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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
中国水兵
![]() Join Date: May 2006
Posts: 272
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I know there have been quite a few posts on this subject, but I thought I'd share the method I'm currently using - seems to work for me and lets me keep the "fun" of using the deck gun. Assuming that in the earlier war years you've used the gun fairly frequently, you'll have at least one crewmember who is proficient in its use. By the time the merchants are armed though, it becomes pretty risky to surface and shoot it out. However, if you aim for (and knock out) a ship's engine with a torpedo, such that it becomes dead in the water, or down to 1-2 kts, I have found that I can head away from the ship to a range of about 5000 metres or so, surface & man the deck gun and then head back towards the ship as near as possible to a 90° AoB, without being spotted. Opening fire with the deck gun at about 4500 metres whilst going ahead at 4-5 kts gives you plenty of time to get a fair number of hits before the merchant even starts to fire back. Sometimes they never fire back as your gun team sinks them first. If things start getting too hot (near misses), I simply go to slow astern and continue firing. It certainly save torps, but can occasionally use-up all the ammo on board.
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#2 |
Officer
![]() Join Date: Jun 2006
Location: Periscope Depth...
Posts: 237
Downloads: 40
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Sounds good but I like my way pull up at short short 250 to 500m and blast right at the water line!
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"His masters voice!" ![]() "FASTER! FAAAASSSTTER!" "All submariners have one universal wish regardless of nation, cause, or creed. That wish is that the boat goes up and stay up one more time then it goes down." ~Hybris 8/22/07 |
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#3 |
Lieutenant
![]() Join Date: Apr 2005
Location: Germany
Posts: 266
Downloads: 3
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As much as I like the gun for damaged ships I rarely use it against the later armed merchants, especially liberties and such. But still I don't see a reason to remove it altogether as you can never know what good it could be some time.
I also don't believe that it's modeled in SH3 as I read somewhere that the deck gun increases underwater noise produced by the sub. Concerning all the flaws and bugs of the stock game I just cannot believe this detail would have been implemented. |
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#4 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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If you can get away from escorts after sinking or crippling a merchant, the best way to hide is Silent running and 1kt. Depth is up to you but 60 meters is good. In my last 4 patrols I've always slipped away undetected.... and that with deckgun onboard.
![]() Tho in 1943 I don't use the deckgun as much as I did in the earlier years. But then again, you can still run across convoys occasionally with all merchants unarmed. It's the escorts and the number of them in a convoy that's the problem, lately I've been seeing 4 up to and 6 even.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#5 | |
Stowaway
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My method of 'deck-gun-ology' is using it to engage either crippled merchant ships (4 knots or less) or small merchant ships (tugs, trawlers, fishing boats, etc). Forget warships of any class or type (although once I did engage an armed trawler on the surface, having surprised it and closed to 900 meters). I realize that the game does (potentially) enable successfully engaging warships with a deck gun (quite a few posts have bragged about just that) but that just doesn't seem realistic to me and so I don't do it. I manuever to position myself between 30 - 150 AoB (optimally 60 - 120) and around 1,200 meters out, with my boat parallel to them at dead stop. I avoid bow-on as much as possible, as it seems to make a less stable gun platform that way. Distance is adjusted based upon circumstances, primarily weather (and thus wave height and intensity) and armed condition of the merchant. The more intense the waves, the closer I'll manuever; in calm water I might even begin engaging at 2,500 meters. If the merchant is armed, I'll manuever to block the majority of their weapons from engaging me, then fire to knock out the engaging platform. I do the firing manually. I do not, and will not, have my crew fire. Forgive my language, but my deck gun crews have always been drunk, blind retards that couldn't hit a duck stuck down the barrel (inbred cousins of Bernard perhaps?) With any wave action at all patience is required. I use high magnification, which means I can just barely see the tip of the barrel, and I pick a target point on the waterline, then wait and watch the rolling waves, timing them and waiting until the barrel settles down from any lift and/or rolling before firing. I have about a 70% - 80% on-target success that way. (Tip: the sign of a good waterline shot is a subdued but noticable explosive flash followed by a plume of water rising up) I start aiming at the bow (or stern) and 'walk' my way down the ship, avoiding targeting areas I've already torpedoed, then return the other way, continuing until I've Swiss-cheesed it enough to head to Davy Jones locker. |
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#6 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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AVH, I believe the more you use the deckgun and are proficient with it, the better your gunners will be. I've let mine fire at shipping and they seem to do just fine..... but you need to thell them what range, long medium or short and where to aim. It seems to me it works kind of like B17 TM8th in some respects. They learn from you.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#7 | |
Lieutenant
![]() Join Date: Apr 2005
Location: Germany
Posts: 266
Downloads: 3
Uploads: 0
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#8 | ||
Stowaway
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#9 |
Rear Admiral
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![]() ![]() Man...I would like to battle like an Pirate ship...2 ships next to eachother shooting the boats to shreds ![]()
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