03.02.2009, 15:29
Hey certificate,
First off, thanks for your effort on what seems to be sculpting into a very nice mod.
I have three comments:
(1) AI is now more challenging and fun. In QMB dogfights, opponent AI seems to be more aggressive now and stick to you better. You have less leeway to fly around chasing guys and have to check your six non-stop, even with average skill AI. Evasive manuevers are very nice and make it for fun chases, although for somewhat of a gripe, see point 2.
(2) The issue which can be seen either as a chellenge or an annoyance, especially if you are outnumbered against veteran+ opponents is that vets and aces now execute mind boggling defensive scissors that a player can never match without blacking out. So now if you are say fighting an early-war VVS campaign and get in a dogfight with two of your hadicapped wingmen in Yaks or Laggs against 4 vet/ace 109's, there's just no way to win. Even if you get one's six he'd do a series of sharp breaks at 500 kph and not blink.
Now as to a fix.. Since there's no built in blackout code for AI, how about limiting their number of consequtive hard breaks based on their speed? Say for 500+ kph, 1 break, 400-500 -- 2, etc.
(3) Another issue I've noticed, but not 100% positive if this is new to this mod or was present in the stock AI as well.. It seems that all the additional wings in your flight will now engage the first enemy they see, and are otherwise very prone to just separate and do their own thing. You can call them back and it seems to work most of the time. I do beleive in the stock AI they stick to you until you give them a command to attack.
Vassili
First off, thanks for your effort on what seems to be sculpting into a very nice mod.
I have three comments:
(1) AI is now more challenging and fun. In QMB dogfights, opponent AI seems to be more aggressive now and stick to you better. You have less leeway to fly around chasing guys and have to check your six non-stop, even with average skill AI. Evasive manuevers are very nice and make it for fun chases, although for somewhat of a gripe, see point 2.
(2) The issue which can be seen either as a chellenge or an annoyance, especially if you are outnumbered against veteran+ opponents is that vets and aces now execute mind boggling defensive scissors that a player can never match without blacking out. So now if you are say fighting an early-war VVS campaign and get in a dogfight with two of your hadicapped wingmen in Yaks or Laggs against 4 vet/ace 109's, there's just no way to win. Even if you get one's six he'd do a series of sharp breaks at 500 kph and not blink.
Now as to a fix.. Since there's no built in blackout code for AI, how about limiting their number of consequtive hard breaks based on their speed? Say for 500+ kph, 1 break, 400-500 -- 2, etc.
(3) Another issue I've noticed, but not 100% positive if this is new to this mod or was present in the stock AI as well.. It seems that all the additional wings in your flight will now engage the first enemy they see, and are otherwise very prone to just separate and do their own thing. You can call them back and it seems to work most of the time. I do beleive in the stock AI they stick to you until you give them a command to attack.
Vassili