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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: How extreme do you want the torpedo mods to be? (please see the message body for explanation of term | |||
As is: general bug fixing and AI enhancement. |
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6 | 12.77% |
Above with: Advanced Wire Control and Sensor Modelling |
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5 | 10.64% |
Above with: Wire Lengths Limited to 10-13nm from launchpoint (reported as realistic) |
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7 | 14.89% |
Above with: Advanced Torpedo Physics |
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29 | 61.70% |
Voters: 47. You may not vote on this poll |
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#11 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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Well, as I said once to Molon, I'm not going to let the tactics of the cheapest players decide what will and won't be in LWAMI, especially when something is so grossly incorrect as full run distance wireguiding.
Most of my games, including fleet games, are ruined by three or four players taking SW's and firing four to six torpedoes at a time, how could it get worse?
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