Log in

View Full Version : TORPEDOS - Using them sufficient


Grayson02sept1980
03-04-08, 10:20 AM
So...

I just get into the timeframe the FaT1 is available ...so I just wanted to get some serious oppinions on how to use this FaTs right... I know in the GWX manuel there is a good explaination but how do YOU use them?

the same for the FaT2 - usefull?
The others? LuT? T5 (Falcon etc.)

danlisa
03-04-08, 10:35 AM
Meh, stoooopid pattern torpedos.:lol:

I use them as normal straight runners. I see no sense in wasting a torp set on a pattern run when 9/10 it will likely miss it's intented target.

Get close and shoot straight.

Accoustics are a different story, they are always useful for destroying the chasing DD's.

coronas
03-04-08, 11:05 AM
Usually, I aim to a ship of the first line in the center column of convoy. Give the torpedo an initial run so long as distance to the target plus 500 meters. Medium speed, magnetic pistol (7 or 8 m. deep) long straight pattern for slow ships and the same pattern direction of convoy. If the torpedo miss his target he run in the middle of convoy.

SmokinTep
03-04-08, 11:21 AM
I don't like them.

Konovalov
03-04-08, 11:53 AM
Get close and shoot straight.
:yep: Couldn't have said it better.

Uncle Goose
03-04-08, 02:39 PM
I mostly use the patern run in a convoy attack if the weather is awfully bad. I listen with the hydrophone where the first merchants are, estimate a range and fire a couple of them in the direction. Most of the time they will hit something.

Blacklight
03-04-08, 03:42 PM
Here's another question. What percentage of each type of torpedo do you usually ship out with ? All steamers, All electric, 50 percent of each ? etc...

deepboat
03-04-08, 03:54 PM
Early in the war-all steamers, then later on a couple of TII's. A couple of Fats later on when the convoys get organized and some TIV's and then as many TV's as I get my hands on!

KptLt Lindemann
03-04-08, 03:55 PM
Here's another question. What percentage of each type of torpedo do you usually ship out with ? All steamers, All electric, 50 percent of each ? etc...
I started the war carrying mostly steamers as I favor their higher speed and only 2-3 electrics. I've reached December 1940 and now I usually ship out with an even mix, as it seems to get easier for crews to spot torpedo wakes and begin evasive action. I am planning to rely less and less on steamers as the war goes on and newer torpedoes become available, however I'll still load them in the external reserves, for historical accuracy's sake.

Gezur(Arbeit)
03-04-08, 04:18 PM
Well i would not use TII's becasue they are just stupid....many torpedos dont explode or explode in the middle of the way to the target....TIII's are good, better than steamers. (but its differnt with different situations)

Grayson02sept1980
03-04-08, 05:38 PM
I like the T1 nd usually carry at least two in the front tubes with me and T3... somehow I do not like the T2... or better to say... the T3 is slightly faster... just slightly.

I tried using the FaT but they saw it and evaded... :damn:

Seems some have said it... waste of 100 renown :damn:

So my combo of torps:

All electric but 50% of tubes loaded and appropriate reload

so on my IX I carry 2T1 in the tubes 2 to reload and 2 in the external - bow and 2 to reload stern and two external ... if those are FaT... i will just use them and rely on a hit... but I miss not often now that I ma used to OLC... so... again... I think they are just wasted renown from the one trial of them... but I will continue maybe it will get me some ideas...

siber
03-04-08, 06:00 PM
Early war, I'll use all steamers, but after the Norway campaign (April '40) I go to about a 50:50 mix electric/steam. In mid-1941 I'll go all electric, and I've never made it past early 1942.

Something to do with all these genius mods that keep being released and having to uninstall the game... :roll:

bigboywooly
03-04-08, 06:06 PM
I upgrade to pattern runners late war as best for longer distances
Still carry steamers in external as was historical

Keelbuster
03-04-08, 06:46 PM
I disagree with the earlier doubters - I really like pattern runners - I take them as soon as I can. The way I see, it they're at least as good as a regular T1. If you use them right, just set the gyro ango (left or right turn in the early ones, or flexibly in the later ones) so that the torpedo will 'work up' the target's course, and then set the range. Better to set the range a little bit farther than you think the target is, so it doesn't start it's pattern early (i.e., before the straight-run-hit happens). Here's why I like em:

1) great for keelshots. If the water's high, and the keelshot misses because the target is bobbing, it has a second, and maybe third chance.

2) Helps to eat up the uncertainty in long range shots. In late war, you find yourself taking shots from 3 or 4 (or more yeesh) km away from the target. Here you _need_ to have a pattern runner to help manage the error in firing solution at that range. That's what they're for.

3) Sometimes the pattern causes them to hit another ship (especially if you set the pattern distance to long). The torpedo can stray into another convoy lane and blammo, you've salvaged a bad shot.

4) seems like an overall a better torpedo (just a hunch, but better for premature det, better range, just better tech).

5) instills fear in your enemy. No longer can the merchantman's skipper feel safe when the torpedo zooms by his bow. The bastard thing comes zipping back and forth to torment him and his companions for another 5-10 minutes!

Major caveat: I've found that the pattern runner tends to 'out-run' it's target, if it's a slow or medium ship. For the short pattern (800m), the torpedo gains on the target such that unless you've missed because the target is going _faster_ than you thought, the pattern won't succeed. Ways to correct this include aiming for the stern, using the wide pattern (1600m), or setting the torpedo on slow speed. On the contrary, for fast ships (like a BB), you want the turns to be tight (800m) and the torpedo fast so the target can't slip out of the kill area.

MarkShot
03-04-08, 09:55 PM
I know in SH3/SH4 (or any game but SC/DW) torpedoes can not be changed once loaded.

In real life did they ever change what was in the tube?

What do you do? If you take a mix, do you delay reloads until you see what situation you'll be attacking under? How to decide when to put what in the tubes?

Thanks.

Blacklight
03-04-08, 10:15 PM
In SH3 you can change the torpedoes in the tube if you have an open storage bay to put the thing into.

MarkShot
03-04-08, 10:21 PM
Hot dog!

I didn't know that. I got to try that. Thanks!!!

I've always wanted to be able to switch elec and steam depending on the attack profile. Thanks!!!

Grayson02sept1980
03-05-08, 02:27 AM
but I think you need at least one free spot to put the unloaded torp into... and beware if you set the reloaad to automatic the crew will pick the lowest torp in the list... so... if you unload a torp into the free compartment and that is the lowest... they will instantly reload the very same torp :damn:

IF you have set reload to auto - fired a salvo - all tubes are going to be reloaded - crew just started with tube1 ... you can change the other tubes instantly! just drap and drop the torps in and out.

But if they started reloading already ... you need to wait till it is full loaded (my experience and this is not good... imho the Kaleun should be able to stop a reload every time and tell them to load something else: "Bernard... into tube1! We want to give the Tommys something to chew on really now! :lol: )

bruschi sauro
03-05-08, 08:06 AM
Get close and shoot straight.
:yep: Couldn't have said it better.
Is the best method:know: