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So, this poll all but confirms that %52 of us are complete liars. :lol: ;)
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Even if, say the target did detect the launch. If you figure you shot your TASMS at 200Nmi using over the horizon firing data, then by the time a helo gets to where you are, you're about an hour's drive away. At 15kts, that's 707 Nmi^2 that the searcher would have to look through in order to find you. If you figure a helo has a search width of about 2Nmi then at 200kts, it'd take him an hour and a half to stand a 50% chance to find you, just if you stood still! Of course, I wouldn't stay still. I'd be doing my best to make that 707 Nmi^2 even BIGGER. Quote:
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If you look at the statistics (this is off the top of my head), ASCMs have a single shot Phit on average of about 0.60 against undefended targets (tankers and merchant vessels) and about 0.25 against defended vessels. It's really surprising how many of them miss. Of those which were hit, most of the warships were not sunk. The merchant vessels typically were sunk unless they had effective damage control to prevent fires from spreading. There was a guy who wrote this giant book about the Tanker Wars in the gulf, compiling as many numbers as he could about cruise missile attacks and the results were really interesting. Individually, they're really not that effective against warships, their real power is in firing salvos of 2 or preferably many more. Cruise missiles are best thought of as robotic kamakazee planes. They are supposed to dive en masse into enemy air defenses, with the full knowledge that most of them will be shot down before they even got close, but that one or two that gets through is potentially devastating. The corvette off Lebanon probably would have survived an attack of only 2 ASCMs fired in salvo had he had his CIWS turned on. Most ASCMs are really not that great singly. I'd want to shoot at least 2 and preferably more if possible. That makes sense if you think about it. They probably don't have the best radars in the world on them. They don't have a lot of room on them for fancy computers, and all of that costs money. You don't want to put the most sophisticated electronics in the world in something that is supposed to explode. That means they're vulnerable to countermeasures. They spend a lot of time in a box at sea, so they get a lot of wear and tear. They tend to be designed for use in idealized environments, but used in less than ideal environments, that almost certainly has it's effect. Quote:
ASCM attacks, fought in the manner are time consuming affairs because you spend a lot of time making guestimates of where the target is, based on a recent but old piece of intelligence, firing into the AOU produced by that intelligence, hoping for the best then closing, making another guestimate when you get in range, then finally finding out what you have left HOURS later. Sometimes I think players don't game it this way, though, because it is so time consuming. |
Played two missions today, the same mission twice... and died on both of them without even reaching my objective... man I stink. :( :cry:. The first time was from another pesky ASW helo, the second by a 688i's (mark48) that I never even got a wiff of despite going slowly at 5 knots....:dead:
If a cat needs 9 lives... I need about 143 lives... and still some. Quote:
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I just ran two tests, and got the results I expected. A single escort (Udaloy) was able to shoot down 10 missiles on its own in the first test. A single escort (Sovremmenyy) got 8 or 9 on its own on the second test, while 1-2 were shot down by a supporting warship which engaged after the Sov had fired 3 volleys already (for again, a total of 10 shootdowns). Both formations were loose ASW-optimized formations; for a tight AAW-optimized formation, the role of mutual support will be much more salient. In both tests, all missiles left over after the first ship was sunk that did not impact the hull were shot down by the next possible target (some were also spoofed by chaff). I'm comfortable saying that a Seawolf would be lucky to get anyone, while a 688I will reliably get one escort provided that the formation provides little to no mutual AAW support and the 688I uses the torp tubes along with the VLS. If those conditions aren't true, it might not even get the one. Splitting the missiles between two targets would result in all of the missiles being shot down in nearly all cases, even with the factors above being in the SSN's favor. Quote:
Yeah, if this is OTH, you're getting away unless you were unlucky enough to have an SSN or MPA on your doorstep without knowing it, (and more on this later...) Quote:
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Sorry, but the only players who hold back and only fire a few at a time are Kilo or Akula drivers that want to give the guy in the FFG a break. (Or, they're shooting at targets with no missile defenses.) There is no need for such chivalry if you're shooting Harpoons or TASMs. Plus, players have no reason to be concerned with conserving stores since the sub's "deployment" ends at the end of the mission. Even in the so-called "campaign" mode, loadouts can be refreshed between missions regardless of whether the sub had a chance to return to port. Quote:
And you're not taking out an escort with a 4-Harpoon salvo at long range. Even the ASW-oriented Udaloy will get around 10. Even if you're lucky enough to get a single hit, you're only going to score around 33-50% damage. (Just tested---37% on a Udaloy, which I'll add was the end result of an 8-missile salvo fired from 10 miles and enabled 5 miles out! Aside: Just for the heck of it, I redid the same test from 6.5nm, scoring 3 hits for a kill.) Quote:
[/dream mode on]Now, if we had a dynamic campaign engine that could place these engagements in the scope of a broader conflict, with the ability to jump into any controllable platform within the conflict and MP capacity, then I would love jump into an SSN that had just been referred to an SAG or CSG, fire the missiles, set course to clear datum and intercept, go do something else (jump to another platform, else go to a time lapse faster than 8x), come back to the SSN if it was intercepted en route, and then play the interesting part that involves actually penetrating the ASW screen (in which human opponents are controlling the escorts and helos) and doing some REAL damage. But that's a lot of trouble to go through to get to the fun part if I don't have, at least, a more concrete reason to do it. (For example, preventing the target formation from accomplishing its mission in the conflict and tilting the order of battle to my side). [/dream mode off] |
