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Old 06-30-09, 02:38 PM   #16
Murr44
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Don't select fast speed for T1's when using magnetic pistols in heavier seas (7-9m) because of the chance of premature detonation. Impact pistols are best in this case. If you must use a magnetic pistol on a T1 in rough seas, choose slow or medium speeds as it will lessen the chance of premature detonation.
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Old 01-03-10, 01:57 PM   #17
Lord Biceps
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New player here!

I have to give my input on this, after a few weeks of playing this wonderful game. So far, I've had great success using magnetic detonation and firing from DIRECTLY behind my intended target. Obviously, the margin for error is very small, but if you're certain the ship won't make any sudden turns (and the sea is not too rough), the chance for a detonation is very high. On several occassions I've managed to destroy the ship's rudder and propellers this way, which makes even a warship useless. If the first blast is not enough to sink it by itself, you can take all the time in the world to line up for a 90 degree impact shot. And merchants disabled this way seems to be abandoned by their convoys, which means that you can leave it where it is and come back later to blast it with the deck gun.
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Old 01-03-10, 02:52 PM   #18
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Welcome to SS LB
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Old 01-03-10, 02:52 PM   #19
Lord Biceps
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Thanks!
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Old 01-03-10, 03:37 PM   #20
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Default Magnetic eels

Just last night I fired 4 eels into a large tanker. This is what happened:

I do not have dud torpedoes checked off, so I made the assumption that all would be well. Not so. I have read this in many posts here and didn't take it to heart concerning the behavior of the TII's. First off I never select magnetic in rough seas, which in this case it was. In my hurry to get set (I use manual targeting) up for my firing solution I forgot to select Impact Only. I fired all 4 tubes (2 TI's and 2 TII's). I was 950m from the target at 90°AoB. Speed of the ship was only 2 knots (really rough sea's). I always have external view unchecked because I like to watch my handy work. At mid way between me and the target both TII's exploded, whereas both TI's hit their mark dead on.

I should not have set the depth at 3m. I have read here that too shallow of a run in rough seas can and will trigger the pistols on TII's (maybe TI's as well). I usually select impact for seas that are semi to extremely rough and magnetic for calm seas. Usually in daylight I select TII's only either magnetic or Impact. Sometimes while using TI's in daylight, a target can accelerate and turn to avoid the hit, this is why during the day I get as close to the target as I can and select 45k on TI's for impact.
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Old 01-03-10, 05:01 PM   #21
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Quote:
Originally Posted by Lord Biceps View Post
New player here!

I have to give my input on this, after a few weeks of playing this wonderful game. So far, I've had great success using magnetic detonation and firing from DIRECTLY behind my intended target. Obviously, the margin for error is very small, but if you're certain the ship won't make any sudden turns (and the sea is not too rough), the chance for a detonation is very high. On several occassions I've managed to destroy the ship's rudder and propellers this way, which makes even a warship useless. If the first blast is not enough to sink it by itself, you can take all the time in the world to line up for a 90 degree impact shot. And merchants disabled this way seems to be abandoned by their convoys, which means that you can leave it where it is and come back later to blast it with the deck gun.
Lord Biceps

...you can also wait as your target begins to make a turn as you approach from the rear, then you know he can not turn away from you so fast - he is, in effect, turning into the coming torpedo: magnetic of course.
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Old 01-03-10, 06:10 PM   #22
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For what it is worth I use magnetic pistols fairly often wether I am going for a shot under the keel or shooting into the side of the hull. The reason being is the magnetic torpidos will work in a wide range of attack angles where as the impact can only be relied on when the impact angle is +/- 20 degrees from 90, any thing out side that range and the torpido is liable to skip off the hull and not detanate.

When it comes to targets on the ship I generaly aim for a shot under the keel just about the engine room, weather permiting, that way if they don't sink imidiatly they will slow at worst and at best they will come to a dead stop so I can finish them later if I need to do some thing else. On tankers I find striking amid ship to be very effective; all that oil starts a nice fire that can consume the ship quickly for the cost of one well aimed torpido. On war ships I generaly aim for the engin or beneath the main gun batteries, that is generaly where the ammo and powder mags are and will sink them right quick.
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