Dogfights are awesome (Full Version)

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erichswafford -> Dogfights are awesome (3/29/2015 2:31:41 PM)

I guess there must have been a 2-3 month period last year where I didn't play Command very much and didn't keep up with new developments as a result.

Wow - did they improve dogights and AAW in general or what?! I love how an a/c that's evading will now bleed off its airspeed and therefore become more and more vulnerable to follow-on missile shots due to loss of energy. This is a *brilliant* way to handle the subject and I end up getting some very realistic-looking results in furballs as a result.

These engagements end up playing out almost exactly the way they do in DCS World/Flaming Cliffs 3. There, I am also often able to evade the first couple of missile shots, but this usually leaves me so low and slow that I'm dead meat unless I can somehow bug out. In Command, it also looks like the slower the target, the slower it's able to "break" and set up the right crossing geometry to reduce the pK. Anyway - it really works well and is just light-years beyond how all this was handled in either Harpoon 3 or even the early versions of Command.

I've also learned to go into the WRA settings and tell my fighters to not fire their missiles at max range if the target is maneuverable. This makes a huge difference in terms of effective pK rates, especially for the crappier/older AA missiles.




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