I disagree with the vast majority of tactics posted within this guide, I believe that the poster doesn't really understand how to skillfully play a SS and the different tactics that go along with each stage. I don't mean to troll, but the vast majority of what you said seems false.
A few things to point out after just the tier one subs: Priority: As a tier one KM sub, you have a very limited supply of air, VERY LIMITED, that combined with your slower than average speed will most of the time barely get you across the "dead zone" or the zone which lies in between the two lines of BBs... usually signifying that you are IN RANGE and can easily be critically hit. Due to this, your priority is pretty much what ever come into your range, I recommend trying to break any ASW ships up if you are on a larger team with hopefully higher leveled subs to follow as it will make their jobs easier... however if you are the only sub, Try for anything you can get, realize that you probably will not survive surfacing so you really have one "tank" to get you to your max damage.
Sub to Sub combat... TURNING! USE IT! you are agile in the sense that you turn pretty well, use this advantage to its fullest potential... i recommend that you don't dive when a torp is coming at you unless you have no hope of avoiding it for several reasons or you are in its proximity zone: first you probably won't critical dive fast enough to avoid it unless you saw it from FAR off, this means you will take damage, you are fragile and can't normally take a single torp so if you tried to crit dive, now you are crippled and as good as dead where as if you avoided it you could have kept on going. Second, if you dive and resurface, your opponent has had time to line up another shot on you, you can't move in critical dive, can't take that one torp and since your reload in a t1 sub with equal crew is slow, he will probably beat you to the next salvo... Good bye, always try to dodge first... Practice dodging torps, it isn't hard at all....
Also, your "proximity torps" do not detonate in the vicinity of an enemy ship/sub... they detonate after a specific amount of time based on the speed you shot them at... So AIM for the love of god, don't expect the proximity damage to sink them either... you do far more from a direct hit than even a decently close explosion...
I don't wish to be rude but this guide given is a rough draft at best.... and should be revised several times before it gets stickied
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