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Old 08-14-17, 07:37 AM   #31
anne76
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Default Great game, need some tips

I love this game, i am a beginner and need some tips
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Old 08-24-17, 10:08 PM   #32
IVO
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Default Seawolf cass 2000 era vs russians

Russians keep finding me with this sub but when i had the Narwall they didnt .
I think in the game the Narwall is maybe better. dunno.
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Old 08-25-17, 12:45 AM   #33
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Default New at Cold Waters but fun

I think it was because I had it set to realistic .
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Old 08-25-17, 07:31 AM   #34
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Stay realistic.
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Old 08-25-17, 08:44 PM   #35
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Default A couple of ASW questions...

Just wondering:

1. How long will an ASW helo (Hormone?)continue to buzz/dip after its mother ship has been sunk? With all of the excellent attention to detail in this game, I would expect it to have a realistic fuel limit before it crashes/disappears.

2. How many torpedoes can the same ASW helo drop without returning to a ship to re-arm? I believe in real life those models carry only two.
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Old 08-27-17, 07:35 PM   #36
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Quote:
Originally Posted by Hegemony Cricket View Post
Just wondering:

1. How long will an ASW helo (Hormone?)continue to buzz/dip after its mother ship has been sunk? With all of the excellent attention to detail in this game, I would expect it to have a realistic fuel limit before it crashes/disappears.

2. How many torpedoes can the same ASW helo drop without returning to a ship to re-arm? I believe in real life those models carry only two.
I my experience so far:
1) So long as it has fuel, typically though your engagement is going to last a shorter time than its endurance.

2) I've had 3 tops dropped on me by helos before they just dipped and buzzed around. Put a MOSS on a 180 bearing to my preferred heading and bugged out using the MOSS to pull the Helo off me.
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Old 09-03-17, 05:41 PM   #37
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Seawolf:
"Russians keep finding me with this sub but when i had the Narwall they didnt .
I think in the game the Narwall is maybe better. dunno."

The Narwhal is the quietest default sub in the game. Five Db quieter than the Seawolf and quieter than all the default Russian diesel subs.

Seawolf is 10 knots faster, deeper, better weapons/electronics and has coating Narwhal does not so long distant pings are less likely to return strong off a Seawolf.
-Pv-
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Old 10-07-17, 04:00 AM   #38
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Quote:
Originally Posted by Hegemony Cricket View Post
Just wondering:

1. How long will an ASW helo (Hormone?)continue to buzz/dip after its mother ship has been sunk? With all of the excellent attention to detail in this game, I would expect it to have a realistic fuel limit before it crashes/disappears.

2. How many torpedoes can the same ASW helo drop without returning to a ship to re-arm? I believe in real life those models carry only two.

good point you noticed!!! yeah its very boring u must run away miles to evade this ultimate fuel Helo!! !! in SH5 there is a menu u can on/ff fuel -battery - etc.. that help more to be a realistic gameplay
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Old 10-07-17, 04:10 AM   #39
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Originally Posted by -Pv- View Post
Seawolf:
"Russians keep finding me with this sub but when i had the Narwall they didnt .
I think in the game the Narwall is maybe better. dunno."

The Narwhal is the quietest default sub in the game. Five Db quieter than the Seawolf and quieter than all the default Russian diesel subs.

Seawolf is 10 knots faster, deeper, better weapons/electronics and has coating Narwhal does not so long distant pings are less likely to return strong off a Seawolf.
-Pv-
In my opinion Seawolf is N#2 in my list because there is a factor called Weapon maneuverability its a military vessel remember ?? so u have TLAM and TASM mixed tube with torpedos in Seawolf laucnh system and no VLS???!! its a
weakness when u have solution an a multiple ships and subs in same time u haven't too much option here u must wait to reload to torpedo or missiles specially in land based missions u must launch at least 8 TLAM !! no more space for any moss and reserve torpedo
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Old 10-07-17, 10:26 AM   #40
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I don't use TASMs and only load TLAMs when told to. I just load about 5-6 Harpoons to use on support ships after I eliminate the escorts. The only missions for TLAMs are static and not time sensitive.

