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Old 11-09-11, 09:58 AM   #12
Armistead
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Join Date: Dec 2008
Location: on the Dan
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Quote:
Originally Posted by Sailor Steve View Post
Not surprising, considering that a submarine has a tube sight mounted to the gun, requiring the gunner to estimate the range, whereas a destroyer, in addition to at least three guns, also has a dedicated fire control center with a stereoscopic rangefinder. While the merchants don't have any better sights than a submarine they are a much more stable platform. And the game is unrealistic in the other direction, since one good hit on a submarine's pressure hull can render it not a submarine anymore.

TMO has it as it should be, and RFB is not far behind.
Still a lil unrealistic, as stated one shell from a 5inch gun would usually do a sub in or it's back to base, even with TMO you can take several hits and stay on patrol.

I played last night, been awhile..Had no radar early war and flanking a convoy about 9000 yards in lite fog and a escort blasted me, probably scored several hits before I got under, some flooding, 4 others joined in and finished me off......seems i lost some skills not playing.
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