View Full Version : GW and sinking ships via deck guns
Achtung Englander
10-24-06, 05:33 PM
I reformatted my C drive yesterday and reinstalled the game with GW mod. Decided to start my campaign but before heading off wanted to get some renown.
In the training exams I opted for sinking via deckgun. My men ploughed at least 30 High Explosives in a small merchant ship at medium range and she still wound't sink :o
Has the mod just made them invincible to deck guns or what ?
Ducimus
10-24-06, 06:00 PM
GW1.1a uses one of the earlier versions of NYGM's damage mod.
In a nutshell how it works is that hull hitpoints we're raised to astronomical numbers to make it virtually impossible to sink a ship except:
a.) flooding (ship compartments were rezoned to maximize this effect)
b.) critical hit. (Ie, hit a ship in a vital area like a fuel bunker)
The sum of it is, if you want to sink a ship by deckgun fire, your going to have to punch holes into the various compartments BELOW the waterline. Flood a compartment or three, and she'll sink.
AVGWarhawk
10-24-06, 06:21 PM
Yep, got to shoot all over the hull. It takes a little more aiming and thinking than the old howitzer of yor' in the vanilla version. I use it for ships that are dead in the water or sometimes to slow up a ship if my torps did not do the trick.
spork542
10-24-06, 06:25 PM
Deck guns will only deal out significant damage if you get the ship to flood in GW. You must hit the waterline to do so. Also, it is best to deck gun only fishing boats and already crippled ships.
Dantenoc
10-24-06, 07:05 PM
I agree in principle about the whole "flood to sink" deal, however, I don't think it's implemented in the best of ways... it's pretty annoying to see a ship burning like a dried up christmas tree and not be considered destoyed because it "hasn't sunk yet"... it's specialy annoying on tankers that carry highly combustible fuel, and are burning like infernos and aren't considered destoyed :roll:
I know that GW upped the deck gun's damage model a bit to compensate... but maybe they need to raise it a bit more? as it is, even hitting below the water mark, it takes more than 30 shots to sink a ship... I would imagine (but maybe I'm wrong) that with ONE good sized hole on more than half of the ships compartments should be enough to acomplish negative buoyancy.... no? :hmm:
I did notice one cool thing in GW the other day though... after considerably shelling the heck out of a good sized ship, I was taking about a three minute rest from firing, just watching it burn, when all of a sudden, an explosion occured on the ship that broke it in two (literaly)... that leads me to beleive that fire damage isn't static but that it advances over time... is that how it works? and if so, maybe we could advance that effect's speed just a tad?
Ducimus
10-24-06, 07:24 PM
My understanding of the damage mod is thus:
1.) To reduce tonnage scored
2.) to make ships sink realistically.
Well it accomplish's two just fine. One is where i have problems. Not that i dont mind my tonnage being reduced, i think it should to some degree, but how it goes about it is kind of annoying.
I personnally think its all a question of time. Generally speaking two or three well placed torpedo's will sink a ship in this damage mod. JUST like stock. The major difference is, they take much longer to sink. So while your their waiting for this ship to sink, you have two options. Wait out the flood time, or use more ordinance to expedite the process.
Being the perfectionist that i am in this regard, i ALWAYS find myself trying to get the most out of my torpedo's and deck gun. Being stingy with my torpedo's Iv'e waited as long as a 24 hour period just to be sure another one wasnt needed. This jsut isnt fun, i know its a behavior i wont change, but it did reduce my tonnage somewhat. To that end ive at least once increased the flood times in this mod before. At this point i get sinking ships, almost as fast as stock, and by now, what's the point?
In the end, personnaly i went back to stock damage behavior with one of gould's hollywood mods. Ive always debated to myself about going back to this damage mod or not.
Achtung Englander
10-25-06, 03:34 AM
so can we add another mod to GW to take it back to the orginal game damage model because I enjoyed shelling the hell out of a ship and see it sink
...can anyone recommend one that will not conflict with GW and where I can get it.
I have the Hollywood mod - would that work ?
I found it was only possible to sink four of the five ships with the deck gun in the acaemy level, with GW mods. Forget the huge freighter, it can take 100 - 120 shots to kill it, I found. I finaly cracked it by following this routine: sink the small tanker first as it's the fastest and will dissapear if left too long. Then the coastal freighter heading SW following up with the coastal freighter heading NW. Finaly back to the centre for the stationary one. You will come out with an ' average' result on the exam. Work along the compartments and keep a tally of shots used on each ship, they need rationing to cover them all, all four smaller ships that is.
SuperSoaker2000
11-19-06, 10:58 AM
Problem is that all that cargo seen on the ships and the tanks and trucks ect..... are really made out of cork and the deck gun is really just shooting "nerf" shells and that is why you can't get a ship to sink that way. :rotfl:
Anyways when shooting be sure to time the rising and falling of your deck gun and keep the shots below the water.
Respenus
11-19-06, 11:34 AM
Well one of the positive sides of GWX is that the team has fixed this problem!
SuperSoaker2000
11-19-06, 02:13 PM
All this talk about reduced tonnage and such..... irk .... huh ....... ???
It is our job to send as much tonnage to davey jone's locker. End of point! Open up the deck guns and let the torps fly. Reduced tonnage bah humbug and it isn't even December yet Mr scrooge!!!!
Help keep the Fatherland Safe!!!!!
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