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View Full Version : It's NYGM TW 2.0 too much arcade game?


Einsman
10-20-06, 04:11 AM
Hello!

After proved the mod Grey Wolves, I have installed the NYGM TW 2.2 and if I compare it with the Grey, this one is in my opinion a little more arcade. Or am I wrong?

Because with the mod Grey Wolves me was more difficult of sinking ships and with the NYGM I am in the year 1939 and already I have sunk in one patrol 5 large cargo.

Pardon for my english.

pontius
10-20-06, 05:21 AM
:gulp:

Safe-Keeper
10-20-06, 06:43 AM
NYGM is supposed to be far more realistic than Grey Wolves. You'll see.

Uber Gruber
10-20-06, 07:35 AM
I think you'll answer your own question after playing it some more. Are you using manual targeting by any chance ? And do you play at 100% Realism ? If the answer to any of these questions is "no" then your question is a mute point.

Cheers, Hans

messenger42
10-20-06, 08:58 AM
you haven't play yet.....you'll see

kylania
10-20-06, 09:42 AM
Wait till you have 8 air attacks in a single grid :)

SubConscious
10-20-06, 10:07 AM
... or nine destroyers on your sonar - roving about in packs of three. :huh:

There's nothing "arcade" about NYGM 2.2 in my opinion. Life in the game can be brutal and short.

CCIP
10-20-06, 11:38 AM
Yes, I would agree that NYGM is quite a bit more vicious than GW right now, and probably will remain so. I take a lot of satisfaction from that, personally (the viciousness I mean - GW is still great!).

Einsman
10-20-06, 11:51 AM
Ok.

I will continue playing with NYGM and I'll see .... :p

Ducimus
10-20-06, 04:51 PM
NYGM, arcade? Is this a joke? I admit, im not exactly a fan of NYGM, but i have taken a close look at their work and i feel safe to say that they've gone through great lengths to bend the player over backwards :lol:

Coda
10-20-06, 05:16 PM
NYGM, arcade? Is this a joke? I admit, im not exactly a fan of NYGM, but i have taken a close look at their work and i feel safe to say that they've gone through great lengths to bend the player over backwards :lol:


It's a broken boat mod. Find a historical document that says somehing worked different, change something in a cfg/sim/zon/dat to break the boat so it doesn't work as well in the name of historical accuracy and wallha nygm

Ducimus
10-20-06, 05:36 PM
Well, not all mods are for everyone, thats why theres a few options as to what sort of game you want to play. If you really want to go retro in your game, theres always Harbor Traffic 1.47 or Unified Campaign Vanilla (vanilla meaning for vanilla SH3). Personnaly i use a highly modified version of UC vanilla. Depending on how the damage mod works out in GWX, i may or may not repackage it and a bunch of other changes as a compilation.

Main reason i stay out of the GW/NYGM games is simply because i dont like feel like hanging around forever and a day waiting for a ship to sink. Although im also not a fan of 1 hit wonder torpedo's. I solved that delimna for myself by switching to manual targeting. I use about the same ordinance that i would with the GW/NYGm damage mods, but in much less time, and i like the almight boom with lots of secondary explosions. :lol:

Coda
10-20-06, 06:49 PM
Same thing I do. I finally made myself my own compilation of stuff that didn't take anything to the extreme. Watching a ship bob up and down for 24hrs is not my version of immersion either. 1 hit torpedoes bug me too, so I set all critical chance to zero. My "damage mod " is harder than stock, takes more than a couple hits, but if I kill something it's dead.

I started with IUB and built from there.

To me GW and NYGM are almost he exact same thing except nygm broke the boat more and TGW had more music.

custom is the way to go.

Ducimus
10-20-06, 06:54 PM
so I set all critical chance to zero.

Ive thought about doing that, so i can be lazy and not feel guilty about using the autoTDC, how is this working out for you? Can you still , in autoTDC mode, target a section and make the ship go boom with one torpedo?

Coda
10-20-06, 07:10 PM
so I set all critical chance to zero.
Ive thought about doing that, so i can be lazy and not feel guilty about using the autoTDC, how is this working out for you? Can you still , in autoTDC mode, target a section and make the ship go boom with one torpedo?

It depends. I don't autoTDC. I still get 1 hitters occasionally because of cargo/ammo, something I'm still tweaking around with. But it has almost killed all of the 1 hit wonders.

Now that you mention this i'm going to go test. Using stock, I'll set all crit chance to zero and see.

Ducimus
10-20-06, 07:57 PM
I experimented with it some, but didnt have any positive results.

Here's an idea though. Take all your torpedo warheads, make them like 25-30 damage. In concept, its the exact opposite approach to the damage mod used in GW/NYGM. They boost the Hull hitpoints to astronomical porportions making it imossible for the ship to run out of hitpoints, thereby forcing it to sink by flooding.

Ive experimented with the exact opposite. I dont remember my results offhand, but i think a 20-25 or 25-30 daamge variance with a forced 7/7 area affect would result in two torpedos under the keel, a garunteed sink. Two contact hits never resulted in a sinking, and 1 hit, contact or magnetic against a small merchant or tramp would result in a sinking every tiime.

Sailor Steve
10-21-06, 11:37 AM
...wallha...
The word is French, and it's "voila".

And I disagree with your summation on NYGM. They've tried hard to make the experience more realistic, not just more difficult. For instance, depth charges are much less deadly in the mod, reflecting the concept of being DCed for hours and escaping.

Ducimus
10-21-06, 02:08 PM
, depth charges are much less deadly in the mod, reflecting the concept of being DCed for hours and escaping.


Theres one thing that bugs me with SH3 in this regard, and because of it, i feel its impossible to make an accurate "depth charge experience". That being that, i have yet to find a way, or hear of a way to make depth charges foreably detonate by a designated depth. Some Depth charges coudlnt go as deep as the uboats could. So while the uboat in question had great difficulty breaking contact, (late war, often it being a case of the DD/DE getting impatient and leaving after 36 horus), they uboat was able to get UNDER the depth charge barrage. YOu can't do that in SH3 unless you make the boat capable of diving under the 300 meter barrier that depth charges cannot pass, but even then you should feel the shockwave of the depth charges and you won't.