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#1 |
Torpedoman
![]() Join Date: Dec 2010
Posts: 120
Downloads: 54
Uploads: 0
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Goal: Kill more, die less.
This is the first sub game I've ever played that isn't set during WW2 and while it's fun it's becoming apparent that even with the training and a thorough read of the manual, I'm pretty incompetent behind a modern sub, in a sea of modernized ASW ships, especially during the 58 campaign. It's hard trying to use straight running dumb torpedos against fast, constantly maneuvering warships that will detect you on sonar if you get within 6-8 thousand yards, which makes shooting straights a difficult prospect as it gives the enemy, who change course and speed very frequently, so much time to detect them on passives and avoid them. the slower running, cabled mk37 can't chase down a ship, even setting up the shot to approach from the baffles doesn't help it remain undetected, to which most ships will just go flank and outrun the torpedo. And while having one less enemy to worry about is a good thing, the other's usually pick up and flee as well, making them pretty difficult to hit. So that's the situation, you can't get in close to offset your weapon's shortcomings, but shooting them from the edge of the active sonar range gives a nonexistent kill chance. Which brings me to my last point, operating close to the active sonar range will guarantee that at some point, you will be detected, even if you swim beneath the layer, getting as close as possible will put you at risk for detection. So if your max speed is 25 but a CG has a max speed of 32, you can't hide and you can't run, you can fight but that doesn't always work. And sometimes, you just get unlucky, thinking you've slipped away after an unsuccessful (or the rare success) torpedo run only to find depth charges raining down around you moments later. What are some tactics/maneuvers to try and break active pinging? |
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