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i tried career mod for the first time


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NoelGallagher
Posted (edited)

i've never been amazed so much since i played rome total war1 for the first time when it came out 

 

i know it's quite a rough comparison but you know these days there are almost none of ww2 game actually gives you fresh air 

(it's like a pressing machine ... you know samething over and over again no innovation just better graphic but that's all)

wow just wow

 

being able to choose the historical squadron and also specific operation timeline was already surprised me 

 

and you can actually read the news LOLOLOLOLOL 

 

it was something i've never seen for long time 

 

i mean it was like as if i can play the pro evolution soccers master league mod in a ww2 flight sim hahah if you know waht i mean

 

it's amazing that's all i can say 

 

as i said before 

i bought the BOS to buy tank crew 

but as i play more and more i think the price tag is set to upside down 

 

BOS should be selled as 80$

 

and tank crew for 50-60$

 

well i don't even have  joystick or track ir YET

 

but i'm having so much fun with BOS with the mouse control alone hahahaha

 

i think this is where il-2 shines over both of dcs and warthuner (i mean career mod)

 

or any kind of ww2 game these days 

 

what a fuckin great game 

 

great great job devs 

 

i wish i can see this kind of aspects in tank crew in the future 

 

AMAZING!!!!!!

 

 

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Edited by NoelGallagher
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  • NoelGallagher changed the title to i tried career mod for the first time
I./JG52_Woutwocampe
Posted

Yeah, great battles is evolving in the right direction. With BON coming up, yep, pretty exciting and glad you enjoy it. 

Posted

I agree. The Career Mode is the best way to experience the sim. Mostly because you’re trying to survive! Suddenly everything about air combat makes sense. 

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Posted

First I want to say I play campaign mode or PWCG almost exclusively and think there are some great aspects of it but others that still require work.

 

Strengths:

  The immersive nature of the mission debrief and squad pages are quite good, feeling the loss of a pilot or the loss of aircraft decreasing the number of the next mission

 The meticulous detail of the aircraft flight and damage model really pays off in the immersion of trying to get home on a damaged engine

The feeling of just getting through a mission is intense. I remember one mission in particular where I was chased by 109s through Stalingrad's rubble while artillery shells were falling all around me, I was sweating in my chair.

 

Weaknesses:

The AI is improving but still has a ways to go especially in mutual support and communication was actually better in 1946 than here

Some campaigns tend to be repetitive seeing enemy the same number of enemy aircraft at the same point, I would rather see 0 enemy aircraft one mission, 15 the next, then 4 every mission

The probability of encountering enemy aircraft in some campaigns particularly ground attack (P-47 for example) is too high and the flak response in some cases too low.

Aircraft repairs and damage by bombing raids should be part of your readiness status.

The kill ratings for pilots in your squadron should be indicative of the aircraft you are flying Ju-52 pilots for example should not be aces or have multiple ground attack kills.

 

 

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Posted
53 minutes ago, twilson37 said:

The kill ratings for pilots in your squadron should be indicative of the aircraft you are flying Ju-52 pilots for example should not be aces or have multiple ground attack kills.

 

Yes, hopefully that is something that will be improved once the C-47 comes along.

Posted (edited)
3 hours ago, I./JG52_Woutwocampe said:

Yeah, great battles is evolving in the right direction. With BON coming up, yep, pretty exciting and glad you enjoy it. 

I like that we get a big variety of different war fronts but the career and other aspects of the game are still not ideal.

I know that the dev team is small and I really appreciate what they are doing but the career issues at least should be acknowledged.
I love the single player aspect of this game but I always prefer playing the user custome missions and\or campaigns rather than playing the game generated career missions.

Edited by Zeev
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Posted (edited)
1 hour ago, twilson37 said:

The probability of encountering enemy aircraft in some campaigns particularly ground attack (P-47 for example) is too high and the flak response in some cases too low.

Aircraft repairs and damage by bombing raids should be part of your readiness status.

 

I've found that setting the difficulty level on these sorts of careers to Easy still gives a fairly accurate representation of reality, given that you're encountering flak guns that are on the whole more lethal than in the East - more than once I've had to limp back to base in a shot-up Typhoon. 

Edited by LukeFF
I./JG52_Woutwocampe
Posted
2 hours ago, Zeev said:

I like that we get a big variety of different war fronts but the career and other aspects of the game are still not ideal.

