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Old 08-02-06, 11:41 AM   #1
NightCrawler
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Default GW is AWESOME but....

I installed GW, and with a big surprice i started with the VII class(dont know why) but ok.
during the game, i spotted a lone merchant, and want to use the deck-gun..
Another suprice came up, twice much ammo, cool, but loading time and use almost 100 rounds to sunk a ship is little overreact...

But GW is AWESOME, better gpx, and more stable...
I dont know why the GW-Crew can work for UBI-Soft.... at least they deserve a possition :P and a good salary :P

Greetz,
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Old 08-02-06, 12:12 PM   #2
bigboywooly
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Quote:
Originally Posted by NightCrawler
I installed GW, and with a big surprice i started with the VII class(dont know why) but ok.
during the game, i spotted a lone merchant, and want to use the deck-gun..
Another suprice came up, twice much ammo, cool, but loading time and use almost 100 rounds to sunk a ship is little overreact...

But GW is AWESOME, better gpx, and more stable...
I dont know why the GW-Crew can work for UBI-Soft.... at least they deserve a possition :P and a good salary :P

Greetz,
NightCrawler
Yes its awesome ok
You can change the deckgun loading times
Best bet would be to use SH3Commander - which is an excellant addition to any mod - to change this
As for the amount of shells to sink a ship well - aim for just below the waterline ( you will see a splash then hear the explosion if you got it right ) and aim for different areas of the ship
The NYGM 1.03 damage model used means ships are designed to sink rather than just explode so dont be in a hurry
I usually stop shooting at signs of a list in the ship and wait - you can always fire off a few more if nothing seems to be happening

Good hunting
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Old 08-02-06, 12:17 PM   #3
VonHelsching
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GW 1.0 and 1.1a uses the NYGM Damage Model, which is more challenging than the stock damage model. The deck gun now is most useful for shooting under the waterline, in order to help the ship sink faster.

Also, when torpedoing a ship for a second time, try to hit another spot, since a torpedo at the same spot will not make much of a difference.
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Old 08-02-06, 05:41 PM   #4
P_Funk
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Yes expect it to sink rather than go BOOM! Which is too bad. I always enjoyed the ridiculous explosions. Now that I'm going all manual TDC too it is even less likely I can hit the ammo dump or engine room. Alack for realism.
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Old 08-03-06, 12:01 AM   #5
Darksun
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Quote:
Originally Posted by P_Funk
Yes expect it to sink rather than go BOOM! Which is too bad. I always enjoyed the ridiculous explosions. Now that I'm going all manual TDC too it is even less likely I can hit the ammo dump or engine room. Alack for realism.
Not to mention that magnetic torpedoes don't work anymore. You can set 5 of them off under a flower at .5 meters and it doesn't even slow it down. I miss being able to use magnetic for shots from behind.

Other than that, I love the new damage mod. It's lots more challenging and engaging to get a ship to sink now.

-D
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Old 08-03-06, 12:23 AM   #6
Jager
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No kidding on the damage modeling, I had a small merchant take five out of my six torpedos before she finally went up. to the Grey Wolves development team!
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Old 08-03-06, 11:40 PM   #7
panthercules
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Quote:
Originally Posted by Darksun
Quote:
Originally Posted by P_Funk
Yes expect it to sink rather than go BOOM! Which is too bad. I always enjoyed the ridiculous explosions. Now that I'm going all manual TDC too it is even less likely I can hit the ammo dump or engine room. Alack for realism.
Not to mention that magnetic torpedoes don't work anymore. You can set 5 of them off under a flower at .5 meters and it doesn't even slow it down. I miss being able to use magnetic for shots from behind.

Other than that, I love the new damage mod. It's lots more challenging and engaging to get a ship to sink now.

-D
Actually, I've had no problems with the magnetics (well, no more than the usual problems of the premature explosions in heavy seas) - I don't use them much, usually just for an occasional second shot when my first has missed or failed and the target is already past optimal firing angle for impact pistols, but on the few occasions I have used them in reasonable conditions since installing GW they have exploded and damaged the ships just fine (I've only attacked merchants though, so I can't say anything about possible problems with Flowers). And I'm also getting a reasonable number of massive explosion sinkings (including a nice juicy T2 in the Caribbean last night) although I'm certainly getting fewer of those than I was before NYGM and GW.

All in all, I'm really liking what has happened with the ship damge modelling lately
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