Primarchx
Posts: 3102
Joined: 1/20/2013 Status: offline
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That's annoying, to be sure. OODA = Observe, Orient, Decide, Act. It's a term for how actions are implemented and often used as a time cycle (how long does it take to observe an issue, orient yourself effectively with it, decide what to do and implement that decision). Try doing the following... 1) When significantly far out, select the target you're going to bomb with the a/c you're going to bomb them with. That should start the OODA timer with plenty of time. You can see the OODA times in the unit's DB, based on their training level. 2) Review the weapon you're going to use. What are its' employment parameters? Do you need to lose/gain altitude and/or speed to use it effectively? 3) Plan your approach. If you intend to drop your bombs at 2000' AGL find out what altitude the target is at and plan on putting your a/c 2000' above that altitude. To avoid AAA and SHORAD missiles it's usually best to keep above 10k-12k feet, so determine where you will begin your decent to bomb with the dive rate of your a/c. You'll want to be at dumb-bomb-dropping altitude for only a short period of time while you actually pickle the bombs away. Or if making a NOE pass, perhaps you have to climb briefly. 4) Typically the closer you can employ a dumb-bomb, the more accurate it is. Speed may also be an issue (I'll often bomb at Mil speed, though) Be aware that air-dropped ordnance now 'strings' it's hits along your a/c's flight path, so if you're bombing a linear target like a runway, try to 'line up' along it's axis. 5) Once you release your bombs, get the heck out of Dodge. Angle away from any firing AAA, climb and get any speed you can muster. If NOE, look for a terrain-masking egress and scoot. 6) Plan on One Pass & Haul Ass unless you are confident in your sides' air dominance and air defense suppression to allow further engagement. When picking a weapon to attack a target with (weaponeering) first determine what a/c you have, what ordnance they can carry, what that ordnance does, what ordnance you have on hand and the loading times of that ordnance. You can check the a/c by clicking the Air Ops button for a given facility, the available ordnance by clicking the Magazines on that facility and what ordnance an a/c can carry by reviewing it's DB entry. Each weapon also has a DB entry which will tell you what targets it's good against, how much damage it does, what its' range is, what its' employment parameters are, etc. Naturally the best weapons to use are those that are the most accurate, have the longest range and do the most damage. But these silver bullets are rarely in high supply. You can make up with low accuracy by firing more weapons (so dropping more dumb bombs is necessary to hit a target than using smart bombs). Sometimes you can make up with weapons that do less damage by firing more of them at a target, though heavily armored targets may negate this. And of course the closer you get to a defended target to employ your weapons the more you need to accept that you'll suffer losses. When making a bombing run I'll often create secondary/tertiary targets for my a/c to go after if the first ships' bombs destroy my primary target. The approach vector is chosen so that I can easily deviate (no more than 45 degrees off nose on the approach) to hit these targets, if possible.
< Message edited by Primarchx -- 4/4/2016 3:14:16 PM >
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