![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Pacific Aces Dev Team
![]() Join Date: Sep 2001
Location: Atlanta, GA, USA
Posts: 1,079
Downloads: 6
Uploads: 0
|
![]()
It sounds to me like all those escorts should have located your sub and sunk
it. If everyone got away, I think that those escorts need to be beefed up somewhat to at least give the player some real tough moments. I don't remember ever getting to the point when the escorts were good enough to actually sink me unless I made a glaring mistake. The one exception to that was ole "Bungo Pete". He stuck to me like glue and the only way to get away was to KILL him.... JIM
__________________
If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
![]() |
![]() |
![]() |
#2 |
XO
![]() Join Date: Mar 2007
Posts: 420
Downloads: 5
Uploads: 0
|
![]()
Part of the problem I saw on the surface when I was looking was that 22 seemed to create more confusion for the IJN than it did for helping it.
DD were constantly stopping and going into reverse to allow others to continue on their course, or they couldn't drop because of the proximity of a friendly ship. I think any more than 3 mebbe 4 DD doing a search pattern is optimum. Any more and the AI goes nuts trying to coordinate em all.
__________________
----------------- Snuffy! |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|