For reference (largely my own):
AirDepthCharge:
MinEF:100
MaxEF:200
AP:0
MinRadius:1
MaxRadius:25
Bomb500kg:
MinEF:100
MaxEF:200
AP:35
MinRadius:2
MaxRadius:30
Bomb250kg:
MinEF:80
MaxEF:150
AP:20
MinRadius:1
MaxRadius:25
Bomb100kg:
MinEF:40
MaxEF:100
AP:10
MinRadius:0.5
MaxRadius:20
AirTorpedo:
MinEF:100
MaxEF:200
AP:15
MinRadius:0.5
MaxRadius:20
HedgeHog:
MinEF:50
MaxEF:100
AP:20
MinRadius:2
MaxRadius:4
While bombs could be expected to have AP capability in the usual way we think of it (not the game way), there is no reason for a hedgehog to have this at all (the ability to penetrate armor due to Kinetic Energy, and I don't think they used shaped charges). The reason presumably is to model the increased damage due to contact detonation.
None the less, as you can see from the bombs, they also have wide areas of effect. As a result, you take AP enhanced damage even if the bomb is a near miss.
The bombs might need reworking, too, looking at the values, lol. And we all know that damage to the sub in surface combats shows they are little battleships, my DC control teams fix internal damage due to 5 inch shells faster than a DD can dish them out.
Maybe the weapons are right, and the subs are grossly too strong...
tater
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