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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Gunner
![]() Join Date: Jul 2007
Location: Kanada
Posts: 92
Downloads: 57
Uploads: 0
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Gun is great but too often the seas are too choppy to use it. High seas may be an issue to a torp strike but at least you can TRY. Besides, a deck gun on a sub is just silly once the merchants can shoot back. Might as well dump them overboard for all the good they do and the flak can go as well since whenever I even hear a plane is coming I crash dive anyway.
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#2 |
Sparky
![]() Join Date: May 2010
Posts: 154
Downloads: 10
Uploads: 0
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Early war, they are quite useful, but it quickly declines as time goes on, of course, my guys have yet to make it to the later war years, so they all enjoy the deck gun.
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#3 | |
Chief of the Boat
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#4 |
Loader
![]() Join Date: Sep 2009
Posts: 89
Downloads: 19
Uploads: 0
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What advantage did the boats get from the removal of the deck guns? For example, did this affect underwater speed or noise in a meaningful way?
Afaik there is no benefit in-game, making me feel like my candy was taken away from me for no good reason. |
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#5 |
Electrician's Mate
![]() Join Date: Mar 2008
Location: Victoria. Australia
Posts: 135
Downloads: 10
Uploads: 0
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I only go for tonnage and leave the smaller stuff alone (waste of ammo) so i use it if a hit ship is taking to long to go down.
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#6 |
Captain
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I don't think this is an "either\or" issue.
I use what is necessary to to sink the ship. Granted after 1940, most merchants are armed, so the choice of weapon by me, is dependent on each seperate incident. ![]()
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"Noch und Noch" Prowling the Nord Atlantik with GWX 3.0. |
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#7 | |
The Old Man
![]() Join Date: Apr 2008
Location: Denver, CO
Posts: 1,529
Downloads: 334
Uploads: 0
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However, I have removed mine from my Med boat in 1943 for the sole purpose of removing any temptation to try and gun it out with armed merchants. I will probably do the same with my other late war careers as well. Armed merchants seem too good and I've usually gotten worse than I've given, so the crew unbolted the damn thing. It is now a flower holder in the flotilla chief's front yard. ![]() ![]()
__________________
“Prejudice is blind. There will always be someone who says you aren’t welcome at the table. Stop apologizing for who you are and using all your energy trying to change their minds. Yes, you will lose friends, maybe even family. But you will gain your self-respect. You will know your worth. Once you have that, nothing can stop you.” |
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#8 |
Watch
![]() Join Date: Jun 2010
Location: kifissia, greece
Posts: 22
Downloads: 0
Uploads: 0
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i prefer torpedoes because i am not good to aim with the deck gun
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#9 |
Samurai Navy
![]() Join Date: Nov 2009
Location: kapandriti, Greece
Posts: 576
Downloads: 103
Uploads: 0
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#10 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Canada
Posts: 651
Downloads: 282
Uploads: 0
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I'm big on the deck gun, usually takes 20-30 rounds though once I sunk a small merchant with one but I was to close and was damaged severly
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#11 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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Here is why you use the deck gun:
http://www.forth-armoury.com/SHIII/wreckage.bmp But from 1941 onwards they shoot back. Steve |
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#12 |
Watch
![]() Join Date: May 2010
Location: Vancouver Island, BC, Canada
Posts: 17
Downloads: 2
Uploads: 0
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I think I will echo what everyone else says, I usually use the deck gun for lone and unescorted merchants. I get especially annoyed when I line up a target and the torpedo bounces off its side when it was on a damn near perfect line to target.
Before I installed GWX it would take 20-30 rounds to sink a ship. These days, I've picked up what parts of the ship seem to be easier to damage.. well, at least have a bigger explosion when I hit them... explosion = damage in my opinion! One patrol I was frustrated that my last two torpedoes bounced off the ship that I alternated firing on it with the deck gun and while it was reloading, strafing back and forth across its deck with the AA flak gun. It probably didn't do anything to sink the ship any faster, but it helped easy some of the frustrations (though, I am sure the war crimes tribunal would be looking for me if I had have made it to the end of the war)! |
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#13 | |
Samurai Navy
![]() Join Date: Nov 2009
Location: kapandriti, Greece
Posts: 576
Downloads: 103
Uploads: 0
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#14 |
Ace of the Deep
![]() Join Date: Aug 2008
Location: Melbourne, AUS
Posts: 1,043
Downloads: 34
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I only use the deck gun if my targets crippled by an eel I've put into her or its completely black out and early war. Otherwise its periscope depth to 200m in a couple of minutes to escape the DD pounding headed my way.
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#15 |
Bosun
![]() Join Date: Apr 2002
Posts: 63
Downloads: 10
Uploads: 0
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I figure you don't get renown for bringing back deck gun rounds, so you might as well use them if you can. You can't use them in bad weather, so you're already limited in what you can do.
Someone once mentioned one U-boat captain that used the deck gun to good effect. I don't remember who it was. It would be nice to read about him. I prefer to limit deck guns to lone merchants under 3000 tons. However, if I'm low on torpedos and I have 200 deck gun rounds and I'm going to be passing just north of Scapa in good weather on my way home, anything I find there is fair game. As long as it's not shooting back. As far as I'm concerned, once a convoy has started weaving, it's no longer fair game because they'll scatter in real life. I get one good attack, as many torpedos as I can fire, and I'll return later to pick off stragglers. I don't go head to head with destroyers, as that's a good way to end up exercising the Dead Is Dead rule. I generally avoid convoys anyway. There are a lot of lone merchants available. Under 3000 tons gets the deck gun. Over that gets a torpedo or two. Hook |
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