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View Full Version : Let's talk torps


Incubus
10-17-06, 11:42 PM
G7a: The game's text tricked me :stare: I was totally convinced initially that these were 'outdated' torpedoes and I should replace them ASAP. What I learned later is that while steam-powered, they have triple the range of the G7e, and the high speed setting is great for do-or-die situations. In other words, I think they are useful through the end of the war, due to their versatility. Well worth the wake trail in my opinion.

G7e series: The 'lectrics. My biggest pet peeve of these is that you can't set speed settings. The first type's 5km range also doesn't lend well to long-range convoy attacks in my opinion. The range does get better over time, I just wish they too had speed settings (if I'm wrong about this let me know, but so far up to the type III model only one speed: 30 knots)

FAT (ladder) pattern: I really like these. Nothing more that I hate then being under escort pressure before setting up a shot on a convoy. With these, I can adjust the leg distance, and fire a spread blind (they are also a godsend when your periscopes are broken and its suicide to surface). I think the steamers have the advantage here of once again having the range and speed setting advantages of the G7a model. They also cost less renown than the e type, which is a plus.

FAL pattern: Haven't had any experience with these. The game says they're supposed to be fired from the stern tube and go in circles/ovals to take out escorts, but I really don't see how going in circles is going to hit an escort that is zigzagging up my heiny at 34 knots :doh:

??? pattern: Can't remember what they are called, there is another torp pattern type where you can manually set a second gyro setting (i.e. make a 90 degree turn to port after 3000 meters). I could see a lot of potential in these, depending on their limitations: I guess the best way to do it would be to set up a shot, then tell the torp to simply turn around a few hundred meters beyond the range of the target. That way if you miss, the torpedo makes a u-turn for another pass. Sort of like ghetto ladder torps. I don't know, though.

Falke: Not sure what progressively better versions offer other than a heinous renown cost (type II falke is 800 renown per torp :huh: ) I have had fantastic success with the type I. I simply put one in my stern tube, and send it after a pursuing DD. It either nails it from the get-go, or gets it on a second pass. These are like get-out-of jail free cards, I use them exclusively on aggressive destroyers since they are 1-hit kills and are reliable. The main downside is the cost, and also types that have less than a 30-knot speed which is disconcerting (since a DD can pull 37 knots flank, which they like to do when they have a hard-on for me, and the falkes tend to 'chase down' ships)

Any feedback?

Inajira
10-18-06, 04:21 AM
In other words, I think they are useful through the end of the war, due to their versatility. Well worth the wake trail in my opinion.

Can definitely agree here. Every time I take the G7e I wish I had taken the G7a because of the high speed and range of the latter. Having said that, there is something mystical about a torp that leaves no wake, so I always include a couple, although I keep swearing I'll never do it again!

Haven't had any experience with the other torps (although my current campaign is in 1942 so I may soon have a chance), but the Falke looks like a godsend...

I simply put one in my stern tube, and send it after a pursuing DD. It either nails it from the get-go, or gets it on a second pass.

You mean its good even for a destroyer on an attack run pointing straight for you? What if it misses on the first pass? Can't see it catching up on the second...

Thanks for the writeup!

Incubus
10-18-06, 05:06 AM
Yeah, the homing torps aren't that quick, but attacking DDs usually cover a small area and the eel comes back and hits the destroyer (sometimes there is a significant delay)

soma
10-18-06, 06:56 AM
Once Ive used a FaT torp to shoot around a corner when I was raiding Loch Ewe. It actually worked, I hit the transport right in the fuel bunker. Priceless.
http://img.photobucket.com/albums/v643/syneasthesia/lochewe.jpg

iven72
10-18-06, 08:51 AM
How do you set the speed on the torp? I find warships very hard to hit mabe if the torp was faster they would evade less. I dont use the steam ones because of the trail they leave even at night most warships can usually avoid them.

iven72
10-18-06, 08:54 AM
Also what good is range if you have to be less than 1000m to hit your target?

Moody
10-18-06, 09:07 AM
Using Steam torps on a Warship during the day or on a clear night i tend to fire on fast speed at around 600 to 900m and so long as i aim just ahead of wher e iwant to hit it usually is quite close

Using Electric torps on anyship anywhere within 2km and i can reliable hit the target - i tend to sit 1000m away on convoy attacks (this is pre radar so setting up is eaiser)

Dietrich
10-18-06, 12:56 PM
I simply put one in my stern tube, and send it after a pursuing DD. It either nails it from the get-go, or gets it on a second pass.
You mean its good even for a destroyer on an attack run pointing straight for you? What if it misses on the first pass? Can't see it catching up on the second...
Actually it usually does. What happens is it locks onto the detroyer coming at you head on. When it misses (about 50% of the time in my experience) it goes into an arc, and keeps arching around until it is locked on again and chasing the destroyer.

The destroyer is faster (usually 25+ knots) so the torp is following, but not gaining on the warship.

Meanwhile you are diving, and the destroyer runs over the top of your position. But then the destroyer has to turn around for the next pass, and it usually slows down to 10-15 knots to try to hear you again (especially if you go silent after your initial dive).

That's when the acoustic torpedo will catch it.

Incubus
10-18-06, 01:16 PM
How do you set the speed on the torp? I find warships very hard to hit mabe if the torp was faster they would evade less. I dont use the steam ones because of the trail they leave even at night most warships can usually avoid them.

Only the steam torps have speed settings, unfortunately. To set the speed, go to the firing solution map. There should be a dial that says 'S M F' normally this doesn't do anything with the lectrics but if you have a tube w/a steam torp selected you can adjust the speed by turning the switch. Slow is 30 knots, medium is 40 and fast is 44.

Slow is great for immobile targets, because tha range is 12.5 km which gives you plenty of distance to get away in harbors. With fast setting at close range, often the torpedo is too close to them to do anything about spotting the wake.

Also note that the wake of the torpedo forms some distance behind it. In fact I'd say the torp is actually 10 meters ahead of the bubble trail it leaves behind.

AVGWarhawk
10-18-06, 01:22 PM
How do you set the speed on the torp? I find warships very hard to hit mabe if the torp was faster they would evade less. I dont use the steam ones because of the trail they leave even at night most warships can usually avoid them.

In the F6 window for the TDC in the upper right hand corner there is a switch for S slow M medium F fast. It works with the steamers. I use fast against the warships because they cannot usually move out the way fast enough with a 40 kt torp heading in broadside. It is funny sometime the warship will reverse and then immediately try to go forward. They seem to get confused. :lol: Then bang, down they go.

Incubus
10-18-06, 01:42 PM
One thing I'm curious about is the sensor range of the magnetic torps. How far under the keel can it go and still damage the ship? Also, does the proximity to the ship determine damage when using magnetics? I've had magnetic torpedoes detonate right under the keel, aimed directly under the smokestack of the ship, and it hits, but after that, nada, no sinking, no apparent damage at all. What's the deal?

AVGWarhawk
10-18-06, 02:27 PM
I never use the magnetic. For that reason you stated. Just impact only. But that's just me.:D

andy_311
10-18-06, 04:25 PM
Ge7e's best torps in the game (never used in combat)if you find a convoy doing more than 12knts absolutely cool will work on warships too doing around 19-20knts 25+forget it but saying that they also work well on ships doing 8+knots but if your unlucky and the preditor(s)drop to 4 or below DIVE because the only thing they will proberbly hit is you.