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I just hope the developers are actually paying attention to the forums now that the game's out, they've been fairly active in the past so I don't see why they wouldn't.
Also glad you liked our previous games, more content will be coming!
1 - Controller seems to emulate mouse and keyboard input which just feels wrong. Helicopter movement could be made to feel better by artificially limiting the Y axis movement to a smaller box (just like X movement is limited by gun traverse.) The heli would still need to pitch forwards to the standard maximum within the confines of the smaller box.
2 - Related to the above, it feels like you're leading the helicopter by a wire when flying with a controller. Having the left stick directly control the heliccopter without influencing the camera would be a better solution. Ace Combat Assault Horizon nailed arcade helicopter controls perfectly - the left stick controls pitch and strafe but doesn't move the camera (when the stick is neutral the heli hovers) while right stick moves the gun and controls yaw simultaneously (the heli tries to keep the gun centered on the X axis so moving the right stick moves the crosshair right and the heli turns to attempt to re-center it) this feels natural and makes it feel like the heli has 1:1 control with the sticks.
3 - Default bindings are a bit off. It's standard practice for rockets and such to either be on the right bumper or left trigger. Having to hold "toggle gun control" doesn't feel natural on right bumper and so it should be on left stick. If changed to a true toggle however it would be perfectly suited to the right bumper.
4 - The stepping zoom on A is perfect, if it worked like this with mouse and keyboard controls it'd help those controls feel more accessible and make zoom more useful.
5 - Guiding MCLOS missiles with the left stick feels unnatural, if the above control changes are implemented then it would be perfectly suited to the right stick. Analogue sticks feel good for guiding the missile though, even better than the mouse.
6 - Flares on X sounds like it makes sense but in practical use X would be better suited to weapon switch whle left bumpe would be suited to flares. This would make them more accessible in heavy combat.
7 - The fast move forwards and backwards on the analogue sticks would be unnecessary if the above control suggestions were implemented as pushing the analogue stick fully forward would result in the heli accelerating to full speed rather quickly. This would allow zoom controls to be on the more natural right stick click, freeing up A for another useful function (maybe night vision toggle if you implement that.) That said, A is a good fit for the zoom toggle and doesn't necessarily need to be moved.
8 - The HIND felt a little bit more skittish with the pad, this is likely due to the feeling of leading it by a wire. 1:1 controls as suggested above would fix this.
9 - Due to aiming typically being more difficult with a pad an option to snap the gun to the currently selected target would help players who struggle, again refer to Ace Combat Assault Horizon for this working well.
10 - Target selection needs to be implemented. It can skip infantry and just select armored targets. Right now there's just the camera snap to target function that would benefit from this but if we could toggle the camera aligning with targets it would make bombing targets easier. Target selection also allows players to gather intel - for example take the convoy mission, there's AA mixed in with the trucks, being able to cycle through targets manually would allow players to see the unit names and identify the most important target from a safe distance and would allow them to keep an AA gun selected to help with mentally organizing targets.
I had another couple of gameplay revelations while playing too:
1 - While most weapons feel great the 23mm gun pods feel like a wasted slot when equipped. Strafing a truck using the standard movement speed feels like it should kill it. A couple of changes could remedy this; either improve the damage output slightly to make the above kill just possible or improve the ammunition capacity to make it last more than 2 seconds of continuous fire. I realise that you've taken realistic ammunition capacities and that's something I love, if the ammo is changed maybe make it an easy mode only change.
2 - While mentally comparing the game to Ace Combat Assault Horizon I was thinking about ammunition counts on easy difficulty - ACAH has infinite machinegun ammo on easy and gives you more ammunition for missiles/rockets. HIND could possibly benefit from a similar implementation, either give a crazy amount of ammo (e.g. 5000, 9999) to the chin gun or make it infinite on the easiest difficulty setting. Secondary weapons in HIND largely feel fine thanks to the reload mechanic and even if it's tweaked like suggested in my original post their ammo counts are fine.
3 - Visible damage to the helicopter would be useful. Getting shot down because you don't have time or don't remember to look at the health bar will put players off. Doesn't have to be anything fancy, just some smoke from the exhaust/rotors would be enough, possibly some fire when the heli is at about 10-15% health.
4 - If my suggested landing repair is implemented, possibly consider repairing a small amount of damage to the helicopter too. Possibly base this on difficulty, e.g. easy repairs 20% health, normal repairs 10%, and hard repairs 5%
5 - The door gunner could benefit from an alternate sight method. The huge rocket sight is hard to aim and messes with visibility. Consider a standard crosshair and possibly making the zoom function switch to the iron sights with a step of zoom applied, that huge LMG would feel badass to fire with the huge muzzle flash filling your vision from an iron sight view.
6 - The door gunner's heat guage is currently bad at portrating information. A simple bar guage below or above the crosshair could work better. Ideally visual feedback on the weapon itself (e.g. glowing or smoking barrel) could be coupled with the coloured crosshair to make the information more obvious and intuitive to interpret.
7 - Right now target marking feels very arbitrary. Everything is always marked at any range. The red boxes should appear when a vehicle has entered radar range and should be less intrusive (e.g. thinner lines, slightly larger box for a clear target view) and relay information to the player on the currently selected target (i.e. range, name.) Additionally the enemy indicator boxes should indicate if you have line of sight or not, referring to Ace Combat again the target boxes become dotted lines if there's no clear line of sight between the player vehicle and the enemy.
