The idea of both mods is that it is foolhardy to shoot at armed ships with any kind of guns in any circumstances, and equally foolhardy to shoot at airplanes. In both cases you are using your submarine completely opposite its intended purpose.
The cheap and expendable submarine is supposed to have a strategic advantage of stealth, which it uses as an offensive weapon to attack much more expensive and more difficult to replace warships and merchants. At the beginning of the war, they were even heavily discouraged from torpedoing destroyers, because the mismatch wasn't great enough. The destroyer wasn't much more expensive and hard to replace than the submarine. The idea is to sink the good stuff with the cheap stuff.
When you take on an armed merchant on the surface you give up your stealth advantage and the gross advantage of your torpedoes. You now take many dozens of shots over an hour of defenseless surface time to maybe sink your victim. Your chances of death are great. Your chance of success is low.
When you shoot at airplanes, you become the expensive and hard to replace weapon against the cheap expendable airplanes. You are fighting THEIR battle instead of your own. They consider losing a few planes a small price to pay for sinking you. Chances are they WILL sink you because they have all the advantages. You have lousy AA guns on a deck that rocks all over hell and won't let you aim properly at all. Your men are being killed on deck with no shelter and you have no chance to shoot down more than one or two aircraft. Face it, you just committed suicide. And that's how the game should play to be authentic. If you survive, Admiral Lockwood should carve you some new orfices and promote you to skipper of a garbage scow when you get home. Your men should kill you before you get there. But they won't. They, unlike you, know their duty.
@gutted. The reload rates are low not because the real gun reloaded that slow, but because firing rates were that slow because of the unsteadiness of the gun platform. If you didn't time the firing for when the sights were on the horizon, and if at that precise instant you weren't aimed at the target you couldn't fire. In the game you can fire a millisecond after you load and be perfectly accurate. Since your game gun is gyro stabilized, the only way to achieve historic rates of fire is unhistorical reload rates. It works. It isn't the best of all possible worlds, but it is the best possible so far in the SH4 world. The possible firing rate is verifiable with submarine patrol reports. Nobody has been able to show that they are too slow, except for guns bolted to concrete on dry land. The gun is a place to dry laundry. That's about it. Modern submarines don't have them because they're junk.
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