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vanjast
12-13-2005, 01:00 PM
This latest patrol I now have to slug it out with the ever increasing guns on board the merchants, in order to get a torp shot. This merchant had zagged just as I was to fire a blind shot, so I waited a while for it to get out of gun range, so I could try again. Surfaced when I thought it was safe, and the dam ship was just there....


Slugging It (25MB = 00:02:50) (http://www.vanjast.com/images/BlindBat.avi)
Ahhh... such fun http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

macker33
12-14-2005, 03:44 AM
Thats the first time i've ever seen a merchant shoot back believe it or not,its a bad development.

I wont be around to hear the answer but does anyone know what the actual(for 100% realisms sake)what the average deck reload gun time was for an experienced crew?

Nice kill.

vanjast
12-14-2005, 07:28 AM
During this and another encounter a 'few days' later I found the merchant reload time way tooo long. I don't know if this has been adjusted in the mod as I could fit 3 or 4 shells into it's reload time.

I did a blind shot with 2 mags and all hit. This is after not seeing the ship for 20-30 minutes game time (I was sooooo happy). I monitored the engines and they came to a stop. Great it's sinking, surfaced and was faced with 2 deck gun and machine gun fire. Bloddy cheeky Brits http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif . Very unhappy about this unsporting event , I proceded to pound the gun emplacements. Not sure how this was modelled but I'd get very close hits and they'd go 'off-air' for a very long time, then come back again, until I just blew them away. They never got a hit - Bad AI http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif

Ratek
12-14-2005, 07:38 AM
They are not navymen... They have just been given a gun and told how it works. No surprise they take some time getting it loaded and laid on the target, and then miss it.

JohnL_
12-15-2005, 07:53 AM
I just had a nice surprise, troopships carry deck guns too (yeah I'm a noob..just got the game last week) I used my last two torps on him and he was dead in the water so I thought I would let my deck crew get some target practice..suddenly I had geysers sprouting all around me http://forums.ubi.com/groupee_common/emoticons/icon_eek.gif

I finished him off but not before taking some damage.

Now I have a question for you, I read somewhere on here you can mod your 88 rounds and dump the star shells and replace them with HE or AP.
This is my fourth patrol and I haven't used them or see a reason for them, I might use them later but I would like to cut my loadout to 20 and have the other 20 as HE or AP.

Amnio
12-15-2005, 09:18 AM
Originally posted by JohnL_:
Now I have a question for you, I read somewhere on here you can mod your 88 rounds and dump the star shells and replace them with HE or AP.
This is my fourth patrol and I haven't used them or see a reason for them, I might use them later but I would like to cut my loadout to 20 and have the other 20 as HE or AP.
Open your basic.cfg (with notepad) and search for "[AMMO_TYPE1];8.8cm SK C/35". The basic.cfg file can be found in the SH3\data\Cfg directory btw. There will be three lines like this within that section: AP=40, HE=160, SS=40. Change them to whatever you feel is right.

PS: Remember to backup any file before editing it, that way you won't have to reinstall if you mess everything up. Try JSGME (http://www.beerymod.com/sh3_003.htm) for toggling mods.

As for the usefulness of starshells, they can be useful on really dark nights when trying to shoot at distant darkly painted targets. They allow you to see the target better and thereby allow you to make better use of the other ammotypes.

JohnL_
12-15-2005, 08:13 PM
I thank you. I was thinking being we can change the loadout of our torps then why not the 88 ? As long as you stay in the set limits then I don't see a problem I swapped 20 SS for 20 AP and see how that loadout runs.