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BremerWeltmeister

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Everything posted by BremerWeltmeister

  1. Well, they were both. During the german attack on Poland they were fighting there, but after the situation was hopeless many fled via romania, hungary and france to england to continue their fight there. Poland as an onw nation would be unplayable because of their lack of planes, but as a part of the british roster they would fit nice.
  2. To the other question: If an (enemy) leader has the "Eagle Eyes" skill, there is a chance that you start (dis)advantaged if you begin at the same altitude. Btw: I would LOVE to see the polish planes represented, the PZL-11 could stand for the PZL-24 with "high performance" and "redline" skills. So how about an polish fighter and an polish bomber (the PZL-23 "Karas") in the british roster? Many polish pilots were fighting for Britain.
  3. I played the BoB against Kindred, both as Allies and as Axis. I lost the first one as British 15-36 while winning the other one 56-17. The first one was BEFORE the balancing, the secound one AFTER. The changes certainly don't imbalanced the campaign more. (I think i won an "higher" victory because i played already several campaigns and those were Kindreds campaigns 1 and 2) Maybe giving the British twice the victory points could help, but it still needs more playtesting.
  4. I'll play this campaign as british too. As one possible balancing possibility I would suggest of giving the hurricane +1 airframe, because it was considered a bit tougher then the spitfire.
  5. Eh? They CAN use them, it is not so difficult to tail an enemy. And if one such a card hits, it makes more damage then everything exept a 2:D that a spit can throw at you. And the wingman uses that +1 damage too, while tha spit wingman gets this puny -1.
  6. I just had an fight against JollyRoger, and some planes made akward moves up to end of turn 2 where the game finally freezed: I started by attacking his wingman, and my first 1:1 went uncountered. Then there was a huge lag after I played a maneuvering, and it gut countered by a barrel roll(!). I could counter this with my own, but i choose not to. Jolly told me that this BR should have countered my initial 1:1. After that the game went on, up to turn 2 where he was advantaged against my leader at low. I scissored, he countered with an ace and I tried another maneuvring a him, after that his element dived to very low! And it additionally stayed still advantaged. I could not react anymore because the game seemed to hang up and was waiting some time for a response until I and Jolly left.
  7. I know this "bug", and it is an error in the animation. If a bomber gets hit by a burst that would damage or destroy it without damage modifiers, than the "damaged" or "destroyed" animation is played nontheless. The Bomber is still there, but the animation may let you think otherwise.
  8. What I would like to see: Join with 2 elements on a 2on2 or Escort Intercepting Missions against the AI (already told) Various versions of the particular planes (Bf109g with Gunpods, -1 performance, +1 damage for example)
  9. I don't like this idea, because the randomness would make sometimes a huge disadvantage for the site fired on. Example: An BF-109k is tailing an Spitfire, which has only 2 structure points and one card (an ace pilot) left. The BF is firing an 1:1, and the Spitfire can let it pass (risking destruction if the shot gets the damage modifier) or counter it, which would make easy prey for the next attack. Now, everyone would let the 1:1 pass, but this uncertainity would make the heavy cannon armed planes much more poweful.
  10. I think that more damage against fighters would be realistic, too, but these planes should have a very low burst rating, maybe even -1 for heavy-cannon-only planes (like some later BF-110 and the jets.). Such a plane would have difficulties to fire on an enemy (it has to be tailing unless the pilot is an Marksman,) and the enemy could counter the cards more easliy because the enemy is firing less bursts. But if one hits, the plane would be instantly damaged or downed, as it would happen in real life with cannon fire.
  11. OK, nontheless tank you for the good work. przeciwczołgowe means antitank and was AFAIK used already in WW2. The other word that could be used would be przeciwpancerne (the polish word pancerz means armor [in the meaning of three inches steel]. Both those words are too long, so we should go with "miny!".
  12. Pole minowe means not "field mined", but "minefield". so it would be still correct for a minefield in woods. But that new version ist nontheless very good. If you maybe want so use a specific polish letter, you could try "uwaga! miny przeciwczołgowe!" for anti-tank-mines, but it may be too long, i dont know.
