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Originally Posted by Hitman
Considering what I have readed so far, I would say that SCX had a much more accurate true-to-life detection range than LWAMI 3.08, however I believe that in DW it was purposedly left low to allow a better playability of all platforms. If you increase the detection range and sensitivity dramatically, the Kilo becomes unusable, and the air units can make your life much thougher than it already is.
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SCX and LWAMI have rather similar detection ranges; just as SC and DW have similar ranges. In both cases, the mods tightened things up a bit. I can't speak for SCX, but in LWAMI this was done for both realism and balance reasons. It's impossible to create a truly "realistic" acoustic model, so there isn't much point in arguing over the slight differences between SCX and LWAMI detection ranges. The truth is that it all depends on acoustic conditions. LW's main goal in making adjustments to the sonar model was to make detection ranges more dependent on the acoustic conditions than they were in stock DW, and that has definitely happened.
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SC was a sub vs. sub game, hence it didn't matter as long as it was balanced. However, even so the fast and long range weapons of the Akula unbalanced the game a lot (The fact that a US sub can detect a russian one first is irrelevant if he needs to shoot his ADCAPs from a far range that gives the enemy a good chance of evading them, and replying with a snapshot that will get the US sub way before the ADCAPs are 1/3 on his way to the enemy).
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You've analyzed a key balance issue very astutely.
Bringing this back to modding, DW leaves us very few variables in the (very abstracted) acoustic model to play with. So, there is no set of values for sonar sensitivity and PSL's that will yield an accurate detection ranges for all acoustic conditions--no matter what you're going to be too high to be realistic in some cases and too low in others. So which ones values should we use? I would argue, choose the subset that makes the sim most competitive.