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Old 06-17-10, 02:00 PM   #1
I'm goin' down
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Originally Posted by BillBam View Post
Why are you silent running for a lone merchant?
Maybe I am mistaken, but I thought merchants had radar. If they do, then it is for one of two purposes.
1. Locate the enemy, so they can avoid contact.
2. Locate the enemy to engage it.

If I am correct, then silent running is a countermeasure. As I recall, Rockin Robbins' training videos for the O'Kane method applied silent running when settting up for an attack. I might be wrong in my assumption, however, re radar on merchants.
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Old 06-17-10, 02:17 PM   #2
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Originally Posted by I'm goin' down View Post
Maybe I am mistaken, but I thought merchants had radar. If they do, then it is for one of two purposes.
1. Locate the enemy, so they can avoid contact.
2. Locate the enemy to engage it.

If I am correct, then silent running is a countermeasure. As I recall, Rockin Robbins' training videos for the O'Kane method applied silent running when settting up for an attack. I might be wrong in my assumption, however, re radar on merchants.
Silent running won't do anything to counter radar. It will counter sonar, which some of the merchants (or all?) have.
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Old 06-17-10, 02:27 PM   #3
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Merchants have SONAR???? Which ones? I'll sink them first, ba$tards.
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Old 06-17-10, 02:37 PM   #4
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Actually don't they just have Hydrophones, basically just listening for you instead of using sonar to actively ping you.
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Old 06-17-10, 02:48 PM   #5
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Originally Posted by G2B View Post
Actually don't they just have Hydrophones, basically just listening for you instead of using sonar to actively ping you.
They have passive sonar, yes. I' m not sure which ones have it - I think it's later merchants that have it.
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Old 06-17-10, 03:06 PM   #6
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Originally Posted by Nisgeis View Post
They have passive sonar, yes. I' m not sure which ones have it - I think it's later merchants that have it.

Got it, Thanks
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Old 06-17-10, 03:56 PM   #7
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Glad to see your having fun I'm goin' down.

I thought it was well known that merchants in TMO went to the chuck norris school of gunnery.


They call him, sensei.

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Originally Posted by JoeCorrado View Post
I don't mind the concept of freighters being armed, but seriously- the effective range of a deck mounted machine gun was 850 yards... if you surface to engage, and remain beyond that range- you should have nothing to fear unless Duci has done something odd.

Maybe he will comment?
Sure. I wanted them dangerous, starting at around 2000 meters. Ranges don't scale very well to reality in game because you can pretty much decimate a ship at 4,000 meters with little effort. Hell, I've sunken ships at 6,000 meters or greater with a deck gun. (i can be persistant bastard)

Another issue is AA gunnery range as defined in the sim.cfg file. It is a universal figure that effects all guns in the game. To include your AA guns, and the AI's, It's the max range that they will open fire at (or try to) . Limit that and you limit alot for both you, and the AI.
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Old 06-17-10, 02:48 PM   #8
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Quote:
Originally Posted by Nisgeis View Post
Silent running won't do anything to counter radar. It will counter sonar, which some of the merchants (or all?) have.
Thanks. I stand corrected. I never considered the difference between the two, although it is obvious.
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