Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Birds of Prey

IL-2 Sturmovik: Birds of Prey Famous title comes to consoles.

Reply
 
Thread Tools Display Modes
  #1  
Old 12-09-2009, 05:30 AM
trueshotcaller trueshotcaller is offline
Approved Member
 
Join Date: Sep 2009
Posts: 53
Default Getting Past The Arcade Mindset...

Edal is setting up a great campaign, I'll be glad when it's here.

In the meantime, does anyone have thoughts on how to get more sim style gameplay in the sim and realistic modes?

From what I'm seeing, people are doing EXACTLY the same things in these modes as in Arcade - especially the dogfights - let's all descend into a swirling furball and see who can turn the fastest. Energy fighting, forget it. Boom and Zoom? Whatever. Advanced tactics seem rare - it's always 'get 'em as fast as they spawn, crash, come back, do over and over. This gets old to me.

I'm thinking about creating more games that make you wait for much longer than 5 seconds before you respawn. What's the max? We need something to force pilots to value their lives and wings more... they may actually resort to using real tactics to stay alive and be selective about when to engage.

I just want the chance to try to learn and actually use all the cool, advanced maneuvers I read about and see on the cool dogfighting shows. Real pilots just didn't go willy nilly into the middle of a turning fight - and when they did, boy did they pay dearly for their folly. I'd like to see at least a few online battles with this great sim come closer to that.

Or is this just asking too much?
Reply With Quote
  #2  
Old 12-09-2009, 06:46 AM
MACADEMIC MACADEMIC is offline
Approved Member
 
Join Date: Nov 2009
Posts: 808
Default

Very good point. I'd like to see more realism too, what if you'd just have one life to live and to lose? However the new patch does not seem to account for that much. You respawn closer to the action than before, above and more visible, while (at least for me) it has become harder to identify a bogey close to the ground. This results in getting engaged from the ground immediately, no chance to observe first and make tactical choices. Perhaps we need a patch from the patch.
Reply With Quote
  #3  
Old 12-09-2009, 08:57 AM
Rhah Rhah is offline
Approved Member
 
Join Date: Sep 2009
Location: London
Posts: 238
Default

Quote:
Originally Posted by trueshotcaller View Post
Edal is setting up a great campaign, I'll be glad when it's here.

In the meantime, does anyone have thoughts on how to get more sim style gameplay in the sim and realistic modes?

From what I'm seeing, people are doing EXACTLY the same things in these modes as in Arcade - especially the dogfights - let's all descend into a swirling furball and see who can turn the fastest. Energy fighting, forget it. Boom and Zoom? Whatever. Advanced tactics seem rare - it's always 'get 'em as fast as they spawn, crash, come back, do over and over. This gets old to me.

I'm thinking about creating more games that make you wait for much longer than 5 seconds before you respawn. What's the max? We need something to force pilots to value their lives and wings more... they may actually resort to using real tactics to stay alive and be selective about when to engage.

I just want the chance to try to learn and actually use all the cool, advanced maneuvers I read about and see on the cool dogfighting shows. Real pilots just didn't go willy nilly into the middle of a turning fight - and when they did, boy did they pay dearly for their folly. I'd like to see at least a few online battles with this great sim come closer to that.

Or is this just asking too much?
I think a lot of it is down to a lack of teamwork. People flying the TnB planes will naturally choose to get into a TnB dogfight (myself included). With the new campaign that Edal86 is cooking up, I reckon that tactics will play a massive role.... Imagine 6 Tnb fighters supported by a couple of ZnB pilots, flying high and swooping in like vultures. I guess it really depends on how organised each team is though.

