Quote:
Originally Posted by Gargamel
What I'm arguing is DR's statement that mag's do not work at High AOB's:
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I didn't read anywhere in the thread where DR wrote mags do not work at 90 degree AOB, but he did write that they were less effective. I'm not sure that anyone has any facts or figures to back this up apart from years of experience playing the game.
This fact has been the general consensus on these forums for years, and the current acceptable method seems to be either a 90 degree shot on impact, or a narrower / wider angle under the keel on magnetic to give the eel the best chance of detonating while still under the hull.
DR did write that a 90 degree magnetic detonation early or late may still cause damage, but it was less effective than a detonation under the hull.
Now, getting back on topic.
I passed the test using the following technique:
1) Aim for the stationary ship in front of you. Run an eel under the keel on magnetic setting, fast speed. Aim at the very front of the ship because as soon as it notices the eel trail it'll steam forward. Aiming at the front of the ship give a detonation at the middle / stern of the ship, and will usually sink.
2) Proceed clockwise ignoring the large merchant. Plot their courses so that you don't lose them if they exceed visual range. Run on the surface and get close, 500 - 700 meters at 90 degrees, and ping them one by one. An eel on impact near the front of the ships usually guarantees a sinking in time, but will definitely slow the ships down.
3) Put an eel into each ship as previously mentioned, tracking them down with your previous plots. Finally put two eels into the large merchant.
4) Working clockwise from the large merchant, deliver a Coup de grace to any merchies that have the temerity to stay afloat.
5) Return to base for cocktails.