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View Full Version : GW... those invincible troopships!


crazypete
10-30-06, 07:43 AM
What is up with those troop transports?!? Do they not have floodzones? I have yet to sink one since installing GW.

In casablanca, there were 2 side by side. I put 4 fish into one and 5 fish...5!!....into the other and they werent even decks awash, slightly listing. Targeted bow to stern and at least another 5-10 feet worth of sinking space and they wouldnt go down.

Same thing in a convoy a few days later....1000 meter depths so no "harbor excuse". 2 fish, one slightly ahead of center and one slightly behind, 5 m down, a magnetic under the tail (only blew off one propeller and she kept steaming at 8 knots on a single prop) and one more near the front, 3 m down at perfect 90 degrees. Still floating!

They need to soften these troop transports up a bit. These things are over armored!

Where do you guys aim to make these things sink?

offtopic...but does anyone know what real world ship the troopship is modelled after?

danlisa
10-30-06, 07:53 AM
Short Answer = Wait for GWX:up:

Long Answer = Flooding will occur at different rates. A ship can sink in less than 5 mins or take as long as 2 days. It is all dependant on which zone/compartment you hit. Try to hit the engine room 9/10 times this will stop the ship.

As I said GWX will have a totally revamped damage model.

Patience Young Jedi:)

scrapser
10-30-06, 07:54 AM
Early in my campaign, I ran into a task force north of Norway that had 3 troop ships. I've always aimed right under the rear life boat rack with a keel shot. I sank all 3 with four torpedoes (one torpedo detonated early). In rough seas, you can usually just hit them smack in the middle with contact shot.

scrapser

fredbass
10-30-06, 08:08 AM
Well maybe I'm lucky, but I just downed 2 troop transports in my current patrol when I encountered them together in the same convoy. I got two hits on one ship and a single on the other, so I'm sure it depends on the location of the hit.

Feb 1943, west of Ireland

VonHelsching
10-30-06, 09:05 AM
What is up with those troop transports?!? Do they not have floodzones? I have yet to sink one since installing GW.


All merchant damage models have been reworked from scratch in GWX. Each individual ship type will have a different sinking behavior.

Von

crazypete
10-30-06, 09:36 AM
Funny thing is..... I'm blowing tankers and cargoships and even escorts out of the water with 1 torp...so I have my technique down cold.

I do well even against carriers and cruisers.

But those troopships.....

I'll be :rock: when I bag my first GW's troopship

The Munster
10-30-06, 09:43 AM
I can't sink em' either, tempted to start throwing banana's at them !

melnibonian
10-30-06, 09:47 AM
I never had a problem with them. Usually with two torps (one in the engine room and one just behind it) they go down. There have been times I needed three torps but not so often. Small Merchants those are the devils that I cannot sink without using all my torps.

crazypete
10-30-06, 10:05 AM
After I ran out of torps....I said "damn the torpedoes, full speed ahead" and zoomed right into the middle of the convoy to open up a can of wooparse at point blank range with the almighty deck gun. Well, we know it doesnt do much anymore but I just wanted the satisfaction of punishing the troopship for all the trouble its given me.

Alas, turns out they have some sharp teeth! 5 turrets!

I crash dived, repaired, 2 destroyers closing in fast, so I went to flank and did a 20 meter under the keel ram. Then I swung from beside him and rammed him t-bone. Then I came up alongside him and sideswipe rammed him. Lots of noise and I broke the deckgun but no effect on the invincible beast.

Does ramming no longer work in GW?

Maybe I should have surfaced and thrown bannanas and sausages at him or used foul language! "Verdammnte! Verdammnte!"

Tobus
10-30-06, 10:48 AM
I have found that no troopship can resist a fish with magnetic detonation .5 meters under her keel. But 3 torps for a tiny tramp steamer or 35 shots of 88mm for a little speedy eboat, now that's just plain rude!:lol:

rasmus1896
10-30-06, 01:53 PM
i usualy aim for stern ammo punker+under keel or just there where the superstructure ends+under keel if mangetic detonator
for me, usually those solutions will make it on fire and it sinks pretty fast ,too exceps in a harbour

AVGWarhawk
10-30-06, 02:25 PM
I don't know about the troop ships but the Liberty will go down with one hit in the bow by the anchors!

Ducimus
10-30-06, 05:05 PM
I dont have the file infront of me, but if your kinda fed up with the NYGM damage mod that was incorporated into GW11a i do have one, albiet maybe overpowered suggestion.

Go to the zones.cfg and search for "keel".

off the top of my head, for each of the keel sections (with possible exception of BB keels)...

Make it 240 hitpoints, a flotiablity of say40.0, armor level of like 30, crit flotation of like 0.65. If you want to go the extra mile for 1 hit wonders you can enable critical hits ("critical=Yes") , but personally i think its a bit much.

At any rate, with those settings, two hits under the keel will sink ships, 90% of the time. Personnaly i nixed it in my game cause i'd get a target destroyed message before the waterline on the target had time to settle by a couple meters.

Alan
10-31-06, 10:10 AM
I have no problem sinking most transports or C2-C3,.just set the detonation just below the keel,snaps them in half.i usualy aim for the engine room as the explosion takes the props off.You then have time if in a convoy to pick your targets while it sits there.Then its gun time for target practice..

Hylander_1314
10-31-06, 10:12 AM
Aim for the area between amidships, and the stern. Set the torp depth for between 2 and 3 meters. If the seas are calm, set it for one meter. This usually floods the engine room, and will stop the thing cold. Mark your map, and set about disabling as many as you can, then come back and finish them off. I will try to disable 4 to 5 ships quickly, then evade the escorts. Once they are gone, you can wait 2 to 4 hours, then come back and finish them off without getting bounced by the destroyers. This "isn't" 100% all the time, but the percentages are higher than forward oriented shots. Use acoustic torpedoes (when available) to deal with the escorts. Set them to about 1/2 meter below the keel depth, and they usually blow up under the props, and severely damage the fantail, and will sink it, albeit, eventually. What would be nice is to see the depth charges blow up from the fires created on the stern of the escorts, or to see the powder magazines go up from fires, on the escorts, and other warships. As I've had ships blazing away, that wouldn't sink, and if the whole forward section is ablaze, you'ld think there would be residual explosions, or the ship going out of control as the helm, and command sections fry, and crewman dive into the icy waters like little torches. Sorry, I got carried away.

I've found keel shots not to be as effective as contact shots in GW, unless they are very close to the hull. Which is very difficult in anything but the calmest seas.

I've had cruisers and escort carriers go down with one shot close to the stern, but the point of impact is just below the waterline. The bigger warships usually take 2 or 3 hits to slow them, but in all cases, manuever to the opposite side, and hit the ship there too, as it will counter flood and help the ship to founder. You may have to leave the area to surface, and then shadow the ships until you can charge your batteries, and reload your tubes for another salvo, but you can use this time to do an "end run", and set yourself up for another attack from the opposite side. This will also give things time to settle down and the ships to stop zigzagging. And if a ship falls out f the convoy or task force you can deal with it accordingly.