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With cruise missiles, more is always better. Quote:
Now... with a salvo size of even 12 missiles, imagine a coordinated attack with two SSNs w/VLS tubes now there's a total of 24-32 missiles inbound from over the horizon. It's difficult to organize, but if they're both getting the same targeting information then they'll both most likely shoot at the same or similar times. Very large, and fairly effective attacks can be made. It's actually a fun idea for a series of multi-player scenarios, now that I think about it. I could have 2 cruise missile shooters at 200NMi, 1 cruise missile shooter and 1 torpedo shooter, 2 cruise missile shooters and 1 torpedo shooter, etc. Quote:
I'm not really worried about them changing course in an SSN, though. The nice thing about an SSN is that it can maintain a lot of speed for a long time, unlike an SS. So it's not necessarily unreasonable to continue to press on even after making a maximum range attack. The ability to sustain high speeds for long periods of time implies that SSNs are not are not constrained by limiting lines of approach in the same way that an SS is. Quote:
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Imagine the possibility of a coordinated attack from formations of aircraft, coastal emplacements and formations of surface ships as well as multiple submarines. Very quickly the numbers of inbound missiles starts grow. It bears on the engagement range issue, because it effects where the optimum launch point is. People have argued that it's in close, because closer in affords fewer opportunities for surface vessels to fire missiles at them and shoot them down. Unfortunately, it comes at the expense of making yourself vulnerable to ASW aircraft or sometimes even VLA. I've argued that the best place to shoot is from max range. You can get around the problem of missiles being shot down by just shooting more missiles. If one vessel is not enough, then you need to coordinate with another. Shooting from max range buys you decreased vulnerability at the expense of maybe not always getting what you want. Oh well... at least you didn't get killed in the process. Quote:
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If you want fast paced, play a flight sim. One of the reasons I like naval sims, though, is that I don't have to stare at the screen all day, joystick in hand, braced for the next split second. That makes my shoulders hurt. |
Don't you think you're moving the goalposts just a little?
I've already agreed with you that if you're 200nm out, they're worth using...but that isn't the player's choice. The same goes for the existence of intel data, other subs to coordinate with, coastal batteries.... As far as creating those options... No one's going to argue the point that, against a well-defended formation, a saturation attack is the way to go. But, DW can't handle it (especially in MP...8 missiles in the air at a time is usually enough to cause lag), and even if it could, it would be boring if all there was to the mission was going to point A firing your missiles at time X. A fundamental component of a good scenario is a challenge to overcome, and that usually takes the form of a risk of being shot at. For MP, you also have to worry about trying to set it up so that both sides have an equal chance and that the winner will be determined by performance of the players rather than the raw capabilities of the platforms (definitely not an easy task...). About the worst thing you can do is set it up so that all one side has to do is fire off a volley of missiles without ever needing to go into harm's way. And don't forget, there's no time lapse in MP. That's part of the reason I said that I woudln't mind standoff attacks if it took place in a broader context. If you're setting up yourself based on limited intel, exposing yourself to risks in transit, and need to worry about someone being sent to get revenge--all this on an operational level rather than tactical--then there's a "there" there. (To quote my Civ Pro prof.). But I've been shooting missiles at AI since 688I. If that's all there is to it...BT, DT, MO. And I do play flight sims too. And in a flight sim, I'd rather do a BVR joust with an Adder-packing Fulcrum or make a CBU run on a 2S6-protected column than lob HARMs at SA-10s from standoff range or plink off some MiG-21s. :D |
I voted yes, but this is true only when i satisfy some conditions:
- I in no way am in a hurry to find and later sink the enemy. - I have and can hold a good tactical awareness (where is who). - I dispose of many tactics to choose from. Usually a variegate topography helps. - I am able to predict enemy's intections (manual TMA helps). - The enemy capt is not more skilled than me (there's ppl around I'd loose 8 times out of 10 against). - I can stay concentrated for at least 30 minutes consecutively. - ... I think it's hard to answer this poll question, maybe more interesting would be to hear: "What makes a sub cdr an ace of the depths ?" |
What makes you good ? Experience .. hours and hours of playing .. nothing else.
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NOPE
And I like to drink alot. :yep: |
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I meant the risks were on an operational level....stuff that's generally beyond the scope of DW. (for example, a CVH moving to a new AO for ASW duty in response to missiles being fired out of that area...or intermittent sonobuoy contacts suggesting SSNs have been moving into that area, etc) it's very hard to use scripts to change the deployment of enemy forces based on events because trigger doctrines and scripts have to be too specific...and you can't count on players to do that unless there is enough time available for those choices to make a difference...
You can get people in 8 hour MP? That's awesome! If people are really sticking around that long, that gives me a lot more options when I write stuff... |
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3 hours is pushing it for most people. I'd love to set an afternoon aside for a "good" DW match, though. |
Now that's its possible for missiles and torps to home in on dead platforms, that's going to make mass salvo tatics even less productive since several missiles and torps will probably home in on already dead platforms.
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