Quote:
Originally Posted by JtD
Right, I guess 8 kills vs. 0 hits were too much of an argument to deal with, had to be avoided by starting some new "ace fighter AI is porked" red herring sideline. I take it the point now is that AI gunners mustn't hit anything even when faced with the most idiotic opposition. *facepalm* Nothing else to say, really.
Just out of curiosity - have you ever tried something bigger, like say 16 vs. 32 or something? Or is 1 vs. X the upper limit?
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My reactions are a little different;
at 500-700m, no human gunner behind a real machine gun or cannon could possibly have hit you on purpose from a moving aircraft. If you had been flying a real Hellcat against a real Betty formation and been hit at all from those ranges, you would have turned around immediately to inform your Task Force command that the Japanese have apparently developed some sort of automated fire control or aiming system that is accurate out to nearly a half mile, because more than one stray hit at those ranges would not be a coincidence.
The whole point of the ai is to mimic the capabilities and the historical behaviors of human beings in those aircraft, not to exceed them by several orders of magnitude. This is particularly true for the offliner who wants to re-create historical missions.
It is
outrageous for the
Rookie ai gunners to be able to hit a single Hellcat going the opposite direction from 780 meters
while their aircraft is in a banking turn. It's just insulting when that hit results in the loss of rudder control in the bargain, which is what happened to me a couple of weeks ago.
If you want some sort of 'gameplay' difficulty (more Zombies!), then make the Veteran and Ace gunners your 'high difficulty' or online default, and make Rookies the single aircraft realism standard and 'Average' the 'formation multiplier' standard for offline historical players. And separate the pilots from the gunners, if you want to maintain some sort of bombing accuracy.
cheers
horseback