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Old 01-14-06, 11:26 AM   #1
12oz_Jesus
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Default Anyone ever kill a C2 with deck gun?

Or any ship for that matter?

I just got the sim a few days ago, I read all the tutorials, installed RUB mod and am having a blast. But... I cant seem to sink a canoe with the deck gun (type VIIB).

I've engaged a C2, a large tanker, and a tugboat with deck gun - hitting each at least 20 times below water line adjacent to smoke stack, a little forward and rear of smoke stack, directly on propeller, on command structure, on deck cargo, and... didn't even slow them down. I think I saw a guy having tea on deck while I was shooting them!

Anybody have any advice? Thanks, folks.
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Old 01-14-06, 11:31 AM   #2
GT182
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Yes but it could take most all of your AP and/or HE shells to do it. Leaving you in a lurch later on if you run out of torpedos and need the deckgun to finish a ship off. Small Merchants and Coastal Merchants usually go down with only one torpedo so they aren't that much of a problem. The larger ships are tho.

I've sunk C2s and C3s and regretted it later on, as I explaned above. Using the deckgun yourself is way better than the crew doing it..... they tend to miss alot.
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Old 01-14-06, 12:06 PM   #3
Takeda Shingen
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I sank only one C2 with the deck gun alone. I was returning to port and came across one traveling alone in good weather. Being out of torpedoes, I closed to approximately 1000 meters and ordered the gun crew to aim for the waterline. (Don't aim for the superstructure or hull. The stupid thing can burn all day and not sink.) It took 38 shots of high explosive.
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Old 01-14-06, 02:06 PM   #4
Redwine
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Yes...i done that, normally i dont fire a torp against to alone ships, or those wich run un groips of 2 or 3 ships, i use my deck gun until run out of ammo prior to use a torp.

Now i am finishing a Gun FX mod where you have new textures for gun muzzle, flashes and explosions, well visible tracer deck gun shells, and i add more powerful AAA and deck gun ammo.

Now i am able to destroy a C2 with 25 AP plus 10 HE shells, about 35 hits total.

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Old 01-14-06, 03:12 PM   #5
Der Teddy Bar
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All ships in SHIII use Hit Points i.e. HP's Once the HP's are all used up BOOM!

For example, the C2 has 400 HP's. The original 88mm Deck Gun has between 10 & 25 Hp's.

If we use 15 as the average, then by shelling the ship anywhere, after 26.6 shells the C2 ship will go BOOM!

RUB has the 88mm Deck Gun has between 5 & 8 Hp's. So using 7 as the average it will take 57.14 shells for the C2 ship will go BOOM!

NOTE: it does not matter squate where you hit the ship. All hits remove HP's and will make the ship go BOOM! Try it, hit only at the very top point on the very front of the bow and the ship will go BOOM!

This coupled with the Tiger Tank U-boat is why you can take on an escort with impunity.

FYI...
200 HP units
Coastal & Small Merchant, Landing Ship Tank, Armed Trawler

V&W Destroyer, Type 34 Destroyer, Clemson Destroyer, Soldati Destroyer, Somers Destroyer, Hunt I Destroyer, Hunt II Destroyer, Hunt III Destroyer, C Class Destroyer, J Class Destroyer, River Destroyer Escort, Evarts Destroyer Escort, Buckley Destroyer Escort, JC Butler Destroyer Escort, Black Swan Frigate, Flower Corvette


300 HP units
Small Tanker

Fletcher Destroyer, Tribal Destroyer, V&W Destroyer, Type 34 Destroyer, Clemson Destroyer, Soldati Destroyer, Somers Destroyer


400 HP units
C2 Cargo, C3 Cargo, Liberty Cargo, Victory Cargo, T2 Tanker, T3 Tanker, Troop Transport

Dido Light Cruiser, Fiji Light Cruiser, Casablanca Escort Carrier, Bogue Escort Carrier


500 to 800 HP units
Passenger Liner

Hipper Heavy Cruiser, Dido Light Cruiser, Fiji Light Cruiser, Illustrious Fleet Carrier, Bismarck Battleship, King George V Battleship, Nelson Battleship, Revenge Battleship
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Old 01-14-06, 03:15 PM   #6
Marhkimov
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So Teddy Bar, I take it that the NYGM rebalances all of these values out?
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Old 01-14-06, 03:35 PM   #7
12oz_Jesus
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Thanks for the info. That sucks - the damage model for deck gun is NOT based on hit location.

