Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: HPS new games

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [General] >> General Discussion >> RE: HPS new games Page: <<   < prev  3 4 [5] 6 7   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: HPS new games - 3/18/2010 11:18:23 AM   
wodin


Posts: 10762
Joined: 4/20/2003
From: England
Status: offline
Im going to purchase this game...not normally a naval man...but this sounds a great mix of air and ship...

_____________________________


(in reply to Prince of Eckmühl)
Post #: 121
RE: HPS new games - 3/18/2010 12:07:38 PM   
htuna


Posts: 591
Joined: 1/19/2009
From: Boston, MA
Status: offline

quote:

ORIGINAL: Prince of Eckmühl

quote:

ORIGINAL: cmurphy625

Decisions, Decisions Decisions... This... or Over Flanders Fields.. or wait.. just a lil bit for Gettysburg!!!!


I dunno. HPS Midway game is thin in a few places, but plenty thick in a lot of others.

That said, I've probably log'd forty hours on Midway, thus far, and I'm about 2% into the single-player content. This game really does appear to have some legs on it, particularly when you consider the possibilities of either cooperative or competitive multiplayer.

I'm an OFF driver too, btw, but I'm looking at Rise of Flight as an alternative because the CFS3 engine is darn near as old as RB3D!

The new Gettysburg game should be cool, for IP play, but I'm not sure how it will be superior to TC2M for solo-only players. There are a lot of really fine gentlemen working on it, real Civil-War-Nuts, and I wish them all the best.



ROF is pretty cool, from the Graphics/Flying/Fighting aspect... but kind of limited Campaign - Types of Missions.. Amount of planes you can fly... That's why I was tempted on OFF...

I really really enjoyed TC2M... so Gettysburg is probably the most exciting to me right now..

(in reply to Prince of Eckmühl)
Post #: 122
RE: HPS new games - 3/18/2010 1:23:06 PM   
Grim.Reaper


Posts: 1355
Joined: 12/31/2009
Status: offline

quote:

ORIGINAL: cmurphy625


quote:

ORIGINAL: Prince of Eckmühl

quote:

ORIGINAL: cmurphy625

Decisions, Decisions Decisions... This... or Over Flanders Fields.. or wait.. just a lil bit for Gettysburg!!!!


I dunno. HPS Midway game is thin in a few places, but plenty thick in a lot of others.

That said, I've probably log'd forty hours on Midway, thus far, and I'm about 2% into the single-player content. This game really does appear to have some legs on it, particularly when you consider the possibilities of either cooperative or competitive multiplayer.

I'm an OFF driver too, btw, but I'm looking at Rise of Flight as an alternative because the CFS3 engine is darn near as old as RB3D!

The new Gettysburg game should be cool, for IP play, but I'm not sure how it will be superior to TC2M for solo-only players. There are a lot of really fine gentlemen working on it, real Civil-War-Nuts, and I wish them all the best.



ROF is pretty cool, from the Graphics/Flying/Fighting aspect... but kind of limited Campaign - Types of Missions.. Amount of planes you can fly... That's why I was tempted on OFF...

I really really enjoyed TC2M... so Gettysburg is probably the most exciting to me right now..


If it was me, I'm thinking Gettysburg will be the best bet out of all these games, assuming you can only pick one:) I also recently received Midway and assuming Gettysburg is generally in the same ballpark as TCM2, I think in the end I will get more mileage out of it. However, also enjoying Midway, just haven't had enough time to fully wrap my head around it yet.

