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View Full Version : Merchants have too many hitpoints?


gimpy117
03-14-10, 01:32 AM
when is it true that 3 torpedos can sink a King George the 5th class but it cant kill a liberty ship/large steamer?? :hmmm: i mean im happy i sunk a battleship with 3 eels but really? i really wanna stop pumping torpedo after torpedo into those merchants! :nope:

remowilliams
03-14-10, 01:58 AM
Upgrade the torpedoman's Warhead Specialist and Preheat abilities to max and you won't need more than two eels (and maybe a few deck gun rounds) to sink any merchant.

And you'll need the Morale Mod (http://www.subsim.com/radioroom/showthread.php?t=163091) since the morale system is extremely broken. :P

Decoman
03-14-10, 02:33 AM
The notion of hitpoints has alienated me from the game, among other things.

I thought the damage inflicted on a ship depended on the structure of the ship, where a torpedo or shell might inflict critical damage depending on exactly where it hit. And then I imainged that there would be another system for sorting out flooding.

Does SH5 not have a decent damage system? I am confused :06:

remowilliams
03-14-10, 02:46 AM
Flooding is definitely figured in. I've seen many a ship sink after taking torpedo damage and then taking on water. There are still some stupid things going on with damaged ships sailing on however.

kittelmann
03-14-10, 03:34 AM
But flooding is not nearly as important as raw hit points in SH5. In SH3 it felt like 50% of the ships would sink due to flooding, in SH5 perhaps 10% sinks from flooding. To see a merchant with 2 1 meter holes through the hull hardly affected from flooding feels a bit strange.

jwilliams
03-14-10, 03:55 AM
SH3 GWX most ships sunk from flooding. took along time (which is how it should be), but it sunk.

I havent seen a ship sink from flooding in SH5. Even with 3 torpedo holes in it. I waited 2 hrs (TC) and it just sat there. Didnt even list. :nope:
So i fired the deck gun at it. One hit and it went boom, broke in half, and then sank.

Not realistic IMO.

ShadowWolf Kell
03-14-10, 04:05 AM
SH3 GWX most ships sunk from flooding. took along time (which is how it should be), but it sunk.

I havent seen a ship sink from flooding in SH5. Even with 3 torpedo holes in it. I waited 2 hrs (TC) and it just sat there. Didnt even list. :nope:
So i fired the deck gun at it. One hit and it went boom, broke in half, and then sank.

Not realistic IMO.


I've had similar experiences. In SH4 with Operation Monsun installed, it was all too frequent to mortally wound a ship, but it'd take hours to sink. I'm used to waiting around the area for 4-8 hours so the escorts are well out of range if I decide to use the deck gun to finish them off. In SH4 most would eventually sink on their own.

I've yet to see that happen to a single ship in SH5. I've tried various ways too. Keel shots. Rudder shots. Rudder + Bow shots. It seems like no matter what, flooding doesn't seem to occur on it's own in SH5.

It's like dud torpedos. I haven't seen any of those either.

jwilliams
03-14-10, 04:13 AM
It's like dud torpedos. I haven't seen any of those either.

I've seen one dud torpedo. About my 12th torpedo fired in total. it was just running in circles. I had to hit Crash Dive to prevent it from hitting me. So i can confirm Duds are in the game, they just dont happen very often. Unlike real torpedos during WWII.

msxyz
03-14-10, 04:26 AM
In SH games it's largely zone dependant. Torpedoes in the bow portion of the ship seems to be unable to sink it from flooding.

Damage the stern portion of the ships with 2-3 torpedoes and they will eventually go down; if you save and reload you'll have a crippled unsinkable ship that requires more damage to be put out for good.

Turm
03-14-10, 07:11 AM
Agreed, it's currently quite silly.

Twice, I've put 2 torpedoes into a merchant, set the whole thing ablaze, and it sailed on merrily with the rest of the ships (but DDs chased me off).

Twice, I've put a single torpedo into a ship and the same was true.

However, then I had the opportunity to surface inside the convoy of 9 unescorted ships...

... and with the deck gun I sank 7 of those 9 - the first kills of my patrol, because the torpedoes are rather useless!

I don't mind a ship taking 2-3 torpedoes to sink since it would be more realistic in some cases, but the deck gun seems a far better choice at the moment, when possible :damn:

Yak
03-14-10, 07:27 AM
Upgrade the torpedoman's Warhead Specialist and Preheat abilities to max and you won't need more than two eels (and maybe a few deck gun rounds) to sink any merchant.

