Air to Air combat they resolve too quickly

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

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astharoth
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Air to Air combat they resolve too quickly

Post by astharoth »

well each time jpn attack a base they go trough my fighters like butters even if i have 4vs1 advantage fighter vs bomber
ive realised that comp do sometime 1 attack or 2 out of 20-30 fighter then attacker go trough and attack my ship

any though about this?

is having fighter in there arse while attacking my ships give them
bad modification or its a separate attack that doesn't count the fact that 30 fighters are near those 5 bombers, because Air to Air
was resolve before ship attack?
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Grotius
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Post by Grotius »

A number of factors may be at work. For one thing, some early Allied fighters aren't the greatest, especially against the Zeroes. For another, fatigue will absolutely kill you; don't send up squadrons with more than 20 average fatigue or so. Another factor may be altitude; some early Allied fighters (e.g., P-39) perform poorly over 10,000 feet. Morale and experience are also relevant. What scenario are you playing, and what side?
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astharoth
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Post by astharoth »

oopss i'm not clear enough on that one, what i mean is that
when enemy is attacking my ship but my squadron are there,
there is a air vs air fight before the ship attack, what i want to know is why whyen i have let say 30 fighter\fighter bomber and they have only 2 or 3 bomber, the computer generate 1 or 2 fighter attack out of 30 plane and then the air combat is over?

i say this because when for exemple jpn attack with let say 10
bomber 10 fighter and i have 20-30 fighter too i found it annoying
that only 1 or 2 attack is made before they go on ship attack
it make me feel that my 30 fighter or any number are worthless because comp just do a few attack and air to air is over
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Drex
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Post by Drex »

I guess it depends as was mentioned previously on the altitude of the interceptors, their fatigue, the distance the interceptors ahve to travel, the pilots experience and the plane type. I know I have felt the same way as you. I have had 100 zeros in the air and intercepted 3 or 6 Liberators or B-17s only to come out with some damaged Zeros and maybe some damage to the bombers when they should have gone down in flames. I know they improved this situation in 2.2 but maybe not enough.
Col Saito: "Don't speak to me of rules! This is war! It is not a game of cricket!"
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siRkid
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Post by siRkid »

There have many many threads on this subject. Among the other things already listed you have to keep in mind that the 100 aircraft you have up on CAP are spread out in a 360-degree radius and for several miles in depth. Only a fraction of the CAP can respond to a threat as it comes in. Also, in real life you would not want all 100 of your CAP to be pulled off station to intercept 3 planes. The Japs learned that at Midway.

Rick
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.

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Drex
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Post by Drex »

Yes that's true but I need to check to see if there is radar at Shortland (early 1943). If there isn't then you are probably correct but if there is radar wouldn't the majority of the planes be vectored toward the threat? then I would expect the unescorted bombers to be shot down no questions asked.
Col Saito: "Don't speak to me of rules! This is war! It is not a game of cricket!"
astharoth
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Post by astharoth »

what i mean again is why there is such low casualty when there is a dogfight of let say 30vs30? i don't know any real statistic about air vs air but i play WW2 online a massive multi player
ww2 simulation where you can play inf,tank,afv,air,sea and when i see a 10 vs 10 dogfight there alot of casualties at least 10+
off course its just a game but its also a simulationif 10 vs 10 in
ww2online comes with 10+ casualties why 30 vs 30 in UV result
in like 2-3 destroy and few damage?
Reiryc
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Post by Reiryc »

what i mean again is why there is such low casualty when there is a dogfight of let say 30vs30? i don't know any real statistic about air vs air but i play WW2 online a massive multi player
ww2 simulation where you can play inf,tank,afv,air,sea and when i see a 10 vs 10 dogfight there alot of casualties at least 10+
Probably not a good idea to compare a first person shooter to real life.

The casualties suffered in a first person shooter would be unsustainable in real life. Even UV's destruction numbers are a bit high.
off course its just a game but its also a simulationif 10 vs 10 in
ww2online comes with 10+ casualties why 30 vs 30 in UV result
in like 2-3 destroy and few damage?
Even when it says 30 vs 30, it's not always 30 in one exact location in a 30 mile hex fighting another 30 in that exact same spot. CAP's are patrolling around in the sky and they aren't all patolling in the same spot.

So there may be 30 planes flying cap in the hex, but only maybe 20 were able to get into battle to fight at that particular time. Add to this that some groups will turn back and so on and you'll see that the numbers of destroyed/damaged is pretty reasonable.

Reiryc
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astharoth
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Post by astharoth »

there would explain then but i good suggestion would be to create 2d map with hex and see what happen in the fight instead
of just animation in the middle of nowhere, also this way we could choose so formation for the TF

how does it sounds?


as for ww2 online yes its a shooter but also a simulation with
weak and strong point of every vehicle thus off course its just a game but it can give you some idea of what it was
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Nikademus
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Post by Nikademus »

It almost sounds like your playing with an earlier version of UV. If you have a large # of fighters up on CAP in version 2.20, you will rarely see air combat resolve quickly with only a few attacks.
Reiryc
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Post by Reiryc »

there would explain then but i good suggestion would be to create 2d map with hex and see what happen in the fight instead
of just animation in the middle of nowhere, also this way we could choose so formation for the Tf
Sounds good to me. I just don't think matrix/2by3 has the resources to do something like that.

I would love to see something like what was included with star wars: rebellion. When fighters and starships would fight each other, you could see the individual fighters and ships actually 'fighting' it out. It wasn't very detailed, but did add to that 'fun' factor.

UV is definitely fun without it, but I think it might make it alot more fun watching some air to air duels.

Reiryc
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astharoth
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Post by astharoth »

agree but even if sw:rebellion wasn't very detail it was in 3d now
2by3 could make it 2d and this will not only just add fun factor,
it could explain why this plane is attacking this ship or why this ship didn't fired in the battle etc, imo this is close to be a must

as for sw:rebellion i beg LA to make a sequel with good graphic
it would be so nice to watch huge stardestroyer tie and x-wing
fly and battle at each other with todays graphic
astharoth
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Post by astharoth »

another exemple is i had 26 fighter on cap intercepting 12 fighter
and 16 bomber the result of the fight?

1 bomber damage

then bomber go on and wreck the hell out of my transport TF

i feel that fighter are kind of useless or maybe its the cap mission dunno but something isn't clear

can anyone help me at making my fighter more effective

ive check fatigue and everything and is all fine
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