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Old 12-21-08, 07:17 PM   #16
InFlames666
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yeah the germans made a homer, the G7s T5.
one U-boat both paid for her own ticket to the bottom!:rotfl:
U-972
http://www.uboat.net/boats/u972.htm
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Old 12-23-08, 01:04 PM   #17
Sandman_28054
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Well, I have been using these "cuties" for the last several missions, and they do come in handy sometimes.

However, I have noticed a bug with them.

I was just on patrol in area A4 when I found a convoy leaving port,

Using my radar, I went the long way around an island, and managed to get ahead of it. I was positioned about 1500 yards from the projected path.

Long story short, I sank 5 ships, 3 merchants, and 2 DD's. However, it was when I sank the DD's that I noticed a "bug."

I used both "cuties" to take out, slow down 2 DD's. And while re-loading the aft tubes, it showed I was re-loading those "cuties." Normal reload time is what, 30-45 miutes. I reloaded those "cuties" in half the time, and when I fired those "fish" I found out they were actually Mk.23's.

It may be a bug, but I like the shorter re-load time.

Last edited by Sandman_28054; 12-23-08 at 01:04 PM.
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Old 12-25-08, 01:40 AM   #18
ancient46
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I think you have something wrong in your sub, Sandman_28054. In my stock 1.5 game, a reload time for a Gato torpedo tube is 4 minutes. In RFB it is 6 minutes. If I have something wrong on my sub I am not about to find out why.
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Old 12-26-08, 11:53 AM   #19
Sandman_28054
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Quote:
Originally Posted by ancient46
I think you have something wrong in your sub, Sandman_28054. In my stock 1.5 game, a reload time for a Gato torpedo tube is 4 minutes. In RFB it is 6 minutes. If I have something wrong on my sub I am not about to find out why.
I was watching the reload and at least in my game, SH4+TMO, the reload time is around 15 minutes plus. (realistic)
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Old 12-28-08, 04:14 AM   #20
Sandman_28054
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How about the Mark 16 torpedo?

Anybody but me used them?

I like the long range of them (13,500 yards I believe).

I sank a Modern Europiean Passenger Liner and an Old Large Passenger Liner from 9200 yards today.

Feels good to shoot from such long distances and not having to worry about DD escorts.
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Old 01-23-09, 01:51 PM   #21
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it was stupid of me using that cutie on a crippled DD... not wanting to hit the DD again with my precious MK14.. it just homed in to my engines... after some seconds caboosh Torpedo Impact! Were Taking damage! it just hit me in the stern ending my patrol early.. got me a 45% hull damage...
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Old 01-25-09, 11:32 PM   #22
rubenandthejets
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I kinda like 'em-though they do tend to all home in on the nearest and loudest target. The like to gang up on charging destroyers and leave the merchants I targetted alone, so now my figures for a convoy are usually 2 escorts and 1 freighter, rather than 3-4 freighters.

They look cool as they wiggle about too, reload and arm quickly so I put 4 loaded , 2 reloads in the front tubes. Not as much of a punch and a little unpredictable.

When I refit the subtender justs tops them up again, not sure if I pay 500 renown again but I can't choose a different torpedo if I wanted to anyway....
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Old 01-26-09, 01:08 AM   #23
peabody
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Quote:
Originally Posted by rubenandthejets

When I refit the subtender justs tops them up again, not sure if I pay 500 renown again but I can't choose a different torpedo if I wanted to anyway....
A little off topic, but if you like them and use them, refit before you return to base. Almost always when I refit I get exactly what I had on the boat. But if I return to base I sometimes have to buy them again. And not just the cutie, but I may have a boatload of a certain type and have to buy an entire loadout over again.

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Old 01-26-09, 03:20 AM   #24
magic452
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That sounds like cheating.

I think I'll try it.

Magic452
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