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Old 06-10-17, 06:21 AM   #5
PL_Harpoon
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Join Date: Sep 2016
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Here are a few my recommendations (with explanations below):

1. Active intercept should be considered a contact.
 
I know that currently thy contribute to TMA if you already have established sonar contact but if your sonar can't detect any ships but you receive pings they should be assigned as contacts with low TMA rate. Perhaps when that contact is selected display sonar type on signal comparison screen during a ping. Also if you loose contact with an enemy but still receive pings it shouldn't disappear and the solution should stay at it's current rate until it turns/changes speed.

2. There should be a way to detect helicopters/aircraft other than using periscope.
 
My idea is to use ECM mast. I don't think you should be able to detect when a heli drops a dipping sonar but your ECM should detect it's radar and based on the strenght of a signal your crew should be able to estimate a range.

3. Add refuel/rearm mechanic to helicopters and aircraft
 
I just did some simple math and it turns out that a Helix helicopter should theoretically be able to stay airborne for about 4.7 hours, Hormone about 2. With Bears it's a little bit more tricky, but the distance from any Soviet air base to Iceland is about 2000 Km, so that would mean it could stay at any place between for about 9.7 hrs. (all data from wikipedia). But that's considering that they have just took off and flew straight to mission location. You could just start with those values and add a random multiplier to account for time spend before the encounter. Another thing you could add for the aircraft to rearm once they depleted their stores of torpedoes/depth charges. If it's a Bear it could mark your last known location, call another aircraft (that would arrive after, let's say, 10 - 60 minutes) and return for refit. The same would apply to helis, but they would return to home ship, for a 20 min rearm/refuel. Another thing is that if you destroy all ships with landing pads helicopters should immediately head for the nearest land (unless you're close to Soviet occupied territory)

4. Place insertion zones a little bit further from the ports.
 
It seems absurd to me that you need to put SEAL teams 2km from enemy ports. Any sane captain would just refuse to do that. I think it's ok to make port entrances heavily guarded but perhaps place patrol areas for surface ships and proximity mines along the whole coast around the port but give us several possible insertion zones (closesr to port = higher chance of success) so that we can make a decision: shall I risk detection and try to bring them closer or risk their success and drop them in a safer place

5. Remove passive sonobuoy barriers from missions
 
I understand the value of those barriers on campaign map (when you pass them enemy subs/ASW groups will converge on that location) but placing them inside missions is just pure evil because there's just no way to detect them. I like difficulty but adding elements that can kill you without any ways of avoiding it is not difficulty. It's just pure luck.

6. Perhaps add some form of anti-air?
 
This might be controversial, cause there's no proof of US subs having any A-A capabilities, but I'm certain that if this many captains have problems with enemy aircrafts as there are people complaining on forums they would soon be issued with at least a couple of Stinger launchers. Let's say that to use them you need to surface the sail and if the aircraft is within range they would be fired automatically by the crew (unless in silence mode).
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