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Countering the Zero Wall - 3/12/2004 1:56:01 PM   
EUBanana


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I'm playing against the AI as the Allies for a change, and I'm running afoul of Jap Zeroes.

It's September 1942, the AI has stacked up about a hundred Bettys and Nells and 200 Zeroes at Rabaul. I've got Lunga and Port Moresby (Lunga is contested though, 20000 marines vs 20000 Japs at Lunga, the AI holds Tassafaronga, but I think I'm slowly winning) but resupplying them is very tough because of the airbase at Rabaul bombing any AKs or APs into the stone age.

The problem isnt so much the Jap bombers though, its the fighters. Whenever I put up fighter cover it just gets creamed. One battle had 120 Zeroes + Bettys and Nells vs about 90 Wildcats over Lunga, and 70 Wildcats got shot down in exchange for a couple of Zeroes.

...Whats going wrong? I keep my fighters on morale 99 and fatigue 0 as much as possible by rotating them, so its not that. My experience is around 70 usually, which isn't that bad - is it? Why the constant slaughter? I know Airacobras arent so hot but these were Wildcats.

I don't think it'll be a problem, I got 70 Fortresses in PM and their numbers swell by the day, another month or two and Rabaul will be feeling the hurt - but in the shorter term, whats up with my Wildcats and their ineptitude?
Post #: 1
RE: Countering the Zero Wall - 3/12/2004 2:08:04 PM   
Subchaser


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Check your difficulty settings, it’s probably not historical. AI is cheating.

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RE: Countering the Zero Wall - 3/12/2004 10:03:35 PM   
ViperMaul

 

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Out of curiousity would altitude of engagements effect this significantly?
What is the typical altitude of your engagements?

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Post #: 3
RE: Countering the Zero Wall - 3/12/2004 10:10:40 PM   
crsutton


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No, I have shouted out about this problem before. The zero is very strong against the wildcats and P40. This is historically incorrect as they were in the main better planes and shot down zeros in pretty fair numbers. If you have a massive air battle between the two, the zeros will always slaughter the Allies. Even experieced Allies seem to get shot down.

One problem is that losses are way too out of proportion to numbers involved. That is in massive air battles of say 200 planes on each side, the Allies might lose 120 planes. This is historically inaccruate but I doubt that it will be fixed at this point so it must be lived with.

Best way to deal with the super zeros is to slam the air base with massive heavies at high altitude. Initially, your losses will be high but damaged bases will cause more operational losses to defending fighters. A massive bomber hit followed up by a medium bomber hit might just close the base down. You can then whittle the zeros down.

Actually, the only real long term solution to the zero is to wait for the lightnings and corsairs to come into play. They will handle them just fine.

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RE: Countering the Zero Wall - 3/13/2004 2:13:29 AM   
pasternakski


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quote:

ORIGINAL: crsutton

No, I have shouted out about this problem before. The zero is very strong against the wildcats and P40. This is historically incorrect as they were in the main better planes and shot down zeros in pretty fair numbers. If you have a massive air battle between the two, the zeros will always slaughter the Allies. Even experieced Allies seem to get shot down



And nobody listened. The sad fact is that the F4F is by far the most underperforming aircraft in this game.

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Post #: 5
RE: Countering the Zero Wall - 3/13/2004 10:09:26 AM   
Apollo11


Posts: 24082
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From: Zagreb, Croatia
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Hi all,

quote:

ORIGINAL: crsutton

No, I have shouted out about this problem before. The zero is very strong against the wildcats and P40. This is historically incorrect as they were in the main better planes and shot down zeros in pretty fair numbers. If you have a massive air battle between the two, the zeros will always slaughter the Allies. Even experieced Allies seem to get shot down.

One problem is that losses are way too out of proportion to numbers involved. That is in massive air battles of say 200 planes on each side, the Allies might lose 120 planes. This is historically inaccruate but I doubt that it will be fixed at this point so it must be lived with.

Best way to deal with the super zeros is to slam the air base with massive heavies at high altitude. Initially, your losses will be high but damaged bases will cause more operational losses to defending fighters. A massive bomber hit followed up by a medium bomber hit might just close the base down. You can then whittle the zeros down.

