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#17 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
Downloads: 47
Uploads: 0
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![]() Quote:
Yes, in many situations (pitching seas, rough seas at distance, sharp AOBs), impacts are a better bet. They give you almost certain, though not always fatal, damage. Drawbacks: you need to be at a sharp AOB angle, which severely limits your tactical options. You often have to hit the merchant again, which often sucks new players into choosing the "salvo" option from the start, which is a waste of torpedoes. A magnetic, put under a hull at a long angle, at the proper depth, is glorious to behold. You can crack large merchants in half with one, send Hood or Nelson to the bottom with two -- in under a minute. They open up 360 degrees of tactical space, letting you fire now, rather than waiting for 90AOB while escorts swirl about. Those advantages outweigh the reliability problems. Remember: You have five tools in the box in the early war: deck gun, T1 impact, T1 magnetic/impact, TII impact, TII magnetic/impact. Each one of them is "best" in certain situations. To write any of them off means you come home short on tonnage.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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