survided the others CAP's and cleared that patch of ground out of SAM's.

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That's not the worst part, the part that, when flying for half an hour or more, you get shot down within 5 secs due to an unforseen BB site..... :icon_mrgr

 

Yeah that can happen, but a target should be well checked before any such mission. Normally you would know the hot spots and plan to avoid them or have a SEAD escort.

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We run mixed a2a/a2g missions on the 504 server and I am one of the mission designers. From our perspective, I think what we have done so far is really just testing the boundaries of what can and can't be done with this sim in multiplayer. It's been a bit bumpy at times, but we are learning. I have many ideas that I want to try out that will basically incorporate all we've discovered for the best mix of action, realism, immersion and all that good stuff. I have put these ideas on the backburner though until 1.11 is released, as usually there are problems with missions built on different versions. Hopefully these new ideas will be more like what you guys are looking for.

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Whats up with that "Wp2 is common to both sides". Any A-10 pilot dumb enough to fly to WP2 deserves to be shot down.

When writing 504 server breifings I have used the phrase "waypoint two is common to all units on either side".

I imagine this could be misleading to some but to clarify:

Waypoint 2 of one side is common to all the units of that side.

Waypoint 2 of the other side is common to all the units of that side.

 

On a related note, I never expect people to follow my waypoints blindly. They are points of interest and require noting from the breifing. many times people will follow all the waypoints, making it very easy for an enemy interceptor to find them. This is why they do not give a specific route, if it did, and you stuck to it, you would die.

 

Another request ... short transit times. This is supposed to be fun, flying 100km at 250kmph ... is just boring not challenging! Its bad enough in a Mach 2 fighter ... but a slow CAS a/c ...

How far do you want to fly? In order to use varied environments existing in the lomac terrain sometimes you have to go further than others. The big shame is that airfields cannot be placed. Also I suggest flying at 400+ kmph ;). I agree 100km is too far, 60 km is comfortable in my opinion.

 

Thanks guys - any feedback on the mission in rotation is greatly appreciated either here on on the 504 forum

:p

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Short transit times suck as much as long ones - it causes timing issues for fighter cover on both sides, you get jumped constantly. Additionally, it's an incentive to practice proper tactics and cover from your buddies, so that you don't get shot down ;)

 

There's no incentive to save your plane when you can just jump right into the action.

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Short transit times suck as much as long ones - it causes timing issues for fighter cover on both sides, you get jumped constantly. Additionally, it's an incentive to practice proper tactics and cover from your buddies, so that you don't get shot down ;)

 

There's no incentive to save your plane when you can just jump right into the action.

 

Agreed. That's why I try to find a nice balance.

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When writing 504 server breifings I have used the phrase "waypoint two is common to all units on either side".

I imagine this could be misleading to some but to clarify:

Waypoint 2 of one side is common to all the units of that side.

Waypoint 2 of the other side is common to all the units of that side.

 

On a related note, I never expect people to follow my waypoints blindly. They are points of interest and require noting from the breifing. many times people will follow all the waypoints, making it very easy for an enemy interceptor to find them. This is why they do not give a specific route, if it did, and you stuck to it, you would die.

 

 

How far do you want to fly? In order to use varied environments existing in the lomac terrain sometimes you have to go further than others. The big shame is that airfields cannot be placed. Also I suggest flying at 400+ kmph ;). I agree 100km is too far, 60 km is comfortable in my opinion.

 

Thanks guys - any feedback on the mission in rotation is greatly appreciated either here on on the 504 forum

:p

 

I was refering to a particular mission which had ground targets where a mountain was common waypoint for both sides. Some of your missions are good on your server.

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Short transit times suck as much as long ones - it causes timing issues for fighter cover on both sides, you get jumped constantly. Additionally, it's an incentive to practice proper tactics and cover from your buddies, so that you don't get shot down ;)

 

There's no incentive to save your plane when you can just jump right into the action.

 

Do you feel that it works like that anyway? Timing just doesn't happen ... people join the server and fly at different times ... I've tried flying a couple of A-10 missions on co-op servers and you just get splatted quickly ... its all just air-quake! CAS a/c are never going to survive in the face of 15/27/33s flying intercept/CAP ...

 

The thing that does work is CAS a/c flying against AI ground units with heavy SAM/AAA ... but you throw in human fighters and you spend more time re-spawning!

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Hey, I've flown CAS AC and SHOT DOWN the fighters coming after me ... but then I'm an AA guy. Try to get some fighter cover when flying in those servers, there are people who'll happily oblige. When done with 1.11 beta testing I'll be happy to provide a sweep and escort ;)

[sIGPIC][/sIGPIC]

Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

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Do you feel that it works like that anyway? Timing just doesn't happen ... people join the server and fly at different times ... I've tried flying a couple of A-10 missions on co-op servers and you just get splatted quickly ... its all just air-quake! CAS a/c are never going to survive in the face of 15/27/33s flying intercept/CAP ...

 

The thing that does work is CAS a/c flying against AI ground units with heavy SAM/AAA ... but you throw in human fighters and you spend more time re-spawning!

 

 

I agree, A/G is better off in some cases with AI CAP unless you're doing a Squadron mission where you've definately got a decent escort. An alternative is to have AI enemy only and get the Eagle drivers escorting the hogs rather than enemy slots with Migs and Flankers. Its a Turkey shoot.

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