Actually, the only real long term solution to the zero is to wait for the lightnings and corsairs to come into play. They will handle them just fine.


The Marine F4F squadrons vs. Zero fighters are bad example (they trade badly) but when USN F4F fight against them I see no special advantage for any side.

In many PBEMs I played in carrier vs. carrier battles (only real Zero vs. F4F test) I have seen all kinds of results and in many ocasions the F4F won...


Leo "Apollo11"

(in reply to crsutton)
Post #: 6
RE: Countering the Zero Wall - 3/13/2004 10:14:53 AM   
Apollo11


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Hi all,

quote:

ORIGINAL: pasternakski

And nobody listened. The sad fact is that the F4F is by far the most underperforming aircraft in this game.


Why would you think that?

In past we all had many lengthy discussions on UV forum about Zero vs. F4F and, I believe, in the end we all agreed that there is some kind of "universal balance" that adjusts things.

Also, please don't forget that Japanese have _SERIOUS_ pilot allocation problem in UV (in long scenarios) and that they will effectively be at huge disadvantage because of that after 3-4 months of scenario time.

It's hard to have 27 aircraft Zero squadron and 45 pilots out of which 20+ come to you unwanted with EXP level 15-25...


Leo "Apollo11"


P.S. [Edit]
Please see my thread on pilot allocation in long UV scenario from 1-2-3 weeks ago.

< Message edited by Apollo11 -- 3/13/2004 9:19:14 AM >

(in reply to pasternakski)
Post #: 7
RE: Countering the Zero Wall - 3/13/2004 7:24:32 PM   
PzB74


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Its a fact that the Marine Wildcat's doesn't perform as well as the ones based on carriers.
I had just another experience of this in a scen 15 game against Wobbly. My F4F's based on Luganville and Port Efate
were shot down in between 2-3/1 ratios.

These sqd's weren't by far as experienced as the ones based on carriers which had average pilot exp of 70-78.
The latter achieved about even odds against Zeros' - and that's not bad when you consider that they fought against the
crack Zero's of the Kido Butai. I'm quite sure their average exp was around 80.

It seems like the F4F performs very badly when average pilot exp is no more than ~60, but improves drastically when it goes up to ~75.

Here is the comments we exchanged about just this;

First me complaining about how bad my Marine pilots performed
before our big carrier battle:

>The most horrible must have been the 16 Wildcats that
>went down for 1 Zero....Don't think there's any equal
>in history there :p)

Then much less negative after the Wildcats on my carriers clashed
with KB Zero's.

Me
> How did my fighters performe in escort/cap duties? I found the results
> much better than what were achieved by the less experienced Marine Wildcats
> earlier on. It also seems like flak took out many of your bombers.

Wobbly
> Your fighters were savagely efficient - especially as I did escort very
> heavily.

< Message edited by PzB -- 3/14/2004 3:28:53 AM >


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Post #: 8
RE: Countering the Zero Wall - 3/13/2004 8:29:40 PM   
EUBanana


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From: Little England
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I havn't had any trouble in CV fights. I've not actually had a CVBG heavily bombed at all. Wasp caught a single torpedo that didnt hurt much, aside from that CAP and flak kept them at bay.

The problems I'm having is Zeroes escorting Bettys/Nells and wiping out all my APs/AKs at Lunga and Port Moresby, no matter how many fighters I put on top cover.

It's less of a problem now, I got enough heavy bombers to make a mess of Rabaul or Shortlands now, but it's still touch and go.

(in reply to PzB74)
Post #: 9
RE: Countering the Zero Wall - 3/13/2004 9:51:44 PM   
pasternakski


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We didn't "all" agree to any such thing, Leo.

I have no interest in opening up that old can of worms again, so let's just say that I made a conclusory statement of my own unsupported opinion and let it go at that.

_____________________________

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And the people let me down.
So, I turned the other way,
And I carry on anyhow.

(in reply to Apollo11)
Post #: 10
RE: Countering the Zero Wall - 3/13/2004 11:59:54 PM   
Apollo11


Posts: 24082
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From: Zagreb, Croatia
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Hi all,

quote:

ORIGINAL: pasternakski

We didn't "all" agree to any such thing, Leo.

