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Old 03-02-09, 02:09 AM   #1
Armistead
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I have found mods were like trying to find the perfect woman...there are many thing you want to combine from several into your perfect game.

I have only played RFB a few patrols, before that TMORSRD with some added mods.

RSRD isn't perfect, but wouldn't play the game without it.

Things I don't like about TMO..the dd's are much stronger. I've noticed that easily already. TMO's can go into Godmode. You can be 3000 yards away at periscope depth running silent and here come the dd's right on you. You basically have little time to plan a shot. In reality, most attacks came after you attacked, not before.

I hate the pitted night scope in TMO..hard on the eyes.

I can do without all the special officers regardless of the mod.

I've attacked bungo pete twice..well ran into him,, lost both times. Sent two spreads of three behind each other, turned and let go 3 cuties...nothing got close.
I seldom miss DTT with a spread of 3.

I prefer env mod in TMO..but that's subject to taste.

I like the historical aspects of RFB. I play 100%, no contacts or cams, so the learning curve wasn't that bad. Still wonder about the stad measurements. The other complaints are basically the same as the OP. TMO has some bugs, the hogisland can't be picked up on sonar, ect.

With RSRD I spent so much time chasing lone merchants with my deckgun. Too easy and boring. They should make it much more difficult. One hit with a deckgun that puts a hole in your ship should send you back to port.

Harbor raping for points is OK, but lame....I do it. They need to program some idle dd's among the stationary dd's. Just silly a whole fleet sits there why you spend a day sinking them...at least put some roving dd's near by.

Should allow only one refit for torps and fuel, after that...fuel only...both mods.

I'm finding RFB to have the most upcoming promise, not quite as good as TMO yet, but will see after a few patrols. The dd's are easy or I'm just use to TMO's killers.

FORS is great as far as ships and graphics..wish the other mods would include this work.

I think in a few months both mods, if Duc will keep working will be about as perfect as they can get...can't wait for the next env. mod.
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Old 03-02-09, 08:41 AM   #2
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With RSRD I spent so much time chasing lone merchants with my deckgun. Too easy and boring. They should make it much more difficult. One hit with a deckgun that puts a hole in your ship should send you back to port.
You will find dueling it out on the surface with a cannon laden merchant will in fact send you home or to the bottom. Machine gun fire will make life very difficult for your crew and sub. This aspect has been worked on extensively. I always look for cannons before I surface in RFB. Super Subs no longer exist.
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Old 03-02-09, 04:24 PM   #3
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Originally Posted by AVGWarhawk
Quote:
With RSRD I spent so much time chasing lone merchants with my deckgun. Too easy and boring. They should make it much more difficult. One hit with a deckgun that puts a hole in your ship should send you back to port.
You will find dueling it out on the surface with a cannon laden merchant will in fact send you home or to the bottom. Machine gun fire will make life very difficult for your crew and sub. This aspect has been worked on extensively. I always look for cannons before I surface in RFB. Super Subs no longer exist.
Oh, it's much better, but still, no Skipper would stay on the seas with a big gaping hole flooding a compartment...To me one hit on your hull should send you back to port.

TMO is basically the same way. I almost got sunk by a fishin vessel that was shooting back....had nothing but the 40 and 20 and just wanted to sink it. I gave it all I had to out of nowhere...massive damage...
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Old 03-03-09, 08:25 AM   #4
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Originally Posted by Armistead
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Originally Posted by AVGWarhawk
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With RSRD I spent so much time chasing lone merchants with my deckgun. Too easy and boring. They should make it much more difficult. One hit with a deckgun that puts a hole in your ship should send you back to port.
You will find dueling it out on the surface with a cannon laden merchant will in fact send you home or to the bottom. Machine gun fire will make life very difficult for your crew and sub. This aspect has been worked on extensively. I always look for cannons before I surface in RFB. Super Subs no longer exist.
Oh, it's much better, but still, no Skipper would stay on the seas with a big gaping hole flooding a compartment...To me one hit on your hull should send you back to port.

