Quote:
Originally Posted by tmdgm
hah, as strange as this sounds, i wasn't listening for the sound. I hear the whooop of the sonar going out, but i thought the sound was just for effect. Can't wait to get back in and try to see if i can hear him ping.
6nm out of range? I think i was closer, can't remember, but aren't you probably dead at 6 nm?
|
No-escape range for Ruskie torpedoes vs. an FFG is around 3-4 nmi, and you can still evade even inside of that. Your weapon ranges vs. him are about the same, too. Don't forget you have a helicopter too, to provide some standoff capability.
Quote:
On the torpedo, how do i know if it acquires or when it enables?
|
Track it, if it turns to follow your evasion course you know it sees you. Sonobuoys are helpful for this, since your sonars are going to be washed out a lot.
Quote:
How does a slight zigzag help the nixie pick it up? Actually, how does the nixie work in general? why can the nixie only stop one? Why do you have to reel it in and reel it out for it to work again? In fact, how does the nixie work? The manual explains how turn it on, but not tactics.
|
The nixie works like any other decoy in the game--it provides a signal that is stronger than Ownship for a weapon to home in on. The slight zigzag moves the decoy laterally across the torpedo's LOS to Ownship while the Ownship moves laterally across the LOS in the opposite direction, causing the decoy to temporarily mask ownship and likely draw the weapon off of you. This is similar to submarine torpedo evasion tactics, but it's adjusted to reflect that the nixie is towed rather than free-floating.
My understanding of the "one-kill-limit" on the nixie is that it is considered "destroyed" after a torpedo detonates on it. Reeling it in and re-deploying it simulates putting a second unit out.