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katmoda 12

Question About Timing Of Disables And Radar

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I'm trying to come up with a viable all-disable combination of tactics based on strategic weapon and i need to know the time that structure remain disabled with strategic bombardments, so i'm asking the developers if they can tell me these times since they don't show up in the manuals.

Although i know that more or lees they disables buildings for 60 sec.

thank you very much.

 

Allied

B-25:

B-17:

Avro Lancaster:

SAS time bomb:

 

Axis:

V-1:

He-11:

 

Soviet:

IL-4:

 

Also i'd need to know how long and when radar reveals enemy aircraft (i mean every each x second).

 

and at last just a few questions:

-Do strategic strikes stop the command center from functioning and from funding enemies effords?

-Do strategic strikes or the destruction of allied hq stop the time counter of allied reinforcements afater their purchase or they will just show up even with the hq disabled or destroyed?

-Could you please tell me the accuracy of the V-1, i mean what's the percentage of a V-1 of hitting the central part of his marker (in order to understand how many V-1 you need to surely disable a factory)? I empirically know that for a 60% of chance you need two V-1, in my experience.

 

Also

 

-Do you purposely reduced the accuracy of bombing missions, it seems to me that if you mark a location your bombers will begin to bomb well before reaching your mark? I'm fine with that since can be understood that back then bombers lacked accuracy and this add a bit more flavour to your mod.

 

Thank you very much for your fantastic mod.

I just want to tell you that because of you (BECAUSE OF YOU!) i'm now collecting Die Cast 1:72 models of axis tanks i now have a few ( Elephant, Panzer IV G, PanzerJager Tiger B, Panzer III L) and if you want to add to you manuals a few photos of the respective units i can take some photos.

Thank you again for your patience and for making this historical accurated mod.

Edited by katmoda 12

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-Do strategic strikes stop the command center from functioning and from funding enemies effords? NO

-Do strategic strikes or the destruction of allied hq stop the time counter of allied reinforcements afater their purchase or they will just show up even with the hq disabled or destroyed? Stratgic strikes do not stop units from coming in, nor do they disable the building, after destoryed, the units will spawn where the cc was, but it sucks...

-Could you please tell me the accuracy of the V-1, i mean what's the percentage of a V-1 of hitting the central part of his marker (in order to understand how many V-1 you need to surely disable a factory)? I empirically know that for a 60% of chance you need two V-1, in my experience. Who cares, just build 20 of those bastards and annoy the fuck out of your oppenent.

 

As far as radars go, you will need about 12 (give or take a couple) to have a complete coverege. All you have to do is activate them at the right time.

 

And besides, these superweapons won't save you from a wall of tanks.

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Thank you comrade raptorkov.

 

 

Now for the official reply:

 

The command center represents the home front of a side. It will continue to function unless it is physically destroyed, at which point the player is cutoff from it's various benefits. Troops bought in advance with spawn however, since the shipments are already underway at that point - the delay represents transfer across the atlantic.

 

The aiming of strategic bombers is indeed off, they bomb slightly infront of the marker. This is something inherited from the ZH engine.

 

 

For the disable time and accuracy of v1: i'll ask korona.

 

 

ps. if you really like blitz2, try playing it online. The skirmish ai is very different from a human.

 

Greetings, DirtyHarry

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Thanks for the support, it's good to know the historical accuracy is appreciated.

 

The disable time on buildings is 60 seconds as you say (in game time of course aka 30 frames = 1 "second")

The V1 has a scatter radius of 333 units. That is equal to the aiming target you get when you start them firing, the V1 may land anywhere within this circle.

They are meant to harass the enemy, force them to spread out their buildings and generally annoy the hell out of them since V1s are basically unstoppable. Trying to totally suppress the enemy production as Germany is pretty tough and will depend on how big the map is. All the enemy needs to do is spread out their factories and you will need to plow tens of thousands into v1s to shut them down. V2s are meant to target the enemy command centre. They can wipe it out in a single hit and that means no radar and no income for them while they recover and rebuild. Targetting their units or factories probably won't deliver a good return given the huge cost of the V2 site and the long reload time.

 

 

If you want to try to totally cripple enemy production you are best off with the Allies who are more geared up for strategic bombing. With the B-25s, Lancasters and 2 waves of B17s you should be able to keep a substantial part of the enemy base in blackness for much of the game. Obviously you will still need to attack them at some point but if you learn where different tanks are made you can make especially sure that a certain type is not produced, for example taking out the Henschel works to keep Tigers from being made.

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Thank you you for your patience and fast responce.

I'm not playing online because i haven't fully undestand wich tank is which and which role it has, i want to play knowing what i have.

 

I'm supporting you in any way I can, I totally share your controversial wiew of the game and I think i understood your choices behind the way the mod is now, on moddb my name is semsteve, yesterday i had an exchange of opinion with you (korona) and another guy about industrial power and other things that makes ZH players angry.

 

Thank you again

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The best way to learn a tanks role in your play style is to test them on the field against other players. Though the intended role of a tank is how some players will use it, I've seen people think of more creative roles for units.

 

A general startegy involves using the cheap, fast producing tanks as cannon fodder and letting the tankls with more fire power and range follow in the back. The only way to really learn how to use the various units in concert is to play online with a few people. Perhapes a 2v2.

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