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Old 12-29-06, 06:37 AM   #1
Linton
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Default Counter measures

I always find the cm's in the stock game are next to useless when you have a TIW.How do you use them if at all?
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Old 12-29-06, 06:52 AM   #2
Dr.Sid
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You mean sub's CMs ? They are pretty effective. Everybody use them. Stock CMs are way too much effective. LWAMI mod makes them less effective in fact (by torpedoes not exploding on CMs).

Usage is simple. You need to launch correct CM (torpedo will be mostly active if it you are in sub). But for start, launch always both passive and active.

Then you have to run away from the torpedo. Torpedo usually picks the nearest contact, not the biggest. So if you continue toward the torpedo, it will still home on you anyway. With stock DW run just away from torpedo, and go deep (so you wont cavitate much). Drop few CMs on the way.

With LWAMI, you need to make sharp turn after each CM and you have to know quite well where the torpedo is, since torpedo will try to reaquire the target after each CM.

Best tactic against torpedoes launched far from you is to clear the area. Turn 90 degrees to the torpedo's path and run like hell. When torpedo activates, you just won't be there.

Best tactic against helo dropped torpedoes is not to get detected at all :rotfl:
You have not much options against those. Same for the rocket torpedoes, but I guess in stock DW they overshoot the target so they are pretty weak.
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Old 12-29-06, 07:13 AM   #3
Linton
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My question was really based on SC but I thought that posting in that forum would not get an answer.Thank you for your reply.
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Old 12-29-06, 08:02 AM   #4
SeaQueen
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Quote:
Originally Posted by Linton
I always find the cm's in the stock game are next to useless when you have a TIW.How do you use them if at all?
I've found it helps a lot if you try to put the countermeasure between you and the torpedo. To do that, I turn across the torpedo's line of bearing after firing countermeasures. It also helps if you try to put some space between you and the countermeasure and get on the opposite side of the sonic layer. To do that, I go as fast as I can without cavitating. I don't want to be anywhere near a torpedo. Finally, another thing I've found is that sometimes a last minute sharp turn will shake a torpedo.
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Old 12-29-06, 08:03 AM   #5
Bellman
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DW - http://www.commanders-academy.com/fo....php?t-47.html

SC - MP Fleet technique suggested beaming incoming using AISS then around 1nm turn-in to path of torp forcing it to headout. Then drop CMs and turn 90+ degs. away and if your lucky she will be spoofed enough to lose your track. This seems still to be a technique applicable to DW vanilla (patched) and LwAmi but given the 'unrealisticaly' high SC turn-rates the torp needs to be further away before you start the routine in DW.

Also be aware that a sneeky MP opponent may have partnered his active with a passive(s) !

PS. SQ you saw me coming ( 1 minute !)
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Last edited by Bellman; 12-29-06 at 09:22 AM.
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Old 12-31-06, 11:34 PM   #6
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Quote:
Originally Posted by Bellman
Also be aware that a sneeky MP opponent may have partnered his active with a passive(s) !
At least with lwami, passives do not even home on a cavitating akula. From a couple hundred yards away. And yes, they are slow enough that they can home on ships.
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Old 01-01-07, 01:48 AM   #7
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'Pointers' and trappers.
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Last edited by Bellman; 01-01-07 at 02:07 AM.
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