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Developer blog today, AA.


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comtedumas #1 Posted 14 November 2017 - 05:21 AM

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http://blog.worldofwarplanes.com/mechanics/aa-guns-20-smarter-meaner-more-useful/

 

this came out out today on my Game Center.  There is a flaw in the new AA design.  

 

I was just in a mission where my P47N and I dove on a high altitude AA emplacement.  That AA gun was correcting its altitude adjustments for shell explosions as fast or faster than I was diving.  I don’t believe that to be accurate in its detection.  The low altitude aa guns are fine, the high altitude are the ones with the problem.  And yes I know about proximity fuses.  



HazeGrayUnderway #2 Posted 14 November 2017 - 07:14 AM

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Imagine what those Japanese pilots were feeling attacking those US Navy ships fitted with Proximity Fuses on their 5" dual purpose guns :hiding: Not to mention the piles of 20mm guns and 40mm Bofors.  The ships even had radar guiding these guns.

Edited by HazeGrayUnderway, 14 November 2017 - 07:18 AM.


comtedumas #3 Posted 14 November 2017 - 09:11 AM

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View PostHazeGrayUnderway, on 14 November 2017 - 02:14 AM, said:

Imagine what those Japanese pilots were feeling attacking those US Navy ships fitted with Proximity Fuses on their 5" dual purpose guns :hiding: Not to mention the piles of 20mm guns and 40mm Bofors.  The ships even had radar guiding these guns.

 

I just think it’s just a little overdone, they haven’t found the right balance for it yet, it wasn’t enough before, it’s too much now, something in between would be much better.  Maybe it’s a case of scale.

FreeFOXMIKE #4 Posted 14 November 2017 - 12:47 PM

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http://forum.worldof...l-flack-worked/

 

Ever wonder just how well Flack worked ?

 


           332 Virtual  Fighter  Group

 


Heibges #5 Posted 14 November 2017 - 03:59 PM

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I just don't know very many PVP'ers who like Environmental Enemies.

 

I feel like the are always leaching my XP/Kills.


Edited by Heibges, 14 November 2017 - 04:04 PM.

"If the Healer gets killed it's the Tank's fault.  If the Tank gets killed it's the Healer's fault.  If the DPS get killed it's their own fault." - various
 

Malefleur #6 Posted 28 June 2018 - 11:35 PM

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After the 2.0.5 patch. Bomber playing was impossible. Flacks take 1/2 of life in a pass over the target. In the second you die. It makes no difference if you make a bomber in low, medium or high altitude! Now I just die for flack. Fighters do not knock me down at the bomber's maximum operational altitude!

ARCNA442 #7 Posted 29 June 2018 - 12:56 AM

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The biggest problem with flak is how it scales - if you're top tier you can pretty much ignore it but if you're bottom tier it will tear you to pieces.

LMG #8 Posted 29 June 2018 - 01:01 AM

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View PostARCNA442, on 28 June 2018 - 07:56 PM, said:

The biggest problem with flak is how it scales - if you're top tier you can pretty much ignore it but if you're bottom tier it will tear you to pieces.

 

That also applies to low altitude AA, which can and will tear apart a GAA. The thing is that GAAs have an easy way to deal with them, being their guns, while Bombers have to waste valuable time dropping bombs over them instead of the larger targets like they should. That's a pretty big detriment to planes like the Do 17z, which do not have the reload speed to waste bombs on ground targets that are not worth much in terms of capture points.

 

Also, wasn't this thread from back when 2.0 launched? :sceptic:


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