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Old 04-05-10, 09:30 PM   #6
Ian_L
Seaman
 
Join Date: Aug 2006
Location: Montreal
Posts: 32
Downloads: 3
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Quote:
Originally Posted by Admiral8Q View Post
Early on you'll have to rely more on your deck gun than those faulty Mk 14's.

But these are the things that were wrong with them:

-They would go too deep. I set them as shallow as possible.

-The magnetic exploder will explode too early or not at all. Use the contact exploder.

-If you hit with the contact exploder on a perpendicular (90 degree) angle, then it will most likely dud. Try for a 45 degree hit.

-Run them on slow speed!

I hope that helps. I've always hated the historical torpedoes, but now I'm using that factor to enhance my gameplay.

P.S. Get the Narwhal mod, those two 6" guns are alot of fun!
Thanks for the tips!

However, I rarely surface to fight it out with the deck gun. I just seems to me that, especially with those armed merchants, a submarine captain wouldn't risk his ship so often in real life. It's easier for us to risk a bit of damage...

Ian
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