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magnetic should be used at angles where a normal impacct torpedo would bounce of the hull.
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Edit: I feel like this thread is becoming suspiciously like a general torpedo technique thread:) I think the moral of the original story was that the little guys (i.e. small ships, small tankers) just aren't worth the torpedoS required. |
sorry for the offtopic...
and yeah I now saw it again.... magnetic under the keel 1m calm see... bad angle for impact (impacts are better in general? dunno) and it made a nice firework...some explosion... and carried on as if nothing has happened... "Bernard... were are those sausages and steaks! The fire is almost estinguished by the tommys!":rotfl: |
The prob is that a magnetic torp must travel some time under its target to detonate..so the Torpedo might explode on the other side of the hull and maybe 2 far away...resulting in a small damage
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I have sunk a battleship in GWX with 1 TII, but it takes 3 eels to take out a pass/cargo :arrgh!:
So if it takes on average 2-fish to sink a med-cargo &^ then I'll stick to the bigger targets. And hope and pray they run true .. ha ha ha. :cool: |
TBH I tend to leave the smaller fry alone (particularly in the latter part of the war) and concentrate more on Libertys and bigger.
Not because of numbers of torpedoes, because all vessels regardless of size can be 'eel sponges' and all also have random 'sweet spots'. But more because the rewards are greater for the higher the tonnage you sink. http://img522.imageshack.us/img522/9708/piratebf4.gif |
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and imho the bigger the fish the more likely it will kill itself simply of the bigger weight etc.... --- EDIT --- Forget it.... Just did two range shots on a Big frieghter over 8000t big... it was 4000m when I fire the first and half way I decided to shot a second one... both were FaTs and it was more kinda test cause I was ure they would miss... so I set the FaT to follow the course of the ship but "lucky" me the first one hit it... right under the chimney... well ok slightly to the stern... but under the chimney then the ship started to make a sharp turn and also increased speed... so the second torp hit it also! .. I must admit this one really was aimed very badly and I REALLY wanted to test the FaT... But guess what.... it hit it, too! ...without the need of any turns etc. ... and it hit it at the very same spot :roll: ... now I know that the GWX manual etc. states to aim at different spots... so I was very unlucky to hit it the second time at the very same spot.. The first torp was a magnetic under the keel... the second was an impact.... :roll: and guess what.... it never stopped it never sunk .... I guess everyone has this "It just won't sink"-experience..... ;) |
There were a set of PDFs long ago for the stock game that showed vulnerable spots for various cargo and naval ships. Is there such a doc or list for GWX 2.0?
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mhhh.... I never came accros such an PDF... I have tried this modding of the Ship-graphics in the "book" but found out soon that those are not right in GWX
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Yes, I've thought about that..and it seems they can take up the damage. I've shot one with a torpedo and it hit the stern, and destroyed the propellers. So I shot 28 shells into her and she finally sunk.
It's true, most bigger ships are weaker than smaller ships. Because of it's design, unlike a bigger ship, it's weight and how much water the ship can take in. A bigger ship, the more heavier, with water coming in from the torpedo hit it goes down more faster. If ye hit it between the command tower/deck and the middle, it should split within seconds. |
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To me it feels like small tankers are unrealistically buoyant - there's something glitchy about their displacement/load. Finally, I still stick to the point that a torpedo would be more likely to compromise more than one compartment when hitting a smaller ship than a larger one, because the bulkheads would be closer together in a smaller ship. Hence catastrophic damage should be more common in hits on small ships. One other thing to wonder about is this: ships are more likely to sink with damage at the extremeties (bow/stern). When the ship's bow is compromised, it starts to lean that way, like a lever. In a long ship, the lever is longer, and hence the water that is sinking the ship can more easily (with less force required) bring the ship into a fatal listing angle. With a smaller ship, the lever is shorter, and it requires proportionally more force to bring about the fatal list angle. What do you think about that? |
I agree. The same goes for all the smaller ships that I've noticed are "Extra boyant" I've been testing the smaller ships (Small merchants, Tramp steamers, and small tankers) and I think they are unrealistically boyant.
My reasoning is that since the ships are smaller, their compartments should also be smaller and therefore on a torpedo hit, would fill up with water faster than say the cargo hold of a large ship. A single torpedo hit on the small ships should do more damage to the structure of the ship as well in my opinion. There's something screwy with the sinking mechanic with these small ships. I havn't noticed the same problems with any of the other smaller ships. These three in particular I know have something fishy about them. |
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BUT when I hit a ship... no matter what size! .. on the fuel compartment/bunker... see a nice explosion... fire all over... and it keeps going at it's inital speed and never sinks.... no comment..... :shifty: Honestly I admit this has happened only once .... yet..... :shifty: |
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