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ASW Fletcher Viable?

ASW Fletcher Viable?

The ASW Fletcher is underused in Island Capture thanks to the fact that ATM Avenger's FIDO could sink subs quickly, along with that ATM's Tiny Tim rocket can cause heavy damage to ships and Headquarters alike. However, I thought that the ASW Fletcher upgrade could serve as carrier/battleship escorts over the TBM unlock for a number of reasons:

Sonar: Because of it's improved range, it can detect submerged subs over a larger area, something TBM can't do as they don't have sonar at all, so the planes have to rely on other ships to detect subs.

Hedgehog Launcher: Now, the launcher can take out subs quickly due to the large number of depth charges launched, but still not as fast as TBM's FIDO, but the reload time for the Hedgehog is fairly fast, while the FIDO takes a great deal of time to reload, if the option is on, if not, they need to make a trip back to the carrier to be replenished. Supposedly there is more than one sub? The ASW Fletcher can simply fire again and again till all the threats are eliminated, thanks to the fast reload time, something TBM can't do.

Cost: The ASW only costs 100 points, while the TBM costs twice as much, so you can have cheap but decent sub protection by tagging a ASW to a task force or ship. (The sonar can cover the entire battlegroup, giving sub detection before it goes for a ship.)

Versatility (At the moment): So if you stick a FIDO to the TBM, you are sacrificing the anti-ship capabilities of Tiny Tim for anti-sub, while the ASW Fletcher still keeps it's anti-air guns and torpedo launchers, so it can still engage more targets then a FIDO-carrying TBM could. (True, the ATM's Tiny Tim can take out battleships and bases faster than the ASW, but that's over the entire match, but the ATM with a FIDO doesn't have the Tiny Tim with it at the moment.)

Torpedo Protection: Say, a sub got in range and fired it's torpedoes at your carrier or battleship. Your carrier/battleship would have a tough time dodging it as it is A: Slow and B: A Huge Target. So your only option would be to take control of one of the destroyers and take advantage of it's speed to get between the torpedoes and carrier, absorbing them yourself, something that the TBM can't do. Well, actually, you can take out one of the torpedoes if you are lucky and desperate by crashing your TBM into one of the torpedoes, destroying it. It's possible, but like I said, you need to be lucky. Besides, one torpedo out of 8 fired from a I-400 (Example). 7 torpedoes is enough to sink, if not seriously damage, your carrier or battleship. The ASW Flecher would probably sink to that kind of firepower, but it's sinking carcass can still block incoming torpedoes, allowing the other ASW Fletcher to go after the sub (If there's another one, if not, allows your prime ship prepared to evade more torpedoes). Note: If only a few torpedoes is fired from the sub, the ASW could possibly survive thanks to it's increased underwater armor.

These are just my thought on how the ASW Fletcher can be used that the TBM Avenger (which is a popular unlock) can't in Island Capture. Now is it actually useful enough to choose it over other unlocks that's available? Clearly, it's only useful if your opponent is going to use subs, but lacking in other categories, but it's your opinion if you want a anti-sub protection for your ships. Yes, the standard Fletcher or the Allen M. Sumner  has good anti-sub because of the 6 depth charge launchers in the back, but that doesn't have the ranged advantage of the Hedgehog Launcher. (ASW Fletcher still has those 6 depth charge launchers, so it can still go after subs hiding under ships, just a note.)

dmr2011
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Re: ASW Fletcher Viable?

You got it covered pretty well. I think the reason it is so underused is because on small maps (mostly reliant on CL and DD) players would rather unlock a better DD such as the Sumner with more guns. On the larger maps BB unlocks are preferred. Let's face it - on Large Dreadnought if the centre base is captured and it spawns Iowa/Montana class BB's the other side will have a really bad time. Medium sized maps tend to be dominated by airpower.
I very seldom see any player using subs and if they are used they tend to run the edges of the map trying to sneak behind enemy lines to capture bases and the player generally only spawns 2 or 3 of them.
To this extent I made submarines important factors in the new maps I made for BSP - specifically Operation Midway and Endgame. Endgame has a lot of subs and includes the ASW. One rogue sub on one of these maps can take out the objectives with little effort.
For the ASW to be seen on IC would require subs to be a prominent threat and right now that is not the case. I also noticed that Ohka and TBM rushing is not as common any more. I think I see it in 1 out of every 15 games. People much rather spam Yamato/Iowa classes than anything else.

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Re: ASW Fletcher Viable?

Which sucks and is the reason I hate IC..  It's a great concept.. but insta spawn ships.. makes it feel as if there really is no losses suffered when this happens.. especially when it's a high point match. I wish there were limitations to the units spawned.. like 2-3 BB 2-4 CA 3-5 CL 2-3 Carrier, #> DD.   And some time to build.. it would have made sense.. but with how it is now.. it just blows.

