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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
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Get the luger out of the safe and shoot Bernard. Then put him in a tube, and send him to the surface. When the DD's see him, they think that the time you spent with him is enough punishment, and they let you go....
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#2 |
Frogman
![]() Join Date: Feb 2005
Location: St louis
Posts: 304
Downloads: 18
Uploads: 0
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Get deep 1st of all if you can. Then enable silent run and set your speed to 1 knot. Do this by switching to the knot meter instead of the engine telegraph. Even though the escort is out of charges he will continue to make attack runs on you. The game doesnt seem to recognize when their magazines are empty.
Eventually, you should be able to break contact and he'll go away. I wouldnt reccomend surfacing and trying to make a run for it. Most likely he'll ram you when you breach the surface before you get to speed or he will just blow the hell out of you. Those gunners are VERY accurate. |
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#3 |
Sailor man
![]() Join Date: Aug 2006
Location: Slovenia
Posts: 46
Downloads: 0
Uploads: 0
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I was allways wondering- does the game simulate DD's sonar properly because as far as I know (I think it was wikipedia) when destroyers used deph charges their sonar got fubared for a while because of DC's noise. This was also one of the reasons they developed the hedgehog. In-game it seems to me that DD's can hear you cristal clear no matter how many DC's they throw. If this is true it seems like a big thing to leave out of a game because it would dramaticly change evasion tactics (just go 150m, wait for the charges, evade them and safely leave the DD in the dark)
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