Originally posted by David Heath
Hi Guys
Let me say I am watching this forum. We did get alot of people saying the Air to Air was bloodless and we saw it ourself. The play balance is there and we will make changes if we need to.
We don't just change things for the fun of it. Lets get some other gamers feedback with some results to back them and we see what we have.
Let me say this now DO NOT PLAY v2.10 there is a major bug with the pilots and combat. Either play v2.0 and deal with the pilot issues and bloodless air battle or play v2.11 and give us your feedback.
PS: If you are playing a few PBEM and keep both EXE with shortcuts on your PC and play with the older version untul your ready. This give you a chance to play the new version and keep your current game untouch unit both you and opponents are ready to move forward.
David
Yep, and i was one of them......conditionally of course. I never felt that A6M's or F4F's etc were not getting their due etc etc or any of that kind of thing. It was more in the form of certain consistant combat situations, such as the small penny packet bomber raids, even against strong CAP elements
I saw it often too with large raids, where the defenders had radar to forwarn and "scramble" the defence. A lack of agressiveness, even in low fatique situations
Version 1.4 was 'mostly' ok though the above two situations continued to crop up. I lived with it because there were more important issues i was focusing on + the shadow boxing seemed to par down some with that patch vs 1.0 and .2
2.0 though brought the shadow boxing to the forfront. I specifically mentioned this in one thread. Fighters hardly ever seemed to touch the bombers (and by touch, i mean even just "damage" them lightly) even under the most favorable circumstances and fighter vs fighter to a degree as well. Further, you could virtually assure your raid would not get beat up too bad or hardly at all if there was at least a minimal escort because with what little combat occured after all the shadow boxing was soaked up by escorts.
I didn't find this all bad mind you, but it did frustrate me because there are definately times when your airpower will have teeth, (and so will the enemies) and the level of anemic-ness of 2.0 was simply unacceptible to me.
I have found 2.11 to be very satisfying. If you fight hard, for too long a consistant period, your gonna bleed. Penny packet raids are no longer immune (Rufe's actually do something now...they were able to damage two Hudsons during a typical 6 plane raid at Rabaul) Zero's damage B-17's now and even knock one down occasionally. And planes inappropriate for high preformance combat like the trainer-converted to fighter bomber Wirraways suffer heavily *if the player pits them in unfavorable situations*
As for the complaints vis-a-vis bomber defensive fire. Abandoning 2.11 wont fix that problem. Bomber defensive fire is unchanged from 2.0 to 2.11 You'll see less kills, but only because both air forces will be doing more acrobatics and less shooting.
It is my belief that bomber defensive fire needs addressing, but i'm not going to condemn the patch, nor accuse Matrix of fixing something that wasn't broke, when so much depends on how the players choose to fight their battles. The air model remains flexible IMO.....I never saw the UBER losses, and not every battle i witness results in heavy casualties. I think Diealtekoenig's results are a good indicator....mine are similar as well though i've had some brutal battles too (nothing like the Uber examples though) Just like with AA, if you attack low, expect a furball. Attacking higher should reduce casaulties unless the radar roll and the Alt settings of the Allied player muck things up. The game accounts for exeptions as well as patterns
I also keep firmly in mind that with FOW on...i cant fully know just how bloody things really are. Real life claims were grossly exagerated, sometimes that happens in UV too. I once saw 5 or 6 Tainen Zero's get allegedly flamed by 39's, only to find that only one went down.