I know that the dev team is small and I really appreciate what they are doing but the career issues at least should be acknowledged.
I love the single player aspect of this game but I always prefer playing the user custome missions and\or campaigns rather than playing the game generated career missions.

 

Indeed career mode isnt perfect but I have seen some improvements. In dynamic careers the key is variety. This variety is lacking sometimes. For instance you'll notice that if you get a river crossing attack, its always the same setup. Columns are always identical, etc etc. Thats one thing that I'd love to see improved. I dont want to know exactly what'll happen in the mission briefing menu. 

 

The adding of new planes have helped improved the Boddenplatte campaigns, thank God because the release version campaigns were mediocre, extremely redundant. However one thing that is still an issue is the way the AI flights generator works. The mission will always spawn AI planes from the closest airfield and that can lead to similar encounters over and over. Add this to the fact that attrition is not a thing for AI squadrons....in short that means you can see the same 6x FW190A8 for like 7 missions in a row until you requested a transfer to another squadron. This will make some planes never seen because they are not close enough to the front, and some mission types will never happen, etc etc. 

 

There has been improvements. But at a slow rate, and there are still a few crippling issues as I said.

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Posted (edited)
19 hours ago, I./JG52_Woutwocampe said:

 

Indeed career mode isnt perfect but I have seen some improvements. In dynamic careers the key is variety. This variety is lacking sometimes. For instance you'll notice that if you get a river crossing attack, its always the same setup. Columns are always identical, etc etc. Thats one thing that I'd love to see improved. I dont want to know exactly what'll happen in the mission briefing menu. 

 

The adding of new planes have helped improved the Boddenplatte campaigns, thank God because the release version campaigns were mediocre, extremely redundant. However one thing that is still an issue is the way the AI flights generator works. The mission will always spawn AI planes from the closest airfield and that can lead to similar encounters over and over. Add this to the fact that attrition is not a thing for AI squadrons....in short that means you can see the same 6x FW190A8 for like 7 missions in a row until you requested a transfer to another squadron. This will make some planes never seen because they are not close enough to the front, and some mission types will never happen, etc etc. 

 

There has been improvements. But at a slow rate, and there are still a few crippling issues as I said.

Good to know that the Career mode is being improved but I was referring mostly to the fact that the enemy AI rushes after you and chases you to the end until you land (at least try to). This little yet a thing that can impact greatly at your enjoyment from the Career mode.

 

Instead of modifying the generated missions logic Devs could, in my opinion to adjust the AI, to introduce some timer, aggro system that is being decreased the more the distance between your plane and\or your wingmen increases from the chasing enemy or the aggro decreases (enemy rushes but do not fire).
Such simple timer and some conditions could solve this issue. Again, its only my opinion and I could be wrong (how to implement it, as other factors may collide with this suggested feature that I am not aware of).

Edited by Zeev
Posted (edited)
7 hours ago, Zeev said:

Good to know that the Career mode is being improved but I was referring mostly to the fact that the enemy AI rushes after you and chases you to the end until you land (at least try to). This little yet a thing that can impact greatly at your enjoyment from the Career mode.

 

Instead of modifying the generated missions logic Devs could, in my opinion to adjust the AI, to introduce some timer, aggro system that is being decreased the more the distance between your plane and\or your wingmen increases from the chasing enemy or the aggro decreases (enemy rushes but do not fire).
Such simple timer and some conditions could solve this issue. Again, its only my opinion and I could be wrong (how to implement it, as other factors may collide with this suggested feature that I am not aware of).

 

What you describe is (with the exception of “agro”) is  possible with mission logic, and mission logic is how we control enemy aircraft behavior when it comes to engaging/disengaging.

 

AI does have issues, but this isn’t one of them. Career mission logic is simplistic compared to what the editor is capable of frankly. There’s a huge amount that can be done, I know because I’ve done quite a bit of it.

 

 

 

 

Edited by Gambit21
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Posted (edited)
18 hours ago, Gambit21 said:

 

What you describe is (with the exception of “agro”) is  possible with mission logic, and mission logic is how we control enemy aircraft behavior when it comes to engaging/disengaging.

 

AI does have issues, but this isn’t one of them. Career mission logic is simplistic compared to what the editor is capable of frankly. There’s a huge amount that can be done, I know because I’ve done quite a bit of it.

 

 

 

 

Yes correct, I agree - I did not explain my self clearly enough.

Edited by Zeev

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