UBOAT
The best way to sink target with deck gun (or AA guns)
Does it help more if i punch a hole close to waterline?

Because of the AA gun doesn't have any negative elevation, I can only punch holes way above the waterline, but it seems the target is taking water as well as i'm shooting its waterline.
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Showing 1-11 of 11 comments
Murderous_mofo May 22, 2019 @ 11:43am 
From my experience, punch a hole in center at waterline, then hammer the edges of the hole to make it bigger and bigger. Pretty efficient.
Maxim May 22, 2019 @ 11:21pm 
Elevation mechanics are only part of your available resources and abilities.. so I have two tips for ya.

#1. Learn to use the motion of the ocean to hit below waterline.
#2. Understand the gravity of the situation.. bullets do fall to lower hit spots over distance..
Scrogdog May 22, 2019 @ 11:25pm 
Originally posted by Maxim:
Understand the gravity of the situation

Best chuckle of the night; thanks! lol
Silence Suzuka May 23, 2019 @ 3:45am 
Originally posted by Maxim:
Elevation mechanics are only part of your available resources and abilities.. so I have two tips for ya.

#1. Learn to use the motion of the ocean to hit below waterline.
#2. Understand the gravity of the situation.. bullets do fall to lower hit spots over distance..

I think you didn't get my question

I'm asking if it is better to shoot at the water line, not how to shoot at the water line.
Because i found the target is taking water when i use AA gun to shoot at it, where my shots hit above the water line.
divo50 May 23, 2019 @ 4:06am 
Originally posted by A-TeamIceRain:
I think you didn't get my question

I'm asking if it is better to shoot at the water line, not how to shoot at the water line.
He wasn't answering your question he was contradicting your thesis "no negative elevation" and logical deduction "so no hole-punching below waterline". A->B
He claimed "no negative elevation" "still possible to hit below waterline" and from his example and my own, empiric test runs (your boat as platform moving and banking up and down, so does the target) I would dare to say... his argument is right, yours is proven wrong.

What was your question? Ah, yes... I always use AP and try to hit near the waterline, you can nicely see how the hull is cracked open and water starts to flood in. And usually the ship banks to the side of the damage and it seems even flooding and or bulkheads are simulated, because sometimes it just "sits on its cargo" and refuses to sink. Then it helps to open up another hole for the air to get out or open another access for the water.

I use HE on the target's deck to start a fire, but I wonder how this can lead to a ship's sinking that fast. Fires usually dont melt a metal hull but leave it still swimming as long as there aren't secondaries which lead to destruction of seals in the hull like the gland ot the drive shaft etc.

Whenever possible I buy AP, AP and even more AP with perhaps 20 rounds of HE.
Last edited by divo50; May 23, 2019 @ 4:15am
SteakOplomb May 23, 2019 @ 4:27am 
While on that subject, I'd like some advice too.

As per my personal experience, shooting right at the water line is the most efficient. I've noticed that when the holes punctured in your target's hull get below the water, its "life bar" (or presumably its "floatablity" bar) goes down pretty quickly.

The deck gun is the only way to go to make significant damage to a ship as far as I can tell... The AA is just not a good fit for this job.

I've also noticed on some instances that some ships, after taking a torpedo hit on the front for example, began sinking, tipped forward to the point the front half of the ship got submerged, and then remained in this position unless I drop another torpedo to its face.
I was wondering if there was a mechanic where the ship's crew could try to close hatches within the hull to prevent the water from entering undamaged areas ?

Also, I yet have to set fire to a ship with the incendiary rounds. I think I've put a couple dozens of these on an unarmed transport, tried to aim for the deck, bridge and lastly hull (I was thinking, maybe they have some penetrating power before detonating, potentially setting fire the interior of the ship ?)... I never got to set fire anything, no matter where I shot at. Does any of you has insight on these rounds, how they should be used ? Maybe it was just bad luck and incendiary rounds have a "chance" of setting up a fire, and I always ended up with a "fail" resolution ?

