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SPidyy

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About SPidyy

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  1. Maybe not increase the range, but kind of allow a waiting zone near the stations, like if we can refuel 5 meters away from the station, the other vehicule wait their turn 15 meters away.
  2. Hello, Just a whinning post to express my frustration playing with Carrier Command's AI. I'm having a hell of a time in the campaign because of the execution time of the units. By execution time, I'm not speaking of a latency between the command and the beginning of the execution of my units, I'm speaking about the pathfinding, with is just awfull. :( - The manta don't know how to optimize their altitude. Either they fly too low or they don't get around the building to reach their current target. Meaning they need 5 minutes to find the right angle to shoot the target and 3 seconds to destroy it. - The walrus are like "cowards", in the mean they take extra precausion to not have accidents... It's good in a way, but not when they need to get out of a fight extra quickly, or when they need to closely follow me through the "assist" command. They also often get stuck between the gates of bases because they are doing a horrible half turn... Or sometimes just goes backward and foreward without reason. - The walrus don't know the "use" button. If I tell them to ressuply/repair/refuel to a station, they get to it and then wait... Doing nothing. I have to access them, clique the "use" button and resume the program myself. :( - Each vehicle move independently, thus they collide between each other or hinder each other's route. Would be good to see them moving as a unit when receiving a common command, so they move in formation or something like that. I'm playing on Steam version, the game is great but I'm loosing all the fun I was expecting because of the AI. You did a good job on Operation Flashpoint's IA, but this one need a serious revamp. Please patch it! Spidyy
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