_____________________________


(in reply to htuna)
Post #: 123
RE: HPS new games - 3/18/2010 7:26:01 PM   
JudgeDredd


Posts: 8573
Joined: 11/14/2003
From: Scotland
Status: offline
Got my Midway tonight...looking forward to a wee game of it

_____________________________

Alba gu' brath

(in reply to Grim.Reaper)
Post #: 124
RE: HPS new games - 3/18/2010 10:23:11 PM   
JudgeDredd


Posts: 8573
Joined: 11/14/2003
From: Scotland
Status: offline
Just and initial immediate observation...it would be nice if the zooming action zoomed in on the currently selected unit, wherever that may be. (seems it's not doen that way in WoME either)

_____________________________

Alba gu' brath

(in reply to JudgeDredd)
Post #: 125
RE: HPS new games - 3/18/2010 10:26:00 PM   
rahamy

 

Posts: 53
Joined: 11/22/2008
Status: offline

quote:

ORIGINAL: JudgeDredd

Just and initial immediate observation...it would be nice if the zooming action zoomed in on the currently selected unit, wherever that may be. (seems it's not doen that way in WoME either)


I would agree...noted!

(in reply to JudgeDredd)
Post #: 126
RE: HPS new games - 3/18/2010 10:36:13 PM   
Prince of Eckmühl


Posts: 2459
Joined: 6/25/2006
From: Texas
Status: offline

quote:

ORIGINAL: rahamy


quote:

ORIGINAL: JudgeDredd

Just and initial immediate observation...it would be nice if the zooming action zoomed in on the currently selected unit, wherever that may be. (seems it's not doen that way in WoME either)


I would agree...noted!


Ditto.

I really appreciate the scroll-wheel zoom, but the focus does indeed drift away from the cursor (pretty severely).

_____________________________

Government is the opiate of the masses.

(in reply to rahamy)
Post #: 127
RE: HPS new games - 3/19/2010 12:02:07 AM   
JudgeDredd


Posts: 8573
Joined: 11/14/2003
From: Scotland
Status: offline
Just played the tutorial. Quite tense. I enjoyed it.

Thinking about the zoom - it's a tough one. When I was zooming, generally I wanted to zoom into my selected unit. However, I can also see times when you don't want to zoom into a specific unit. But I'd say the first scenario was the most likely

Can't think of anything off hand that needed attention though. I hope what I read was true...that there's variety in the deployment. That would make the game very replayable.

_____________________________

Alba gu' brath

(in reply to Prince of Eckmühl)
Post #: 128
RE: HPS new games - 3/19/2010 12:16:53 AM   
JudgeDredd


Posts: 8573
Joined: 11/14/2003
From: Scotland
Status: offline
mmm...there are a couple of things. I wish it were easier to identify what target your package is going after. When you have two Unknown CAs and two Unknown DDs, it's kind of difficult to make sure you're splitting your packages evenly among the targets.

Say I had 8 packages, I would like to send two packages to each target - but it's not easy to indentify what packages have been targeted. Maybe showing the target on the Aircraft panel and also having a unique identifier for the target when found. For example the first CA spotted would be designated CA1 - the next would be CA2 etc.

Secondly, I notice that you can change you're package name, but I don't see it anywhere after changing it. I changed both my F4Fs patrolling the fleet to CAP1 and CAP2, but was unable to see it anywhere except in the Package dialogue. It really should be shown as an option on the map...just to help you tie things up.

The tutorial was quite sparse with equipment, so I can imagine throwing in another couple of carriers and things could get messy.

_____________________________

Alba gu' brath

(in reply to JudgeDredd)
Post #: 129
RE: HPS new games - 3/19/2010 12:27:50 AM   
JudgeDredd


Posts: 8573
Joined: 11/14/2003
From: Scotland
Status: offline
Oh - couple of other things.....a range utility so I can see what 100 miles out from my carrier looks like

And the Package Names and Mission Names don't seem to be working right

Admittedly, I have only read the tutorial and played that. So I will endeavour to read the manual and see if anything I've mentioned in here is my lack of understanding (most likely)

Still enjoyed it enough to restart the tutorial again though

_____________________________

Alba gu' brath

(in reply to JudgeDredd)
Post #: 130
RE: HPS new games - 3/19/2010 1:25:24 AM   
wodin


Posts: 10762
Joined: 4/20/2003
From: England
Status: offline
your a hard man to please...hehe

_____________________________


(in reply to JudgeDredd)
Post #: 131
RE: HPS new games - 3/19/2010 1:58:38 AM   
Prince of Eckmühl


