ORIGINAL: navwarcol
One other quick note...active sonar does not give an instant detection unless you are inside of its (usually very limited) range. And, I notice the sub contact is yellow, which means it is being IDed as a neutral, so, you do have something there.
I believe that this is inaccurate.
Yellow is the colour for a contact with the side Unknown.
Green is the colour of a contact that is known to be neutral.
ORIGINAL: navwarcol
Still, though, I think, if the sub manages to get that close, it deserves its shot[;)] It should have been prosecuted on the way in..if that surface group was moving at, say 10kts, unless the sub was already in position essentially, there would have had to be a point along the way where the sub was above creep speeds...even the difference of 5-10 nm off the course, a very small distance, would require the sub to accelerate to the intercept point, before their targets vacated the area. Also, the a/c would not be able to prosecute a torpedo launch from full speed, (or, should not be able to, I will have to see if it can in H3)and most ship based ASW weapons have a shorter range than many opfor torpedos ...so once the sub is past whatever air assets you have, it is quite likely to fire off it's torpedoes whether or not the ships fire off their ASW weaps.
All very interesting points, but I think you are losing sight of the fact that the human is in control of the submarine. He does not have to increase speed unless he chooses to do so. Of course, if he wishes to risk counter-detection and attack by the AI forces, then he can accelerate and launch his attack. However, if he wishes to remain stealthy and then look for another opportunity to attack in the future (a wiser choice, IMO), he just needs to creep away and then make another approach at a time of his choosing.
Many of the points you touch upon are quite logical for a human player, yet the AI is limited in what it can do. The AI sub would most likely accelerate and reveal itself in order to conduct the attack.
However, that isn't the problem being presented in this discussion. The issue at hand is that in ANW 3.9.4, AI controlled units are unable to defend themselves at all from quiet player controlled quiet subs. AGSI claims that this problem is fixed in the upcoming 3.10 release. I look forward to testing this claim for authenticity once the 3.10 patch is released publicly for all to try.
