Mike Wood
Posts: 2095
Joined: 3/29/2000 From: Oakland, California Status: offline
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Hello... Unlike PacWar, UV does not use the "cannon factor" of a bomber against fighters. Each gun mount has an arc of fire and all are fired individually. The gunner must make an experience check and the enemy must be within his arc and range, before he can fire and another experience check before he can fire accurately. The relative angle of attack of the fighter already affects his chances to hit and is factored into the calculations. As the enemy plane approaches and departs, more than one gun can gain a shot, as the enemy plane comes into new arcs of fire. Fighters generally get 2 to 4 more bursts than bombers, when they fight, due to the way the system works. And, fighter shots direct all forward firing guns at once, which make them dangerous. Japanese Zeros do have two problems, in this game, attacking heavy Allied bombers, one being ammunition. They do not carry much ammunition for the 20mm guns and it is difficult to hit the big bombers with enough rounds in important enough places to bring one down. The second problem is the fragility of the Zero. It must continue to fire at the heavy bomber long enough to bring it down, while avoiding being hit, itself. Hope this helps... Michael Wood __________________________________________________ [QUOTE]Originally posted by Jeremy Pritchard [B]For PacWar I halved the weaponry of all Tactical Bombers (or was it 75%?) due to the facts mentioned above, plus the cold hard fact that bombers had their guns placed all around the aircraft, a few facing forward, a few in the rear, a few at the sides, a few on top, etc.. So, when you have, say, an A6M attacking a B-17, the A6M has ALL of its guns against the B-17, but the B-17 has only a few of its guns on the A6M. Then comes the problem about bombers flying in tight formation. The tighter the formation, the more fire can be brought on an attacking fighter. However, this fire was not as accurate, nor designed to shoot down the attacker (done more to make their attack run called off, basically to keep fighters away). So, I think that there should be more then one factor in deciding the cannon firepower of bombers. #1. Numbers and formation. Large numbers of closely packed bombers are tougher to attack then fewer numbers of lose formation bombers. #2. Fact that only a few of the bomber's guns face a target at any one time, while the fighters get the benefit of all of their guns. Even still, bomber firepower should be directed more towards its own protection then out to kill enemy fighters. Maybe adding a factor (possibly for WitP) that has bomber cannon ratings dedicated not to killing enemy fighters, but to stop their attack. So, you will end up with bombers killing significantly less bombers, but more surviving (as their cannon factor is used to deflect an enemy attack). A bomber 'kill' would not be a 'kill' persay, but will have that fighter 'turned back' from attacking the bomber formation (i.e., not allowing the fighter to attack the bombers). [/B][/QUOTE]
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