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#1 |
A-ganger
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where do you aim your torps? below the stacks? Below the turrets? in between the turrets? below the cargo areas? in the bow of the ship? aft? at 90* AOB? 0* AOB? magnetic? impact?
above keel? 1m below keel? 2 m below keel? 1 torpedo first, and then wait, or fire a salvo first, which i observed sometimes saves torpedoes in the long run? what considerations do you take when aiming? calm weather? 15kt wind and heavy seas? difference between merchant and warship? how does that affect how you aim? I am asking because I seem to be able to always sink a Revenge class BB with 2 torps under her forward turrets, however, with the Nelson, whose tonnage is only 8000t more, I have to use at least 6 torps under the same conditions, no matter where I aim. I did this last night in Lock Ewe, where both ships were staying. It was calm and I used magnetic, setting depth to 1.5m below keel... Does anyone know where to aim most efficiently at a ship, using torpedoes? |
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#2 |
中国水兵
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right now I just try to hit it
![]() with OLC and manual targetting I am often missing by 1-2° and the aiming a certain spot is tricky... _But if I would have to aim for a certain spot it is either under teh chimney to hit the engine or under the cranes ... sees to be best... for battleships I qould try to hit under the turrets... seems the ammo is there (this way I sunk the Nelson with one torp... hit it under teh fron turret... explosions and down she went) but right now... anything farer than 1000m and I just lock the target and aim for midship
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#3 |
Ace of the Deep
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I'm no expert by any means but from recent experience, I would say for the larger merchants aim for the bow area and for the smaller merchants aim for the stern. Ninety percent of the time a bow shot will take down a large merchant, not necessarily instantaneously but they go down eventually. With small merchants/freighters a stern shot usually brings them to a stop and sometime you get a fireworks display and they go down immediately (usually when I hit a neutral
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#4 |
Ocean Warrior
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Where ever possible I always aim just in-front of a ships bridge, and this usually makes a ship sink within a few minutes. I normally get best results with magnetic pistols set to 1.5m below a ships keel, though this works best is calm seas. Whenever the weather gets a bit rough (as a guide aboutr 7 m/s), I stick to impact.
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#5 |
Navy Seal
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A bow shot for merchies (in GWX). A touch in front of the stack in stock.
Nelson went down with one magnetic exploding under #3 turret.
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#6 |
中国水兵
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about impacts.
I usually set the depth with 3m (lazy I know) but I would set it to 50% of the actual gauge of the ship making sure it is deep enough to cause good damage without bouncing of ... but from experience 3m are good ![]()
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#7 |
The Old Man
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Trusting electrics to m/p is a judgement call depending on sea conditions.
There are enough variables (sea / eel types / settings) to make it about impossible to specify exact tactics for using fish.
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#8 |
Ocean Warrior
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Most of the attacks are based on experience and previous knowledge of the ships in question. Nevertheless here are my "tricks"
![]() Impact Pistols Small Merchants (Passenger/Cargo. Small Freighters etc) I set the running depth to 3m and aim just before the smoke stak. By hitting there you can either stop the ship from moving or explode the fuel bunker. Small Tankers Running depth set to 1m and aim a little bit ahead of the smoke stak (aft of the boat). If you hit the sweet spot you can blow up the fuel bunker and the whole ship in seconds. Medium/Large Tankers Running depth 1m aim just on the first mast (small bridge) from the bow. By hitting there the boat should sink in seconds. Medium Cargo Running depth 2.5m aim for the area between the last mast before the bridge and the smoke stak. It's a bit tricky but if you hit it properly you can break the ship in half. Large Merchant Running depth 1m and aim for the first mast from the bow. It should go down like a stone. Empire Freighter Running depth 1m and aim amidships. It takes a while but it will sink. Destroyers Whenever you hit them with a torpedo (running depth 1m) they should eventually go under Battleships/Cruisers Running depth 1m and aim for the gun turrets. The ammunition stored there should blow the ship up. Magnetic pistols Set the depth to 0.5-1m more than the draft of the boat, aim under the smoke stak or in the middle of the boat and fire. 9 times out of 10 you do break the back and she sinks. Good Luck and Good Shooting ![]()
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#9 |
Seasoned Skipper
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The absolute best solution is on the front of the ship(I don't know the name in english, in french "proue" or "étrave").
One torpedos = one ship because water enter quickly and the ship sunk very fast. One meter is enought, set to impact. Available for merchant ship. For war ship it's strongly different... |
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#10 | |
中国水兵
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#11 | ||
Ocean Warrior
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#12 |
Ace of the Deep
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I haven't really had any dramatic 'keelbusting' since Vanilla. In GWX, the keel sometimes breaks and she splits in half, but it is somewhat subtle - the middle just sags and then she sinks. I remember that back in o'le Vanilla, when you sent a keelbuster under the center section of a medium-size ship, she would snap in half and the two ends would surge way up in the air- like this:
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#13 |
中国水兵
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http://foto.arcor-online.net/palb/al...6266326561.jpg
here in small: ![]() the tanker was breaking in half with the second torp (impacts at 3m ) ![]() I had a real keel buster at a DD and occasional on med merchants but I would dare to say less than 4 times since I play with GWX ... and woohoo it is nice to see it now that it is so rare ![]()
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#14 |
A-ganger
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thanks for the suggestions. how do you know where the compartments of a ship is-engine room, fuel bunker, etc? i know that the ammo is usually stored below the turrets...
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#15 |
Captain
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Now I'm no authority by any means, I read and pick up tips here and there and find many of them very useful. But, I'm not quick in math so I just stick with the WO and let the computer do the rest.
It has been my experience that depending on where you pick up the green "Hot shot" button in the periscope, depends on where the torp hits. for example: if a ship is traveling due east(heading 90) and your approaching from the northeast, sooner or later you going to have to turn to port (left) to shoot. You have a 10 degree window of opportunity. Usually from 15 degrees to 5 degrees or 345 to 355 degrees turning to starboard. Depending on when the triangle turns green, say truning to port at 15 degrees, chances are your going to hit the stearn of the ship. If you wait until it hits the 5 degree mark, your going to hit the bow. 10 degrees equals a hit a "mid-ships." Of course, range to target, bearing, speed, torpedo speed and type of target, merchant, tanker, troop trans, etc., all have to be considered. :hmm: That is just my experience. God Bless Till all are one. |
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