Yes, this changed a few updates ago, maybe 6 months or so?
Patrol no longer gives intelligence reports?
Did using a fighter to quickly patrol an area to reveal enemy units and provide an intelligence report for them change?
Before, you could send the fighter to a patrol circle where it would provide intelligence reports for enemy units in its circle, then retreat the fighter before the 15 minute cycle initiates (which would cause damage).
Now, do we really have to initiate that 15 minute patrol cycle, have our fighter be damaged or destroyed to acquire an intelligence report of the unit sighted?
Why in the world did this change? This severely hamstrings the "quick intelligence" role that fighters are supposed to play. Is this true, and why?
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21 Replies
I'm not a fan either but oh well
Former Something or Other
> > > Click here to submit a bug report or support ticket < < <
i am old fashioned, I make a drawing/map 
It was too OP, allowed players to create spy snapshots of whole countries within some minutes without any risk, and made spies less useful. Now there is at least some risk to get shot down, which is realistic. Enemies wouldnt just idle when over them scout planes are circling.
You have now the choice to get a basic view without snapshot (but have to remember it yourself) or you get a detailed view with snapshot, but it takes longer and is more risky due to damage.
In addition to the logical reasons, the change was also needed to fix a related bugs.
It was indeed changed many months ago, in May of this year. And no, it won't be changed back, sorry.
Ok I have been in anti air service, there is no way that enemy planes flying over territory are left alone by AA. It is thus only logical to implement a (smaller) radius for AA to be active even if not directly attacked, this is somewhere between 3-5 km depending type.So flying over this (small) area should at all times result in attack by AAfreezy wrote:
It was too OP, allowed players to create spy snapshots of whole countries within some minutes without any risk, and made spies less useful. Now there is at least some risk to get shot down, which is realistic. Enemies wouldnt just idle when over them scout planes are circling..
I agree with this, there should be a range where AA auto-initiates an attack of passing aircraft, it would be a lot more realistic, so AA doesn't have to be on the front lines fighting other attacking units while being bombarded by planes to protect those units.Gen. Smit wrote:
Ok I have been in anti air service, there is no way that enemy planes flying over territory are left alone by AA. It is thus only logical to implement a (smaller) radius for AA to be active even if not directly attacked, this is somewhere between 3-5 km depending type.So flying over this (small) area should at all times result in attack by AAfreezy wrote:
It was too OP, allowed players to create spy snapshots of whole countries within some minutes without any risk, and made spies less useful. Now there is at least some risk to get shot down, which is realistic. Enemies wouldnt just idle when over them scout planes are circling..
Well I agree with OP that it is very inconvenient from a player's persepctive. You can get the intel, but the game won't save it for you; instead you have to rely on memory and dirty notepad files. It is very unfriendly to today's gamer who feels that the game should do this kind of "standard" administration for you, and not bother you with insufficient tools to do your job, which is strategy, not administration of scouting results.freezy wrote:
It was too OP, allowed players to create spy snapshots of whole countries within some minutes without any risk, and made spies less useful. Now there is at least some risk to get shot down, which is realistic. Enemies wouldnt just idle when over them scout planes are circling.You have no the choice to get a basic view without snapshot (but have to remember it yourself) or you get a detailed view with snapshot, but it takes longer and is more risky due to damage.
In addition to the logical reasons, the change was also needed to fix a related bugs.
It was indeed changed many months ago, in May of this year. And no, it won't be changed back, sorry.
I agree with the reasoning also just makes it a little harder to record. I just patrol for a brief minute and take a Gyazo screenshot. That way I can go back and have a record. Cheers
Former Something or Other
> > > Click here to submit a bug report or support ticket < < <
Gen. Smit wrote:
Ok I have been in anti air service, there is no way that enemy planes flying over territory are left alone by AA. It is thus only logical to implement a (smaller) radius for AA to be active even if not directly attacked, this is somewhere between 3-5 km depending type.So flying over this (small) area should at all times result in attack by AA
We at Bytro agree as well. It is one of the wanted features that is in our backlog for a long time already. Sadly implementing it would take some weeks of Dev work, that's why it so far did not get enough prio to be implemented. But maybe at some point in the futureFox-Company wrote:
I agree with this, there should be a range where AA auto-initiates an attack of passing aircraft, it would be a lot more realistic, so AA doesn't have to be on the front lines fighting other attacking units while being bombarded by planes to protect those units.

