![]() |
Quote:
The MK13 with SM-1MR missiles is a fantastic A/A weapon for a Frigate. Most frigates around the world have to make due with SAMs like the ESSM, while the FFG-7 has an area defense system thats designed to be plugged in to a battlegroups SAM network. Of course this is at the expense of A/S weapons like ASROCs. |
Quote:
Quote:
|
Quote:
|
Quote:
Quote:
Back on the subject of Bow vs. Hull, in high sea states the bow mounted sonar will lift out of the water in a lower sea state than a hull mounted one since the hull mounted sonar is closer to the center of the ship. Also hull mounted sonars don't suffer from increased flow noise since the bow of the ship dampens that. |
Quote:
A good number of things were confirmed to be wrong, I think some may have changed, and so on. I guess that even as bad as it is, there's nothing better. I am of the opinion that in the ASW role, nothing beats the "floating helopad" tactic for these ships. -Staying far away and stealthy 4 knots and slower to not cavitate, (as appropriate) no radar, (as appropriate) and absolutely no active sonar -Giving the pilots a place to refuel/reload. -Monitoring TA for loud transients associated with launches, cavitation, what-have-you. -Help processing buoys through the datalink -Organize information -Use the gun camera for long-distance surface visual classification. (no binoculars? wtf? Nor can they access their own recon camera that you can use for them? double-wtf?) -To discourage the popup sam site, launch a harpoon to pass over as the helo does to drop that torpedo. (Note: It doesn't shut down afterwards*, beware of neutrals.) * last time I tried. Did anything change? And unless you're playing DW on a lan party, don't ever let a player manually land his helo. The autopilot is slow as hell, but it's better than overloading the internet connection, lagging out, crashing, disconnecting, or worse. (What's worse? Some DirectPlay thing in Operation Flashpoint caused loss of partition. Yeah. Really.) At that range, torpedoes are a non-issue. You have the greatest standoff weapon available in (playable) DW. Use it. ... though that's not always an option. For example, quick missions start you in the middle of a very hot area, with the subs well within firing range. Even if you do have quick helo launches turned on, you're either screwed, or the subs are at flank doing their own stupid thing. Or the close escort missions. Or <90ft shallows. Or ... well, a lot of things. As for once you actually have the torpedo coming your way, what it says in my guide is mostly correct, except about the nixie. My experience has been that if you keep the torpedo at your 180, it'll shut down on the nixie; but not always. (I think that corresponds to the "only one torpedo" thing). Keeping it out at all times has no disadvantages except the conditions that can make any towed thing break. The biggest advantage to 180 is still the part about outrunning the torps range. I've also had wakehomers pass through my hull without detonating or breaking their stride at <5 knots. (Where the wake disappears.) That happened way after I wrote that stuff, and I don't know how much lwami had to do with it. Somebody knowledgeable really should look over that guide and give it a proper overhaul. Better yet, we should get all those bugs fixed. Oh wait... :damn: With too little competition, there's too little incentive. All good wishes to Dr Sid; you're probably exactly what we need right now. Please save us. :-? |
All times are GMT -5. The time now is 06:00 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.