View Full Version : trouble sinkin Ships in GWX 2.0
JG10r_Bull
01-03-08, 07:22 PM
well the topic say's it all is it me or is this GWX2.0 gameplay i'm finding i have to shot 2- 3 trops:damn: to kill one C-2 or (Aka) medium cargo !? 5000 tons
Is this right or am i doing some thing wrong ? i mean i've come from SHIII stock 1.4b to GWX 2.0 so this is a big shock to go from 50,000 tons a patrol to 7,000 :oops:
don't get me wrong i'm not knocking GWX just would like to know :ping:
Albrecht Von Hesse
01-03-08, 07:52 PM
One of the big things that has changed is how damage is modeled. Ships no longer go up in a ball of flame and smoke and sink within a minute (well, hardly ever, anyway; now and then a good shot will still hit a 'sweet spot' and do that). Sometimes it can take minutes to hours for them to sink.
Have you tried waiting and see what happens?
JG10r_Bull
01-03-08, 08:48 PM
no i have not waited over 30mins so i'll try that but that's what i needed to know :D i was thinking there was something wrong :oops: O i saw one snap in two after i got the ****'s:damn: and fired a 4 Trop slavo and hit him with All 4 :rock:
Dimitrius07
01-03-08, 08:59 PM
Advise from my and my expirience with GWX NGYM and WAC so far.
Impact detonator do more damage that magnetic - its a true and historicly correct changes that modders are made.
gimpy117
01-03-08, 09:31 PM
well...if you were as good as me...
Skubber
01-03-08, 10:23 PM
I have been really pleased with the ship sinking.
Most small ships go down with one.
You can sink a big ship instantly with a well-placed, or lucky torp, but sometimes they take more.
In convoys, you often have to leave a crippled ship to limp home, as you have to skeedaddle.
There is a compromise that has to happen with sink times.
With too much "realism" you can lose credit for ships that will eventually sink,
but the stock sink times are ridiculously fast.
IMO mods have made the best compromise possible.
Blacklight
01-04-08, 02:41 AM
My experiences with GWX 2.0 so far is that if anything, the ships seem to go down faster for me and the torpedoes seem more destructive when they hit. But then again, it may just be me. I've only had a tiny handful of ships that took more than one eel to send them down within a few minutes.
vodkavera
01-04-08, 02:46 AM
My experiences with GWX 2.0 so far is that if anything, the ships seem to go down faster for me and the torpedoes seem more destructive when they hit. But then again, it may just be me. I've only had a tiny handful of ships that took more than one eel to send them down within a few minutes.
Amen to that!
I agree.
Two well placed torps. in the bow sinks almost every merchent I come across.
The small ones usually one.
Hey, I´ve even split one small merch. in two with a couple of rounds with the deckgun.
/VV
Advise from my and my expirience with GWX NGYM and WAC so far.
Impact detonator do more damage that magnetic - its a true and historicly correct changes that modders are made.
Is that also true for magnetic torps under the keel?
Look in the Balz 3rd. patrol thread, last report: 12 ships sunk, 9 torpedoes left.
So far, in GWX 2.0 all ships will go down with one torpedo. If using using impact, aim for a hit near the bow. They will sink from between 15 minutes to 3 hours.
For succesfully devastating magnetic shots, read the mag torpedo article on my webbie
Penelope_Grey
01-04-08, 07:43 AM
well the topic say's it all is it me or is this GWX2.0 gameplay i'm finding i have to shot 2- 3 trops:damn: to kill one C-2 or (Aka) medium cargo !? 5000 tons
Is this right or am i doing some thing wrong ? i mean i've come from SHIII stock 1.4b to GWX 2.0 so this is a big shock to go from 50,000 tons a patrol to 7,000 :oops:
don't get me wrong i'm not knocking GWX just would like to know :ping:
Sir you have come to the right place. First up the simple explanation of the GWX Damage model is "flooding not fireballs" and this is generally true accross the board... Ships are modelled to flood and sink rather than go up in flames. Ships have a certain number of hit points which if drained to zero results in the "death" of said ship. So if you man the deck gun for example and blast away like mad eventually the target will have no hitpoints left and sink. Your Navigator will tell you "she's going down" and this confirms your kill.
When it comes to shooting ships, there is a general consensus that aiming for the front is the best policy. On ships like small merchants, tramp steamers, small freighters and trawlers etc... 99% of the time a single hit torpedo will do the business.
One bit of advice to give you would be to have the torpedo run about halfway between the waterline and keel of the ship. So if you have a ship with a draft of 7.8m, if you set your torpedo for about 4m (the default) then that should be enough the idea is to bust up as many compartments as possible so the ship will take on water and sink.
