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Old 04-23-07, 06:46 AM   #1
CaptainKobuk
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Quote:
Originally Posted by yllekm
w00w00! Thanks CaptainKobuk - the 20% mod is exactly what I wanted after trying out your 25% mod.
That's great. I tried the 20% version and decided to return to using the 25% version. At least while all that is available in the Campaign are the MK14 torpedoes.

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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Old 04-23-07, 06:23 PM   #2
Probex
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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.




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Old 04-26-07, 01:17 AM   #3
Mechman
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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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Old 04-26-07, 01:33 PM   #4
Kataki
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LOL I have never seen that, sounds hilarious.
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Old 04-27-07, 12:30 AM   #5
Mechman
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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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Old 04-27-07, 10:05 AM   #6
7Enigma
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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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