![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#11 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
I'm glad some of you like the damage mod part of GW, but I still think it is unrealistic for a U-boat to have to launch more than 3 of anything at any class of ship for it to sink.
It seems like it should be more like this give or take a torp. 1 torp for small cargo 2 torp for medium 3 torp for large cargo. 1 torp for destroyer certainly 1 torp for an armed trawler 1 for a cruiser, 2-3 for BBs and CVs. Right now it's like this... 5-8 for armed trawler? WTF!?! 10+ for anything else? WTF!?! God knows how many it takes for a fishing vessel to go down!?! Go home empty handed to BdU and let them know you launched everything at the enemy and yet still not even a mere enemy fishing vessel would sink. It makes finding a convoy worthless since you won't get anything out of it! I don't understand how 10 torps in one area of a ship is not going to do anymore damage? It seems to me that 10 torps would cut a ship in half if they all hit the same spot. 2 torps would cut most ships in half if they hit the same spot. So this damage moddelling is way out of whack. It's like a luck game now even though most U-baot Captain knew roughly how many torps it would take to bring a specific vessel down and where to hit them at. It's like tring to sink ships with nerf torpedoes and BBs from the deck mounted pellet gun. ![]() The damage modding part of the GW's mod gets a BIG thumbs ![]() ![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|