Thread: Lwami mod
View Single Post
Old 09-25-06, 06:08 PM   #4
SeaQueen
Naval Royalty
 
Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Molon Labe
The mod corrects some of the omnicience that the AI helo has in how it handles linked tracks, which helps keep you from inadvertently benefiting from the bug. Plus, being able to use the dipping sonar is a pretty big deal, and AI prosecutions are much more reliable with the mod than without it. Count yourself fortunate that your stock AI helo did more than just fly circles around the contact, because that's usually what happens. (Remember all those posts about people shooting down 3+ helos in a game b/c they were circling overhead instead of dropping on them?)
What I've noticed is that the AI helo takes a long time to attack a target in cold blood, but it will return fire.

Subs shooting helos down is not all that realistic. I think it's the cheesiest thing in DW. I'd take the SAMs off every submarine except the Kilo if I could.

Another technique I've found that's fun is to create a scenario like a MP scenario, but play the helo from a second computer as well as the FFG. I think this is the best solution to the helo issues if you have a second computer and a LAN. It definitely gives one the most control. The helo is relatively simple, so it's just a few more stations. I also think it's interesting because it really changes one's perspective on the interaction between the FFG and the helo. You really start to think of the helo as an extension of the FFG, which is what it really is anyhow.

Most missions I create are fairly time consuming, with situations that develop slowly. It's not a huge problem, except in surface warfare missions where things are much more fast paced. Then you don't really need play the helo that way anyhow. *shrug*
SeaQueen is offline   Reply With Quote