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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#11 | ||
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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![]() Quote:
1.04 also allows the player to determine whether or not (or how often) torpedoes explode on decoys and whether or not (or how often) weapons home on dead platforms. Prior to 1.04, CMs always exploded on decoys and never home on dead platforms. In chosing for it to work this way, SCS was trading realism for playability--they wanted to make the game easier for new players so that they could reach a larger audience (you know, all that griping about how "steep" the learning curve is and such). Of course, the hardcore crowd was not pleased. The community was pretty much evenly divided on whether or not this should be changed back to how it was in Sub Command (not exploding, and homing), so SCS compromised with both camps and gave us the power to decide how we'd prefer to play. I hope that answers the "why" part. Quote:
The role of modders in all this is that the changes in balance caused by the fact that torpedo ranges are now variable, can be and are addressed by LW/Ami.
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