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Old 08-15-13, 03:17 AM   #11
in_vino_vomitus
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Join Date: Jul 2009
Location: Preston, Lancs, UK
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Quote:
Originally Posted by TorpX View Post
Not to rain on anybody's parade, but the way the game simulates the exploder function is complete nonsense. In the US Mk. VI exploder (the one used in the Mk. 14 torpedo), there was no setting the exploder to "magnetic" or "contact"; it was a dual function device. The magnetic feature was sometimes disabled by cutting wires (so I've read), and rendering the exploder a contact only unit. This was a permanent change and until fairly late in the war, AGAINST ORDERS. Because of this, it was not generally admitted, and tended to obscure the actual number of exploder failures.

The point is that the tactics people use, involving changing from magnetic to impact and vice-versa, are very much at odds with the history.
Yep - No getting away from that - nonetheless, duds and prematures suck and the game can be played in a way that minimises them, without taking the blue pill and ticking the "No duds" box. I guess it would have been better to maybe give an option to disable the magnetic exploder in port as a once and for all option, but the game we have is what we have.

It occurs to me that if time travel were developed, somebody somewhere would use it in an attempt to tweak history to better fit the dynamics of a game such as this one. Anyone feel like writing that story?
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