Tanaka wrote: Thu Nov 14, 2024 5:30 am
Some people have mentioned other things left to address in Discord so I thought it was worth posting here as well:
https://www.matrixgames.com/forums/view ... 4&t=359863
Heclapar
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Yesterday at 11:25 PM
Things that negatively impact the average user experience and should be semi easy to fix are reserve movement swap immunity, unsweepable training cap, AKE capacity stacking, 0 build up base weirdness with supply caps, autoflip heavy industry deletion, complete industry destruction on base captures due to engineer stacking/stupid crit mechanic, exploitation of reserve buttons to teleport pilots with no delay, offmap allied training bonus, kamikaze multistrike, general offmap movement weirdness (this one might have been fixed but I havent tested), base/offmap imbalance due to supply draw mechanics and irreducible lcu forts, maybe some kind of bandaid for stratosweeps (the code is too simple here)
JanSako wrote: Wed Nov 13, 2024 1:10 pm
consider opening the exe to allow modding it. Especially if the latest update really is the latest update. Like forever.
1. In the last public beta update, what if any bugs exist that you find game-breaking or cause you to avoid that beta update? None that were not already in the earlier builds. This is my top list:
Reserve movement mode change immunity - Bombing LCU's does not flip them into Combat mode
(minor bug)
unsweepable training cap - Air units on a 'training' mission avoid any sweeps but happily engage subsequent bomber raids (training flight caught up in raid- message). The issue when these 'trainees' are frontline fighters with elite pilots.
(bug)
dot base weirdness with supply caps - dot bases have 1k supply cap until something is built, then the intended cap kicks in
(minor bug)
base autoflip heavy industry deletion (bad) bug
complete industry destruction on base capture - due to engineer stacking crit mechanic
bug
exploitation of reserve buttons to teleport pilots with no delay UI elements not behave consistently, one button insta-transfers a pilot with no loss of XP, the other has the 'normal' transfer delay & XP loss when transferring across 'types'
UI bug, has major effect on pilot training
offmap allied training bonus - unless confirmed as intended
kamikaze multistrike (this one is really funny) - a kami has a chance for a hit for each bomb it carries, until it does hit. Kamis' are not meat to 'drop' the bombs, they are truly a one-shot weapon.
late war bug
Bomb hit chance mechanics that calculate the hit chance of every one of the 16 bombs that a B-17 carries like it would not be the whole flight dumping all their ordinance & getting out of dodge!
The request is to have a different hit chance & damage calculation for tactical bombing runs (e.g. trying to hit with each individual bombs)
vs strategic raids where an entire raid unloads everything as soon as the flight leader does. (carpet bombing)
Just to point out that LST has some solutions for some of these in his Bottlenecks Mod:
https://www.matrixgames.com/forums/view ... 8&t=309505
Stratosweeping:
⦁ The accuracy of the .50cal machine-guns on medium and heavy bombers has been halved (new device) The number of fighters, esp. night-fighters downed by bombers just does not feel right – those bombers are self-escorting as well as the best sweepers the Allies have! My theory for the accuracy change is that - since the number of weapons and fire pulses has not changed - there will be the same amount of “driven away by defensive fire” messages, but less kills than before. The front-facing machine-guns of designated attack bombers remain at original accuracy.
Bomb chance hit mechanics:
⦁ I’m experimenting with aircraft weapons filters and different bombloads per mission profile.
⦁ There is a perceived problem with “over-effective” results of tactical air strikes i.e. ground/airbase/port and naval strike missions, esp. at night and when strategic 4E bombers are being (mis)used for tactical missions. Level bomber accuracy seems to be too good when attacking “pinpoint” targets, which has led to house rules like “no 4E bombing under 10k feet” or “no night-bombing of airfields and ports”.
⦁ From what I have read, IRL level bombers often made just one target approach and dropped their entire bombload in a single bomb run in order to increase the chance of a hit in the target area and to limit the time spent in a “hot area”. Multiple bomb runs with the dropping of partial loads or single bombs were the exception (mostly “night harassing” missions)
⦁ That means there was a chance that the entire bombload missed the target, or only a part of the bombload landed in the target area.
⦁ IRL level-bombing was notoriously inaccurate, even with "magic devices" like the Norden bomb aiming device.
⦁ Studies have shown that just under 50% of US bombs dropped under perfect daylight practice conditions came within a quarter mile of the intended target. Under daylight operational conditions less than 10% came within that distance. At night it was even worse. The other Allied countries weren't any better.
