![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
View Poll Results: What did kill DW ? | |||
Bad programming, too many bugs |
![]() ![]() ![]() ![]() |
31 | 31.63% |
Simulator too complicated |
![]() ![]() ![]() ![]() |
20 | 20.41% |
Insufficent number of sub simmers |
![]() ![]() ![]() ![]() |
47 | 47.96% |
price too high |
![]() ![]() ![]() ![]() |
0 | 0% |
Voters: 98. You may not vote on this poll |
|
Thread Tools | Display Modes |
![]() |
#22 | |
Commander
![]() Join Date: Jun 2004
Location: Switzerland
Posts: 469
Downloads: 2
Uploads: 0
|
![]() Quote:
Some maps were knifefights, meaning you can detect your enemy at the very start of the mission... Those usually got resolved in 10-20 min ![]() When DW came out and was introduced in the VN and most SC players switched to it, all this changed dramatically. In a sub vs sub context, the 2h limit was hit quite often without a solution for the battle. Some reasons for this are: - countermeasures do WONDERS (they are even able to detonate the fish). I always hated that to death ![]() - subs are more silent, not only the Kilo - multiplayer maps get old fast, because of the lwami mod changing often. So, less action than in SC (it was not rare to have no contact for 2h). What really pissed me off, was to *waste* 2h working hard to find a contact without to be able to find any...
__________________
If you are going through hell... keep going (Winston Churchill) |
|
![]() |
![]() |
|
|