When shooting it is always better to aim for the front. Why? So the ship will plow itself under somewhat. Think of it as providing them with a forward trim tank! lol
Anyhoo... the crux is this... on small ships one shot into the bow area will result in death, most of the smaller ships have their fuel bunkers in the forward area so... When I say forward what I mean is.... if you lock your scope or uzo on the target and then fire, you get a bang on midships shot. I suggest, unlocking and aiming about half way between the tip of the bow and midships. A small merchent will sink with one torpedo.
For larger clunkers of over 4000 tons you are now talking double shots. A single shot won't damage enough compartments in likelyhood for the ship to sink. So you fire one torpedo just slightly forward of mid ships, then the second torpedo you fire roughly abouts under the forward mast... this rule applies to the medium cargo's right on up to the 10,000 ton large merchants... double shot in this fashion, then a bit of patience and you've got a sinking. This is merchant ships.
Warships like battleships works different and if you want to take them out again, aim forward and I suggest strongly to aim under the forward gun turrets and try to nail the magazine. Also be prepared to fire everything you got in your tubes.
There is one exception to the merchant ships the small passenger/cargo... they are probably THE toughest lightweight in the game! lol if you shoot them like you are shooting any of the other small merchants then it will sink... but it will take a while... though sometimes they need two shots, or a single shot and some "encouragement" with a gun. :lol: If they are armed, I advise caution. But if you are in a type II, you can send out a single shot... wait about, They can take up to an hour to sink... and a few clips from the 20mm gun will actually be enough to sink it... and I mean a single barrel c/30. So just a warning Re: small passenger/cargo.
Again, impacts is best generally speaking and more reliable if you are hoping for impact turn magnetic off to prevent premature detonations. Magnetics are handy though for shooting out the props on faster moving targets ;)
Really though this is my guidelines for shooting. Hope they help. :up:
JG10r_Bull
01-08-08, 12:23 AM
first up sorry 4 the late reply but i've have probs with my ISP :damn:
thx 4 the info guys :up: & Penelope_Grey thx 4 the Very indepth Info :know:
spike12
08-25-08, 09:13 PM
Sir you have come to the right place. First up the simple explanation of the GWX Damage model is "flooding not fireballs" and this is generally true accross the board... Ships are modelled to flood and sink rather than go up in flames. Ships have a certain number of hit points which if drained to zero results in the "death" of said ship. So if you man the deck gun for example and blast away like mad eventually the target will have no hitpoints left and sink. Your Navigator will tell you "she's going down" and this confirms your kill.
When it comes to shooting ships, there is a general consensus that aiming for the front is the best policy. On ships like small merchants, tramp steamers, small freighters and trawlers etc... 99% of the time a single hit torpedo will do the business.
One bit of advice to give you would be to have the torpedo run about halfway between the waterline and keel of the ship. So if you have a ship with a draft of 7.8m, if you set your torpedo for about 4m (the default) then that should be enough the idea is to bust up as many compartments as possible so the ship will take on water and sink.
When shooting it is always better to aim for the front. Why? So the ship will plow itself under somewhat. Think of it as providing them with a forward trim tank! lol
Anyhoo... the crux is this... on small ships one shot into the bow area will result in death, most of the smaller ships have their fuel bunkers in the forward area so... When I say forward what I mean is.... if you lock your scope or uzo on the target and then fire, you get a bang on midships shot. I suggest, unlocking and aiming about half way between the tip of the bow and midships. A small merchent will sink with one torpedo.
For larger clunkers of over 4000 tons you are now talking double shots. A single shot won't damage enough compartments in likelyhood for the ship to sink. So you fire one torpedo just slightly forward of mid ships, then the second torpedo you fire roughly abouts under the forward mast... this rule applies to the medium cargo's right on up to the 10,000 ton large merchants... double shot in this fashion, then a bit of patience and you've got a sinking. This is merchant ships.
Warships like battleships works different and if you want to take them out again, aim forward and I suggest strongly to aim under the forward gun turrets and try to nail the magazine. Also be prepared to fire everything you got in your tubes.
There is one exception to the merchant ships the small passenger/cargo... they are probably THE toughest lightweight in the game! lol if you shoot them like you are shooting any of the other small merchants then it will sink... but it will take a while... though sometimes they need two shots, or a single shot and some "encouragement" with a gun. :lol: If they are armed, I advise caution. But if you are in a type II, you can send out a single shot... wait about, They can take up to an hour to sink... and a few clips from the 20mm gun will actually be enough to sink it... and I mean a single barrel c/30. So just a warning Re: small passenger/cargo.
