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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Trust me, you will find that it's been extensively discussed here, time and time again.
Here's one thread dedicated to RUb's deck gun... http://www.subsim.com/radioroom/showthread.php?t=80956 I'll leave the "heated" threads and posts for you to find, LOL! |
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#2 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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Thanks for pointing me in the right direction! I think, having read all that stuff and more, that I'll leave the setting where it is. The fact that (in SH3) you can dive immediately has to be compensated for somehow
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#3 |
Sea Lord
![]() Join Date: Feb 2004
Location: San Francisco, California
Posts: 1,633
Downloads: 1
Uploads: 0
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The deckgun has pretty much been "overpowered" in one way or another in just about every subsim.
It was thoroughly ridiculous in even the beloved Silent Hunter. You could easily sink the entire IJN before they even got the the range at which they opened up.:rotfl: I would suggest consulting the relevent chapter on Conducting a Gunnery Raid in the Uboat Commanders Handbook.
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U.Kdt.Hdb B. I. 28) This possibility of using the hydrophone to help in detecting surface ships should, however, be restricted to those cases where the submarine is unavoidably compelled to stay below the surface. http://www.hackworth.com/ |
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