GoodGuy -> RE: So far impressions (6/20/2007 9:01:54 PM)
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ORIGINAL: Panther Bait As far as I know, USN capital ship floatplanes were mostly intended for gunnery observation during surface battles, particularly in questionable weather and in battle conditions (such as DDs laying smoke screens preventing visual fire direction from the firing ship). Of course for the US, radar replaced that basic function before long. I think they were also used for mostly utility tasks, ferrying VIPs to shore, probably air-sea rescue of downed pilots. Some limited local search functions. Yeah, that's why I mentioned Gregor's comment, and I guess they did some research there .... But still.... my guess is that, historically, a strong/fast BB group wouldn't have passed a chance to crush a crippled enemy carrier/surface group just because it was common practice/doctrine not to (excessively) use their organic search planes. An obs plane would have been sent to keep in touch with the enemy group, imo, or, as this was the (british) practice in the Atlantic theater (at least), a destroyer detachment would have been sent to stay shoulder to shoulder with the enemy unit in question. I played the Pearl scenario (jap side) last night, but I sent my support + screen TGs right into the harbor (after the first 1 1/2 wave of planes took out some vital ships) this time, instead of using them as escorts for the carrier group. The carrier group was not spotted once, as it kept a safe distance to Pearl. The biggest enemy TG (with 7 capital ships [anchored]) lost 2 BBs, while my planes killed or damaged another fair amount of BBs, CAs and DDs. Since my TGs were in or near the harbor already, i could verify the amount of damaged enemy ships when the surface combat screen appeared. Then I kept withdrawing from surface battle and sent another full wave of planes to ensure the support+screen TG would meet a reduced enemy force "next time". The result was that I could kill 40 ships in the harbor, with ZERO enemy ships remaining in the harbor area (I finished wiping out the last DDs 40 minutes before the scenario ended), so a small enemy carrier group (1 carrier + escorts), coming from the south west, could be spotted steaming towards my carriers some 15 minutes before the scenario ended. Although i did not attack/target ANY airfield, enemy air activity was ridculously low/ineffective. This shouldn't be possible, since Pearl's Forts (coastal arty) south of Hickam airfield would have stopped any attempt to invade Pearl (or any attempt to cruise back and forth in front of the port). The game has a lower level of depth than I thought right before paying for the game. I think I'll wait for forum feedback/demo versions next time, unless it's a game using the AA engine [:D]. I like the game's approach for sure, but the small amount of scenarios and missing depth (missing bombardment option, no detachable units, submarines appearing to be rather "on-lookers" [right term? :p] than serious threats), "hidden" CAP fighters, bombardment of runways/ports being useless and other disturbing things are kinda setbacks here. Releasing a demo beforehand to get some wishlist-items for the following retail might have been a smarter approach, as I don't think that many wishlist-items make it into a patch, usually, right? In general, ppl like giving feedback/fresh ideas, but I'm not sure if they necessarily like to do that for retail versions that do lack stuff in the options/content department, since they might feel a bit like Beta testers while still having to pay the full price. :). "Beta testers" does not refer to an imaginary amount of bugs (I only encountered 1 in CAW so far) but to content or the lack of it. I know that the game allows for modding and custom scenarios.... still, the package did not blow me off the chair after I got familiar with the manageable amount of features.
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