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Old 06-07-07, 04:07 AM   #1
Thniper
Planesman
 
Join Date: Jun 2007
Location: Niedersachsen, Germany
Posts: 186
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Critical damage zones of ships (GWX 1.03)

Hi everyone,

I hope this is not the nth newbie question concerning this subject, but I searched this forum and found (for me) no pleasing results. Maybe someone could show me a link, where this topic is debated.

I'm playing SH3 with GWX 1.03 and SH3 Commander 2.7 (no other mod).

So my simple question is:
Where are the best damage zones for my torpedos for different merchants and warships? Is it generally better to use impact or magnetic pistons? What experiences did you make?

I have tried to figure this out by setting up a testing mission with the editor, where four C2 cargos were docked at calm seas. I used different setups and aiming marks for my torpedos and wrote down the results.
But the results were not very satisfying...

There seems to be more "luck" in sinking ships than correct aiming!
I know this is historically more correct, but as I have read many threads in this forum, I found out that at least some of you have a strategy to sink ships with a minimum number of torpedos.
It would be nice for me (and maybe others), if you could share your wisdom...

I intend to make a list of all ships with their special critical damage zones and how many torpedos I need to sink them (on average).

So it would be nice, if you could post some of your experiences that you have made with different ships (not only merchants, but warships, too).

Thanks, everyone.
__________________
"I cannot but conclude the bulk of your natives to be the
most pernicious race of little odious vermin that nature
ever suffered to crawl upon the surface of the earth."
-------------------------------
Jonathan Swift, Gulliver's Travels (1726)
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