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Old 04-20-07, 07:32 AM   #1
WFGood
Electrician's Mate
 
Join Date: Sep 2003
Location: high above the big blue
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Default Task Forces updgraded under 1.2?

I have seen a post or two about damage being handled better under 1.2, but I wonder if anyone else has seen much better set up convoys or task forces after the latest patch? I was patrolling north of Luzon last night (I had to start a new career after patching) when my lookouts spotted a ship on the horizon. (It was nice that the air search radar did not pick them up too!) Bending on maximum revolutions I set an intercept course thinking I would probably find and invasion fleet.
It took a while to get into a position where I could actually see what I was tracking. It was a very realistic task force. It consisted of 2 BB's, 2CA's, 10 DD's, and an AO. The main body was still a little close together, but the escorts on the flanks were actually out several nautical miles from the center. They also had a DD out ahead searching. For the first time I actually had to think about how I would approach instead of just charging in.
I actually could not get in closer than 2,000 yards to the lead BB, but I fired a spread of 4 at her with depth setting which would allow the fish to underfly any escorts in the way. My set up was OK with the first torpedo missing ahead, but the last three slamming into the Kongo pretty evenly spaced along her port side. She immediately took a list and turned turtle within 10 minutes.
By the time I had poked the scope up, set up my shot, and fired my fish, I had four escorts converging on my position at high speed. A quick dive and full speed allowed me to skirt under the now sinking Kongo and pop up on the other side for a hopeful stern shot on another ship. When the scope broke the service, I could see depth charges going off on the port side of the column were I had just been. I managed to get 2 stern fish off at a Mogami. The first one hit the forward magazine, and she blew to pieces. The second missed astern, but I was impressed with the evasive maneuvers the second Kongo took. Trying to avoid the first ship I had hit, the Mogami and Kongo were turning when I fired.
To avoid my shot which missed the Mogami, the second Kongo reversed her rudder twice, nicely avoiding my torpedo. I had not seen that yet and normally the ships would have kept sailing straight on as if nobody had attacked at all. They have also learned to speed up. No longer do the ships immediately stop when torpedoes are fired. They were all moving at close to 30 knots by the time I tried to fire the stern tubes.
It took quite a while to evade the escorts afterwards as well. Even with a thermal layer at 250', I had two hour game of hide-and-seek before I could get away. All-in-all I was very happy with the experience. The graphics seem much better with this second patch, and though I was leery at first, the torpedoes seemed to function well at high speed settings. The miss to the bow was absolutley my fault and normal with data input. The water effects seem better as well. Before I could not see the hull of a ship or the sub's underside through the water. Now you can see parts of ships just below the surface as they sink. (I have some screenshots if that is not too clear.)
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