![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Weps
![]() Join Date: Apr 2008
Posts: 359
Downloads: 4
Uploads: 0
|
![]()
Just spend 40 deck gun hits, 2 torp hits on a tramp steamer. While her companion a large merchant go down with 1 shot.
This is my second GWX career, I have gotten a handle on the larger ships (and warships as well). Most will go down with 1 hit (merchant with bow shot, even DDs go down with 1 hit almost anywhere and faster too). But the little merchants, tramp streamers, P/Cs coastal merchants, Yikes. They are tougher than destroyers (hack, even tougher than escort cariers). I rarely sink them with 1 torp and while I have deck gunned aquitania with 10-15 deck guns and less, the little merchants took as much if not more. With this kind of battle survivability, the admiralty might as well make them into warships. A sloop took me 5 deck gun shots last patrol too, and I am using larger rounds of a type IX (first time I try a type IX seriously with mixed results) Am I missing some trick shots? |
![]() |
![]() |
![]() |
#2 |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
|
![]()
People! Read GWX manual first and I hope you will not be puzzled by many fanciful things this mod introduces. This one above is not last one.
|
![]() |
![]() |
![]() |
#3 | |
Weps
![]() Join Date: Apr 2008
Posts: 359
Downloads: 4
Uploads: 0
|
![]() Quote:
More importantly, don't you find it odd that small merchants survive attacks so much better than warships designed to combat submarines? Most DD's are either sunk or lost steering with one hit within minutes. I deckguned a flower class (my parascopes are out) in less time than a Passenger cargo. Flechters (similar tonage to a Passenger/cargo) regularly go down with one hit under 15 minutes. And you think it is perfectly normal for a small merchant to be able to maintain 7 knots and zipzag as well after one torp hit, and 40 deck guns blast it out its entire superstrcuture. |
|
![]() |
![]() |
![]() |
#4 | ||
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
|
![]() Quote:
1. Deck gun's efficiency is next to zero in GWX. 2. Sinking time is pure random variable regardless of ship's type. 3. Those merchant's deeds after torpedo hit are sci-fi of course. 4. In GWX 1.3 one of German destroyer types was unsinkable. 5. I was shelled by German coastal artillery before war began. 6. Many, many more such oddities... If you are not happy, you should simply change supermod. Last edited by Gorshkov; 07-03-08 at 01:02 PM. |
||
![]() |
![]() |
![]() |
#5 | ||
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
|
![]() Quote:
Quote:
Regardless, you don't know what you're talking about. Stop trolling.
__________________
![]() |
||
![]() |
![]() |
![]() |
#6 | |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
|
![]() Quote:
Not all people on Subsim have to talk positively about GWX even under your empty accussations on trolling. ![]() |
|
![]() |
![]() |
![]() |
#7 |
Weps
![]() Join Date: Apr 2008
Posts: 359
Downloads: 4
Uploads: 0
|
![]()
Don't get me wrong, GWX guys have done a wonderful job on most every issues. Here are the two points I am trying to make.
1. Small merchants should be designed to be more vulnerable than bigger, more valuable ships and warships, I don't mind spending 3 torps up front for that ceremic liner in the middle of a convoy. What bugs me is when a tramp steamer is harder to sink than a Fletcher class destroyer. 2. The faster ship sinking time option should mean something. Shadowing a wounded ship for hours near an enemy port really isn't a smart decision. (will a ship sink and be credited if you are not in the vincinity to witness it? If a tree falls in a forrest and no one is arround to see it, did it happen?) Since TC is limited to x8 or x32 with hostile ship arround, it is really time consuming to keep station around a wounded ship, even ther virtual crew got tired). I don't mean I want a entirely new damage model, Can't the time scale just be speed up? Said if it took 5 minutes to flood a compartment and the damage control team 5 minutes to fix something on a merchant ship, can't we just make it /5 to 1 minute each? As to deck gun being useless in GWX, I sink Aquitania with 15 deck gun (larger targets are easier to hit consistantly, but even then) rounds on a Type VIIB. If deck gun is indeed useless, make it consistently so. |
![]() |
![]() |
![]() |
#8 |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
|
![]()
I am afraid "GWX guys" won't fulfill your wishes. They appear to have their own "SH3 philosophy" which is indisputable. Agree on it or not which means use GWX or not. That is all.
Look! Mr. Dansila called me a troll who didn't know "what is going on" only because I was amazed with your report about small merchant escaping in zig-zag pattern at 7 kts after torpedo hit. :rotfl: Besides work on GWX is now over and "GWX team" has already switched to SH4 platform. I also ordered this game for 18 EUR to be able to constantly watch my favourite "GWX team's" glorious achieviements in the future.:rotfl: Last edited by Gorshkov; 07-03-08 at 02:03 PM. |
![]() |
![]() |
![]() |
#9 |
Swabbie
![]() Join Date: Apr 2007
Posts: 5
Downloads: 0
Uploads: 0
|
![]()
Correct me if I am wrong but. Was there not something about this in the GWX manual about ships not shinking correctly without the realistic damage enabled? Maybe you did not have it on or mistakenly turned it off.
|
![]() |
![]() |
![]() |
|
|