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Old 06-09-06, 10:03 AM   #10
U-Bones
Grey Wolf
 
Join Date: Mar 2005
Location: Treading Water
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Quote:
Originally Posted by Rosencrantz
HUH!
It looks like I made a fire...
I just wanted to find out if there is something done with batteries in NYGM, because the issue is not mentioned in the manual.
I used the fix with RuB, so I'm familiar with advantages / disadvantages of the mod. Battery model in SHIII is what it is and you have to make your choice. Personally I see the underwater range as primary thing. Not only that you can have longer periods submerged at slow speed, but you can actually have a pretty long attack runs with at high speed and this also has a huge affect to your tactics. I still can remember my first submerged attack with stock batteries. I decided to catch a lone merchant from a distance, the attack was easy but I was surprised I still got more than 50 % power left in batteries after the situation was over.

Thank you for your replies!


-RC-
Personally, I prefer the danger of reduced range/staying power, and am willing to accept that I get a few (2-10) knots further each night because charging takes less time than it should.

There is nothing that can currently be done about how it acts when its empty, however you define empty, so to me it is not relevant to the specific question, or to the validity of the mod, even if it is a factor in the ideal scenario. Total wash - empty either way.

So its fairly simple - if you want reduced range -and- charging times, apply the patch. Sometimes you just have to work with what you have on hand.
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