View Full Version : About the Super-DeckGun
I think it would be more realistic if it was a "prototype" model of a rapid-firing four-inch deckgun. 1,000 per clip is unrealistic, but I think it could work better with the firing rate of a flak gun. About 40-60 shells a minute.
Anyone have any ideas how to accomplish this? :p
Mush Martin
04-09-07, 09:53 PM
You need mini tweak and once you get it what you need for this
function can be found in GunsSubsim rul
magazine capacity determines if it fires once twice thrice etc
prior to a reload, in one of my sh3 subs (see siggy) I use
a mag capacity of two to simulate the salvo of a twin turret.
I Tried out the fully automatic deckgun about two
months ago and regected it and nuke torps for my none realistic
Frankenboot as they made the player feel invulnerable
and one of the great things about a game is trying to keep
alive with your heart in your throat. Im all for cheating a bit
at naval warfare I was born English after all, but I cant
stress enough how much feel matters in a game or mod.
Its got to add something emotionally to the player and
the gun is a fine weapon I had a lot of fun kicking a few
tankers around trying it out. but the limiting factor in
that is that the gun itself doesnt achieve a balance
in the mod or game it skews it. its only any
good if you give the enemy a fair shot at killing you.
Im all for cheating a bit at naval warfare I was born English after all.
I want to offended but I think I agree wholeheartedly :rotfl:
I don't really have the time for modding.
If someone can make a prototype that is plausible (something that has a magazine capacity of 20 shells, probably, with a firing rate of 50 shells per minute), I'd appreciate it.
yo, whats this (http://www.subsim.com/radioroom/search.php?searchid=124673)?
:lol:
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