Ok I think that easy ain't easy at all in some campaigns I can't get past the 3rd or 6th mission. And I saw other posts about this same thing.
Here is my Ideas.
Easy, Normal, Hard and Difficult (Hard is the current Easy)
Easy, Normal and Difficult (Normal is the current Easy)
Campaigns need cheats (Such as - Infinite ammo, Infinite Armor, Infinite Fuel and battery)
Future Suggestions
Post a replyEasy Just Aint Easy What Do You Think?
6 posts
ATM, the code that is in SP is also code that will become MP, so they don't want cheats right now
I'd say that the level of difficulty should affect accuracy of friend and foe, armor, ammo, etc. So an easier level should give you a better channce of actually getting your AI to hit a distant target
Yeah I noticed that to I play on easy and 9 out of 10 times our AI friendly craft (Subs or boats) get wiped out. notify:
Hey it's a tie so far but it seams to me that almost every one is thinking like me edit the difficulty system the game uses.
Hey it's a tie so far but it seams to me that almost every one is thinking like me edit the difficulty system the game uses.
In addition to casting my vote(easy, hard, difficult), I would like to add that I would rather not have any cheats.
I agree in part with odog.
I believe that the level of difficulty shoud affect resources (ammo, fuel, air, etc..), as well as amount of damage (increase damage dealt, reduce damage taken.)
I don't think you should mess with the accuracy. Mathmatics is mathmatics, and I think it would serve the gamers better if on an easy level, they calculated a firing solution, they would know the same principals work on harder levels,... its just that the target is harder to kill (ie, more HP's, smarter AI).
To suppport SovreignII, I found that I had a tough time in a few of the USN sub campaign missions.(as many can attest from my previous posts). After completing the USN sub campaign, I tried surface and found that it seemed easier. Particulary the ones where you use the MTB's. I literally didn't have to do anything on one of those missions, as I took a quick survey with the binocs, and then checked the B-TAC, the other friendly MTB's were already dispatching the enemy.
Now that is an EASY mission.
I have full confidence in EAST and those at Tesseraction Games, that they will continue to improve ERT in the future, just as they have in the past.
Good Hunting
enigma!:
I agree in part with odog.
I believe that the level of difficulty shoud affect resources (ammo, fuel, air, etc..), as well as amount of damage (increase damage dealt, reduce damage taken.)
I don't think you should mess with the accuracy. Mathmatics is mathmatics, and I think it would serve the gamers better if on an easy level, they calculated a firing solution, they would know the same principals work on harder levels,... its just that the target is harder to kill (ie, more HP's, smarter AI).
To suppport SovreignII, I found that I had a tough time in a few of the USN sub campaign missions.(as many can attest from my previous posts). After completing the USN sub campaign, I tried surface and found that it seemed easier. Particulary the ones where you use the MTB's. I literally didn't have to do anything on one of those missions, as I took a quick survey with the binocs, and then checked the B-TAC, the other friendly MTB's were already dispatching the enemy.
Now that is an EASY mission.
I have full confidence in EAST and those at Tesseraction Games, that they will continue to improve ERT in the future, just as they have in the past.
Good Hunting
enigma!:
addendum to above;
I do agree with odog in that your friendly AI should be able to plot more accurate firing solutions, and the enemy AI's less accurate, depending on level of difficulty.
hehe:
I do agree with odog in that your friendly AI should be able to plot more accurate firing solutions, and the enemy AI's less accurate, depending on level of difficulty.
hehe:
Yeah, that's what I'm talking about. The enemy AI will hit me with round after round (regardless of the number of enemy ships and my manouvering efforts), while I sit there and watch spray being raised around the target ship, or even worse shooting the wave in front of the gun.addendum to above;
I do agree with odog in that your friendly AI should be able to plot more accurate firing solutions, and the enemy AI's less accurate, depending on level of difficulty.
hehe:
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