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#16 | |
Rear Admiral
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In theory taking out the bridge - or maybe it's the control room, I can't remember exactly how it's worded - anyway, taking that out would destroy the ship's communications center (so they can't call for help and give away your position). Poking holes in the ship along the waterline will make her sink faster. If she's armed I guess going for her weapons is a no-brainer but I usually just submerge again as quickly as possible and rely on eels if she doesn't seem likely to sink from whatever damage I've already done. |
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#17 |
Swabbie
![]() Join Date: Aug 2010
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Ah no, I'm aware of that - I meant specifically if I take manual control and aim for the gun crew on the merchants deck will it not kill them pretty sharpish?
I mean I'm quite a good shot, I would ahve thought putting a HE round within 10 feet of a gun crew would be the end of them. |
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#18 | |
Rear Admiral
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But I do suspect you would have to destroy the weapons themselves, or do enough damage for the AI to consider them no longer operable, regardless of how many enemy crew would (in theory) be taken out by any near misses on the weapons themselves. Also, be aware that an armed enemy, if its weapons are operable, will continue to fire on you even if it's sinking. I think there are some screenshots floating around of enemy ships still firing shells at a uboat even as the decks slip below the surface. |
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#19 | |
Kaiser Bill's batman
Join Date: May 2010
Location: AN72
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#20 | |
Rear Admiral
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Last time I did this I returned to the bridge a few hours later to find my WO standing watch on the tower all by his lonesome in a vicious storm, on account of the rest of the lads were fully occupied with holding their breath for minutes at a time and clinging to the gun for all they were worth. ![]() |
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#21 |
Medic
![]() Join Date: Aug 2010
Location: Chicago
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Its a shame we can't use the two MG-42's I see stored in the tower beside the helmets, I guess their mainly there to ward off boarders in addition to the MP-40's on board as well as being used to board enemy vessels. As for the topic, if the merchant's crew generally sucks at aiming my deck gun crew makes short work of their weapons.
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#22 | |
Kaiser Bill's batman
Join Date: May 2010
Location: AN72
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#23 | ||
Chief of the Boat
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If a ship continues firing whist sinking there are still some hit points remaining. |
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#24 | |
Rear Admiral
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Or can you destroy their weapons by firing at same, thus taking those out of action, even though she's still got "hit points" left before the game deems her "sunk"? I'm just wondering if there's any merit at all in having your gunner aim for the weapons, since that is an option when commanding the gun crew. If they're gonna remain operable until you've officially sunk her, no matter how many rounds you put into them, seems like there's not really much reason to single them out as a primary target. |
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#25 | |||
Chief of the Boat
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#26 | |
Rear Admiral
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Just wondered if there was any real merit to the "aim for the weapons" command since the question of doing so came up. |
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#27 |
Grey Wolf
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Location: Ontario
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Another strategem to consider is to approach from dead astern, minimizing their ability to train their weapons on you. From dead astern you can still pump shells into her steerage area and possibly cripple her rudder and props, thus immobilizing it and then you pump holes below her waterline with the deck gun. As a rule, I avoid gunnery duels with armed targets. It's just not worth the chance of one lucky hit that will prevent you from diving. A sub that can't dive is a very vulnerable target.
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#28 | |
Navy Seal
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#29 |
Grey Wolf
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Location: Ontario
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Well there you go; I've never tried to tangle with an armed merchant. I always check a target over before I consider whether to make a gunnery attack. If I see guns, I submerge.
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#30 |
Ace of the Deep
![]() Join Date: Jun 2010
Location: Koh Samui, Thailand
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Last night I did this very thing. Again I thought I'd give the deck gun another go against a large merchant at night. I fired the first shot at him and then saw an orange flash on his deck structures. Great! I thought, hit him first time, but then I saw my shell land short of his boat with a splash, shortly followed by his shell whizzing over my head. So now I knew where the gun was (he only had the one able to fire on me). I fired a couple more shots only, and the second hit around the same area of his boat that the gun was positioned, causing one of those epic explosions with fountains of orange debris. After that he didn't return fire at all. Call it blind luck, but you definately can target those guns and put them out of action as I did. On a side note, one thing that really helped me in these recent gun battles I've been having is to head straight for his boat, in my case at a slow speed. You have to manually adjust your range constantly, but then so does he, and at least in these encounters he didn't seem too good at it- this is where I got the advantage I needed.
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