![]() At the same time, if the charge has dropped to 20%, then the maximum speed of the submarine and the width of the sonar ping will be reduced, and with a decrease in the charge to 10%, the viewing range, as well as the range of sonar pings and the illumination of the underwater world will decrease.Īnti-submarine armaments for battleships and heavy cruisers Now, when a submarine is underwater, her battery charge will recover approximately up to 30% at any speed and will not be consumed in motion. ![]() This will give information about the general direction the submarine is attacking from and how to lower the torpedo attack effectiveness.ĭuring the test, battery recovered underwater while traveling at 1/4 speed, and the lack of penalties for low charge gave submarines an opportunity to remain all the time underwater with no significant obstacles. In case there won't be direct visibility between the highlighted part and the incoming torpedoes, then the torpedoes will stop homing. The pinged part of the target ship's hull will also be highlighted for the player controlling that ship. Therefore, for a submarine, scoring a successful sonar ping hit will be easier, but it will require more skill to activate the double-ping effect. If a sonar ping hits a different part of the ship while the first ping effect is active, then the initial highlighted part will move to the new hit area. ![]() ![]() Torpedoes will home in on this part, and a second ping hit on the highlighted part will allow torpedoes to ignore the target ship's torpedo protection. A successful hit will highlight part of the ship, the size of which is based on the width of the ping. It is no longer needed for submarines to target indicators on a ship's bow and stern with sonar ping - just hitting the ship is sufficient. ![]()
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