I found that TASMs would be shot down and I would be exposed to enemy air. Even with the Harpoons, I have to deal with enemy air but I am getting better at exiting the area. I just avoid using missiles.

The scenarios, I hope they get developed so that neutrals and worthless enemy targets (trawlers, etc.) are involved. I am thinking that sub tenders, resupply ships get a higher point value than their escorts. I am trying to conserve ammo by only going after critical targets in those cases.

Another thing is the awards system; I get the seven different awards on the first seven missions, then it is caput for receiving. I have not stepped up to the "ultimate" level, but I don't think that should necessarily affect awards. The MoH I lend to campaign completion with tonnage, ammo, and critical targets emphasized. Maybe there are other considerations like not killing neutrals.

I still don't see "many" enemy commanders shooting back down the line of bearing in defense and surface escorts launching missiles to cause me to break wires. As a commander, I launch quickly at any potential, especially if their is a torpedo in the water coming after my responsibilities. Just thinking...
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Old 10-08-17, 04:05 AM   #41
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Originally Posted by Delgard View Post
I don't use TASMs and only load TLAMs when told to. I just load about 5-6 Harpoons to use on support ships after I eliminate the escorts. The only missions for TLAMs are static and not time sensitive.

I found that TASMs would be shot down and I would be exposed to enemy air. Even with the Harpoons, I have to deal with enemy air but I am getting better at exiting the area. I just avoid using missiles.

The scenarios, I hope they get developed so that neutrals and worthless enemy targets (trawlers, etc.) are involved. I am thinking that sub tenders, resupply ships get a higher point value than their escorts. I am trying to conserve ammo by only going after critical targets in those cases.

Another thing is the awards system; I get the seven different awards on the first seven missions, then it is caput for receiving. I have not stepped up to the "ultimate" level, but I don't think that should necessarily affect awards. The MoH I lend to campaign completion with tonnage, ammo, and critical targets emphasized. Maybe there are other considerations like not killing neutrals.

I still don't see "many" enemy commanders shooting back down the line of bearing in defense and surface escorts launching missiles to cause me to break wires. As a commander, I launch quickly at any potential, especially if their is a torpedo in the water coming after my responsibilities. Just thinking...

yea!! their response is very sample its like a 6 years boy is a Escort Commander i remember in a mission there were a convoy with 5 escort 2 on back 3 on front they were head to head with me i select escorts one by one and hit them hard they could see I was destroying each of them one after time but their best response was search around sunken ships with normal speed like normal patrol and finaly i sunk them too.
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Old 10-17-17, 11:08 AM   #42
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excellent!
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Old 10-17-17, 11:43 AM   #43
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I take out the closest warships and reload with TLAM, fire, reload, fire, reload torpedo as I evade.

In a group task force. I fire multiple shots even with a minimal solution. The torpedo will find them because they just run away in the opposite direction and the torpedo eventually catches up.

The experience and aggressiveness is really laking.

Neutral ships would slow me down a lot. I see it as a simple shooting gallery.
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Old 11-13-17, 02:26 PM   #44
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I finally purchased this game.

First impression is I have a ton of reading and watching Utube videos to get a grip on this title,SH4 was a ton easier to play.
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Old 12-05-17, 12:19 AM   #45
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I purchased the game as soon as I saw some of the "lets Play ______" videos on YouTube.

As a former Submariner during the 1980's it really piqued my interest, particularly since one of the videos featured my Qual Boat.

I like the game, with reservations:

The stats for the 688 class are simply wrong. The test-depth is incorrect, as is the periscope-depth. Even on elite seting the reload times are ridiculously short. There's no built-in lag for having to back-haul and store empty TLAM/TASM cannisters, which we had to do IRL.

I could go on.

Still, better than anything that went before it and there appears to be an active and vibrant modder-community, so I'll wait for developments and continue honing (or, perhaps, re-honing) my ship-handling skills......
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