Sea Power

Sea Power

youngy1781 Dec 13, 2024 @ 6:52am
Aircraft Unplayable
The aircraft element of the game is really unplayable how it is at the moment. When AC are returning to the carrier they get stuck in a landing pattern and never land meaning the carrier is effectively taken out of the battle. Also this seems to happen when you set a sequence to drop bogeys. I also had an issue where the B52 bombers out of Iceland got stuck on the turn onto the runway making the runway unusable. This element really needs a fix pretty quick as a big proportion of the game is unusable especially as NATO since they heavily rely on AC.
< >
Showing 1-15 of 15 comments
Enrico Pallazzo Dec 13, 2024 @ 7:19am 
Yeah, that's my biggest issue with this game. Nothing like watching your planes chase enemies out of their fuel range to only shoot weapons on the very edge of the range so they never make it to the target.

There's a lot of scenarios that I would love to revisit when they refine the aircombat.
i have the same issue
Nats Mar 7 @ 12:26pm 
I've also seen lots of issues on YT where planes will either take off with wrong loadouts, or try to use ridiculous weapons for unsuitable targets like cluster bombs for ships, or only fire one ship missile at a time instead of firing their whole loadout to try to saturate the ships defences, planes taking off with ten feet of runway, missiles flying through buildings to get to their targets, etc.

Are these issues still in the game?

Seems like the game has a hell of a long way to go yet before its very playable?
Last edited by Nats; Mar 7 @ 12:28pm
Aircraft in general introduce so much micro that it really takes away the focus from watching and enjoying the action/outcome of your decisions. Trying to micro a flight of F14's that are supposed to be on CAP, makes me miss out on too much of the game.

Tbh I dont particularly enjoy multi-unit/ CVG scenarios for this exact reason.
Originally posted by Nats:
I've also seen lots of issues on YT where planes will either take off with wrong loadouts, or try to use ridiculous weapons for unsuitable targets like cluster bombs for ships
Have never seen one takeoff with the wrong loadout. And cluster bombs were the preferred antiship weapon for the USN before Harpoon, or in areas with lots of neutral shipping.
Stix_09 Mar 7 @ 6:46pm 
necro of a old thread from 14 december. :steamthis:

Originally posted by Lord of the Exiled Winks:
Aircraft in general introduce so much micro that it really takes away the focus from watching and enjoying the action/outcome of your decisions. Trying to micro a flight of F14's that are supposed to be on CAP, makes me miss out on too much of the game.

Tbh I dont particularly enjoy multi-unit/ CVG scenarios for this exact reason.

however , there is some stuff to help with micro , i made a guide on how to do this fast with hot keys and understanding of weapon platforms and systems used in sp, and general understanding of unit control , not well explained in guides and game info.

you can pause game and issue multiple orders to planes to attack multiple targets and sit back and watch , you can also queue orders with shift. Makes the process a lot more enjoyably and easier and precise.

https://steamcommunity.com/sharedfiles/filedetails/?id=3388273200
Last edited by Stix_09; Mar 7 @ 6:50pm
Originally posted by Stix_09:
necro of a old thread from 14 december. :steamthis:

Originally posted by Lord of the Exiled Winks:
Aircraft in general introduce so much micro that it really takes away the focus from watching and enjoying the action/outcome of your decisions. Trying to micro a flight of F14's that are supposed to be on CAP, makes me miss out on too much of the game.

Tbh I dont particularly enjoy multi-unit/ CVG scenarios for this exact reason.

however , there is some stuff to help with micro , i made a guide on how to do this fast with hot keys and understanding of weapon platforms and systems used in sp, and general understanding of unit control , not well explained in guides and game info.

you can pause game and issue multiple orders to planes to attack multiple targets and sit back and watch , you can also queue orders with shift. Makes the process a lot more enjoyably and easier and precise.

https://steamcommunity.com/sharedfiles/filedetails/?id=3388273200
It's still too much, individually selecting planes and manually choosing weapons imo, is an absurd level of micromanagement that heavily detracts from the experience.

Aircraft should have set behaviors and a series of pre-determine scripts that allow them to react to/pre-empt moves from enemy AI.

In the same exact way that collision avoidance is necessary, so this is also.

Graviteam Tactics, and now I think, Task Force Admiral shows how powerful distributed command decisions/abstracted AI mechanics can be.

Task Force Admiral handles aircraft in a way that is intuitive, fun, realistic, and gives the player lots of opportunity for "command decision" while also allowing the player to behold the spectacle and culmination of their decisions. The same goes with Graviteam Tactics.
Thewood Mar 9 @ 7:18am 
If you are looking for more command-oriented and less micromanagement, this game in its current EA state is probably not the one for you. I'm assuming the devs plans are to get to that sort of AI-based mission and orders system is their eventual goal. But there seems to be just too much other stuff that needs work for them to focus on it.
Yari Mar 9 @ 2:55pm 
Originally posted by Nats:
I've also seen lots of issues on YT where planes will either take off with wrong loadouts, or try to use ridiculous weapons for unsuitable targets like cluster bombs for ships, or only fire one ship missile at a time instead of firing their whole loadout to try to saturate the ships defences, planes taking off with ten feet of runway, missiles flying through buildings to get to their targets, etc.

Are these issues still in the game?

Seems like the game has a hell of a long way to go yet before its very playable?

