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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Samurai Navy
![]() Join Date: Aug 2007
Location: Finland
Posts: 580
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Keep the deck gun, it can save you on the worst-case situations sometimes.
This is an example which happened to me 2 days ago: You have attacked a convoy, but now you have a DD chasing you. It keeps pinging you, even after it has run out of DC's long time ago, you can't get it off from you, it runs you mad, and you must do something. Fast. Here's what I did: -I set my brains run on rage - mode -Surfaced my boat -Turned on the surprised DD, and blowed the **** out of it. But note that you must aim on the waterline, and on the ship's main cannons. Some DD's can be sunk by deck gun real easily, even on GWX! If you just know where to shoot. So yes, keep the deck gun. You never know when you need it. ![]() |
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#17 |
Sea Lord
![]() Join Date: Feb 2007
Location: Northampton,UK
Posts: 1,859
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I guarantee the minute you remove the deck gun you will get into a situation when you could use it
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'It is not surely known when the grey wolf shall come upon the seat of the gods' Ericksmal. |
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#18 |
The Old Man
![]() Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
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fat jez; Sure there's lots of things you can tweek in the game. All Im saying is if you remove the deck-gun when you have Commander open, the game (engine) makes no other changes, to my knowledge.
I tweek the salvo to something that makes more sence & ahead-slow to 50 rpms for silent running. I would consider a slight % tweek for removing the deck gun if I knew what file to edit. But then again I like the old 88 and if you go faster underwater you might as well leave a trail of pop-corn.
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#19 | |
Chief of the Boat
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#20 | |
Sailor man
![]() Join Date: Jul 2007
Location: Bristol, UK
Posts: 47
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Cheers, Stephen |
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#21 | |||
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
Posts: 861
Downloads: 22
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#22 |
Lucky Jack
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Get rid of out right less detection and more room in your U-Boat to build another toilet.
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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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#23 | |
Samurai Navy
![]() Join Date: Aug 2007
Location: Finland
Posts: 580
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#24 |
Swabbie
![]() Join Date: Feb 2008
Posts: 12
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#25 |
The Old Man
![]() Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
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Interesting thing about the deck gun from a patrol I just finished.
GWX 1.03 early Nov. `41 S/E BE I'm lined up to slam a large merchant & a liberty. A bloody pass/cargo cuts the path and two fish hit her, she stops but remains afloat. Two other shots for the liberty score. I got a swan looking for me, she's burning. I zoom in on her and she's showing deck gun hits. After a bit the liberty goes down and the swan putters away, U-47 is out of eels. Without the 88 I think to have waisted time with the flak guns. Finished her with 10 or so shots. Also the h-phone has a still contact about 1200m to the North. The map shows a grey sunk ship a bit closer. Being curious I made my way to discover a sitting duck whale-factory. Free tonnage ![]() She also showed deck gun hits. Oviously the convoy had a run in with a a/i u-boat. My point is without the 88 I would have been short what 12-13k off a 56k total patrol.
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#26 |
Chief of the Boat
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If a ship is stopped dead in the water and is armed with one deck gun fore or aft.....approach from the opposite end and finish her off.
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#27 | |
Samurai Navy
![]() Join Date: Aug 2007
Location: Finland
Posts: 580
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And if your out of deck gun ammo, use the AA machinegun's. Works usually, due to limits of SH3 the ships still have the hitpoint system. |
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#28 | ||
Weps
![]() Join Date: Feb 2008
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