View Full Version : Magnetic Pistol Setting in GWX
Tonnage_Ace
12-18-06, 12:45 AM
I just started my GWX career and so far I love the damage model on ships, the delayed explosions caught me off guard and definately add a lot to realism! I know that in GW1.1a, there was almost zero chance of getting a critical hit with mag pistol torps. Could one of the beta testers or devs with more experience with GWX tell me if it's worth it to use mags this time around? In GW1.1a I always stuck with impact pistol eels but I know a succesful hit with a mag shot should bring down a ship with one shot...
VonHelsching
12-18-06, 02:33 AM
I just started my GWX career and so far I love the damage model on ships, the delayed explosions caught me off guard and definately add a lot to realism! I know that in GW1.1a, there was almost zero chance of getting a critical hit with mag pistol torps. Could one of the beta testers or devs with more experience with GWX tell me if it's worth it to use mags this time around? In GW1.1a I always stuck with impact pistol eels but I know a succesful hit with a mag shot should bring down a ship with one shot...
T_A,
You can try the magnetics. Critical chances are reduced a bit (compared with stock), but not eliminated.
The GWX Damage Model is not an evolution of the GW1.1a Damage Model (NYGM Damage Model), but a complete re-write. Almost all merchant ships, a few of the warships have been completely re-zoned.
Also the deck gun damage is re-installed again above the waterline. Furthermore, you might notice more stuff from many ship´s decks flying around - and not just dissolving - when you hit them (funnels, pipes, boats).
Enojoy.
Von
Schatten
12-18-06, 02:48 AM
I just ended a patrol in Sept. '39 and got 2 kills with single mag pistol shots. The first one was on a Small Merchant, torpedo went off as advertised and immediately the weapon's officer pronounced her a goner. She moved a few hundred meters after the explosion and there was fire on the water, could have been fuel, which was a nice touch...
...unfortunately I'm still used to GW 1.1a so wasted a "just in case" impact shot that I fired shortly after the mag pistol shot. It hit too, so I'm not sure I need to be too upset about wasting it, at least my aim was on. But as the ship was already going to go down it felt a little wasted. Oh well time to adjust tactics.
The second ship was a Pyro (now there's a fitting name) ammunition ship. Single mag pistol torpedo set her off like the Fourth of July. Again I immediately got the "she's going down" message and then the secondaries started in all their glory...
...unfortunately the Pyros were Canadian, and in my excitement at getting to blow something new up I took the shot in the evening hours of September 9th. Canada didn't declare war until September 10th. :damn:
So yeah the magnetic pistols are working, the Small Merchant didn't break in half or anything, but one hit under the keel caused it enough damage to make it begin to sink. The Pyro just plain went up like Krakatoa, yeah it was packed with ammo so that's logical, but the fact that the chain reaction started with an under the keel mag shot made it even better.
I always preferred using mag pistols, at least in calm-ish seas, but with GW 1.1a I was constantly having to use impact shots because the keel damage didn't seem to be there at all. With GWX it definately is and smaller ships don't suck up a lot of torpedoes. I'm sure I'll run into one of those uncooperative smallish ships that will take 4 torpedoes, 40 rounds of HE from the deck gun, and 20 minutes worth of foul language to sink eventually...but that seems like it'd be the exception rather than the rule so far.
Incidentally the first kill of the patrol was on a Large Merchant that I engaged with my deck gun only just to see how it was working in GWX. Since it was French and only about an hour after war was declared I figured that the chances of it being armed or calling down the RAF were slim enough to chance it. It took around 22-25 rounds of 105mm (I'm in a IXb) to sink her, which is a definate improvement over 1.1b's gunnery. I probably could have done it with less rounds but I let the gun crew have their fun and just directed with my binocs for that one. :up:
d@rk51d3
12-18-06, 02:58 AM
......the delayed explosions caught me off guard.......
You're not the only one. I hit a small merch just out of Loch Ewe, single torp, mag pistol........ she going down........
So off I go, putting past slowly at 3 knots, at a range of about 50 metres watching the bow slowly slip beneath the waves when suddenly: BOOOOOOM! and a massive fireball.
Scared the life outta me, and woke the whole house up too.
Tonnage_Ace
12-18-06, 03:01 AM
Ya, I'm on my 5th patrol and I've only sunk two ships so far:doh: but from what I've read and the way the ships went down tells me they really got it right with GWX. Simply amazing how they go boom. Good thing about the mag shots...I never used 'em in GW1.1a, it seemed like they didn't do anything. It's early war and the weather has sucked lately so using mags right now would be asking for a dud...but come '41 and when I get some good weather I'll try out the mag pistol. I'll keep an eye out for the pyro...:arrgh!:
Jimbuna
12-18-06, 06:32 AM
......the delayed explosions caught me off guard.......
You're not the only one. I hit a small merch just out of Loch Ewe, single torp, mag pistol........ she going down........
So off I go, putting past slowly at 3 knots, at a range of about 50 metres watching the bow slowly slip beneath the waves when suddenly: BOOOOOOM! and a massive fireball.
Scared the life outta me, and woke the whole house up too.
lmao :rotfl: :rotfl:
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.