Thank you for taking it into mind, if this was intergreated into the game i'm sure i could get more people to play, cause they think most mechanics are unrealistic. Anywho thank you for everything you've already done.freezy wrote:
Gen. Smit wrote:
Ok I have been in anti air service, there is no way that enemy planes flying over territory are left alone by AA. It is thus only logical to implement a (smaller) radius for AA to be active even if not directly attacked, this is somewhere between 3-5 km depending type.So flying over this (small) area should at all times result in attack by AAWe at Bytro agree as well. It is one of the wanted features that is in our backlog for a long time already. Sadly implementing it would take some weeks of Dev work, that's why it so far did not get enough prio to be implemented. But maybe at some point in the futureFox-Company wrote:
I agree with this, there should be a range where AA auto-initiates an attack of passing aircraft, it would be a lot more realistic, so AA doesn't have to be on the front lines fighting other attacking units while being bombarded by planes to protect those units.
well by ww2 standards I think that would be a VERY small range to be workable on the map.....Gen. Smit wrote:
Ok I have been in anti air service, there is no way that enemy planes flying over territory are left alone by AA. It is thus only logical to implement a (smaller) radius for AA to be active even if not directly attacked, this is somewhere between 3-5 km depending type.So flying over this (small) area should at all times result in attack by AAfreezy wrote:
It was too OP, allowed players to create spy snapshots of whole countries within some minutes without any risk, and made spies less useful. Now there is at least some risk to get shot down, which is realistic. Enemies wouldnt just idle when over them scout planes are circling..
I am not sure if this can be actually applied...
On the other hand if this was modern warfare it would be applicable because long range AA defense missles (or whatever you guys call it I am just a kid) actually exist...
Did I get that right?
Missiles would have about the same effectiveness range as CIWS or something similar, missiles launched from planes against planes would be far more effective.Kyrollous wrote:
well by ww2 standards I think that would be a VERY small range to be workable on the map.....I am not sure if this can be actually applied...Gen. Smit wrote:
Ok I have been in anti air service, there is no way that enemy planes flying over territory are left alone by AA. It is thus only logical to implement a (smaller) radius for AA to be active even if not directly attacked, this is somewhere between 3-5 km depending type.So flying over this (small) area should at all times result in attack by AAfreezy wrote:
It was too OP, allowed players to create spy snapshots of whole countries within some minutes without any risk, and made spies less useful. Now there is at least some risk to get shot down, which is realistic. Enemies wouldnt just idle when over them scout planes are circling..On the other hand if this was modern warfare it would be applicable because long range AA defense missles (or whatever you guys call it I am just a kid) actually exist...
Did I get that right?
I have always wanted AA to have some sort of area of air engagement, something like a patrol ring but smaller and if the air unit enters that ring and the AA unit has a clean battle timer it would attack the air unit inside its area of engagement.freezy wrote:
Gen. Smit wrote:
Ok I have been in anti air service, there is no way that enemy planes flying over territory are left alone by AA. It is thus only logical to implement a (smaller) radius for AA to be active even if not directly attacked, this is somewhere between 3-5 km depending type.So flying over this (small) area should at all times result in attack by AAWe at Bytro agree as well. It is one of the wanted features that is in our backlog for a long time already. Sadly implementing it would take some weeks of Dev work, that's why it so far did not get enough prio to be implemented. But maybe at some point in the futureFox-Company wrote:
I agree with this, there should be a range where AA auto-initiates an attack of passing aircraft, it would be a lot more realistic, so AA doesn't have to be on the front lines fighting other attacking units while being bombarded by planes to protect those units.
I don't know if they've thought about implementing it that way. Something to think about or possibly an alternate idea that may make implementing it easier.
Former Something or Other
> > > Click here to submit a bug report or support ticket < < <
Genghis Khanson wrote:
freezy wrote:
Gen. Smit wrote:
I don't know if they've thought about implementing it that way.
I think he's saying that they did.freezy wrote:
Sadly implementing it would take some weeks of Dev work, that's why it so far did not get enough prio to be implemented.
Here some resources: https://en.wikipedia.org/wiki/Category:World_War_II_anti-aircraft_gunsKyrollous wrote:
well by ww2 standards I think that would be a VERY small range to be workable on the map.....I am not sure if this can be actually applied...Gen. Smit wrote:
Ok I have been in anti air service, there is no way that enemy planes flying over territory are left alone by AA. It is thus only logical to implement a (smaller) radius for AA to be active even if not directly attacked, this is somewhere between 3-5 km depending type.So flying over this (small) area should at all times result in attack by AAfreezy wrote:
It was too OP, allowed players to create spy snapshots of whole countries within some minutes without any risk, and made spies less useful. Now there is at least some risk to get shot down, which is realistic. Enemies wouldnt just idle when over them scout planes are circling..On the other hand if this was modern warfare it would be applicable because long range AA defense missles (or whatever you guys call it I am just a kid) actually exist...
Did I get that right?
AA-guns are usually limited by the "brissant" in the projectile, that explodes after a certain time, in missiles like the stinger its the same. In general, projectiles dont need to "hit", being in vicinity and explode is sufficient. In wwII some guns already had 10 km range, maybe some even more.
