View Full Version : which is the easiest way to sinking ships in GWX3?
if i use torps to attack enemies,the magnetic or the contact fuse,which is the best that i should choose?
bty,i heard that torpedos exploded below the ship's keel will be more powerful and make more damage,is it true in GWX3.0?because i usually used contact fuse and found it is not powerful enough,even though a 4k tons ship needed 2 torps:damn::damn:
BulSoldier
06-28-09, 10:59 AM
Magnetics are much more deadlier , howeever their efectivness depends on how much time they will spend beneath the ship and ofcourse the reliablity of their trigers. However i use them only if i fire at big ships like BBs and large tankers and even in this cases i prefer the realiablity of the contact pistols even if i spend more torps. Using them is a gable that can really save you some ammo or completly wasting a torp or (god forbids) more.
If you have the Dud torpedo option enable then I recommend magnetic pistol in all of your shots, except when you are facing straight ahead the side of a ship (forgot proper name) and let the torpedo run at 0 meters so It can succesfully impact and don't bounce.
If using magnetic torpedos, always check the Keel depth (again need proper name) of the ship you are attacking and set the torpedo 1 or .5 meters below the dept of the ship...let's say HMS Aquitania her Keel depth is of 14.5 meters, so your magnetic torpedos should be set to 15 or 15.5 meters, also take in mind the weather, if you have rough seas the ship will most likely go up and down so if you the torpedo goes below while the ship is up the magnetic pistol won't activate :stare: .
Also I noticed that the closer you are to a ship you will be able to indentify some parts of it and decide which part to attack...altough I could only see this using the UZO not the periscope :nope:
BulSoldier
06-28-09, 11:11 AM
I would disagree, the magnetics (atleast to my experience) are much more unreliable.Furthermore i think 3-5 meters running depth of the impact pistols is quite normal unless you have extreme weather.
I do have dud torps loaded but if you do your intrecept properly this is quite rare ocurance(spl?).However it is up to you to test and see the results yourself.
Use magnetic torpedoes when the AOG is 45 degrees or less. At 90 AOB, more than likely the magnetic will explode on the other swide of the ship doing little or no damage. :salute:
Captain Birdseye
06-28-09, 11:53 AM
Don't forget that earlier on in the war you are most likely to get better results with an impact pistol. As it says in GWX, the TII had extreme depth keeping problems and wasn't very effective with a magnetic fuse.
Then again, earlier in the war, I only carried a loadout of 2 TII's, the rest were TI's. This was for suprise attacks, I just didn't trust the TII's.
Jimbuna
06-28-09, 12:37 PM
My preference is the T1 on a contact setting.
I like to use the TII (for stealth) on impact aimed at target´s bow on an 90º AOB.
Also when the TIII becomes avaliable and if the sea condition allows for it i like to set a magnetic shot right under the target´s engine.
thank you all of you,the t1 is faster than t2 and more reliable but its track is obvious,,the t2 has a low speed but no track.i know this....
now my question is:
1 the torpedo hit the ship with magnetic pistol(explode below the ship)will make more damage than contact pistol?
2 the t1 and t2 will cost same damage when using same pistol?or the t1 is more powerful?because i heard some book said the t1 has more tnt than t2....is it true in gwx3?
thank you all of you,the t1 is faster than t2 and more reliable but its track is obvious,,the t2 has a low speed but no track.i know this....
now my question is:
1 the torpedo hit the ship with magnetic pistol(explode below the ship)will make more damage than contact pistol?
2 the t1 and t2 will cost same damage when using same pistol?or the t1 is more powerful?because i heard some book said the t1 has more tnt than t2....is it true in gwx3?
A good magnetic shoot under the keel can down almost any ship in one shot. Off course you must know the weak points of your target so you know where to aim.
A good magnetic shoot under the keel can down almost any ship in one shot. Off course you must know the weak points of your target so you know where to aim.
but how do you find the engine room or weak points in GWX3?i played sh3 with 100% relalism,and if the torpedo could hit the target and then explode ,i will thank the god....
but how do you find the engine room or weak points in GWX3?i played sh3 with 100% relalism,and if the torpedo could hit the target and then explode ,i will thank the god....
The engine room is usually below the funnels; and a little ahead of it there's the fuel tank, another sweetspot to hit.
The engine room is usually below the funnels; and a little ahead of it there's the fuel tank, another sweetspot to hit.
Thats it, you´ll find them by trial and error. Shoot where you think they might be and see if it works.
Ford Prefect
06-30-09, 11:59 AM
If using magnetic torpedos, always check the Keel depth (again need proper name) of the ship you are attacking and set the torpedo 1 or .5 meters below the dept of the ship...let's say HMS Aquitania her Keel depth is of 14.5 meters, so your magnetic torpedos should be set to 15 or 15.5 meters, also take in mind the weather, if you have rough seas the ship will most likely go up and down so if you the torpedo goes below while the ship is up the magnetic pistol won't activate :stare: .
