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AGM and that first couple of Ground Strikes in the 1st campaign

Posted: Wed Mar 14, 2007 2:16 pm
by Starmage21
It seems like the damage overall has been toned down between the demo and the 5.01 version of the game. I also noticed that for each SRM hardpoint im packing 3 SRMs, not 2.

my problem being, that when attacking those SAMs and AAAs, it takes 4 AGMs to take 1 out. Theyre not shooting them down with any sort of countermeasures that Ive noticed, just the health of the emplacements going from 100->67->34->1, and firing guns at them has no effect. These missions cannot be completed with any of the aerospace fighters provided. You simply cannot carry enough AGMs between you and your wingman to complete a strike on 4 emplacements.

RE: AGM and that first couple of Ground Strikes in the 1st campaign

Posted: Wed Mar 14, 2007 3:31 pm
by Kuokkanen
Then take out two, return to carrier and destroy rest of them in next mission [;)]

RE: AGM and that first couple of Ground Strikes in the 1st campaign

Posted: Wed Mar 14, 2007 4:11 pm
by wdboyd
ORIGINAL: Starmage21

You simply cannot carry enough AGMs between you and your wingman to complete a strike on 4 emplacements.

That sums up the situation. Soooo, take out another flight.

Commander.... learn, think, adapt and overcome. [:)]

You can always mod a new AGM that can take out such targets with one hit. Although, this won't be of much help in the games campaign.[:D]

Just so you know.... the damage AGM can inflict is the same as always. 5,000 pts.

RE: AGM and that first couple of Ground Strikes in the 1st campaign

Posted: Wed Mar 14, 2007 5:00 pm
by Starmage21
I guess maybe I thought that these missions wouldve been accomplishable in one sortie. If it's purposeful that you can't complete the mission in one trip, then I say that you should be able to.


Perhaps it is then that the turrets themselves are too tough?

RE: AGM and that first couple of Ground Strikes in the 1st campaign

Posted: Wed Mar 14, 2007 5:34 pm
by wdboyd
ORIGINAL: Starmage21

then I say that you should be able to.

Why?

RE: AGM and that first couple of Ground Strikes in the 1st campaign

Posted: Wed Mar 14, 2007 7:59 pm
by Starmage21
Because it takes a long ass time to get back and forth between carrier and strike points, especially with a full load(even with the auto-button).
 
In addition: perhaps the suspention of disbelief. I find it hard to believe that a commander wouldnt commit the necessary resources to complete the mission, especially given the circumstances of the operation.

RE: AGM and that first couple of Ground Strikes in the 1st campaign

Posted: Wed Mar 14, 2007 9:18 pm
by wdboyd
ORIGINAL: Starmage21

Because it takes a long ass time to get back and forth between carrier and strike points, especially with a full load(even with the auto-button).

In addition: perhaps the suspention of disbelief. I find it hard to believe that a commander wouldnt commit the necessary resources to complete the mission, especially given the circumstances of the operation.

Flying time? That's why you get the big bucks flyboy. [:'(]

I've got news for you... in real life, commanders don't always know the full extent of the enemy positions. And even if they do... there is no guarantee of their complete elimination. Therein lies the "fog of war".

But as I alluded to... mod your own missions and weapons... make them any way you want. Then you'll be completly satisfied and won't have anything to complain about.[:D]

Fly in somebody elses war... you get what you get. Sad maybe... but true. [:'(]

RE: AGM and that first couple of Ground Strikes in the 1st campaign

Posted: Wed Mar 14, 2007 9:30 pm
by Starmage21
I had considered that spending some time modding would be fun, but I wanted to try and play through the content that the game came with first. If I have to, Ill eventually finish those missions and move on.
 
on the flip side, this really makes me want to make a starshatter equivalent to an A-10 Thunderbolt II "Warthog"

RE: AGM and that first couple of Ground Strikes in the 1st campaign

Posted: Fri Apr 27, 2007 2:15 pm
by Avimimus
Here is what I would do:
1. Target the sensor (or gun) subsystems on the AAA unit. It should be disabled with one hit.
2. Bring a wingmen and order them to attack one of the other units.

RE: AGM and that first couple of Ground Strikes in the 1st campaign

Posted: Fri Apr 27, 2007 4:33 pm
by wdboyd
The games stock AAA, and such units, don't have subsystems. [:'(]

RE: AGM and that first couple of Ground Strikes in the 1st campaign

Posted: Wed May 02, 2007 5:10 pm
by Voyager
You can still screw up their sensors.  I've had several AAA batteries stop firing after the first few hits, even though they were still intact.

Also, I do believe Rockets work on ground targets, and heavy cannon deal solid damage as well.  I've been using packets of Thunderbolts armed with 4x AGMs and 2x Rocket packs for the wild weasel/ground strike missions, and it has been working fairly well, so far.

Harry Voyager