Also, I thought rounds hitting the water would just completely loose their velocity and damage potential within a couple of meters. Let's pretend the sea is completely calm as a lake, is it really a viable option to try and put the rounds just below the water line (basically have the round land a meter or two before the target's hull) ? Or do the rounds just explode/have no effect when they touch the water ?

Cheers.
Last edited by SteakOplomb; May 23, 2019 @ 4:34am
SteakOplomb May 23, 2019 @ 4:38am 
Originally posted by divo50:
I use HE on the target's deck to start a fire, but I wonder how this can lead to a ship's sinking that fast. Fires usually dont melt a metal hull but leave it still swimming as long as there aren't secondaries which lead to destruction of seals in the hull like the gland ot the drive shaft etc

Hello there, so you did successully set ships on fire with the incendiary... Do you have any insight on how the mechanic works ?
As far as I can tell, setting a boat on fire would not sink it indeed, but it can at least disable it, and maybe divert the crew from its primary tasks, rendering the vessel inefficient or totally inoperable for as long as the fire is ongoing.
I don't know if there is such mechanic implemented in the game though.
Last edited by SteakOplomb; May 23, 2019 @ 4:39am
divo50 May 23, 2019 @ 5:39am 
It takes different amount of rounds to set it on fire. Intuitively I aim for the bridge and radio shack, I doubt if the effects (silence the radio, take out the command, shortly: wreck their CCC ability) are simulated, but I just try to play such a game "as if real".

Fires usually start around 15 hits, however I haven't kept record what ship type needs how many hits at what locations.
I noticed that after the fire starts the crew abandons the ship and it is scored as "sunk". I never payed attention to the health bar (I don't like health bars at all), however.

So I think that the crew's action is one way only. Get off without any chance to get back and fight the fire. Adding such the possibility to reembark would be nice, as it would put you into a nice moralic distress: gun down the survivors or not?

Perhaps the devs will add this option some day. I like RPGs with no clear "good or bad" action. Or even would you turn into the bad guy at what conditions. Would you murder these poor guys for that extra ton of freight hold scored? It will buy you the snorkel for the next mission! Or stay the white knight (to the SJW freaks: black / LGTB knight) without any evil stain on your shirt but no snorkel, no deep sea toilet or the Fuhrer's friendly pat on your back - and risk your life and that of your crew because of an underequipped boat?

As far as I see it that game got so much potential, so much dials and parameters to play with if the devs keep going on with love to the project. And mixing role-playing to the sub sim theme is unique - and still so much room for tiny but atmospheric / immersive changes and parameters.
Last edited by divo50; May 23, 2019 @ 5:43am
SteakOplomb May 23, 2019 @ 6:09am 
I wish we could peek behind the curtain and know exactly how the gameplay mechanics are designed.

I also don't really like life bars, especially in sim, and I don't think these work as such on the ennemy boats. I figured it dropped significantly when the holes punctured are below the water line, so I think it is similar to the "floatability rate" of the sub (when the ballasts are full or empty, or when you are taking water): it mainly drops when the water gets in. So, it's not really a health bar per say, which is very good in my book.

I don't know what the plans are, but I'd very much like to see internal components being damaged or destroyed (and potentially resulting in cascading catastrophic failures/destruction) depending on the torp/round received, armor type/thickness and angle, like in war thunder (probably the single best mechanic of this game).

I believe such mechanics are already implemented, at least partially, but as you said, at the moment the AI crew aboard the ships don't seem to do anything else beside bailing out when the ship is too badly hit. Having the crew actively trying to fight fires or repair the ship would be nice (in the event of an engine failure for example), although I don't know how you could convey that to the player in a satisfying way, and in a manner that would not be too resource intensive (both on the PC running the game, and in terms of development. The devs are still a small team after all).
Maybe have the crew members run around the bridge, use fire lances ? Make it look like a little more frantic as the crew panicks, or tries to keep the chaos under control ?
Savage117 May 23, 2019 @ 5:09pm 
Originally posted by Le_troll_des_bois:
I wish we could peek behind the curtain and know exactly how the gameplay mechanics are designed.

