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Old 08-17-10, 09:33 AM   #16
frau kaleun
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Originally Posted by Skunkito View Post
Can you specifically target the gun on the merchant and take it out first? Or does it carry on firing?

(newbie question I know)
You can order your gun crew to aim for specific targets. Waterline, hull, weapons, bridge are the options I think. There are icons that come up when you access the gun commands.

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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Old 08-17-10, 09:38 AM   #17
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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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Old 08-17-10, 09:52 AM   #18
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Originally Posted by Skunkito View Post
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.
If the weaponry itself is destroyed, I assume it's destroyed and they can't return fire, no matter who was aiming your gun when the shot was fired. I don't think the game would give you the option of ordering your men to target another vessel's weapons if actually hitting them didn't make any difference.

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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Old 08-17-10, 11:03 AM   #19
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Originally Posted by frau kaleun View Post
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.
Yeah, but somewhere on here there is a pic of a U-boat underwater with it's deck gun still manned, so two can play that game!
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Old 08-17-10, 12:29 PM   #20
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Yeah, but somewhere on here there is a pic of a U-boat underwater with it's deck gun still manned, so two can play that game!
Oh, this happens on a regular basis on my boat. I have a bad habit of ordering my men to finish off wounded prey with the deck gun, then watching the victim sink and retiring to my bunk with a great sense of satisfaction from a job well done... without remembering to order the men to stand down from the gun and return to the bridge for their usual watch duty.

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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Old 08-17-10, 12:39 PM   #21
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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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Old 08-17-10, 02:07 PM   #22
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Originally Posted by frau kaleun View Post

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
About time he put the hours into his job
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Old 08-17-10, 02:28 PM   #23
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Quote:
Originally Posted by Skunkito View Post
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.
You would more than likely be destroyed before you got close enough to be as accurate as required.

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Originally Posted by frau kaleun View Post
If the weaponry itself is destroyed, I assume it's destroyed and they can't return fire, no matter who was aiming your gun when the shot was fired. I don't think the game would give you the option of ordering your men to target another vessel's weapons if actually hitting them didn't make any difference.

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.
Once the vessel had all its hit points exhausted/destroyed all compartments act accordingly....including the weapons.

If a ship continues firing whist sinking there are still some hit points remaining.
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Old 08-17-10, 02:46 PM   #24
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Originally Posted by jimbuna View Post
Once the vessel had all its hit points exhausted/destroyed all compartments act accordingly....including the weapons.

If a ship continues firing whist sinking there are still some hit points remaining.
Interesting - so presumably the only time an armed but sinking ship stops being a threat is after the "she's going down" message?

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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Old 08-17-10, 03:18 PM   #25
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Quote:
Interesting - so presumably the only time an armed but sinking ship stops being a threat is after the "she's going down" message?
Yep that's the case.

Quote:
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"?
Yep

Quote:
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.
If you destroy the guns they'll stop firing so you've a choice I suppose but not a good one because as you well know, your sub is a shell magnet and it doesn't take many hits before it becomes a lead weight
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Old 08-17-10, 03:31 PM   #26
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If you destroy the guns they'll stop firing so you've a choice I suppose but not a good one because as you well know, your sub is a shell magnet and it doesn't take many hits before it becomes a lead weight
Too right, my response upon discovering that a merchant is armed is to submerge and finish her off with an eel if need be. I've never stayed up long enough in that situation to try and take out her guns.

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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Old 08-17-10, 05:37 PM   #27
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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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Old 08-17-10, 07:13 PM   #28
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Another strategem to consider is to approach from dead astern, minimizing their ability to train their weapons on you.
Most ships have a really big gun on the aft deck on a raised platform that allows them to shoot almost straight down, and it will kill you before you can get close enough to knock it out, or do any damage to their props/steering gear.
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Old 08-17-10, 08:22 PM   #29
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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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Old 08-18-10, 12:26 AM   #30
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Quote:
Originally Posted by Skunkito View Post
Can you specifically target the gun on the merchant and take it out first? Or does it carry on firing?

(newbie question I know)
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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