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View Full Version : Now that I got the Mark18.. Questions come :)


fastfed
10-11-10, 09:15 PM
Finally after figuring out the 14. I get to choose the mark18 as my primary..


Can I finally start shooting under the keel shots now? As I like to do that on almost all my shots.. About 2-4 feet under the keel is key?? Never fired it before so I have no idea..


Also.. Why is it costing me 300 renown for each one.. Will it eventually be free??

I mean over7k just for torpedoes sounds a little nuts.. But I filled up my Balo with them as I understand they are awesome torps..

Using TMO is that matters..

THANKS

WernherVonTrapp
10-11-10, 09:59 PM
Forget the Mark-18, keep the Mark-14s. You need magnetic detonators for an "under the Keel" shot and I don't believe the 18s have the "contact influence" ability. The only advantage to them (IMHO negligible) is that they're wakeless. Other than that, they're slower and lack the long range capabilities of the 14. I'm in early 1945 and have been using the Mark-14s exclusively. Trust me, you don't need the Mark18s.:03:

NorthBeach
10-11-10, 10:03 PM
Yup. What Wernher said :sign_yeah:

Armistead
10-11-10, 10:05 PM
I disagree, I love the M18's, they show no wake, so the enemy won't evade them. The M14's are easily to evade and since ships will speed up and zig to evade, that negates the speed advantage unless closer in. With 14's you usually have to shoot spreads at faster TF ships to deal with them being spotted. Since they can't see the 18's they won't speed up, thus speed is not as important. You can also shoot much multiple targets much easier with the 18's, shooting the furthest first. Shorter range, well 3500 yards is as far as I want to shoot anyway, that's plenty. Even though the 14's have long range, that makes them slow. The 18's work fairly good for keel shots. Most torps work 80% time mid 43 on anyway. They certainly don't run deep like the M14. Still, late 43 most torps run correctly. I haven't had them for months playing this career slowly, but almost sure they have a influence setting.

Still I carry about 50% M14's. Sometimes you need them for needed long range shooting. I'll also use them closer in on merchants. If you have a carrier dead in the water with 12 escorts milling, it's nice to have some 14's and finish it off from 8000 yards and not worry with DD's

They both have good uses, so I carry both and use them per the situation.



I do get a much higher percentage of circle runners with the M18. Be very careful shooting them while moving forward. You'll get no warning unless you catch it. It only happens a few times, but can end your career. Either chance the risk or look in the attack map to see them. They often hit me at periscope depth...

Not sure of the date, but they'll be free towards the end of the war, maybe late 43, just not sure.

Bubblehead1980
10-12-10, 12:45 AM
Historically the mangetic detonator was NOT present on the Mark 18 only contact, unfortunately it was left in the game, so its up to you to try for a keel shot with Mark 18.Honestly, blowing a hole in the side of a ship works just as well as the often sought keel shot.

Mark 18 is good if you know how to con your boat in close, because due to the small batteries of the day they have a range of 4,000 yards.Also, they travel slow so need to fire the torpedo so that it meets the target ....so if target is at bearing 350 and you are more than 1,000 yards away, best to fire then for the angle shot instead of waiting until bearing 0 stye shot, so the torpedo will intercept and not end up chasing the target.

The electric propulsion means there is no torpedo wake for the Mark 18, so it means targets, esp warships like DD's, carriers etc never know whats coming until it hits them.

One other con is the Mark 18 does not pack as much of a punch, often it takes 3 Mark 18's to do what two Mark 14's can do.

So as you can tell, there are trade offs.I prefer a mixed bag of Mark 14 and Mark 18's with eight Mark 18's in stern tubes(as most fleet boats carried them unless embarking with a full load) and four in the bow torpedo reserves.

I know the Mark 18 is buggy when first introduced as they were in RL in 43.They have a nasty tendency to circle run as well as run deep as the 14's did.Around begining of 44 the bugs are worked out.I assume this is still true for TMO, it is in stock.I have played TMO for a long time but dont recall using Mark 18's when they are first introduced, only in stock.I remember them running deep in late 43 and then fine in 44.Good luck.

fastfed
10-12-10, 10:22 AM
Totally confused.. I thought the Mark 18 was based off the G7 from the germans..

I did not know they DONT have the Magnetic exploder in them..

I thought this is the torpedo that saved the Submarines in the Pacific..

Are you saying they stuck with the 14's and they just fixed the bugs? So the 14's work fine now that I am late in 1943, for under keel shots?


I just spent almost all my renown on these 18's, lol

WernherVonTrapp
10-12-10, 02:37 PM
I'm not sure of the exact date, June of 43 I think, all magnetic detonators were removed from all torps due to their unreliability. In reality, the Mk14 ended up being the preferred torp, after the bugs were worked out of them (mid 43 I think). The Mk18 was even slower than the "slow speed" of the Mk14. Since the range of the Mk18 was about 4000yds, there were no long range shots to be taken with them.

Bubblehead1980
10-12-10, 03:34 PM
Totally confused.. I thought the Mark 18 was based off the G7 from the germans..

I did not know they DONT have the Magnetic exploder in them..

I thought this is the torpedo that saved the Submarines in the Pacific..

Are you saying they stuck with the 14's and they just fixed the bugs? So the 14's work fine now that I am late in 1943, for under keel shots?


I just spent almost all my renown on these 18's, lol

Yea the US quit using magnetic detonators after June 43, disabled them.Well the SubPac(Pearl Harbor) boats did, Fremantle, Australia submarines under Admiral Christie(who desgined the magnetic detonator) did not disable them until Jan 1944 but they were only present in Mark 14 torpedos.

Yes, they stuck with Mark 14's which turned out to be a fine torpedo once they bugs were worked out.The 18 saw much action later in war.

In RL the Mark 18 never had magnetic detonators, but in the game I believe they do so its up to you how you play.

Armistead
10-12-10, 06:35 PM
Totally confused.. I thought the Mark 18 was based off the G7 from the germans..

I did not know they DONT have the Magnetic exploder in them..

I thought this is the torpedo that saved the Submarines in the Pacific..

Are you saying they stuck with the 14's and they just fixed the bugs? So the 14's work fine now that I am late in 1943, for under keel shots?


I just spent almost all my renown on these 18's, lol

Are you thinking of the M16. It was available during the war, but never used, but you can buy them in the game, maybe around fall of 44 if you do well. The hit is the cost, seems about 1500 each. I'll save renown and buy a whole load, but still my scores don't improve much. Can't remember the range, but over 10,000 yards at a fast speed, but they also have a wake.

Realistically the M14''s were known for destroying the JP merchant fleet.

Use both. I prefer the M18's because they're wakeless, but each has their use. You can start doing keel shots with success about mid 43 with either torpedo. Just learn what situation calls for it. However, you don't want to use both at the same time for obvious reasons.

In the game, more important than keel shots is torp placement, you want to spread the damage.
Most supermods reworked damage zones and flooding now plays a major role along with hit point damage, you hit the same exact spot, will do little damage, spread em out. Another factor is ship load out, if it's loaded with ammo or fuel one torp will often destroy it and the resulting explosion can take out nearby ships. I once sunk five ships with one torp, but sadly you only get credit for the ship the torp hit.