I have no interest in opening up that old can of worms again, so let's just say that I made a conclusory statement of my own unsupported opinion and let it go at that.


OK.

Let us leave it burried...


Leo "Apollo11"

(in reply to pasternakski)
Post #: 11
RE: Countering the Zero Wall - 3/14/2004 2:24:56 AM   
hUMan bULLet

 

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This to me just shows that the fact that the pilot factor is not being factored in as much as it should. Hell, you can get a group equipped with f4u corsairs with pilots with 30 experience, and put them up against zeros of 99exp and 99 morale, and I bet you get the same results...... A total massacre of the zeros... And that is the exact same thing thats is happening in this situation, I just wish that the pilot had more effect upon the outcome of the battle instead of the maneuverbility rating determining the outcome of the battle.

(in reply to Apollo11)
Post #: 12
RE: Countering the Zero Wall - 3/14/2004 8:26:49 AM   
Damien Thorn

 

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quote:

ORIGINAL: hUMan bULLet

This to me just shows that the fact that the pilot factor is not being factored in as much as it should. Hell, you can get a group equipped with f4u corsairs with pilots with 30 experience, and put them up against zeros of 99exp and 99 morale, and I bet you get the same results...... A total massacre of the zeros...


We did that test, only we gave the F4U's 10 exp. They still slaughtered the 99 exp Zeros. I believe they didn't lose a single plane.

(in reply to hUMan bULLet)
Post #: 13
RE: Countering the Zero Wall - 3/14/2004 6:23:11 PM   
pauk


Posts: 4162
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From: Zagreb,Croatia
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greetings,

I'm concerned that this will be also case in WiTP, because i posted in WiTP thread (SEE: pilot transfers) and there is no clear anwser will be pilot experience much more involved in next (APSOLUTLY THE BEST GAME EVER) game...
it's too late for changing in UV, but not in WiTP....

(in reply to Damien Thorn)
Post #: 14
RE: Countering the Zero Wall - 3/14/2004 9:14:07 PM   
hUMan bULLet

 

Posts: 20
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yea its kinda scary right now this aircraft system we have currently... Hell you can probably put a guy diggin foxholes in the jungle whose never even got on a plane, tell him to get on a f4u, and he'll shoot down every single japanese plane in the air even if they are veterans of numerous campaigns!!!!!!!!!! Just keep the planes comin and we won't even need flight school, just some bodies to keep the cockpit warm

(in reply to pauk)
Post #: 15
RE: Countering the Zero Wall - 3/15/2004 11:56:42 PM   
crsutton


Posts: 9590
Joined: 12/6/2002
From: Maryland
Status: offline
quote:

ORIGINAL: Apollo11

Hi all,

quote:

ORIGINAL: crsutton

No, I have shouted out about this problem before. The zero is very strong against the wildcats and P40. This is historically incorrect as they were in the main better planes and shot down zeros in pretty fair numbers. If you have a massive air battle between the two, the zeros will always slaughter the Allies. Even experieced Allies seem to get shot down.

One problem is that losses are way too out of proportion to numbers involved. That is in massive air battles of say 200 planes on each side, the Allies might lose 120 planes. This is historically inaccruate but I doubt that it will be fixed at this point so it must be lived with.

Best way to deal with the super zeros is to slam the air base with massive heavies at high altitude. Initially, your losses will be high but damaged bases will cause more operational losses to defending fighters. A massive bomber hit followed up by a medium bomber hit might just close the base down. You can then whittle the zeros down.

Actually, the only real long term solution to the zero is to wait for the lightnings and corsairs to come into play. They will handle them just fine.


The Marine F4F squadrons vs. Zero fighters are bad example (they trade badly) but when USN F4F fight against them I see no special advantage for any side.

In many PBEMs I played in carrier vs. carrier battles (only real Zero vs. F4F test) I have seen all kinds of results and in many ocasions the F4F won...


Leo "Apollo11"

quote:

The Marine F4F squadrons vs. Zero fighters are bad example (they trade badly) but when USN F4F fight against them I see no special advantage for any side.

