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Old 04-09-08, 10:10 PM   #1
H2OsKT
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Default Weak spots

Is there any guide to each ship type's weakness? On SHIII, I could aim for ammo bunkers on capital ships or the fuel on a freight. SHIV merchants are on steroids and the Jap capital ships are pretty dang tough too.

My only observation is if I can get directly in front of a ship, my chances of sinking with one torp is greatly improved if set at maximum depth based on the draft. I have verified this tactic with a Kongo class, Shokaku carrier, large tanker as well as some assorted merchants.

I was really disapointed last night as I came across a huge task force en route to Batan and I only had three fish left. I saved the game and made about ten different runs at the Yamato battleship from a 45 to 90 degree angle. My best opportunity only stopped her from moving, but she never went down and I never saw any dramatic pyrotechnics even when I know I hit the ammo bunker locations under her main guns. I don't care how big a boat you have, three well placed torpedos should do the job.

SHIII had a link that showed weak spots on targeted ships such as the keal, ammo or fuel bunkers. Is there any such guide for SH IV?
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Old 04-09-08, 10:21 PM   #2
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Quote:
I don't care how big a boat you have, three well placed torpedos should do the job.
Not when it comes to the Yamato bro'... She was the IJN's heaviest armoured vessel in the fleet along with her sister ship the Musashi... You'd better be ready to put a few more than 3 in her...

As for a guide, hmm, not that I know of...
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Old 04-09-08, 10:48 PM   #3
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Bah, 1 Mk 14/16 torpedo under the keel of that big pile of garbage would blow her in half.
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Old 04-09-08, 11:03 PM   #4
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Quote:
Originally Posted by V.C. Sniper
Bah, 1 Mk 14/16 torpedo under the keel of that big pile of garbage would blow her in half.
Just be sure to get a screenshot...
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Old 04-09-08, 11:58 PM   #5
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took me 6 torps to take down a yamato. one hell of a show afterwards
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Old 04-10-08, 09:35 AM   #6
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Quote:
Originally Posted by V.C. Sniper
Bah, 1 Mk 14/16 torpedo under the keel of that big pile of garbage would blow her in half.

If you take that boat down with only one fish, you must be using some kind of cheat or a super torpedo mod!

To answer the main question here, I heard of a download a long time back for a chart of the sweet spots, but since then there have been so many modifications, I would not think it to be reliable any longer. I hope I'm wrong, because I would like to know as well.
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Old 04-10-08, 09:37 AM   #7
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I once had to empty all of my tubes on Yamato. The Japs on board were probably laughing at me before they died.
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Old 04-10-08, 09:56 AM   #8
M. Sarsfield
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Has anyone tried the magnetic detonation under the keel using the NSM mod with something this size?
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Old 04-14-08, 10:45 PM   #9
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The forward mast/funnel area was my favorite target on SH III as most cargos go down with one shot. SH IV cargos are on steroids as I have yet to perfect a shot in this area like SH III. I am going to start testing shots on the bidge and see if the fuel bunkers can be reached. :hmm:
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Old 04-15-08, 12:11 AM   #10
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I hit a yamato couple days ago.. Did the same testing, reloading from a good starting point. Best score I got was 8 torps and as many as 14 to sink it. Best tactic i found was to aim for engine room which with one or two torps would disable the props on that side. I was aiming about 1/4 ships length past where the shafts entered. This would slow her to about 6 knots giving me an easy run to line up for spreads/aimed on the same side. After 7 or so well placed under turrets or under stacks you get secondary explosions and after that its only one or two more, or so it seemed. Seemed spreads would often require at least 2 tries with 6 fish each maybe missing 2 total. It was fun to try and thats all that matters i guess!
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