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longam
06-07-07, 07:49 PM
I just got offered a Balao Class sub over my Gato so I took it. Well I can now dive in 45 seconds instead of the usual 1 min 30 secs on average. I went on a duck hunt and found many targets that were fish food without a hitch or scratch. Hmm cant wait to see what the under sea hunting is like.

sunvalleyslim
06-07-07, 08:11 PM
Congrats longan, Here's to many more sucessful patrols:()1:

FooFighters
06-08-07, 02:24 AM
I just got offered a Balao Class sub over my Gato so I took it. Well I can now dive in 45 seconds instead of the usual 1 min 30 secs on average. I went on a duck hunt and found many targets that were fish food without a hitch or scratch. Hmm cant wait to see what the under sea hunting is like.

In my opinion the Balao is the best class in SH-IV..
Quick diving, 10 torpedo tubes, long submerge time..

I love this boat..

azn_132
06-08-07, 02:48 AM
I just got offered a Balao Class sub over my Gato so I took it. Well I can now dive in 45 seconds instead of the usual 1 min 30 secs on average. I went on a duck hunt and found many targets that were fish food without a hitch or scratch. Hmm cant wait to see what the under sea hunting is like.

In my opinion the Balao is the best class in SH-IV..
Quick diving, 10 torpedo tubes, long submerge time..

I love this boat..

ur not the only that likes the balao class!

longam
06-08-07, 06:41 AM
Oh ya, going to love this boat. With the Gato there was no point in diving when AC came. About have the time they would give me damage before I could get under.

Of course with the dual 40mm guns on the balao who needs to dive.:rock:

Chris2802
06-08-07, 06:55 AM
On the subject of the Balao and dual guns - in the museum it is shown as having fore and aft deck cannons, but it won't let me have them in the game. Is this just a bug in the museum feature?

Cheers
-Chris

FooFighters
06-08-07, 07:06 AM
On the subject of the Balao and dual guns - in the museum it is shown as having fore and aft deck cannons, but it won't let me have them in the game. Is this just a bug in the museum feature?

Cheers
-Chris

Never noticed this.. :hmm:

longam
06-08-07, 07:34 AM
On the subject of the Balao and dual guns - in the museum it is shown as having fore and aft deck cannons, but it won't let me have them in the game. Is this just a bug in the museum feature?

Cheers
-Chris

Never noticed this.. :hmm:

That is strange because I installed them the first day.

Von Tonner
06-08-07, 07:56 AM
Me too, cannot get fore deck gun installed either. It is one OR the other. The other thing, on crew management I have the two boxes to put gunners into for the two AA guns but no box for the aft deck gun - weird, as if it takes damage I cannot man it to get it repaired.

dizza
06-20-07, 11:46 AM
I am having the same problem with no crew slots showing for the deck guns. I can't put two guns on the boat either.

-d

wetwarev7
06-20-07, 12:08 PM
same here

Capt. Shark Bait
06-20-07, 01:00 PM
got one last night as well:ping: . radar....finally:-?. could be the guns referred to are AA and not 2 deck guns?

V.C. Sniper
06-20-07, 01:59 PM
The Balao class is my favorite World War 2 submarines!!! Ultra long range, can be upgraded to pack 2 huge 5/25" guns, pack with the highest tech gadgets, ultra deep diving, ultra fast diving rate, and can stay submerge for a looong time!! Go Balao class!

MaxT.dk
06-20-07, 02:20 PM
It especially rocks if you use my KillerSub (http://www.subsim.com/radioroom/showthread.php?t=115333) mod! :know:

longam
06-20-07, 02:43 PM
It especially rocks if you use my KillerSub (http://www.subsim.com/radioroom/showthread.php?t=115333) mod! :know:

LOL I'll have to give that a shot before 1.3 :lol:

crapgame
06-20-07, 10:23 PM
Looks like I'm in for a treat. I got a shinny new one today:smug:

-Pv-
06-22-07, 12:09 AM
I've seen an equal number of people complain about deck gun placement and gun crew assignments and those having no trouble at all. I suspect it's a mod or patch application issue. I'm one that has no trouble with these on my modless (except for radar N/S fix) game.
-Pv-

azn_132
06-22-07, 01:16 AM
Finally got the Balao, after startin from a S boat as u can see on my sig.

