I've felt that the massive ammo capacity had no purpose. Imagine: You've finished your assigned task, mission accomplished. Having spent your full armament, you may only have a few good bursts left in your cannon, and some c&f. But suddenly, signatures on radar. A moment later IFF identifies them as bogeys. You take evasive maneuvers, your chaff narrowly saving your life from the Russian AMRAAMski that was homing on you, but one of your friends weren't so lucky. Screaming that he was out of chaff, he pulled his hardest, but he was early. The missile connected, and his aircraft was scattered across the skies.
Gameplay has emphasized that missiles are deadly. They kill your enemies quickly, but they do the same to your friends, and you. Thus, by showing the consequence of being hit, suspense is created.
By reflex, you turn into a high yo-yo, afterburners on full, and shortly after, put an effective burst into one of the bogeys. But now the HUD is telling you that you're empty. You pull away, trying to out as much distance between you and your enemy by diving low. Afterburners still roaring, you suddenly hear a dreadful voice. The last voice you ever wanted to hear right now; "BINGO! BINGO!" Having not paid attention to your fuel levels, the last fight put you in jeopardy of getting home. You were never supposed to be out here this long. AWACS advises that support is on its way, but you are still to RTB. You've almost become deaf to the sound of the lock on you, but suddenly, it screams up as another series of AMRAAMs are launched. Dropping your last chaff in a hard pull, the missile barely graces your engines. The thrust ceases. Every single light on the dashboard has lit up. A big yellow "MASTER FAILURE" on and the screen below, completely lit, tells you that it's over. You instinctively grab the handle between your legs with both hands, and pull. Briefly, it all goes black. The sound of the seal of the cockpit being broken, the seat launching.
We could easily get away with normal load-outs. They let us resupply anyway, so this way they won't have to needlessly bloat the maps with enemies just to sponge out your 150 missiles to make you feel cornered.
Ace Combat 3's gameplay is lacklustre. The mission design is uninspired and the planes feel terrible to control. The narrative (and as always the presentation) is the only thing the game has going for it.
Noah Gomez
and then you run out of ammo and die if you had a realistic amount of ammo but the same amount of targets you have in an ace combat game you'd just have to do a gazillion RTBs every mission and that's no fun
think of ace combat as Ridge Racer but with planes and all the design decisions start making a lot of more sense and you realize Nagase is literally the equivalent of fuck ing Sans Undertale oh god oh fuck
Nigga, HAWX came long after AC 6, it's an AC clone. It was fun (haven't played 2), but I don't know why it flops, maybe because the real world setting or poor marketing or something, or different sales expectation, it being western game from big publisher.
Anthony Taylor
>Make fights harder, with fewer enemies. Fighting a bajillion targets at once is like half the point of ace combat you fool
Asher Edwards
Considering that the only mission that is actually hard in AC7 is mission 9, and only due to having cruise missiles that do above 50% damage. I haven't checked with the wyvern and defense parts though. The parts make the game such a joke. Why were they even out in?
And how come nobody has mentioned VR or that only the Thrustmaster HOTAS made for the Xbone works with the game? What the hell is up with that? Hopefully, some modders will fix this lazily made port.
Nathan Parker
>aaah why different opinion exist
3 is my favorite, and I put 7 in a close second. But if we're taking gameplay into account, then 3 really lose a ton of points and 7 becomes the best AC in my opinion.