That would only be extremely heavy AA guns like the 88mm. These were minorities in overall air defense, most AA guns were 20- or 40mm with much lower range. Also need to consider that ranges for AA are mostly a vertical factor; "what altitude plane can your gun hit", and not a horizonal one like artillery ("how far can it shoot"). So I think point-defense range for AA guns should be really small, just three kilometers or so.
Also worth mentioning that direct-plane-attack-vs-ground battles are the only battle in which defensive damage is applied first, presumably to simulate the fact that the ground AA would have gotten shots off prior to the planes attacking. I don't think a 3km radius is better than this solution, as it just seems like a more complicated method of getting at the same result. I suspect the vast majority of the instances in which a plane's dot gets within 3km of a ground unit's dot is when the plane is directly attacking.
Technically itβs not the only instance. Your own interceptors on patrol over the target, if they are direct attacking do as well. Itβs spectacularly effective to get a patrol in place in time for their direct attack, then have that patrol direct attack the enemy bombers.jubjub bird wrote:
Also worth mentioning that plane-vs-ground battles are the only instance in which defensive damage is applied first, presumably to simulate the fact that the ground AA would have gotten shots off prior to the planes attacking. I don't think a 3km radius is better than this solution, as it just seems like a more complicated method of getting at the same result.
I agree with other comments. Yes it is odd that ground based AA donβt attack, but they are limited to targets under a certain altitude. If the patrol is at a high enough altitude, ground based AA is of no value. Not that surveillance planes exist in CoW, but this has been their defensive strategy since their special role was adapted essentially rely on a combination of altitude and speed for defense.
We didnt plan out the details yet. Even just giving them a ranged attack vs planes only is tricky as well. A new patrol circle or area of defense effect could work. But all of them are new implementations that mess with combat logic which is usually a bigger topic.Genghis Khanson wrote:
I have always wanted AA to have some sort of area of air engagement, something like a patrol ring but smaller and if the air unit enters that ring and the AA unit has a clean battle timer it would attack the air unit inside its area of engagement.I don't know if they've thought about implementing it that way. Something to think about or possibly an alternate idea that may make implementing it easier.
The AA would need to have bigger range than 3km to have any relevant gameplay impact of course. But too big would be too unrealistic. We are a bit unrealistic with ranges already in the game tho, many ranged units can fire much longer than in reality due to gameplay reasons, so the same argument can be made for AA. So maybe some range value between 10 and 20? Would have to be tested in the end what feels right.jubjub bird wrote:
Also worth mentioning that direct-plane-attack-vs-ground battles are the only battle in which defensive damage is applied first, presumably to simulate the fact that the ground AA would have gotten shots off prior to the planes attacking. I don't think a 3km radius is better than this solution, as it just seems like a more complicated method of getting at the same result. I suspect the vast majority of the instances in which a plane's dot gets within 3km of a ground unit's dot is when the plane is directly attacking.
The difference compared to passively ideling AA in a stack is that this offensive AA would not need to wait until the enemy airplane's tick. Right now an aircraft user can pull back airplanes at any point, its completely up to him when or if the airplane engages with ground units. He can let his planes fly across the enemy country without any risk of being shot down unless the enemy has planes as well. With a ranged AA this would change and planes could not scout and park over enemy countries risk-free anymore. it would also make interactions like averting a flying bomb or nuke bomber a bit easier to understand. Perhaps we could even remove the "ground armies strike first vs air" rule if we have ranged AA.
But a I said, I dont see this coming in the near future but I am at least hopeful that it may be a possibility at some point.
I am just going to throw in my two cents at this point. A few years ago I came across an old report on the use of AAA to defend the Remagen bridge. This was a report written by either the AAA Command or the Air Defense School a few years after the war to show HOW to conduct a defense of a vital location should be handled. Due to the many years between when I read that report and today the links are sadly no longer active. But I do remember the major points of this report that bear on the idea of giving the game AA units some range, to put it simply that would be a mistake. The limited range of AAA at the time required that the 3 different AAA units assigned to defend the Bridge from German air attacks essentially defend the bridge from within sight of the bridge or in essence point blank range. They simply could not move to far distant from the bridge and still be able to defend it. The only saving grace for the defenders was they KNEW the approaches that the Luftwaffe would have to use to attempt to destroy the bridge and were able to position all of their guns to cover those approaches. In other words they were only able to defend when attacked because of their limited range, so giving the AA in the game either an offensive ability or an increased range would not be in keeping with the weapons of the time.
"Anyone who has to fight, even with the most modern weapons, against an enemy in complete command of the air, fights like a savage against modern European troops, under the same handicaps and with the same chances of success." ~ Erwin Rommel
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