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Old 12-10-09, 05:47 PM   #16
gordonmull
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2 per ship. 3 if I'm unsure. I might gamle one on a small vessel but only if I'm very sure. I like to go by the uboat commanders handbook. It's better to fire more torpedoes and get a kill rather than fire less and lose the kill.

Fire one you might miss. Two and you've got a far better chance of at least one hitting.
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Old 12-11-09, 04:20 AM   #17
TarJak
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Quote:
Originally Posted by danlisa View Post
Every ship in GWX will sink with 1 torpedo hit. That's if you know where to hit them.

Other than that, a single torpedo will usually result in enough flooding to sink any vessel. Again, you need to know where to best cause this flooding.

Either way, there are many cases where ships sank after one torp but there are also many cases where ships remained afloat and returned to port for repairs following multiple hits.
The caveat to this is any ships added beyond the original ships included in GWX. These may have different damage models depending on who built them.

Even though I know where most of the weak points are, my policy is anything worth shooting is worth shooting twice. Anything bigger than 10k tons I shoot 3 times and anything bigger than 20k tons gets 4 eels minimum. This is more realistic than firing one and hoping it gets a sinking.
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Old 12-11-09, 07:39 AM   #18
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Quote:
Originally Posted by Captain Birdseye View Post
Hi guys,

Is it me, or do merchants seem to have too many "hitpoints"?

In the war it was well documented for ships to go down with a single torpedo, yet some in SHIII can withstand three!

Is it just the way i'm firing?
no, Captain Birdseye it's not just the way you are firing. it is also well documented how lonnnnng it took for ships to sink.
A few things to remember:

Read the GWX manual, it contains alot of historical data - not just game play.

Also, read the history books. there are many works on the u-boat war. for instance, i have just read a super little book called Attack and Sink by Bernard Edwards about Convoy SC42. it contains descriptions of boat sinking times - some jaw-dropping like Sailor Steve has described 'in seconds.'

also, many u-boat captains never scored a hit, never got out of Biscay, never fired a torpedo. my own experience is that i hit a medium merchant and and it snapped in half - gone, in that few seconds. i hit another merchant and sat around all night till daybreak waiting... i gave up in the end and left. it had just settled up to the rails, i had no torps left in my TypeII.
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Old 12-11-09, 09:10 AM   #19
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I believe the main reason why some ships will go down with 1 torp and others with 2 or more is what they are carrying. The internal cargo will be either freight, ammunition or fuel and you will not have a clue as to what it may be. Also the external cargo also plays a factor into the equation.

For those of you playing normal and are within 1000m of a ship that you are locked on ( with a good solution ) you will also see where the prime locations of the sweet spots are on that ship ie: fuel bunker, magazine, engine room, etc. using the recognition manual after you have id the ship.
You can than click on that part of the ship in the manual and thats where the torp will go assuming you have done everything else correctly such as opening the torp doors prior to firing.
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Old 12-11-09, 09:27 AM   #20
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You can than click on that part of the ship in the manual and thats where the torp will go

hmmm, thats really interesting...i did not know that. thanks PaulH513
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Old 12-11-09, 04:43 PM   #21
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Would any mods keep that trick from working? The one where if you are inside of 1000m and have a good solution the target locations on a ship being displayed on the book. I just tried it out in the torpido training mission and didn't get any extra information about my targets. I am using the falowing mods GWX 3 Gold, TMT v2, M.E.P. v2.1, MaGui, and some sound and skin mods.
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Old 12-11-09, 06:11 PM   #22
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I believe turning on manual targeting disables that, but I can't say for sure as GWX is loading up now so it'll be a half hour before I can go back and change my options
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Old 12-11-09, 07:33 PM   #23
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I checked it out my self. The target areas do show up with all the mods I have listed but you need to have manual targeting turned off. I guess you could study the charts on ships with this turned off and then use that new info for manual targeting if you don't like useing the auto targeter.
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Old 12-12-09, 04:55 PM   #24
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Sometimes a torpedo doesn't hit where you want it to.

Sometimes a torpedo doesn't do the damage you expect it to.

Sometimes they get away.




Tanker MV Sun, after being torpedoed by U-502
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