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Old 03-06-10, 10:02 PM   #1
walsh2509
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Default 100,000tns

The mission to get 100,000 of the south coast of Ireland before , what is it Aug or whatever 1940 is more than a bit much.

Apart from the travel and fuel used just to get on site ( I go the long way round) you would need to carry x 4 the amount of torps just to get half of that, I think the devs have turned down the true destructive power of torps.

And that Super Ability you purchase with your renown points is to bring it back up to what it should be, Ive turned off the bars above the ships in fact map contacts and manual targetting are the only 2 I have not got I think my overall % is 70 odds.

But one thing the bars above the ships showed you need 4 hits just to sink a 7,000tn Merchant. In SH3 and SH4+Uboat missions, I could sink bigger with 1 well placed torp, I found that if you hit a ship low or just under then you would sink or stop them dead in the water.

I do think the default torps in SH5 are weaker , hence this buy a bigger bang.

I was off the south of Ireland when I ran into this large convoy , I fired all my torps 1 missed all the others were hits , 1 7,000tn Merchant sunk. And that took 3 torps ( I spent some of my renown point on the torpedo mans ability * ) and instead of 4 torps it took 3. I hit another with 2 and another with 2 with 1 each those 8 were my last torps.

4 ships hit , 1 sunk = 3 torps , another hit with 2 and another 2 ships hit with 1 each.

1 down , the other 3 burning from bow to stern but just sailed on ..

in SH4 Uboat add on , with 8 torps I would have put down about 6 ships, even if only 3 the other 3 would have been slowed down that they would have been left behind and I would put those down with my deck gun.


I said that the start I was not going to buy the ability to make the torp have a bigger bang, that was until I started to play it and found out that Merchants I would have sunk or crippled with 1 torps take 4 to sink and anything less they just sail on as if nothing has happened.

I might be wrong but as I said , I think the devs have turned down the power of the default torps and you only get them back to what they should be by gving renown ability to the guys in the torpedo room.
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Old 03-06-10, 10:08 PM   #2
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You have from September '39 to June '40 to do it (if you take it first), that should be plenty of time with the stock traffic. There are lots of convoys and they use shipping lanes so you can pick up a lot of tonnage patroling south of Ireland and west of the westernmost tip of England. A few convoy lanes come together right there and it's good hunting.
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Old 03-06-10, 10:24 PM   #3
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Put the torp under the hull magnetic setting, youll snap the boat like a twig with one shot if you do it right.
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Old 03-06-10, 10:29 PM   #4
CCIP
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I find the ship damage model to be surprisingly broken right now. Not completely broken, but it seems to follow an all-or-nothing logic. Either your torpedoes outright destroy or sink the ship, or it keeps sailing forward after 2, 3 torpedo hits. I've had very few instances of propulsion damage or partial flooding that substantially affected a ship.

Something to be fixed soon hopefully. I know iambecomelife said he was already looking into remodeling/rebalancing ship damage a bit.
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Old 03-06-10, 10:35 PM   #5
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Quote:
Originally Posted by Sunfighter View Post
Put the torp under the hull magnetic setting, youll snap the boat like a twig with one shot if you do it right.

I know, I did this in other SH's but that apart , in those other SH games a single shot (not under the keel) would kill a ship or at least cripple it or slow it way down and then you could pick those off with you DG after the DD cover had gone.
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Old 03-06-10, 10:37 PM   #6
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I thought this would be a bit much too, but then I ran into a nice big convoy without escorts and it was a field day to finish off the second half of the goal.

http://www.subsim.com/radioroom/show...&postcount=497

I've seen ships take silly damage on occasion and keep going, but most I've hit require two torps max. The flooding aspect does seem rather suspect.

The damage model looks really frustrating when there is a ship completely ablaze and half underwater and it keeps plowing along...
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Old 03-06-10, 10:39 PM   #7
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Quote:
Originally Posted by CCIP View Post
I find the ship damage model to be surprisingly broken right now. Not completely broken, but it seems to follow an all-or-nothing logic. Either your torpedoes outright destroy or sink the ship, or it keeps sailing forward after 2, 3 torpedo hits. I've had very few instances of propulsion damage or partial flooding that substantially affected a ship.

Something to be fixed soon hopefully. I know iambecomelife said he was already looking into remodeling/rebalancing ship damage a bit.
Dude, i had a ship sitting nose low int he water at a 45 degree angle. It looked like the titanic. I waited for hours and he wouldn't sink.

I surface and put two rounds into him and he sinks.
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Old 03-06-10, 10:41 PM   #8
CCIP
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Well, as far as I understand, all the damage model controls are mostly identical between SHIII/IV and V. So hopefully that's something that either patches or mods will bring to a more reasonable state soon.
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Old 03-06-10, 11:31 PM   #9
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And just like stock SH3/SH4 it's coded to run out of "ship health points" more likely than it is to sink due to flooding/buoyancy. Also the 8.8cm deck gun is coded to do a craptonne of damage.

Natural Sinking Mechanics and similar mods for SH3/SH4 simply (ok, it's not so simple) jacked the ship HP high enough that you'd have to obliterate a target with torps before HP dropped to 0. The much more common method then became sinking due to flooding (which was also heavily tweaked, requiring a ton of work/testing).

Does anyone know what happens if you don't complete any/enough of the missions? Do you "fail" or what?
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Old 03-06-10, 11:33 PM   #10
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you dont fail

History just runs its course.
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Old 03-06-10, 11:40 PM   #11
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I still havent been able to sink a boat first before all its hull points were gone. Ive plowed away with the deck gun firing well below the waterline and everything, and the ships water level just wont go down faster then the hull does.
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Old 03-07-10, 12:00 AM   #12
kylania
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Quote:
Originally Posted by gutted View Post

Quote:
Originally Posted by CCIP View Post
I find the ship damage model to be surprisingly broken right now. Not completely broken, but it seems to follow an all-or-nothing logic. Either your torpedoes outright destroy or sink the ship, or it keeps sailing forward after 2, 3 torpedo hits. I've had very few instances of propulsion damage or partial flooding that substantially affected a ship.

Something to be fixed soon hopefully. I know iambecomelife said he was already looking into remodeling/rebalancing ship damage a bit.
Dude, i had a ship sitting nose low int he water at a 45 degree angle. It looked like the titanic. I waited for hours and he wouldn't sink.

I surface and put two rounds into him and he sinks.
I had a ship like that steam off at 11kts with the propeller in the air and the whole thing on fire! My last convoy I had ships hit with multiple torps and they sailed off like nothing was wrong. Definitely need to fix this damage thing. I've been holding off on the overcharge torpedoes thing, but maybe that's required??

As for not being able to get 100k ton, I'm in Dec '39 and have found 5 super large convoys (12+ ships each) and 4 of them were totally unguarded. There's plenty of traffic it seems, just need to actually be able to kill things
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