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Old 10-07-06, 07:12 PM   #1
GT182
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I've seen cargo ships and tankers of all sizes go down with one torpedo and then seen others take up to 5 or more to sink them. All were hit in the fuel bunkers and with pistol set to impact. I even went from one side of the ship being attacked to the other figuring that would help. Not!

You never know what will happen from leaving port to your return, that's what makes SHIII so interesting. The same stands for Super Mods, or even Vanilla SHIII modded to what you want.
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Old 10-07-06, 07:19 PM   #2
andy_311
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That a fist on me normally a small merchant will go down with 1 fish some Iv'e snapped in two some went down intact after a min or two and some took about 30 mins but I never used 2 fish on a small merchant.
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Old 10-07-06, 07:29 PM   #3
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If it makes you feel any better, I took the English Channel in 39 (even with grey wolfs it CAN be done if you are patient by the way), sinking 2 tugboats and a trawler (if it floats, it will sink in my eyes) for the cost of 5 torpedos, all of which hit. Trawler was deckgunned, the first tug was 2 torpedos cause I felt like watching it sink like a rock, but the second tug was 1 torp, a few rounds, another torp, a few rounds, then a third torp and a run like hell cause by then I managed to attract a pissed off destroyer (which by the way, took a torpedo then sailed off into the sunset)
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Old 10-07-06, 07:46 PM   #4
catar M
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I had same problem.3 torps for small merchant dead center nice 90 degrease shot and that bugger wouldn't go down. My last patrol i wondered to NY city took the passenger liner down with one torp same for troop transport .How do you explain that?I'm running GW btw
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Old 10-08-06, 01:36 AM   #5
Der Teddy Bar
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I have never used more than 2 torpedoes on the small or coastal merchant and more often than not, only 1 torpedo and that is not with a BOOM but by sinking.

Aim for the masts as that is where the bulkheads are.
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Old 10-08-06, 05:56 AM   #6
fxn
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Normally I can sink large merchants and tankers with 1-2 torps, but those darn small merchants and tramp steamers can take anything from 3-5 perfectly placed torps. Maybe they are prototypes for top secret reinforced steel hulls?
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Old 10-08-06, 07:45 AM   #7
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Maybe magnetic fuse is the solution. I just sank 3 small merchants or tramps with 1 each, set to magnetic fuse...:hmm:
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Old 10-07-06, 07:26 PM   #8
Albrecht Von Hesse
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I don't know what it is about the small merchants, but with the NYGM damage mods those buggers seem to be made of cork. Virtually all of my attack approaches have me within 500 meters of the target, with a bearing between 330 and 30 degrees, and AoB of 65 - 120 degrees. Normally that has the critical areas appear on the target registry book, but even if it doesn't by now I've a pretty good idea where those are and I'll manually target for them. A good half the time the cargo and tankers go down in one shot, and half of those times they explode and break in half.

Not so those dratted small merchants. I can hit one with a perfectly placed shot, and watch it drift to a dead stop, sunk down to its gunwales . . . and bob . . . and bob . . . and bob . . . for hours. And keep floating after two more torpedoes, carefully aimed so as to evenly distribute the damage (i.e. if my first one impacted just ahead of the funnel at 3 -4 meters depth, then I aim #s 2 and 3 about 20 meters ahead of stern and 20 behind bow).

Cork . . . gotta be cork . . .
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