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Old 09-25-06, 06:55 PM   #10
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
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Quote:
Originally Posted by SeaQueen
What I've noticed is that the AI helo takes a long time to attack a target in cold blood, but it will return fire.
I think this is because the stock helo does a poor job of classifying a contact as hostile unless it witnesses that contact firing weapons. This is less of an issue with a player-conrtrolled FFG's helo, since you can order it to attack the link, but it makes all ASW aircraft other than those from the controlled FFG virtually useless. The mod makes signficant improvements in how AI ASW aircraft behave when they detect unknown contacts, including reliable classification and prosecution behavior, ensuring that ASW aircraft are a considerable threat. (For example, try playing Bill's "Race of the Cripples" or maybe "Time on Target" with stock DW. Then try it with LW/Ami 3.02. Huge difference!)

Quote:
Subs shooting helos down is not all that realistic. I think it's the cheesiest thing in DW. I'd take the SAMs off every submarine except the Kilo if I could.
Agreed on the realism point, but considering that both stock and modded DW have the SAMs, it's a moot point. Well, not quite moot...it cuts against you. By reducing the SAM's sensor cone, introducing a failure rate, increasing CM effectiveness, improving AI prosecution behavior, and improving a sub's ability to remain undetected underwater, the mod significantly discourages SAM use compared to stock DW. Sub launched SAMs are therefore less of a realism issue in modded games.
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