Anymore future patches in the works???

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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pasternakski
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Re: Re: Re: Anymore future patches in the works???

Post by pasternakski »

Originally posted by Svar
2by3 Games makes these games and they talk about a new version of War in Russia which I would rather see than a Med game. I think that 2by3 has an agreement with matrix to do a Med Game after WitP though.


Yeah, they have an agreement ... Lucca Brazzi and me made 'em an offer they couldn't refuse.

Back to the thread subject, I hope that the only changes that are made to UV in the future are retrofits from newly developed games, like WITP and MEDWAR.
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Just a few small things.....

Post by Deathtreader »

Don't get me wrong....... this is a great game and all....... I've already got my moneys' worth and more..... bit IMHO :

1/ gentle upwards nudge on Japanese asw - midway between today's level and the previous one .
2/ WAYPOINTS!!
3/ a small chance of mid-ocean surface tf intercepts
4/ ANY of the suggestions toning down the 4 eng. uberbomber mentioned so far in Raverdave's LRB poll.
5/ Fixing of the niggling outstanding (and annoying) things like lockups due to squadronn CO's dying on transfer........

Whether its done for WITP first & then retrofitted to UV, or tested in UV first for inclusion in WITP is immaterial...... so long as its done.
Just my 2 cents worth, well maybe a little more........:)

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Post by TheElf »

I'm going to weigh in on a couple of things.

1. The Uberbombers. Just got off the LRB poll and I'll refer you to my comments there. My biggest complaint is the utter impossibility of bringing one down. I do feel that a large number of forts with mutual support and escorts working in their favor is one thing, but unescorted flights of 6 forts against 30 Zeros at 6000'...you should see SOME casualties. there needs to be some parity injected into that code

2. Medium bombers. Same thing. While I do see some casualties in this area, they seem either way too fast, too durable or I don't know, SOMETHING. I'm a big believer in variables(Pilot EXP, MOR, FAT, co's Attrbutes, A/C Stats etc) but back to the unescorted scenario, cut the Zeros some slack. Particularly early on. I could refer you to many many excerpts from Sakais book but who wants to here me get off on a rant anyway?

3. While I'm on the subject of variables. The point of UV is to replay history. We all have the advantage of 20/20 hindsight in this game. We all know what really happened at Midway, and the effect it had on the Japanese ability to sustain an effective air air campaign against the 2nd Gen of Allied A/C. BUT... The point of this game is NOT to repeat this cycle in a never ending loop of doom and destruction for the IJNAF and IJAAF. I just ask for a little parity given that the Japanese player uses his forces wisely, Maintains well trained pilots, and hopefully ushers in his own 2nd gen A/C (ie Georges, Tojos, and Franks within reason of course). It hasn't happened to me yet, but from the sound of other posts its pretty much a given when the Zero Killers appear. I refer you to the post on Pilot skill from Soulblazer I believe. I think this has a HUGE impact on Gameplay for the Japanese player. Personally, as an allied player routing the Zeros isn't any fun either.

4. Ships on patrol return to their bases automatically before they run out of fuel. ie Asw patrols where you KNOW subs wait for APs. AND they notify you when doing so i.e, "TF 23 returning to Tulagi to refuel"

5. CAP vs CAP Combat. I realize the definition of CAP ( god knows I done it enough myself) . But too many times when trying to interdict air supply by CAPing over enemy bases, My CAP and his CAP simply fly right by each other and wave courteously. No way man. You know if two CAPs crossed paths they would fight to the finish. Survivors of the triumphant CAP with gas and ammo to spare would remain on station.

More later
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Post by pasternakski »

Zeroes have been cut way too much slack already against the early war Allied fighter types, particularly the F4F. Please don't cut them any more. Next thing you know, we'll be talking about "uber zeroes."

I am not so sure that lack of losses of Allied bombers to Japanese fighters is a design problem. I think that we players tend to be sloppy and inartful in how we use our air assets, and that contributes more to the problem than anything else. In PBEM, I have seen more than one Allied player get his bombers massacred because he didn't understand the importance of such things as morale, fatigue, and mission assignment skills. It's a tough game, guys, and it's still relatively new. We've got a lot to learn before we take off on another "let's change it and see what happens" crusade like we did back around v. 1.2. Before long, we had a complete mess on our hands, and it was all the Matrix/2by3 guys could do to return the game to playability by v. 2.3.