Anyway, good idea about the respawn time.
Reply With Quote
  #4  
Old 12-09-2009, 09:35 AM
STINGERSIX78 STINGERSIX78 is offline
Approved Member
 
Join Date: Dec 2009
Location: Hamburg
Posts: 389
Default

well, after the patch the zoom and boom tacticts gots more fun and effective (stats). because u get the kill, when u damaged the enemy plane and its goes down after a while.
before the patch comes out, u have with znb only a low death rate. now u can also get a high kill rate.
and this makes sense.
i didn't like the train of death, which u can often see in the sky.
roundnroundnround, still they get wuzzy in the brain. no one would open this "formation", because he is certainly death then.
i favourites the sneaky kill.
get a lot of speed, pick a careless bird from this train, make one turn, shoot a couples of bullets in his wings and get a way as fast as u come. daisy-cutter-style on very low level.
btw the only sure tactic to defeat the spits and hurris with the bf109 series. imo

excuse my bad english ^^

Last edited by STINGERSIX78; 12-09-2009 at 09:41 AM.
Reply With Quote
  #5  
Old 12-09-2009, 10:30 AM
InfiniteStates InfiniteStates is offline
Approved Member
 
Join Date: Sep 2009
Posts: 707
Default

I think 15 seconds is the maximum respawn time.

But how are you supposed to BnZ effectively in a mixed match...? I still can't ID friend from foe until I'm really close, depending on the orientation to the sun. So unless it's obvious from the map who is chasing who, I have no choice to engage in the turn fight.

And when trying to fly the FWs, this just results in a very unenjoyable game.
Reply With Quote
  #6  
Old 12-09-2009, 11:20 AM
STINGERSIX78 STINGERSIX78 is offline
Approved Member
 
Join Date: Dec 2009
Location: Hamburg
Posts: 389
Default

i look often on the map. then i spot to the horizon. if the second one from the left an enemy (example), i try to fix him with my eyes. works often but not every time. if i missed the target, i go for an other zoom and boom attempt.
Reply With Quote
  #7  
Old 12-09-2009, 11:54 AM
Rhah Rhah is offline
Approved Member
 
Join Date: Sep 2009
Location: London
Posts: 238
Default

Quote:
Originally Posted by InfiniteStates View Post
I think 15 seconds is the maximum respawn time.

But how are you supposed to BnZ effectively in a mixed match...? I still can't ID friend from foe until I'm really close, depending on the orientation to the sun. So unless it's obvious from the map who is chasing who, I have no choice to engage in the turn fight.

And when trying to fly the FWs, this just results in a very unenjoyable game.
I'm not really a BnZ'er, but I can see how this would be a problem. Its a shame that we can't lock teams to play as Allies or Axis, as that would really help with ID'ing targets. Luckily this will be the case in the Battle for Europe campaign.

Having the zoom function again on a decent control layout might help as well..
Reply With Quote
  #8  
Old 12-09-2009, 12:41 PM
InfiniteStates InfiniteStates is offline
Approved Member
 
Join Date: Sep 2009
Posts: 707
Default

Quote:
Originally Posted by Rhah View Post
Having the zoom function again on a decent control layout might help as well..
I'm not sure - for me its more dependent on how they are oriented to the sun. In the right situation I can tell if they're red or blue from quite a way away, but usually the top of the wing is just dark and I generally get killed as I close in to make sure I'm not about to go blue on blue. Although that still happens occasionally
Reply With Quote
  #9  
Old 12-09-2009, 09:46 PM
The M00ps The M00ps is offline
Approved Member
 
Join Date: Sep 2009
Posts: 60
Default

Quote:
Originally Posted by InfiniteStates View Post
But how are you supposed to BnZ effectively in a mixed match...? I still can't ID friend from foe until I'm really close, depending on the orientation to the sun. So unless it's obvious from the map who is chasing who, I have no choice to engage in the turn fight.

And when trying to fly the FWs, this just results in a very unenjoyable game.
Hmmm, I'm lovin' it. This is more like real life, and should encourage more communication and teamwork. Rambo flying solo in his Spit won't be able to dominate any more. You'll need a lead to id the target and take the shot, and a wingman to cover his ass whilst he does so.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 12:27 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.