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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
Posts: 4,273
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Might as well stick to single merchants then. The TII's are a great weapon, as they are stealthy, and if you're good enough, you can hit multiple targets in a convoy by timing the firing so all the ToT's are at the same point. They also allow you to hit a bigger target on the other side of the convoy, and then use the TI's higher speed for up close shots when they start zigzagging. I wouldn't complain if I had an entire loadout of TII's. I would be a little apprehensive with just TI's, as they would prevent any serious attacks on warships or escorts, especially since the escorts have been known to trace back the direction the eels came from. |
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#2 |
Seasoned Skipper
![]() Join Date: Jan 2011
Location: Groningen, The Netherlands
Posts: 709
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No I don't just fire a single salvo.
Mind you, to me the game is about taking down as much tonnage as possible in a realistic way. But you only got four bow torpedoes and when I intercept a convoy, I just pick out two fat targets per attack, they both get two eals. Then I back away and reload, and go back. The choice of three speeds on the T I makes the timing issue a lot easier for me. (plus, I get the sense that the T I's are more reliable, but that just might be me) And halfway through '42 or something like that, the destroyers seem to be pretty good at homing in on my firing position anyway, so using TI's or TII's doesn't really make that much of a difference in my game. But that could also be a fault of my own. Maybe I'm not stealthy enough. However, I almost always can get rid of them. So maybe it's kinda personal, but I like my T I's ![]()
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#3 |
Medic
![]() Join Date: Aug 2010
Location: Chicago
Posts: 159
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TII's are great for merchants that are kinda far because no wake will not alert them and have them change course to try and avoid it, but I usually use the TI's for their speed and use the TII's for distance attacks and for warships that are sitting ducks and oblivious to my presence.
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#4 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
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They can notice you, however, so raise your scope only to make quick observations, do the solution, and fire. Don't keep it up to watch the kerplosion. Warships, however, can notice torpedo tracks, and their reaction alerts the merchants, too.
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#5 | |
Eternal Patrol
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Yes, I'm pretty sure that merchants can indeed see the tracks from steam torpedoes. It depends on their skill level of course, so they don't always, but they can.
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#6 |
Konteradmiral
![]() Join Date: Apr 2010
Location: Greece
Posts: 1,992
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I have never seen a merchant taking evasive manouvers to avoid an incoming torpedo unless she has already started zigzagging before the launch.
Maybe this ship - in training - is scripted to do so. |
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#7 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#8 | |
Stowaway
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#9 | |
Engineer
![]() Join Date: Sep 2013
Location: NC USA
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#10 |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
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I've seen them react to the TI's as well. Search lights are lit and there is the beginning of the rudder hard left / right behaviour. They haven't seen my boat as and I have been able to sneak away on the surface.
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#11 |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
Downloads: 47
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I have not played stock in years, so merchants may well do the turn on a dime stop on a dime dance when they see a bubble train in stock. I simply do not remember.
They certainly do it in the Academy in stock, as we all know. In GWX3.0, I have NEVER seen a lone merchant react to a bubble trail. Ever. If it is with an escort and the escort sees your bubble trail, the merchant will begin the regular zig zag, while the escort comes after you. But that's all. No speeding up, no stopping, no throwing the helm over. I am happy to be set straight, but considering I have encountered every mishap in GWX except this one, I'll believe it when I see it.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#12 | |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
Posts: 861
Downloads: 22
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I'm also a big fan of TII's, when in dock I generally swap out all my torpedoes for a full load of them (save the aft ones, I keep T1's in the case I have the kill an escort that's hunting me). Am not sure about how things really happened, mathematically an eel travelling at 45 knots should do more damage with its increased momentum and release of kinetic energy. Aside from the Physics behind it, can't comment on the mechanical engineering aspect of the effects of a faster torpedo; to my knowledge though ingame torpedo speed doesn't affect the damage outcome. If you fired an electric and steam (at max speed) the TI would obviously hit first, though wouldn't go anymore damage than the TII traveling at the slower speed. |
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#13 |
Stowaway
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Here's Richi's Torpedo Tool.
http://www.mediafire.com/?uduuuh9ylwo371b And there is an option to use English in this program. It's been awhile since I ran it. ![]() Note: On windows 7 64 bit, I had to download Comdlg32.ocx and place it in the Torpedo folder created by Richi's tool. If you need that file, let me know and I'll upload the version I have. Last edited by Madox58; 03-12-11 at 11:34 AM. |
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#14 | |
Bilge Rat
![]() Join Date: Apr 2009
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#15 | |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
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Steve |
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