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Gargamel
10-27-10, 12:58 AM
Do they ever get bored and leave?

Was able to place myself in front of decent sized, 2 coloumn convoy. Single DD on each side.

While drifting in the lead DD made me, so I sank him. I then blitzed the convoy, hitting and sinking an Ore carrier, and disabling two more ships (the second one only after he stopped from almost hitting the first).

After knife fighting with the DD's for a few minutes, I snuck under one of the disabled ships, where the DD's couldn't get to me.

http://img801.imageshack.us/img801/5716/sh3img26102010225710609.png

I Continued to sit there for a long time, until the convoy and 2 of the DD's left. But the 3rd guy was madder than a hornet and kept circling, making attack runs, then breaking off.

http://img26.imageshack.us/img26/9935/sh3img2610201023631687.png

So i parallel parked next to the merchant, and waited for his next pass.

http://img213.imageshack.us/img213/4314/sh3img26102010232237296.png


Apparently 238m is not too close for a type II, but I wont be trying it on a regular basis.

http://img515.imageshack.us/img515/7777/sh3img26102010235016578.png


So here's my dilema:

I waited quite a while before killing the DD, but one of his buddies came rushing back. And I had to do it all over again.

But Now I'm out of eels, and #4 has shown up. I've tried evading by sneaking away before he got there, but no luck, he found me. So I'm currently working my way back to the disables, and planning on using my deck gun while using the merchants as a shield.

Can I camp under the boat and will the last DD have to rejoin his now defenseless convoy? Or should I attempt more evasion manuevers? I plan on returning to this spot to sink these with my deck gun.

And aside from low RPM's and slow serpentines.... is there anything else i can try? I've been sprinting through the DC'ing too.




Side note though, there's now a pile, literally, of 3 destroyers on the ocean floor in 80m water. Sounds like an awesome wreck dive!!

VONHARRIS
10-27-10, 01:30 AM
I wouldn't advice the deck gun solution. Engaging even a small warship in GWX with the deck gun can couse you so much unwanted damage.
The DD has 3 - 5 5in guns and you only have 1 88mm. Using his superior speed can easily find you behind the merchant - shield.
Dive deep and run silent , but don't move more than 20Km from the disabled merchants. He will go away if he can't get a lock on you. Then you can sink the merchants , only when you can't hear him any more.

Nice manouvers close to those merchants!

desirableroasted
10-27-10, 03:41 AM
Do they ever get bored and leave?



As long as you keep making noise or getting detected, he will stick with you.

If you don't care much about realism, you could try to take on the DD with the deck gun. If you do care about realism, you should be at 79m doing serpentines at 70rpms.

Parking under a disabled merchant is problematic: a) in real life you couldn't do it (reliably). b) the game's AI is not fooled by it. c) if you have disabled it, it will sink at some point.

JokerOfFate
10-27-10, 05:17 AM
"Do they ever get bored and leave?"
No, but they'll leave sooner or later.

Plot a zig-zag course and move slowly away, but don't let them guess your course Keep changing it.

If you're going to attack a warship in future remember "Don't attack packs" if you want to live to the end of the war.

Escorts are pretty easy to evade, but they'll call in the big guns (The much bigger guns), but that's mostly in late war.

If you stay there too long it will get pretty crowded.

desirableroasted
10-27-10, 08:37 AM
"Do they ever get bored and leave?"
No, but they'll leave sooner or later.

No, they won't. As long as they keep detecting him, they will stay. When they don't detect him for a while, they will leave.

Plot a zig-zag course and move slowly away, but don't let them guess your course Keep changing it.

The AI cannot "guess." Unlike real life, the only human -- guessing, gambling, rolling dice -- variable in the game is the player's. The player has to "guess" what the AI is programmed to do.

JokerOfFate
10-27-10, 01:04 PM
No, they won't. As long as they keep detecting him, they will stay. When they don't detect him for a while, they will leave.



The AI cannot "guess." Unlike real life, the only human -- guessing, gambling, rolling dice -- variable in the game is the player's. The player has to "guess" what the AI is programmed to do.


and you say I don't play realistically :nope:

desirableroasted
10-27-10, 07:57 PM
and you say I don't play realistically :nope:

Remind me. Aren't you the guy that claims to sink battleships with flak guns? GWX 100% realism, yet you can only manage (stock) screenshots (whoops, that blows the 100% realism) that include torpedo holes?

You got hosed on a couple or three threads about that, then you went over to Minecraft, where they hosed you a little, and now you are back here.

If it is you. Just checking. it's so easy to mix things up.

Frankly, mate, I don't care how or why or if you play the game. Just give knowledgeable advice when you can provide it.

Gargamel
10-27-10, 08:25 PM
I understand mano a mano, I'm toast against any ship on the surface.....

But if I'm using the merchant as a backdrop shield?

They aborted DC runs on me cause of them, but would they avoid shooting them?

frau kaleun
10-27-10, 10:15 PM
I understand mano a mano, I'm toast against any ship on the surface.....

But if I'm using the merchant as a backdrop shield?