⦁ An example of the difficulties of precision bombing was a raid in the summer of 1944 by 47 B-29's on Japan's Yawata Steel Works from bases in China. Only one plane actually hit the target area, and only with one of its bombs. This single 500 lb (230 kg) general purpose bomb represented one quarter of one percent of the 376 bombs dropped over Yawata on that mission.
⦁ In another example, it took 108 B-17 bombers, dropping 648 bombs to guarantee a 96 percent chance of getting just two hits inside a 400 x 500 ft (150 m) German power-generation plant.
⦁ A RAF Bomber Command report on night bombing accuracy in 1941 showed that less than 33% of their bombs were hitting within five miles of their targets - at that time they were theoretically aiming for key military and industrial targets. This inaccuracy of night bombing was one of the factors that lead Bomber-Harris to adopt the "area bombing" and "dehousing" strategy. Even after the introduction of navigational aids like GEE in 1942, less than 30% of the bombers dropped their loads within the target area - defined as 3 miles (!) around the aiming point. After the introduction of OBOE in mid-43 accuracy increased to 50-60% and by the end of the war with H2S radar, pathfinders and much experience night bombing accuracy reached 90% of bombs dropped within 3 miles of the aiming point. I suck in math but a 3 mile radius should cover around 28 square miles. London Heathrow airport covers less than 5 square miles and the average WW2 airfield even less, so I would say an airfield is indeed a pinpoint target for WWII night bombing.
⦁ However, the game mechanics “aim" each bomb individually, as if there was one bomb run per bomb carried.
⦁ It has been said on the forum that the game mechanics account for the probability that the bomb load missed partially or entirely through an increased probability that if an individual bomb missed, the following bombs may miss as well – but it seems to me this does not work too well
⦁ My game experience shows that even a small number of bombers can cause considerable damage which seems to be out of proportion: time and again I see a handful of bombers raiding an airfield and destroying 2-4 times their numbers of planes on the ground, even at night and in low moonshine – when IRL they would have had trouble finding the enemy’s airfield in the first place.
⦁ For me the problem is that planes which carry multiple bombs - like the Wellington and the 4Es – get too many “dice rolls” to obtain a hit due to the “individual aiming” of each bomb. It is likely that each plane in a strike will obtain one or more hits – the probability that a plane misses with the entire bombload - seems to be rather low.
⦁ Therefore I introduced the concept of “bomb sticks” in my mod for bombers which carry more than 3 bombs. Instead of dropping individually aimed bombs, bombs are grouped into “sticks” of 2, 3 or 4 bombs, depending on total numbers carried and bomb weight. For example, a B-25 which carries a total of six 500lb bombs drops three sticks of two bombs each instead of six individual bombs. In theory the chances to obtain hits is 50% for a 2x-stick, 33% for a 3x-stick and 25% for a 4x-stick, compared to stock / DBB.
⦁ However, since dropping several bombs in one bomb run increases the chance to obtain a hit, and a “stick” may include a direct hit and damaging near-misses, the accuracy and effect values for “sticks” have been increased by 50% per 2 bombs (if 1 bomb = 100, 2x-stick = 150, 4x-stick = 225) – just in case these values are being used at all. It seems that “effect” has no impact on airfield attacks and only the number of bombs counts. In any case, these values are tentative and subject to testing.
⦁ Overall this means that on tactical missions like ground support, airbase, port and naval strikes, there should be less hits, but a hit may cause more damage.
⦁ Tactical bombers which usually carry four to six bombs (= two or three 2x-sticks) are being “punished” less than strategic bombers “misused” for tactical missions which carry between 8 to 12 bombs (= two or three 4x-sticks)
⦁ The “bomb sticks” do not apply to city strikes which are strategic bombing missions on area targets and where the individual bombs don’t seem to be an issue (in fact, manpower bombing seems to yield less results that seems to be right)
⦁ In application of the above, most aircraft have dedicated bomb loads for:
⦁ city attacks > strategic strike on area target with usual bomb load of individual bombs
⦁ naval/ground/air/port attacks > tactical strikes using bomb sticks
⦁ ASW attacks
⦁ Exception: Coastal Command “GR” ASW planes and USN / USMC PBJs and PB4Ys used on city attacks don’t use individual bombs but sticks (and a lighter bombload) in order to simulate that those planes were less capable in that role due to doctrine, pilot training and presence of specialized ASW equipment in the aircraft. This is to discourage the “misuse” of such specialized assets