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Old 10-22-05, 12:45 PM   #9
iambecomelife
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Join Date: Apr 2005
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Quote:
Originally Posted by jason210
Thanks.

I don't agree with the reduced shell explosive power. (or reduced reload times for that matter). The only realistic alteration to do to the gun is reduce it's accuracy.

Reload times depended on a variety of factors, including how well trained the crew were. To say that reload times should be 1 minute, or 30 seconds or whatever is artificial. Evidence points to quite fast reload times for these guns, generally.

As to shell explosive power - here is another example - I fired an explosive shell at a lifeboat (using RUb) on a cargo ship. The lifeboat should have been knocked off it's davits but it wasn't.

Finally, at point blank range, where accuracy is not an issue, such a gun should be able to do at lot of damage to ship, such as an unarmed merchant vessel. The only thing that's wrong with the default deck gun is its accuracy, and I really wish modders would leave the other variables alone and tinker with this one more. More misses and everything is righty-ho. It seems that what's happening instead is that modders are trying to penalise our use of this weapon, by reducing the explosive / armour peircing power, or ammo, or reload, to try and balance things out this way. This seems to me to be the wrong approach, because it has the unwanted aforementioned side effects, and in a way these are more unrealistic than having a super-accurate gun. The only thing wrong with the default gun is the brain of the person who's firing it! I've always used the gun judiciously...

In addtion to making the gun less accurate, another thing that could help restrict the effectiveness of it is to make the sub more vulnerable to attacks from guns on other ships. One hit from a destroyer should disable, if not sink a sub. If things were like this, simmers would be less likely to take on anything with a gun! Also, it should be easier to shoot the deck gun crew with machine guns. I've never seen the deck gun crew taken out with a machine gun from another boat.

Here's another tip. Manning the gun should take time, and not happen instantly. There were preparations to be made. Also, guns were not 100% reliable. May be also the gun could jam, or develop a fault, that needed to be fixed. This is easy to implement - just damage the gun randomly.
Those are some good ideas. I remember first playing SH3 and being amazed that I could take several hits from a destroyer without sinking. Also, injuries to crew from small arms are indeed rare. RUB seemed to solve this problem to a degree; on one occasion I had about five or six men manning the guns become casualties in a row.
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