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AI evasive maneuvers differ in GB & CloD:Viv’ l’ difference!


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Posted

I’d like to post this in GB but I’m not sure if would be acceptable ,so first I’ll post it here and see if it gets any traction.

I’ve been playing GB almost exclusively with VR patiently waiting for Blitz 5.0 ( I love VR!,)but recently returned to CloD to go a few rounds with the beautiful Spitfire.Even without VR it is as impressive as ever although without VR its not quite so immersive.Withoutout going into a lot of detail I was again impressed with AI behavior in fighter vs fighter combat.In GB combat quickly ,very quickly ,developers into tight circle chases with gradual loss of height ( esp true in FC as well) ...its as if that’s all the training these AI get in defensive maneuvering.Compare this with AI Jerries in CloD-they try everything to shake you & if you give up on them they’ll run for cover or comeback at you-there’s no predicting.In the meantime their squadron mates will do their level best to kill you ( to be fair this can happen in GB while you are merry-go-rounding low down trailing a bad guy...)

  I’d love to see similar behavior in GB because it makes the sim so much more challenging to play...I wonder if at some stage the developers might address this after all the BoB additions have been finished???

As mentioned I anxiously & patiently await Blitz5.0 and have been for what seems like years at which point I will return to CloD for at least 50% of the time...maybe more when VR comes along for CloD.It will be a new day indeed!

Posted

I think we're all hoping for a AI revamp in the future. Box's AI certainly leaves a whole lot to be desired. It's better than it was but when you go back and play the old games it becomes apparent just how much is lacking when it comes to it. Cliffs AI in regards to other things than combat is completely broke though. The og game still takes the cake. 

Posted

OG?

Posted
19 minutes ago, Blitzen said:

OG?

Original gangster ie 1946.

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