#21
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I suppose the rookie level AI is a little bit too good in this game.
I mean, we are talking about the lowest level skill pilot we can have in game. One could argue they're quite a bit better than the new pilots Germany had in 1945 for example (re-assigned bomber pilot into fighters, practically no advanced fighter training etc....) rookies were the guys who confused their flight leaders for enemies (like erich hartmann once did ) and tried to dogfight them. Or then they would just get lost in the skies. I mean these people were given limited training before sent to the front (for example, even American flight training was quite limited in scope, before pilots were sent from flight school to the front). And compared with most countries fighter training, it (American) was the most comprehensive one. There wasn't top gun school back then, only the basic courses, and a few flights on gunnery training. rookie should be nerfed further, to replicate that they would be lowest skill pilots. (greenhorns, newbies) -aircraft identification (esp headons). So they don't always know to blast away, would such a thing happen in real war? Before you can know if he's friend or foe? Merge happens for example, because of IDing bogey. In WW2 it meant silhouette ID or the insignia, if you wanted to be certain of friend-or-foe. probably not unless you could visually ID the rest of the silhouette of the plane from a slight angle, before committing to headon attack. (special exception would be radial vs inline and such things... i.e. p3 -AI tracking skill (situational awareness) Rookie should be significantly worse than veteran, and ace. Last edited by Laurwin; 09-11-2013 at 09:18 AM. |
#22
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The initial pass does tend to be head on when the QMB is set to default. I like to setup advantage/disadvantage scenarios as well. Mixes things up. But after that its an all bets are off... it does not tend to be a lot of tail chasers but it also doesn't tend to be a continual head on after head on. I almost never see that... Then again I usually go nose up immediately, gain about 500 or more meters, then level out build my speed and make an aggressive angled shot into the initial formation breaking it up and separating out the fighters so I can pick them off. Veteran, Ace, Regular... none of them think tactically. They just react
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#23
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Instead he waltzes in and has the temerity to demand that years of hard work trying to get the AI to the convincing level it is now are thrown away just so he can get more kills. It's the classic "you should do the hard work so i don't have to" attitude I see insidiously infecting the social mentality nowadays and it raises my hackles. Why not try asking oneself "what am I doing wrong, how can I improve?" Quote:
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#24
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P3:
While there are problems with the human interpretation of the AI (trust me DCS is a lot worse wrt AI).. TDs IL2 AI (v412) is.. repeat, IS the best I've seen for a long time. AI long term tactics, I'm sure are still a problem.. but QMB seems to suffice in this regard. What a lot of people seems to forget, is that the 'relative performances' of the IL2 aircraft seem to reasonably accurate - and there are a lot of aircraft. An aircraft's specific RL performance might not be up-to-scratch.. but for online WW2 'jousting', it is the best so far - even for a 13 year old engine. What it always comes down to.. is knowing your a/c, whether it's IL2/DCS or RL, and the limits you can push it too.
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#25
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wheter I won't dig on the attitude of pugo3, I agree with the "core" of his post: He state for a -average level player in off line game (we are not speaking of such a enthusiast-super ace player..like probably many of you here are answering to him..) that A.i. code is set wrong -(and IT IS-wrong). summarizing here for enemy 1-1 just to be quick and clear:
1) rookie A.I. -- SHOULD be passibile to be approached with few manouvers and grounded very easily with few salvo (and now it insn't) even flying a globally superior ac. 2) average A.I. -- SHOULD be approached with more elaborated manouvers and player have chance to aim and tease with his gunnery (catching him occasionally). 3) veteran A.I. -- SHOULD be approached using good manouvers, quite challege option here, involving the quality and charateristic of the AC that player/A.I. are flying that start to be relevant to determine the success of A.I. or of the player at the end of the fighting moments. 4) Ace A.I. -- SHOULD be a matter of experience and ability of the player, without forget that A.I. SHOULD NOT "see you" miles away before the human sight (and this is not true nowaday.. A.i. 1946 4.xxx see you much more before you..check this.) all this without forget that nowaday is indiscuss that: a) A.I. attitude of flying, engine management is ALWAYS mathematical perfect. (even in Rookie..) b) A.I. don't have G-stress/blackout-redout effect. c) A.I. under your attack receve IMMEDIATE help from his wingman.. always..and this is not replicate at the same by YOUR wingman (do you have noticed this ?.. I think so... So gents, we all know you are all ACE pilots here.. ok.. but do you want to admit just for honesty that even if you are SO BRAVE to pass over those wrong cheats in A.I. code programming, that THOSE are inconfutable bugs into the code still present since the insane introduction of the OLEG silly idea "A.I. will perform depending by player action" released very long patches (and ages..) in the past. And now do you realize that your mirable and revered TD team have just emphatized over and over this buggy feature in every new pach they have edited.. .sadly. I will prefer not to have rolling planes on the airport like we have now in 4.12.. But to have a decent A.I. like the one in BOB II for istance.. Miles over the buggy-cheatty A.I. and now worse than ever we have thanks to TD. Stop to suck up TD feet gents! .be man and put constructive but strong criticism to TD about their lack on A.I. code of 1946: yes, they work for free..but this not an excuse to give us bad results. Last edited by X-Raptor; 09-24-2013 at 12:27 AM. |
#26
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Your logic is as bad as your spelling and your expectations are far worse.
