Quote:
Originally Posted by CB..
Quote:
Originally Posted by gouldjg
In the same way that CB is maybe looking at the passives so as to almost guarentee the DD,s do something instead of just chugging along.
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that's basically it--i'm use-ing the uber effect from the odd sim.cfg entrys to garantue i get detected-- and luckily am finding ways to make that unpredictable --
ie when the sub meter goes red---the DD's is just suspiciuos (in gameplay terms) last night i was able to sit at scope depth silent running about 3000 metres away from the lead convy escort- the meter was red- the DD was using it's searchlights BUT it wasn't in any way sure where i was so was slowly creeping along trying to get a fix---other DD's were doing the same--the results was i was able to get within firing range of the merchants in real terms undetected--( heck the DD's have got a right to to their job --they must have had far more fasle alarms than genuine sub contacts--i hate the way the game uses the DD's like a light switch--- switch them on switch them off switch them on switch them off again ----sigh---  -- if they WERE human they'd be checking out false alarms on a fairly regular basis --)
as it was i was in a completely use less position for a torpedo attack so heaed into the convoy and by that time i had been confirmed as a target and the DD's were starting tto attack-- eventually they killed me but only after i was able to sink a couple of merchants--
when the DD's are as dumb as mine have been they're no point being subtle with the edits--
mind you i surprised by the lack of aggression in the single missions that folks have tested--it may be that this is only a good soloution for convoy escorts where the AI tactics incorporate slow moving and even stationary DD's (the DD's hydrophone only being uber whilst the DD is stationary)
convoy escorts are programmed to periodically stop dead in the water and just listen--
perhaps task force escorts and hunter killer groups don't have the instruction--
the convoy escorts will stop dead in the water turn side onto the convoy and wait at all stop for around 2 minutes periodically-- even if there isn't any sub near by--
task force escorts are relying on the speed of the task force for their main protection--- and hunter killers are relying on their radar for initial detection---
i've been playing the campaign now since it came out and i have never yet managed to get within visual range of a taskforce so im not worried about them so much--hunter killers might be an issue-- but for me it's the convoys that are the back bone of the game--so if they work i'll put up with anything--
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Absolutely,
I am now at that conclusion. Unless someone comes up with ways to alter the DD's intelligence to behave Human or more aggressive around contact reports then I am just going to continue at what I am doing.
I was wondering if I could increase the noise etc of the torpedos to wake DD,s up when I do attack. It may just stop them from carrying on regardles.
I don't care if a electric is supposed to be silent, the game just has something that occasionally stops dd's from investigating attacks on there own ships.
Yes yes yes I know all about the directive to leave straggeling ships behind etc etc in real life but if this has been incorporated into the game then it may be part of our problem.
To be honest, I suspect/hope that improved convoys mod may automattically help me out here with its tight knit formations etc.
I am also eased when I start to play with all clues off as to weather or not I have been detected. It reminds me of that part in Das where he thinks he has the upper on hand on the DD yet its the other way round.
I know that the single missions were speciffically desighned to show the best parts of the game for each situation.
What is happening is the fact that we sometimes play knowing what history was rather than getting into the mindset of the people from that time. In that time, no one was sure of what was happening, they had basic rules of course but at the end of the day it was all about balls, technollogy and half truth based rumours.
At first
CB, I thought what you was doing may have been a little too extreme but now I kind of aggree with your way of thought.
As far as noise factor is concerned, I thought this is more to do with effect on own DD ship rather than uboat.
So does anyone know how to make the torps more noticable ingame?