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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Nov 2005
Location: Ontario
Posts: 795
Downloads: 39
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I'm in patrol one of my new career after Commander retired my previous career. It is Dec. 1942 but I have not used the deck gun since late 1941. Once I get back to base I will take it off for my next patrol.
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#2 |
Medic
![]() Join Date: Aug 2010
Location: Chicago
Posts: 159
Downloads: 11
Uploads: 0
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I'm holding on to it because you never know when you may need it.
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#3 |
Stowaway
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I depends on where you're hunting I think. Where I've been the last 6 months, it's next to always too rough for the deck gun to be used. If you're in more of a seasonal location, then yes I can see that.
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#4 |
Sonar Guy
![]() Join Date: Aug 2010
Posts: 387
Downloads: 7
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Not worth it in my opinion, you want to hit a fat cargo ship with your last eel and see it sail away? When I play my total immersion careers I rarely use the deck gun, due to judgment of "loss V gain", but it does come in handy as a last ditch effort. so...
Whatever you want to do, do it, but a deck gun will never be needed in a critical moment and will most likely make your life difficult. ![]() |
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#5 | |
The Old Man
![]() Join Date: Apr 2008
Location: Denver, CO
Posts: 1,529
Downloads: 334
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I've dueled enough armed merchants to realize it is not worth it. I've chucked the gun over the side to remove any last temptation. ![]()
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#6 |
Sonar Guy
![]() Join Date: Aug 2010
Posts: 387
Downloads: 7
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Take the guns off with your flak gun, 4-5 hits each, then she's screwed.
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#7 |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
Posts: 3,333
Downloads: 101
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Or if you don't want to take any chances, drop back to +/-5000 meters and get in some long range target practice. Figure the range, or if you're lazy like me just ask the WO for it, and then direct your shots into the waterline at a safe distance. Merchants are usually terrible shots at that range, (though later war they might be more accurate) and after a few shots you'll figure where to aim. Mind you this takes far more time than another torpedo, and I wouldn't recommend taking too long close to shore
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#8 | |
Stowaway
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The important thing to me is to keep the game interesting, and taking the deck gun off, even for a while would be a different experience, especially because of the added historical value. (1943 removal trend.) Variety is what I'm after, not performance. It's quite obvious that tactically, the deck gun should be kept at all times, since there's no drawback to having it in-game. (Unlike real life.) |
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#9 |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
Posts: 861
Downloads: 22
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Even late in the war you will have times when you wished you had it. You've crippled a merchant or two enough that their speed is 0 and its obvious that they're not going to sink given time. After waiting for the escorts to leave going 2,000-4000 meters away is safe enough to use it to give em the last little nudge they need to finally go under. Since you don't gain anything by removing it, no reason really to remove it. Its like a snub nose screwdriver, very rarely need it but in situation were a normal one won't work you thank god that you got one/kept it.
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#10 |
Stowaway
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...but I already mentioned that I don't care about such things. It's no big deal if one gets away. I'm bored with going for performance and how easy kills have become. Right now, I'd rather limit myself and historical accuracy is just one way to do so.
I've been in situations such as those you describe many times and have done the same using the deck cannon. |
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