Let's leave it alone and learn for awhile, okay?
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Post by TheElf »

Pasternakski,
Funny you should pop up, i was just getting ready to agree with you whole heartedly over on your WiTP gameplay post(and I still do). If you've read any of my recent posts on the LRB poll, you may have noticed my love for historical accuracy. I also want to avoid changing UV for the sake of changing it or because people aren't artful with their assets. I will be the first person to stand up and say "are you doing everything you can with your assets?" when I read complaints of unbalanced gameplay. Maybe I haven't given UV a chance in regard to the Zero issue. To be fair I have only gotten to Dec 42 in most of my games. But, I have seen some things that don't compute when it comes to the calculations/machinations/PFMagic that determines the results of air to air combat (something I know a little about).

Specifically flights of 3-6 B-17s or 10-20 Med Bombers at 6000 feet, Well within the heart of the Zeros envelope, facing 20-30 well rested highly experienced, non-malaria havin', well led Zero pilots. I'm talkin' Saburo Sakai-style with the kung fu grip. And they walk away unscathed, or only slightly damaged. Now I COULD go to the reference material and support my argument, but its way too late, and it IS just a game...

That being said, if you could enlighten me on how to better use my assets to improve my boys performance, do tell.

A note on historical accuracy. I am familiar with your idea of the perfect wargame. In fact I just read it and I agree 100%. the balance between gameplay and accuray is crucial. If the game is unbalanced in gameply, ie favors one side too strongly=no fun. If its too accurate, guess what, it favors one side, after all historically the US won! = no fun.

Historical accuracy has its place though. In the stats. By correctly assigning stats to each unit in the game you give the players the tools. What he does with them is his choice. But when the stats are inaccurate and lead to the inaccurate interaction between the tools then people get frustrated. In large part 2by3 has done an outstanding job. No doubt COUNTLESS hours were devoted to getting things right on a BROAD racge of items. More detail than I ve EVER seem in a game! I have very few complaints. In fact I had none until I started reading these damned forums and saw that I wasn't the only one who had a question about this action or that dogfight.

One of which is the inability of the Zero to do damage to med and hvy bombers. I fully realize the historical reputations of all A/C concerned here, but I have NEVER shot down a B-17! I rarley get any medium bombers. I know that to expect large numbers of Bombers to be downed when they are escorted by a competent unit of fighters is asking a lot. but what about the situation I mentioned above? I could accept it if it was a result of some freak of nature. Variables combined in such a way so as to allow them to escape unharmed after a successful raid, Jupiter aligned with Mars, Axle Rose and Slash back together again, dogs and cats living together...MASS HYSTERIA! But I digress

One of my other few complaints is the dominance of 2nd Generation Allied A/C over Japanese A/C. If the conditions in the game mirror those in history, what SHOULD happen? The Japanese SHOULD be dominated, but as you so astutely put it in the WiTP post, part of the fun of these games is what if the Japaese didn't lose all their Elite Carrier Aviators at Midway. What if the Japanese player DOES manage to preserve an elite core of Army and Naval Aviators and CAN control the Production of one type of fighter over another? What if he trains his pilots himself to higher levels of proficiency than IRL(he can do that in any of the current scenarios)? What if a group of green, though well trained Corsairs meets a large number of Veteran Lae wing Zeros in an advantageous position over Rabaul? Should 13 Zeros be downed without loss to the F4U's, I think not. But it happens, a lot.

I am NOT advocating major changes. Just accuarcy in the stats. A Corsair is not more maneuverable than a Zero. (I know that is the only way to distinguish the performance of each aircraft as it relates to another in game calculations) but maybe something else needs to be added? More consideration given to EXP levels, or even the artful use of assets...

That ended up being too long!

Regards
Elf

PS did I mention I agree with you?
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Post by Drex »

i have to agree with you Elf. If a player can keep his elite pilots intact, they should be able to give Hellcats a battle. Unfortunately, I doubt if UV will be tweaked anymore since WitP is on the horizon. Perhaps after it comes out.
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Post by Szilard »

Maybe for WitP rather than UV, I suppose, but a playability issue - having to go thru all of yr air groups each turn and check for morale and fatigue. This is just a chore, and I'm sure that it turns a lot of people off, including (obviously) me.

