688(I)简明战术

简氏688(I)要求玩者具有有较高的耐心和学习能力。以下是一些指导作战的简明战术。

静音

保持4节以下航速;

尽量深潜以避免暴露;

躲避近处敌舰船时避免向鱼雷发射管注水。

鉴别目标

使用检波噪音设备进行目标的大致鉴别,计算目标推进器叶片数;

在宽带声呐上发现微弱信号时,应当多次快速点击标定按钮以记录该接触;

使用ESM时,减少数英尺潜深可增强接受信号;

在确定两个信号发自同一目标后,应将其标识合并;

证实摧毁目标后应将其标识删去;

每10分钟即改变航向一次以提高对目标探测的精确度;

为确定目标相对于跃变层的位置,应当主动改变深度以测定信号强弱的变化,敌我处于同侧时信号最强。

武器

鱼叉导弹仅用于攻击小型舰船,其威力不及鱼雷且易为防空导弹击落;

在主动制导鱼雷后跟随一枚航速稍低的被动制导鱼雷,主动鱼雷能惊吓敌潜艇使其加速,这将增加被动鱼雷跟踪目标的效能;

设定巡航导弹航线时应注意绕开已知地空导弹阵地,其射程一般为10海浬;

在一个具有明显跃变层的海域攻击时,应在其上下个设定一枚鱼雷。

优化

当你从单人任务或战役任务中取得分数时,应当首先升级艇员。使用专家级的艇员是符合规定的;

首先升级TMA员,其工作是最困难的;

最能提高探测能力的是升级球形声呐和拖曳声呐阵列,以及本艇减噪设备;

探测能力升级后应升级鱼雷;

升级推进器后最高航速可达40节,在多人对战中最有用。

鱼叉导弹使用技巧

攻击水面舰艇时应当发射1枚以上的导弹。在游戏中,当目标受到致命打击而仍浮于水面上时,后续的鱼叉导弹回继续围绕该目标飞行,直至其沉没,而后继续搜索新目标。由于鱼叉导弹可设定不同的开机搜索距离,故建议玩家在模拟战斗中通过连续发射鱼叉导弹以了解攻击不同目标所需要的导弹数目。

若攻击装备防空导弹的护卫舰或驱逐舰,应当尽可能得接近目标后发射,使目标不及反应。另一种选择是鱼雷。在不同的战斗中,你可能需要一枚鱼叉就能击沉一艘Osa II,而另一任务中同样条件下可能需要两枚,在有中立船只航行的地方,应小心设定导弹开机搜索距离,应当信奉“安全第一”的信条。

在没有其他船只而你不需要节省弹药的情况下,应进行齐射。不过688I中的经验表明,节省弹药和谨慎攻击在任何任务中都是必要的。

多人对战

当声呐报告鱼雷入水后,隐蔽便是次要的了,应准备随时进入最高航速;

确认鱼雷的目标是自己后才能实施反制措施;

当对方发射鱼雷数分钟后仍未听到主动声呐声呐脉冲信号,应假设来袭鱼雷为被动制导模式,唯一的规避方法是加速同时释放鱼雷诱饵;

多人对战中应少使用主动声呐;

尽可能利用688(I)最大潜深;

对方发射鱼雷后应尽量接近对方,然后开火,这能使自己的鱼雷发挥更大效能;

应利用水面船只作掩护,油轮可掩盖潜艇噪音并吸引对方鱼雷。

杂项

非致命伤仅损坏鱼雷发射管、动力舱和外壳;

外壳受损时应保持高速航行以控制潜艇激动,多数情况下,高于10节的航速适于机动;

通过ESM测得目标后不应向其发射鱼叉导弹,其护航舰艇可发射防空导弹以保护目标;

Koni级是敌方目标中装甲最好得军舰;

鱼雷的杀伤力比鱼叉导弹高20%;

苏联阿尔法级潜艇最大潜深可达3000英尺,最大航速可高于45节,所幸688(I)游戏中没有该型潜艇。

TACTICS

Jane's 688(I) demands patience and good investigative skills of a player. Here are some guidelines for successful gameplay. 

Minimizing Noise

Travel at 4 knots or less. 

The deeper you go, the less likely you will be detected. 

When hiding from nearby enemy vessels, do not load torpedo tubes. 

Classifying Contacts

To make an approximate classification of vessel type, use the DEMON display. Count the number of blades. 

