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View Full Version : Panic speed, anybody?


commandosolo2009
01-06-11, 08:36 PM
Well I gotta admit the title may sound weird, but I am actually referring to the speeding up of your periscope targets when the see Mark14 speeding towards them.

So, I'm east of Luzon, on my 4th patrol. I get a radio report of a taskforce headed my way. So, I floor it and head to a headon intercept path.

Two questions come to my mind

- Weather report relation to Radio report.
and
- Task force best intercept position.

So,

I load the game and fail a couple of times after going once too soon, and the other too early. Of course DDs make it tough, and I dont want to lose the element of surprise, since its what all my boat is about - stealth.

The last time, I'm right in the center of the Taskforce. Maybe even too close to the BSs, LCs...

Those of you who read my Allied ports my a@@! thread, will note I broke off the conversation, for an attempt at these once-in-a-lifetime targets opportunity.


Sadly enough, when I'm even inside the taskforce, I cant get a proper shot, without being spotted. And I calculate 4 (yes four Kungo BSs), One Fuso, One Ise. I'm abeam of the first of the kungos, coming in a row. Our separation? 600 meters:x

Arghhhhh!!! 600 meters , 4 eels away, 3 hit and the fourth misses, and I get this:


http://i1218.photobucket.com/albums/dd414/Perch176/SH4Img2011-01-07_025301_753.jpg


http://i1218.photobucket.com/albums/dd414/Perch176/SH4Img2011-01-07_025224_443.jpg

And this guy just keeps circling around with his left enignes. He refuses to sink. So, I quit, and post this here.

Anybd knows what speed should I give my eels to compensate for panicked units?

And most importantly, is there a way to make the eels do more damage, since apparently, 3 magnetzundung done nothing.....

Oh, and when do I get the Mark 18? isnt that the electric? Please tell me they cant see it. :stare:

Armistead
01-06-11, 10:55 PM
A Kongo was a big 32K BB, don't expect to sink it with a few torps, although in stock ships will sink much easier. It takes 6-8 usually playing TMO, well aimed at different spots. The Yamato can take 10-14 torps playing TMO, much depends on the year and if you get them all in about the same time. Have to remember their crews repair the ship just as your's does. I've had BB's listing badly given enough time to fix it and get back to normal. If the crew has an elite setting, they repair much faster.

Study the skipper bag of tricks. I always shoot my first torp by the wire at the bow. When a ship spots your torp wake it will either try to outrun them or slow down and let them pass. If your torps are coming center back usually they try to outrun them, if torps approaching center forward, usually slow down. With zigs it seems same applies, if torps coming forward they turn away, coming towards the rear, turn in.

You need to make a decision based on your setup. I prefer to shoot towards the front, knowing he will slow down and send my others back either using wire shooting, spreads or simply a speed adjustment. I prefer minor speed adjustments. If a ship is going 19, I may shoot the first one at 20 if within a decent range, next one 19, next 18., but no more than a half to one knot and you need to be within 1500 yards, over I use half knots.

Timing is everything, moreso with ships that can do high speeds. Getting in close is key, if you shoot far away any ship that see's the torp will alert the others and they will start evading the moment the torp is spotted by any.

Often you have to do your setup guessing where he will be when your torps arrive and not use the shooting setup. He may have an AOB of 50 when you prepare to shoot, but he may zig right after you shoot changing the AOB, so learn to do setups based on where you think he will be when your torps arrive.

The M18 is wakeless and cannot be seen, but slower and a lil less powerful. I carry both and use them as the situation calls for it. At night in fog and rougher water I'll use M14's...after 43

commandosolo2009
01-07-11, 03:57 AM
A Kongo was a big 32K BB, don't expect to sink it with a few torps, although in stock ships will sink much easier. It takes 6-8 usually playing TMO, well aimed at different spots. The Yamato can take 10-14 torps playing TMO, much depends on the year and if you get them all in about the same time.

I mean c'mon man! The sub can shoot 4 only (porpoise) and untill I get a Balao, maybe I'll stick to merchants. I'll try a fan shot today again. but I'll launch from 30 meters. Lets see their faces this time.



Study the skipper bag of tricks. I always shoot my first torp by the wire at the bow. When a ship spots your torp wake it will either try to outrun them or slow down and let them pass. If your torps are coming center back usually they try to outrun them, if torps approaching center forward, usually slow down. With zigs it seems same applies, if torps coming forward they turn away, coming towards the rear, turn in.

