![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 | |
Loader
![]() Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
|
![]() Quote:
so thats +25% damage at max skill. stock torpeods do 120-160 damage my torpedos do 100-400 damage. if you take the middle from it than its 250 damage average per torpedo. i wouldnt call it to strong because in stock you rarely sink a ship with just one torpedo, bigger cargoships even need 3-4 torpedos because the flooding/burning doesnt work. Even with my mod, i sometimes need up to 5 torpedos to sink the big ships like battlecruisers or aircraft carriers |
|
![]() |
![]() |
![]() |
#2 |
Loader
![]() Join Date: Mar 2010
Posts: 90
Downloads: 16
Uploads: 0
|
![]() |
![]() |
![]() |
![]() |
#3 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
|
![]()
I've used this for a couple nights now.
On average it takes me two, sometimes three, other times 1. I just feel like that one torpedo time comes up alittle "too often". I just ripped the bow off a large steamer with my first torpedo. LOL moment. I even sank a 16,000 ton transport with one torpedo. IMO, it needs to be toned down just ever so slightly. But even right now, it's enjoyable. |
![]() |
![]() |
![]() |
#4 |
Medic
![]() Join Date: Oct 2009
Posts: 163
Downloads: 123
Uploads: 0
|
![]()
A toned down version would be nice. 120-250 sounds like a nice moderate number.
I'm used to having to use 2 torps per ship anyway. Was fairly common in OM, though you could take out large tankers with a well placed single shot. Not always, but often enough. What I've noticed is that there is a surprising lack of dud torpedos in SH5. In OM, duds were horrendous until torpedo upgrades became available. In SH5, I haven't had a single dud yet and I'm on my 6th patrol. |
![]() |
![]() |
![]() |
#5 |
Engineer
![]() Join Date: Apr 2007
Location: Conning Tower - repairing the radar.
Posts: 200
Downloads: 8
Uploads: 0
|
![]()
A couple of good points came up .... using 100-400 value when your crewman has a torpedo damage bonus and preheat. It may be overkill beyond what we like to call acceptable?
I haven't look at the bonus % but I do have another question though. It seems to me that the damage graphic for the torpedo is smaller than in the previous SH versions. I've understood and tested the torpedo radius back in SH4 and it did correlate with the size of the graphic. Also reading the NYGM manual the radius plays a key role when damage bleeds over into another compartment. Has anyone looked at the torpedo radius value? I figured it'll take some more tweaking ... Great find though! Rob |
![]() |
![]() |
![]() |
#6 | |
Watch
![]() Join Date: Sep 2010
Location: All around occident
Posts: 28
Downloads: 28
Uploads: 0
|
![]() Quote:
After playing for a while I manage to find weak points in many ships I encountered. For example; A 10000 tons Nippon Maru in SH4 only need one torpedo if you manage to hit a keel shot right in front of the funnel at the beginning of the stern section. Is this still repro in SH5? |
|
![]() |
![]() |
![]() |
#7 | |
Lieutenant
![]() Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
Downloads: 40
Uploads: 0
|
![]() Quote:
I don't recall if sh5 still has the compartment damage model but this mod helps a great deal with making things more like sh3/4. I'm sure someone will come along and clarify everything better than me. |
|
![]() |
![]() |
![]() |
|
|