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Old 03-16-17, 11:10 AM   #8
DicheBach
Machinist's Mate
 
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Quote:
Originally Posted by Rockin Robbins View Post
I invite you to try that with TMO or FOTRSU. The DDs will fire at you from a mile outside your range, as they did in real life. Their aim is better than yours too. I assure you, no American sub took out "the whole damn Jap navy" in the war and neither will you. You won't sink one DD.

Let's see what happens in Game Fixes Only when you give both the sub and Japanese warships Slightly Subnuclear Ordinance. Even with ultimate power the sub just doesn't stand much of a chance.

Yeah I did give that a whirl in FOTRSU, and yes they are more difficult!

However, I still have managed to sink a couple

Computer algorithms are just not as good as me

ADDIT: 20mm subnuclear flak gun!

The first one or two that I took on were disasters, but I realized I was facing a more competent computer opponent and adjusted my tactics: higher speed, more weaving, keep the rear-end in his direction, and ideally, engage in rough seas.

I cannot recall now if I've managed to sink only one or two DDs using FOTRSU with "Hard" difficulty campaign, but definitely one. That one that I can defintely recall was in a storm, probably 6 or 7 foot waves, night time, raining, windy. He only hit me a couple times and I was down to about 75% hull, but the problem with a computer opponent is: even when what they are doing is not winning, they keep doing it. Once you've baited him into chasing you, as long as you keep him lined up properly you have a decent chance. The proper response from a human controlled DD skipper facing an annoying cheeky Yank sub nutjob would be to get a good radar range. turn to a nearly right angle on his general course, train ONE gun (not all) at under range, reduce speed and start walking in the shots. Once the range is established unleash with all guns.

Instead, what the computer opponent does is: he does not fire much at long range, preferring to close the distance. He does weave a bit but not nearly enough to deter a skilled human gunner. Between getting the Watch officer to tell me the ranges (and quickly converting them to yards), using the compass on the nav map. It doesn't take too many shots to get a general range on him. Once that is accomplished it is generally no worse than a 1 shot in 3 hit to miss ratio and with that sort of punishment (even with a 3" gun) the DD just cannot survive.

I would think that the really unrealistic part of all of this was that my gunners didn't either drown or wash overboard. Not sure if those guns could be manned while the sub was being periodically about half inundated or not . . . If they used tethers/straps to stay seated then I suppose it was doable as long as the gunners were serious adrenaline junkies and had nerves of steel!
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