Posts: 2459
Joined: 6/25/2006
From: Texas
Status: offline

quote:

ORIGINAL: JudgeDredd

Oh - couple of other things.....a range utility so I can see what 100 miles out from my carrier looks like


Select your carrier, then click on VIEW on the toolbar above, and select DISTANCES.

quote:

And the Package Names and Mission Names don't seem to be working right


The mission names need to be unique VT/VB/VF, whereas the package names are what's shared when squadrons are combined. Once the first mission within an intended package is created, the package name will appear as a drop-down in all three types of Mission dialogue (Patrol/Search/Strike). All you have to do to add additional missions to the package is select the proper entry. I think that it's the label "mission" that's confusing, BTW. Mentally, I wanted to make packages an element of the mission, rather than the other way around.

When you get use to the Aircraft, Mission and Package dialogues, the game's a lot easier to play.




_____________________________

Government is the opiate of the masses.

(in reply to JudgeDredd)
Post #: 132
RE: HPS new games - 3/19/2010 8:13:10 AM   
JudgeDredd


Posts: 8573
Joined: 11/14/2003
From: Scotland
Status: offline
Good...'cos when I was working with the package and mission names last night, I was getting mighty confused.

Thx for the info on the ranges. I do recall reading that earlier in this thread now you'e mentioned it.

Like I said - it's manual time. But it is good to see a game that has depth, but you don't have to spend days on the manual to get the basics.

I was trying to land my aircraft last night and couldn't figure out initially why I couldn't. At first I knew (guessed) why - my Saratoga was on fire. But once the fire was out they still wouldn't land. But then I saw she had 55% damage (or is that number 55% structural intergrity?) Either way, it was below the 70 or so % needed to land. Unfortunately, all my aircraft had to ditch before the mission end - and this affected my score, so I only got a minor win.

Thoroughly enjoyed it though.

_____________________________

Alba gu' brath

(in reply to Prince of Eckmühl)
Post #: 133
RE: HPS new games - 3/19/2010 8:41:46 AM   
wodin


Posts: 10762
Joined: 4/20/2003
From: England
Status: offline
Hurrah Judge is pleased....I need this game...

_____________________________


(in reply to JudgeDredd)
Post #: 134
RE: HPS new games - 3/19/2010 12:11:10 PM   
rahamy

 

Posts: 53
Joined: 11/22/2008
Status: offline

quote:

ORIGINAL: Prince of Eckmühl


quote:

ORIGINAL: rahamy


quote:

ORIGINAL: JudgeDredd

Just and initial immediate observation...it would be nice if the zooming action zoomed in on the currently selected unit, wherever that may be. (seems it's not doen that way in WoME either)


I would agree...noted!


Ditto.

I really appreciate the scroll-wheel zoom, but the focus does indeed drift away from the cursor (pretty severely).



JT just changed zooming so that when done with the mouse wheel, zooms on the cursor which I think is best. Zooming on the selected unit could cause you to scroll all the way across the map if the selected unit is off screen, so doing that is a bust really. This will be included in the 1.01 update which we'll probably release in early April to tweak a few things.

Also, I'm in dicsussions with GameSquad to get a dedicated forum setup for this series & if that doesn't pan out for some reason will talk to the Wargamer. Nothing against Matrix, but I thinik it would be more respectful to have another companies game discussed on a different site.

(in reply to Prince of Eckmühl)
Post #: 135
RE: HPS new games - 3/19/2010 3:47:12 PM   
Prince of Eckmühl


Posts: 2459
Joined: 6/25/2006
From: Texas
Status: offline
quote:

ORIGINAL: rahamy

JT just changed zooming so that when done with the mouse wheel, zooms on the cursor which I think is best. Zooming on the selected unit could cause you to scroll all the way across the map if the selected unit is off screen, so doing that is a bust really. This will be included in the 1.01 update which we'll probably release in early April to tweak a few things.

