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Da Bebes=lite
Posted: Sat Apr 03, 2010 8:32 pm
by Buck Beach
I am running this AI game and I am into the latter part of 2/42. I am finding that my U.S. subs are having surprising amount of successes with their torpedo attacks although I am not running the reliable torpedo option. I have no idea whether this is a mod or a standard issue. Has anybody else experienced this or are there any other comments.
RE: Da Bebes=lite
Posted: Sun Apr 04, 2010 3:19 pm
by JWE
ORIGINAL: Buck Beach
I am running this AI game and I am into the latter part of 2/42. I am finding that my U.S. subs are having surprising amount of successes with their torpedo attacks although I am not running the reliable torpedo option. I have no idea whether this is a mod or a standard issue. Has anybody else experienced this or are there any other comments.
Hi Buck, just a quickie comment. There were no data changes to torps, except to make them a bit cheaper to reload. Range, Acc, Pen, Eff, and dud rate are all SAIEW. Maybe you are just getting lucky. [;)]
RE: Da Bebes=lite
Posted: Sun Apr 04, 2010 3:36 pm
by Buck Beach
ORIGINAL: JWE
ORIGINAL: Buck Beach
I am running this AI game and I am into the latter part of 2/42. I am finding that my U.S. subs are having surprising amount of successes with their torpedo attacks although I am not running the reliable torpedo option. I have no idea whether this is a mod or a standard issue. Has anybody else experienced this or are there any other comments.
Hi Buck, just a quickie comment. There were no data changes to torps, except to make them a bit cheaper to reload. Range, Acc, Pen, Eff, and dud rate are all SAIEW. Maybe you are just getting lucky. [;)]
Ok I'll go with the luck.
Thanks
RE: Da Bebes=lite
Posted: Sun Apr 04, 2010 4:54 pm
by chesmart
Didnt you guys change the amount of torpedo tubes to twin tubes ?
RE: Da Bebes=lite
Posted: Sun Apr 04, 2010 5:53 pm
by JWE
ORIGINAL: che200
Didnt you guys change the amount of torpedo tubes to twin tubes ?
Yes, but that has no bearing on the question. The % hit for shots fired is hard coded. Frankly, we were concerned that split tubes would result in an unacceptably low hit rate - fewer the shots, lower the rate. Play experience has shown that this is not an issue, and we are still within the original model parameters. Player feedback (mostly from stock players) suggests that split-tube submarines might be more capable against smaller vessels, but that is more a function of their increased time-on-station and the number of 2-tube targets. Hit rate is hard wired (with a binch of randoms).