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#1 |
A-ganger
![]() Join Date: Apr 2006
Location: Florida
Posts: 76
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![]() ![]() Otto |
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#2 |
Samurai Navy
![]() Join Date: Apr 2005
Posts: 579
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That was probably just a defective torpedo. They had a tendency to run deep, and when one does, it'll go under any of the small military vessels. I don't think the Dud Torpedo realism setting affects the chance of a deep runner either, though I could be wrong about that.
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We, the unwilling, led by the unknowing, are doing the impossible for the ungrateful. We have done so much, for so long, with so little, that we are now qualified to do anything with nothing. |
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#3 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
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that's why i go magnetic, im full patched (1.4) and i rarely have problems
heck io go "contact influence" even with classic contact style shots.... im at 350,000 tons in early 43' so ti works for me
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#4 |
A-ganger
![]() Join Date: Mar 2008
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I agree magnetic exploder set for two feet below the subchasers draft i usually weight to fire try to get her in as close as i can, optimal firing time would be around 1,000 yards. further out you might miss, I have gotton shots in around 1,500 yards...but I still try to be patient and fire around 1,000 yards.
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#5 |
Navy Seal
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Subchasers are hell! Yeah, magnetic is the only way to go. I only shoot under 500 yards on the buggers, but they're so good with the depth charges sometimes that's not always ideal either.
Unless there are just an overwhealming number of excorts maybe the best thing is just to evade and go for another approach.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#6 |
A-ganger
![]() Join Date: Apr 2006
Location: Florida
Posts: 76
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Thanks to all who answered. I will use the mag. exploder next time. I also noted that the subchaser runs up over me and uses its Kguns to fire DCs. This puts them to far to do any damage. at least that what happened to me.
Otto |
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