![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 | |
Loader
![]() Join Date: Nov 2017
Posts: 90
Downloads: 9
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#2 | |
Watch
![]() Join Date: Nov 2017
Posts: 19
Downloads: 10
Uploads: 0
|
![]() Quote:
The same problem plagues submarines but they at least maneuver in depth too and every now and then they manage to lose a slow Mk37. But Mk48 just kills everything it gets within seeker range of, without fail. Its the combination of very long seeker range, very high speed of 55 knt and superb range and endurance. It's so good that missiles are almost useless other than for taking out fleeing transports from behind their escorts when I dont want to just sink everything to save torps and time. |
|
![]() |
![]() |
![]() |
#3 |
Loader
![]() Join Date: Nov 2017
Posts: 90
Downloads: 9
Uploads: 0
|
![]()
That sounds like Gould/Honeywell's problem more then Killerfish's. Mk48s are really that good. A surface ship just isn't going to outrun a Mk48. Like it or not, Turning is probably the best option for a ship, even if it's the lesser of two evils, there is a chance that your ship might be able to get clear of the seeker head's FOV, or keep it turning long enough to run it out of fuel. Running away is about as useful as manning the lifeboats, eventually that fish will catch you.
|
![]() |
![]() |
![]() |
#4 | |
Watch
![]() Join Date: Nov 2017
Posts: 19
Downloads: 10
Uploads: 0
|
![]() Quote:
I refuse to believe Mk48 is one shot, one kill on every naval target in reality, and in game AI's bad tactics dont help. |
|
![]() |
![]() |
![]() |
|
|