I agree, but things change so quickly when games are in development. What mechanics you see now may be pretty different in the future.

There are already some mods available for this game, so the code does have some transparency, not sure how much, but i'm sure people are already data mining it.

Originally posted by Le_troll_des_bois:
I don't know what the plans are, but I'd very much like to see internal components being damaged or destroyed (and potentially resulting in cascading catastrophic failures/destruction) depending on the torp/round received, armor type/thickness and angle, like in war thunder (probably the single best mechanic of this game).

Agreed, I hate when I hit a freighter in the aft section with a torpedo only to see him chug away at best speed with only the flooding keeping him from going faster.

Early war freighters had practically no armor, hitting one in the engine section with a torpedo, would almost definitely put her out of commission if not sink her. Not to mention secondary explosions if you ruptured fuel tanks or hit some munitions cargo.

Originally posted by Le_troll_des_bois:
I believe such mechanics are already implemented, at least partially, but as you said, at the moment the AI crew aboard the ships don't seem to do anything else beside bailing out when the ship is too badly hit. Having the crew actively trying to fight fires. Snip...

Unless you guys are running into a bug, the crew will put out fires, i'm surprised no one else noticed, they do it pretty quickly for me, if the ship isn't already sinking from other damage that is. They seem to have a priority system of sorts, because you can game the system a little. I have found that if you start a fire they will put it out in about a second or two, unless you keep hitting the ship, If you keep hitting the ship the fire just gets worse and worse until the ship sinks. Its as if every time you hit the ship you are either injuring the crew, meaning they cant do anything about the fire, or the game is telling them to try to repair the damage from every hit, temporarily stunning them while they process two different commands. I have been able to set fires consistently by getting a deck gun HE round directly onto the wood decking. If you hit anything else, even if its close to the wood deck, it only seems to have a chance of starting a fire, that includes cargo on the deck, and the masts. Also, if you start a fire on a ship that has been abandoned it will just keep going unimpeded until the ship sinks because there is no crew aboard to fight it.

There also seems to be a sectional flooding mechanic, possibly made to simulate bulkheads. Much like your sub the ships seem to have multiple compartments that can fill with water and bring the ships buoyancy down, when that whole ship buoyancy gets into the negative the ship sinks. It only seems to need two "compartments" to fill with water to sink a ship, I have sunk ships by hitting them in the very bow of the ship and the very edge of the aft section.

There does seem to be a repair or damage mechanic that effects this. I had one liberty freighter take 4 torpedoes and still didn't sink, all said minimal damage after the hit. I had to surface and use the deck gun to sink it because I had used my last torpedoes on it.
Maxim May 23, 2019 @ 6:47pm 
Originally posted by A-TeamIceRain:
Originally posted by Maxim:
Elevation mechanics are only part of your available resources and abilities.. so I have two tips for ya.

#1. Learn to use the motion of the ocean to hit below waterline.
#2. Understand the gravity of the situation.. bullets do fall to lower hit spots over distance..

I think you didn't get my question

I'm asking if it is better to shoot at the water line, not how to shoot at the water line.
Because i found the target is taking water when i use AA gun to shoot at it, where my shots hit above the water line.

If you are already doing the above two things.. using the bobbing up and down of your boat versus the other boat bobbing up and down, as well as shooting from different distances for the shots to drop lower.. you will need to time the shots correctly to get hits which are deep beneath the waterline.

And YES, you want to hit the bottom as often as possible so water flows into the ship.

-----------------

For other comments -
1. I have set fire in one hit often enough that I know it can be done.
2. I have observed that my favorite hit spot is the middle or bottom of the smoke stack.
3. It is possible that where the smoke stack meets the deck, there is a flammable area beneath the deck where the engine room or fuel lines pass near.. so it makes sense.
4. The freighter almost always slows down when on fire - possibly cutting fuel flow and fighting fires are simulated.. so long distance shots to chimney allow me to gain on the freighter, while separating from other units making it easier to finish the freighter off.
5. Would like to know from the DEVS in more detail about the damage model.



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Date Posted: May 22, 2019 @ 11:38am
Posts: 11