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Dear Unhappy Torpedo,
Tell your player about the following things they can do to increase your chance of hitting an enemy destroyer:
1) Play at a lower difficulty level: Enemy detection ranges increase with each difficulty level.
2) Attack at night: Enemy detection ranges are reduced by the dark of night.
3) Attack in poor weather conditions: Enemy detection ranges are reduced by wind, rain, fog, and cloud cover.
4) Upgrade yourself to the Mark 18: I'm sure you're a fine, brave, and handsome torpedo, but the Mark 18's electric motors don't emit any smoke or steam, so are harder for enemies to spot.
5) Fire from depth: You can't be spotted by enemies until you surface; if you are fired from greater depth, you will surface closer to the enemy target, giving them less time to spot you. If your player positions their sub so that the torpedo track line turns from red to green just before crossing the target, you will impact seconds after surfacing, leaving them no time to react. (Note: That trick probably won't work on Sim difficulty, where you can't be fired from below 100 feet.)
6) Lead the target: Whether manually targeting or using the TDC combined with periscope/binoculars, aim just in front of the target ship; if it spots you and accelerates, it has less chance to avoid you.
7) Complain to the developer: If enough people agree that destroyers accelerate too quickly, he might be persuaded to dial it back.
Hope that helps you fulfill your lifelong goal of smashing your head against an enemy hull until you blow up!
Except # 7 should be, anything under 1000 yds; the closer the better while aiming at the bow. TDC defaults to amidships & this will guarantee a miss.
8) Complain to the developer.
No complaints here about the destroyers.
Assessed the risk versus reward & learned to adjust my tactics......
Also, I like the challenge of evading the escorts once you attack a convoy. Do you "go deep and get out of Dodge", or do you try to engage? Neat stuff.
I play at Sim level, and just don't see the benefit/risk ratio of firing at destroyers (much less the Sub-Chasers). Their evasion - acceleration and turning speed - seem simply unrealistic and the odds of hitting one do not justify the risks associated with him and all his friends hunting me for the next 15 minutes.
FWIW, I no longer do the aviator/spy/POW rescues either. There seems to be no way to do these missions without taking some hits - which doesn't justify (in my mind) the risk to my crew and Gato.
Great game that I am enjoying - although I do question if at Sim level the risks as compared to WWII are overstated.
Just remember, they shoot back........
He wouldn't dare to complain to the developer, who is doing a great job.
He admits though secretely hoping that in a future update turning rate and acceleration will be moddable . I think it is just his engineering trained brain having problems to see this as a game and not a simulator looking at all possible and impossible factors involved in accelerating or turning a ship.
Thanks again.
Shallow waters exponentially increase the risk. There better be some really juicy targets to whet ones' appetite for suffering.....
Speaking of shallow water combat: I did a very stupid thing and couldn't resist attacking an anchored convoy from waters only about 50 feet deep. When a destroyer came after me, I dove to rest on the bottom; he ran aground on my conning tower and got stuck. So there I was, pinned against the sea floor, unable to move, by a destroyer that was also unable to move.
It was a stalemate until his friends started lobbing torpedoes at me, which ended that stalemate real quick...
Well... yes and no. Technically, the displayed depth refers to the sub's center point, which is at its surfaced waterline, so 0 = surfaced. But the game also tests against that point to determine if you're aground or bottomed, so in that case, it represents your keel.
You'll have to turn off your engineer brain to absorb that. :)
I expect to be hovering just above the sea floor, when in actuality I will be sitting on it.
Speaking of depth gauge, I'll put this in a separate post.
Great! No steam-powered ships accelerate fast, not even destroyers. Also, as any ship increases speed it creates more drag, which requires even more power to overcome. So a DD would likely (for example) go from 0 to 20 knots in one minute, 20 to 30 in the second minute, and 30 to 35 in the third minute. Extra points if you can simulate that! BTW, none of the DDs in the game had a top speed of greater than around 35 kts IRL.