walsh2509
03-06-10, 10:02 PM
The mission to get 100,000 of the south coast of Ireland before , what is it Aug or whatever 1940 is more than a bit much.
Apart from the travel and fuel used just to get on site ( I go the long way round) you would need to carry x 4 the amount of torps just to get half of that, I think the devs have turned down the true destructive power of torps.
And that Super Ability you purchase with your renown points is to bring it back up to what it should be, Ive turned off the bars above the ships in fact map contacts and manual targetting are the only 2 I have not got I think my overall % is 70 odds.
But one thing the bars above the ships showed you need 4 hits just to sink a 7,000tn Merchant. In SH3 and SH4+Uboat missions, I could sink bigger with 1 well placed torp, I found that if you hit a ship low or just under then you would sink or stop them dead in the water.
I do think the default torps in SH5 are weaker , hence this buy a bigger bang.
I was off the south of Ireland when I ran into this large convoy , I fired all my torps 1 missed all the others were hits , 1 7,000tn Merchant sunk. And that took 3 torps ( I spent some of my renown point on the torpedo mans ability * ) and instead of 4 torps it took 3. I hit another with 2 and another with 2 with 1 each those 8 were my last torps.
4 ships hit , 1 sunk = 3 torps , another hit with 2 and another 2 ships hit with 1 each.
1 down , the other 3 burning from bow to stern but just sailed on ..
in SH4 Uboat add on , with 8 torps I would have put down about 6 ships, even if only 3 the other 3 would have been slowed down that they would have been left behind and I would put those down with my deck gun.
I said that the start I was not going to buy the ability to make the torp have a bigger bang, that was until I started to play it and found out that Merchants I would have sunk or crippled with 1 torps take 4 to sink and anything less they just sail on as if nothing has happened.
I might be wrong but as I said , I think the devs have turned down the power of the default torps and you only get them back to what they should be by gving renown ability to the guys in the torpedo room.
Apart from the travel and fuel used just to get on site ( I go the long way round) you would need to carry x 4 the amount of torps just to get half of that, I think the devs have turned down the true destructive power of torps.
And that Super Ability you purchase with your renown points is to bring it back up to what it should be, Ive turned off the bars above the ships in fact map contacts and manual targetting are the only 2 I have not got I think my overall % is 70 odds.
But one thing the bars above the ships showed you need 4 hits just to sink a 7,000tn Merchant. In SH3 and SH4+Uboat missions, I could sink bigger with 1 well placed torp, I found that if you hit a ship low or just under then you would sink or stop them dead in the water.
I do think the default torps in SH5 are weaker , hence this buy a bigger bang.
I was off the south of Ireland when I ran into this large convoy , I fired all my torps 1 missed all the others were hits , 1 7,000tn Merchant sunk. And that took 3 torps ( I spent some of my renown point on the torpedo mans ability * ) and instead of 4 torps it took 3. I hit another with 2 and another with 2 with 1 each those 8 were my last torps.
4 ships hit , 1 sunk = 3 torps , another hit with 2 and another 2 ships hit with 1 each.
1 down , the other 3 burning from bow to stern but just sailed on ..
in SH4 Uboat add on , with 8 torps I would have put down about 6 ships, even if only 3 the other 3 would have been slowed down that they would have been left behind and I would put those down with my deck gun.
I said that the start I was not going to buy the ability to make the torp have a bigger bang, that was until I started to play it and found out that Merchants I would have sunk or crippled with 1 torps take 4 to sink and anything less they just sail on as if nothing has happened.
I might be wrong but as I said , I think the devs have turned down the power of the default torps and you only get them back to what they should be by gving renown ability to the guys in the torpedo room.