You need to make a decision based on your setup. I prefer to shoot towards the front, knowing he will slow down and send my others back either using wire shooting, spreads or simply a speed adjustment. I prefer minor speed adjustments. If a ship is going 19, I may shoot the first one at 20 if within a decent range, next one 19, next 18., but no more than a half to one knot and you need to be within 1500 yards, over I use half knots.

Timing is everything, moreso with ships that can do high speeds. Getting in close is key, if you shoot far away any ship that see's the torp will alert the others and they will start evading the moment the torp is spotted by any.

Often you have to do your setup guessing where he will be when your torps arrive and not use the shooting setup. He may have an AOB of 50 when you prepare to shoot, but he may zig right after you shoot changing the AOB, so learn to do setups based on where you think he will be when your torps arrive.

The M18 is wakeless and cannot be seen, but slower and a lil less powerful. I carry both and use them as the situation calls for it. At night in fog and rougher water I'll use M14's...after 43


I guess I'm stuck with Mark 14 for awhile then.

Takao
01-07-11, 04:46 AM
It's not so much the speed of the panicked unit, as it is the constant helming that is my bug-a-boo. In SHIII it was a little easier as the ships followed a fairly routine "wave" pattern, but in SHIV, they can go in all different directions.

As such, I target my torpedoes to hit from midships to stern. This increases the likelihood of damage to engines, props, and occasionally rudders. Ships are a lot easier to take out once you've crippled their propulsion systems.

Hits in the bow rarely seem to have much effect on a ship, especially in the stock game.

commandosolo2009
01-07-11, 06:55 AM
It's not so much the speed of the panicked unit, as it is the constant helming that is my bug-a-boo. In SHIII it was a little easier as the ships followed a fairly routine "wave" pattern, but in SHIV, they can go in all different directions.

As such, I target my torpedoes to hit from midships to stern. This increases the likelihood of damage to engines, props, and occasionally rudders. Ships are a lot easier to take out once you've crippled their propulsion systems.

Hits in the bow rarely seem to have much effect on a ship, especially in the stock game.

If only the bastard sunk.... Anyways, thanks fot the tips. I just sunk a heavier duty Ise :yeah:. I didnt see the shots, but the eels ran right under the Kongo. The explosions happened at command deck-foredeck junction.And it left a nice big oil slick on surface... An artifact maybe.. I've returned home to pearl, and I expect a good pay for the efforts performed:cool:

WernherVonTrapp
01-07-11, 08:53 AM
If you can hit the BB in it's engine rooms, under the stacks, you'll see a big explosion and the ship will eventually be dead in the water. Also, try to aim for the A/B turrets. You might be able to hit one of the gun magazines causing massive secondaries and, again, she'll eventually be dead in the water, if not sunk outright. I never use magnetic detonators against large warships. For some reason, I could never sink them that way. I always get the best results using direct contact to detonate. That way, more explosive force is directed against the hull. The further away the detonation, the less explosive force is applied.

commandosolo2009
01-07-11, 09:23 AM
If you can hit the BB in it's engine rooms, under the stacks, you'll see a big explosion and the ship will eventually be dead in the water. Also, try to aim for the A/B turrets. You might be able to hit one of the gun magazines causing massive secondaries and, again, she'll eventually be dead in the water, if not sunk outright. I never use magnetic detonators against large warships. For some reason, I could never sink them that way. I always get the best results using direct contact to detonate. That way, more explosive force is directed against the hull. The further away the detonation, the less explosive force is applied.


thats not an issue anymore, cuz I got my first second promotion and Gato class sub!! Also, a propuslion specialist, who could (according to ability description) increase my range. I now have 6 fore tubes and 4 aft tubes, 24 eels total, JP listening gear?:hmmm:, WCA sonar gear, no S radar (wont install it), 82 spaces for crew, 72 occupied so far.

All that thanks to the last patrol (5th) which I sunk an ISE, yes, from the taskforce on this subject.

So, my guess is that now on, I'll be hunting taskforces:cool:

One thing though. Magnetic det is meant to cripple the ship, also, a life saviour since you are already (was in case of Porpoise) short on eels, and a pesky 8 min reload time per eel dont stand a chance against a BS, versus a fan shot of 6 eels with proper spread.


Sorry but if you look into my screens on this thread (http://www.subsim.com/radioroom/showthread.php?t=178821), he actually got effed thanks to the magnetzundung.:yeah: Imagine a 6 shot of this style. He's definitely a gonner.

WernherVonTrapp
01-07-11, 09:35 AM
Ahhh, a Gato, huh? Fine boat she is.:yep: Congratulations on the kill, and the new boat.:yeah:

Armistead
01-07-11, 10:29 AM
Sometimes you'll sink capital ships with a few torps, other times the same ship takes several. The important factors are damage zones and crew ratings. The ratings are thus

Poor
Novice
Competent
Veteran
Elite

If they have poor ratings, they sink much faster.

