After just finishing the last NATO Mission I encountered several problems.
1) I lost several ships because the air defenses haven't worked. An incoming swarm of - for example - P-1000 Vulcan. Reaction of the Northern Landing Force? It started three ESSM after the P-1000 were ~10% in the maximum range of the ESSM.
After reaching RAM-Range, the WASP started two RAMs.
Of course I lost three ships. Not only they used too less rockets, most of these rockets missed their target (this might be realistic, I don't know), the RAM also had nearly no time to intercept and CIWS wasn't used at all - radar systems were online.
2) When I tried to act manually, I ran into some problems:
- I only have one mouse at my screen. I can't order Aster for far away missiles, RAM for middle ones and CIWS/Minigun on near targets at one time.
- Every weapon was slowy fired one by one. If I gave my three ships the order to use their CIWS I expect all three CIWS act at the same time at different targets.
- It's not possible to zoom this near in to select each missile out of a bulk. A pause-function with the possibility to give orders and/or an order list (attack this till destroyed, attack this three times, attack this two times, attack this till destroyed...) would really help out.
3) However, I'm not this far into this topic, but in my mind this is not realistic. When enemy missiles enter the zone the ships should automatically fire rockets - maybe one or two for each incoming missile. They should use the right defense system. In my games they started SM-2 or ESSM (my long-range capabilities) while the enemy is clearly in range of middle range rockets like Aster-15 or RAM.
What happens in the game is:
- crazy amount of rockets is started - either extremely too high in number or extremely too low
- wrong weapon is used - if I click the Sea Sparrow my ships should not start and waste SM-2 just because it's a rocket, too. And yes, I'm sure I clicked the right weapon system.
4) Short/middle range rockets like RAM but also Sea Sparrow and some CIWS-Systems have big problems: They start, they turn and BAM, the ship is down - no time for interception. I'm, as said, not a specialist on this topic, but I'm pretty sure in reality the weapons are able to be started and send to the incoming missiles and actually have time to intercept.
CIWS is a bit more extreme. Due to the short range (1-2nm) and the impossibility to use less than 1:1 time factor it's a hard thing to control the CIWS.
=> Most points weren't a big problem if the AI would act in a logical way. But as long as I'm forced to control every system seperately and by myself they count.
Funny side note, even it was already mentioned:
The - far - best anti-aircraft/missile weapon on ships are cannons like the BOFORS. They have enough range to make it possible to use them manually (because the AI prefers wasting rockets that have no time to intercet - see 4) ), they have a shot:kill ratio of about 1,2:1 and they act immediately, so no stupid "start the rocket in the wrong direction, return the rocket slowly, try to intercept the incoming rocket and maybe there's timeleft to actually fight against the incoming missile - not this would mean to kill it".
Don't get me wrong, I really like this game. But I'm pretty sure I would have stopped playing it without the Cannons to give me the possibility to actually destroy incoming missiles. And it would really reduce all these frustration moments if weapons are used automatically by AI in the right moment, in a not crazy extreme amount (at both sides) and/or an manually order list and a pause/very slow time function.