ASW

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Alfred
Posts: 6683
Joined: Thu Sep 28, 2006 7:56 am

RE: ASW

Post by Alfred »

ORIGINAL: jamesjohns
Be careful reading the ASW numbers. An ASW rating of 11 means you have ammo for 11 attacks. It does not tell you how effective those attacks might be. The real effectiveness gauge is the number of devices that can drop ASW weapons. Ships that can lay a big pattern are most likely to get a hit on an squirming sub.

For an example, look at one of the AMs at PH on Dec. 7th - ASW rating 9, one depth charge rack! Then look in the reinforcement queue for a DE in 1943...
Thanks BBfanboy, this is interesting. If I understand your comment correctly ASW platforms that have a diversity of ASW weapons systems are more effective. Never really thought about it that way, tended to only just look at the number


No.

The ASW number does not have any connection with ammo for attack.

A diversity of ASW weapons does not make the ASW platform more effective.

Alfred
Alfred
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Joined: Thu Sep 28, 2006 7:56 am

RE: ASW

Post by Alfred »

ORIGINAL: Bullwinkle58
ORIGINAL: BBfanboy

Not necessarily diverse, but more launchers in total. For example when units start to get hedgehog or squid launchers, they are generally used on their own to attack ahead of the ship (but with multiple mortar bombs) so the depth charges do not come into play during these attacks. Hedgehog usually has a smaller ammo capacity so it might be able to make only 4 attacks whereas the depth charges can go 6 or more rounds.

Don't be fooled by the limited animation of the ASW attacks - it will show hedgehog going off like a depth charge but it is a contact weapon, not a depth triggered weapon, so it will only get a hit when one of the circle of bombs hits. There should be no "Near miss rattles sub" - that is just random fluff in the animation.

It is true that was the way Hedgehogs behaved in RL, but I have never seen a dev discuss that contact-ASW weapons have their own algorithm for contact only, or that there is any forward-firing code. Do you have a link?

Looking at the editor, it appears the mortar-type ASW weapons all have very small effects versus DCs, and much greater ranges. The "Static" box is also checked for the mortars; I don't know what that does. I don't see any way to make a mortar weapon act as a contact fused weapon in the ASW realm of devices.

Correct, there are no contact fused effects in the ASW combat algorithms.

The "Static" box is there to effectively limit the device only to vessels.

Alfred
Alfred
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Joined: Thu Sep 28, 2006 7:56 am

RE: ASW

Post by Alfred »

ORIGINAL: Bullwinkle58
ORIGINAL: BBfanboy

Be careful reading the ASW numbers. An ASW rating of 11 means you have ammo for 11 attacks. It does not tell you how effective those attacks might be. The real effectiveness gauge is the number of devices that can drop ASW weapons. Ships that can lay a big pattern are most likely to get a hit on an squirming sub.

For an example, look at one of the AMs at PH on Dec. 7th - ASW rating 9, one depth charge rack! Then look in the reinforcement queue for a DE in 1943...

I looked at my AMs at PH in a Scen 2 AI game, December 12th. all of them are ASW 1. What is the name of this ASW 9 vessel?

I have never seen any analysis that correlates ASW level to magazine size. Do you have a link? ASW upgrades don't expand the hull.

A 1944 PF and a DE are both ASW 11, yet a PF has Ammo of 20 and the DE Ammo of 4. Each have 11 launchers.

Again correct Bullwinkle.

The ASW number is only a quantity metric of how many ASW weapons are carried. It conveys no other meaning.

The ASW number does not indicate how good the weapon is. Nor does it indicate how much ammo per weapon. Neither does it indicate how many ASW attacks may be prosecuted. It doesn't hint whether it will be a penetrating hit, or whether the ratio of hits is better, nor how deep it operates to, or whether it will only hit within its depth range, nor whether it works better in shallow or deep water. Nor does it indicate the size of port required for rearming, nor the cost in terms of supply for rearming. It does not indicate how long it will take to repair the damaged ASW weapons, nor how long the ship will be out on patrol. It does not improve the crew experience in conducting ASW combat as opposed to any other kind of combat.

The ASW number is only a quantity metric of how many ASW weapons are carried. It conveys no other meaning.

This has been stated on several occasions by devs and myself. How ASW is conducted has been detailed on those occasions.

Alfred
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Bullwinkle58
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RE: ASW

Post by Bullwinkle58 »

ORIGINAL: Alfred


The "Static" box is there to effectively limit the device only to vessels.

Alfred

That makes sense. An air-dropped Hedgehog would be a very expensively-delivered tiny bomb.
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bush
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RE: ASW

Post by bush »

For the air assets, would there be an advantage training as a ¨split¨squadron? By this I mean dividing an existing squadron and have Ĩin nav search, while ¨B¨tains in ASW. After training is complete recombine the squadron. Will those pilots trained for a specific mission be more likely to conduct it from the squadron shell, or are the pilots assigned to the mission going to be selected randomly? I am thinking about having either NavSearch or ASW set to 50%
Alfred
Posts: 6683
Joined: Thu Sep 28, 2006 7:56 am

RE: ASW

Post by Alfred »

ORIGINAL: bushpsu

For the air assets, would there be an advantage training as a ¨split¨squadron? By this I mean dividing an existing squadron and have Ĩin nav search, while ¨B¨tains in ASW. After training is complete recombine the squadron. Will those pilots trained for a specific mission be more likely to conduct it from the squadron shell, or are the pilots assigned to the mission going to be selected randomly? I am thinking about having either NavSearch or ASW set to 50%

No advantage.

If you have more active pilots on an air group roster than ready planes, the code selects pilots on the basis of least fatigued. With a surplus of pilots, those too fatigued automatically get moved to inactive status. Pilot skills does not come into consideration.

Alfred
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