Subchaser
Posts: 1201
Joined: 11/15/2002 Status: offline
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Even with the latest patch kamikaze routine is still far from the acceptable, just a few points 1) Damage calculations – looks like the main factor here is the weapon that certain a/c type carry in normal configuration (non-kamikaze), so if you convert Zero fighter daitai to kamikaze unit do not expect to see any allied capital ship sunk, modifier takes into account only damage inflicted by 60kg bombs (yes that’s what they use as kamikaze unit) and adds a couple of fire points, so, as it was in my game vs AI (I’ve replayed several old turns with 1.5) Lexington had only 4 fire damage points after 2 Zeros rammed her. Another case are a/c types that use heavier loads, especially torpedo bombers, as you can guess one or two Jill ramming attacks can send Essex class CV to the bottom (torpedoes damage + more fire damage points), make your choices… 2) Kamikaze attacks against enemy bases – still there, if kamikaze unit ordered to execute special attacks and cannot find any enemy TFs within a range it usually attacks enemy bases and always without any sign of success. Torpedo bombers in kamikaze units do not suffer from this bug, game simply doesn’t allow to use torps against the bases. Looks like that (test in modified tutorial) Day Air attack on Satawal , at 60,74 Japanese aircraft A6M5 Zeke x 46 Japanese aircraft losses A6M5 Zeke: 46 destroyed Nothing on Satawal was even scratched… nothing happened to 100 B-29 and dozen of MSWs at that base, supplies and fuel storage are intact as well…. two highly experienced kamikaze units gone. 3) Control over kamikaze units is absolutely insufficient - Torpedo and dive bomber units converted to kamikaze can only attack in mass with all available a/c or do not attack at all, only two options here Kamikaze or training; Fighter and fighter bomber are more flexible, they can fly CAP, but this gives Allied player a chance to shoot them down over their bases before they cause any damage... unfair. 4) G4M2e + Okha attacks, these tend to attack only in a group of 2 a/c, so 1 unit can launch only 4 a/c during the turn, 2 in am phase and 2 more in pm phase… and yes they always miss, no matter how experienced they are. I will be happy if someone will tell me that I’m all wrong here…
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