  13. I am making a AAR about one game, I am posting now the first part, I have to study now so I would try to finish it tomorrow. It is my first AAR so be nice I have only the demo so the battle was my P40N versus Tonys of the AI, all the pilots were complete rookies. I start at very low, while the japanese AI starts at medium, has the first turn and dives to low. "We spotted 2 japanese airplanes at our 9 o'clock high, probably Tonys. They spotted us at the same time and started to dive at us." My leader had a hand of one barrel roll, one in my sights 1:1, two in my sights 1:2, one in my sights 3:3, two maneuvering and one tight turn. I climbed to low and discarded the IMS 3:3. I attacked with my leader their wingman and fired the IMS 1:1, which was not countered. The wingman is now down from 3 ok 3 damaged to 2 ok 3 damaged, which means that he needs 2 more hits to be damaged and 5 more to be destroyed. "We climbed up to engage them, and I fired a short burst at maximum range against one of them, which made a lucky hit, but no apparent damage was seen." Now I played my both maneuvring cards against the wingman to fire my both remaining 1:2 cards, and both of the cards were not countered. With the 2 extra bursts for the maneuvres I fired both the 1:2 cards, which were again not countered. (apparently has the wingman drawn only offensive cards, not an single defensive.) After the first 1:2 the wingman was down from 2 ok 3 damaged to 0 ok 3 damaged, which means an smoking plane and lower performance and horsepower. The second burst lowered him to 0 ok 1 damaged, which means that the next hit is going to destroy the plane for sure. "The jap was disorganized after my hit, and I could use the initiative go get in an good firing position and fire 2 short, precise bursts at him. Both hit him in the left wing, and they destroyed one of his coolants, which was smoking and forcing him to lower speeds. Additionaly was his wing structure all shot apart. The .50 cals are excellent weapons." I end my turn and draw a IMS 2:2, a IMS 3:3 and an maneuvring, additionally I had one barrel roll and one tight turn from the first round left. The enemy turn begins, and the wingman fires a IMS 1:1 at me, which I let pass. "As I zoomed over the damaged plane, it fired on short burst and hit me with some stray rounds, but made no serious damage." The japanese leader now joins the fun and tries to use a maneuvering against my leader to get in an advantaged position, but I couter it with a tight turn. "The other enemy now tried to get in a firing position, but I was able to shake him with a tight turn." Then the leader fires an out of the sun 1:2, an burst card which is more difficult to counter. (A vertical roll or the rare ace pilot is needed) I have not one if those cards, and so the 1:2 in conjunction with the wingmans 1:1 bring me down from 4 ok 3 damaged to 1 ok 3 damaged. "After the turn I lost the japanese, only to discover that he hid in the sun from me. He came in fast from 2 o'clock, fired an short burst at my engine which was hit and was running rough, but I could not notice an loss in performance." My turn began again and I attacked with my wingman his wingman to finish him off. I drew an IMS 1:2 and a scissors, so I fired the 1:2. He countered with a tight turn, but fortunaletly (for me) the tight turn is countered by the scissors. He took 2 damage points, and his plane could not even withstand one single point, so he went "down in flames". The unfortunate pilot could not bail out and was killed. "I ordered Jimmy to attack the damaged plane and told him about the battered left wing. As he closed distance the jap was trying to turn hard to the left, but this only fastened his demise. Jimmy was able to scissor him and fire a precise snap shot at the now exposed wing, which was ripped away and send the plane down in a spin of death. The pilot was able to eject the canopy, but he could not jump out due to the high gravitional forces. He was killed as the plane exploded in a fireball on the ground."
  14. There is not any difference in shuffling and drawing the top cards, which are random then, and choosing a random card.
  15. I would say that this is a good idea, and that one more source of those additional casualties could be man to weakened to fight on, so like a uphill fight wtih attacks and counter-attacks, in low supply and very hot conditions could lead to more casualties by fainting than by fighting.
  16. The polish RAF has scored 2 total victories against the Jagdverband 44 over Dünkirchen, both as the British and in a hypothetical scenario as the Germans.
  17. Yes, I should have made some screenshots of the usual ace/2:D combo :-(. But nontheless, despite better cards, you have flown very well.
  18. Skuderian, if it wasnt for my holiday i could have over 500 kills now! I had not any chance, no tight turns so he maneuvred on me without trouble, a 2:D and he countered my 3 barrel rolls. My wingman was overwhelmed than, even if he could damage the wingman wit a oots 2:3 I know how to fight. IIRC you are flying bf109e-the weakest plane in the game, so you dont need to tell me that i should take a p40. I challenge you to a herby to a dogfight, with bragging rights for the winner. Komm her wenn du dich traust.
  19. Yes, I think that I am going to buy the full version and I can understand such a demo restriction. But these draw and extra card skills make a huge difference in combat, escpeccially in critical situations (like placing a 2:D -.-). I am taking these pilots as a challenge, if if have a flight with both pilots with escape death I will try to shoot some of those überpilots down.
  20. I just returned from holiday and started playing DiF again. As there were no human opponents free, I started a game against the AI. I noticed already theat the weaker AI pilots got an upgrade, so I was looking forward to my first game against the better AI pilots. But I have not expected that: As you can imagine: I like some challenge with the AI. But I do not really like be eaten by some pilots that are way overpowered against pilots with a 100 exp. limit. So please remove them from the demo until a point limitation is in place. Edit: I can not get this dumb secound screenshot to show probably, but both of my pilots bailed while I only damaged the japanese wingman. [ August 22, 2005, 01:48 PM: Message edited by: BremerWeltmeister ]
  21. The community in this game is very good and you should simply ask for new pilots or pilots without skills, usually everyone who joins will obey. There are no limitations in the demo, or the highest possible difference (13 [very rare]-9) is still allowed. But a level 9 in hands of an expierenced player will in most cases put a good fight against an level 12. I got several times my pretty good 12ers shot completly down without even able to damage them. The only unfair constellations in the game are if an experienced player plays agains an unexperienced one. I remember one time as Tomb shot my 12er down with some 10er, and that without having too much of unbalanced cards.
  22. But Take the Lead is one-time use and should be (despite its excellent option) be avioded. The one-time skills should have in the description a sentence like "disapperars after using". And a suggestion for the developers: In the description of the "Teamwork"-skill should be a mention that the wingman draws the card, because many thought that the leader draws the card.
  23. You would get both. Cumulative points are the points that you have got in all your missions, and avaible points are the points that you can spend on skills. Example: You fly a new pilot up to 50 expiernce points, that means that he has 50 points cumulative and availble. Now you buy the skill "Natural Pilot", which costs 20 points. Now he has still 50 cumulative experience, but only 30 availble experience points, because he had spend 20 on the skill.
  24. I have some suggestions too: 1: Give the Leader a higher rank that than the wingman. He is the leader and should have a higher rank than the subordinate. If the leader starts at ex: flight officer and the wingman at pilot officer it would better-IMO 2:Give the wingman an option of founding another flight if he has enough experience. Fortunately (sp?) non of my leaders died until now, but I have heard that the wingman should take over the flight then. Maybe it would be possible of using the same algorithms to let him create an own flight. But...you dont have to change anything. It would be an exellent game nontheless.
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