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SKY KNIGHTS

Countermeasures are also available and are used to deflect heat-seeking missiles, but are impotent against radar-guided ones or machine gun fire. For now, a number of weapons available is pretty small but we do hope to see improvements in the future.

Introduction

For now, content-wise, this game is limited. Because of the presence of just one map, only three plane classes and lack of weapons and upgrades, it gives the impression of feeling underwhelming. The general structure of the upgrade system, progression system, leaderboards, and achievements is there, and overall there is just barely enough content even for an alpha game, but further updates will hopefully get this aspect better. The balancing of weapons as far as statistics such as damage, range, quantity, etc.

Honestly, this is the main problem of balance in this game: In Sky Knights the situation is different. Many upgrades available during a match will have to first be unlocked with levels by playing several other matches beforehand, and so experienced players end up being superior to the new low-level players due to all those upgrades they have unlocked with experience. In the future, I really hope this is resolved because it is one of the major issues encountered with this game.

The game system is simple to learn, it will take some time to fully understand how maneuvers work and get used to stamina and fuel management mechanics, but overall the challenge will be derived from player skill and not from the complexity of the game system which is rather easy to learn at the moment. Graphically, you can deduct just with a glimpse that Sky Knights is not exactly top-notch modern graphics, which is not always a bad thing, considering this is a low-budget indie early access game there is a lot of room for improvement in the future, and looks are not everything in a game, but it certainly does it part.

Saying this, the graphics are rather simple. Artistic pictures such as character portraits, plane portraits, backgrounds and the UI are good.

The actual 3D models and game environment are on par with sufficient standards but just barely. With the standards of , this is not really sufficient even considering its low budget. Hopefully, we will see resources invested to address this more in the future, as for now all aspects from the models, to the effects, to particles, and so on are just sufficient and barebones.


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The sound effects are nothing spectacular. They could have used some more soundtracks and some chatter when situations like enemies are being destroyed, the bases being hit, vehciles smashed and so on. The weapons and combat sounds are decent, but could have used some better quality especially on gun sounds.

This a very low-impact game, it could run on any current machine, and probably old ones too unless prehistoric or very low spec. The bot AI is very primitive and the bots totally cannot stand up against human players, this combined with a low player base results in the team having more players almost always winning because they can just feed upon AIs and get all the upgrades in the blink of an eye.

The UI is decent and the upgrade menu during matches could be improved with categories relative to which upgrade belongs to which plane. Right now all upgrades are slammed into a window which becomes a kind of a clusterfuck later on when more and more upgrades get unlocked. Apart from this, nothing else can be said about game quality right now. Remember Me Lost your password? Register Forgotten Password Cancel. Sky Knights is an atypical and fresh MOBA-style pvp focused game with a good combat system and fast-paced battles.

However, balancing problems and a lack of content prevent it from becoming a great title, for now at least. Hampus Bankler Release date: Content For now, content-wise, this game is limited.

PREVIEW: Sky Knights

Balancing The balancing of weapons as far as statistics such as damage, range, quantity, etc. Challenge The game system is simple to learn, it will take some time to fully understand how maneuvers work and get used to stamina and fuel management mechanics, but overall the challenge will be derived from player skill and not from the complexity of the game system which is rather easy to learn at the moment.

A few more minutes later and your last base is surrounded by ground vehicles and the match is over. You look at the scores and see that despite your team's high KD the match was lost because no one bombed the enemy base. This is why a dedicated bomber wins matches.

The Pros and Cons First lets get into the advantages and disadvantages of flying a bomber. I don't see any practical difference between the A and the SU in either turning, speed, or firepower so they should play exactly the same. To make up for this they have hull base compared to F: So our strengths would be the strong main cannon, extra hull, and ATG missiles so we should press that advantage as much as possible Playing the Objective As a bomber, your only purpose is to destroy the objectives. But in order to do real damage to the objective you must get rid of enemy AA. Use the early game when Fs and FBs are not fully upgraded to take them out.

The best way to take them out is with ATG missles. They will require 2 missles or 1 and a strafing run with your main cannon. The first AA is the easiest and can be taken out across the map.

Official Sky Knights Wiki

The three around the final base are the toughest and should be taken out at all costs don't be afraid to die if you can take out an AA. Late game those three AAs will still wipe planes who stray too close. Even with your extra hull, the AAs will make short work of a bomber so the extra armor upgrade from the store should always be your first pick.

After the AAs are destroyed you can finally start attacking the objectives The Bases There are two ways to do that: Attack the bases with bombs and missles. Let the ground forces do it for you. You don't have to destroy the bases yourself if you can get ground forces to reach them.

Official Sky Knights Wiki

They don't do as much damage but they can keep constant pressure and require an enemy to actively stop them. Their spawn rate is affected by morale so the better your morale, the more ground forces will be on the ground.

They also tend to do their damage unnoticed if the enemy is not actively checking. Bombs are your most reliable form of damage vs bases and should be upgraded to lb Bombs then Bomber Loadout if you don't have lb bombs you should get Bomber Loadout then High Explosive Bullets.

You should always slow down slightly before you drop bombs and start spam clicking the bomb button when you are over the base. If you went slow enough then you should have dropped all of the bombs in one pass. ATG missles are also practical vs bases and can be fired from long range.

Please help I can't stop playing this (SKY KNIGHTS Gameplay)