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There's a lot of scenarios that I would love to revisit when they refine the aircombat.
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?
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
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.
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.
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.
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.
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.
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.
You are the only person here trying to make bizarre personal attacks, attempting to hijack the thread for attention?