jackyo123 -> RE: Jap ASW forces (1/28/2010 4:55:45 PM)
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quote:
ORIGINAL: EUBanana quote:
ORIGINAL: xj900uk What this game does is give the Japanese player the option of trying hard to fight an ASW campaign and take out the Allied subs before they play havoc with his mercantile marine Well, thats fair enough. I don't see why the Allied submarines should be any more destined to always rip the heart out of the IJN than the Zeroes should be predestined to annihilate every aircraft the Allies send up. The Japanese player will surely be using convoys and plenty of ASW aircraft, so Allied submarines will have a harder time than reality. Ship experience isn't split up into ASW and gunnery though so as theres only two scores for day/night Japanese night gunnery skills are also Japanese ASW expertise. Not that I'm suggesting even more detail, god no. [;)] I'm pretty sure ASW ratings in game are simply a function of how many depth charge racks/throwers the ship has. So they are fairly neutral, non-qualitative stats. If a Jap DD has lots of racks and throwers it'll have a high ASW score, their expertise, or lack thereof, does not factor in. A 'ships' asw rating is only affected by the DC's it has - agreed. But the effectiveness of the actual ASW prosecution is *totally* effected by the naval and aggressiveness rating of the skipper. I replaced *every one* of my DD and PB skippers with naval/agg ratings below 55/55 to super skippes with ratings in the 65+/70+ range (easy as the japs as they have tons of very highly rated, very aggressive skippers). My persecutions skyrocketed. Night and day really. Same thing on the allied side. More than anything else, investing PP's in good ASW captains is critical. So, given the importance, and the total lack of historical basis for the Japanese ability at performing awesome ASW, my suggestions would be : - reduce the japanese pilots ASW ratings - start them out at like 5 or 10, instead of 25 or so. My Bettys are pretty effective subhunters after 4 months of dedicated ASW training (scores in the 40's). They generally get an attack or 2 in every turn, though they dont do much damage - but they do keep the allied subs underwater where they are limited in range and effectiveness. I have almost completely nerfed the allied asw efforts through a combination of aggressive asw air patrols and pb's and sc's running up and down my convoy lanes (i run a very very tight waypoint system, and ensure i've got air or sea coverage on almost all of it. Its a pain to synch up and even more of a pain to switch (which i do every month or so) as there are probably 15 or 20 task forces just running ASW, plus the 40 or so convoys that would need their waypoints changed, but to challenge my merchies the allied subs are taking lots of attacks). - reduce, even more, the likelihood of a sub firing 6 torps at a destroyer and hitting it. - incorporate the new submod that someone did over in the mods forum that reduces torp firings to 2 to 4 instead of 4 to 6. His mod requires a restart - if its rolled into a patch, it might not. - up DC lethality (my next game, no matter who it is against, I will suggest that we mod the scenario strongly - for both sides - to increase DC effect by 20%). - Reduce Naval scores of Jap Skippers, especially the lower ranked LT's and LTCMDR's (they are the ones in charge of DD's and PB's - too many have scores that the allies can only drool at - with teh allies, its difficult to find 10 skippers with ratings of 60 naval and 60 aggressiveness. With the Japanese, its super easy - and many have 70+ aggressiveness - which means LOTS of ASW attacks).
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