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Not necessarily. If I'm running ultra quiet at 5 knots and the sonar comp says I'm at negative values on passive and towed, the enemy doesn't hear me. When I launch a MOSS that simulates a submarine traveling at 20 knots, it's going to make a lot more noise than I was doing. After launching the MOSS, the enemy could have positive numbers over 10 on passive and towed (on the MOSS, not on me) and when they fire in the direction of the MOSS, the torpedoes are coming in my direction since I haven't cleared the area yet. And I don't want to speed up because then I'll make more noise and may be heard by the enemy.
If they already heard me before I launch the MOSS, yes. If I were the enemy, I would launch at both contacts, just to be sure.
But the trick of the MOSS, at least in my opinion, is to launch it before you are detected. Otherwise it's not realy going to work. OK, you create an extra target but unless you create more than 8 targets at once, the enemy could fire against every target.
Torpedoes aren't cheap but an enemy sub sunk is worth a whole lot more than a couple of torps.
http://steamcommunity.com/sharedfiles/filedetails/?id=1230491745
You can also lead a torp that is locked onto you toward a MOSS and then drop a bubble maker or nuckle and try to throw it off you onto the MOSS. Works sometimes.
Diffinately viable. I tend to double the amount of MOSS torps in my loadout .
The Russians do have wire guided torpedoes (TEST71 and USET80) and they do steer them actively as long as they know where you are. So keep quiet when evading torps from Sierra's, Victor IIIs, Typhoons, Delta's and some diesel boats like Kilo (don't know them by heart, press M in game to check),
They don't seem to steer them directly into you (overriding counter measure homing and changing depth rapidly to hit you).
In own xps, they are much more usefull than decoys, depending from where torps come at u, etc.
And with russian subs mod, some can be guided with wires,wich changes a lot to control ur own safety.
So, yeah, for me, have some is necessary.
And with some pratice & a bit of luck, u can escape crazy situations with 1or2 moss in restricted cube, facing 4or5 torps max... i already did where i should have bet 95% against me ! Lol
But vanilla changes quite a lot, i used less there (less xp of the game too, at that time, it counts i assume), wires guided & rework on store with that mod since made them much more efficient as defensive assets (y).
But depends of your gameplay too, on videos u can find on utube, after checked, i realized there was quite a lot of different gameplays from different players... so, up to u to see first, still always possible to play without but its not advised imo :)
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They do use wire. They change the course of their torps to match your bearing even if you are fishtailing or going deep or shallow. But only before they go active and if they are not in trouble (AKA, get locked by a mk48).
It's still true that if it's between you and them it does a fine job drawing fire away.
HAHA! There's been a couple of times I would fire a MOSS down the bearing of an attacking torpedo, drop a noise maker and dive out of the toepedo's projected listening cone under flank speed, then, if the timing was right, do a quick quiet and watch the enemy torpedo lock onto the decoy and either destroy the decoy *OR* the enemy torpedo causes an accidential blue on blue sinking.