In many PBEMs I played in carrier vs. carrier battles (only real Zero vs. F4F test) I have seen all kinds of results and in many ocasions the F4F won...


Nope, I am finding that even p40 squadrons and F4Fs with experience pilots are getting slaughtered. Mind you, this problem seems to be worse in large (massive) air battles. In small battles, the Allies 1st generation planes will take more losses than the zero but overall losses compared to participants are much more reasonable so it is not as damaging.

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Post #: 16
RE: Countering the Zero Wall - 3/16/2004 12:06:13 AM   
crsutton


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From: Maryland
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I agree to a point with you. Yours is a valid argument for game balance but not for historical accuracy. Japanese zeros and pilots were at a disadvantage to american aircraft and pilots from about August 1942 on. The reasons are varied, better tactics, better built planes, more reliable planes, better supports service, better flow of supplies, better mechanics, more spare parts, and most important planes with radios vs planes without radios. (sort of like fighting partially blinded)

I agree that overall, it all works out and I think the Allies have as good a chance or better of winning the big campaings, so I am not complaining too much. As I said, there are ways around the disparity.

However, historically there is no basis for the zero to be so superior to the P40 or wildcat as it is in the game. It just did not happen.

_____________________________

I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg

(in reply to Apollo11)
Post #: 17
RE: Countering the Zero Wall - 3/16/2004 6:11:31 PM   
Damien Thorn

 

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Don't forget to include operational losses when counting air to air losses. I may get six to one kills against allied planes in 1942 but my operational losses are usually four times as high as allied op losses. It all averages out.

(in reply to crsutton)
Post #: 18
RE: Countering the Zero Wall - 3/17/2004 2:33:51 AM   
DoomedMantis


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From: Sydney, Australia
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This is being looked at now, that is to increase the effect that pilot experience has on fights

quote:

ORIGINAL: pauk

greetings,

I'm concerned that this will be also case in WiTP, because i posted in WiTP thread (SEE: pilot transfers) and there is no clear anwser will be pilot experience much more involved in next (APSOLUTLY THE BEST GAME EVER) game...
it's too late for changing in UV, but not in WiTP....


_____________________________

I shall make it a felony to drink small beer.

- Shakespeare

(in reply to pauk)
Post #: 19
RE: Countering the Zero Wall - 3/17/2004 11:21:09 AM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: crsutton

Nope, I am finding that even p40 squadrons and F4Fs with experience pilots are getting slaughtered. Mind you, this problem seems to be worse in large (massive) air battles. In small battles, the Allies 1st generation planes will take more losses than the zero but overall losses compared to participants are much more reasonable so it is not as damaging.


I always had rather good results with P-40's vs. Zero's in my PBEMs (the P-39 and P-400 did not fare that well).

If there s 1:1 odds (and no huge battles - but that's impossible anyway since you have just 2x P-40 squadrons) I think all is rather good IMHO...


Leo "Apollo11"

(in reply to crsutton)
Post #: 20
RE: Countering the Zero Wall - 3/17/2004 11:42:00 AM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: crsutton

I agree to a point with you. Yours is a valid argument for game balance but not for historical accuracy. Japanese zeros and pilots were at a disadvantage to american aircraft and pilots from about August 1942 on. The reasons are varied, better tactics, better built planes, more reliable planes, better supports service, better flow of supplies, better mechanics, more spare parts, and most important planes with radios vs planes without radios. (sort of like fighting partially blinded)

I agree that overall, it all works out and I think the Allies have as good a chance or better of winning the big campaings, so I am not complaining too much. As I said, there are ways around the disparity.

However, historically there is no basis for the zero to be so superior to the P40 or wildcat as it is in the game. It just did not happen.


I think the biggest issue here is that we don't know what's inside UV game engine (i.e. so-called "black box")...


We simply don't know what matters most in air-to-air combat:

- numbers?
- leader?
- altitude advantage?
- speed?
- rate of climb?
- numbers?
- pilot morale?
- pilot experience?
- pilot (and aircraft) fatigue?


