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Old 05-29-12, 12:13 PM   #2
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
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Quote:
Originally Posted by Armistead View Post
Nothing beats a human opponent, no matter how hard you set the AI, play long enough you can learn to out guess it, some think TMO is hard, others of us that have played it long enough can evade most escorts. I will discuss a few issues that bother me in different post and hopes others will join in.

I am not slamming TMO, Duci took his approach to find balance and make us react as realistially as possible. I've learned how to counter the AI of TMO, so I'm just looking for another approach more historical. I've played RFB, I like some aspects, but still much to easy of an AI.

First,


In game most of us know you can dodge charges fairly easy if you have enough depth and enough speed, simply speed up to flank, by the time the charges reach your deep depth they will almost always explode way behind you. With enough depth, I can attack convoys and use flank to evade charges, reload torps, come up and shoot, dive and do it again, taking out entire convoys with escorts having lil effect. I've read numerous sub books and I don't recall this being the tactic of sub skippers, but alas we learn the AI and how to counter it. I doubt in real life subskippers used this tactic, letting the enemy know where they are, saying "nanny nanny boo boo, your charges can't get me, I'll reload and keep blasting."

I have made it much harder by setting most of my escorts to vet and elite, elite ratings do seem to have great effect on how they hunt you, easy to get killed if you put yourself in the wrong situation. Seems elite rated escorts know better when to drop charges and will drop much further ahead of you.

I don't know if a "time value" exist between charge drops, but would like to find away to increase the time or range between charge drops. Simply, say an escort makes a run with 3 drops covering a range of 100 yards, I would like to increase that to 200 yards. Often the rear roll offs fall one after the other, be nice to have 5 seconds between drops........am I making any sense.

I also remember a mod that cut back on the number of charges they dropped, so they wouldn't run out so easily.

I hate the AI in this game, yea, with any game, nothing beats a human opponent

So far my setup using TMO with mods and tweaks.

Sub is more fragile...damage zones
Decreased sub depth, balance between TMO and RFB.
Decreased silent running values to favor the enemy.'
Increased thermals a tad in my favor.
Set most escorts in RSRD to vet and elite.
Increased contact time

Actually that tactic was used, Fluckey talks about going ahead flank to get out from under charges and to give them a "knuckle" to ping on.James Calvert describes his Captain's method in "Silent Running, it's a modified version.I use it, it rarely fails.Mush Morton didn't get depth charged a whole lot, he seemed fond of using high speed bursts to get out from under.Now, you cant always do that but it was used.The only version of SH 4 where you can sit through a depth charge attack in the classical since is RFB, they dont cause catastrophic damage every time they are close, just a lot of damage that builds up, which from what I have read, is more realistic, don't think many subs were lost to the magic charge that was too close, but more from getting worked over too close for too long, hull was weakened, eventually causing a leak.Main induction seemed to get blown open fairly often, sure it was a few times and were not able to contain it.

How do you decreas subs max depth ? Which files? I would like to decrease the S boat for sure, maybe some of others.
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