Quote:
Originally Posted by Wolf_Rider
US A-20 Havoc of the 89th Squadron, 3rd Attack Group, at the moment it clears a Japanese merchant ship following a successful skip bombing attack. Wewak, New Guinea, March 1944
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Yes, and how many escort ships were there around it?
A typical skip bombing action is much like a torpedo run, only you have to come in very, very close to the target. We all know how usually torpedo runs ended up against heavily defended warships, and that's even when the torpedo planes released their payload a long way away from the target (thus a very poor hit ratio).
What we have now in IL2 is that you can fly in the middle of a convoy of 10 merchants + 10 warships (from DD to CV), you can jink like crazy and evade the naval gunfire, and during a jink you can just throw your bombs, when you are close enough, and you'll hit the target.
At the moment of release, you may be jinking quite hard and still your bombs don't care... if you hit the target they will explode, no matter what you altitude or pitch was.
Now, the bomb fuse of 2 seconds forces you only to have a stable level flight until release, which doesn't make it almost at all harder to hit a lone merchant (which was a realistic attack method as in the picture); but when that merchant is a part of the convoy, with escorts, it gets much harder, but still not impossible.
Anyway, the objective of this fix is to make it hard for players to use this attack profile in the situation when it wouldn't be used in RL (i.e. against defended targets).
Maybe this is too much realism for some people, indeed.
EDIT: so how will you suppress the AA gunners from the ships in IL-2? That is an engine limitation that TD had to work around to bring more realism, and they found a very good solution. So if the fusing needs to be an option, then I guess ships firing needs to be an option too