What we do know is that UV designers created few Japanese CV (and two land ones) Zero squadrons with most excellent pilots that have higher EXP (experience) than USN CV pilots.

We also know that Japanese pilot situation quickly deteriorates - needed and unneeded (i.e. excess) pilot replacements quickly "water down" this high EXP Zero squadrons.


So... it all balances out eventually (or if you prefer - Allies have distinctive pilot advantage in just few months of gameplay when Japanese start getting en-mass needed and unneeded pilots in EXP range of 15-25...


The only question, IMHO, worth discussing is if the initial EXP advantage of few Zero squadrons historically warranted.

Again, IMHO, I strongly believe that is correct since the Japanese did bloody their pilots years before the war against allies started (and in combat all training is almost irrelevant until you really feel the first combat and bloody the men)...


Leo "Apollo11"

(in reply to crsutton)
Post #: 21
RE: Countering the Zero Wall - 3/17/2004 6:23:38 PM   
crsutton


Posts: 9590
Joined: 12/6/2002
From: Maryland
Status: offline
quote:

ORIGINAL: Apollo11

Hi all,

quote:

ORIGINAL: crsutton

I agree to a point with you. Yours is a valid argument for game balance but not for historical accuracy. Japanese zeros and pilots were at a disadvantage to american aircraft and pilots from about August 1942 on. The reasons are varied, better tactics, better built planes, more reliable planes, better supports service, better flow of supplies, better mechanics, more spare parts, and most important planes with radios vs planes without radios. (sort of like fighting partially blinded)

I agree that overall, it all works out and I think the Allies have as good a chance or better of winning the big campaings, so I am not complaining too much. As I said, there are ways around the disparity.

However, historically there is no basis for the zero to be so superior to the P40 or wildcat as it is in the game. It just did not happen.


I think the biggest issue here is that we don't know what's inside UV game engine (i.e. so-called "black box")...


We simply don't know what matters most in air-to-air combat:

- numbers?
- leader?
- altitude advantage?
- speed?
- rate of climb?
- numbers?
- pilot morale?
- pilot experience?
- pilot (and aircraft) fatigue?


What we do know is that UV designers created few Japanese CV (and two land ones) Zero squadrons with most excellent pilots that have higher EXP (experience) than USN CV pilots.

We also know that Japanese pilot situation quickly deteriorates - needed and unneeded (i.e. excess) pilot replacements quickly "water down" this high EXP Zero squadrons.


So... it all balances out eventually (or if you prefer - Allies have distinctive pilot advantage in just few months of gameplay when Japanese start getting en-mass needed and unneeded pilots in EXP range of 15-25...


The only question, IMHO, worth discussing is if the initial EXP advantage of few Zero squadrons historically warranted.

Again, IMHO, I strongly believe that is correct since the Japanese did bloody their pilots years before the war against allies started (and in combat all training is almost irrelevant until you really feel the first combat and bloody the men)...


Leo "Apollo11"


_____________________________

I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg

(in reply to Apollo11)
Post #: 22
RE: Countering the Zero Wall - 3/17/2004 6:32:14 PM   
crsutton


Posts: 9590
Joined: 12/6/2002
From: Maryland
Status: offline
quote:

ORIGINAL: crsutton

quote:

ORIGINAL: Apollo11

Hi all,

quote:

ORIGINAL: crsutton

I agree to a point with you. Yours is a valid argument for game balance but not for historical accuracy. Japanese zeros and pilots were at a disadvantage to american aircraft and pilots from about August 1942 on. The reasons are varied, better tactics, better built planes, more reliable planes, better supports service, better flow of supplies, better mechanics, more spare parts, and most important planes with radios vs planes without radios. (sort of like fighting partially blinded)

I agree that overall, it all works out and I think the Allies have as good a chance or better of winning the big campaings, so I am not complaining too much. As I said, there are ways around the disparity.

However, historically there is no basis for the zero to be so superior to the P40 or wildcat as it is in the game. It just did not happen.


I think the biggest issue here is that we don't know what's inside UV game engine (i.e. so-called "black box")...


