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April 18th, 2018, 10:32 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,616
Thanks: 4,058
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Re: Helicopter inaccuracies
Try an experiment.......build a test scenario using the Helos you mentioned then increase crew experience and morale using the "modify current units data" then see if that changes things closer to what you remember.
Helos leave the map when damage becomes an issue rather than letting it accumulate.........it's a "safety valve" because most players would not retire the unit when damage became critical.
Auto-rotating landings rather than crashing would require "creative" code work that may or may not be possible
EDIT......I *ASSUME* when you write " aircraft" you are only referring to helos....?
Otherwise, we are glad you are enjoying the game in your retirement and happy to see you posting on the forums. You may want to consider building copy of the US OOB as an R&D then experiment with formation and weapon combinations then post it here for me to look at so I know exactly what you are thinking needs to be adjusted. Set them up separate as TEST formations or units..you may want to increase morale and experience modifiers as well to see how that works...currently Helo formations are not treated as "elite" units with + modifiers...maybe they should be but keep in mind "if we do it for one.......we do it for all"
In the meantime, if anyone else want's to join in the conversation, feel free...especially if you have first-hand experience like Don or are just a "gamer"....it seems to me the general impression is Helos are too difficult to shoot down...
Last edited by DRG; April 18th, 2018 at 11:01 AM..
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April 18th, 2018, 10:58 AM
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Private
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Join Date: Sep 2017
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Re: Helicopter inaccuracies
OOOKKKAAYY - you realize I'm older than dirt and my mind is just as crusty. I've never done this before but I'll give it a shot. By the way, KUDOs for the 2018 update, looks good.
Of course when I talk about aircraft, I'm talking helos, there is no other option.
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April 18th, 2018, 11:06 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,616
Thanks: 4,058
Thanked 5,816 Times in 2,870 Posts
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Re: Helicopter inaccuracies
Quote:
Originally Posted by donscott
OOOKKKAAYY - you realize I'm older than dirt and my mind is just as crusty. I've never done this before but I'll give it a shot.
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Think of it as a mind exercise. Just look at what's been done then build your own copies using a marker that they are experimental ( EXP) or TEST or just X_
Quote:
Originally Posted by donscott
By the way, KUDOs for the 2018 update, looks good.
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Thank you.
Quote:
Originally Posted by donscott
Of course when I talk about aircraft, I'm talking helos, there is no other option.
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I expected as much but aircraft ( real ones with those wingy things off to each side  ) and helos are two different game animals
Don
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April 18th, 2018, 11:21 AM
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Private
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Join Date: Sep 2017
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Re: Helicopter inaccuracies
As long as no systems were disrupted we would stay in the fight and often not know how bad the damage was until we landed. We were mostly volunteer adrenaline junkies anyway.
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April 18th, 2018, 11:30 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,616
Thanks: 4,058
Thanked 5,816 Times in 2,870 Posts
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Re: Helicopter inaccuracies
Quote:
Originally Posted by donscott
As long as no systems were disrupted we would stay in the fight and often not know how bad the damage was until we landed. We were mostly volunteer adrenaline junkies anyway.
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Andy might be able to adjust that..... admittedly it is annoying to have your helos go into retreat with minimal damage and delaying that until 90% damage might be somewhat more realistic....I haven't looked at the code to see what would be involved and I only have a rudimentary knowledge of coding anyway
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