simon111 Posted March 2 Posted March 2 In mission12 I met a problem: After the wingman told me that a SA11 go awake, I ordered my wingman to shoot the harm after thinking for about 3 second. But only ONE second before the wingman told me that the SA11 goes down, the striker got hit and the mission failed.... I got to say this is really frustrating... Is it possible to put the wingman a bit closer to the SA11, or just delay the striker a lit bit? Beside that, I love this mission because this is really chanllenging and intensive to me.The detailed kneeboard is also very helpful.
simon111 Posted March 2 Author Posted March 2 I think for that 3 second because I am not sure when the strikers push ,and fear that if I shot harm too early, the SA11 will go down and go awake again soon.
Solution ChillNG Posted March 2 Solution Posted March 2 12 hours ago, simon111 said: In mission12 I met a problem: After the wingman told me that a SA11 go awake, I ordered my wingman to shoot the harm after thinking for about 3 second. But only ONE second before the wingman told me that the SA11 goes down, the striker got hit and the mission failed.... I got to say this is really frustrating... Is it possible to put the wingman a bit closer to the SA11, or just delay the striker a lit bit? Beside that, I love this mission because this is really chanllenging and intensive to me.The detailed kneeboard is also very helpful. I think that's just really bad luck on the timing. The missions are very dynamic in their design, with multiple different game systems all working independently of each other, but also impacting on one another. So in this mission the SAM activation/deactivation has a number of variables in, affected by what you've done in the mission. All that is to say it can be very difficult to adjust the timing on these things as there are so many variables at play. I will however have a look to see if I can adjust anything, just no promises. 1
simon111 Posted March 3 Author Posted March 3 3小时前,ChillNG说: I think that's just really bad luck on the timing. The missions are very dynamic in their design, with multiple different game systems all working independently of each other, but also impacting on one another. So in this mission the SAM activation/deactivation has a number of variables in, affected by what you've done in the mission. All that is to say it can be very difficult to adjust the timing on these things as there are so many variables at play. I will however have a look to see if I can adjust anything, just no promises. Thanks for the detailed reply! 1
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