MaxT.dk
06-24-07, 01:21 PM
It especially rocks if you use my KillerSub (http://www.subsim.com/radioroom/showthread.php?t=115333) mod! :know:
LOL I'll have to give that a shot before 1.3 :lol:

have fun there ;) :up:

Lagger123987
06-24-07, 10:05 PM
It especially rocks if you use my KillerSub (http://www.subsim.com/radioroom/showthread.php?t=115333) mod! :know:
LOL I'll have to give that a shot before 1.3 :lol:

have fun there ;) :up:

The Japanese took a big hit in the face thanks to this mod, I don't understand why my kids like full realism in games. This mod make my day more enjoyable.

Steel_Tomb
06-25-07, 04:50 AM
Lol omg can you imagine having two deck guns :smug: would be more like a submerged destroyer than a sub lol, especially with the stock SHIV reload times it would be like having a death ray on your boat!:arrgh!:

MaxT.dk
06-25-07, 05:44 PM
Lol omg can you imagine having two deck guns :smug: would be more like a submerged destroyer than a sub lol, especially with the stock SHIV reload times it would be like having a death ray on your boat!:arrgh!: No need for 2 Deck Guns man, just use my KillerSub (http://www.subsim.com/radioroom/showthread.php?t=115333) Mod and you're a death machine :rotfl:

zylark
06-25-07, 09:40 PM
I love my Balao, and the highly experienced crew I got, that started out on a Tambor, grew into a Gato and now revel in the Balao.

I think I praised my Balao to high heaven in another thread, so I won't repeat it all. Instead I got a few questions.

First, how deep is it safe to go with it. On my metric depth gauge, the little red marker that indicates test-depth is literally off the chart at 160+ meters. Personally I've never taken her (why are ships always a her, even masculine pieces of power and raw aggression such as warships?) below 135 meters. Not had the need really, but also I am somewhat cautious.

And will merchant MG fire compromise the hull integrity. I know aircraft MG/Autocannon fire do, but I've yet to see any ill effects from merchant MG fire. Apart from injuring topside crew naturally. Reason I bring this up is that I got somewhat arrogant the other day. Had a crippled ship some 400 meters off, and the convoy it belonged to was slowly steaming away from it, at the point of the DD escort not possibly reaching me when I surfaced (7+ km), finished the cripple with deckgun and then slunk off again. I did though receive quite a few MG bullets for my altruistic euthenasia favour. :roll:

After that I did not go lower than 80 meters. You know, erring on the side of caution. No problems whatsoever. Where it not for my 70k+ tonnage sunk on that mission, I might have gone deeper, but 80 meters worked, and it is quite sufficient in most situations.

V.C. Sniper
06-25-07, 10:12 PM
You can dive very deep in the Balao. 900 feet would be the maximum depth that you can dive to (in real life). But the game puts in an unrealistic crush depth of 650 feet (wayyy too shallow), so yeah, 650 feet is the maximum for the Balao in the game.

I hope that the devs change the crush depth to somewhere around 900-950 ft

USS Chooper any1???:arrgh!: http://en.wikipedia.org/wiki/USS_Chopper_%28SS-342%29

Von Tonner
06-26-07, 03:12 AM
And will merchant MG fire compromise the hull integrity.


I agree with you Zylark, if my Balao gets so much as a scratch on her I am very cautious in taking her down too deep. I would think MG fire would compromise hull integrity though. I have taken her down to 555 feet when DD's are searching for me as at this depth you are pretty much safe from detection and depth charges. Though I have had my aft deck gun damaged while diving down which I think was around 400 odd feet when I incured that damage. I was under the impression that DC couldn't be set for such deep depths - maybe I was wrong.