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Old 07-15-14, 07:15 PM   #40
desirableroasted
Grey Wolf
 
Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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Some torpedo tips to remember if you are trying to play realistically, rather than "arcade":

1) The choice is not mag vs imp, but mag/imp vs imp. In other words, all mag pistols work as impact pistols, too.

2) In real life, you could not switch pistol settings instantly. You had to haul the torpedo out of the tube to do it. I believe I have read in this forum that you could only do one at a time and that it took upwards of an hour.

3) As in real life, magnetic pistols sometimes fail. But if you let that keep you from using them, you are going to miss a *lot* of tonnage: used correctly, the damage they do far outweighs the occasional dud. You can easily ruin Hood's day with one.

4) When you use magnetic, try to use a slow speed setting. Give your torpedo as much time as possible under the hull of your target (which is why you also try for a "long" AOB angle, too).

5) Don't be a slave to gyroangle (the orange, yellow and green triangle). The green triangle does NOT mean a perfect shot -- only that the torpedo will run straight out of the tube on launch, perhaps on the way to a hopelessly miscalculated shot. Sure, all things equal, you want a low gyroangle, but it is perfectly possible to set up a perfect impact shot when your sub is not at a 90 degree angle to the target.
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