View Full Version : Fireproof Superhuman Merchants
kylania
03-04-10, 12:39 PM
These guys have been on fire for 9 hours. Two GIANT holes below the water line. Dead in the water. Yet somehow it won't sink. And look, dudes are just walking into the fire like it's not even there...
Can fire kill a ship? I've lit up three merchants like this, entire decks on fire and they never ever sink. It's a bit demoralizing.
http://img521.imageshack.us/img521/177/sh5img20100304123451.jpg
from my observations 'Cough' fire does nothing to the healthbars, i have them on for some reason, you just have to shoot until the health depletes and it goes boom.
kylania
03-04-10, 01:22 PM
So there's no damage over time from fires spreading or flooding from gaping holes below the water line? :cry:
Yeah it is frustrating. You either sink it or it isn't going to sink.
Will-Rommel
03-04-10, 01:38 PM
Yeah bad design. We need natural sinking mechanics. :x
Wans't this (fire not causing damage) the case with (stock) SHIII as well?
Iron Budokan
03-04-10, 01:40 PM
It's an arcade game, guys. No need for sinking mechanics with an arcade game. That's why the devs included "health bars" so you'd know you have to keep plugging away until all the hitpoints are gone.
It's total arcade. Else, why include health bars at all?
Sailor Steve
03-04-10, 01:43 PM
Wans't this (fire not causing damage) the case with (stock) SHIII as well?
Yes it was, and no mod could ever fix it.
In real life there were ships that burned for days, and then the fire went out by itself.
But those were rare cases, and I can tell you from first-hand experience that a fire on board is a sailor's worst nightmare. Fire can indeed eat through the toughest steel, and many ships during the war were abandoned because once the fire is out of control it's almost a foregone conclusion that the ship will sink. Of course the problem of having nowhere to go that isn't burning also plays a part.:dead:
Same goes for merchants keeping up with the convoy... AGAIN.
Last night, I hit a convoy and 3 merchants were burning with two having 2 holes and one bigger 3 holes on it's hull, yet they still kept with the convoy (the largest had it's foredeck almost submerged :doh:).
kylania
03-04-10, 02:52 PM
Same goes for merchants keeping up with the convoy... AGAIN.
Last night, I hit a convoy and 3 merchants were burning with two having 2 holes and one bigger 3 holes on it's hull, yet they still kept with the convoy (the largest had it's foredeck almost submerged :doh:).
Had that happen last nite as well. Today's patrol I lost out on three ships since they'd catch fire, have huge holes and would otherwise be in the finest of health (I have bars turned off so no idea how much damage they thought they took).
It's really discouraging having like 12 torpedoes and only getting 2 kills per patrol, when those I had to use the deck gun to finish off.
AVGWarhawk
03-04-10, 02:58 PM
As Sailor Steve points out...secondary damage by fire has never existed in SH3/4 and now 5. Bummer.....
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