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Old 11-11-12, 04:52 PM   #1
Dive! Dive! Dive!
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I am unsure of what you mean but I will try and give you an answer.

In the game, I don't think it takes into account torpedo blisters. I think what makes the Yamato so hard to sink is the amount of water it can take.

I played the mission "Last Targets" to test this. I put all my forward torpedoes into the ship, creating several holes. Even at that rate, the ship managed to stay afloat for about 45 minutes, continuing to look for me. I raised my periscope again and it still shot at me despite the waterline washing it's decks.

Put a hole in a patrol boat and it'll will go down easy. Yamato can take much more water.
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Old 11-13-12, 06:37 AM   #2
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IRL Yamato took 11 torpedoes before she capsized.
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Old 08-06-13, 04:53 PM   #3
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yep 11 torpedoes and 17 bomb hits to send her to the bottom she was about as tough as a Essex class carrier
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Old 08-06-13, 06:12 PM   #4
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Yamato can take a lot of punishment in SH 4. Esp with the longer sinking times mod for TMO, which sinks ships via flooding and bulkhead damage, not just hit points. I have yet to sink the Yamato with this mod but can say I hit it with 6 fish one time, it had a list but sailed on just fine.Six more probably would have done the job but who knows.
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Old 09-12-13, 02:50 PM   #5
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Quote:
Originally Posted by Bubblehead1980 View Post
Yamato can take a lot of punishment in SH 4. Esp with the longer sinking times mod for TMO, which sinks ships via flooding and bulkhead damage, not just hit points. I have yet to sink the Yamato with this mod but can say I hit it with 6 fish one time, it had a list but sailed on just fine.Six more probably would have done the job but who knows.
I've only sunk her twice with that mod though both times it was during the sibuyan sea.(I used the hydrogen-peroxide torps for the first one and I got a lucky hit on the second ones engine room that stopped her dead in the water.)
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Old 04-02-14, 01:29 PM   #6
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I have sank the Yamato several times with TMO. 6 well placed fish will do the trick.
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Old 04-03-14, 01:40 PM   #7
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Or one if you hit the sweet spot that sets off the forward magazine.
Set torpedo depth 30 feet, contact. The base of the second turret, set the crosshairs just aft of the forward edge of the turret base and fire. Obviously for a moving BB you have a good chance of hitting someplace that doesn't set off secondary explosions, so fire 3 or 4 at the general area of the forward turrets and hope one of them is the magic bullet.
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