ShaggyHiK
Matrix Trooper
Posts: 166
Joined: 10/10/2021 Status: offline
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quote:
ORIGINAL: vvs007 it seems that behind many details and tools of air warfare, the DEV have lost the most important thing - to show the huge impact of air superiority and how important it is to challenge it ... today the meta strategy for Soviet aviation is to put it in reserve until the 1944 ... leave a few fighters in depth, hoping to shoot down a few scouts, bombers .... if the mechanics are pushing for non-historical decisions, then such mechanics are broken ... in fact, the Soviets fought hard and won air superiority to 1944 .. first changing fighters 1 to 5, then to 3 , and then they became equal and better ... that's how the irl war was won. the Soviet player is concentrating a huge number of troops to strike in the summer of 41 - this is not historical, because irl LW thwarted such strikes, the total air superiority prevented the Russians from moving, supplying, kill artillery,... LW recon helped for german divizions to prepare to repel such counterattacks... it is strange for me that in simpler schemes in TOAW 4 and HOI4 it works, but not in WITE2 :) Adjusting the balance in such simple games as HoI4 is much easier. You will never see environments in HoI, and if this happens, then in fact the opponent who allowed the environment lost. In this case, it is not worth citing such an arcade game as HoI as an example. The depth of gameplay in wite2 is undeniable. Therefore, accurately reflecting all aspects of a real war is a laborious task, by changing aviation you also affect the ground component, and if everything is not taken into account and corrected, you will get one-sided games.
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