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Re: ASW Fletcher Viable?

The system used by World in Conflict is a prime example of how IC should have worked.

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Re: ASW Fletcher Viable?

Axis_Crusher wrote:

You got it covered pretty well. I think the reason it is so underused is because on small maps (mostly reliant on CL and DD) players would rather unlock a better DD such as the Sumner with more guns. On the larger maps BB unlocks are preferred. Let's face it - on Large Dreadnought if the centre base is captured and it spawns Iowa/Montana class BB's the other side will have a really bad time. Medium sized maps tend to be dominated by airpower.
I very seldom see any player using subs and if they are used they tend to run the edges of the map trying to sneak behind enemy lines to capture bases and the player generally only spawns 2 or 3 of them.
To this extent I made submarines important factors in the new maps I made for BSP - specifically Operation Midway and Endgame. Endgame has a lot of subs and includes the ASW. One rogue sub on one of these maps can take out the objectives with little effort.
For the ASW to be seen on IC would require subs to be a prominent threat and right now that is not the case. I also noticed that Ohka and TBM rushing is not as common any more. I think I see it in 1 out of every 15 games. People much rather spam Yamato/Iowa classes than anything else.

If the Hedgehog Launcher depth charges could actually damage ships, acting like weak bombs (but there is 24 of the projectiles per volley) , would more people use the ASW Fletcher? The launcher is fairly close ranged compared to the guns, but just a thought.

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Re: ASW Fletcher Viable?

I love the ASW Fletcher.

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Re: ASW Fletcher Viable?

It would still be only effective against smaller craft and mainly in self defence.

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Re: ASW Fletcher Viable?

It would pretty much only damage PT boats then and no PT has any business being that close to an enemy DD

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  • Legendary Da : Hi everyone, I have one (or two) quick question about BS:M modding. I try to figure out sp mapmaking, and my first act on it was to convert a MP map to SP. However I can only play as Allies in those maps. What parameter do I have to change to play those maps as Japanese in the respective map .mpak (And where is the parameter I have to change?)?
  • N_Trainz : G'day mates, I just wanted to let those who use Windows 10 and also for those who are having troubles getting the game launching because of Games for Windows LIVE, I made a tutorial of how to get it working successfully again like on Windows 8.1. Its on my channel and here's the link to the video. «link»
  • Mokeo67 : The dictator, I downloaded the mmod2txm and I added four slots to the fletcher and a couple to the lexington.Thanks for the help though.
  • The Dictator : Makeo67 i've explained how to find the unused slots in the topic and the mmod2txm it's a program that has been shared. However there aren't so many ships with unused platforms and sme of them are in wrong positions and for move them you need to know how to change the mmod file. But if you know how to do it you can make new platfors as you want. I've shared the south dakota disposition and this one is the most intersting in my opinion
  • N_Trainz : Well it looks like we have spammers again
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  • Axis_Crusher : Not really
  • Mokeo67 : Ok thanks anyway. Do you know who does?
  • Axis_Crusher : Unfortunately I don't deal with that part of modding
  • Mokeo67 : Sorry forgot the link. «link»
  • Mokeo67 : This is the forum topic I meant. The dictator said he found the unused slots in the TXM file obtainable with the mmod2txm, what is this and is it available to use.
  • Axis_Crusher : This is your best bet: «link»
  • Mokeo67 : Also I saw on the forum that ships have unused platform slots. How do I use these?
  • Mokeo67 : I tried changing the bogue class carrier to a yorktown class in the phillipene sea mission and one of two things happened. The mission either didnt change or the game crashed.
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  • Mokeo67 : That is what im talking about. Ill have a look at it later thanks for the help
  • Axis_Crusher : specific mission’s 3_scene mpak file by working on the .lua file. There is where the bonus unit is actually added into the mission (by the script). I haven't tried it myself so good luck.
  • Axis_Crusher : I assume you are talking about the bonus units that you unlock for certain missions by completing previous ones (like the B - 25’s in the 2nd Battle of Guadalcanal). The bonus units are unlocked by completing certain objectives in the campaign - so that is linked to your campaign progress. Since that cannot be altered you must look at the missiontree.lua file. This is where the unit will show up unlocked on the mission screen. There are references to allunitslock. Also you will have to edit the
  • Mokeo67 : Thank you I will look in this file. I did unlock all the campaign missions, all you have to do is delete the text after 'prerequisite' and it will unlock. But I havent figured out how to unlock the bonus units.
  • Axis_Crusher : I also prefer it being off, just as most of the BSM community. Most players, however prefer repair to be enabled so that is what we should do. Most of our maps it will be disabled through the script however. If you want to play with the game's repair settings you can find it under shipglobals.lua

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