We simply don't know what matters most in air-to-air combat:

- numbers?
- leader?
- altitude advantage?
- speed?
- rate of climb?
- numbers?
- pilot morale?
- pilot experience?
- pilot (and aircraft) fatigue?


What we do know is that UV designers created few Japanese CV (and two land ones) Zero squadrons with most excellent pilots that have higher EXP (experience) than USN CV pilots.

We also know that Japanese pilot situation quickly deteriorates - needed and unneeded (i.e. excess) pilot replacements quickly "water down" this high EXP Zero squadrons.


So... it all balances out eventually (or if you prefer - Allies have distinctive pilot advantage in just few months of gameplay when Japanese start getting en-mass needed and unneeded pilots in EXP range of 15-25...


The only question, IMHO, worth discussing is if the initial EXP advantage of few Zero squadrons historically warranted.

Again, IMHO, I strongly believe that is correct since the Japanese did bloody their pilots years before the war against allies started (and in combat all training is almost irrelevant until you really feel the first combat and bloody the men)...


Leo "Apollo11"



Ignore that last one.

Well, yes... and we all have to remember that our favorite scenarios, #17 and #19 give the Japanese a much better pool of pilots so it is hard to make historical comparasions based on them. As I said before my only real complaint it the massive number of air casualties (to both sides) that occur in large air battles. They are out of proportion what really did happen in large battles. For some reason, small battles work much better. I think this is just a coding problem where an adjustment needs to be made.

_____________________________

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(in reply to crsutton)
Post #: 23
RE: Countering the Zero Wall - 3/17/2004 7:50:04 PM   
Apollo11


Posts: 24082
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From: Zagreb, Croatia
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Hi all,

quote:

ORIGINAL: crsutton

Ignore that last one.


Never saw what you wrote.


quote:


Well, yes... and we all have to remember that our favorite scenarios, #17 and #19 give the Japanese a much better pool of pilots so it is hard to make historical comparasions based on them. As I said before my only real complaint it the massive number of air casualties (to both sides) that occur in large air battles. They are out of proportion what really did happen in large battles. For some reason, small battles work much better. I think this is just a coding problem where an adjustment needs to be made.


I agree that massive air battles can be "strange" sometimes but I am 100% sure that good people at Matrix/2By3 will fix that for WitP...


BTW, I have several PBEMs going on in Scen#19 where I am Japanese player (in all those games many months of gameplay passed).

In essence I am swamped with unwanted (excess) pilots and, since they keep on coming every day, the intended higher Japanese pilot ratings never happen.

Every squadron I have has excess pilots and they, like I wrote above, keep coming every day.

The saddest thing is that they constantly arrive with EXP 15-25 thus making many (I will not say all because of my opponents might be reading this) air units almost useless...

My personal record is "Dave" hydroplane squadron with 14 MAX aircraft that currently has 65 pilots.

All the recon/fighter/bomber squadrons also suffer from same problem (27 Betty bombers and 45 pilots for example).


Leo "Apollo11"

(in reply to crsutton)
Post #: 24
RE: Countering the Zero Wall - 3/17/2004 11:24:38 PM   
Damien Thorn

 

Posts: 1107
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quote:

ORIGINAL: Apollo11
The saddest thing is that they constantly arrive with EXP 15-25 thus making many (I will not say all because of my opponents might be reading this) air units almost useless...


Maybe the home islands cut the training program completely. Now they just send the guys directly from the recruitment office right to the front. I think EXP 15 for a pilot means he's seen a plane once. EXP 25 are the real recruitment aces; they've actually touched a plane before.

(in reply to Apollo11)
Post #: 25
RE: Countering the Zero Wall - 3/18/2004 1:31:50 PM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: Damien Thorn

Maybe the home islands cut the training program completely. Now they just send the guys directly from the recruitment office right to the front. I think EXP 15 for a pilot means he's seen a plane once. EXP 25 are the real recruitment aces; they've actually touched a plane before.


<SIGH>


Leo "Apollo11"

(in reply to Damien Thorn)
Post #: 26
RE: Countering the Zero Wall - 3/19/2004 4:57:23 PM   
crsutton


Posts: 9590
Joined: 12/6/2002
From: Maryland
Status: offline
[
[
I agree that massive air battles can be "strange" sometimes but I am 100% sure that good people at Matrix/2By3 will fix that for WitP...


