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Old 01-07-11, 06:55 AM   #1
commandosolo2009
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Quote:
Originally Posted by Takao View Post
It's not so much the speed of the panicked unit, as it is the constant helming that is my bug-a-boo. In SHIII it was a little easier as the ships followed a fairly routine "wave" pattern, but in SHIV, they can go in all different directions.

As such, I target my torpedoes to hit from midships to stern. This increases the likelihood of damage to engines, props, and occasionally rudders. Ships are a lot easier to take out once you've crippled their propulsion systems.

Hits in the bow rarely seem to have much effect on a ship, especially in the stock game.
If only the bastard sunk.... Anyways, thanks fot the tips. I just sunk a heavier duty Ise . I didnt see the shots, but the eels ran right under the Kongo. The explosions happened at command deck-foredeck junction.And it left a nice big oil slick on surface... An artifact maybe.. I've returned home to pearl, and I expect a good pay for the efforts performed
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Old 01-07-11, 08:53 AM   #2
WernherVonTrapp
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If you can hit the BB in it's engine rooms, under the stacks, you'll see a big explosion and the ship will eventually be dead in the water. Also, try to aim for the A/B turrets. You might be able to hit one of the gun magazines causing massive secondaries and, again, she'll eventually be dead in the water, if not sunk outright. I never use magnetic detonators against large warships. For some reason, I could never sink them that way. I always get the best results using direct contact to detonate. That way, more explosive force is directed against the hull. The further away the detonation, the less explosive force is applied.
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Old 01-07-11, 09:23 AM   #3
commandosolo2009
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Quote:
Originally Posted by WernherVonTrapp View Post
If you can hit the BB in it's engine rooms, under the stacks, you'll see a big explosion and the ship will eventually be dead in the water. Also, try to aim for the A/B turrets. You might be able to hit one of the gun magazines causing massive secondaries and, again, she'll eventually be dead in the water, if not sunk outright. I never use magnetic detonators against large warships. For some reason, I could never sink them that way. I always get the best results using direct contact to detonate. That way, more explosive force is directed against the hull. The further away the detonation, the less explosive force is applied.

thats not an issue anymore, cuz I got my first second promotion and Gato class sub!! Also, a propuslion specialist, who could (according to ability description) increase my range. I now have 6 fore tubes and 4 aft tubes, 24 eels total, JP listening gear?, WCA sonar gear, no S radar (wont install it), 82 spaces for crew, 72 occupied so far.

All that thanks to the last patrol (5th) which I sunk an ISE, yes, from the taskforce on this subject.

So, my guess is that now on, I'll be hunting taskforces

One thing though. Magnetic det is meant to cripple the ship, also, a life saviour since you are already (was in case of Porpoise) short on eels, and a pesky 8 min reload time per eel dont stand a chance against a BS, versus a fan shot of 6 eels with proper spread.


Sorry but if you look into my screens on this thread, he actually got effed thanks to the magnetzundung. Imagine a 6 shot of this style. He's definitely a gonner.

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Old 01-07-11, 09:35 AM   #4
WernherVonTrapp
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Ahhh, a Gato, huh? Fine boat she is. Congratulations on the kill, and the new boat.
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Old 01-07-11, 10:29 AM   #5
Armistead
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Sometimes you'll sink capital ships with a few torps, other times the same ship takes several. The important factors are damage zones and crew ratings. The ratings are thus

Poor
Novice
Competent
Veteran
Elite

If they have poor ratings, they sink much faster.

Merchants have either interior or external loadouts, many have both. It can help to know what the external load outs look like. If a ship is carrying ammo crates on deck I can ID, I know one torp will blow him up and any ship near him. Many times I've sunk several ships with one torp. Mostly when they hunting and milling I'll time shooting when DD's are near loaded merchants and blow them all up. If a merchant have fuel or oil you'll see a big fireball, ammo, more of an explosion, carrying both....watch your distance.

Internal loadout:
Freight
Ammo
Fuel

External loadout:
Oil
Freight
Freight containers
Ammo containers
Ammo crates
Aircraft
Tanks
Trucks
Trap containers
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Old 01-07-11, 10:39 AM   #6
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Here, time it right with loaded ships you can take out several with one torp. Problem is you only get credit for the one you hit. I only hit the one already sunk, then the domino effect, one merchants explosion sets off the other and so on.



I prefer to wait until a escort is passing a loaded ship and blow both up at the same time.



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Old 01-07-11, 12:27 PM   #7
commandosolo2009
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wish I had these close to the taskforce.. wouldve made me a rear admiral
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