Also, I'm in dicsussions with GameSquad to get a dedicated forum setup for this series & if that doesn't pan out for some reason will talk to the Wargamer. Nothing against Matrix, but I thinik it would be more respectful to have another companies game discussed on a different site.


Good deal.


_____________________________

Government is the opiate of the masses.

(in reply to rahamy)
Post #: 136
RE: HPS new games - 3/22/2010 1:12:59 PM   
RedArgo


Posts: 524
Joined: 8/2/2004
From: Illinois
Status: offline
I've played a several times now. I tried out Coral Sea and ended in a draw. I hit them first, but them quite a while later they had multiple raids come in and sink Lexington and disable Yorktown. Both sides lost one carrier and had one disabled. I think between the two of us only four aircraft survived.

I have a couple questions.

Every game my outgoing raids have run in to the incoming Japanese raids and particularly with my TBDs this ends badly with all my planes getting shot down. However, it does leave their raid unprotected. Did strikes really run in to each other a lot in the war?

Also, in this last game my scout who found the enemy got shot down. I moved in several other scouts, but I had to manually keep them in contact with the Japanese CVs. Is there a way to have the scouts automatically stay in contact after I had to move them?

Is there a way to select more than one flight once they are in flight? It would be nice to be able to lasso a bunch of fights and direct them.

Last thing, maybe its just being early in the war, but when I manually direct my CAP to engage unescorted enemy bombers it sure seems like I'm losing more Wildcats then they are bombers. May I'll try later in the war and see how the Hellcats and Corsairs do.

Enjoying the game.

Bill

(in reply to Prince of Eckmühl)
Post #: 137
RE: HPS new games - 3/22/2010 1:45:58 PM   
JudgeDredd


Posts: 8573
Joined: 11/14/2003
From: Scotland
Status: offline

quote:

ORIGINAL: RedArgo
...
Also, in this last game my scout who found the enemy got shot down. I moved in several other scouts, but I had to manually keep them in contact with the Japanese CVs. Is there a way to have the scouts automatically stay in contact after I had to move them?
...

re this point - I did it this way. I went to the carrier and opened up the aircraft dialogue. I selected one of the other Scouts and assigned it a patrol mission and set it to loiter when the CV is found. There are one of two things I did before that...I either set the aircraft a direction towards the carrier, then waited for it to make contact and THEN set the mission, or I gave the aircraft a path using the max and min degrees, knowing it would put the scout in touch with the carrier and set it to loiter on CVs

If it's there, I missed it - but I think a "double click" to open the Aircraft mission dialogue is needed. It's a pita having to go back to the carrier and selecting the correct flight. It's been a few days since I played as I am rebuilding a friends computer and my memory is terrible at the moment, but I can't remember if there is another way to re-assigning an air group as opposed the the method I know (going back to the carrier, finding the right air group and setting the mission)

_____________________________

Alba gu' brath

(in reply to RedArgo)
Post #: 138
RE: HPS new games - 3/22/2010 1:55:25 PM   
RedArgo


Posts: 524
Joined: 8/2/2004
From: Illinois
Status: offline
Thanks, I thought I tried that, but I must not have done it correctly. I'll give it another try.

(in reply to JudgeDredd)
Post #: 139
RE: HPS new games - 3/22/2010 7:28:48 PM   
Prince of Eckmühl


Posts: 2459
Joined: 6/25/2006
From: Texas
Status: offline
quote:

ORIGINAL: RedArgo

Every game my outgoing raids have run in to the incoming Japanese raids and particularly with my TBDs this ends badly with all my planes getting shot down. However, it does leave their raid unprotected. Did strikes really run in to each other a lot in the war?


It doesn't happen to my strikes every time, but it does occur more frequently than is to my liking. That's not to say that it's unrealistic, it just throws my strike into chaos! Yes, it happened in real life. If two forces launch strikes toward one another, at anything near the same time, they are going to approach each other on approximately reciprocal headings. Historically, I think that USN escorts were more disciplined about staying with their charges than were those of the IJN (which were notoriously aggressive and known to stray from the bombers). It would be cool if that was so modeled, but I doubt that it is.

quote:

Also, in this last game my scout who found the enemy got shot down. I moved in several other scouts, but I had to manually keep them in contact with the Japanese CVs. Is there a way to have the scouts automatically stay in contact after I had to move them?


