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View Poll Results: You are sunk most by:
Air dropped torpedo 29 39.19%
Air dropped depth charge 16 21.62%
Sub launched ASW missile 3 4.05%
Sub launched torpedo 9 12.16%
Surface launched ASW missile 5 6.76%
Surface launched torpedo 6 8.11%
Surface launched depth charge 6 8.11%
Voters: 74. You may not vote on this poll

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Old 07-07-18, 09:56 AM   #1
Brett Sinclair
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I - finally - bought the game on Thursday, I cannot even tell where the torpedo that eventually kills me came from, there are just too many...
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Old 07-11-18, 06:23 AM   #2
CDR DPH
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Quote:
Originally Posted by Brett Sinclair View Post
I - finally - bought the game on Thursday, I cannot even tell where the torpedo that eventually kills me came from, there are just too many...
That was my M.O. initially - shoot at everything, turn and run, let the game sort it out. Especially when firing missiles at escort surface ships in a convoy at the beginning of an engagement; a lot of times the missiles do not destroy the target and out come the helicopters and the air dropped torpedoes. One can quickly get swarmed - a missile launch is a dead give away as to where you are.

As my application of less dramatic tactics evolved, I can now keep some of the engagements manageable and occasionally sink a few subs without a shot fired in my direction (at least anywhere near me). Surface ships always have something to say about you shooting at them.

I no longer find it absolutely necessary to start and finish a mission in the least amount of time and get enjoyment from the game when I take my time, getting to a location that is advantageous to me such as a seabed drop off from where I can pop up take a shot and then drop back down, as I "let slip the cichlids of war."

You'll get here too after the "shoot at everything with everything" phase wears off.
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Old 07-11-18, 12:16 PM   #3
Brett Sinclair
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Thank you!
I increasingly try to keep myself out of reach primarily, and plan an attack as a secondary goal only. It started to work rather well yesterday...

Best,
Brett
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Old 07-12-18, 09:06 AM   #4
CDR DPH
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Surface contacts and submerged contacts require some differing strategy and pre-planning.

I'm still trying to figure out a reliable way to determine the direction of travel for a sub at the beginning of an engagement. In sub only missions, especially when there is only one sub, taking the time to maneuver into its baffles before firing is a good start. With all the sonar numbers at -50 my launch is not detected so there is no immediate counter launch. Moving around when there are 2 or 3 other contacts is more difficult. Being above a strong layer helps but you can and usually do lose sonar contact on your targets.

1) Maneuver into position behind the enemy sub at a 90 degree angle to that subs line of movement. All sonar numbers for that sub should be at -50. I'm still working out how high above or below the target I can be and still remain inside the baffle cone.

2) Select a torp and settings and aim directly for the sub - in case the wire breaks. A torp exiting the baffles will alert the enemy that you are there.

3) If successful launch, re-position targeting box to intersect the enemy's line of travel at 90 degrees astern of your contact. When directly behind, on final time, change the course of the torp directly at the target.

4) Now change your subs course parallel to the enemy while staying in their baffles so the launch that is coming will be at your torp and not you. Be ready to cut the wire and flee if this doesn't work as expected.

5) If it is imperative to kill this target right now (there are other contacts to worry about or getting into position has taken so long that you need to go to the bathroom), consider sending two torps about 5 seconds apart using the above method.

Currently, I seem to be too close when I do this as the auto torp response when my torps get within 1000 yards seems to have a good change of locking on to me rather than swimming harmlessly by. I'm still working on this...
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Old 07-12-18, 10:18 AM   #5
Brett Sinclair
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Thank you for this in-depth (pun intended) guide!
I'll try my best to apply it now.

Best,
Brett
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Old 07-15-18, 01:24 AM   #6
SiegDerMaus
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What I find helps most is, if you can launch without them hearing the transient, to guide your fish in at an extreme angle. What I do is I get good solution on a contact, then pop above/below the layer (whichever side they're not on) and turn parallel to them to fire a torpedo from the side facing away (they seem to hear that less often, maybe it's just my imagination). Then I let the torpedo run parallel to their course and, only when it's a good distance away from me do I adjust course for an intercept. When they finally hear the torpedo, they will fire down its bearing and you'll be sitting comfortably faaar away.
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Old 09-23-18, 09:21 PM   #7
Travis Reed
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You seem to have forgotten grinding the bottom of the ship off on the sea floor, collisions with other vessels (I seem to get assigned the Greeneville often...), and bugs.
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Old 09-25-18, 03:02 AM   #8
Christopher Snow
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Quote:
Originally Posted by Travis Reed View Post
You seem to have forgotten grinding the bottom of the ship off on the sea floor, collisions with other vessels (I seem to get assigned the Greeneville often...), and bugs.



It's been years since I played RSR on my IBM PC, but I honestly don't remember that many bugs. Given that I can't even get this wireless keyboard to work that well with a receiver just four or five feet away, I suppose I remember those days with more fondness.
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