Thread: Super mods
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Old 12-12-09, 02:22 PM   #15
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,900
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The following is commentary and may not reflect the opinion of management, or even myself!

Notice the difference between the reception such a negative post receives here, as opposed to a negative post about brand X in the SH3 forum. We're much wimpier, more toothless crowd of harmless little fuzzballs! Maybe we're just friendly, but that is doubtful.

Steve's hit it on the head. Everything you complain about can be changed. And your taste in the game may change after you've had your fill of shooting fish in a barrel (see the applicable Mythbusters). That's why it is such a great thing that the game can be changed from an arcade type massacre to the realistic or even hyper-realistic (that means unrealistic again...) difficulty. Without that I doubt I would continue to play the game regularly after two years.

Also my Slightly Subnuclear weapons are "fully compatible" (Lurker, you stay out of this!!!!) with just about any mod you wish to destroy with great prejudice. I assure you the destruction is great fun and even better, can be instantly removed with JSGME when you are ready for more frustration.

I do question the truth of your claims of no targets, though, as my experience with TMO/RSRD has been that using objectives given only, traveling directly between missions I have a hard time completing three missions without running out of ammunition of all types. Sometimes I have trouble completing just one mission because I use up so much ammunition on the direct path to my objective. I have had a scarcity of targets on occasion with RFB in early war, but the only targets then were military and the effect is realistic.
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