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Old 06-24-06, 05:02 AM   #1
LuftWolf
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Generally speaking, I blame the mission designers and the players both...

OKO is a shining example of someone who is both a great MP mission designer and a truly disciplined player.

I've always had a good time playing 1) with OKO, 2) on OKO's MP maps/missions.

Ditto for Molon Labe.

Cheers,
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Old 06-25-06, 11:30 AM   #2
JamesT73J
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This is why it's good to get to know various MP players, that way you will find people whom you can enjoy a match with. TimmyG and a couple of the Subclub guys were always great to play against, Tim being particular about 'gamey' play.

In stock SC, the Mk48's were like silver bullets - you could launch them on a bearing and be confident of getting a kill. Naturally, alot of maps resulted in torpfests from people making multiple 'probe' shots - simple logic, fire enough and you'll hit something. Likewise, the Akula's Stallion was regularly misused.

I have to say, the early matches I played with DW were good fun. Generally well- disciplined play, with very good ASW players making life difficult for the subbies.

I've not tried LWAMI online yet, I'd love to have some matches.
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Old 06-25-06, 11:36 AM   #3
Molon Labe
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Quote:
Originally Posted by JamesT73J
This is why it's good to get to know various MP players, that way you will find people whom you can enjoy a match with. TimmyG and a couple of the Subclub guys were always great to play against, Tim being particular about 'gamey' play.

In stock SC, the Mk48's were like silver bullets - you could launch them on a bearing and be confident of getting a kill. Naturally, alot of maps resulted in torpfests from people making multiple 'probe' shots - simple logic, fire enough and you'll hit something. Likewise, the Akula's Stallion was regularly misused.

I have to say, the early matches I played with DW were good fun. Generally well- disciplined play, with very good ASW players making life difficult for the subbies.

I've not tried LWAMI online yet, I'd love to have some matches.
That was a really fun crowd to play with, but they had pretty much dissapeared even before DW came out.
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Old 06-25-06, 11:45 AM   #4
JamesT73J
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Quote:
Originally Posted by Molon Labe
That was a really fun crowd to play with, but they had pretty much dissapeared even before DW came out.
Yes. I'm going back a while now, specifically to late '02 - early '03. I think a number of us had real-life stuff going on, and if you were Europe-based it could be difficult anyway, as alot of SCHQ's players were North-American, so I had some bloody late nights - matches taking till 0300gmt were not uncommon

I'm once again heavily committed with work, but I can't wait to get back into online play, I really miss the SC games, and I like DW with LWAMI even more, so I know it will be good.
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Old 06-25-06, 12:36 PM   #5
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No t a problem to find matches in euro time, there is even a euro virtual fleet, two to be more precise.
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Old 06-25-06, 01:44 PM   #6
Nexus7
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I am temporarily away (since around 10 months) from the MP matches, due to work constraints.

Bit sad to read that in this gap of time things haven't changed.

Just after DW's release I experienced this loss of fun at playing too, but i think I know why (at leaast for myself).


Monologue 1:

1. CM's detonating torpedoes piss me off big time (i know this is an old disk playing)
2. Maneuverability has greatly decreased (no dance with the fish anymore, or you loose your TA if still out).
3. To evade is just to easy. Put as many CM's as you can in the water and the fish will detonate on one of those.

CHEAP!

Monologue 2: (Part 2)

given all this "fun reducing" factors for SC addicted people, the news are supposed to be:

1. MP games with 10+ people in the same battle
2. Complexity of the battle raised greatly (need to be more smart)
3. More than one player on a single platform (if you can't communicate effectively you die)


While the Monologue1-part seems to still be the "stand of the art", Monologue2-part seem to not have taken place at all
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Old 06-29-06, 05:42 PM   #7
LuftWolf
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Quote:
Monologue 1:

1. CM's detonating torpedoes piss me off big time (i know this is an old disk playing)
2. Maneuverability has greatly decreased (no dance with the fish anymore, or you loose your TA if still out).
3. To evade is just to easy. Put as many CM's as you can in the water and the fish will detonate on one of those.
Well, this is what mods are for!

However, in regards to number 2, the reduced maneoverability is actually a big enhancement to physical realism over SC, disregarding of course the ascending bugs that will be fixed in DW 1.04.

Cheers,
David
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Old 12-20-06, 04:32 PM   #8
Enigma
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Thinking more on this....

Why is it I dont get updated reports on the location of the torpedo? How far/long from impact, etc....
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Old 12-21-06, 08:35 PM   #9
ASWnut101
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you kinda have to do it your self... and that leaves you unable to drive.

I usually use the speed at which the torpedo pings hit you. When it is really fast and you are going slow, you can stick your head between your legs and kiss your A## goodbye!
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Old 11-17-06, 10:25 PM   #10
jason taylor
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I got a bit of experience in evading just today. The most important thing is rather mundane. First slow down the game time as far down as it can go. This gives time to evaluate. It also gives time to go to the torpedo room and drop countermeasures. Then put on speed and hightail it out of there. Speed vs stealth is always an interesting point, but unless it is not aimed at you, the torpedo knows where to look so it is most important to not be there. Then keep makeing sharp course and depth changes for a short time dropping countermeasures intermittently. Then cut the engine when you are satisfied you have found a new hideout. This really combines the two methods. Some will say this is elementary. Certainly it is-but it is most interesting. The main point is to not be there when the fish arrives.
I had an interesting experience this afternoon. I was holding absolutely still, not daring to move while a torpedo was searching within less then 10000 yards. It got closer little by little yard by yard. Then it turned port and started to move away. Then, just as I was saying "whew" somehow it caught a sniff, turned toward me and went right for me and kaboom!
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Old 11-18-06, 04:18 AM   #11
Kapitan
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To be honest i wouldnt use that tactic first of all righ all i do is as soon as i know the torp is about 8,000 yards away i drop countermeasures then do a 90 degree turn the flank run for a bit drop another set of countermeasures do a hard 90 degree turn and flank and if i need to do that again.
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Old 11-22-06, 06:19 PM   #12
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granted,
one must have either detected and id'd the enemy or be searching for a known type.
but doesnt knowing the enemy and therefore,
the potential type(s) of torp in the water have an effect on reaction ?
particularly the speed range and acoustic sensor ?

in some cases firing a cm is a complete waste and may lead to the torp homing in on you when it wouldnt have otherwise.
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Old 11-29-06, 09:05 PM   #13
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hehe, when I hear "conn, sonar, torpedo in the water bearing XXX,"

You usually hear back from me, the skipper, "All back emergency!"


really: the best defence is, if possible, call in a ASW plane. Any dude who fires popshots like that will fall easy prey to a P-3. How? Simple. (I know its cheating, but if he makes you that mad, use truth. put a mark on his location. turn off truth. put a 'guess' manual contact on the mark. put track on link. Call in Me in my P-3 and Kap in his Akula. Kap gets close from another direction. he detects 'cheater' on link. I fly in in my Orion, "bombbay open; weapon assigned; weapon away;"

boom.

repeat this for about twenty times on the same player, and when your finished, tell him to play right. If he fails to listen, repeat.
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