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Old 08-20-17, 01:26 PM   #1
A-Ganger
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I don't believe there is a bug, I believe you are seeing what happens to me on my MH-60R sometimes.
I made a MP game, sub (player) vs FFG, helo (player) needs to stop sub from killing FFG.

My friend played with me not too long ago on the sub. He surfaced about 2.5 miles from me and shot me with the SAM launcher (yea I know lol a sub with a SAM launcher..Never ever happened in the US Navy)

Anyway, my AC was on to shoot flares/evade..And yet they never shot 1 single flare.
Granted, by game design, AC takes evasive actions when missile locked, so "obviously" the SAM had to be locked to shoot me.

So why did the crew never shoot any flares? Same odd issue as you are seeing.

Also, I played my same MP game as the sub, got close enough to Helo and shot SAMs,, actually shot all the SAMs....
I watched the Helo shoot flare after flare....................

So, no one can explain this either and I'd guess it has something to do with the coding the game runs on and some sort of calculation that decides what happens and when or if.
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Old 08-20-17, 07:05 PM   #2
PoorOldSpike
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Quote:
Originally Posted by A-Ganger View Post
I don't believe there is a bug..
Right, it's just the way DW is programmed, to give Perry players the fun of manually controlling most things themselves.
If they like doing that, fine, but doing frantic clickfests to defend myself in the heat of combat is no fun for me personally, so regretfully DW is not my cup of tea and I don't see what else I can say on the matter, so we might as well let this thread scroll off into cyberspace..
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Old 08-21-17, 10:06 AM   #3
p7p8
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DW does not takes critical decisions like destroying other platforms (air/surf/sub) - exactly the same like "autocrew" on sub does not launch torpedoes to enemy "icon" on map.
I know this is intentional designed because these decisions involve human responsibility.
When only you can assign attribute "hostile/neutral/friendly" for detected contact - it is logical.

Missiles homming to your ship are always dangerous - no matter who launched them. This is reason why CIWS can shoot them down automaticaly.
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Old 08-21-17, 12:12 PM   #4
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Logical and mirroring reality. Otherwise a skipper is useless.
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Old 08-21-17, 02:19 PM   #5
Herman
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Quote:
Originally Posted by p7p8 View Post
Missiles homming to your ship are always dangerous - no matter who launched them. This is reason why CIWS can shoot them down automaticaly.
It does not explain the inability of SAMs and 76mm gun to auto-engage those same inbound missiles.

If you are defending yourself, it is only logical to bring all weapons to bear. Even if the chance of success is small, it is better than nothing at all. IMO, it is inconsistent for this self-defence logic to be limited solely to the CIWS.
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Old 08-21-17, 02:33 PM   #6
biosthetique
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The 76 mm only engage surface vessels. As it is too slow to engage planes as per the Perry configuration armament of the game. Those ships were created in the 70's and went through several modifications. The version of the 76 mm represented in the game does not shoot flying objects.

Besides, that canon where it is placed can only shoot at targets starboard side and port side. It does not shoot aft and fore. What is the viability to turn a ship broadside to an incoming plane or missile, to only gain the use of the 76 mm which in some configuration, is too slow to shoot successfully a fast target?...That is logical too!...In those instance keeping a smaller profile to the incoming threat is also good tactics when the remaining weaponry is focusing on the incoming threat.

Last edited by biosthetique; 08-21-17 at 08:09 PM.
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Old 08-21-17, 03:17 PM   #7
Herman
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Quote:
Originally Posted by biosthetique View Post
The 76 mm only engage surface vessels. As it is too slow to engage planes.
Perhaps I am mistaken but, from my understanding of Spike's description, the 76mm gun in DW can engage aircraft and missiles (but only when the order is issued manually.)

Is this statement accurate?
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Old 08-21-17, 04:34 PM   #8
biosthetique
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Herman,
You might want to have an experience by yourself and not rely entirely on someone else description.
Then I attached the manual page regarding the 76 mm.

You definition of "Manual" might expend a bit.

Now just like Harpoon, this game is a variation of a training tool, so there is no sitting on your hand to sit back and enjoy the sight of chaos. Some decision need to be made, and the player is required to make those decision and implement them into the game. The game has already decided what is the minimum involvement of the player. Look from the SONALYSTS web site:
INNOVATIVE 'AUTOCREW' ARTIFICIAL INTELLIGENCE
By assigning certain crew stations to be manned by the "virtual crewmen" you can hand off various functions for the simulation to manage. This allows you to tailor the game's difficulty level to your liking and set the precise level of involvement and micro management that you desire. You can choose to man every single available crew station yourself, just a few select stations, or relinquish control to the A.I. and let the 'autocrew' do the rest. Autocrew control is dynamic so you can enable or disable this feature at will for every crew station modeled in the game.
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