8 - Related to the above; infantry markers should only appear when the unit is in line of sight. If off to the side of the helicopter the unit should become marked if it engages the HIND. This would strike a nice balance between threat and information relayed to the player.
9 - Friendly units should have markers and always be marked clearly (usually with green squares in other games) to make them easily identifiable.
10 - Modern tanks can be armed with anti-helicopter missiles fired from large bore main guns. They're usually used to engage low flying helicopters that are performing a CAS or attack role and would make and interesting addition. Tanks could become a threat to a low flying HIND and make engaging them carefully necessary. For example, firing an MCLOS would need to be done from the flank or long range and close range attacks would have to take the direction of the tank's turret into account and evade the area it covers with its ability to incline. Strafing runs with rockets would be more exciting and dangerous.
11 - Another option would be the implementation of canister shells for tanks. Canister shells are also used to engage helicopters and have the opposite range requirements to anti-helicopter missiles (i.e. missiles need long range to be effective, canister shells are effective at close to medium range.) Possibly implement both if it's possible, just make sure tanks have an appropriae reload time so you don't end up dodging a missile only to get a canister shell to the cockpit.
I'm sure there'll be more I'll think of when I've had some sleep and more time with the game. Thank you for reading.
2. Use of some/all of avionics controls for expert players.
3. Use of all weapons in free flight mode.
4. Able to bind zoom in/out to scroll wheel on mouse.
5. Ability to reload only after landing.
6. Ability to switch to FLIR mode on the fly raher than having to cycle to it.
I'm sure there is more but this game is great so far with what is hopefully a bright future. I'm using a Logitech Extreme 3D Pro and Ttesports Commander Combo mouse/keyboard (Thermaltake). No crashes of game thus far. See profile for system specs.
Thanks for adding more to the discussion! Could you clarify something though, please?
Zoom in and out is bound to the mouse wheel by default under the mouse and keyboard control scheme, are you saying that once unbound it can't be bound again? Or do you mean something else?
I apologise if this seems rude but 5 and 6 where mentioned in the original post. I'll add the others in with credit to you. Hopefully having it all in once place will help the devs.
-Regarding to autohover.. could you explain how it should works?.. so some key when you press helicopter will be stabilized, thats all.. also it should remain stabilized until you press autohover key next time ? Or it should automatically autohover when weapon control active? (hope note because sometime you wanna to move forward while using weapon control)
-And on what control type you was played (casual/novice/pilot).. just btw it is not difficulty levels but whole new - type of controls
Being a door gunner in the intro and one additional mission probably being the only things considered worse (which I would also suggest being wary of implementing too heavily. All games having to have a turret section has become a bit of a running joke in the games industry).
I would instead suggest looking to Apache Air Assault for inspiration, which is a much closer fit to this games design.
At the moment, I've had to switch to novice mode for one key reason. It's not really possible to fly sideways at the moment when hovering.
We have yaw control and we have 'turn' control.
If you switch to the novice flight model, the yaw and turn controls can be used to counteract each other to somewhat fly sideways, but it doesn't really work in Pilot mode.
When I've finished a couple of big projects that are rendering away, I'll probably do a video of some detailed thoughts.
The way you suggested is implemented in ArmA and in that linked video you can see the helicopter having a very limited range of motion as the cyclic is manipulated. In this method autohover is a toggle that strives to bring the helicopter to the quickest hover possible and limit control inputs to slow (about 20km/h) movements that try to keep the stability of the aircraft at a maximum.
In regards to HIND, and your question specifically, I'd have autohover be a separate key that toggles the function on and off unrelated to weapon control because like you said, sometimes you want to be moving.
That's a very fair point and I completely agree, the game has serious flaws but it's hard to deny that their controls are tight and responsive for an arcade helicopter game. Apache Air Assault is another fine example of arcade helicopter controls done right and if you've got time, 3division, I'd suggest giving that one a look too.
Also, added your suggestion about flying sideways to the original post.
One of the big problems with ACAH was that the helo controls change depending on if you use 3rd person/HUD view or the virtual cockpit view.
In 3rd person/HUD, the controls strictly control the helicopter. The X axis of the right stick is dedicated to Yaw. It's nice and snappy. Since the gun is locked forward on those views, you're also snapping the gun around, though the main idea is to use the left trigger to look at the current target, which auto-aims the gun regardless of flight path.
All good and probably the closest thing to a modern day Strike game, since it's all so very simple and stable (you'll never, ever change altitude without pressing a button to do so)
However, in cockpit view this changes. The X-axis of the right stick now actually moves the gun, and the helicopter will only start to yaw when the gun has travelled a certain distance left or right.
This makes cockpit view very frustarting to use in ACAH, and I'd cite that as an example of how not to do things. You might get away with it using a mouse or pointer system like a Wii remote, but it doesn't work well with a pad and doesn't work at all with a proper joystick.
I demonstrated this specific problem during a livestream of the whole game a few weeks ago, at 50mins 40 seconds.
https://www.youtube.com/watch?v=RWZfogsHH84
BTW, really don't recommend finishing the whole game in a single sitting. The 2nd Apache mission inparticular was a painful slog after playing so long.
Thing with ACAH was the helicopters took a 100% arcade approach. Adapting that so that a even a simcade variation could be pretty difficulty, since it would essentialy be a different game.
When a pure arcade game try to incorporate more sim features, or when a hardcore sim like DCS tries to offer a dumbed down 'simple' mode, the compromises tend to leave no one happy.
It's usually best then to either make an arcade game, a simcade game and a sim, rather than trying to cover all three bases with one.