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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Good Hunting!
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Your friendly neighborhood modern submarine YouTuber. My videos: **Exclusive Look at Modern Naval Warfare!** Dangerous Waters Liu Doctrine (LwAmi Learn to play Dangerous Waters |
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#2 |
Mate
![]() Join Date: Dec 2016
Posts: 51
Downloads: 31
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the reduced warhead weight on beta 1.01 is double edged.
it makes tactical game play more interesting. it makes the player able to survive hits easier. However. it makes campaign play harder. because player has to travel a lot more back to base for reloads and miss mission time windows. considering the latter i've reverted to 1.00 weights. plus from the looks of data, the reduced weight is not "universal" i.e. only a few weapons got it. the Mk48 has almost the same warhead as MK37 in beta1.01 due to its warhead weight reduction, but in RL the mk37 is much lighter. |
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#3 | |
Engineer
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#4 | |
Mate
![]() Join Date: Dec 2016
Posts: 51
Downloads: 31
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MK37 v1.00 225, b1.01 225 something disconnects here, why MK48 ~halved and MK37 same (along with many others unchanged between 1.00 and 1.01)? http://www.navweaps.com/Weapons/WTUS_PostWWII.php Mk37 real: 150kg HBX -> 225 kg TNT equivalent (assuming HBX = 1.5 TNT) Mk48 real: 292.5 kg PBXN-103 -> 544 kg TNT equivalent as noted Since they posted the warhead weight being TNT weight, the 1.00 numbers should be closer RL values. i think they are changed for more interesting gameplay reasons. For how many torps it takes to sink a ship, personally i think the 1.00 warheads is spot on. destroyers and attack subs, 1 hit is enough. shoot at the SSG/BNs, or Kirov or Kiev, it takes anywhere from 2-4. big ships are just rarely encountered due to the in-game battles setup more against small ships. More importantly, the weak warheads makes campaign mode.. will so far a bit ridiculous. It is doable, but a lot harder. like one battle later it's return port to re-arm for 3 dayz. - Maybe also double the loadout capacity of player subs, then halve the reload in-port time of weapons. Anyway thankfully this is all moddable lol. Last edited by Skwabie; 06-12-17 at 02:23 PM. |
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#5 |
Medic
![]() Join Date: Jan 2008
Location: Oulu, Finland
Posts: 162
Downloads: 368
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I hope that they boos weapons back, double loadout would be just stupid move to too arcade style game.
I hope that this is not sing of end, i mean that many games are ruined when devs lose their orginal "red line" or goal. ![]() - |
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#6 | |
Engineer
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In that case we'd have to set US warheads to their 1.0 values and use some sort of multiplier for Soviet ones. Unless someone will provide info on the type of explosive used in their torps. |
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#7 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
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I think they got changed back because people complained about one hit killing cruisers with Mk48s = too easy.
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#8 |
Engineer
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Perhaps make surface ships more durable in general? Or add a variable, like "hull strength" to ships (from what I tested it seems to be based on ship displacement), so that it's possible to tweak it for individual vessels.
I'm not an expert here but I do think that surface ships should be harder to kill that subs. |
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#9 | |
Watch
![]() Join Date: Nov 2010
Posts: 26
Downloads: 107
Uploads: 1
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Give them some more time to fine tune.
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-- SnakeShi* |
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