View Single Post
Old 02-22-10, 12:55 AM   #30
Steeltrap
Grey Wolf
 
Join Date: Mar 2001
Location: Sydney, Australia
Posts: 818
Downloads: 3
Uploads: 0
Default

Quote:
Originally Posted by Noren View Post
My take on this:
4.DD Long-range shelling of your accuracy,
Destroyers accuracy significantly improved. It should be lethal to be in their presence!
To a degree. Remember, though, they weren't brilliant gun platforms, at least not the Corvettes. More relevant is the fact that a significant hit (i.e. the pressure hull and not just in the superstructure) is essentially game over: you can't submerge (well, you can, but you won't come up again....).

The accuracy and frequency of merchant gunnery should be altered considerably. Merchants in convoys just didn't blaze away, nor with great accuracy. They didn't steam with their guns manned all the time, and firing would cause issues for the escort and tend to expose the firing ship far more than was worth it. Gunnery effectiveness of merchants is one of my pet hates through the SH series. It's just so unrealistic. Even a warship would take a bit of time to fire on a sub from the moment it was detected.

Quote:
Originally Posted by Noren View Post
5.Ship shelling periscope capacity,
Ships should be able to shell the periscope, if spotted?
The sighting of periscopes is also overdone. Sure as hell no way you'll spot one in the Atlantic at night, nor in anything other than very calm conditions. Also note my comments on merchant vessels' gunnery, above.


Quote:
Originally Posted by Noren View Post
6.Ship evade your torpedoes fired capacity,
As it says, ships should be trying to evade torpedoes.
Fine, IF you're using steam torps. Electric leave no wake. Convoys also didn't start zig-zagging madly, nor did they alter course in 2 seconds. I remember reading accounts from merchant seamen who said one of the most nerve-wracking experiences was having ships go 'bang' around you and having to maintain convoy course and speed.
Steeltrap is offline   Reply With Quote