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Old 08-15-10, 07:42 PM   #1
Stealhead
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5: that depends on the mod. there are the cheat mods, then there are the serious mods. like subnuclear deck gun and TMO.


I am confused are you saying that TMO is a cheat mod? I think you are giving each as an example though never mind.

I was not trying to pick on you MATTJ but you did say that the S-Boat "sucks"(well you said it was terrible) which I don't think is a fair judgment.Of course some on here love the Pig Boat and others hate them that can be fairly said.Supposedly old sub guys said that you where a true submariner back in WWII if you wanted to be in subs after having been abroad an S-Boat or you where nuts.

Also the mk.10s do have less explosive power(497lbs of tnt) but in the early war time period if you are playing either mod (RFB or TMO) with duds on the mk.14 can be nearly useless until 1943(I have had patrols where only 2 or 3 actually worked correctly) in fact with duds on you basically have use only the slow setting on mk.14s anyway which is the same speed as the mk.10 though greater range on the other hand 1943 and later the mk.14 is the best option once its bugs are mostly gone and it then gives you the widest range of flexibility.

The Mk.23s are more reliable but they have the weakness that you can not attack a target outside 4,500yds which is a disadvantage when you get a good ship but she is outside mk.23 range and you are not able to close range or during later war patrols where the asw is so intense that you are better off attacking from greater range.

I agree with Vonntop on the mk.27 they are not all that useful most times so I rarely carry them.But I have seen some hilarious DD kills caused by cuties.

Overall the best bet is to carry a mix of different fish when they are available anyway.I most times carry a mix of mk.14s and mk.18s. Unless you are using an S-boat in which case your only option are the short ranged but insured to bang! mk.10s.

Personally the right time to go "super mod" is different each person some feel the need to complete the entire war in stock first.I myself just ran a few careers in stock for a few months then after getting over the concern with the increase in difficulty I went in.Some guys I am sure pretty much just jumped in head first and loaded up a super mod right away.

Last edited by Stealhead; 08-15-10 at 08:02 PM.
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Old 08-16-10, 01:49 AM   #2
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Originally Posted by Stealhead View Post
5: that depends on the mod. there are the cheat mods, then there are the serious mods. like subnuclear deck gun and TMO.


I am confused are you saying that TMO is a cheat mod? I think you are giving each as an example though never mind.

I was not trying to pick on you MATTJ but you did say that the S-Boat "sucks"(well you said it was terrible) which I don't think is a fair judgment.Of course some on here love the Pig Boat and others hate them that can be fairly said.Supposedly old sub guys said that you where a true submariner back in WWII if you wanted to be in subs after having been abroad an S-Boat or you where nuts.

Also the mk.10s do have less explosive power(497lbs of tnt) but in the early war time period if you are playing either mod (RFB or TMO) with duds on the mk.14 can be nearly useless until 1943(I have had patrols where only 2 or 3 actually worked correctly) in fact with duds on you basically have use only the slow setting on mk.14s anyway which is the same speed as the mk.10 though greater range on the other hand 1943 and later the mk.14 is the best option once its bugs are mostly gone and it then gives you the widest range of flexibility.

The Mk.23s are more reliable but they have the weakness that you can not attack a target outside 4,500yds which is a disadvantage when you get a good ship but she is outside mk.23 range and you are not able to close range or during later war patrols where the asw is so intense that you are better off attacking from greater range.

I agree with Vonntop on the mk.27 they are not all that useful most times so I rarely carry them.But I have seen some hilarious DD kills caused by cuties.

Overall the best bet is to carry a mix of different fish when they are available anyway.I most times carry a mix of mk.14s and mk.18s. Unless you are using an S-boat in which case your only option are the short ranged but insured to bang! mk.10s.

Personally the right time to go "super mod" is different each person some feel the need to complete the entire war in stock first.I myself just ran a few careers in stock for a few months then after getting over the concern with the increase in difficulty I went in.Some guys I am sure pretty much just jumped in head first and loaded up a super mod right away.
i believe i posted a thread concering one such cutie kill. Short story was, i was in java sea and a task force of 2 dds picked me up. in java iif your caught y dds your screwed. i had 1 cutie left. i fired it at the first dd, but no dice. he came over me and DCed me. The second one comes and im defensless soo i turn, but it wasnt enough. lucky thing is though, my periscope bashed it and killed it ( at the time). then the oher 1 came around and DCed again. 85% hull damage or something, then hes ABOUT to come finish me when BAM "torpedo impact" (at the time my expression was this: :haha ::woo t:) the cutie hadnt given up (bless its soul) and impacted on the side of the destroyer, and he capsized.
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Old 08-16-10, 10:44 AM   #3
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i believe i posted a thread concering one such cutie kill. Short story was, i was in java sea and a task force of 2 dds picked me up. in java iif your caught y dds your screwed. i had 1 cutie left. i fired it at the first dd, but no dice. he came over me and DCed me. The second one comes and im defensless soo i turn, but it wasnt enough. lucky thing is though, my periscope bashed it and killed it ( at the time). then the oher 1 came around and DCed again. 85% hull damage or something, then hes ABOUT to come finish me when BAM "torpedo impact" (at the time my expression was this: :haha ::woo t:) the cutie hadnt given up (bless its soul) and impacted on the side of the destroyer, and he capsized.
That is a hilarious story. The funniest part was picturing it happening in my mind while I was reading your account of it. I have tried them in the past and I do believe their maximum range (probably due to the low speed) is somewhere in the vicinity of 12,000yds.
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Old 08-16-10, 10:46 AM   #4
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I witnessed a DD get hit by a mk.27 I had fired once while I was being chased by 3 DDs the thing ran for some time and I was tracking it on the sound gear with great disappointment as it was way off track from any of the DDs so I stopped tracking it.

Suddenly after a very close and nasty DC run on me a minute or so later I hear boom! "torpedo hit sir shes going down!" My guess is that the loud noise of the depth charges going off must have attracted the sound seeker inside the Mk.27 and turned around and pegged onto one of the DDs killing it.

What makes the cutie so weak is the low speed sometimes they get a good track but just cant keep up so they work best against a searching ASW vessel who is varying his speed to attract the cutie but he is turning and slowing down enough that the cutie can hit.

Funny as the USS Barb did get a medium sized merchant in WWII with a Mk.27 though they had fired it a almost 90 ft and it came up under and hit the bottom of the ships hull other wise I doubt a cutie alone would be able to sink anything larger than a DD.
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