TMO is basically the same way. I almost got sunk by a fishin vessel that was shooting back....had nothing but the 40 and 20 and just wanted to sink it. I gave it all I had to out of nowhere...massive damage...

Yes, it is much better and I would have to say the likelihood of continuing on after a hit in RFB are slim to none. I would say that 9 times out of 10 I was damaged was enough to throw in the towel and go home. Not to mention the crew can not handle a strafing anymore either. Direct hit to the sail and that is all she wrote.
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Old 03-03-09, 05:08 PM   #5
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Heh. My last cruise, I surfaced after a target missed my torpedos (not the other way around, mind you). I didn't see any guns from my 'scope, so I figured I was ok. My crew starting plinking away at 'em with the deck gun (under my guidance). We aimed for the waterline, right under the stack, hoping to fill the engine room so she'd stop. Stopped ships make for good targets.

Yeah, well... apparently I aim my fish like I search a target for guns. There were two... one on the port side of the bow, the other on the starboard side of the stern. Of course, I surfaced on the port side of the stern, so they couldn't hit me.

Until I maneuvered within range of the bow gun. It wasn't a deck gun, putting holes in my boat. More of an antiaircraft caliber. I stayed surfaced, mainly 'cause the merchant crew couldn't aim. They fired off wildly, as I continued to pump deck gun rounds into them, while heeling over to stay out of their firing arc.

Needless to say, it didn't work. One of their last attempts went straight into the deck gun position. The tracers were straight into the deck gun view... they looked huge. The target's gun stopped firing, and I breathed a sigh of relief. Then the "man down on the deck!" calls started coming in.

I had moved my entire aft torpedo room crew up to the deck gun. Lost 'em all. All of 'em dead. Six men died because I couldn't bother to dive. The boat didn't incure any other damage, and nobody else was lost.

It made me think... by all rights, that's six letters that I should have to sit down and write, explaining their deaths in a flowery language promoting their service, knowing deep inside that I could've saved 'em simply by diving, instead of trying to maneuver on the surface. Thank God this is just a bunch of electrons streaming around in a couple boxes .

All of the above was running RFB, btw.
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Old 03-03-09, 01:00 AM   #6
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Quote:
Originally Posted by Armistead
Should allow only one refit for torps and fuel, after that...fuel only...both mods.
I'd do this if it was possible. Sadly, the coding for submarine tenders cannot be modded.
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Old 03-03-09, 06:47 PM   #7
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As stated, I think the "great" modders have done all they can do, what little tweaks left will please some and not others...and you know the saying to that.
Oh, how I bet you guys wish you could alter programming files.

I think it would be possible to put some idle dd's sitting among all the stationary harbor targets. I like sinking two BB and two Carriers with all ease, but in the end it gets old. I like the challange of getting into harbors, pass the screening dd's, but once that is done, even though they are within 7000 yards they stay on patrol.

Have played RFB more this weekend and now I'm tore between the two...I can't say which mod I like best, but could see several aspect I would love to combine.

RSRD is by far a must..not saying it's the best mod and works with both supermods, as it has a difference aspect to it, but can't believe someone took the time to do this....a big thank YOU.
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Old 03-04-09, 08:15 AM   #8
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I had moved my entire aft torpedo room crew up to the deck gun. Lost 'em all. All of 'em dead. Six men died because I couldn't bother to dive. The boat didn't incure any other damage, and nobody else was lost.

It made me think... by all rights, that's six letters that I should have to sit down and write, explaining their deaths in a flowery language promoting their service, knowing deep inside that I could've saved 'em simply by diving, instead of trying to maneuver on the surface. Thank God this is just a bunch of electrons streaming around in a couple boxes .
LOL that happens when you conduct commerce raiding like WW1 trench warfare

The main thing I don't like from RFB right now are the enlarged periscopes. I am used to my own custom optics mods, so I will put a remedy to that soon. Of course, this all is just a pure matter of personal taste.
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