And you'll need the Morale Mod (http://www.subsim.com/radioroom/showthread.php?t=163091) since the morale system is extremely broken. :P

You're kidding right?

Mud
03-14-10, 07:38 AM
You're kidding right?

Iīm affraid not, I didnīt upgrade my torpedo man yet.
It feels like cheating and far from realistic.


Mud

Noren
03-14-10, 07:43 AM
Naw, he's not. Upgrades make your torpedoes a lot more potent. Its really laugable, extra range I coulde comply with but explosive powah? noooo....

Its a shame we dont get beautiful under-keel shoots anymore. Those kind of shockwaves could rip up anything from underneath, now thats physics at play in the real world!

reaper7
03-14-10, 07:50 AM
Have you tried the critical hits Torpedo mod yet. I usuall yonly require a single torp to take down merchants as the flooding mechanism appears to work properly in the mod. Merchants health bar may me half full but fire and flooding usually end up sinking them.

szultz
03-14-10, 07:55 AM
Upgrading torpedomans abilities changes also torpedoes speed which besides being unrealistic breaks torpedo targeting, as game does not compensate for speed increase in calculations, in manual targeting mode or in auto.
I recommend using torpedo critical hits mod instead (can be found in mods section), if you want bigger booms. It also fixes flooding somewhat, because flooding isn't triggered unless damage is high enough.

utops
03-14-10, 08:12 AM
Sinking mechanics are broken i saw only once when merch sunk by flooding. I turn on health bars to take a closer look in to this and this looks like flood bar decrase only for couple second then stop. GWX SM should be ported to Sh5 (except passager/cargo :p2:)i really liked how GWX ships can be sunken by flooding in time a day or two sometimes longer. Not to mention in SH5 cripled ships can mantain speed and steam without propeller.

gimpy117
03-14-10, 11:49 AM
In SH games it's largely zone dependant. Torpedoes in the bow portion of the ship seems to be unable to sink it from flooding.

Damage the stern portion of the ships with 2-3 torpedoes and they will eventually go down; if you save and reload you'll have a crippled unsinkable ship that requires more damage to be put out for good.

actually i killed a small tanker with a bow shot

Conrad von Kaiser
03-15-10, 10:42 AM
Last night I ran into a 9 ship convoy with 3 DD screen. Managed to get a snap shot on a Cimmaron tanker that blew her nose off. Other 3 torpedo's took out the other tankers and merchants.

Dove deep and waited with silent running for the screen to move off with the remaining ships. Surfaced probably 4 hours later (in game time) to take in my external torpedo's and reload when I see the tanker burning off in the distance. She's stopped, burning from aft to what's left of her bow and just sitting there in the heavy seas.

Took about 40 rounds from the deck gun to finally get her to go under :damn:
Have screenshots but not here on the work PC lol

OlegM
03-15-10, 10:56 AM
Upgrade the torpedoman's Warhead Specialist and Preheat abilities to max

OMG :har:

If only Doenitz knew this trick.....

SteamWake
03-15-10, 11:36 AM
Nuclear tipped torpedos ftw :har:

Yak
03-18-10, 02:34 AM
Is there One Torpedo To Rule Them All forged from the fires of der Adlerhof that can be unlocked when you get your captain to Level 60?

:nope:

robbo180265
03-18-10, 02:40 AM
Is there One Torpedo To Rule Them All forged from the fires of der Adlerhof that can be unlocked when you get your captain to Level 60?

:nope:


LMAO! :rotfl2:

gimpy117
03-18-10, 08:28 AM
Is there One Torpedo To Rule Them All forged from the fires of der Adlerhof that can be unlocked when you get your captain to Level 60?

:nope:

know because some stupid hobbit threw it back into the volcano :rotfl2:

sergei
03-18-10, 08:28 AM
know because some stupid hobbit threw it back into the volcano :rotfl2:

:DL

Echo76
03-18-10, 11:12 AM
But you can't kill the infernal demon-crew, they will keep wandering on the deck even if on fire or under water. You have to sprinkle some Norwegian Holy water on your torp first.

Arclight
03-18-10, 11:41 AM
Not to brag, but I may have a more balanced solution to this than making torpedoes more powerfull. Give the third MOD link in my sig a try, even if you don't like it I'd much appreciate to hear why not. :)

Echo76
03-18-10, 12:06 PM
Thanks Arc, will definitely try it :|\\