![]() |
|
|
|
#1
|
|||
|
|||
|
Quote:
Quote:
And make much less grades of each talent, three to five (inept/(less than average)/average/(good)/excellent) Quote:
|
|
#2
|
|||
|
|||
|
Quote:
Personally, since TD made it clear that AI have subset skills a la CloD, I think it would be nice to see a popup window like CloD's FMB that gives the mission builder an option to nudge around their strengths and weaknesses, as per major.kudo's example. Having a good maneuver fight is fun, but sometimes the single .303 to the head from 500m in a sharp turn dampens the excitement a bit. I know these things happen, but I seem to get a disproportionate amount of PK's from the AI as compared to human players (maybe because the player is generally near the "center" of the 3D model, and the AI will always use the central point of the model for targeting as opposed to any firing solution that will connect) |
|
#3
|
|||
|
|||
|
Quote:
A quick fix for AI gunnery accuracy would be for Rookies and Average pilots to not lead their targets sufficiently, Veterans to give their target too much lead, and for Aces to get it "just right" aiming more or less at the target's CG or vulnerable parts of multi-engined planes. |
|
#4
|
|||
|
|||
|
Quote:
Quote:
|
|
#5
|
|||
|
|||
|
Probably, many people thinking about me "this guy is adhering to AI's deflection shooting".
It's right. But I have a reason. I prepared the server of the COOP only and was playing together some players. Since A.I comes to have too exact shot, it became impossible to pleasant play. Because "human's rookie player" is also contained in "some players". They are merely shot down, before doing any action. This is no good. So, we can not play air combat mission now. I hope DT observes this thread. |
|
#6
|
|||
|
|||
|
Quote:
I think about retreat. http://gachopin.no-ip.info/kudo/retreat1.jpg and http://gachopin.no-ip.info/kudo/retreat2.jpg I want to transmit my idea to you well. Is this unclear? |
|
#7
|
|||
|
|||
|
This is a good idea, but could be taken further.
Leaders of formations which have gotten badly scattered might well retreat, even if the planes in their formation aren't actually damaged or destroyed. Squadron and flight leaders who are outnumbered by enemy aircraft - even if they haven't engaged - are also likely to retreat or avoid contact unless they have a clear advantage. Even then, they are likely to make a single "hit and run" attack in such as way that they can disengage before the enemy can respond. The exception would be that badly outnumbered fighters will still aggressively take on large bomber or attack plane formations and won't be intimidated by them. Single pilots will also be very cautious about attacking anything other than another single plane unless they have a clear advantage. Rookies and average pilots will usually avoid contact unless they have an overwhelming advantage. Veterans and Aces might attack two or more planes when they have less of an advantage, but are more likely to try to maneuver to gain an overwhelming advantage, using sun and clouds to their advantage. Even then, they're likely to make just a single hit and run attack rather than staying around to fight. For example, an ace pilot sees a pair of hostile fighters at 12 o'clock level and about 5 km out. Rather than flying straight in as Ace AI often does, he might try to duck into a cloud at avoid being seen. Then, he'll gain altitude and maneuver based on the sun's location and the anticipated course of his opponents, so that he's above and behind his targets and can dive out of the sun to attack them. He will then make one fast attack to cripple or kill the trailing aircraft then disengage and analyze the situation before choosing to run away or attack the surviving enemy. |
![]() |
|
|