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Originally Posted by desirableroasted
Hit right, they will and do.
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If you hit a ship and it goes down on one torpedo you should consider yourself lucky. I remember torpedoing a cargo ship, waiting 2 hours hoping it would sink, and then coming up on the other side and hitting it with about 10 shots, four of which were
definitely below the waterline. I then called a cease fire and started waiting to see how long the ship would take to sink. Instead I got jumped by a destroyer and spent several hours at the bottom of a shallow section running along at 1 knot before shaking him off and catching up to the ship to find it burning merrily and steaming straight on.
By way of comparison the
Kattegat was sunk during the battles of Narvik by four shots at the waterline and the ship was a 6,128 ton
tanker–a ship
designed to carry fluids.
So I don't care if you designed the mod. Ships do NOT usually sink with just one torpedo in the game, and a reasonable number of shots at the waterline is similarly no guarantee that the ship will go under.
In my other campaign, at home, I started in Lorient 1940 and sailed out with a IXB to do battle for
Deutchland. I found a convoy with a light cruiser in the middle. With a two-torpedo salvo at 1º I hit that baby and, since I was still at periscope depth, I had the joy of watching the two torpedoes slam into the ship on the F6 screen. One hit it in the stern and the other hit it in the bow. Did it sink? No, the ship not only did not sink, but it also did not even slow down. So true to style, I have circled around to the other side of the convoy where I hope that a third torpedo, midships, will finish it. I won't know how that works out until the weekend. Remember that this is a
LIGHT cruiser. I can only assume that it will take 4 to kill a normal cruiser, 5 for a battleship, and a thermonuclear device for an aircraft carrier. Enemy subs, as far as I understand, require Armageddon to sink. I've never engaged one.
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Two normally works for a battleship if you are lined up right. You can go up to Norway in April 1940 and practice over and over and over and over again if you want to learn how.
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I seriously doubt that.
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No, just hit it in a different compartment. This is detailed in the GWX manual and has been discussed here at length for years.
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As it's difficult or perhaps impossible to control the compartment you're hitting it in, the simplest solution is to circle around to the other side of the ship. This doesn't eliminate the possibility that you'll hit the same hold, but it does allow for new damage to the ship and it's easy. You just follow the ship submerged for a couple of hours, then pop to the surface, find the ship in the Uzi, tell your helmsman to go to heading and you
magically end up on the other side of the ship when you overtake it. If it's listing, it'll be easier to shoot it below the waterline. What's the problem?
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The all-weather mod is an arcarde and unrealistic mod -- fine if you want to play that way, of course, as are all mods.
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Yesterday I hit a coastal tanker with a torpedo. The ship immediately stopped and listed so hard to port that I was sure it was a goner. I waited for the patrol craft to leave and then I popped to the surface to finish it off with the deck gun only to find 13 m/s winds. Five hours later when the ship was still showing no signs of sinking, I finally modded my submarine specs to permit the deck gun to be manned. My expert deck gunner finally fired the first shot off after
two minutes because it took him that long to get out of water long enough to draw a bead and fire. Even then, he missed and that against a stationary ship at 500 meters. After his 5th shot he managed to get two of them into the bottom of the boat, which was clearly showing because of the extreme list, and the tanker finally went under. As such I do not consider the mod to be arcadish or unrealistic in the slightest. It stays.
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The deck gun is a "nice to have" early in the war. Saves using a torpedo on some low life, or finishes someone off. But making tactical decisions based on whether you can use the gun is just... odd.
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Well it's 1940 bud. We haven't even invaded Paris yet. Give me some torpedoes that don't have depth keeping problems and acoustically guide themselves and I'll happily give up my deck gun. Until then, it's a valuable part of my arsenal and my deck gunner is the most valued member of my team. For his extreme bravery in getting down there under 10 meters of water and manning that deck gun while tied with a rope to make sure he didn't get blown overboard for good, he will be decorated when I get back to Wilhelmshaven.
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No offense... seriously. But you are feeling yourself forward into the game, and talking about it, which I respect. But a lot of what you are putting out as truth, rather than questions, is just wrong -- and, worse -- has been put out 1000 times before. Even by me when I first discovered the game.
Trust me when I say every bit of what you question or encounter has been covered at length. Use the search function and you will, for example, find 50-60 pages on approach theories, intercepts, convoy attack strategies, pros and cons of mag/impact, etc etc.
Not trying to shut you down, but this game is so thoroughly analyzed that one could write a 500-page manual on how to play it correctly.
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You can talk all you want, but you'll never convince me that black is white, that up is down, or that most ships sink with one torpedo using GWX. I have eyes, and they can see.