I appreciate the rationale, and I don't have a problem with it from a simulation point of view. But the game is huge, and facing dozens, hundreds of turns of having to do this is like .... ummmm contemplating having to fill out tax returns forever, or something.

Dunno what the best solution would be. An "auto standown" feature - where you can set hurdle levels for morale & fatigue for when a unit should standown & come back on-line? Something simpler, where you can set effort intensity levels for each base and air activity type?

Whatever - something where (a) you can set things at the level of bases, rather than the air-group level and (b) the settings can be left alone for > 1 week periods.

I do think it would be worthwhile putting some thought into this. I love Grigsby games, but they have a tendency to leave in big fun-killer rough edges like this. BOTR sure had them.

A smaller thing - I find Grigsby games usually have a problem with too many flow-stopping unimportant messages. In UV, a peeve of mine is the the message you get when PR missions takes photos - maybe 5 or 6 messages one after the other. Obviously, you can set the msg delay, but there should be an option to not have them come up in real time - maybe aggregated into an info screen at the end of the game, or something. Ditto, maybe, for TF spotting messages.
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Post by Mike_B20 »

"A smaller thing - I find Grigsby games usually have a problem with too many flow-stopping unimportant messages. In UV, a peeve of mine is the the message you get when PR missions takes photos - maybe 5 or 6 messages one after the other. Obviously, you can set the msg delay, but there should be an option to not have them come up in real time - maybe aggregated into an info screen at the end of the game, or something. Ditto, maybe, for TF spotting messages."

Absolutely, wholeheartedly about the recon delays Szilard.
I'm sure my opponent is trying to drive me crazy with several recons each turn in one of my PBEM games.

:)
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Post by crsutton »

Originally posted by Bobthehatchit
Would have to be Jap asw then, it is just too weak.

I know that the Japanies didn't concentrate on asw as much as the Allies, but that was a command decision on the part of the japanies leadership, there ships were still capable of offensive asw work.

When you play UV as the IJN you are in command so you make the stratagy, the IJN's ships asw should be rated by the ships weaponary and equipment.

Experience should increase over time like night fighting ability for the allies.



I don't think the Allies lost a single sub in the entire area during the capaign (maybe one). I am playing three campaigns against some competent opponents. They have all managed to sink at least two subs and we are only into August. I see no need to fool around with Japanese asw capability at all.
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Post by Yamamoto »

Originally posted by crsutton
I see no need to fool around with Japanese asw capability at all.


I saw no reason to fool around with it in the beginning. The calculations for search and attack should be the same for both American and Japanese because this represents doctrine -- something the player shouldn't be penalized for. No where else is doctirne made an issue excpet for IJN sub doctirine, which can be turned off. Crappy american air tactics (pre-thatch weave, for example) sure aren't accounted for.

The only differences should be in the quality of the weapon system, the experience of the crew, and the leader rating. This is no different than surface combat. The only "advantage" the Japanese get at night is their higher experinece rating. You don't see a -50% modifier being applied to Americans at night.

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Post by crsutton »

I am NOT advocating major changes. Just accuarcy in the stats. A Corsair is not more maneuverable than a Zero. (I know that is the only way to distinguish the performance of each aircraft as it relates to another in game calculations) but maybe something else needs to be added? More consideration given to EXP levels, or even the artful use of assets...

That ended up being too long!

Regards
Elf

PS did I mention I agree with you? [/B][/QUOTE]

I sort of agree with you in that I would like to see the zeros get some hits on bombers and 2nd generation planes. However, for the most part they got it right. Great pilots or not-and most were not so great, zeros just did not have the guns to bring down American heavies. For that matter they were not very good at bringing down mediums. The rifle caliber machine guns were useless against bombers and the 20mm cannon had slow rate of fire and very low velocity. In return, the 50 caliber mgs of the mediums and bombers could inflict damage at range on any Japanese fighter. It was a problem that the Japanese never found a solution for. The other problem was lack of radio communications and very poor group tactics. The Germans were able to bring down numbers of American bombers but they worked hard to refine group attack and their planes carried weapons that could kill bombers.

