Yokes
Posts: 298
Joined: 3/14/2007 Status: offline
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There are a couple of air combat issues that are driving me crazy. 1. Aircraft ignore nearby bandits so they can close on one WAAAAYYYY far away. Meanwhile that lowly MiG-21 puts an atoll up the tailpipe. 2. The logic seems to favor the aircraft the FARTHEST away from a target to take a shot. This seems backwards to me. For example, I have two aircraft 20 miles apart. There is a bandit 5 miles from the closest aircraft (and therefore 25 miles from my far aircraft). The one farthest away will always take the first shot. Meanwhile, my closest aircraft is stupidly flying directly at the bandit so that it can attack someone 100 miles away (see point 1). I would like to see the nearest aircraft deal with the bandit, and not the one farthest away. 3. I hate when an aircraft (or a ship/SAM) shoots a missile at a target that is between 1 and 20000 miles away because I got a split-second ESM uncertainty box. First off, just a second ago you knew that target was 100 miles away, and just because you momentary lost radar lock you think it can warp to within 1 mile of you? Why doesn't the uncertainty region slowly grow off the previously known location? (It often does, but sometimes it momentarily becomes that "bearing only" ESM uncertainty zone.) 4. I like that BVR-equipped fighters Winchester when all the BVRs are gone, but I hate that they seem to think they are completely unarmed. I have Eagles heading home with sidewinders and someone starts shooting at them from close range (gun shots!) and they just go defensive and never attempt to fight back. Would it be possible for some offensive shots to be part of a defensive engagement? Or is there some other way to do this? I am guessing the answer is to turn the "Winchester RTB" option off, but I don't want them charging into a gun fight wielding a knife. I only want them using the knife when they are in a knife fight. Make sense? Overall I think this game is a huge improvement over Harpoon. However, these air combat issues, the completely blind submarines (mentioned in another thread), and the constant 12-knot ASW patrols are breaking most of the scenarios I have tried to build. There is a great foundation here, it just needs some tweaks. Yokes
< Message edited by Dimitris -- 12/8/2018 8:56:36 AM >
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