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Old 03-01-19, 09:58 AM   #4
DicheBach
Machinist's Mate
 
Join Date: Mar 2017
Location: Atlanta
Posts: 128
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Quote:
Originally Posted by CDR DPH View Post
Please don't feel that I am intentionally picking on you. You are just the most prolific poster at the moment. :-) The gist of your posts seems to be the same, "I don't like the way things are so they should be changed". I have a teenager who thinks like that much of the time...

Your decision to fire a missile was what brought the chopper to your neighborhood. Like an uninvited guest, patrol aircraft can be hard to get rid of. Had you opted to fire a torpedo at the escort and then launched a MOSS in the opposite direction (and employed an additional stealth technique), chances are you would not have had to deal with aircraft at all.

If you choose to use missiles, then you have to expect that every enemy in the area knows where you are and will send over ugly dance partners for you to enjoy. Just like, every time you engage the enemy in shallow water you know that your defensive maneuverability is limited. So do you fire now, move to a better spot and fire later, or do you post a complaint that your in game options are too limited or are not realistic?

If it really bugs you, you have the option to go into the control files and limited the effective range of the helicopters making it easier to get away. They will still show up every time you fire missiles though. Some offensive choices come with an in game cost, that's just the way it is - wishing it was something different is tilting at windmills.
Yep that is kinda what I figured. I guess this is why the USN stopped putting harpoons in their subs at some point in the 1990s!?

Thanks for clarifying that the harpoon is an aircraft magnet.

About the only things I'd really like to see "changed" if it were possible, or if not then to be considered for the design in CW Part Deux:
1. More Time Compression settings
2. Crews modeled, and Skipper modeled according to developmental status (ability to 'learn' special abilities or something).
3. Capacity to communicate with allied forces to gain intell or provide intell
4. Less inactive and utterly impotent allied presence in the campaign. Every single mission is "Help me Skipper Wan Kenobi . . . You're our only hope." and that is a bit hard to beleive.
5. More enriched campaign map functionality: i. zoom; ii. ability to configure sub however one wants (including transiting on the surface, albeit with the potential cost of whatever the consequences for that would be, and possibly to include being court martialed?)
6. More "realistic" missions in campaign mode. For example, I'm sent toward Norway to take out an amphibious landing force. I spot it, it comprises 3 LSTs and 4 or 5 escorts. I kill all the escorts and 2/3 of the LSTs. Screen for "Invasion of Norway" boo hooo, still loads!?

Wonderful game! But for my tastes, I would be looking at 300 to 500% more prospective use time IF these types of design elements were present in campaign mode. Definitely, I'll still be able to get my money's worth, but just offering my two cents on how it coulda been even better.
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-attributed to Napoleon Bonaparte (probably paraphrased from Les Merveilles de la science)
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