From RUb 1.4.2's readme file:
050527: Adjusted deck gun shell damage to match historical reality. (data\Library\Shells.zon)
I don't have the original file to compare, and it doesn't say it's been reduced, but I assume it has, since normally RUb's "adjustments" are there to make things harder. Also, it seemed kind of funny that a single 88 HE shell could send a C2 cargo down if it hit the right spot, so I suppose the "historical reality" was, if anything, less impressive.
Anyway, how many shells did it take for you to sink that merchant, how long did it take and how damaged was it before you gunned her?
My limited tests show disappointing results - as well as an odd tendency of T2 tankers to stay afloat no matter what, one after 5 torpedo impacts, two magnetic under the keel and three impact 6 meters under the waterline, but that's a different matter-.
I did manage to sink a few ships in a single lucky torpedo hit (a C3 cargo that was split in half and a T2 tanker that went down nearly an hour later) but the 8.8 didn't show any results at all, except for a small deck fire when I missed the waterline and hit the base of a mast once. As I said, not even a small listing or a change in the target's speed.
Do I require AP shells now to pierce a merchant's hull, or are HE still the thing against unarmoured targets? Even the four / five AP I fired didn't seem to do the trick, and I expect a large hole to be better than a small one - cargo ships aren't tanks after all, they're not designed to stand HE shells -.
This has me puzzled. I might use one of CCIP's files for a *slightly* faster RoF to balance this total lack of effectiveness, but I don't dare doing it before I hear what the "historical reality" was, at least generally.
Regards,
Jack Doolan
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