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View Full Version : Do dc's run out? (newb question warning)


Vipper
01-07-10, 05:28 AM
I'm not newb but i have newb question, have been played Sh for years but never knew this one: Do DD's dc runs out? I remember that real submariners did count explosions to figure it out but is it modelled in sh or in its mods? DD'd wiht infinite DC's or not?

In game i do usually escape or sink destroyers or they leave before i figure it out in action.

Steel_Tomb
01-07-10, 05:37 AM
as far as i know there is a limited amount they carry... but its a lot lol. Even after they run out of DC's they continue to harass you and ping away quite happily...

Lt.Fillipidis
01-07-10, 07:06 AM
The amount of DCs carried even in game is random.
Its limited but sometimes they do have a lot and sometimes few.
I had an experience where a DD depth charged me twice and then stopped.

Red Heat
01-07-10, 07:27 AM
In the sh3 i dont know for sure...but in the sh2 it was implemented in the stock game for sure! :smug:

Lt.Fillipidis
01-07-10, 11:33 AM
Why do i have the feeling that SH2 was a better game in worse graphics?

Jimbuna
01-07-10, 12:01 PM
In the sh3 i dont know for sure...but in the sh2 it was implemented in the stock game for sure! :smug:

On average, each DC thrower has between 20 and thirty.

Why do i have the feeling that SH2 was a better game in worse graphics?

I think your in danger of wandering into a minefield here...a bit like comparing apples and pears.

Would one care to give some detailed examples.....whilst taking into account the limitations in SH2 and the additional features/platforms available to players in SH3?

Red Heat
01-07-10, 05:41 PM
Hii Jim

I full agree with you...we must see the all painting, correct?
It was a huge advance since sh2 to sh3 and im not including the GWX, U-Boat Commander, and JSGME tool... :up:

MRV
01-07-10, 09:16 PM
SH3 is better, no discussion ;-) but there are some features I would have wanted to see in SH3, for example fire levels that add to ship damage, explosions from far away becoming a rumble and some micromanagement commands available to the player (manual control over red lighting, option to abandon your sub if surfaced....)


UBISOFT ROMANIA DID YOU READ THAT??? Thanks! :DL

Jimbuna
01-08-10, 07:15 AM
SH3 is better, no discussion ;-) but there are some features I would have wanted to see in SH3, for example fire levels that add to ship damage, explosions from far away becoming a rumble and some micromanagement commands available to the player (manual control over red lighting, option to abandon your sub if surfaced....)


UBISOFT ROMANIA DID YOU READ THAT??? Thanks! :DL

This is precisely the old recurring theme.....no version of SH has had EVERYTHING from its predecessor included, but each successor has had more improvements included.

Sailor Steve
01-08-10, 12:36 PM
Why do i have the feeling that SH2 was a better game in worse graphics?
Not even close. SH2 was designed for multiplay with Destroyer Command, which was a good thing, but as a stand-alone game it was just about as bad as it gets. Everything was scripted, there was no real career mode at all. Every campaign you played was exactly the same as the last one. The list just goes on.

There were mods that turned into quite a fun game, but it could never be properly labelled a simulator.

Ping Panther
01-08-10, 02:06 PM
There are R.L. accounts of a few unfortunate subs facing nearly infinite DC engagements from escorts in situations where they made their convoy attack within reasonable round-trip range to a naval port of the enemy.

Imagine, the given number of escorts come along and send you under, ping you all over, dump their DC load all around. Then once one of them feels they are running low, they radio in, then step aside to take five, make a run to their local arsenal depot to load up, and keep tagging each other to keep bringing it on. :shifty:

GWX3 is the best ever, and yes they can eventually run out of DC's. Been there, done that.

Jimbuna
01-09-10, 02:48 PM
One of the most realistic experiences during a DC attack is when it's conducted by two or more escorts and they take turns listening whilst another of their number make the attack run....incredible!!

Red Heat
01-09-10, 02:53 PM
Hello

MRV, Jimbuna, Sailor Steve...i full agree with all your points of views, in particulary what MRV exemple:

"fire levels that add to ship damage, explosions from far away becoming a rumble and some micromanagement commands available to the player (manual control over red lighting, option to abandon your sub if surfaced"

I all so miss a lot...it was very very cool!