As for the corsairs (substitute mustang, thunderbolt, lightning here), yes they were not any more manueverable than zeros-that is if the fight was a swirling dogfight at 200 mph. Other than that, they were remarkably more maneuverable than zeros because the turning capability of zeros dropped significantly at any high speed and American 2nd generation fighters were designed to fight at high speed. The problem is that the beautiful and remarkable zero was designed with the previous war in mind. By 1943 the dogfight that the zero was designed for was virtually obsolete making the zero all but useless against modern fighters. The corsair could fly high, the zero could not. (how important is that). The corsair could fly much faster. (speed trumps manueverability in an air battle). The corsair could outshoot a zero at range and close up, and a corsair could take some damage. (nobody ever made that claim about zeros) And did I mention that zeros usually did not have radios! The point here is that even average pilots with average training were going to knock the snot out of even great zero pilots with these advantages.

I remember reading an account by a lighting pilot. Once his flight of four lightnings bounced a lone Oscar piloted by what must have been a brilliant Japanese pilot. The lightnings made pass after pass on the Oscar and the highly skilled Japanese pilot was able to manuever away from every shot. The lightning pilot was understandably impressed with the skill of his opponent. However, nowhere in the account does the lightning pilot make reference to there being any danger of actually getting shot down by the Oscar. And here lay the problem for Japanese pilots. That Oscar pilot saved his skin, but he was not gonna shoot down any lightnings that day. And if you are flying defensively as Japanese pilots so often had to do, you are losing. Sooner or later, the plane that is dictating the action is gonna land a shot. Better Japanese pilots might survive longer but the end they were gonna get shot down. Yes, occasionally skill took its course and a zero pilot bested a corsair, but it did not happen much and not enough to make any difference to the Japanese.

Just my own two cents, but I don't think the game designers are too far off the mark here.
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Post by JohnK »

Originally posted by crsutton

As for the corsairs (substitute mustang, thunderbolt, lightning here), yes they were not any more manueverable than zeros-that is if the fight was a swirling dogfight at 200 mph. Other than that, they were remarkably more maneuverable than zeros because the turning capability of zeros dropped significantly at any high speed and American 2nd generation fighters were designed to fight at high speed. [/B]


Also the Corsair's ROLL RATE was much faster than a Zero, particularly at high speeds. That's clearly part of "maneuverability." Maneuverability isn't just turning in a tighter circle than your opponent.

Indeed, I think the point is that people really don't have a clear understanding of air combat in World War II.

There's a lot more to winning a fight than simply turning in a tighter circle than your opponent...

In an on-line air combat sim, One thing that "newbies" always do is simply fight horizontally (like Khan in "Wrath of Khan") instead of vertically.

All they do is crank their stick into repetitive tight turns at a 90 degree angle of bank, chasing after aircraft they see until they're pointed at them.

All this does is bleed off their "e" (energy) and they get slaughtered like cattle.

If EVERYONE just did this, then the Zero would always dominate.

What experience pilots do is boom and zoom; they make repeated high speed passes, and after a pass they go into a climb and reverse; once they're headed straight down, they then can use their roll rate so when they come out of the dive they can be pointed in any direction. Such a pilot can kill someone just turning in tight horizontal circles easily with virtual invulnerability.

In WWII, the overwhelming majority of kills of aircraft involved NO dogfight at all; a plane was killed by an enemy plane they never saw.

And of the "dogfights" that did occur, they certainly weren't just a bunch of aircraft turning in the tightest circle possible...particularly when American Corsairs and Hellcats engaged the Japanese.
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Post by mbatch729 »

Originally posted by Mike_B20
"A smaller thing - I find Grigsby games usually have a problem with too many flow-stopping unimportant messages. In UV, a peeve of mine is the the message you get when PR missions takes photos - maybe 5 or 6 messages one after the other. Obviously, you can set the msg delay, but there should be an option to not have them come up in real time - maybe aggregated into an info screen at the end of the game, or something. Ditto, maybe, for TF spotting messages."

Absolutely, wholeheartedly about the recon delays Szilard.
I'm sure my opponent is trying to drive me crazy with several recons each turn in one of my PBEM games.

