DarkStar Posted May 25, 2023 Posted May 25, 2023 Hey guys, thanks for making an enjoyable experience for the F/A-18! I thought I'd give some initial impressions after 12 missions, as I see some recurring issues and have som thoughts! 1. Sometimes when we get mission fail, the mission quits.. Real life doesn't quit. If I miss a single chopper barrelbombing as I defend against Syrian MiGs, please allow us to return to base and move on, we'll deal with the reprecussions after the deployment I believe allowing us to return to base and move on will increase the immersion. 2. In some missions the wingmen can't be commanded. When we have limited weapons onboard its frustrating to be winchester, but seeing the wingman with full stores but unable to command him to hit an undefended target. Then, see nr 1. 3. Stores: CBU's in heavy winds generally don't work too well. And some missions have too many targets for the loadout given, some missions requires near 100% hit rate, which is totally unrealistic even in real life. Raqqa Convoys had me using the entire inventory on convoy nr 3 since the AI never came to attack, despite calling in. 4. We should have an ability to reply "negative", "winchester" or "RTB", instead of being forced to say wilco (when ground troops marks a target) when we are out of ammo, or fuel. Then, see nr 2 5. Climbing out at 300knots as per standards sometimes makes it impossible to refuel before entering the AO. 6. Chemical Alley.... would never be allowed to fly in real life, I mean it is a suicide missions, haha. There are some inconsistencies that is a bit annoying. On airports, sometimes you are meant to follow the HMVV as a giude vehicle to the RWY, other times the vehicle takes you nowhere and you have to buster to catch up to the tanker as you get airborne. High Value Targets (and other missions) - for some targets you are given "cleared hot/engage" order (as would be normal). For the next there is no comms, which had me circle the target forever before finally recieving mission failed because he got away. We need some kind of consistency to be able to understand what to do. Just choose a path, we will follow Love the story, love the voice acting, and extremely well crafterd missions! Keep up the good work DS 1
Looking Glass Posted May 26, 2023 Posted May 26, 2023 Thanks for the excellent feedback, we really appreciate this. Will log all of this and build into updates. Thanks for your time and for playing the missions! Have a great weekend
Looking Glass Posted May 29, 2023 Posted May 29, 2023 (edited) Quote 1. Sometimes when we get mission fail, the mission quits.. Real life doesn't quit. If I miss a single chopper barrelbombing as I defend against Syrian MiGs, please allow us to return to base and move on, we'll deal with the reprecussions after the deployment I believe allowing us to return to base and move on will increase the immersion. - Mission End on misison fails has now been removed for ALL missions Quote 2. In some missions the wingmen can't be commanded. When we have limited weapons onboard its frustrating to be winchester, but seeing the wingman with full stores but unable to command him to hit an undefended target. Then, see nr 1. - please specify mission and will see what can be done Quote 3. Stores: CBU's in heavy winds generally don't work too well. And some missions have too many targets for the loadout given, some missions requires near 100% hit rate, which is totally unrealistic even in real life. Raqqa Convoys had me using the entire inventory on convoy nr 3 since the AI never came to attack, despite calling in. - winds now reduced for all missions especially CBU drops. - We made the missions to be fairly tight as they were deemed to be too easy. Since we are fighting enemy with unmatched capabilities the best way was to make the onus on the player so that they have to perform well. In real life there is no competition between coaltion and enemy so making player tasks tricky adds to the tension/taskings. If not may have been too easy. Hope this makes sense Quote 4. We should have an ability to reply "negative", "winchester" or "RTB", instead of being forced to say wilco (when ground troops marks a target) when we are out of ammo, or fuel. Then, see nr 2 - noted Quote 5. Climbing out at 300knots as per standards sometimes makes it impossible to refuel before entering the AO. - noted - we used climbouts of 350 kts and used some onscreen notes to advise player of speed/hieghts during climbout. Will make more use of 300 kts climb out in future Quote 6. Chemical Alley.... would never be allowed to fly in real life, I mean it is a suicide missions, haha. - Absolutely - really wanted to make some solo suicide style missions like flight sims we remember as kids! Quote High Value Targets (and other missions) - for some targets you are given "cleared hot/engage" order (as would be normal). For the next there is no comms, which had me circle the target forever before finally recieving mission failed because he got away. We need some kind of consistency to be able to understand what to do. Just choose a path, we will follow - noted. Probably did not plan comms/procedure/audio fully and missions was changed many times to make it work or more usable. We may updater comms onsome of these bits where audible instructions lack some parts. Thank you for your patience. Will fix as much as this as we can and create improvedlements for future missions. Have a great weekend. LG Edited May 29, 2023 by Looking Glass 3
AMEDooley Posted July 7, 2023 Posted July 7, 2023 So I haven’t played the campaign yet, it is on my list but I have only so many hours in the day. But I have noticed in some released pictures that you’re using VMFAT-101 skins, which makes absolutely no sense. VMFAT-101 is the Marine training RAG. They wouldn’t be in a combat zone, they’re a training squadron. VMFAT stands for fixed wing marine fighter attack training squadron. Just wondering cause it was a bit strange to me to have the RAG in a combat zone. 1 [sIGPIC][/sIGPIC]
Looking Glass Posted July 12, 2023 Posted July 12, 2023 Good point and thanks for bringing it to our attention. The skins were mainly chosen for cosmetic reasons since we wanted some color for the wingman. These can be changed anytime under loadout section.
Recommended Posts