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@LGN1: Yes, I think the same. The DD comes closer to your sub in order to ram or throw depth charges. But merchants are fighted with guns without approaching. (This is according to my observations. Cannot completely exclude errors)
So what possibilities are left?
1) I am pessimistic regarding Aircraft AI. But maybe someone of you wants to try that idea? Would be very kind.
2) Try to enlarge the "action radius" (operating range) of the Sergbuto AI-Sub to maybe 10km.
3) Maybe an acceptable solution would be (as you suggested) a modified destroyer. With the following properties:
- invisible (?)
- shoots without sound & fire
- limited ammo, should sink max. 1-2 ships.
- one hit should heavily damage or sink a merchant
- ammo should be similar to that used by Sergbutos Sub (no water splashes).
4) I thought about minefields, but that does not work because the player sub is also affected.
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I remember that the GWX guys fixed the "long range" gunnery behaviour, so it is certain that longer shots are possible. Obviously the test with the destroyer indicates that the ship AI does just attack, and not actively try to close range with merchants, but this isn't so bad. In fact, if you can make invisible Uboats shoot at the convoy from larger ranges, up to 5-10km, some escorts would need to leave the area to engage them, which is exactly what we need.
The more I think about it, the more convinced I am that what we need is something that distracts the escorts for a while and gives the player a chance to get closer. Wether it is attained with invisible or visible uboats (Which you shouldn't anyway see normally) is the less important thing. More important would be to ensure that the escorts also do not see them, so they don't simply shoot with guns but instead are forced to leave the area to investigate.