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GWX: how can you reduce the power of the deckguns of mechant ships?
hi,
in my opinion the power and accuracy of the deckguns of merchant ships in GWX v2 is much to strong. how can i reduce the power and/or the accuracy of these deckguns? THX McM |
In actual fact, the guns on the merchants were manned by regular navy crews, and could take down a sub with one hit. Stay away from them.
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i know that :) but i read in a book, that especially in the beginning years of the war the weapons were old and poor and the crew was bad trained with the deckguns... thatīs why i want to reduce them. and itīs more fun of course :rock:
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you would need to teach yourself how to use timetravellers
mini tweaker. to alter the guns dat. M |
i know how to use the mini tweaker, but didnīt know the exact file name. now i have to figure out what numbers have to be changed in which direction :)
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Well each allied ship has its own gun loadout and crew ai these all
effect how well or how powerful. with mini tweak you can reduce hitting power reduce rate of fire reduce range etc and can also likely increase there probability of a miss as well. you can reduce a ships ai in mission explorer but thats far to extensive a process to be practicle as you cant do a ship type but must do individual units more or less for each track in a mission or the campaign layers. Also guns dat is ships allied and axis. guns sub dat is your guns. |
My father manned a 4" deck gun from the beginning of the conflict......It was an ancient relic from WWI and training consisted of a dozen or so practice shots.
He informs me that from mid 40 onwards, the British merchant marine were often helped by the addition of Royal Marine gunnery crews. Be advised, U-boats seldom fought it out on the surface with armed merchants because of the potential of taking damage. A heavy calibre machine gun round was more than capable of penetrating a U-boats pressure hull, nevermind a 3 or 4" shell. Once penetrated, it ceased to be a 'submersible' http://www.psionguild.org/forums/ima...ies/pirate.gif |
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The deck gun was usually used for very small targets, or to finish off a ship which had already been abandoned by the crew. The real problem was that submarines were in even more danger than the game allows; in real life it would only take one penetration of the pressure hull, and the submarine was suddenly a very poor surface ship, unable to dive and very vulnerable. |
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Teehee.:arrgh!: |
ok i understand! and if u tell us how to do this, i know for myself to turn it the other way round with the numbers ;)
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One tactic is surface very close to the ship and fire in black point range with AA machinegun to the ship . it could destroy the gun and other equipment with devasting effects.:88)
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http://www.psionguild.org/forums/ima...ies/scream.gif |
Take 1 large merchant with a forward gun.
Take 1 remaining TII and your best shot. Result = 1 damaged and slow but well armed pissed off merchant blasting away at you. In calm seas this can be an issue. This happened to me just the other day 1.03 mid `41 out of Vigo (Bessel). So, I got in behind the sucker and finished it off with the deck-gun. |
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