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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Subsim Aviator
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i routinely have to pound 3 torpedoes into any cargo ship, large or small just to slow it down
![]() i cant imagine anyone getting one hit kills in SH5. i think it is something i have only experienced once since release. in SH3 i constantly managed to sink cargo ships with 2 or fewer hits. if anything SH5's warheads are too weak
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#2 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 834
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I get one shot kills all the time. It is just it takes a VERY long time for such a hit to sink. If the hit is amid ships the ship will stop due to engine damage.
I also have some mods installed that address this problem. |
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#3 |
Grey Wolf
![]() Join Date: Nov 2008
Location: Running silent and deep
Posts: 902
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Yes cause I heard the stock ships don't slow down when damaged in SH5...
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#4 |
Rear Admiral
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I have to say, im dumbfounded by the comments that ships are taking too long to sink, or using too many torpedo's.
Call me old school if you want, but i thought getting away from 1 hit wonders all the time was the general goal. In SH3 and SH4, people busted their asses to get ships to sink more realistically, and/or require more torpedo's to put down. (IE elimnation of 1 hit wonder torpedos).And from the sounds of things, SH5 is modeling ship damage much better out of the box then the previous two games. So i don't quite understand the complaints. Truthfully, every time i see someone use or want more powerful torpedo's, a frown comes to my face, and im reminded of when i was a newbie playing SH3 before all the supermods. I sat there trying my damndest to hit ships in their critical location to get the big boom and be the utmost efficient with my torpedos. Yeah, i sat there reloading the game until i got the hit i wanted with autoTDC enabled, using the rec manual to target critical compartments (stock game allowed you to do that. Nobody probably remembers this). Total and complete noobville. More powerful torpedo's indeed. ![]() |
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#5 |
Subsim Aviator
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yes you are right... for realism sake there would be less one hit wonders.
however here is the problem. You hit a ship and it steams along at 12 knots under escort... your not catching the damned thing. and when it sails off into the sunset - even if it sinks 3 hours later outside of visual range YOU DONT GET CREDIT ![]() factos of life but its a bummer. If you torpedo a ship and its bow digs 25 feet down into the ocean and it is laden with sea water... the bastard ought to slow down i would think. but thats just me thinking again - frequently gets me into trouble. i use the same tactic with SH5 as i did with previous editions. Send a spread of two fish at anything over 5,000 grt. this strategy does not seem to do me much good in SH5.
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#6 |
Rear Admiral
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If mechanics from SH3 and SH4 still hold true, hit it in the keel damage zone. It'll sink every time.
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#7 |
Subsim Aviator
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on another note: I hit a ship in convoy and it stopped.
the entire GD convoy escorts and all proceeded to spend the next 24 hours circling the stricken merchant ![]() Whiskey Tango Foxtrot
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#8 |
Grey Wolf
![]() Join Date: Nov 2008
Location: Running silent and deep
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#9 | |
中国水兵
![]() Join Date: Apr 2010
Location: New York
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brf and damage assessment solves this. |
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#10 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Pretty much. Still no 1 hit wonders every time though, that was never the aim. 2-3 on average, 1-2 for the small merchants and tankers, 3-4 for the large tankers.
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