Warhammer 40,000: Dakka Squadron - Flyboyz Edition Review (Tribarrel)
Games are meant to be fun.
Dakka Squadron is not.
In the lore, nearly all Flyboyz are offshoots of the Kult of Speed-the Ork celebration of goin' fast.
That's basically non-viable in this game.
Basically every target you'll go after requires you to slow down, and generally eat a faceful of bullets, to actually hit. On top of that, every arena is tiny, even the ones that really shouldn't be, like the Mechanicus fortress built into a cliff.
The worst offender is the upper atmosphere of a gas giant, which is barely four times the size of the starting level; rather than enjoying extreme speed and blastin' gits, you'll be ineffectually throwing away ammo at 90% of the things you're fighting. Ramming is unironically better than most of your guns, which is probably why the autorepair is so slow.
I could, kind of, understand an 40k Imperial game being unfun and tedious; that's the Imperium for you.
Ork games, on the other hand, have no excuse.
Or, as the Orkz would say-
Dis 'un's zoggin' naff. Don' waste yer time or yer teef.