:)

I'll keep spreading this rumor until Matrix confirms or denies it ;) but I believe, in WITP, there will be a "notepad" of the sightings. Right now, there is no way, other than watching the replay to see that information. If so, hopefully there will be a toggle to show them during the replay or just view the text file. Like I said, rumor that will hopefully be fact. And retrofitted to UV.
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Post by pertsajakilu »

Originally posted by crsutton


I remember reading an account by a lighting pilot. Once his flight of four lightnings bounced a lone Oscar piloted by what must have been a brilliant Japanese pilot. The lightnings made pass after pass on the Oscar and the highly skilled Japanese pilot was able to manuever away from every shot. The lightning pilot was understandably impressed with the skill of his opponent. However, nowhere in the account does the lightning pilot make reference to there being any danger of actually getting shot down by the Oscar. And here lay the problem for Japanese pilots. That Oscar pilot saved his skin, but he was not gonna shoot down any lightnings that day. And if you are flying defensively as Japanese pilots so often had to do, you are losing. Sooner or later, the plane that is dictating the action is gonna land a shot. Better Japanese pilots might survive longer but the end they were gonna get shot down.


HI!

Off topic...

Many of the Japanese aces were very agressive flyers till the end ( war or death ). They were not afraid to engage with their Zeroes against Mustangs or anything else and often also were victorius. Only they were so few that it didn´t matter how many victories they got. German "experten" in the end were often war weary and used their wingmen as cannonfodder to survive themselves.

Akamatsu attacked alone ( with Zero ) against 75 Mustangs and there are many other who fought till the end without fear and succesfully. Skill matters much and knowledge of Your plane.

Takeo Tanimizu ( when in Rabaul ) tells that they didn´t fear Corsairs ( and p-38, Hellcat was problem) but there was only one angle where to shoot effectively. Otherwise bullets ( Zero ) just bounced off. And that angle was when it was going up after bounce. In low level fights Corsairs sometimes plunged water because heavy plane couldn't straighten dive fast enough but much lighter Zeroes hadn´t that problem.

Another thing in Zero which is rarely mentioned is its gunshight. It was very primitive and didn´t offer much help for a pilot. For a medicore shooter it was very difficult to hit. Pilot asked many times better gunsight.

Just a few lines.....

Regards

Arto
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Post by TheElf »

Ok,
If I sound fired up, I am. Anyone who has flown A/A combat or used the principles of BFM (Basic Fighter Manuevering) in a real live airplane raise your hand(Online sims don't count JonK).... C'mon I know there has to be a couple of vets on this Forum. Ok for now we'll assume I'm the only one until we get some responses.
Also the Corsair's ROLL RATE was much faster than a Zero, particularly at high speeds.


...And the Zeros turn RATE was superior to the Corsair. You can compare performance traits all day long, but no one trait will be a trump over an entire aircraft. Not to mention the relative experience of the pilots. You can give an aircraft with the best roll rate EVER and it won't matter to a hill of beans if the pilot doesn't know when to use it. Where am I going with this you may ask? See my paragraph below regarding the testing I did and you'll see my point. Corsairs are hard-coded to shred anything in UV. This needs to be fixed.

Matter of fact though, in UV Climb rate actually has a large effect on combat results, and the Corasir edges out the zero by about 400'/min. Not what i would call overwhelming.
In WWII, the overwhelming majority of kills of aircraft involved NO dogfight at all; a plane was killed by an enemy plane they never saw.


By this rationale then The Corsairs Superior Roll rate wouldn't matter. Nor would the Zeros superior Manueverability. Though you do have a point. It is true that the majority of victims never saw their attacker. This is exactly why the seeming invulnerability of the corsair in UV needs to be fixed. I ran some tests where Not only did I Dumb down Allied pilots to the 30s Exp level, but I upped the Japanese to 99 Exp AND gave them Georges a decidedly improved aircraft over the Zero. You'll never guess what happened...

48 Georges vs 24 Corsairs

10 Georges Destroyed
3 Corsairs Destroyed
What experience pilots do is boom and zoom


This is not what "experienced" pilots do. This is what pilots whose aircraft has a superior dive rate do(Corasir, p-38, p-47 etc). They use they're altitude advantage, or potential energy in Fighter pilot lingo, and they translate it into airspeed in a dive on their target. Rather than bleeding energy in a radius fight.