Merchants have either interior or external loadouts, many have both. It can help to know what the external load outs look like. If a ship is carrying ammo crates on deck I can ID, I know one torp will blow him up and any ship near him. Many times I've sunk several ships with one torp. Mostly when they hunting and milling I'll time shooting when DD's are near loaded merchants and blow them all up. If a merchant have fuel or oil you'll see a big fireball, ammo, more of an explosion, carrying both....watch your distance.

Internal loadout:
Freight
Ammo
Fuel

External loadout:
Oil
Freight
Freight containers
Ammo containers
Ammo crates
Aircraft
Tanks
Trucks
Trap containers

Armistead
01-07-11, 10:39 AM
Here, time it right with loaded ships you can take out several with one torp. Problem is you only get credit for the one you hit. I only hit the one already sunk, then the domino effect, one merchants explosion sets off the other and so on.

http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2010-10-26_001504_974.jpg

I prefer to wait until a escort is passing a loaded ship and blow both up at the same time.

http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2010-04-24_193413_937.jpg

http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2010-04-24_193224_234.jpg

commandosolo2009
01-07-11, 12:27 PM
wish I had these close to the taskforce.. wouldve made me a rear admiral:yawn:

Dogfish40
01-07-11, 01:33 PM
Well I gotta admit the title may sound weird, but I am actually referring to the speeding up of your periscope targets when the see Mark14 speeding towards them.




Anybd knows what speed should I give my eels to compensate for panicked units?



And most importantly, is there a way to make the eels do more damage, since apparently, 3 magnetzundung done nothing.....



Oh, and when do I get the Mark 18? isnt that the electric? Please tell me they cant see it. :stare:




Ahoy Solo....
I can feel your pain, Armistead said a lot of it already but since I play stock as well I'd thought I'd chime in. If you actually get in that close your really playing this great, why the frustration? The IJN and just about every other navy but especially Japan, super-reinforced the armor plating on the sides of all their Battlewagons, (they were very proud of their Battleships) weather or not this aspect has been incorporated in the game I don't know. If your under 4000 yrds I would set the fish for high speed and recalculate. As mentioned by Armistead, set a spread and if your going for the Battleship I would give him ALL my forward fish. If you sink one of the IJN's Battleships you've got a medal waiting back at Pearl (or where-ever). Also, I was reading your other post and thought I would mention that I've had a lot of luck finding convoys using that Route map that comes with the game. Also, There are one or two mods in the downloads section for improving the torpedo damage or performance!
Good Hunting! Sounds to me like you're playing a great game (I hope I get to pop up in the middle of something like this soon).
:salute:D40

commandosolo2009
01-07-11, 06:02 PM
The IJN and just about every other navy but especially Japan, super-reinforced the armor plating on the sides of all their Battlewagons, (they were very proud of their Battleships) weather or not this aspect has been incorporated in the game I don't know.

Ahoy DF4!!!

Yes its in, called protective belt, which is why, shots have to be deeper. I go for magnetzundung in calm seas. Few prematures, no problem, still can fart out quick and hit him with the DG. He cant out manoeuver me (merchant). Trouble is, if escorts are around, one has to drag along quietly maybe case the damn thing, Yes it will still zigzag, but the chances are, your destroyer will also attack the merchant she protects. One risk though, you too get a share of the sticking.

If your under 4000 yrds I would set the fish for high speed and recalculate.

I'm telling you, under 1000 meters, and still the SOB outrunned the 44kt fast eels.
If you sink one of the IJN's Battleships you've got a medal waiting back at Pearl (or where-ever).

Got me a nice DSC, and a change to Gato (this is Porpoise class). Now my crew are becoming more specialised.

Also, I was reading your other post and thought I would mention that I've had a lot of luck finding convoys using that Route map that comes with the game.

Too bad, cuz mine was off steam. No glory though, I remember printing it, but cant remember where it is exactly. Also, There are one or two mods in the downloads section for improving the torpedo damage or performance!

Well, currently, I'm interested in finishing vanilla first, cotton, and dry.
Besides, my lap would go berserk on me if I overload it..

Good Hunting! Sounds to me like you're playing a great game (I hope I get to pop up in the middle of something like this soon).

Best of luck mate, and thanks for the tips :salute:

Armistead
01-07-11, 06:06 PM
Check out this link to the Silenthunter forum, another SH4 forum. Make sure you read second link called the SHIV guide if you haven't done so.

http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/9661024145