![]() This is the equivalent of WW2 era subs performing calculations either by hand or with a targeting computer to get a computed lead point. and it will display it for 10 seconds or so. when that timer ends the sub will display a narrow-spread torpedo lead-aim pointer just like surface ships do. ![]() The torpedo attack mechanic should be that the player needs to go to periscope depth, use periscope scope, lock the target (like surface ships do), press a button that will begin a short timer.during that timer the player must keep the ship in clear line of sight and periscope aimpoint aimed at the locked ship. If a tier 10 torpedo from an airplane does 10k damage and a destroyer launched torp does 20k damage then the submarine torp should do 15k. and fires them via a WW2 immersive mechanic? Why can't they introduce subs as team-play ships rather than brutal high damage super stealthy glass cannons? Why can't WG make the subs fire torpedoes that do damage somewhere between air-dropped torps and destroyer torps. I would prefer sub torpedo play be more WW2 like (funny to want that in a mostly-WW2 era ship combat game no?). and implemented via a mechanic that belongs in a toddler age range video game (sonar ping+fill in the lights) Late cold war era ping+homing torpedoes on WW1-WW2 era subs. The ping mechanic is so horribly game-y and absurd its painful to see it in action.
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