I seem to recall reading somewhere that there is a specific hydrophone that's bugged in TMO to be too good, even by TMO's tougher standards. But it luckily doesn't get used very frequently. That may have been the problem.
Side note, if there's a destroyer that's got you completely pinned, you might have to duke it out on the surface. If it's alone, you should be able to sink it. Even TMO lets you get away with it if there's only one.
It's all about shot placement. Try placing the first first few shots into the hull a little behind dead center of the ship and just above the waterline. With most destroyers I've encountered, this seems to cause large secondaries. I'm guessing this may be where a magazine store is located. Another good place to aim for that can trigger secondaries is below the turrets, also just above the waterline.
One nice thing about these secondary explosions is they seem to heavily impact the performance of the destroyer. If you can trigger those explosions in a few shots, you have pretty much won, as the destroyer's accuracy with it's turrets seems to rapidly decrease when it takes damage.
Another trick that I was taught recently: You can use the AA gun to blow the depth charge racks off a destroyer. So you can surface just enough to use the AA gun on them, then dive before they zero in on you. It is kinda.... well, for lack of a better term, cheap. In real life they didn't try that. :P
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