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Old 11-14-15, 10:29 AM   #8
K-61
Grey Wolf
 
Join Date: Nov 2005
Location: Ontario
Posts: 795
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Quote:
Originally Posted by sublynx View Post
Interesting. The escorts replenish. That's great!

No Foxers but one can you throw a dice to simulate Foxer presence. If you don't get a six don't shoot an acoustic one.

There's a switch in the TDC that changes the torpedo setting controls. I don't play LSH so I don't know where it is in that mod.
That is a nice way of compensating. How did you come to figure out the one in six chance of the escort trailing a Foxer?

It is nice to have a weapon for striking back at them, but at the same time I find that it is one less conventional torpedo for a merchant ship. Launching acoustics on a convoy is a haphazardous thing. I lined up a T2 tanker in a convoy with my last torpedo, an acoustic, only to have it waltz off and hit a C2.

When they first came out I was like a kid at Christmas. On one patrol I loaded extra aboard and killed four of the six escorts with a convoy. That left a huge gap in the screen, which I intended to exploit later, but then lo and behold, out of nowhere a few more showed up to plug the gap. I see no point in going to all of that work only to have the game "game" you back. Mind you, it is also unrealistic to expect to wipe out such a number of escorts, Next patrol I am only going to carry one or two and go back to normal torpedoes. Merchantmen are my priority target.
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