ASW missions (Full Version)

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Cyborg -> ASW missions (11/12/2009 3:52:52 PM)

This may be a design issue rather than tech support, but Air ASW missions seem surprisingly ineffective. In reality, diesel electric submarines needed to spend a counsiderable amount of the daylight hours on the surface, both to keep pace with enemy convoys and to run their compressors and generators. If they were not able to recharge their batteries during the day, for example, then they had to do it at night instead, rather than attacking.

So, it's not just that air ASW missions seem to result in few casualties, but much more imortantly that the effectiveness of enemy subs e.g. their likelihood of being able to attack, would be dramatically reduced where air units are operating - especially if 100% and at low altitude. This factor does not seem to have been incorporated - maybe something for the next patch?




Disco Duck -> RE: ASW missions (11/14/2009 9:18:36 PM)

I am not convinced that Airborne ASW was that effective.

This is a good link on the effectiveness of Air Units.
http://www.ibiblio.org/hyperwar/USN/rep/ASW-51/




PaxMondo -> RE: ASW missions (11/15/2009 12:01:06 AM)

Until GOOD airborne radar, AASW was so-so.  Then subs got snorkeling and it took sonar+helo to bring air ASW back in the game.  AFAICT, AE has it pretty close ok. 

The only thing I see is that escape isn't costing the subs enough fuel and time.  When the sub has to escape a surface or air encounter it should take like 12 hours for it to get back in the game while it charges batteries again and cost some percentage of fuel. 

IRL, the Allies were able in some circumstances to hound subs enough to keep them out of an area without sinking many (any).




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