I agree with most of these but if you are complaining about aircraft not using the right weapon or not firing enough at one time, you aren't micro-ing hard enough. You need to be constantly pausing and specifically commanding what weapon each aircraft is using.
Last edited by Yari; Mar 9 @ 2:56pm
Originally posted by Yari:
Originally posted by Nats:
I've also seen lots of issues on YT where planes will either take off with wrong loadouts, or try to use ridiculous weapons for unsuitable targets like cluster bombs for ships, or only fire one ship missile at a time instead of firing their whole loadout to try to saturate the ships defences, planes taking off with ten feet of runway, missiles flying through buildings to get to their targets, etc.

Are these issues still in the game?

Seems like the game has a hell of a long way to go yet before its very playable?

I agree with most of these but if you are complaining about aircraft not using the right weapon or not firing enough at one time, you aren't micro-ing hard enough. You need to be constantly pausing and specifically commanding what weapon each aircraft is using.
Yeah that is exactly the issue, it requires you to micromanage every aircraft. Which is a deeply unsatisfying experience.
Stix_09 Mar 9 @ 6:27pm 
Originally posted by Lord of the Exiled Winks:
It's still too much, individually selecting planes and manually choosing weapons imo, is an absurd level of micromanagement that heavily detracts from the experience.

The OP was about game being unplayable, I was just pointing out its not.
As i also said this is necro reposting based on a much earlier ver of the game with more bugs.

Aircraft should have set behaviors and a series of pre-determine scripts that allow them to react to/pre-empt moves from enemy AI.
Roles are currently WIP. For example I would like for example to have patrol zones, and more complex mission triggers.

More micro than most would like, I don't disagree with this, but you can reduce that a lot esp using hot keys. I basically pause issue a formations attack and then watch.

The micro time total mission is a few minutes for me. With some quality of life UI improvements this should get better. (plenty of games have a lot more micro)

Graviteam Tactics is a land based combat sim , its very dif type of game. SP has a lot of Aircraft which is where the bulk of the micro is at present. And while it could be smarter for sure at present its not totally unmanageable once you understand SP's control mechanics and shortcut keys (and its game systems) and the weapon platforms used .

I'm also sure by release game will be a lot better in this regard. There is many things around control and the UI in general I would like improved. I'm confident it will be as Ive already seen improvements since release in this regard. The game was released in a fairly early state.

Comparing this while its in early access only a few months to finished games or games with much simpler technology and systems being modelled is not a great comparison.
Last edited by Stix_09; Mar 9 @ 6:40pm
Stix_09 Mar 9 @ 6:45pm 
btw i do own Graviteam (and many other war games), but have not yet tried the TFA demo, but the game has been on my wish list for a long time
There is more whining here than in the whole of France. Enough whine to keep all of Italy drunk for eternity...

Personally, I simply learned how to play the game effectively. As time goes on, I will get to enjoy the refinements that the devs will make on the game. But I do not cry like a child because I chose to purchase an early access game. When I do find a fault, I file it in the appropriate place so that the devs can read it and fix it. Like an adult.

Reading the complaints of children is a deeply unsatisfying experience.
Originally posted by Stix_09:
Originally posted by Lord of the Exiled Winks:
It's still too much, individually selecting planes and manually choosing weapons imo, is an absurd level of micromanagement that heavily detracts from the experience.

The OP was about game being unplayable, I was just pointing out its not.
As i also said this is necro reposting based on a much earlier ver of the game with more bugs.

Aircraft should have set behaviors and a series of pre-determine scripts that allow them to react to/pre-empt moves from enemy AI.
Roles are currently WIP. For example I would like for example to have patrol zones, and more complex mission triggers.

More micro than most would like, I don't disagree with this, but you can reduce that a lot esp using hot keys. I basically pause issue a formations attack and then watch.

The micro time total mission is a few minutes for me. With some quality of life UI improvements this should get better. (plenty of games have a lot more micro)

Graviteam Tactics is a land based combat sim , its very dif type of game. SP has a lot of Aircraft which is where the bulk of the micro is at present. And while it could be smarter for sure at present its not totally unmanageable once you understand SP's control mechanics and shortcut keys (and its game systems) and the weapon platforms used .

I'm also sure by release game will be a lot better in this regard. There is many things around control and the UI in general I would like improved. I'm confident it will be as Ive already seen improvements since release in this regard. The game was released in a fairly early state.

Comparing this while its in early access only a few months to finished games or games with much simpler technology and systems being modeled is not a great comparison.
Overall I agree, the game certainly will become better with time. However it doesn't hurt to continue to point out the time syncs and the contentious aspects of the current build.

Also Mius Front does feature campaigns with lots of aircraft, and I don't think that the two are very different. The design philosophy is what we are talking about, not the theater of war.

Also the OPs issues where very legitimate, last year Aircraft had serious bugs that have since been mostly fixed. These bugs did make aircraft unusable at the time.
Last edited by Lord of the Exiled Winks; Mar 10 @ 12:40am
Originally posted by SSG Beard 506 IR:
There is more whining here than in the whole of France. Enough whine to keep all of Italy drunk for eternity...

Personally, I simply learned how to play the game effectively. As time goes on, I will get to enjoy the refinements that the devs will make on the game. But I do not cry like a child because I chose to purchase an early access game. When I do find a fault, I file it in the appropriate place so that the devs can read it and fix it. Like an adult.

Reading the complaints of children is a deeply unsatisfying experience.
You are the only person "crying like a child", everyone else is discussing their experience with the game in the appropriate place "the official game Forum".

You are the only person here trying to make bizarre personal attacks, attempting to hijack the thread for attention?
< >
Showing 1-15 of 15 comments
Per page: 1530 50