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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Engineer
![]() Join Date: Apr 2007
Location: South of Buffalo N.Y. USA
Posts: 209
Downloads: 0
Uploads: 0
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I don't think this mod is needed anymore. Earlyer I ran into a task force with 2 carriers an 2 escort carriers. Since I could only get close to the escort carriers, ~1 an 3/4 miles, I unloaded 6 torpedos, 3 at each escort carriers. 2 torpeods hit each carriers sinking them, one capsizing the other exploding. 1 topedo was a circle goer an the last hit a light carrier behind the last stack an sunk it. Next I ran into 2 passenger liners, sunk one with 2 tops an the other I surfaced to finish the job.
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#2 |
Lucky Jack
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Next stop nuke torps.
![]() One hit on a convoy and good night to the whole convoy.
__________________
Dr Who rest in peace 1963-2017. ![]() To borrow Davros saying...I NAME YOU CHIBNALL THE DESTROYER OF DR WHO YOU KILLED IT! ![]() |
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#3 | |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
Downloads: 0
Uploads: 0
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![]() Quote:
Seriously though, 25% boost seems to be perfect for my gaming style. I've tried 50% and that seemed to create crippled destroyers that when shot from the chase perspective in their bow, seemed to do over damage where the DD sunk nose first into the sea to frequently. Like almost all the time. When i've yet to even see it happen using 25% boosted MK14. I've never used a super torpedo since there has to be the challenge there in hunting the ships or the game seems senseless in my opinion. |
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