View Single Post
Old 01-25-12, 01:48 PM   #22
Obltn Strand
Commodore
 
Join Date: Oct 2009
Location: Helsinki, Finland
Posts: 614
Downloads: 135
Uploads: 0
Default

Quote:
Originally Posted by Gangrene View Post
One thing I read is how they changed the damage system...

For those of you that have played GW3... Is it a bad idea to fire torpedoes under the ship and set them for magnetic detonation? Many of the smaller vessels snap in half in the standard game when this is done. Sounds like you mostly want to strike vessels at the water line in GW3, preferably twice because they don't get damaged much by torpedoes any more and mainly sink via flooding. Thoughts?
If magnetic fuse detonates at optimal depth, 1m below keel, it usually is definite kill. Problem with magnetic fuse is premature detonation or no detonation at all. Add h.sie's torpedo failures and you're really tearing hair off your scalp.

With before mentioned mod enabled I fired 13 torps in -39 with magnetic fuse and only two detonated.
__________________
Himmel, sukeltakaa!
Obltn Strand is offline   Reply With Quote