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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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#39 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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Well, completely emasculated is obviously going a bit far, since I used a UUV against LW successfully just a few days ago. But even it it were, all of the "expert testimony" here on the boards seems to be in agreement that UUVs are generally not effective at detecting submarines, so the reduced performance is bringing the game more in line with reality. And that is definitely a good thing.
In terms of game balance between subs, it effects both sides, so any change in balance is negligible. In terms of balance between platform types, it can still detect noisy skimmers and torpedoes, so it is still good for ASUW and for quickly localizing air-dropped torpedoes; any change in balance is also negligible. In terms of playability, tracking subs just got a lot harder, which is also a good thing, since triangulation is just too damn easy. I welcome the return of the importance of good TMA.
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