For that particular vessel that method will yield only wasted eels. The listed draft of the Aquitania in SH3 is wrong. Her draft was actually 36 feet/11meters and is modeled as that in game. There was a thread about this only the other week actually.
As for other ships I usually set the torp to magnetic fuse about half a meter below the vessel's indicated keel, that way if she's sitting higher due to waves she's not outside the fuse's range and if she's lower I get an impact detonation. While the latter doesn't cause as much damage it's still a wholly below waterline hit and is better than a wasted eel.
Lt.Fillipidis
06-30-09, 12:10 PM
From my experience, the magnetic shot, a meter under the standard keel depth is far more reliable from '42 ownwards. Cruisers, Large Tankers, Cargos. They all go down with a single, well balanced keel shot. Maximum damage is done when the magnetic torpedo explodes right below the keel, less than a meter close. Personally, i almost forgot how to fire an impact torpedo. :D
Don't select fast speed for T1's when using magnetic pistols in heavier seas (7-9m) because of the chance of premature detonation. Impact pistols are best in this case. If you must use a magnetic pistol on a T1 in rough seas, choose slow or medium speeds as it will lessen the chance of premature detonation.
Lord Biceps
01-03-10, 01:57 PM
New player here!
I have to give my input on this, after a few weeks of playing this wonderful game. So far, I've had great success using magnetic detonation and firing from DIRECTLY behind my intended target. Obviously, the margin for error is very small, but if you're certain the ship won't make any sudden turns (and the sea is not too rough), the chance for a detonation is very high. On several occassions I've managed to destroy the ship's rudder and propellers this way, which makes even a warship useless. If the first blast is not enough to sink it by itself, you can take all the time in the world to line up for a 90 degree impact shot. And merchants disabled this way seems to be abandoned by their convoys, which means that you can leave it where it is and come back later to blast it with the deck gun. :rock:
Jimbuna
01-03-10, 02:52 PM
Welcome to SS LB http://www.psionguild.org/forums/images/smilies/wolfsmilies/welcome.gif
Lord Biceps
01-03-10, 02:52 PM
Thanks!:salute:
comet61
01-03-10, 03:37 PM
Just last night I fired 4 eels into a large tanker. This is what happened:
I do not have dud torpedoes checked off, so I made the assumption that all would be well. Not so. I have read this in many posts here and didn't take it to heart concerning the behavior of the TII's. First off I never select magnetic in rough seas, which in this case it was. In my hurry to get set (I use manual targeting) up for my firing solution I forgot to select Impact Only. I fired all 4 tubes (2 TI's and 2 TII's). I was 950m from the target at 90°AoB. Speed of the ship was only 2 knots (really rough sea's). I always have external view unchecked because I like to watch my handy work. At mid way between me and the target both TII's exploded, whereas both TI's hit their mark dead on.
I should not have set the depth at 3m. I have read here that too shallow of a run in rough seas can and will trigger the pistols on TII's (maybe TI's as well). I usually select impact for seas that are semi to extremely rough and magnetic for calm seas. Usually in daylight I select TII's only either magnetic or Impact. Sometimes while using TI's in daylight, a target can accelerate and turn to avoid the hit, this is why during the day I get as close to the target as I can and select 45k on TI's for impact.
New player here!
I have to give my input on this, after a few weeks of playing this wonderful game. So far, I've had great success using magnetic detonation and firing from DIRECTLY behind my intended target. Obviously, the margin for error is very small, but if you're certain the ship won't make any sudden turns (and the sea is not too rough), the chance for a detonation is very high. On several occassions I've managed to destroy the ship's rudder and propellers this way, which makes even a warship useless. If the first blast is not enough to sink it by itself, you can take all the time in the world to line up for a 90 degree impact shot. And merchants disabled this way seems to be abandoned by their convoys, which means that you can leave it where it is and come back later to blast it with the deck gun. :rock:
Lord Biceps
...you can also wait as your target begins to make a turn as you approach from the rear, then you know he can not turn away from you so fast - he is, in effect, turning into the coming torpedo: magnetic of course.
Dissaray
01-03-10, 06:10 PM
For what it is worth I use magnetic pistols fairly often wether I am going for a shot under the keel or shooting into the side of the hull. The reason being is the magnetic torpidos will work in a wide range of attack angles where as the impact can only be relied on when the impact angle is +/- 20 degrees from 90, any thing out side that range and the torpido is liable to skip off the hull and not detanate.
When it comes to targets on the ship I generaly aim for a shot under the keel just about the engine room, weather permiting, that way if they don't sink imidiatly they will slow at worst and at best they will come to a dead stop so I can finish them later if I need to do some thing else. On tankers I find striking amid ship to be very effective; all that oil starts a nice fire that can consume the ship quickly for the cost of one well aimed torpido. On war ships I generaly aim for the engin or beneath the main gun batteries, that is generaly where the ammo and powder mags are and will sink them right quick.
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