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Old 07-23-17, 10:11 PM   #72
Shadriss
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Join Date: May 2009
Location: Hooper, UT
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Quote:
Originally Posted by Julhelm View Post
At the end of the day, playability and fun are the design drivers here, not realism for the sake of realism. 15-20 minutes to reload a weapon in a US nuclear sub may be realistic, but...

A: 15-20 minute reload per tube is not fun, nor does it fit the 20-30 min average engagement time we aim for.

B: Noone is going to believe it takes that long in reality, anyway.

So I've settled for a tiered system, where on easy level it takes 1 minute to load a weapon, 1½ on casual, 3 minutes on realistic, and 5 on elite. The russian boats can reload in 2-4 minutes depending on the sub, so on realistic and elite you may be at a tactical disadvantage against the enemy.

It's part of the great rebalancing patch I've been working on.
Overall, I agree... and like Shipkiller, I provided information to clear up misinformation.

Quote:
But far more often I've had torpedoes become ridiculously attracted to some wreck significantly off their course, so fixing that would probably be a better idea.
THIS. SO THIS. I find it interesting that even though the plot is displaying an acquisition cone, the weapons will often detect on something FAR outside of it to the left or right. It's made a few torpedo spreads I've fired all home in an ships I wasn't trying to kill at the time.
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