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#16 |
Sea Lord
![]() Join Date: May 2008
Location: 1300 feet on the crapper
Posts: 1,860
Downloads: 2
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The only success I have in surface attacks is usually when I am out of torpedoes and use the deck gun against a liner. Using the "decks awash" approach it hinders my speed, so what is the difference from simply being at periscope depth?
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#17 |
Navy Seal
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In the shallows I parallel the enemy's course infront of the convoy until it gets very dark (like after moonset). I pick a postition between two escorts and move in at flank and take a shot at the nearest merchant at the first opertunity then dash away before my fish hit. If I'm forced to dive I immedately change course leaving a decoy in my wake and try to get on to a course taking me away from the convoy. If the DDs are greater than 6,000 yrds I'll run for it up top unless they are scanning with searchlights. After I have dusted off the DDs I'll try go back to the attack area and look for any disabled ships or straglers.
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#18 | |
Rear Admiral
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Also no decoys until 44. I love the Java sea, lots of oil tankers. If you use RSRD you may get lucky and run into the Java invasion force, over 50 ships. You can get in the middle and blast away...can't miss. If it's dark with lite fog the closet I can pull off a surface attack with TMO is about 2500 yards. In shallow water I'll take longer shots, turn hard, let go the stern and head out at flank speed. Almost always I'm far enough away from the dd's when they do their circle of death search. Then I slow down and go silent. |
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#19 | |
Rear Admiral
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You can sink ships with the DG in TMO. It takes about 30-50 shots depending on the ship. Haven't played RFB in a long time, but the deckgun sunk ships when I played it about the same amount of rounds. I think he added lot's of guns to all the merchants in RFB? With TMO the machine guns now reach out to 3000 yards and if they hit expect some good damage. The deckguns on merchants ,if they can see start shooting around 6000 yards. The DD's are about the same, they start shooting, better dive as quick as you can. I think I'll try RFB again. I keep hoping he will finish the newer version. I do wish they would beef the 40 back up a little. I wouldn't expect to sink a ship with it out right, but if ammo is on the deck, it should do some damage, tankers, ect. It's only value now is AA. It won't even sink a fishing vessel. I almost laughed after I loaded TMO. Once I was determined to sink a fishing vessel. It had a machine gun on it. I blasted it with all my 40 and 20 ammo. I was taking some damage, but didn't think it was a big deal. Then out of nowhere I was taking massive damage, I sunk me before I could get away. I think I'm the only Skipper that lost a sub to a fishing vessel. So just be careful if you run into armed fishing vessels in TMO. |
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#20 |
Soundman
![]() Join Date: May 2009
Location: México, DF.
Posts: 146
Downloads: 774
Uploads: 1
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#21 |
Soundman
![]() Join Date: May 2009
Location: México, DF.
Posts: 146
Downloads: 774
Uploads: 1
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It takes time and all almost all of your ammo but you can sink a ship with the DG playing RFB, it is easier with TMO tho. One of the things I like from RFB is the sinking mechanics, it is so far the most realistic one, even if the ship doesn't list too good.
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#22 | |
Sparky
![]() Join Date: Feb 2009
Location: in front of the screen in sweden
Posts: 158
Downloads: 0
Uploads: 0
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#23 | |
Samurai Navy
![]() Join Date: Dec 2008
Location: Ontario,Canada
Posts: 550
Downloads: 105
Uploads: 0
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![]() It is the sinking Mech's that make you wait for the "she's going down sir", sometimes it takes 30 (game min) minutes to an hr ![]() ![]() |
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