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#1 |
Planesman
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if i use torps to attack enemies,the magnetic or the contact fuse,which is the best that i should choose?
bty,i heard that torpedos exploded below the ship's keel will be more powerful and make more damage,is it true in GWX3.0?because i usually used contact fuse and found it is not powerful enough,even though a 4k tons ship needed 2 torps ![]() ![]() |
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#2 |
Samurai Navy
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Magnetics are much more deadlier , howeever their efectivness depends on how much time they will spend beneath the ship and ofcourse the reliablity of their trigers. However i use them only if i fire at big ships like BBs and large tankers and even in this cases i prefer the realiablity of the contact pistols even if i spend more torps. Using them is a gable that can really save you some ammo or completly wasting a torp or (god forbids) more.
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#3 |
Sparky
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If you have the Dud torpedo option enable then I recommend magnetic pistol in all of your shots, except when you are facing straight ahead the side of a ship (forgot proper name) and let the torpedo run at 0 meters so It can succesfully impact and don't bounce.
If using magnetic torpedos, always check the Keel depth (again need proper name) of the ship you are attacking and set the torpedo 1 or .5 meters below the dept of the ship...let's say HMS Aquitania her Keel depth is of 14.5 meters, so your magnetic torpedos should be set to 15 or 15.5 meters, also take in mind the weather, if you have rough seas the ship will most likely go up and down so if you the torpedo goes below while the ship is up the magnetic pistol won't activate ![]() Also I noticed that the closer you are to a ship you will be able to indentify some parts of it and decide which part to attack...altough I could only see this using the UZO not the periscope ![]()
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#4 |
Samurai Navy
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I would disagree, the magnetics (atleast to my experience) are much more unreliable.Furthermore i think 3-5 meters running depth of the impact pistols is quite normal unless you have extreme weather.
I do have dud torps loaded but if you do your intrecept properly this is quite rare ocurance(spl?).However it is up to you to test and see the results yourself.
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#5 |
Navy Seal
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Use magnetic torpedoes when the AOG is 45 degrees or less. At 90 AOB, more than likely the magnetic will explode on the other swide of the ship doing little or no damage.
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#6 |
Watch Officer
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Don't forget that earlier on in the war you are most likely to get better results with an impact pistol. As it says in GWX, the TII had extreme depth keeping problems and wasn't very effective with a magnetic fuse.
Then again, earlier in the war, I only carried a loadout of 2 TII's, the rest were TI's. This was for suprise attacks, I just didn't trust the TII's. |
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#7 |
Chief of the Boat
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My preference is the T1 on a contact setting.
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#8 |
Gunner
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I like to use the TII (for stealth) on impact aimed at target´s bow on an 90º AOB.
Also when the TIII becomes avaliable and if the sea condition allows for it i like to set a magnetic shot right under the target´s engine.
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Silent Hunter III - GWX 2.1 - 16km Atmosphere - SH3 Commander - 62% Realism - DiD Kaptlt. Reinhard Hessler - 7th Flotilla - U-255 (Type VIIC) Oblt. z. S. Hayden von Beier - R.I.P |
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#9 |
Planesman
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thank you all of you,the t1 is faster than t2 and more reliable but its track is obvious,,the t2 has a low speed but no track.i know this....
now my question is: 1 the torpedo hit the ship with magnetic pistol(explode below the ship)will make more damage than contact pistol? 2 the t1 and t2 will cost same damage when using same pistol?or the t1 is more powerful?because i heard some book said the t1 has more tnt than t2....is it true in gwx3? |
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#10 | |
Gunner
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Silent Hunter III - GWX 2.1 - 16km Atmosphere - SH3 Commander - 62% Realism - DiD Kaptlt. Reinhard Hessler - 7th Flotilla - U-255 (Type VIIC) Oblt. z. S. Hayden von Beier - R.I.P |
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#11 |
Planesman
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but how do you find the engine room or weak points in GWX3?i played sh3 with 100% relalism,and if the torpedo could hit the target and then explode ,i will thank the god....
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#12 | |
Electrician's Mate
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![]() Quote:
The engine room is usually below the funnels; and a little ahead of it there's the fuel tank, another sweetspot to hit. |
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#13 |
Gunner
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Thats it, you´ll find them by trial and error. Shoot where you think they might be and see if it works.
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Silent Hunter III - GWX 2.1 - 16km Atmosphere - SH3 Commander - 62% Realism - DiD Kaptlt. Reinhard Hessler - 7th Flotilla - U-255 (Type VIIC) Oblt. z. S. Hayden von Beier - R.I.P |
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#14 | |
Planesman
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For that particular vessel that method will yield only wasted eels. The listed draft of the Aquitania in SH3 is wrong. Her draft was actually 36 feet/11meters and is modeled as that in game. There was a thread about this only the other week actually. As for other ships I usually set the torp to magnetic fuse about half a meter below the vessel's indicated keel, that way if she's sitting higher due to waves she's not outside the fuse's range and if she's lower I get an impact detonation. While the latter doesn't cause as much damage it's still a wholly below waterline hit and is better than a wasted eel. |
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#15 |
Weps
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From my experience, the magnetic shot, a meter under the standard keel depth is far more reliable from '42 ownwards. Cruisers, Large Tankers, Cargos. They all go down with a single, well balanced keel shot. Maximum damage is done when the magnetic torpedo explodes right below the keel, less than a meter close. Personally, i almost forgot how to fire an impact torpedo.
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