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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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![]() Join Date: Jan 2009
Posts: 21
Downloads: 3
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Hello!
I've recently discovered dangerous waters, and was reading the landlubbers guide. It's been extremely helpful. I just had a question, regarding an editorial note the author made: First, an editorial note. For sub vs. sub battles, Sub Command was an amazing game. The effective use of torpedoes, and the decoys that foiled them, was a battle of the minds of the opposing sub skippers. It is unfortunate that, in DW, SCS has installed an omnicient auto- TMA, increased the acquisition ranges of the weapons, and caused weapons to explode on CMs. They fixed that which was not broken, and DW is quite a bit worse off for it, since employing and evading weapons is decided by quanities of weapons and CMs more than on the skill in which they are used. I guess new players will learn more quickly this way - and munchkins will thrive - but it hurts the enjoyment levels for the "skill" players immensely. This is disappointing, because what I like most is Sub vs Sub combat. Do you guys still feel the same way in this regard? Does LuftWolf and Amizaur's Weapons and Sensors Realism Mod (LWAMI) address this do you think? I'm just wondering if I should continue with DW or perhaps try to track down a coy of sub command instead =) Thanks! John |
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