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=vslp=
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Posted: Tue Dec 16, 2014 11:49 am |
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Joined: Wed Nov 13, 2013 2:53 am Posts: 362
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Cruising at 29/30 k, tanks on, buffs below, scouts appear 30 zillion k above us, can't get to him...His friends show up, scream through formations. We even made a few passes hanging onto our tanks chasing bad guys, no good, several of us fully engaged by strippers, go defensive, kill em, shake em off....10 k and 5 miles behind the buffs...try to follow, getting position reports, manage to get back up to 30 k......nothing but bad guys going same direction as myself, but all mucho higher than myself, get bounced back to 20 k......climb back up, get chased back to 10 k, most teammates streaking for home OTD being chased..now a full sector behind the buffs and will not be able to close the gap...finally got prosecuted all the way to the deck by 3 bad guys and didn't lose em til almost 44 area, rtb'd and landed with 4 min flight time to spare. Twould appear fuel is a critical issue going this deep, dropping tanks before its time means we ain't gonna make it all the way, and fight time is way short because of it. Once your separated from the buff group, rejoining them is difficult. WE can outrun,outdive em some, but that means separation from the group, cannot stay with em in the zoom. Time to rtb and reup is very long as its a long way home. May have to just double team each bad guy, and prosecute all the way to deck, not just force em away from buffs but kill em, follow em home...kill em, get separated from buff group, then cap their airfields and...kill em. they can get several sorte's in, and we get one, and about one only. Its a stickey wicket, my wingman had to rtb with all ammo gone and alone I tried to join back up with buff group, was difficult, couldn't do it. Only idea I got, mayhap go straight at em, engage em early as possible and chase em all the way down for the kill. They have also id'd the weakspot in going for the HO meaning we need to be out front more spoiling their setup as much as possible Just thinking out loud
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MuskieZZ
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Posted: Tue Dec 16, 2014 3:11 pm |
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Joined: Tue Apr 01, 2014 1:09 pm Posts: 571 Location: Northern Minnesota
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sleepy, chasing the AX till dead was always the plan in past frames, otherwise they just nurse to any field and re-up. The problem this time is Ack is set to max. Quote: 14. AI Routines - extra AI flak will be positioned in the red areas indicated in the playing map. Flak accuracy will be very high due to the altitudes involved in this strategic series. Expect to see flak damage so avoid these areas when possible. Berlin flak will be exceedingly bad so stay away from the central area if possible. you would have zero chance down low over a field.
<S!> MuskyZ Newest member of the 4th
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country. George S. Patton
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Hawk
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Posted: Tue Dec 16, 2014 9:03 pm |
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Joined: Wed Nov 13, 2013 1:14 am Posts: 1047
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Juice= wrote: --
Correct Mukies (S)
I am beginning to think "Differently" about this current series/circumstance, I may bore you all with my thought process unfiltered (trust me it is not pretty)
Is the "Goal" to get as many buffs to Berlin as possible? (real question) Forget points is that what we want in this?
Me thinks yes, need to know (yes I am dense sounding at times)
good discussion guys
Juice Great point! We have a couple of weeks to figure it out. Once again the OTTOs are worthless as we saw fighter after fighter run through our tight formation without being hit.
Capt Hawk CO - The Knights Who Say Ni!
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bollok
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Posted: Wed Dec 17, 2014 2:49 pm |
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Joined: Wed Nov 13, 2013 4:45 am Posts: 209
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Picking up on Sleepy's comment, upon investigation with .SHOW it appears that the BUFFs this series have 1. The same BT setting as the MA (i.e default hardness 1.0 with no actual BT modifier in use) 2. Reduced OTTO settings compared what you normally get in the MA. (Accuracy / retarget time etc.) Perhaps then, its not so surprising that the BUFFS have been relatively easy to bring down.
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