They aborted DC runs on me cause of them, but would they avoid shooting them?

If I'm not mistaken, an armed enemy ship - once they know where you are - will keep firing on you even if you put one of their own ships between you and them. At least on the surface. I did this during a convoy attack - having taken out the only RN vessel on escort duty, I decided to surface and finish off an ore carrier with the deck gun. I guess one of the merchants was armed, as even when I started taking fire from somewhere and submerged again, we didn't pick up any warships on the 'phones. I figured out where the fire was coming from and got the damaged merchant in between myself and the armed vessel and resurfaced at a somewhat greater distance. They kept firing on me but everything was coming over top of the other ship and falling short. Some of it may have even hit the ore carrier because I sure didn't get too many more hits on her before she was done for.

I've never had them get a lock on me when I was submerged and drop wabos so near another ship that they took it out instead, at least not a merchant. I have seen DDs blow up themselves and some of their friends by dropping wabos and then all converging to ram me when I surfaced a few seconds later due to severe damage. Not sure if it was the depth charges or them colliding with each other that took all of them out... and of course I was finished off as well... but I took three down with me when I went, lol.

Falkirion
10-27-10, 10:23 PM
My advice to you with 238m under your keel is to get deep. I had the same issue during one of my patrols. Parked myself under a nice disabled BB (The Nelson) but had an A&B class circling while the convoy moved on. I escaped by waiting for one of his DC runs, going flank ahead and diving in a circle.

You'll make a helluva racket but once you have 100m or more depth, then cut back to silent running and evade by zig zagging and changing depth. If I can shake a DD off in 100m of water, with 238m it should be a piece of cake.

Gargamel
10-27-10, 10:27 PM
My advice to you with 238m under your keel........

Ahh no.. it was 238m range to target on the third DD. type II Eel was able to arm and sink 'em in that range.

Only had 80m to work with in depth.

But i did long slow turns at max depth and eventually they left.

Sat beside the merch's at peri depth for about 4-5 hours, then popped up and finished them both off with only a few dozen rounds total.


Thanks for all the help guys!


CAPTAIN'S LOG
Date and Time
Location
Occurrences
25.1.40. 1246 Patrol 8
U-102, 2nd Flotilla
Left at: January 25, 1940, 12:46
From: Wilhelmshaven
Mission Orders: Patrol grid AN26

26.1.40.
2052 Grid AN 45 Ship sunk! SS Alboni (Medium Cargo), 4722 tons. Cargo: Coal. Crew: 61. Crew lost: 28
31.1.40.
1640 Grid AN 28 Ship sunk! SS Katingo Hajipatera (Small Merchant), 1819 tons. Cargo: Coal. Crew: 76. Crew lost: 26
3.2.40.
1052 Grid AN 16 Ship sunk! SS Charger (Large Cargo), 8737 tons. Cargo: Coal. Crew: 45. Crew lost: 8
6.2.40.
1003 Grid AN 14 Ship sunk! HMS Brilliant (A&B classes), 1350 tons. Crew: 168. Crew lost: 10
1247 Grid AN 14 Ship sunk! SS Haiching (Small Freighter), 2221 tons. Cargo: Timber. Crew: 27. Crew lost: 20
8.2.40.
0018 Grid AM 34 Ship sunk! MV Pétursey (Small Trawler), 98 tons. Crew: 26. Crew lost: 6
0822 Grid AM 36 Ship sunk! HMS Kelvin (J&K classes), 1690 tons. Crew: 241. Crew lost: 173
1023 Grid AM 36 Ship sunk! HMS Anthony (A&B classes), 1350 tons. Crew: 145. Crew lost: 24
1128 Grid AM 36 Ship sunk! HMCS Iroquois (Tribal class), 1850 tons. Crew: 236. Crew lost: 28
1811 Grid AM 36 Ship sunk! SS Politician (Large Merchant), 11890 tons. Cargo: Military Stores. Crew: 108. Crew lost: 96
1811 Grid AM 36 Ship sunk! SS Empire Byron (Empire-type Freighter), 5182 tons. Cargo: Military Stores. Crew: 37. Crew lost: 17
9.2.40.
0139 Grid AN 13 Ship sunk! SS Royalite (Coastal Freighter), 1874 tons. Cargo: Scrap Metal. Crew: 33. Crew lost: 15
0840 Grid AN 14 Ship sunk! SS Adrian (Coastal Freighter), 1875 tons. Cargo: Foodstuffs. Crew: 34. Crew lost: 27
1256 Grid AN 14 Ship sunk! SS Baron Belhaven (Empire-type Freighter), 5181 tons. Cargo: Trucks. Crew: 38. Crew lost: 35

10.2.40. 2017 Patrol results
Crew losses: 0
Ships sunk: 14
Aircraft destroyed: 0
Patrol tonnage: 49839 tons

First DD was an Oh SH** Moment. Heavy fog/storm, cruising on surface for a bit while recharging. ALAAAAAAAAAARM!!!! Hard to Port, fired off stern eel, boom! 500m range lol.