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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Frogman
![]() Join Date: Feb 2006
Posts: 309
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I want to start a new career with 1.3, but I can't seem to get 2 deck guns. Can somebody tell me how? Which subs and year can I get them? I could swear what I used to have it with is Gato in 44
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#2 |
XO
![]() Join Date: Oct 2005
Posts: 429
Downloads: 20
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Looking for a list of mods for SH4? Everything you need is here: List Of Modifications for SH4 v1.3 "The only thing necessary for evil to triumph, is for good men to do nothing." |
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#3 |
Frogman
![]() Join Date: Feb 2006
Posts: 309
Downloads: 20
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cool thanks. too bad I can't get it sooner.
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#4 |
XO
![]() Join Date: Oct 2005
Posts: 429
Downloads: 20
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Yeah, I have no clue why they don't offer dual 4 inch mountings at all (and sooner, for that matter). It sure don't make much sense. If I had an ounce of modding ability, I'd be doing that myself. I hate the little things. Drive me nuts.
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__________________
Looking for a list of mods for SH4? Everything you need is here: List Of Modifications for SH4 v1.3 "The only thing necessary for evil to triumph, is for good men to do nothing." |
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#5 |
Stowaway
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I have never really considered my AI sailors a good enough shot to let them have their way with the deck gun. Am I too impatient? I am a deck gun GOD, usually hitting the target under 4000 on the first shot. Where my crew seems to just burn ammo with ridiculous spashes 50 meters off my ship.
Would 2 guns be viable if I am not in complete control of them? I spose I could stagger fire, but only "shooting from the hip" at close range, that is, not zoomed in but just guestimating the elevation which is surprisingly effective. ps. By being a self-proclaimed "deck gun god", I am only emphasizing the squishiness of the firing solution and ranging and how it makes it very easy to hit targets, not embellishing my actual skill. In actuality, my grandma could bullseye a sampan at 4k in one shot in SH4. Just clarifying. I assume you all are having the same success. ![]() |
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#6 | |||
Torpedoman
![]() Join Date: Feb 2006
Location: The HEART of Fly Over Country
Posts: 120
Downloads: 62
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Peace is good... Freedom is BETTER! |
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#7 |
Stowaway
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er.. :hmm:
I hope my previous post wasn't viewed as a complaint. I understand gunning IRL is much harder than portrayed in a video game. My only question is after a while will my crew begin to get hits or will they burn through 100+ rounds on a tanker at 2k and get only random hits all over the damn place? If that is a realistic representation of how events would occur I would almost be inclined to let them fire away for realisms sake, but the temptation is great when I know I can plant rounds in a nice grouping right below the waterline within 1 or 2 ranging shots. |
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#8 | |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
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With strength I burn... |
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#9 |
Grey Wolf
![]() Join Date: Apr 2005
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Hav the devs fixed the two deck gun part where u can only armed one of the two deck guns urself dat u already equited on ur sub?
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#10 | |
Frogman
![]() Join Date: Feb 2006
Posts: 309
Downloads: 20
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GAMEPLAY CHANGES: 1. All Sensors have been tuned for a more realistic performance 2. All ship gunners now improve the precision of their shooting in time 3. Small, irrelevant, units don't show up on the map or clutter the sensors Number 2 applies to the ships. Can anybody say if this does anything for the sub gunners? That would be neat. I think they already get better in time. I remember reading that somewhere, but they miss so often that I began to wonder if the subs gunners improved at all. Guess I just haven't played long enough to notice. |
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