Again, impacts is best generally speaking and more reliable if you are hoping for impact turn magnetic off to prevent premature detonations. Magnetics are handy though for shooting out the props on faster moving targets ;)
Really though this is my guidelines for shooting. Hope they help. :up:
Tell me about it,I can sink most cargo ships with 2 torps.But sometimes I think that the small passenger/cargo has been given a zillion HPs 'cause I coulc hit 'em with a 4 torp salvo and they STILL WON'T FREAKIN SINK:damn:.Man I hate 'em more than destroyers.:nope:
I have been really pleased with the ship sinking.
Most small ships go down with one.
You can sink a big ship instantly with a well-placed, or lucky torp, but sometimes they take more.
In convoys, you often have to leave a crippled ship to limp home, as you have to skeedaddle.
There is a compromise that has to happen with sink times.
With too much "realism" you can lose credit for ships that will eventually sink,
but the stock sink times are ridiculously fast.
IMO mods have made the best compromise possible.
:yep:
For the lucky well-placed one, especially a big prize and time may be short, I recommend a good hit between the bridge and the bow. The closer to the latter, the better. Go magnetic for maximum effect. I rarely fire an eel sternwise nowadays if I have the time to pick the impact point.
Erich dem Roten
08-25-08, 10:25 PM
It's a bit strange, I used to abide by a little rule I made for myself that for every ~2000 tons use one torp; so I used to line up two torps for larger merchants - usually one in the engine room/fuel bunker and one about halfway between the bow and engine room.
Just today however, I managed what I thought was a miracle shot, and ended up sinking 3 large merchants with a IIA sub. I had to run because I had 2 Black Swans charging in, but I managed to hull 2 different large cargos with my last two torps before running. During my evasion, which took a while, I got credit for sinking both ships. I'm not even sure where I hit the last merchant, as it was a high-angle stern shot from about 2500 meters, using impact pistols.
I have posted a simliar threat earlier regarding the difficulty and length of time of sinking small ships in GWX2.1, Since then, I have found a way to sink most ships with 1 torp with some notable, and very frustrating, examples:
Passenger/Cargo: With 200-300 hundred ships sunk, I have only 1-torp a P/C once. They usually requires 2, once a P/C stay afloat after 3 hits, numerous deck gun and flak hits... Now I just ingore them unless I have plenty of deck gun ammo and they are NOT armed. It frustrates me to no end how this small ship can substain some much damage. Even a Flutcher Class destroyer, with similar tonnage, goes down for a lot less.
Medium Cargo: Never go down with one torp, I believe I try every part of the ship, (bow, under smoke stack, keel shot, you name it), If some one can give me some pointers, it will be great.
Ore Carrier: in GWX2.0, they will fall for a bow shot, now I have to find out where to hit them again. But at 8000 tons, they are worth 2 torps up front when inside a convoy.
BTW, I am not saying I can guarantee a one-shot kill with the others ships, but 80% of the times that's the case. It's my 4 GWX2.1 career now, And I am still mystified as to why the USN and the RN didn't just armed the Passenger/Cargo with depth charge racks and make them destroyers.
P.S. for most lone merchants, I will wait about 2 hours before expanding a 2nd shot.
The only time I sunk a P/C with 1 shot (and in under 30 minutes) is a keel shot a little bit behind somkestack. I have failed to reproduced the same result again.
I have posted a simliar threat earlier regarding the difficulty and length of time of sinking small ships in GWX2.1, Since then, I have found a way to sink most ships with 1 torp with some notable, and very frustrating, examples:
Passenger/Cargo: With more than a thousand ships sunk in 3 and half careers, I have only 1-torp a P/C once. They usually requires 2, one time a P/C stay afloat after 3 hits, numerous deck gun and flak hits... Now I just ingore them unless I have plenty of deck gun ammo and they are NOT armed. It frustrates me to no end how this small ship can substain some much damage. Even a Flutcher Class destroyer, with similar tonnage, goes down for a lot less.
Medium Cargo: Never go down with one torp, I believe I try every part of the ship, (bow, under smoke stack, keel shot, you name it), If some one can give me some pointers, it will be great.
Ore Carrier: in GWX2.0, they will fall for a bow shot, now I have to find out where to hit them again. But at 8000 tons, they are worth 2 torps up front when inside a convoy.
BTW, I am not saying I can guarantee a one-shot kill with the others ships, but 80% of the times that's the case. It's my 4 GWX2.1 career now, And I am still mystified as to why the USN and the RN didn't just armed the Passenger/Cargo with depth charge racks and make them destroyers.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.