I look forward to your award winning breakthrough combat flight sim with BoB AI or better. Now get cracking, Christmas is coming and I want it before then. Where did you get "inconfutable"? Sarah Palin? Or from the same place she gets her ignorantisms? And yes, I made that word up just for you and Sarah. |
#27
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While Il-2 is still a worthwhile investment for the offline player, perhaps the best on the market, it could be indeed better. Shortcomings of campaign/career modes aside, the AI imbalance issues are something of a problem to the online player too, at least if you want to play coops; often you just can't get enough human players to man all slots, so AI has to fill the gaps, or act as the entire opposition in human vs ai - missions.
But now, to more important things: Sarah Palin is awesome! I didn't think she was awesome in any way, until I saw the movie. I kind of felt sympathy towards her. Or towards the fictional character based on Sarah Palin. It doesn't matter. Anyway, I understand that you made a jest, but please, people, say nothing negative about her! It's people like her who could put some pressure on companies like Northtrop-Grumman! |
#28
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The Batman character was awesome in that last movie too. Too bad it's scripted fiction and what we saw was no way real. Find Sarah without a script like in the Couric interview. I wouldn't let her be president of a bake sale.
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#29
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AI in 4.12 is absolutely the best ever in the history of the sim.
However, these points are sadly true, and need fixing: Quote:
-AI opens fire at ridiculous distances, (up to 6-700m) with great accuracy -Sometimes, exclusively under the player's command, it is really stupid. For example, they spot the enemy, you order them to attack, and they just fly huge circles aimlessly. |
#30
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This means that they'd be quite good at doing things like taking off, landing, holding formation and following fighter intercept to the target, then identifying targets and setting up attacks, but not so good at hitting the target, and potentially quite poor in a dogfight. Sadly, IL2 doesn't give mission builders the ability to set different skill levels for different tasks. Quote:
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If it was possible to do so, I'd give your typical newly-minted USAAF/USMC 1944 2nd Lieutenant/USN Ensign fighter pilot: Navigation: Average. Target Recognition: Average Routine Piloting (e.g., aircraft system maintenance, formation flying, landing and take-off): Average Combat Situational Awareness: Rookie Air Combat Maneuvers/Aerobatics: Rookie Gunnery: Rookie Bombing: Rookie Rockets: Rookie By contrast, a 1940 British Pilot Officer or 1942 Soviet junior Lieutenant straight from training might be "rookie" across the board, while a 1945 kamikaze would be "turkey shoot" quality in all but target recognition which would be "average." Quote:
Finally, IL2 doesn't include the option for radar vectoring or mission briefings, which give useful information like altitude and heading for bogies, or "any twin-engined planes in the sky today will be hostile." Even so, target recognition was a problem, especially with sun glare, clouds and darkness, and IL2 doesn't reflect that. I'd simplify target recognition down to a percentage change of mistaking a target from each "o'clock" angle, with chances slightly increased for rookies and reduced for veteran or better pilots, and possibly with increases for planes of a rarely-encountered nationality. And, with exceptions for distinctive planes like the P-38 or Me323. |
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