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Old 09-03-09, 12:26 PM   #1
DigitalAura
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Default Depth Charges: Strategies to escape

In one of my other threads, STEAMWAKE had referenced the hedgehog weapon in a discussion about depth charges and ASW.

the link http://en.wikipedia.org/wiki/Hedgehog_(weapon)

I noticed this :

Quote:
"When a depth charge explodes it can take 15 minutes before the disturbance can settle down enough that sonar becomes effective"
Does this play out the same in SH4? I wasn't aware that charges rendered PASSIVE SONAR useless for a spell. Do you guys hit the gas when you hear charges? What are your strategies in escaping from them? Should you stay silent? Does it depend on how close they are to your whereabouts? [beg pardon, I know there are probably umpteen topics related, but I didn't get far tyring to answer this question specifically about slipping away during depth charging]
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Old 09-03-09, 12:52 PM   #2
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Active sonar was also disrupted by clouds of bubbles formed from underwater explosions. Both were also inefective at speeds greater than about twelve knots (this was increased to around 18 later in the war). This is not reflected in the game.

I don't know about the "15 minutes" part though - I was under the impression that it was 1-2 minutes at best. Don't know for sure, though.
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Old 09-03-09, 01:33 PM   #3
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I'd say the 1-2 minutes sounds more accurate than 15mins. It's all about what noise is in the water!
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Old 09-03-09, 02:34 PM   #4
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so... I guess what I'm asking is... what is the best way to slink away.

When the enemy is pinging... they already have your location right? So do you just give it all the gas?

When they are stopped, they are 'listening'...so you need to be silent. That's easy, but I can never figure out what to do when they're using ASDIC.
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Old 09-03-09, 02:41 PM   #5
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Default Deploy Decoys as a trap

deploy decoys as a trap !!

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Old 09-03-09, 03:20 PM   #6
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"Pray"

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Old 09-03-09, 03:35 PM   #7
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Quote:
Originally Posted by DigitalAura View Post
so... I guess what I'm asking is... what is the best way to slink away.

When the enemy is pinging... they already have your location right? So do you just give it all the gas?

When they are stopped, they are 'listening'...so you need to be silent. That's easy, but I can never figure out what to do when they're using ASDIC.
Minimize your "profile" towards the "pinging" ship, ie try to keep it at 0 or 180 relative bearing (point your bow or stern towards it).
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Old 09-03-09, 09:07 PM   #8
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Go deep below the thermal layer...Overall, and mod's differ you can easily go another 100 below default.

After I shoot, I go flank and deep and turn away to get out as fast as I can. They are headed for your shooting point. If you can escape the circle of death before they arrive...much better. Once they get close to your shooting point go silent and keep a narrow profile to the nearest ship.

Yes, go flank and turn about 20 degree's when a ship passes over, they should fall behind. I found 20 degree's get's you out of the way of the Y guns and the back ones. If you turn too hard, you may get hit with the Y guns. Main thing is to break the circle of death.

If you're playing stock....you have decoys. Use them, but again a mild turn is in order.

You just have to find a balance of speed, depth, ect. If you're playing TMO the escorts are much harder.
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Old 09-04-09, 10:47 AM   #9
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Quote:
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When the enemy is pinging... they already have your location right? So do you just give it all the gas?
No, it just means they are looking. Stay slow until you actually hear the DD's engines overhead. At that point, due to the fact that sonar has a limit to the angle it can aim downward, they can't hear you anymore. They are effectively dropping 'blind'. That's when you go to flank speed, turn hard one direction or the other, and drop 20 metres or more. Then go silent again.

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Old 09-04-09, 01:42 PM   #10
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Its been an sop for a long time, due to knowing the DD is basically deaf during its 'run' and for a bit of time there after.

The sop is if your in the way of his DC run... first say a prayer then ring up to flank and throw the rudder hard to port or starbord. Continue the run at flank and build up some momentum untill the cans are finishing making a racket then straighten out the rudder and drop back to a couple of knots.

Its pretty easy to tell when they start their run, they cruise around a bit then straighten out and hit flank. You can follow this on sonar easy.

Of course if he isnt even really close just maintain your present course and speed.

Ive escaped a few times alive doing this. In deeper water of course :rotfl:
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