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enjoyed it, ty
Broad changes:
Linear progression of required objectives only - can no longer do them out of order
AA/SAM system rebuilt - actual difficulty is now present
Player can select between F35(2 loadouts) and A164 (mission will scale resistance depending on selection)
Creation of second phase and 3x more major objectives
Audio guidance for player via 'radio messages' - in progress
A remake of this mission is almost ready, list of changes so far:
First objective (airbase) - redone, actual lockable targets only (with a purpose for why)
Intercept - reworked, improved
Artillery - minor adjustments
AA - highly dependent based on player choice - difficulty standardized and increased
"optional vehicles" (non objective) removed - phase 2 created
I wont spoil what contains in phase 2 - but you will get to have a lot of fun killing things
Any suggestions would be welcome.
(2/2)
Thank you for the feedback. I built this mission when I was in 8th grade iirc, so the files are long gone. I believe there is a way to unpack scenarios however, so When I have some time here shortly I'll be able to look into it.
Regarding the vehicles having engines off and being non-targetable: I'll look into this, in the case of artillery it is intentional as they were prevented from moving specifically for the use of the guided bombs.
The AA is an optional task and was designed to be completed out of order, as it will never be assigned automatically.
The artillery mission trigger verifies that the vehicles are destroyed, and it didn't make sense at the time to delay the spawn of artillery/make them invulnerable prior to the airbase objective.
The airbase itself is quite wonky and due to it requiring an "all dead" trigger, the AI's movement is locked. If I end up revisiting the mission, the whole airbase will more than likely get rebuilt.
(1/2)
Get in, blow up targets.
+You have large stock of missiles and boms
+Simple, get in, blow up, land
-A bit outddated, most of enemy vehicles have engines off, Cant use Macers against them
-Triggers are wonky. I've decided to complete tasks out of order (AA, arty, base). Only after base did enemy jet spawn and I was assigned already completed task (arty). Didnt stop from completing the scenario though, i just had to land
7/10
1) That it could benefit from some more ground targets (Patrolling Convoys / MBTs / Infantry)
2) Potential reformat of the base allowing for more jets to be set up in spawn to use and may allow for the intercept portion to be taken care of by the individual player to also have a CAP situation (other than just high tailing South).
Example being: Black Wasp or Gryphons would allow for light CAS and CAP capability, but also allows for more opportunities to RTB for re-arming as they carry less CAS ordnance.
3.5/5 Solid, casual warm up mission or beginners mission for CAS Pilots using the Wipeout.
Many ground vehicles, but as a recommendation I would add more to allow for more practice with the ordnance provided.
Also the "intercept" portion did not occur for me, even though I diverted to the SAMs, I never had an interaction with any hostile fixed wings or rotaries. Unsure if they don't chase you or despawn once you make it there or get there too quickly, or died somehow other than by SAMs and myself. (Or possibly bugged)