View Single Post
Old 06-03-07, 11:04 AM   #11
Pablo
Commodore
 
Pablo's Avatar
 
Join Date: Apr 2005
Posts: 641
Downloads: 168
Uploads: 0
Default

Quote:
Originally Posted by MarkShot
Yes, it is only mid-41 for me. As I said escorts and evasion seems no problem for now. However, my attack tactics will require a lot of work as I have yet to put together a decent formula for attacks.

Although finding convoys and setting up for an intercept by racing ahead has been pretty easy. I trailed a convoy all through the night marking its position and was able to easily position for in the morning. There was no course changes over 12 hour period after it made the initial inbound turn in the AM grid.

Yes, I once was screwing around with the game and didn't go deep and fast. Instead I was at around 30-40M and DCs were dropped close. There was an instant hit and death. (Although with so much blue water convoy activity, I cannot imagine myself going into the shallows unless to test myself.)

However, I've been going deep (150-160M) and I have been able to crawl silent at 1kts without DCs rocking the boat. It seems at 2kts they hear you, but a 1kts they don't seem to be able to pin point you.

Perhaps it's the blast radius of the DCs. In SH2 default, there was a huge blast radius. Perhaps, GWX increased escort sensors and toned down DC blast radius. That would be a standard technique in an attempt to create long protracted sub hunts; hunts that run for 4-8 hours as opposed to 1-2 hours. Just some speculation on my part.

---

Well, Pablo, what year does that happen?

Maybe I will just launch a career at that point as I would like to give that a try. Yes, I did read in the sticky something about the early war escort losing contact as they made their run.
Hi!

Sorry, I had a real-life interrupt.

The game engine does not automatically establish convoy or individual ship zig-zag plans along a base course; each zig-zag has to be manually entered when setting up the scenario or campaign, so running along parallel to a convoy to set up another attack is nowhere near as hard as it was in real life - just remember you are in a pack of one U-boat (in single player) so you need to avoid being spotted by escort radar.

The depth charge damage radius is indeed reduced to more historical values, but the game engine forces a constant damage radius while IRL the damage radius of a depth charge varied with depth (deeper explosion = smaller radius). Stock SH3 uses 300-lb depth charges, and GWX has not added the effects of historical 600-lb versions or the teardrop versions that showed up later in the war.

Try starting a career in mid-1943 and or in mid-late 1944 (be aware that the Allies will close the French U-boat bases after D-Day). The biggest step-function in difficulty is in 1943, as it was historically; in 1944 the step function is not quite as large, but the cumulative difficulty is very tough since some escorts can now track you within hedgehog range, and you will really begin to appreciate those funky homing and track-combing torpedoes when fired at a distance from the convoy to give you a chance to clear out of the area before the escort can respond.

Pablo
__________________

"...far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy much nor suffer much, because they live in the gray twilight that knows neither victory nor defeat."
- Theodore Roosevelt, speech before the Hamilton Club, Chicago, April 10, 1899
Pablo is offline   Reply With Quote