Thread: What Mods?
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Old 04-13-14, 08:15 PM   #11
TorpX
Silent Hunter
 
Join Date: Sep 2010
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Quote:
Originally Posted by BigWalleye View Post
When I play RFB in early-war, I can go deep and count on being safe. Later in the war, the same tactic doesn't guarantee safety. When I use this tactic in TMO any time in the war, I will get pounded. How do you explain the differences?
I think the early-war part explains that. This along with the much better sensors of TMO escorts.



I think the game mechanics here are a mess. Really, you should be able to go deep and escape, at least early on. Later, it should be harder. Even at that, subs usually escaped either on the surface, or by going deep and staying there. (Along with evasive turning when necessary.) In TMO, I've read that gamers like to roller-coaster their way up and down to evade, which works, but isn't a tactic a real sub could use.

It seems like having depth charges, with defined detonation times or depths, would have been easy to code. I wonder why they didn't. Didn't they do proper research?

In SHCE, in the game options you could select harder AI where the historical limit of depth charge attacks was removed. This would have worked well, I think.




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