BTW, I have several PBEMs going on in Scen#19 where I am Japanese player (in all those games many months of gameplay passed).

In essence I am swamped with unwanted (excess) pilots and, since they keep on coming every day, the intended higher Japanese pilot ratings never happen.

Every squadron I have has excess pilots and they, like I wrote above, keep coming every day.

The saddest thing is that they constantly arrive with EXP 15-25 thus making many (I will not say all because of my opponents might be reading this) air units almost useless...

My personal record is "Dave" hydroplane squadron with 14 MAX aircraft that currently has 65 pilots.

All the recon/fighter/bomber squadrons also suffer from same problem (27 Betty bombers and 45 pilots for example).


Leo "Apollo11"
[/quote]

Leo,

What is the date of your campaign? I have one going as the Japanese and am about to reach Jan 1 of 43. I have yet to see this problem with the extra pilots-but have heard of it before. Although I have lost over 2200 planes, my squadron pilot pools are about normal. My pilot quality has dropped but not excessively.

My second question. These campaigns can be long. Did you start you campaign before the last patch or after? I have discovered that some of the bugs from games started pre patch can still stick around afterwards. My game is over a year old and has been through at least two patches?

I have two more campaigns going as the Japanese but they are in the early months.

I don't expect any more patches in this game. It works OK but Gary and Matrix are gonna focus on the new game. I hope they retro some stuff.

_____________________________

I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg

(in reply to Apollo11)
Post #: 27
RE: Countering the Zero Wall - 3/19/2004 5:37:41 PM   
PzB74


Posts: 5076
Joined: 10/3/2000
From: No(r)way
Status: offline
You still can't match my Mavis sqd with 9 planes and 114 pilots

_____________________________



"The problem in defense is how far you can go without destroying from within what you are trying to defend from without"
- Dwight D. Eisenhower

(in reply to crsutton)
Post #: 28
RE: Countering the Zero Wall - 3/19/2004 6:51:49 PM   
pauk


Posts: 4162
Joined: 10/21/2001
From: Zagreb,Croatia
Status: offline
quote:

ORIGINAL: DoomedMantis

This is being looked at now, that is to increase the effect that pilot experience has on fights

quote:

ORIGINAL: pauk

greetings,

I'm concerned that this will be also case in WiTP, because i posted in WiTP thread (SEE: pilot transfers) and there is no clear anwser will be pilot experience much more involved in next (APSOLUTLY THE BEST GAME EVER) game...
it's too late for changing in UV, but not in WiTP....



Great! I'm pleased with this info, pretty sure that other guys also want increased effect of pilot experience. It could be more interesting play on Japanese side trying to save them for desperate defence in the 44, and knowing that those aces can put some devil in allied bomber fleets. Of course, im not suggesting that aces with rating 99 or some becomes invincible, especially if they oposed to the advanced US fighters... all i want is lover kill ratio (i hate 8:1 against zero!) then we have in UV

Thx for response...
PS
Sorry for disturbing UV forum

(in reply to DoomedMantis)
Post #: 29
RE: Countering the Zero Wall - 3/20/2004 10:22:57 AM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: crsutton

What is the date of your campaign? I have one going as the Japanese and am about to reach Jan 1 of 43. I have yet to see this problem with the extra pilots-but have heard of it before. Although I have lost over 2200 planes, my squadron pilot pools are about normal. My pilot quality has dropped but not excessively.

My second question. These campaigns can be long. Did you start you campaign before the last patch or after? I have discovered that some of the bugs from games started pre patch can still stick around afterwards. My game is over a year old and has been through at least two patches?

I have two more campaigns going as the Japanese but they are in the early months.

I don't expect any more patches in this game. It works OK but Gary and Matrix are gonna focus on the new game. I hope they retro some stuff.


All campaigns are several months od (started inUV v2.30) and they are around 150+ days into Scen#19.


Leo "Apollo11"

(in reply to crsutton)
Post #: 30
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