It was also particularly effective for just about ANY pilot in ANY aircraft who had the jump on an unwary opponent. Pilots didn't do it because they were experienced, they did it because they were told to by there instructors, its one of the basic facets of air combat , and holds true today. By no means was it a tactic limited to Allied pilots.
they make repeated high speed passes


Not necessarily. In fighter to Fighter combat, about one pass was all you could make before the furball commenced. There were of course exceptions, but an "experienced" fighter pilot rarely turned with an adversary and unless his targets were STILL unaware of his attacks or they were bombers flying together for mutual support, repeated attacks of this kind were inadvisable.
and after a pass they go into a climb and reverse

This is called a Chandelle.
In an on-line air combat sim...


Are you serious?
; , ;
Such a pilot can kill someone just turning in tight horizontal circles easily with...


I would submit that an Ace Zero pilot like Saburo Sakai or Takeo Tanimizu wouldn't just turn in tight horizontal circles like "Online Newbies"
once they're headed straight down, they then can use their roll rate so when they come out of the dive they can be pointed in any direction.


What? if you are saying what I think you are saying, then ANYONE who uses "Boom and Zoom" attacks can do this, not just Corsairs. And Roll rate isn't as important here as you think.
...virtual invulnerability


No Such thing Dude. Particularly in A/A Combat

.
All this does is bleed off their "e" (energy) and they get slaughtered like cattle. If EVERYONE just did this, then the Zero would always dominate.


This is an over-simplification
Indeed, I think the point is that people really don't have a clear understanding of air combat in World War II.


I think I disproved your point. I don't think you give credit to the kind of people on this forum. In my experience there are plenty of people who have a very clear understanding of air combat in WWII, myself included. Even if they've never actually flown an airplane, let alone maneuvered one against an opponent.

Regards

Elf
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Post by Drongo »

Posted by TheElf
Matter of fact though, in UV Climb rate actually has a large effect on combat results, and the Corasir edges out the zero by about 400'/min. Not what i would call overwhelming.


As far as I know, the climb rate in UV influences the chance of an aircraft reaching the altitude of the enemy and being able to engage in combat. It has no influence on the results of any combat that follows.
Corsairs are hard-coded to shred anything in UV. This needs to be fixed.
IMO, I don't think it's a matter of "hard coding" as much as what happens when a fighter has both a speed AND manueverability advantage over it's opponent in UV.

I've also singled out the extreme results achieved by the Corsair in posts elsewhere. However, the Corsair is just a symptom of the real problem which comes from trying to fit the wildly differing characteristics of fighter aircraft, training, experience, tactics and combat conditions into one relatively simple little model (as good as it is).

I'd rather have a more sophisticated air combat model that can sufficiently represent all the main factors (but stop short of being a flight sim, of course ;) ) rather than just tweak some a/c stats to make them fit.

Fingers crossed for WITP. :)
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Post by TheElf »

From UV's Manual:
Air To Air Combat: In this game, once aircraft have closed for combat, the most important factors include maneuverability and speed. If a plane has a significantly higher maneuverability the pilot will try to dogfight. If the plane has a significantly higher speed, the pilot will try to make slashing attacks. If the pilot succeeds or not is primarily dependent on his skill. [/QUOTE}

Seems the Corsair will have the edge no matter what. I think the limitation is in the system. There are only 2-3 GENERAL categories that determine Combat results. Of these, one, Rate of climb combined with leadership, I think, determines positioning, ie altitude advantage. Then the type of attack/tactic is decided by the performance advantage, and is again modified (either positively or negatively) by leadership. What really gets me is the "all encompassing" maneuverability rating of the corsair is only 1 or 2 pts higher than the Zero, the ROC is only 400'/min faster, and of course speed is substantially better.
So, you will find that a trainer, such as the Wirraway, will suffer horribly against a high performance fighter, such as a Zero. The Zero is much faster and far more maneuverable. The only saving feature of the Wirraway, in such a case is the rear-firing gunner. The Wildcat is also in trouble, as it is not any faster than the Zero, and is less maneuverable to boot.

The Kittyhawk, on the other hand, is significantly faster and quite durable. The Kittyhawk pilot will try for slashing attacks, using speed to fly by very quickly, fire his guns and then dive or make a very lazy turn around and come back. He also can go head to head with the Zero and stand a good chance of living to tell the tale.

