Mike
Timetravellers tools will help. Rudder drag is the key. Very early WIP from a conversation between
CB and
GW whom pointed me in the direction of possible ways. CB is onto something, thats for sure. Its just one of those things that is hard to communicate so I think he is secretly working

.
Basically a wider turn radius means a longer supression and also gets rid of some of the pin points therefore can start to use stock sonar arcs again and slightly good ubers to compensate.
Another side effect is that DD has to think its route to player a lot more and a lot of different angled attacks.
There is a number of ways to take advantage of this. GW will probably look into it a lot further.
Problem to balance is what happens if only one DD attacks and he has wider turn. This then could make him look worse than before etc etc so a variety of various tweaks is needed to comensate certain things.
I was originally thinking about no crew repair options as implemented by NYGM which I think will blow some players socks off and have to take my hat of to Der Teddy for seeing the potential and implementing a wild idea into a reality.
I wanted time to enjoy new longer repairing functions so wanted to get rid of same old boring attack routine of the DD which means DC drops every 4 minutes or so and then they are always on subs tail leaving little time to really enjoy the longer repairs.
Just needs testing fully to see potential flaws and workarounds so not ready or in fact a mod yet. Just a direction some should consider.
Current game = every DD turns the same circle = gets predictable no matter what sensor set up is established.
Hopeful game = Different sized attack circles simulate a more organised attack from Hunt groups and no more DD group huddles ets etc.
Lot of maths etc etc so fingers crossed for the future.