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Old 04-26-10, 08:43 PM   #16
kylania
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Originally Posted by ottoramsaig View Post
I installed "Feared Hunters" but I ran into a problem with having a DD constantly chase me and circling. When I doubled back to engage him, he would move further away. After resuming course he would once again tail me. I deactivated the mod and he was gone.
That's not a Feared Hunter's bug, that's a stock bug. Happens a lot. You can either save and reload to make it go away (as you essentially did) or just run the sucker aground!!
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Old 04-26-10, 09:05 PM   #17
UF582151
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Originally Posted by John Channing View Post
Whoooooaaaaa...

You played Falcon 4.0 and you complain about the bugs in SH5?

A full year after it's release it was still barely playable in campaign mode. If your wingmen didn't run into you on the ramp or taxiway, or crash on takeoff, or declare "I'm a dot" and land as soon as they took off then they would either attack the wrong target or just fly around in circles quoting Hindu scripture.

Compared to Falcon 4.0 SH5 is a model of programming perfection!

JCC
Well I jumped aboard with patch 1.09 i think so they had fixed a lot of the issues I guess. Hoping the same happens with SH5.

I keep hearing replayability is no good in this game though. Why's that? (im holding off campaign till new patch comes out)
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Old 04-26-10, 10:48 PM   #18
trotter
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Originally Posted by UF582151 View Post
I keep hearing replayability is no good in this game though. Why's that? (im holding off campaign till new patch comes out)

Replayability is poor because of a scripted campaign. You are given set objectives at certain times, and the order in which you receive new objectives will always be similiar if not the same as the last campaign you played.

For example, the objective where you must recon a naval base in Norway will ALWAYS occur after completing at least two of the three previous tonnage-based objectives.

Compound that with much of the objectives being historically unrealistic from a gross tonnage/capital ship standpoint, and the campaign needs a lot of work from modders.

And for the record I actually still like this method of campaign much better than the no structure "Go to XX, patrol for 24 hours". I just think it still needs refinement.
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Old 04-26-10, 11:19 PM   #19
kylania
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Stupid evasive maneuvers! Or stupid captain attacking in crystal clear and totally still waters I guess...



I aimed at the front rank of ships, perfectly timed to hit all three at the same time. Someone saw one of the torps, they all started shimmying like little children at a ice cream shop and every fish missed.

Whoa! No idea how I did it, but I nailed an escort on the far side of the convoy! heh Poor guy... everyone else saw what hit him...

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Old 04-27-10, 12:30 AM   #20
trotter
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Nice pics Kylania.

I also have a funny story about sinking an escort inadvertently. I had finally found the carrier in the early '40 sink the carrier mission, and I set up a perfect 90 degree angle shot from about 1500m on a pitch black night. I didn't know a thing about the carrier's damage resistance, so I fired all front four torpedoes.

Well, my Critical Hits mod must have kicked in with a big one upon the first impact, because the carrier immediately was destroyed, but still sat there and soaked up my second torpedo. However, it was dead in the water, so my last two fish sailed right past its bow. I went full rudder and dropped to 75 meters hoping to slink away in the opposite direction now that my mission was complete. About a minute later I hear "Torpedo Impact!"...twice. My last two torps had pummeled an escort (that I had never even seen) on the outer ring of the carrier's escort group.
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