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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Thread Tools | Display Modes |
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#1 | |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
Downloads: 0
Uploads: 0
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![]() Quote:
The most powerful torpedo in the game arrives later on. Much stronger than an MK14. I'll swap MODS and return to 20% then. Not a lot of difference but mainly just a step in a direction up or down in power. |
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#2 |
Soundman
![]() Join Date: May 2006
Posts: 148
Downloads: 24
Uploads: 0
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I agree with your line of reasoning, CaptainKobuk.
This mod adds a bit to the fun while it still does not always guarantee a kill with even 2 torps on some merchants. Someone said that IF the devs fix the ship damage modelling etc. etc. One will grow old and frustrated waiting for the dev to "perhaps" fix something or not. Well done. `S |
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#3 |
Stowaway
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THe damage seems to be right, but the blast power seems excessive. I've had sub chasers get blown in half, and each half pop ten or twenty feet in the air, spin end over end, and then sink almost instantly. I know they're tiny ships, but that still seems a bit much.
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#4 |
Torpedoman
![]() Join Date: Apr 2007
Posts: 119
Downloads: 0
Uploads: 0
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LOL I have never seen that, sounds hilarious.
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#5 |
Stowaway
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Hilarious, but odd. It may be entertaining at first, but it kinda throws realism to the wind.
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#6 |
Helmsman
![]() Join Date: Apr 2007
Posts: 103
Downloads: 0
Uploads: 0
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Thanks so much for this mod. I was bummed when 1.2 broke the previous torp power mods. And I can't wait to torp a subchaser after the replies here.....sounds great.
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