Once you've got a solid position on the enemy, go back and modify/reduce the range/vector values for your search missions. That will concentrate those search aircraft near the target. Obviously, you'll want to set them to shadow carriers that come into view.

quote:

Is there a way to select more than one flight once they are in flight? It would be nice to be able to lasso a bunch of fights and direct them.


When you manually direct an aircraft, you effectively detach it. From that point forward, you are it's brain! Unfortunately, MY brain's ability to effectively handle such matters is inversely proportional to the number of tasks at hand. Because of that, I normally find it desirable to give the unit back to the AI ASAP. To do so, open up the mission dialogue for it's base. Look for an unassigned a/c entry, no "hanger," no "spotted," no nothing. That'll be your culprit. Select the now-errant unit, select from the patrol/search/strike mission tabs and assign it to a package via the drop-down manu. Obviously, the amount of hassle this becomes is proportional to the number of aircraft that you've meddled with.

quote:

Last thing, maybe its just being early in the war, but when I manually direct my CAP to engage unescorted enemy bombers it sure seems like I'm losing more Wildcats then they are bombers. May I'll try later in the war and see how the Hellcats and Corsairs do.


Same here, but I've been playing scenarios with the early-war parameter data. No doubt, you're aware of the problems with American torpedoes, issues that weren't resolved until well into 1943. Well, there were problems with the Wildcat also. In particular, there was a problem with the ammo-bins that would cause the guns to jam during violent maneuvers. Because of that, the F4F wasn't up to snuff until well into 1942. Anyway, that's how I rationalize it. BTW, I was playing the Pearl Harbor Hypo scenario yesterday, and a lone Kate snooper shot down a four-aircraft P-36 flight that was attempting an intercept.


< Message edited by Prince of Eckmühl -- 3/22/2010 9:44:48 PM >


_____________________________

Government is the opiate of the masses.

(in reply to RedArgo)
Post #: 140
RE: HPS new games - 3/22/2010 7:31:48 PM   
Prince of Eckmühl


Posts: 2459
Joined: 6/25/2006
From: Texas
Status: offline
quote:

ORIGINAL: JudgeDredd

If it's there, I missed it - but I think a "double click" to open the Aircraft mission dialogue is needed.


I'm gonna try that tonight!


_____________________________

Government is the opiate of the masses.

(in reply to JudgeDredd)
Post #: 141
RE: HPS new games - 3/22/2010 8:15:58 PM   
RedArgo


Posts: 524
Joined: 8/2/2004
From: Illinois
Status: offline

quote:

ORIGINAL: Prince of Eckmühl

No doubt, you're aware of the problems with American torpedoes, issues that weren't resolved until well into 1943.



I haven't had that problem as in the 4 or 5 games I've played all the way through, I've never had a TBD get close enough to launch!!!

(in reply to Prince of Eckmühl)
Post #: 142
RE: HPS new games - 3/22/2010 8:16:47 PM   
rahamy

 

Posts: 53
Joined: 11/22/2008
Status: offline

quote:

ORIGINAL: JudgeDredd


quote:

ORIGINAL: RedArgo
...
Also, in this last game my scout who found the enemy got shot down. I moved in several other scouts, but I had to manually keep them in contact with the Japanese CVs. Is there a way to have the scouts automatically stay in contact after I had to move them?
...

re this point - I did it this way. I went to the carrier and opened up the aircraft dialogue. I selected one of the other Scouts and assigned it a patrol mission and set it to loiter when the CV is found. There are one of two things I did before that...I either set the aircraft a direction towards the carrier, then waited for it to make contact and THEN set the mission, or I gave the aircraft a path using the max and min degrees, knowing it would put the scout in touch with the carrier and set it to loiter on CVs

If it's there, I missed it - but I think a "double click" to open the Aircraft mission dialogue is needed. It's a pita having to go back to the carrier and selecting the correct flight. It's been a few days since I played as I am rebuilding a friends computer and my memory is terrible at the moment, but I can't remember if there is another way to re-assigning an air group as opposed the the method I know (going back to the carrier, finding the right air group and setting the mission)


Might try selecting the flight, the using Command Menu/Assign Mission to give the flight a new Search mission. Note that there is also a Command Menu/Packages option to review and modify packages.

