"A polished and impressive performance undermined by a few irritating blemishes!" B+
To all the guys at Matrix & 2By3, congratulations, who do I send my resume to for a job?
OK, onto the nitty gritty, a few points & thoughts I'd like to share and hopefully get some feedback on.
1) The AI cheats
No doubt about this one in my mind and something that on occassion has spoiled my enjoyment of non-PBeM games. for example (playing Allied), US TF locates IJN carriers and launches strikes first in good weather. Two Dauntless formations numbering 30+ dive bombers with escorts fail to score a single hit against 3 IJN flat-tops with 'average' CAP. Although they did stick a bomb into a DD???)
IJN counterstrike of 30 mixed Vals and Kates with a half dozen Zero escorts break through a Wildcat CAP of 25 and inflict a total of 8 torpedo hits on the two US carriers in a single strike. Then, to rub salt into the wounds, 9 Nells from Rabaul fly unescorted through 23 Wildcats and sink the Lady Lex!
Bah!
2) Subs need to have the 'intelligence' to shadow a TF once it has been located or attacked. Case in point, if a sub locates a transport convoy then it would basically attack and/or shadow that convoy unless forced to withdraw by the convoys escorts.
I would suggest that once a sub has engaged or located an enemy TF then a 'Shadow' option should be made available so that a TF is not subsequently 'lost'.
3) Sinking Ships - It often seems to be the case that repeated airstrikes during a 'day' seem to find and bomb the same ship over and over again. With 'Fog of War' turned off, I have seen a single ship take 8 bomb hits in one airstrike and yet still be afloat later in the day when another attack arrives. Does the AI check for a ship sinking at the end of each attack? e.g. HMS Hood (BB) sank in a little over 2 minutes after being critically hit by the Bismark.
4) Cargo modifying ship damage.
In some cases I've witnessed APs take bomb hit after bomb hit and stay afloat just long enough to unload their cargo. If a loaded troop transport is struck, particularly if a 'critical hit' is determined then the damage should be massive and catestrophic. Secondary explosions from fuel and ammunition usually meant that a single hit was enough to sink the unfortunate transport 'in the wrong place at the wrong time'.
5) The 'why did you attack *that* scenario'
Many people have already mentioned the bizarre target selection that sometimes seems to go on. It's been well documented so I wont add to the debate other than to say... Argggghhh!
6) Weather
At the start of each turn a wee dialog box tells you that its 'clear' or 'cloudy' or 'thunderstorms'. Where? The South Pacific is a BIG place. It would be really nice to have a weather map of some description unless the suggestion is that the entire South Pacific is only affected by one giant weather system a day that blankets the entire region.
7) Radar - ok, maybe I blinked and missed it, but didnt the Allies makes extensive use of Radar during the Pacific campaign? With CAp being vectored onto incoming IJN airstrikes this should give a significant advantage in response times, initiative and intercept opportunities... may be it does.... enlightment please
8) Sometimes the AI on the friendly side is just too plain stupid. Yes the game relies on the human player to make overall command decisions for each day and then the local commanders respond accordingly, but IMHO the AI needs to be sharpened up to take into account that this was war and targets were prioritised. There should never be a case when airstrikes pass up the chance to strike at enemy flat-tops in favour of going after a minesweeper or a patrol boat.
Well, enough of my rantings. I'm sure UV is just going to keep on getting better and better and that it wont be too much longer before it joins Harpoon in the exalted ranks of the naval strategy gaming elite.
Thanks guys
Paul S.
Flat Top Junkie







