The "tremendous micro" HOI3, what was it? I recall I'd have liked it if I could just have marked my typical breakthrough & encirclement divisions as "auto support by this CAS/TAC doom stack" and have them and their reserves moved forward to suitable airfields automatically, but instead I was manually ordering attacks and/or designating too many areas. I don't feel anything would be gained by making the zones smaller, except even more micro? Or when you are countering the most recent most contested area in the air war over Europe. It appears already a bit too mechanical when it is purely about doing the logical thing and having planes continue to support the front line that moved forward or back. Shuffling air units around appears annoying enough as-is, even with the big zones. This would provide a balance between macro and micro to make air war interesting and not just an attrition simulation. But they could form an air zone mapmode with air regions of much smaller sizes (say 4-5 provinces per region - similar to one of the mapmodes in HOI3) and allow you to group air units into air wings. Solution: Clearly the designers don't want air units to be able to focus on single provinces - that is fair, that could create tremendous micro seen in HOI3. ![]() You can't load up air pressure on a select few provinces to make the difference, to crack a panzer breakthrough, or strike an infrastructure zone smaller than eastern France.Īm i missing something with the air mechanics here? There is very little strategy needed to use your air units in HOI4. The air theatres are absolutely massive - France is divided into roughly two air theatres - and apart from a little balancing of numbers between different theatres, the air war is essentially on full autopiliot while you press on with th land war below. However, the player control of the air war looks woefully unsatisfying. It looks so pretty when you get to choose and design your own air wings, and it is very easy to keep track of overall air war attrition and corrispondingly cater for this with your production - great macro design. ![]() There has been a shift from the large micromanagement of air combat in HOI3 to a basically full macro focus in HOI4. We've seen the full mechanics that will be relesased at launch, so i might as well get this in early and start the discussion. After watching all of the World War Wednesday VODS it is obvious that air combat looks incredibly boring.
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