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Old 07-04-07, 06:25 PM   #1
tater
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Steeltrap, that 7 seconds number is a great find!

What gun did Wahoo carry at the time?

It's interesting, because I changed the kv29 mod to have a reload time of 8 seconds. Not sure what crew quality does to the reload time, that would be useful to know.

tater
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Old 07-05-07, 01:52 AM   #2
Steeltrap
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Originally Posted by tater
Steeltrap, that 7 seconds number is a great find!

What gun did Wahoo carry at the time?

It's interesting, because I changed the kv29 mod to have a reload time of 8 seconds. Not sure what crew quality does to the reload time, that would be useful to know.

tater
The quote actually refers to Tang, armed with the 4", 53 calibre forward of the tower (much to O'Kane's irritation - he wanted it aft).

Hope it helps. Decg guns in these sims ALWAYS seem to be somewhat 'death ray' in nature - presumably playing to the casual gamer who expects to sink things with half a dozen rounds!

Gunnery generally has been a problem in these sims IMO. Freighters and DDs etc. seem deadly accurate within seconds - that was my experience in SHII and III. Believe it or not, I've found SHIV to be better in this regard in that I can dive before being hit, and even attack freighters from longish ranges with (seemingly) little risk of being hit.
Now, if we could just make it so receiveing any sort of shell hit of 4" or greater size would have a great chance of rendering it impossible to dive, we'd be on to something.

Cheers!
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Old 07-05-07, 05:04 PM   #3
tater
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Quote:
Originally Posted by Steeltrap
Now, if we could just make it so receiveing any sort of shell hit of 4" or greater size would have a great chance of rendering it impossible to dive, we'd be on to something.

Cheers!
So true.

In general the subs in SH4 seem to be made by General Products, lol. I expect to see that my exec is a Pupeteer.

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Old 07-05-07, 08:08 PM   #4
Horst Mikaelis
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My way of dealing with the issue is as follows:
  1. Use the higher rate-of-fire of the Trigger Maru Mod
  2. Never control the gun yourself; rely on crew-directed fire
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Old 07-06-07, 09:03 AM   #5
Von Tonner
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Quote:
Originally Posted by Horst Mikaelis
My way of dealing with the issue is as follows:
  1. Use the higher rate-of-fire of the Trigger Maru Mod
  2. Never control the gun yourself; rely on crew-directed fire
Horst
You know, you are probably right. 249 U.S. submarines operated in the Pacific Theater. To take a handful of war patrols which are presently available from only 3 or 4 of these boats and then come up with a ROF and claim this as the average for ALL remaining 245 is tenuous at best. Until more evidence comes to light either in supporting or negating, the jury will remain out on this question.
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Old 07-06-07, 10:58 AM   #6
NEON DEON
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Quote:
Originally Posted by Von Tonner
Quote:
Originally Posted by Horst Mikaelis
My way of dealing with the issue is as follows:
  1. Use the higher rate-of-fire of the Trigger Maru Mod
  2. Never control the gun yourself; rely on crew-directed fire
Horst
You know, you are probably right. 249 U.S. submarines operated in the Pacific Theater. To take a handful of war patrols which are presently available from only 3 or 4 of these boats and then come up with a ROF and claim this as the average for ALL remaining 245 is tenuous at best. Until more evidence comes to light either in supporting or negating, the jury will remain out on this question.
The problem I find is that this is a real time game and the situation changes moment to moment. It is not an abstracted system like pulse moves or turn base that might benefit more from an average. If you wanted to come in line with reality average wise then mod the game so a ship will not sink for you untill you have fired your 12th torpedo. Then everytime you end your patrol you will have sunk two ships a nice form fit realistic average that would fit right in with the number of torpedoes it took the USN sub force to sink a ship.

I am quite sure that method would not be very popular!
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