u/Simulation115

Image 1 — Buff idea of the Ares
Image 2 — Buff idea of the Ares
Image 3 — Buff idea of the Ares
Image 4 — Buff idea of the Ares

Buff idea of the Ares

Slaping an AA turret on the back of the Ares dose does not come from me. It is from the bone yard podcast, https://youtu.be/eSR9OQ9V2r8?is=JMsq6aBJ8n1Q5xq1

Of course, there would probably have to be an adjustment of the main turret to make room the AA turret.

In addition, I would like to offer an adjustment to both turrets if the AAis added. That would be a restriction of 200° of safe rotation and an additional 40° of unsafe rotation that has a risk of damaging the tank and its turrets. However, this restriction is removed from the AA turret when it's in the AA targeting mode rather than direct fire mode.

u/Simulation115 — 2 hours ago

Thoughts on the ranges of the new features in update 65

First, I want to say big props for the rework of the SC-3 aerial interceptor array. The 6k range is massive, which is at most 3 hexs away. That is an amazing change that will affect how airborn plays. But I do have secondary questions about the new air raid siren and the world AI AA.

For the air raid siren, it's stated that they have a 500m range. That sounds good until you realize that a bomber traveling full speed can cross 500m in 28 seconds, and when traveling at a slow speed, it's around 58 seconds. So that then begs the question is 30 seconds to a minute enough time to prepare for an incoming bomber raid.

The second point is the world AI AA. It looks like it had a range of 300 to 350m range. To me, that sounds ok, but I think there is a big issue, and that is the placement of the AI AA. In the new doc world structures, they are located on the far side of the doc. This means that the AI AA is protected, but the naval assets it is made to protect are standing in front of it. So will the AI AA be destroyed by bombers, probably not, but the naval assets it is made to protect will take some damage.

But thies are my thoughts. What are yours?

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u/Simulation115 — 12 days ago

How are we all feeling about the current scout plane balance?

I will be transparent here. I think scouts need a small buff. In release, they were incredibly broken, but after quad nurfs and larger available AA options. I think the scouts can use a bit of a buff.

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On a more specific note, I think the scouts need a rework to have greater role diversity. I think the torp is fine as a fighter scout with bomber capacity locked to the co-pilot.

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For the mine scout, it should drop its 20mm for a 12.7mm. In exchange, give it a small buff to hp, merge the bombardier and pilot seat, and give the rear seat a 12.7mm gun. So that it enters a bomber first role with more defensive options with a co-pilot.

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In addition, I would love to see rpg scouts and mortar scouts. They could be new plans or fac locked varieties of the existing scouts. All I want to do is drop flares over the field at night as a scout plane.

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u/Simulation115 — 14 days ago

The one thing I want from the intern live stream.

DEVMAN DO THIS, AND MY LIFE IS YOURS!!!

Also, if we get this, I would love to see a colonial seaplane.

u/Simulation115 — 2 months ago