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High speed at high damage

 
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High speed at high damage - 12/9/2007 6:28:03 AM   
Warhorse64

 

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Okay, playing WestPac scenario 9.0, The Backyard. One of my Japanese diesel boats has a Red Sierra SSN climbing up his wake at 21 kts. I shoot a torp at the Sierra, and it immediately hears the torp and turns away. Click on the Sierra, and discover that it is now doing 35 kts, which is fine, except it also is at 95% damage!!! (I had shot at it a few hours earlier, too.) At 95% damage, shouldn't it be dead in the water?
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RE: High speed at high damage - 12/9/2007 2:01:41 PM   
mack2


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Depends on what got hit.. that 5% could be keeping the sub running. For all we know the only things that might still work on the sub are the nuke reactor and screws.

(in reply to Warhorse64)
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RE: High speed at high damage - 12/9/2007 6:01:29 PM   
Shark7


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From: The Big Nowhere
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Yep, HCE does model critical hits, so unless the engine or screws are damaged it may still be possible to move at max speed. Though I do think that 35 kts at 95% damage (which indicates a 95% loss of flotation) is a bit excessive. I'll discuss this with the other members to see what exactly should be happening here.

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RE: High speed at high damage - 12/9/2007 6:23:09 PM   
Warhorse64

 

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As I recall, in the paper rules, as damage went up, max speed went down, and somewhere around 90% damage you were dead in the water. Certainly this behavour was modelled in previous versions of HC, hence my confusion ... 

(in reply to Shark7)
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RE: High speed at high damage - 12/9/2007 9:08:33 PM   
Shark7


Posts: 7937
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From: The Big Nowhere
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You are correct, as damage goes up, speed should be reduced. It's being looked into.

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Distant Worlds Fan

'When in doubt...attack!'

(in reply to Warhorse64)
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