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Old 11-25-10, 09:47 AM   #1
Fish40
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Yea, I'm not sure if the torpedo depth has anything to do with the visability aspect of the wake. Besides, if you set those torpedoes deeper in the early years of the war, you're going to miss the target because of the "deep running" defect in the early torpedo. The problem as someone mentioned, is the impossible reaction time and speed/course change of the AI ships. You could counter this somewhat by fireing a spread. When I fire at a target, I allow for the sudden burst of speed, or sudden slowdown by shooting a torpedo slightly ahead or behind the target. If he suddenly accelerates like a UFO, or slows to a crawl, he may still be hit.
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Old 11-25-10, 10:27 AM   #2
tomoose
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Personally, I don't fire above 2000yds or less and when I miss it's almost always because I screwed up my solution not because the AI had time to react. Above 2000 yards etc I think increases the chances of the AI ruining your beautiful approach.

Get as close as you can and as mentioned, offset one of your fish to account for the possibility of a sudden deceleration.

For single merchants (I've yet to come across a convoy) I initially only fire two torps and from close range. The first strike usually..........usually, causes the ship to lose headway if it doesn't sink and the offset torp allows (usually) for the slow down and either hits in the same spot or catches it in the breadbasket. If those two torps don't put the ship under it certainly slows it down enough for me to setup another torp to finish it off.
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Old 11-25-10, 12:08 PM   #3
Kptlt. Neuerburg
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I think the factors of the AI spotting torpedoes is range, weather, and time of day. I've killed merchant at around 8,000 yards (the max range that the crew on watch can see targets), but thats at night. During daylight hours I'll fire torpedos at a range between 1,000 to 620 yards and this is with the MK14. With the MK18 the range would be at 2,000 to 1,000 yards.
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