(in reply to JudgeDredd)
Post #: 143
RE: HPS new games - 3/22/2010 9:25:17 PM   
JudgeDredd


Posts: 8573
Joined: 11/14/2003
From: Scotland
Status: offline
nice one. Thx (double click would be nice though )

_____________________________

Alba gu' brath

(in reply to rahamy)
Post #: 144
RE: HPS new games - 3/22/2010 9:44:02 PM   
Prince of Eckmühl


Posts: 2459
Joined: 6/25/2006
From: Texas
Status: offline
quote:

ORIGINAL: RedArgo

I haven't had that problem as in the 4 or 5 games I've played all the way through, I've never had a TBD get close enough to launch!!!


If you can saturate the enemy defenses, they can get through. And I've seen them put a damaged carrier away. Regardless of the TBD performance, however, it's never going to match the Kate because of its torpedo.


_____________________________

Government is the opiate of the masses.

(in reply to RedArgo)
Post #: 145
RE: HPS new games - 3/22/2010 9:46:49 PM   
JudgeDredd


Posts: 8573
Joined: 11/14/2003
From: Scotland
Status: offline
I had 4x3 Devastators the other day and not one torpedo hit!!! I thought I was doing something wrong, but couldn't understand what. I saw the white splashes, then as they went towards the CV, some disappeared, others seemed to strike, but I had no notifications/sounds to suggest contact was made, neither did any damage occur!

_____________________________

Alba gu' brath

(in reply to Prince of Eckmühl)
Post #: 146
RE: HPS new games - 3/22/2010 9:53:54 PM   
Prince of Eckmühl


Posts: 2459
Joined: 6/25/2006
From: Texas
Status: offline
quote:

ORIGINAL: rahamy

Might try selecting the flight, the using Command Menu/Assign Mission to give the flight a new Search mission. Note that there is also a Command Menu/Packages option to review and modify packages.


Well, darn if the obvious didn't elude me. This will allow me to completely avoid accessing the aircraft's base. It's worth noting that same MISSION dialogue allows players to assign the aircraft to an active package via the drop-down window. I mention that, because it saves the hassle of creating an entirely new mission.


_____________________________

Government is the opiate of the masses.

(in reply to rahamy)
Post #: 147
RE: HPS new games - 3/22/2010 10:06:13 PM   
Airborne82nd


Posts: 67
Joined: 9/18/2002
From: Evans City, PA, USA
Status: offline
The TBD's are horrible (just as in RL). I've also had the above mentioned strikes passing each other. This has happened more times than not, actually. I usually end up micromanaging my F4F's (if any survive) back to their flock.

I can live with these nuisances because I really like this game. Something did come up over the weekend when playing Coral Sea, however. I kept my 2 carriers (US) hugging a cloud bank after launching the searches, and then, strikes. The expected Japanese strikes passed mine and I immediately got off all remaining CAP and then headed for the bad weather to hide my carriers. The first enemy strikes bagged the Yorktown (it was closer to the clouds but also closer to the enemy). It had just disappeared under the cloud cover so I didn't think much of it other than cursing my slowness at getting them there. However, the wave of Kates came in after my TF was under clouds but still managed to deliver a crushing torpedo strike on the hapless Yorkie. I thought clouds hid TF's from strikes? Or, does it just lesson the chance of them getting detected and hit?

Incidentally, the Lexington survived as I used the Yorktown (now a floating wreck) as a decoy between my surviving flattop and further expected strikes. It worked until she sunk and a wave of Kates torpedoed the Lexington for light damage. My air groups hit both Japanese CV's (for, I guess, light damage and burning). I've only got 2.5 hours left in the scenario and I doubt that's enough time to launch a further crippling strike on the enemy. Shame, because I have more than enough a/c to do the job.

