rule of thumb for me is if in RECON view you see ground units in line astern formation they are slowly advancing and in combat formation usually, if column , they are more than likely moving. Just check 2d map over the course of a few min
Latest posts made by ameriveaux
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RE: Ground movement on Recon
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RE: SA-10 Killing me with no Missile Warning
I love SA-10s because they are an absolute nightmare and really illustrate how lethal air defense can be. Nasty little bastards they are.
Loriks revised Balkans Campaign (I forget the exact name of which operation) has you running CAS and bombing runs on rebels that took over several SA-10s and you learn to respect them very quickly after getting plucked out of the sky.
Going after one is like the final boss in most other games. Taking them out is super serious, super dangerous, and super fun. I think it’s the best experience BMS offers.
Come in fast as fk, low as fk, MK82 AIRs is what I use, one pass , haul all the asscheek you can muster and coordinate multiple packages / flights for one. Expect losses. Memorize valleys you can use, and I will plot a flight plan (in the Balkans) using valleys and dipping around mountains.
Chaff won’t save you but I dump all I got anyway. I start a few miles out and just let it all
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Guilty Pleasures - Flying #2 with AI Lead and pilot management
Been flying since the falcon 3.0 days. I sort of don’t speak much but I did discover something I felt the need to share .
Anyone else get tired of always being winglead for AI flights? I found that trying to work as flying #2 or 4 is pretty need in keeping formation and doing your best to work with the AI leader - and coming from old titles like wing commander , strike commander, or any other story focused arcade/flight sims usually has you as wingman for while as the story progresses .
Also - does it seem to any one that MicroProse seemed to have grandiose plans for Falcon in the sense of Supply / Squadron management . In falcon 3.0 , pilots had stats which could be improved , losing your aces or high ranking majors and colonels was a problem- running low on planes or supply was a problem and having to do supply milkrun escort missions was a chore but a happy one if you were running low on stuff.
Unfortunately the core structure seems to be there in the current falcon 4 engine but i think that part of the game was abandoned - supply levels don’t matter, pilots cannot be assigned or developed and grown ( through successful missions they could increase stats ) you never run out of planes, fuels or stores -
I cannot imagine how complicated that side of the simulation is, but what a neat concept that would of added much more complexity and depth to the campaign.
Thanks for reading .