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Old 2012-08-03, 05:33 AM   [Ignore Me] #31
Marinealver
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Re: Air Wing Formations


might have worked for the old liberator formations as they could only carpet bomb so having 3 in a V formation would spread out enough to cover an entire CY. However didn't like the face Air combat was mostly WW2 style in a SciFi shooter.

but with the new liberators more like having a giant belly mounted howletzer you wont have formationslike in WW2. More like an orbit around an enemy base or formation untill the plane runs out of ammo, noe more enemies, or chased/shot down by enmy fighters/AA
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Old 2012-08-03, 05:39 AM   [Ignore Me] #32
Mox
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Re: Air Wing Formations


Originally Posted by Marinealver View Post
might have worked for the old liberator formations as they could only carpet bomb so having 3 in a V formation would spread out enough to cover an entire CY. However didn't like the face Air combat was mostly WW2 style in a SciFi shooter.

but with the new liberators more like having a giant belly mounted howletzer you wont have formationslike in WW2. More like an orbit around an enemy base or formation untill the plane runs out of ammo, noe more enemies, or chased/shot down by enmy fighters/AA
If ps1 style bombing will be back in ps2 old school lib formation will be usefull.
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Old 2012-08-03, 10:01 AM   [Ignore Me] #33
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Re: Air Wing Formations


Even without the type of physics being implemented into the game which would allow for energy management, fighter formations are still going to be a sound tactic. As was said earlier, fighter formations are primarily a defensive device. The finger four formation was used because it allowed every pilot to check the 6's of his fellow pilots. There is a blind spot behind and below every aircraft so having the finger four formation allows them to check each other's blind spots. I still see an advantage to using this formation in PS2. The difference is that from what ive seen the view only rotates about 90 degrees from the center, meaning there will be a MUCH bigger blind spot. So the formation will probably have to be spread out quite a bit more to be effective. Another advantage of the finger four is the ability to split into pairs. Since missiles will be a big part of the dogfights, having a spread out finger four will allow a wingman to cover his lead aircraft. The enemy will still have to achieve a low deflection firing solution (eg. on his 6 oclock) for his missiles to have a reasonable chance to hit. So having a wingman that is just far enough behind to be able to achieve a solution on the enemy that is trying to get on his lead's 6 should work pretty well.
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Old 2012-08-03, 11:43 AM   [Ignore Me] #34
Gugabalog
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Re: Air Wing Formations


Can someone illustrate the finger four? or should I just wiki it?
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Old 2012-08-03, 11:47 AM   [Ignore Me] #35
Canaris
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Re: Air Wing Formations


You'll be able to fly in formations, up to the point where enemy aircraft or AA batteries hit you and it disolves into chaos. No formation will survive it's first enemy contact intact.
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Old 2012-08-03, 12:03 PM   [Ignore Me] #36
derito
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Re: Air Wing Formations


Originally Posted by Gugabalog View Post
Can someone illustrate the finger four? or should I just wiki it?
This video and its second part will explain it (and some other interesting things).

Last edited by derito; 2012-08-03 at 12:06 PM.
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Old 2012-08-03, 12:09 PM   [Ignore Me] #37
Timithos
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Re: Air Wing Formations


Originally Posted by Mox View Post
If ps1 style bombing will be back in ps2 old school lib formation will be usefull.
It's not. The bomber is a fully rotational turret along with the tail gunner.
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Old 2012-08-03, 12:21 PM   [Ignore Me] #38
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Re: Air Wing Formations


Originally Posted by Timithos View Post
It's not. The bomber is a fully rotational turret along with the tail gunner.
That's the only option for the Lib they have working atm. In the AGN/Higby interview, higby mentions they plan to have customization options to mount either the cannon we've seen so far, a rocket pod, or the old style drop bombs. They're still working to get the mechanics/physics right for the last 2.
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Old 2012-08-03, 12:25 PM   [Ignore Me] #39
Momember
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Re: Air Wing Formations


I love this thread I don't have anything to add just wanted to get that off my chest.
I want players wanting to use real life tactics regardless of PS being a sci-fi shooter I sure hope the devs supports people wanting this style of game play and make it viable.

I hadn't given much thought into certing as a pilot as I have my heart set on combat engie but this thread might be enough to persuade me because of the quality of posts.
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Old 2012-08-03, 12:42 PM   [Ignore Me] #40
NoDachi
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Re: Air Wing Formations


This is impractical and pure fantasy.
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Old 2012-08-03, 01:02 PM   [Ignore Me] #41
Gugabalog
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Re: Air Wing Formations


I love the idea of a rocektpod turret.

I just remembered something from a Kardaschev Civilization Level Classification System discussion where faster fleets control to location and time of engagement giving them strategic initiative where as more agile fleets controlled the tactical initiative. While this is only loosely related to aerial combat and tactics/strategy it makes me wonder how successful Mosquito and Scythe Pilots will interact. Also the P-51 reminds me of the Reaver due to the pilots armored seat.

I wonder if Liberator/Galaxy formations will be able to nullify hit and run tactics by Mossies by flying at the Sky Ceiling and havign a "Bowl" of interceptor coverage below.

Last edited by Gugabalog; 2012-08-03 at 01:23 PM.
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Old 2012-08-03, 01:26 PM   [Ignore Me] #42
derito
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Re: Air Wing Formations


I don't know if the speed advantage will give much of a strategic advantage since aircraft spawn points seem quite common and the distances are pretty small.
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Old 2012-08-03, 01:47 PM   [Ignore Me] #43
Gugabalog
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Re: Air Wing Formations


Good point.

Then again by controlling the place and time of engagement between two interceptor wings you may be able to draw it over friendly lines allowing for friendly AA to assist or for shot friendlies to reengage sooner than reengaged enemies.
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Old 2012-08-03, 02:58 PM   [Ignore Me] #44
Sledgecrushr
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Re: Air Wing Formations


I am praying to the flight gods that the devs put in an amazing flying experience.
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Old 2012-08-03, 11:21 PM   [Ignore Me] #45
Serotriptomine
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Re: Air Wing Formations


In regards to a defensive formation for Galaxies with an escort, I would suggest placing a minimum of 4 escort per 2 galaxies.

One in front.
Two below.
One behind.

On approach at worst your forward escort will take the lock-ons from enemies. When you get to this angle from your target / you can take the bottom two escort and push them out <-> and up ^ to your sides as you deploy your galaxy on the ground.

If your forward escort was taken down prior, you can move one bottom escort to take its place and move the remaining bottom escort to whichever side of the galaxies is taking the most flak / small arms fire.

o = o (side)
..oo

...o
o = o (top when landing)
...o

...o
...= o (When subbing for forward protection and right side)
...o

...o
o = (When subbing for forward protection and left side)
...o

You get the gist of it. You can always increase the numbers of whichever flank you want if you know you're going to be circling around a superstructure on your left, add o o o o with your two galaxies, or gunships behind your horizontal line of escorts and keep repositioning based on which one you lose.

Also if an aircrafts straffing speed can match a galaxies forward speed you can always face them towards targets without leaving formation, being offensive while still soaking locks and small arms.

Last edited by Serotriptomine; 2012-08-03 at 11:23 PM.
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