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Old 03-11-10, 07:48 AM   #46
Darkreaver1980
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Quote:
Originally Posted by doomlordis View Post
How does this mod effect the multipliers built in to the game using torpedoman upgrade? I have upgraded , could this cause the uber torpedo?
yes but the effect isnt that big, only 5% per level.

so thats +25% damage at max skill.

stock torpeods do 120-160 damage
my torpedos do 100-400 damage. if you take the middle from it than its 250 damage average per torpedo. i wouldnt call it to strong because in stock you rarely sink a ship with just one torpedo, bigger cargoships even need 3-4 torpedos because the flooding/burning doesnt work.

Even with my mod, i sometimes need up to 5 torpedos to sink the big ships like battlecruisers or aircraft carriers
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Old 03-11-10, 09:28 AM   #47
SoldierChris84
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Hey,

is there any 1 Hit Torpedo kill mod?

Thx

Chris
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Old 03-11-10, 11:33 AM   #48
filippm
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link don't working
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Old 03-11-10, 12:03 PM   #49
Darkreaver1980
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Hi fillippm

My Site is currently down, i cant do anything till the server host fixes it. Just wait, shouldnt take more than some hours till it works again.
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Old 03-12-10, 12:38 AM   #50
Vreith
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You guy's realise that the reason stock mode torp damage is the way it is, is because there trying to get you to land your torps in the same spot to casue sinkable damage to hardier hulled ships, now this may not be "completely" realistic, but i think they were working on the base that there was other layer hull then inner (im not ship guru but i know that this principle in building boats exists) you hit outer layer, then hit same spot and penetrate, either brakes the spine or over flooding. so 2 torps per boat unless 1 torp hits a lucky spot which has happened to me. if you don't get them in the same spot, got pop 3 holes in 1 side or side and rear to get it to flood from wounds etc. i actualy think this adds extra chalange in my patrols, so boon of realism for me

Sorry if others don't feel this way but i have found that a ship has had a miniscule amount of life left even when i have hit same spot twice with slight intervals. which then she don't sink. that needs to be fixed def, 3 torps with double hit same spot is silly.

don't flame me!
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Old 03-12-10, 12:56 AM   #51
remowilliams
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Quote:
Originally Posted by Darkreaver1980 View Post
because in stock you rarely sink a ship with just one torpedo, bigger cargoships even need 3-4 torpedos
Stock with maxed 'preheat' ability, I don't ever need more than two torpedos to sink cargo ships, no matter how large. Three sunk the QE battleship...
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Old 03-12-10, 01:11 AM   #52
gutted
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I've used this for a couple nights now.

On average it takes me two, sometimes three, other times 1. I just feel like that one torpedo time comes up alittle "too often".

I just ripped the bow off a large steamer with my first torpedo. LOL moment. I even sank a 16,000 ton transport with one torpedo.

IMO, it needs to be toned down just ever so slightly. But even right now, it's enjoyable.
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Old 03-12-10, 02:25 AM   #53
ShadowWolf Kell
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A toned down version would be nice. 120-250 sounds like a nice moderate number.

I'm used to having to use 2 torps per ship anyway. Was fairly common in OM, though you could take out large tankers with a well placed single shot. Not always, but often enough.

What I've noticed is that there is a surprising lack of dud torpedos in SH5.

In OM, duds were horrendous until torpedo upgrades became available. In SH5, I haven't had a single dud yet and I'm on my 6th patrol.
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Old 03-12-10, 12:33 PM   #54
Mraah
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A couple of good points came up .... using 100-400 value when your crewman has a torpedo damage bonus and preheat. It may be overkill beyond what we like to call acceptable?

I haven't look at the bonus % but I do have another question though.

It seems to me that the damage graphic for the torpedo is smaller than in the previous SH versions. I've understood and tested the torpedo radius back in SH4 and it did correlate with the size of the graphic. Also reading the NYGM manual the radius plays a key role when damage bleeds over into another compartment.

Has anyone looked at the torpedo radius value?

I figured it'll take some more tweaking ... Great find though!

Rob
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Old 03-14-10, 11:59 AM   #55
Shigawire
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Quote:
Originally Posted by kapitan_zur_see View Post
a small mod, but a critical one, dare I say
Hear hear! Excellent mod!

I noticed this too..
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Old 03-14-10, 12:23 PM   #56
Baleur
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Yeah thats what i requested (in this thread or the deck-gun critical mod thread) too.
I really REALLY want a version of these two mods but with 50% less max-damage.
A toned down version, but still more dmg than stock. Maby just twice the max damage of stock?
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Old 03-14-10, 01:47 PM   #57
szultz
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Quote:
Originally Posted by Baleur View Post
Maby just twice the max damage of stock?
Stock max is 180, this mod has max of 400, it is basically twice of stock.
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Old 03-14-10, 03:20 PM   #58
U-Bones
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I am pretty happy with this as is. The predictability of "I will need X fish to sink this target" is gone.

That said, if a true double of the top end to 360 instead of 400 were available, I would use it instead.

Great use of what is available to get a desired result.
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Old 03-14-10, 06:06 PM   #59
EgoApocalypse
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Dunno man.............Hit a carrier with one eel, stopped dead in her tracks and sank in 10 secs flat, fine tune that one me thinks,.

Still keepin the Critical hits for the deck gun ( Sweet )
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Old 03-19-10, 01:16 PM   #60
GuillermoZS
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Thanks man! Good work
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