Airfield strikes and squadrons in campaign
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@tiag
That sounds awesome! I agree with Atze 0 above, it’s frustrating if it counts wrong. Glad to see some fixes! -
@Atze-0 said in Airfield strikes and squadrons in campaign:
@CheckPoint said in Airfield strikes and squadrons in campaign:
Status level of AirBase drives the Sorties Fragging (and its rate as mentioned by @tiag). When it comes to 0%, the AI HQ stop Fragging new Sorties, except for Interception Flights ... All Fragged Sorties will be launched : Regardless of the actual reported Aircrafts remaining in Squadrons. Until the Runways are destroyed.
I didn’t want to open a new topic, so I’m sharing my very interesting discovery here.
I have found an example where airbases CAN frag sorties even at 0% (!!!)
In the following screenshot you see that the airbase frags BARCAPs along the FLOT even if it has 0%.
Of course, the 2 segments of the broad runway are repaired, the 0% come from other destroyed assets on the base:Yes that match. The sorties should have been fragged before the status came to 0.
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Would it be possible to set all fragged sorties status to aborted once AB status reaches 0% operational (or even better once key elements as center section of runways, tower and such are destroyed).
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@CheckPoint said in Airfield strikes and squadrons in campaign:
@Atze-0 said in Airfield strikes and squadrons in campaign:
@CheckPoint said in Airfield strikes and squadrons in campaign:
Status level of AirBase drives the Sorties Fragging (and its rate as mentioned by @tiag). When it comes to 0%, the AI HQ stop Fragging new Sorties, except for Interception Flights ... All Fragged Sorties will be launched : Regardless of the actual reported Aircrafts remaining in Squadrons. Until the Runways are destroyed.
I didn’t want to open a new topic, so I’m sharing my very interesting discovery here.
I have found an example where airbases CAN frag sorties even at 0% (!!!)
In the following screenshot you see that the airbase frags BARCAPs along the FLOT even if it has 0%.
Of course, the 2 segments of the broad runway are repaired, the 0% come from other destroyed assets on the base:Yes that match. The sorties should have been fragged before the status came to 0.
Hmmm, I’m pretty sure I kept Shenyang at 0% for a looong time after my first strike (also see my initial strike here), always building follow on strikes manually so the J-20 will not recover. There are many other assets on the base destroyed. But it was sufficient for them to repair the one runway with just 2 segments to frag those BARCAPs again (see screenshot).
Of course, this is an absolutely special case here. My experience has always been that they cannot frag at 0%, even in this present campaign.But thats no problem, I wanted to solve this anyway with challenging the J-20 in the air so I can wipe them out. No, wait, it is a problem, Russia entered the war… D’oh!
My strategy now: PAKS back to FLOT, sliders for defensive counter air up. Maybe taking out the Kuznetsov and fragging another mega-multi-package assault against Uglovoye airbase. I think that will do it until the J-20 are down, then I let Uglovoye come back repaired, draining their huge fighter complement in air-to-air combat.@Xeno said in Airfield strikes and squadrons in campaign:
Would it be possible to set all fragged sorties status to aborted once AB status reaches 0% operational (or even better once key elements as center section of runways, tower and such are destroyed).
This would be nice, but it really is a minor problem, because HQ is always fragging the runways first. Let’s see what the Devs did in 4.37 U3. But as I said, this should not be high priority.
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Hi @tiag , I didn’t want to open a new thread for this question, because it is somewhat related to the topic:
One annoying thing about the current state of Oca Strikes is that, no matter the load out or package composition, the engine only destroys one runway in the attacked airbase (the top one in the target list), making it quicker to repair. Are there any changes planned around this in the next version?
Thanks for all the hard work! -
@Rasetti wait for U3 at this stage
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@Atze-0 this is a great idea, it upsets that all that target variety in an airbase doesnt actually matter.
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@VDK said in Airfield strikes and squadrons in campaign:
In order to the base to be repaired, is there need to be an engineering ground unit close to the base, or the base has an “autonomous” system of repair?
Airbases can repair themselves, but I believe there is a slight advantage with time if there is an Engineering battalion on location.
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@JollyFE said in Airfield strikes and squadrons in campaign:
@VDK said in Airfield strikes and squadrons in campaign:
In order to the base to be repaired, is there need to be an engineering ground unit close to the base, or the base has an “autonomous” system of repair?
Airbases can repair themselves, but I believe there is a slight advantage with time if there is an Engineering battalion on location.
I was told that no autonomous repairs were possible. Repairs would require presence of engineer battalions ?
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@jayb Currently an Airbase can “self-repair”, but it is a very pro-longed repair process. On the order of 24-30 hours or more. An engineer battalion does speed up the repair, although the battalions are a bit buggy and don’t always “Repair” once at the base.
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@JollyFE I see, thanks. It is too bad that the self-repair can happen, since those virtual engineer troops are likely baked into the airbase itself and do not present themselves as a target.
Otherwise there could be a strategic aspect in hitting engineers en route to the airbase, or hitting the on-site engineers to keep an airbase out of commission
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@jayb IF you consider real life, & the objective of an OCA, only the infrastructure is targeted. Yes there will be casualties, but unless a nuke is used most of the base populace remains alive and a valuable resource. A Resource than pick up shovels or operate heavy equipment to fill in holes. It may not be as efficient as an engineering batt., but it will do the job.
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@jayb im not sure it would just be a unit that is based on the airfeild, i think every man and his dog would be filling in holes clearing away debris, if aircraft cant take off nobody on base has nothing to do, the amourers and enginers would swap spanners for spades the toilet cleaner would swap bog brush for a shovel.
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@headcase said in Airfield strikes and squadrons in campaign:
@jayb im not sure it would just be a unit that is based on the airfeild, i think every man and his dog would be filling in holes clearing away debris, if aircraft cant take off nobody on base has nothing to do, the amourers and enginers would swap spanners for spades the toilet cleaner would swap bog brush for a shovel.
You’re probably right as is @JollyFE . My gripe with airbase repair has been how fast they become operational again after getting bombed into a 0% status. So any followup attack to delay the repairs could be of huge importance
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@jayb Time really is irrelevant in the grand scheme. It’s only there to keep the campaign moving along. Focus on tactics. Keep recon’ing each airbase that is at 0% and use that time, however short or long it is, to capitalize on air superiority, and the free movement of ground forces, to whittle down the enemy. And once you see runway sections “Repaired” frag a new OCA mission to keep it at “0”.
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@CheckPoint All very interesting testing results - Thanks for the input