I've seen vulnerability point lists for ships. Does that only work for torps? (do torps also use hit point or hit location for damage?)
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Old 01-14-06, 05:01 PM   #8
Der Teddy Bar
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Quote:
Originally Posted by Marhkimov
So Teddy Bar, I take it that the NYGM rebalances all of these values out?
Yes it does. All merchant ships & cruiser, battlesips and aircraft cariers have 2160 HP's.

With the escorts I have had to use a compromise due to the way that the ships compartments are configured. So for the escorts I have 400 HP's. At max torpedo damage HP's of 180, this equates to 2.2 torpedos and at min torpedo damage HP's of 120 then 3.3 torpedos. No WWII escort has ever survived 3 torpedos that I am aware of and these settings are designed to replicate that.

So as we now do not run out of HP's you will have to actually 'sink' the ship if you do not acheive a critical hit. Note to all, the cargo space on a ship now has a Critical Hit chance and is at a lot higher value than that of the engine room or even the fuel bunker.

For the NYGM Ship Damage Mod the 88mm deck gun's max HP's is currently 12, so to go toe to toe with an escort and expire it's 400 HP's will take about 33 hits, at min value of 6, 66 hits, at the average value 44 hits. So the chances of expiring it's HP's are minimal.
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Old 01-14-06, 09:43 PM   #9
andy_311
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Yep took a C2 after my fish failed to sink he ordered my deck crew to blast away on her set a direct course towards her and ramed her she went down my sub recieved vertually no damage to the ramming.
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Old 01-31-06, 05:01 PM   #10
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Yea C2 and C3 takes a lot of ammo and don’t forget you first have to take out those deck guns.

A great kill is when a torp slams in to the ships screws and they come to a dead stop surface and its target practice time
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Old 02-06-06, 11:53 PM   #11
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Quote:
Originally Posted by STEED
Yea C2 and C3 takes a lot of ammo and don’t forget you first have to take out those deck guns.

A great kill is when a torp slams in to the ships screws and they come to a dead stop surface and its target practice time
Anyone with me thinks the shells are rediculously ineffectives against those deck guns? I fired about 10 HE on a rear deck gun on a C2 and he sank me without ever been able to destroy it.
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Old 02-07-06, 12:43 AM   #12
Einzelganger
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Only to finish her off after a torpedo

A torpedo set a 3.5 metres / impact between the flag and smokestack usually already takes care of 'm for me.
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Old 02-07-06, 01:31 AM   #13
Salvadoreno
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Quote:
Originally Posted by Der Teddy Bar
Quote:
Originally Posted by Marhkimov
So Teddy Bar, I take it that the NYGM rebalances all of these values out?
Yes it does. All merchant ships & cruiser, battlesips and aircraft cariers have 2160 HP's.

With the escorts I have had to use a compromise due to the way that the ships compartments are configured. So for the escorts I have 400 HP's. At max torpedo damage HP's of 180, this equates to 2.2 torpedos and at min torpedo damage HP's of 120 then 3.3 torpedos. No WWII escort has ever survived 3 torpedos that I am aware of and these settings are designed to replicate that.

So as we now do not run out of HP's you will have to actually 'sink' the ship if you do not acheive a critical hit. Note to all, the cargo space on a ship now has a Critical Hit chance and is at a lot higher value than that of the engine room or even the fuel bunker.

For the NYGM Ship Damage Mod the 88mm deck gun's max HP's is currently 12, so to go toe to toe with an escort and expire it's 400 HP's will take about 33 hits, at min value of 6, 66 hits, at the average value 44 hits. So the chances of expiring it's HP's are minimal.
wait wait. God damn it i dont understand how u modders do it, but its awesome. I thought you took the HP Out and incorporated sinking by flooding. So 1 torpedoe, put in the right spot and with a bad simulated flood control team could sink a tanker or c3. I didnt know there was still HP, so basically..ugh..forget it. So we cant take out a ship by totally reducing its HP anymore, but we can do it with "critical chance" (stil not sure about that) and massive flooding.
I do have NYGM sinking mod and it seems great, longer ship sinking teams and lots of uncertainty. I only played thru a partial patrol with this mod and i sank 3 ships, small merc, troop transport(2 torps), and a LARGE MERCHANT which took 4 torps!
2 were poorly aimed and hit in front of the ship, 1 hit directly amidships, still no visible sinking patterns, and 1 more amidships, which sank 2 mins later...
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