Multiplayer/Single Player
Multiplayer
Flanker 1.5 was also heavily praised for its multiplayer stability. Flanker 2.0 does not letdown. It is very stable either online or on LAN. Getting over ten players online is not uncommon. Players can fly either versus each other or Cooperatively. However, the introduction of multiplayer code seemed to break some aspects of the game. Missile shots become more of a joke. Both enemy and friendly missile begin going astray, and even Surface to Air Missiles (SAMs) begin acting funny. Even though it's an obvious bug, for me this is perfect because I really love a guns only fight. Regardless, this issue is something that SSI is committed to fixing in coming patches.
![Flanker 2.0 Review [ Eject! @ 800 x 600 ] > View Full-Size in another window.](images/17-s.jpg) Eject!
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![Flanker 2.0 Review [ Trouble in this Sue @ 800 x 600 ] > View Full-Size in another window.](images/18-s.jpg) Trouble in this Sue
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Campaign Structure
Campaigns in Flanker 2.0 are not dynamic like those in Falcon 4.0. The Campaign is similar to those in Flanker 1.5. More scripted than dynamic as each mission is pieced together in a campaign. Nothing moves between missions and land and sea based equipment do not move even during the missions. Of course, many could argue that those exact reasons are why Falcon 4.0 is so CPU and memory dependant.
![Flanker 2.0 Review [ Pilots got bad gas @ 800 x 600 ] > View Full-Size in another window.](images/19-s.jpg) Pilots got bad gas
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![Flanker 2.0 Review [ Gorgeous Tu-160 Blackjack @ 800 x 600 ] > View Full-Size in another window.](images/20-s.jpg) Gorgeous Tu-160 Blackjack
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Cockpit
The cockpit in Flanker 2.0 is not clickable. I knew it was not going to be but it is still frustrating! This forces you to make all your controls done via the keyboard. Using a Thrustmaster F22 PRO and TQS is a waste if you're not able to maneuver that mouse all over the cockpit and do functions without going HOTAS (Hands on Throttle and stick). Ever since Falcon 4.0, the thought of a non-interactive cockpit has been hard to accept. At least partial cockpit interaction has become a necessity.