Thanks for the tips above on (re)managing air units. It would be nice to be able to command multiple groups of a/c instead of double clicking on them. This tends to have units all over the map (from the same formation) deploy to the selected location. Would be nice to command just the rag-tag bunch you've got locally.

Also, in my current game, I managed to spot a lurking Kate near my TF and shot it down with an F4F. Do you folks have success at finding enemy search planes with (radar) or CAP? I don't have much luck.

Great stuff!!

Chris

_____________________________

"Land Soft, Kill Quiet"

(in reply to JudgeDredd)
Post #: 148
RE: HPS new games - 3/22/2010 10:14:45 PM   
Prince of Eckmühl


Posts: 2459
Joined: 6/25/2006
From: Texas
Status: offline
quote:

ORIGINAL: JudgeDredd

I had 4x3 Devastators the other day and not one torpedo hit!!! I thought I was doing something wrong, but couldn't understand what. I saw the white splashes, then as they went towards the CV, some disappeared, others seemed to strike, but I had no notifications/sounds to suggest contact was made, neither did any damage occur!


As in real life, the TBD pretty much sucks. I believe that it got seven hits on the Shoho, but I suspect that the SBD had gotten their first. Of course, that just fostered the notion that it and it's torpedo were a capable weapons combination (which of course, they were not). The Midway engagement disabused the world of that notion.


_____________________________

Government is the opiate of the masses.

(in reply to JudgeDredd)
Post #: 149
RE: HPS new games - 3/22/2010 10:39:01 PM   
Prince of Eckmühl


Posts: 2459
Joined: 6/25/2006
From: Texas
Status: offline
quote:

ORIGINAL: Airborne82nd

Something did come up over the weekend when playing Coral Sea, however. I kept my 2 carriers (US) hugging a cloud bank after launching the searches, and then, strikes. The expected Japanese strikes passed mine and I immediately got off all remaining CAP and then headed for the bad weather to hide my carriers. The first enemy strikes bagged the Yorktown (it was closer to the clouds but also closer to the enemy). It had just disappeared under the cloud cover so I didn't think much of it other than cursing my slowness at getting them there. However, the wave of Kates came in after my TF was under clouds but still managed to deliver a crushing torpedo strike on the hapless Yorkie. I thought clouds hid TF's from strikes? Or, does it just lesson the chance of them getting detected and hit?


Someone from the developer please correct me if I'm wrong about this, but I don't believe that clouds completely hide units. Rather, they appear to drastically reduce visibility. I've had aircraft shot down while in the middle of a cloud-blob which wouldn't be possible were this not so. This suggests that units can "stumble" into one another in a cloud and engage in combat. I'd also note that aircraft should be able to operate beneath a cloud.

quote:

Also, in my current game, I managed to spot a lurking Kate near my TF and shot it down with an F4F. Do you folks have success at finding enemy search planes with (radar) or CAP? I don't have much luck.


The ability to whack lurkers before they can phone-home is the holy-grail of the game. I don't think that the USN ever really succeeded, btw. As in real-life, it may not be possible to do so in the game. I've tried a lot of techniques, some of the, fabulously gamey and/or ahistorical in my attempts to do so. The one that appears to hold the most promise is using picket destroyers, each with it's own Wildcat CAP. I deploy the DD in an arc around the carrier task-force. It works, but it uses up a lot of resources, and isn't fool-proof. When all's said and done, I'm not sure whether it's worth the hassle.

BTW, the USN used picket destroyers late in the war as radar-early-warning vessels. The kamikaze still got through.


_____________________________

Government is the opiate of the masses.

(in reply to Airborne82nd)
Post #: 150
Page:   <<   < prev  3 4 [5] 6 7   next >   >>
All Forums >> [General] >> General Discussion >> RE: HPS new games Page: <<   < prev  3 4 [5] 6 7   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.836