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2. RBUs utilize a very basic ballistic fire control. It has no settings for speed or leading the target. It's simply dump the rounds on a set point, that's all. Hence why the anti-torpedo ability was nerfed because in reality it's chances would be insanely small.
Too rough you say? Damn... Harpoon and its very first scenario called Dawn Patrol from 1989; 4 Norwegian small boats and 2 frigs against 4 Nanuchka III and especially the scenarios later and the Designer Series packs... you are always on the verge of totally breaking down. I guess this is the way Sea Power has to be.
I'm talking about the actual play experience and not so much the difficulty. Air play needs a lot of work. Micromanagement in general is superfluous. The UI could use a lot of work too, but that's not so important compared to the AI and general UX.
Like, I don't want to have to tell each F-14 to engage the enemy fighters directly behind them instead of the enemy fighter 40KM away. It's things like this that make me just want to watch the game be played by someone else instead of play myself.
Or just weird things, like AA hawks not using their missiles at all, whether being told to manually fire at air targets or on weapons free.
There are a lot of things I could say. I mean, I've played 70 hours, it's not horrible, but it's definitely in need of a lot more work before I want to spend more time on it.