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You should build medium calliber (around 6-10 gauge increases) guns and mount them on sideways turrets so they have full movement to aim downwards.
Key is that the platform firing those guns should be able to keep close to the sub in question.
I went for the lame mehod of subhunting and build an orbital laser array that has 4 25000dps ap 30 rapid pusle lasers.
Yes, lasers do lose power when shooting at underwater targets, but 10 percent of 25000 still is a dead sub.
I use this exclusivly to deal with fast submerged vehicles the same way i only use lasers versus fast airborne targets that are either to fast for missiels to catch and/or have lots of laser missile defense.
The game lacks some customization options to deal with extremes. ^^
So go extreme yoruself. xremely laser.
If you do not want a space platform, just stick baloons to the laser thing.
lasers are no bueno since they lose a lot of damage underwater. Missiles could be used but ou have to get the ballast tnaks and all right
Cannon shells ARE subject to water drag.
And as i said: if the lser is powerfull enough..... the water won't matter.
AS for missiles:
Ballast tanks d onot help the missile with the maneuverability udnerwater. The drag is always there and you wiil not catch fast subs like this.
and if you want to make a laser that powerful sure go ahead but thats really lame. for me at least. and yeah ballast tanks wont do that i just said it as one thing that helps hit subs.
lasers are too underpowered when comming in contact with water to be reasonable on a small or medium sized ship
The drag on cannons affects the aiming arc, meaning that the cannons are consistantly missing the target (Falling short) at large distances
Ive had some success with extra large torpedos using guidance lasers and laser riders.
Most subs in-game run at a depth around -40m, meaning if you put enough ballasts the torps are level with the subs.
the setup i'm using currently is this,
9 blocks total:
Torpedo propeller x2, fins x4, fuel tank x2, laser beam rider reciver x1, ballast tanks (float height: 10) x4, fragmentation warhead (30 deg arc) x4, laser designator receiver x1
This seems to work against campaign subs, but if any sub falls outside the -40m range no idea what you could do, and adjusting depth for differnt types of subs on the fly would be a pain in the ****
I'm pretty sure that the effects of Ballast Tanks in missiles are stacking similar to effects of Fins. Some 7+ block missile should make for decent Depth Charges.
Your anti sub is worthless if it cannot bring this one down.
Be warned: it has insane damage recovery.
It does a great job of refusing to get horribly murdered i can tell you that.
I had soem sucess with a 7 size ASROCK torpedo, launched via VLS closing som distance and then dropping in the water, armed with propellers and fins and guidance to chase the ship around, caught it even. But it turned out the volume of fire was not enoguh to stop the Typhon from regenerating until the next volley hit.
You must understand that i think the torpedo/balalst tank thing is retarded since it locks the weapons on a depth, you'd have to edit for every different sub and i had to make a torp capable of overcoming its upwards drag.
I incereased the number of missilesp per volley and low and behold: results.
Still, the inability to make proper torpedoes is annoying. Thats why i made my large obrital anti-sub laser stations. Because water or not, Those WILL burn anything underwarter or on the water. XD
Had limited results with a fast ship and downwards cannons, if the ship amanged to get close to the Typhon it could reliably shoot it but the ai jsut drives dumb.
Btw: The Typhon does not truly have the volume needed ot overcome a basic LMS, you might want ot add at least 2-4 underwater torpedoes.
DEV HAS ADDED NEUTRAL SETTINGS FOR BALLAST TANKS WE CAN MAKE TORPEDOES NOW WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT.
Good bye haxx lasers hello Asrock to the maxXD