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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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Used in conjunction with the deck gun you might sink merchies a significant (life saving) amount of time sooner.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#2 |
Mate
![]() Join Date: Oct 2008
Posts: 59
Downloads: 14
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A submarine does not really have enough guns to effectively engage enemy aircraft with even or better odds of success. The 40MM Bofors is really intended to be installed in large quantities (5+ pairs or better) when used in an AA application. On a submarine, two pair is about all you can install, and even two pair of Bofors can't offer the volume of fire needed for AA work. Honestly, a submarine should never attempt to fight aircraft if it can submerge to a depth of 150 feet or deeper. Aircraft are just a lot more effective as anti-shipping weapons than submarines are as anti-aircraft weapons.
If you can score hits with the Bofors, it is of course far more effective than a 20MM, but the slow rate of fire makes scoring hits on a moving target more difficult with the Bofors. That being said, given the choice, I'd take Bofors over the 20MM. I'd just use them on ships as opposed to aircraft, which I avoid at nearly any cost. |
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#3 |
Rear Admiral
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They're totally worthless in TMO against ships, can't even sink junks with them.. I do carry one when available for planes, but never two.
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#4 |
Samurai Navy
![]() Join Date: Jul 2002
Location: Scotland, UK
Posts: 552
Downloads: 31
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Well, given the size of the guns, it defo gives me the impression that if an aircraft is coming in to dive and you open fire with a 40mm and managed to HIT the aircraft, it should pretty much be blown to scrap metal and plunge into the ocean.
Sooner or later I am going to have to try these out in an AA capacity against an incoming plane or two....however dangerous that may be ![]() |
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#5 |
Mate
![]() Join Date: Oct 2008
Posts: 59
Downloads: 14
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What ammunition do you get with them?
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#6 |
Let's Sink Sumptin' !
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#7 |
Mate
![]() Join Date: Oct 2008
Posts: 59
Downloads: 14
Uploads: 0
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#8 | |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
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Why Nerf ? because Modding's to much work ??
Quote:
Modding is not a Nerf job, but an addition to game play, an enhancement. not why, will my guns not do damage ![]() AOTD FOTRS for version 1.4,Nerf's the Radar down to 30,000yrds., to make it harder to find contacts, but cheat time. watch the clock @ TC512 when minute hand hangs, go to 1TC, dive an pickup Sonar contact. Outherwise you may, depending on contacts course/speed you may miss even knowing they are there. |
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#9 |
Navy Seal
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Now hold it! I totally got rid of my 20mm last cruise in favor of two 40mm guns. They were invaluable in sinking ships and sampans. Two merchies went down because I was able to damage them enough with the 40mm to slow them down to put that last torpedo into them. One got the coup de grace from the 40mm and went up in a nice explosion as well. All this in TMO. I'm very satisfied with the 40mm effectiveness! They're awesome guns.
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#10 | |
Rear Admiral
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![]() Quote:
I can empty all ammo in a merchant and nothing. You can shoot the sails of sampams, but never sunk one with it. We just had a big discussion about it and everyone said the same, Duc said he would up it some in 1.8, but had his reasons to make them AA only, cuz the damage zones are tied together. In making the ships stronger, it nerfed the guns......so not sure why yours are different. Maybe you're just seeing effects from other damage taking place why you're shooting. You're not running one of your nuke mods are ya..... ![]() Last edited by Armistead; 08-28-09 at 11:57 AM. |
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