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Deep_Nukem
03-01-11, 08:53 PM
So I'm about to go on my second patrol where I have to sink 100,000 tons of merchant ships (total Germany) and I'm wondering if I'm missing something because I had a hard time sinking 50,000 tons in the first mission. I simply ran out of torps. Requested resupply but was denied. I had to rely heavily on my deck gun.

I understand the deck gun was used heavily and that's cool with me but I was wondering if perhaps I'm missing something. For instance, lets say I use ONE torp and hit a a large merchant. It doesn't do a whole lot of damage but the ship is on fire and looks pretty crippled to me. If I just hit it with one torp and don't do anything else, does the ship 'damage' more over time? I would think the fire/s would eventually overwhelm the ship and it would sink without the use of the deck guns. Am I wrong on this? How do you do it?

Also, could someone tell me at what point in the campaign I will start to be able to get serious upgrades to my boat? So far all I have gotten is a new hydrophone. I want the camo. Lol.

One more thing: How do YOU promote your crew? I really don't have a clue as to who to promote or if there is a strategy there. Thanks.

stoianm
03-02-11, 03:05 AM
related to the torpedoes... do you use critical hits for torpedoes mod?

Zedi
03-02-11, 04:21 AM
A successful torpedo hit is not a guarantee that the ship will sink. Even Kretschmer was many times very pissed that he needed to spend several torpedoes on a single ship to make her sunk. So its normal.

To have acces to better equipement you have to earn the right and buy them with renown points. Or use Stoian's mod that will remove the cost for these upgrades.

To promote the crew, hit G and then click on their portraits. There you can manage their skill points and medals.. if any.

Jaguar
03-02-11, 09:35 AM
related to the torpedoes... do you use critical hits for torpedoes mod?

In my humble and very limited experience this mod is a must have, otherwise you will need 3 to 4 eels to sink a single 7k ton steamer. After you will need 2 at most. Thx to stoianm who pointed this out.

stoianm
03-02-11, 09:40 AM
In my humble and very limited experience this mod is a must have, otherwise you will need 3 to 4 eels to sink a single 7k ton steamer. After you will need 2 at most. Thx to stoianm who pointed this out.:up:

RickC Sniper
03-02-11, 02:08 PM
The fires are a visual indication of damage to a ship, but the fire does no damage itself.

TheDarkWraith
03-02-11, 02:24 PM
The fires are a visual indication of damage to a ship, but the fire does no damage itself.

actually I've been playing around with this and think I've found a way for the fires to cause damage over time.......:cool:

RickC Sniper
03-02-11, 02:34 PM
That would be welcomed.

:yeah:

TheDarkWraith
03-02-11, 03:52 PM
I did it :rock::rock: Fire now causes damage to ships :D They can sink and explode from fire!

SuperCavitation
03-02-11, 03:59 PM
Well quit hidin it from us, TDW! :D

TheDarkWraith
03-02-11, 04:07 PM
Well quit hidin it from us, TDW! :D

I have to tweak it because currently the ship is destroyed from fire in about a minute...way too fast. Once it's tweaked I'll be releasing v0.0.12 of FX_Update which will contain this :DL

SuperCavitation
03-02-11, 04:11 PM
Make it TWO minutes and you got a deal. :up:

Kiddin.