If you see a very faint contact on the broadband, try clicking rapidly to assign a tracker if one click won't do it. 

When using the ESM, a few feet less depth will increase the signal. 

Merge two contacts when you've firmly established they represent the same vessel. 

Drop a contact from the tracker once it has been neutralized. 

Change course after 10 minutes to narrow your shooting solution. Three such changes greatly enhance your solution. 

To determine if a contact is above or below the thermal layer, cross the thermal yourself and check the signal strength. It is strongest on the side of the thermal the vessels occupies. 

Weapons

Use Harpoons against small ships only. They aren't as powerful as your ADCAPs and can be knocked down by SAM missiles. 

Use an active torpedo and follow it by a passive torpedo set at a slightly slower speed. The active will spook the enemy and make him turn max knots, which aids the passive's tracking system. 

Route Tomahawks around known SAM sites. SAMs have a range of 10 nautical miles. 

When operating in a well-defined thermal environment, set one torpedo to travel above the thermal and one to travel below the thermal. 

Optimizing

As you earn points from single and career games, you can upgrade your crew capabilities. Be sure you enable the crew assist features in the option page. This is legal and different from the "expert crew" cheats. 

Maximize the TMA crewman first. He has the most difficult job. 

The most useful upgrades improve your detection advantage. Use points to improve the spherical and towed arrays, and own ship quieting. 

To take advantage of the detection advantage, next improve the ADCAP. 

The propeller upgrade allows your boat to reach speeds of 40 knots. Very useful in multi-player games. 

Harpoon Employment Tips 

It has been suggested that you should fire more than one Harpoon at surface ships, It's been my experience that the minute the ship you are attacking is fatally wounded, (as determined by It's characteristically breaking in half) even if 90% of the ship is still above the water line, any following Harpoons will circle the dying vessel until she goes under then search for the next available target to aquire. Now because the shut down ranges for the Harpoon are so very far apart, I suggest firing one at a time until you learn through either experience or documentation how many missiles it will take to sink each different ship in the sim. If were talking about an FFG or DDG that has SAMs, what you do is work your way in close enough so as not to give the enemy ship ample reaction time. Your other option is of course, ADCAPs. In a situation when while in one mission it takes one Harpoon to sink an Osa II and two days later in the same mission it takes two Harpoons to do the same job and 
there is a 20Mi. gap between the Harpoon's shutdown ranges and you have multiple neutral surface contacts, I've found that "Better Safe Than Sorry" is the term you want to embrace! If there are no other surface contacts, and you don't have to conserve your ordnance, then by all means fire away!! But as we with 688i experience all know, very few of the more advanced missions and certainly not the more advanced campaigns make things that easy, and if they were, how much fun would they be? -- submitted by Christopher.

Multi-play

Need help setting up a multi-player game? Read the MULTI-PLAYER GUIDE. 

When Sonar reports torpedoes in the water, stealth becomes low priority. Be prepared to turn maximum knots. 

Hold your countermeasures until you are certain the torpedo has targeted you. 

To evade passive torpedoes, you would assume you need to minimize noise and go slow. Not true in a multi-player game. Passive torpedoes give off no sonar pings to warn you of their arrival. If your opponent launches a torpedo and you do not hear the characteristic pinging after a few minutes, you can assume he's guiding a passive torpedo to your sub using the 3D viewer. The only evasion technique is to turn and burn and dump CMs. 

Active sonar has few disadvantages in multi play. 

Use the 688(I)'s maximum depth capabilities. 

Hold your fire if you can. This allows you to close the distance between you and your opponent after he has fired first. Then you can bring your ADCAPs to bear at much more effective range. 

Use any surface traffic as camouflage. A tanker will mask your signature quite well and draw enemy torpedoes. 

Miscellaneous

Non-lethal enemy strikes affect only the torpedo tubes, engine room, and outer hull. 

When operating with a damaged hull, keep the boat under power for better control. In most cases, higher the speed (10+ knots) will give better control. 

Just because you detect a surface target with ESM, don't think a Harpoon strike is a sure bet. Escorting vessels will deploy SAMs. 

A Koni is the best armored ship in the enemy navy. 

An ADCAP is 20% more lethal than a Harpoon. 

A Soviet ALPHA submarine will dive to 3000 feet and turn 45+ knots. Be glad it isn't included in 688(I).

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