RE
No the TMO AI is not one where it gets a lock and never loses it, depends on sonar conditions but even in ideal you can fool them, but they are tough.TMO escorts use teamwork.One will sit quietly and listen while other drops charges on you.
I found the "Dykers method" of evasion(named after Skipper of USS Jack, Tommy Dykers) to be the best method to evade TMO escorts.Since I began using it, they have not destroyed me or crippled me, caused minor damage by lucky charges but thatll happen now and then, sometimes a lucky one will sink you, name of the game.
Dykers method is a constant slow turn and change of direction.Silent running 1 knot, right full ridder.This part is my own doing and is something must do to avoid charges in TMO, DD charges in pinging roaring overhead, go to rudder amidships, you hear the splashes of charges, ahead flank, start the timer...make run of 60 seconds, all stop, left full rudder(in this case, but go whatever opposite of the rudder setting you had before the speed burst) let the momentum from the run carry you through, once speed drops to 1 or 0 knots, back to one knot.After some time and the submerged zigging, they will lose you.Also need to go pretty deep usually, just puts space between you and the charges, gives you time to evade.I believe Ducimus said he designed TMO so player would have to push the limits of the boat, well usually you have to.
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