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  • Depth Charges.

    02. 07. 2012 02:22

Recommend : 1

Maistral
I hope this doesn't devolve into a submarine drama thread. This suggestion's aim is only to make something practically unusable to become barely usable.

Halve the countdown of depth charges (4 secs --> 2 secs). To balance out, halve the damage output of the depth charges.

To be honest, only a dimwit will be hit by depth charges.


 

  • Re : Depth Charges.

    02. 07. 2012 03:14


ozzy0
a good player in a fast ff/dd can kill a sub whith depth charges by keeping him in critdive
untill his displaisment runs out and then kill him easy whith 1 gun

and bringing the time from 4 to 2 sec will make it heavy hh those are at 2 sec

  • Re : Depth Charges.

    02. 07. 2012 08:51


Tomm96
If they put the countdown to 2 they shall lower the damage alot to more then 52% of the current damage.
As ozzy wrote it's really easy to kill a sub if you know what you are doing.
Put a dc ever 6-8 sec while make them dead in the water.

  • Re : Depth Charges.

    02. 07. 2012 13:06


Lionel2
Negative. You need the 4 second delay to get your ship clear. DDs and CLs should be running at 45+ knots so it shouldn't be an issue. Use the sonar to locate, approach from the side, hit the OH and then drop them.

  • Re : Depth Charges.

    02. 07. 2012 14:32


Bart133
DCs are pretty much useless against subs that aren't dumb, it's true. Although there are enough dumb subs to make them not suck too much.
Problem with this is mostly that 4 seconds is already cutting it close in terms of getting out of splash range. With half-damage DCs that go off in 2 seconds, it'll be close to impossible to avoid damaging yourself with them.

  • Re : Depth Charges.

    02. 07. 2012 19:48


Lionel2
Originally Posted by Bart133

DCs are pretty much useless against subs that aren't dumb, it's true. Although there are enough dumb subs to make them not suck too much.
Problem with this is mostly that 4 seconds is already cutting it close in terms of getting out of splash range. With half-damage DCs that go off in 2 seconds, it'll be close to impossible to avoid damaging yourself with them.


Whats up with all these complaints about DCs? Not effective? Don't kill good sub drivers? Too strong.... too slow.... I don't get it.

I cut my teeth in this game with DCs. My first 2 BOs got leveled 1/2 in blitz and the other 1/2 in GB doing ASW almost exclusively with DCs. I've been head to head with some fantastic SS drivers like michael, Hamman, Ultradog, starluck, tenous to name a few. Yea, sometimes those guys beat me but quite a few times I beat them too.... with DCs, not HH. The best part about using DCs is that not only is it free (as opposed to PHH). It is the one aspect of the game that is fairly close to the strategy of real WW2 combat.

1) Real DDs/ CLs needed to get over the ship without getting hit by a "down the throat shot by SS"

2) They had the dump the DC close to the SS

3) To get into position to drop and then get away from the blast, they had to go at max speed (OH)

4) While at max speed, they couldn't use sonar due to noise of their own screws and had to use other ships to track the SS.

SO, as you can see, if you do what the real DDs did, you can easily kill SS with DC. I can kill L70s SS with L27 DDs. To kill the best ones, you got to have a darn good crew. I would say that most likely, as would be SS killers you are making some mistakes

1) Not using OH at the right time
2) Not able to ID subs that have both front and rear tubes
3) Approaching subs at bad angle
4) "Telegraphing" intention to use DC
5) Not using second ship for sonar help
6) Using low level crew
7) Using improper crew
8) Using wrong ship
9) Not properly setting up ship
10) Short changing ASW setup for other things (like too much AA or surface guns)
11) Using ship that does not have good normal speed (not OH speed)

I make exception to this that some of the SS5s have some darn good drivers and can take one heck of a beating. To kill them takes more than just a casual DD2 with whatever for a crew and setup. After all there is no difference between attacking an SS5 or a BB5 and is rather arrogant that one should think they can easily win.

If anyone posting here is really struggling with how to employ DCs just send me a PM and I'd be happy to work with you. Bottom line, there is nothing wrong with the DCs.

  • Re : Depth Charges.

    02. 07. 2012 22:11


Maistral
Originally Posted by Lionel2

4) "Telegraphing" intention to use DC


I guess I fail. This is my problem =.=

  • Re : Depth Charges.

    02. 08. 2012 13:57


Lionel2
Originally Posted by Maistral

Originally Posted by Lionel2

4) "Telegraphing" intention to use DC


I guess I fail. This is my problem =.=


There you go. Don't let them know you are going for them or you are going to eat torps and probably a single one will get you.

Stalk your sub from a distance and move into position WAY early. When he is tied up going for something else, then move in from a flank. If you charge right at him, he's going to make you a priority target. Another good idea is to hide behind the BBs. Have a decent sonar on board so you got range and wait.

  • Re : Depth Charges.

    02. 08. 2012 14:43


Sonlirain
Well currently a sub with average reflexes after seeing a DC being dropped on his head can (in following order):

Light a cigar.
Have a good wank.
Dive.
Survive the DCs and resurface because the ship who dropped them most likely ran away from the blast with OH and is blind for the next several seconds.

Then again the sole fact he was spotted usually craps on their entire battle plan because even if the offending ASW ship dies most BBs will immediately vacate the immediate area and you can forget about getting a good attack score from your first (and usually only) rush.

  • Re : Depth Charges.

    02. 08. 2012 21:59


Lionel2
I disagree. I like to put a high level EBVE torpedoman on the T slot. I keep him stripped down to nothing and he can drop a string of DCs that will pound the daylights out of an SS. Another way to do it is use a ship that has 3 T slots and then use gradual mode and toss them out that way.

Against weak or bad sub drivers any DC job will do as they are quite strong. Against a good driver you need overkill.

  • Re : Depth Charges.

    02. 09. 2012 01:07


DeadEye1989
DC's with FFY is the best ASW platform IMO, and DC's intention IRL was to force the sub to surface after sustained bombardment until they needed air. That was the tactics employed by most sub-hunting ships. Running a figure 8 pattern on top of a crit dived sub is a death sentence for them. Never rush in head-in, force the sub into a turning battle, which it will lose. Hardly have to break OH to force a sub into submission. Once your in the figure 8 pattern keep dropping charges on his location until you know he's sunk. Either he'll surface or he'll come out of crit at the wrong time, either way you win. Not to mention the loads of fun it is trying to outflank skilled sub drivers

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