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  • Sonar men

    10. 25. 2011 01:00


Shinda_Niku
Ok, exactly what will having one of these on my Depth charged equiped destroyer do for me?

Anything at all or are they for submarines only?

I would think that having one would allow me to spot submerged subs. 

 

  • Re : Sonar men

    10. 25. 2011 01:08


Whatzup
Sonarman spot submerged subs when youre not overheating youre engine.
Put the Sonarman on the support slots above youre ship or it doesnt work

  • Re : Sonar men

    10. 25. 2011 10:10


Ultra_Dog
What you are asking is how to set up an ASW DD.

A Sonarman is not necessary on FF or DD (req'd on CL), but helps. If you put a Sonarman on, you want him with max vets/experts/rookies at as high a level as possible. The sonar pickup range is farther depending on Sonarman level. Replace the FCS with an SS type I, II, or III. (not required, but improves pickup). Install Depth charge racks and DCs. (with associated level torpedoman to operate and the guns should be regular guns (HH are for noobs too afraid to get close to SS). You will need them for other chores, including sinking the SS after he surfaces.

Stay out of OH when hunting subs or your sonar will turn off. Approach enemy SS perpendicular, and toss DCs overboard when near or above SS. Watch out for rear and proximity torps. Stay fast, but don't get hit by a torp or you're toast. Watch out for surfacing KM SS4. Their deck guns will rip you apart.

Have fun.

  • Re : Sonar men

    10. 25. 2011 10:46


ljsevern
Use Hedgehogs, they are the most effective weapon for ASW ships. However, any half decent sub player can crit dive to avoid them.

The only time you can completely dominate a sub with them being able to do nothing is if you use PHH and gradual, and keep firing at where a sub is to keep them under in crit dive permanently.

  • Re : Sonar men

    10. 25. 2011 11:01


Whatzup
Nice and clear post Ultra Dog

1 point maybe to add
I found out that sometimes when youre not overheating but still go faster then 24 knts (easy done in a DD) youre sonar isnt working either.

  • Re : Sonar men

    10. 25. 2011 11:35


Stormvanger
Originally Posted by Whatzup

Nice and clear post Ultra Dog

1 point maybe to add
I found out that sometimes when youre not overheating but still go faster then 24 knts (easy done in a DD) youre sonar isnt working either.


I thought the limit was 29 knots. 30+ means you're sonar blind. Am I wrong?

  • Re : Sonar men

    10. 25. 2011 13:20


normpearii
Originally Posted by Stormvanger

Originally Posted by Whatzup

Nice and clear post Ultra Dog

1 point maybe to add
I found out that sometimes when youre not overheating but still go faster then 24 knts (easy done in a DD) youre sonar isnt working either.


I thought the limit was 29 knots. 30+ means you're sonar blind. Am I wrong?


Sonar is disabled while you OH plus some time afterward (Forget if its 1/2 the time you were OHing or 10 seconds)

  • Re : Sonar men

    10. 25. 2011 21:19


Maistral
Originally Posted by ljsevern

Use Hedgehogs, they are the most effective weapon for ASW ships. However, any half decent sub player can crit dive to avoid them.

The only time you can completely dominate a sub with them being able to do nothing is if you use PHH and gradual, and keep firing at where a sub is to keep them under in crit dive permanently.


this is by far the most effective way to shut down a sub. I usually have fun with this tactic in my emerald with reload huge gunners all in PHH weaponry.

the other one is continuously spamming DCs (less level-demanding, but it can destroy your ship due to the uber shockwave).

  • Re : Sonar men

    10. 25. 2011 21:54


snoweman
Originally Posted by JimmyEAC

Originally Posted by ljsevern

Use Hedgehogs, they are the most effective weapon for ASW ships. However, any half decent sub player can crit dive to avoid them.

The only time you can completely dominate a sub with them being able to do nothing is if you use PHH and gradual, and keep firing at where a sub is to keep them under in crit dive permanently.


You can't dive out of HH... the explode time's to short, only way is if you see a ship with hh shoot then dive, but when your fighting other subs and hh comes out of the darkness your screwed ^^


While not every sub will avoid HH by crit diving, it IS possible. I have seen it too many times to count in battle situations. If a good sub driver knows from where and when HH are being shot at them they can crit dive in time to avoid damage. I bet "sHUMone" even had a hack to allow them to crit faster than normal.

  • Re : Sonar men

    10. 26. 2011 02:51


ljsevern
Originally Posted by JimmyEAC

Originally Posted by ljsevern

Use Hedgehogs, they are the most effective weapon for ASW ships. However, any half decent sub player can crit dive to avoid them.

The only time you can completely dominate a sub with them being able to do nothing is if you use PHH and gradual, and keep firing at where a sub is to keep them under in crit dive permanently.


You can't dive out of HH... the explode time's to short, only way is if you see a ship with hh shoot then dive, but when your fighting other subs and hh comes out of the darkness your screwed ^^


Wrong. The dive time for subs is shorter than the explode time for HH.

  • Re : Sonar men

    10. 28. 2011 03:11


Shinda_Niku
Originally Posted by Ultra_Dog

What you are asking is how to set up an ASW DD.

A Sonarman is not necessary on FF or DD (req'd on CL), but helps. If you put a Sonarman on, you want him with max vets/experts/rookies at as high a level as possible. The sonar pickup range is farther depending on Sonarman level. Replace the FCS with an SS type I, II, or III. (not required, but improves pickup). Install Depth charge racks and DCs. (with associated level torpedoman to operate and the guns should be regular guns (HH are for noobs too afraid to get close to SS). You will need them for other chores, including sinking the SS after he surfaces.

Stay out of OH when hunting subs or your sonar will turn off. Approach enemy SS perpendicular, and toss DCs overboard when near or above SS. Watch out for rear and proximity torps. Stay fast, but don't get hit by a torp or you're toast. Watch out for surfacing KM SS4. Their deck guns will rip you apart.

Have fun.

Ok, I outfitted my Japanese Kagaroo DD with your suggested setup. X2 Depth charges, SS3 FCS and a sonar man. I did change one thing. I Added a HH.

the SS3 FCS is hard to work with, mainly because its aiming and Im not used to it yet.

1st Great battle with the setup, I tear out after an SS3 with another asw DD. I get into HH range and fire a volley, missing. second DD charges in and drops his depth charges crippling the sub, but the sub sinks him with a torp. Thats when I come barreling in and launch a spot on depth charge attack finishing him off.

At that point, a second sub. an American SS5 pops up and starts attacking one of our carriers. the carrier starts calling for help so I kick it in the pants to 53 knots and charge half way across the map to try to save him.

I get there just in time to watch the SS5 slaughter the CV. I fire another HH, again missing. the SS5 turns his stern tubes on me and lets loose a barrage of fish. I have no Idea How he misses me but he does. I Over run him while hes turning drop a pair of Depth charges and cripple him. He manages to bring his front tubes to bear but I guess he panicked because his volley is way off. Again I charge in and drop another pair of charges on him, blowing him to bits.Thanks for the help, as you can see it helped allot.

And it was the most fun I have ever had in a GB. and it was with with a tin can DD playing ASW. and not one member of the crew was over level 25 on that ship. Somthing tells me that the German DD is better suited to asw because of its speed. but hey, that was just awesome.

All glory to the emperor.

BANZAI!

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