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Sub Launched Sams
Hello all.
I was just wondering, why SCS made the Sub launched Stinger, so damn powerfull??? yesterday i was in a Multiplayer game , and managed to kill 4 Helo´s in a very short time, without having to Aim the Stinger at all. I basicly just pointed the thing into the sky, and launched a series of missiles, scoring the 4 kills.:down: So my question is, would it be possible to make the missile (much) less Accurate, and have a longer reload time. I have yet to see a person reload a stinger missile system, in under 1-2 minutes. in this game the 10 seconds is ridiculous. Madcap. |
Yep - a good point ! I have always felt that the Stinger implementation is crude and can honestly say
I never use it on the grounds of realism. However. in game (gamey) terms I see why Sonalysts put it there to balance the potential overwheening power of the aircraft. |
LWAMI tries to address many of the issues with the MANPAD.
We have done the follow to address the game balance issue: 1) The MANPAD seeker cone has been *drastically* reduced to about 3 degrees. This means you now have to aim the launcher at the target to hit it and won't get "close enough" pot shots anymore. 2) Flare effectiveness has been increased significantly. 3) The missiles have been given a small but significant chance of failure, especially for the SA-5. 4) AI Helos have MAD detectors that are very effective at picking up shallow targets in the Mod and will actually attack MAD targets rather than just buzz around them. 5) In the LWAMI4, the P-3 and the MH60 AI lookouts for the player Orion and MH60 will be able to visually detect submarines that are shallow. All in all, we have taken the stategy of reducing the effectiveness of the weapons themselves to put them into more reasonable parameters and giving the submarine players more to think about when going deep to try to get a shot. Also, given the ability of submarines to hide from buoys and aircraft in LWAMI, mission designers should be able to have the submarines doing something other than fly fishing with a reasonable chance of surviving the scenario. |
Very impressive work ! :rock::|\\
But I think I shall continue to ignore an unrealistic Sonalysts feature, however well it has been modded and compensated for ! Much more 'Doomy' than the UUV on steroids.:lol: |
okay that sounds good, but unfortunatly, im in a virtual fleet that dosent allow for any external mods. only the 1.03. But what you are saying does sound good, and i might have to get the peolpe to reevaluate on the mod thing ;).
Any way thanks for the info. Madcap |
Most of the dives recorded at the GNSF have been LWAMI 3.xx dives. :up:
The GNSF has given LWAMI a very warm reception, and my feeling is that players there are happy with the mod. Cheers, David |
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Boo-yah!:arrgh!: |
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Cheers, David |
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gimmie a break... :down: The whole deal sounds very one sided. IF that is so, then what kind of message does it send to new players? I think GNSF will do you and newcomers alike a far better service as it caters to all on various levels without all the political B.S. but thats just me talking. yes that's right: Dynamic mission objective MP http://www.subsim.com/radioroom/showthread.php?t=92394 |
GNSF does require that the maps get official approval, which is a very important quality control feature. Keep in mind that there are some maps floating around with scripted detections and the like.
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hi everybody...Good to be back
I have to add a little comment here. The SA N 8 behaviour is more realistic than the stinger's. You'll see it is somewhat harder to hit with the SA N 8 than with the stinger. |
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No, he's refering to maps that users have edited after downloading.
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