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Old 02-19-09, 03:29 PM   #6
Armistead
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Join Date: Dec 2008
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Quote:
Originally Posted by surf_ten
I have tried to do the stern attack method with little success. I prefer not to waste my torps. So I handle escorts with evasion.


I am playing with the 1.63 TMO mod. I avoid any shallow water confrontation. If I don't have at least 300 ft to play with I am not risking my boat or my crews lives.

I have notice that creeping along at 2 kts rigged for silent running about 30-40 ft under the thermo layer masks me fairly well even with their active pinging. I also keep my rudder at 5 to 10 degree turn at all times. I try to turn my sub so that my stern is facing towards the escorts.


When I attack a convey I always drive my boat towards my victims and the convoy survivors. I don't know why but it seems to me that escorts get confused around a sunken sink. Also I 'm hoping the sound of those noisy merchants mask my noise of my sub. I am not even sure that's model into the game but it makes sense to me.

When I'm in a active ping range of an escort and can hear the escort overhead, once I hear the canisters hit the water I dive, hit flank speed and hard rudder and place my stern towards the escorts to minimize my sonar profile. Usually it's a 5-8 second burst of flank speed and drift to my new position. Also after the attack is done I return to my original depth of 30 to 40 feet under the layer.

If they escorts are not directly above me I maintain my creeping speed and dive to a lower depth. After the cans explode I move back to my original depth under the layer.


I have had several convoys attacks where after firing my torpedoes I immediately dived under the thermo layer and escorts never come close to discovering me. I love that when I can pull off a successful attack and still mantain my stealth. I listen and laugh when I hear depth charges explode hundreds of yards away. Usually around my original firing position.

I usually find I can evade even a group of escorts using these techinques.

Watch out for the sneaky escorts that stay drifting up top. You can detect these guys with the passive sonar light. You won't be able to hear them but the sonar light will pick them up and will lite up around their position.
One thing I've noticed and I'm sure it's a bug. I attacked the Hiryu. All out of torps. It was all but sunk, but wouldn't go down. I escaped from the dd's. They were on the other side of the Hiryu at about 3000 yards. I was under the Hiryu. I've never sunk a carrier with a deckgun, don't think it can't be done. But the carrier looked like it was 98% damaged. I even waited a few hours to see if it would sink.

I wanted this thing sunk

I finally came up on the other of it, side by side, even scraping at times. I let go with the DG. I realized that wouldn't do it, so I tried to ram it over. It looked like you could breath on it and it would roll over. When the dd's came, I would dive. However, I wasn't paying enough attention. One dd came around, but wouldn't shoot. I watched. Then all three dd's would make circles around the carrier, but when they came to my side, they wouldn't shoot. They all lighted me up.

I assume if you get that close to a ship, the game programs you not there or doesn't allow the ship to shoot because of FF. I sunk two dd with my DG while they sat there. Still, I pushed the Hiryu. All of a sudden the last DD blasted me. I saw why, the Hiryu was sinking. I didn't get credit for it, so I assume ramming doesn't score. Not sure what sunk it. It wasn't from my torp damage, because it should have scored if so.

I would never play this way again, not real. I did try it a few more times. I got in a convoy moving and stayed right beside a merchant, scraping close. The dd's ignored me, unless I strayed distance. Now a armed merchant may shoot back, haven't tried it again.
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