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Old 05-30-06, 01:51 AM   #1
madcap30
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Sub Launched Sams

Hello all.
I was just wondering, why SCS made the Sub launched Stinger, so damn powerfull??? yesterday i was in a Multiplayer game , and managed to kill 4 Helo´s in a very short time, without having to Aim the Stinger at all. I basicly just pointed the thing into the sky, and launched a series of missiles, scoring the 4 kills.

So my question is, would it be possible to make the missile (much) less Accurate, and have a longer reload time. I have yet to see a person reload a stinger missile system, in under 1-2 minutes. in this game the 10 seconds is ridiculous.

Madcap.
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Old 05-30-06, 02:11 AM   #2
Bellman
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Yep - a good point ! I have always felt that the Stinger implementation is crude and can honestly say
I never use it on the grounds of realism. However. in game (gamey) terms I see why Sonalysts put it there
to balance the potential overwheening power of the aircraft.
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Old 05-30-06, 02:14 AM   #3
LuftWolf
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LWAMI tries to address many of the issues with the MANPAD.

We have done the follow to address the game balance issue:

1) The MANPAD seeker cone has been *drastically* reduced to about 3 degrees. This means you now have to aim the launcher at the target to hit it and won't get "close enough" pot shots anymore.

2) Flare effectiveness has been increased significantly.

3) The missiles have been given a small but significant chance of failure, especially for the SA-5.

4) AI Helos have MAD detectors that are very effective at picking up shallow targets in the Mod and will actually attack MAD targets rather than just buzz around them.

5) In the LWAMI4, the P-3 and the MH60 AI lookouts for the player Orion and MH60 will be able to visually detect submarines that are shallow.

All in all, we have taken the stategy of reducing the effectiveness of the weapons themselves to put them into more reasonable parameters and giving the submarine players more to think about when going deep to try to get a shot. Also, given the ability of submarines to hide from buoys and aircraft in LWAMI, mission designers should be able to have the submarines doing something other than fly fishing with a reasonable chance of surviving the scenario.
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Old 05-30-06, 02:31 AM   #4
Bellman
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Very impressive work !

But I think I shall continue to ignore an unrealistic Sonalysts feature, however well it has been modded and compensated for !
Much more 'Doomy' than the UUV on steroids.
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Old 05-30-06, 02:32 AM   #5
madcap30
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okay that sounds good, but unfortunatly, im in a virtual fleet that dosent allow for any external mods. only the 1.03. But what you are saying does sound good, and i might have to get the peolpe to reevaluate on the mod thing .

Any way thanks for the info.

Madcap
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Old 05-30-06, 02:34 AM   #6
LuftWolf
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Most of the dives recorded at the GNSF have been LWAMI 3.xx dives.

The GNSF has given LWAMI a very warm reception, and my feeling is that players there are happy with the mod.

Cheers,
David
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Old 05-30-06, 06:44 AM   #7
Molon Labe
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Quote:
Originally Posted by LuftWolf
Most of the dives recorded at the GNSF have been LWAMI 3.xx dives.

The GNSF has given LWAMI a very warm reception, and my feeling is that players there are happy with the mod.

Cheers,
David

Boo-yah!
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Old 05-30-06, 07:55 AM   #8
Amizaur
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Quote:
Originally Posted by madcap30
okay that sounds good, but unfortunatly, im in a virtual fleet that dosent allow for any external mods. only the 1.03.
Madcap
I think if you don't want to use whole mod (which is great anyway), but want to do something with MANPADs specifically, then you can easily make a very simple mod for your virtual fleet using only some features, for example MANPADs fix only on pure 1.03 game. You can use my fix for 3deg (or evev 2deg) seeker cone - this change alone makes very big difference - you can't just launch in general direction of the target and missile will find it (this was most annoying thing for me too!, now you have to first SEE your target, because then you have to AIM for it very carefully. Add to this my doctrine fix for missile trajectory, and some general changes like reducing missile efectiveness and increasing flare chance and you have your own custom mod - pure 1.03 game, only with MANPADs changed and some 300% closer to real thing than original
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Old 05-30-06, 06:05 PM   #9
Molon Labe
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Quote:
Originally Posted by Amizaur
now you have to first SEE your target, because then you have to AIM for it very carefully.
You also usually have to lead the target a bit as well.
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Old 05-31-06, 03:43 AM   #10
LuftWolf
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Quote:
Originally Posted by Molon Labe
You also usually have to lead the target a bit as well.
I'm glad you're happy.

Cheers,
David
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Old 06-01-06, 08:50 PM   #11
suBB
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Quote:
Originally Posted by madcap30
okay that sounds good, but unfortunatly, im in a virtual fleet that dosent allow for any external mods. only the 1.03. But what you are saying does sound good, and i might have to get the peolpe to reevaluate on the mod thing .

Any way thanks for the info.

Madcap
hummpf.. I'm not talking down to your virtual fleet(and i know what fleet it is and some high ranking officials there) but that doesn't sound right. To me that means 'if you wish to stay here with us, you must play THIS WAY' Also correct me if im wrong but your ROE states ONLY maps made by your fleet on servers HOSTED BY fleet members. I've even heard from members there that they consider mods like LWAMI cheating! :rotfli still can't get over that one) and if caught with the mod installed you will be courtmarshalled(i guess thats your fleets means of punishment for not following rules )

gimmie a break... The whole deal sounds very one sided.

IF that is so, then what kind of message does it send to new players?

I think GNSF will do you and newcomers alike a far better service as it caters to all on various levels without all the political B.S. but thats just me talking.

yes that's right: Dynamic mission objective MP http://www.subsim.com/radioroom/showthread.php?t=92394
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Old 06-02-06, 12:13 AM   #12
Molon Labe
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GNSF does require that the maps get official approval, which is a very important quality control feature. Keep in mind that there are some maps floating around with scripted detections and the like.
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Old 06-03-06, 11:46 AM   #13
Titigel
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hi everybody...Good to be back
I have to add a little comment here. The SA N 8 behaviour is more realistic than the stinger's. You'll see it is somewhat harder to hit with the SA N 8 than with the stinger.
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Old 06-03-06, 11:53 AM   #14
goldorak
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Quote:
Originally Posted by Molon Labe
GNSF does require that the maps get official approval, which is a very important quality control feature. Keep in mind that there are some maps floating around with scripted detections and the like.
Are such maps present on subguru.com ?
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Old 06-03-06, 01:20 PM   #15
LuftWolf
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No, he's refering to maps that users have edited after downloading.
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