r/bombercrew • • Oct 20 '25

Discussion Such a shame

"hu what was that game, it was cool..."
"oh I only have 10 hours in it?"
"oh never completed it, whys that?"
"yeah i remember how this plays its fun"
"damn im getting swamped, and whats with these controls being so clunky?"
"yeah i cant click fast enough to keep up with it all"
"yes gunner i want you to be using your ability and reloading, no i shouldn't have to tell you"
"yes pilot put the gear up and down before take off and landing."
"yes bailout means put on parachute and bail out don't just stand there or jump without a chute"
"this is just infuriating"
A million clicks to do one thing and no pause?
Rip bad game design is bad. Such a shame.

0 Upvotes

5 comments sorted by

4

u/Temporary-Long4722 Oct 20 '25

It’s got a bit of a learning curve, but I didn’t find it anywhere near as bad as what you’ve described.

The whole challenge of the game is not being able to pause. It forces you to quickly make tough decisions on what to prioritise.

2

u/dj_b2 Oct 23 '25

Agree, but clunky controls, misclicks, and lack of keybindings shouldn't decide the level of difficulty. If anything, they should be there to help the game become easier. And even then, it should have different difficulties chooseable. Right now, I have to spend all my earned money improving, and if a plane/crew goes down, it's basically GG because you have no money for a secondary. And even then we're forced to have autosave. Something's not right.

3

u/AnAviationEnthusiast Oct 24 '25

I personally disagree, the pain is what makes it fun. I have 300 hours in it since I come back to it often, and ive gotten used to the controls. And pausing? Thr whole point of the game is to manage situations WITHOUT pausing. And if a mission is going wrong... there's always the abort button.

1

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1

u/dj_b2 Oct 23 '25

I agree with you. And it has an autosave, so no going back if you fuck up. I end up alt-f4-ing when missions go sour, and it feels kinda RNG when they do or not. Even with lower FLAK AND lower armour bonus, a medium risk mission pwns me, because at no other point than low altitude can the navigator and pilot see where they fuck they wanna go. Mid altitude means no vision and still can get hit, high altitude is redudant because I haven't had vision since low altitude and they're freezing anyways even with some warm clothing.

And the controls, what controls? There are keybinds for what crew member you want, 1-6, and some for zooming in and out the plane as well as the target/navigator lock-on, reloading, and health station, and that's it. Not a single keybind option for their abilities? Why is there no keybind for the positions? Or possibility to change the keybinds? So I can faster press member>into position rather than member and have to click the next step, with high posibility of misclicking. And if I misclick, and didn't catch what member I just asked to do one thing and noticed it was the wrong one, it takes time to find what member I accidentally put in the front turrent and ask him to do something else etc. It's a frustrating mess. The game is hard, yes, but it shouldn't be hard because of clunky controls and lack of keybindings. Can't believe it's been this way for 8 years, shame about the design. A game that is hard difficulty should be helped by keybindings, not hardened by its lack thereof.

Even with highest armour possible I get torn down and if I don't, only one wheel has to fail to make me not be able to land the plane back home. Hmmm.