Later war Allied aircraft, such as the Lightning, Thunderbolt or Corsair are adequately:confused: maneuverable and extremely fast and rugged. Very few (How bout NONE) Japanese aircraft can stand up to these. Pilot experience determines, of course, if the desired tactic can be achieved and squadron commander’s air skill is influential. If the pilots do not know the tactic, they will not use it well. Fatigue and morale are also important.



It should also be noted that although the combat display reports the total number of fighter aircraft attempting to engage, the actual number of planes that dogfight are usually much less. This is based on the temporary disruption taken during previous combat rounds, or the inability of CAP aircraft to reach the incoming strike in time. Also, it is possible for CAP to force a bomber group to abort its mission prior to the bomber group’s bomb run.
I think you have a point there Drongo, If ROC has an Impact in CAP engagements, then It must have an impact in MOST A/A meetings given that 90% of the time one side is CAPing. I don't know. What are your thoughts on this given what the manual says?

Elf
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Drongo
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Post by Drongo »

Posted by TheElf
If ROC has an Impact in CAP engagements, then It must have an impact in MOST A/A meetings given that 90% of the time one side is CAPing. I don't know. What are your thoughts on this given what the manual says?
I completely agree that in almost any clash between fighters, one side would have been performing some type of CAP.

However, all I can say for sure about ROC is that the manual states that it is the most important factor for getting as many aircraft into the air for CAP as possible. This has been "some what" borne out by testing, although not conclusively so.
Of these, one, Rate of climb combined with leadership, I think, determines positioning, ie altitude advantage.


I can't confirm any of this. Have you seen this stated somewhere?

I've always directly interpreted what the manual says, which is that ROC plays a big part in CAP numbers only. The manual mentions nothing about it being a factor in combat. In fact, the manual implies there is no altitude advantage in combat -

From the manual
Other than impacting P-39 and P-400 performance, altitude does not impact air to air combat with one exception. Aircraft that are reinforcing CAP due to radar contact of the incoming strike may not be able to climb fast enough to engage the incoming bombers.


The manual also mentions that when fighters engage other fighters, the fighters with the initiative will change their altitude to the fighters they are attacking. In other words, no height advantage. I have no idea about how one group of fighters gets "the initiative" but nothing specifies that it is altitude related.

I'm not disagreeing that in historical fighter combat, an altitude advantage was a big plus as it greatly enhanced an a/c's ability to engage/disengage at will.

What I am suggesting that altitude advantage may not be in the game at all, thereby leaving ROC only influencing numbers. Whenever I play around with altitudes, sometimes the fighters set to higher altitudes than their opponents do well, other times not.

There may be more to it but based on the manual, only manuever, speed, experience, fatigue, morale, leadership, firepower and durability influence combat. As far as I'm concerned, unless fatigue is very high, it's speed and manuever that dominate who kills who.

Matrix/2x3 are probably the only ones that know for sure (and thats just the way they like it ;) ).
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Post by Mike_B20 »

The Germans used ROC a lot in their BF109's, which had great ROC, not only to escape an enemy but to gain position for their next boom and zoom attack.
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Arkady
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Post by Arkady »

Originally posted by TheElf
...
One of which is the inability of the Zero to do damage to med and hvy bombers. I fully realize the historical reputations of all A/C concerned here, but I have NEVER shot down a B-17! I rarley get any medium bombers. I know that to expect large numbers of Bombers to be downed when they are escorted by a competent unit of fighters is asking a lot. but what about the situation I mentioned above?
...


hmm, strange

I 'm now able turn back and shot down almost any small-sized bomber strike (eg. 3 to 6 B-17s) over my airbases......last turn 16 float-fighters (Claude) engaged 6 B-17, 1 B-17 was shot down and two more damaged, others jettisoned their bombload and return to Australia...price was very light, 7 Claudes damaged (one crashed on landing ...operation loss)
...> they were well-rested and med-experience pilots, 90% CAP for their squadron and 11000 feets altitude (bombers arrived in 6000...it was their third attack in three days, previous days I was able only damage one B-17 each day, take two damages for my floats before they were driven-off by defensive fire...they altitude was only 9000)


Of course large bomber strikes are too much for japanese but with high morale pilots you can still damage them a lot and count operational losses as your victories

.......

Sometimes I feel that game is only one-sided but this sides changes depending on abilities of my opponent :-), so I prefer no big changes in combat AI

Good luck in your battles

Arkady

edited for eye-killing typos.....
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