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But I agree, they couldn't just slap a fire button for torps into the game without adjusting torpedoes themselves.
one is the subject of this thread. I completely agree, there should be a "force fire" ability. I frequently, most often with submerged tubes, nearly tear my hair out as they won't fire, period.
Second, there is the secret "extended range" of AI torps. I've seen them exceed their max range multiple times, occasionally by several hundred percent. Usually these are perfectly aimed to hit my capital ships, which I have carefully kept well out of range. If the torp's range is "X" than it should sink to the bottom at that point, not continue on.
Third, there's their "perfect timing," in that if I were running (for example) parallel to an AI unit, hoping that maybe my ship would fire, the AI always seems to fire first and score frequent hits, despite my tubes already being aligned for a shot.
Fourth is the issue of them able to fire their tubes individually, in multiple single shots. My ships all fire full volley fire: one time and I'm empty. I've seen time and again when the AI would pepper me with single torps, all well-aimed, forcing me to constantly dodge.
Fifth is the problem with "friendly fire." Happens too easily if attempting a mass attack with multiple ships. I have never seen the AI have this problem.
There are several more comments I could think of, but this is enough for now!
2. Same for players torps, while torps had a bit of reserve range (the actual max range is probarbly a save, guranteed value commanders can work with), it is a but too much. But getting hit by these, well forgot to change course on the other ships that maybe can get hit...?
3. Parallel is not a so good position, you should be ahead of the target so you fire in the targets path and your torps dont waste range running "behind" the target. Remember that the torps must reach a point were the target will be after they moved there, and this needs to be in the launchers firing arc. This is for me one main reason players complain about torps not firing.
4. Dont put your launchers next to each other, if they are somewhat mounted all over the ship they will not fire all at once, the later launched torps will be aimed with evasive measure in mind. My standart 500t-800t TBs have 3x2 tubes, one in front or aft the tower, one between or behind the funnels and one aft.
5. My launchers are mostly on safe for offensive actions, and only on off for my escort DDs. I get only very rare friendly hits (mostly doing a both sides torp attack, thats a risk i take). Tunring them off will (at least until 1.29) make them not stay tracking the target, if you turn them on to late they will be not on target in time.
I havent played 1.3 yet so my expierince is from 1.29. If you know how to handle them for me they work fine and it seems there is no special AI advantage despite its reaction time and multitasking, and thats somethings most AIs have.
Of course there can be bugs i dont notice or have, due to different hardware, software or playstyle.
But agree that a "fire the torpedoes" button would be good. Of course the computer still has to have a bearing on which to fire which has to be provided to it somehow.
The way I'm imagining the "fire" button would work: When the button is hit, all torp tubes aim towards whatever you have targeted and fire as soon as the firing arc reaches the target (no target, nothing will fire). No calculations will be made based on the enemy ships movement, it would fire as if the enemy ship was stationary. Any torp tube unable to reach the firing arc will disregard the "fire" order X seconds (or whatever limiter makes sense) after the first tube has fired. Or they could take it a step further and make it so the "fire" button only triggers action from torpedo tubes that actively have the ship within their arc when the button is pressed.
I fully expect that 95% of my torpedoes will miss, but at least i could fire them.
100% agree, a deep look would be needed at the whole torpedo system for this to function reasonably. Perhaps the spread / accuracy / dud chance could be negatively affected by using the forced fire. But this is all just idle speculation from me, testing would need to be done to see how these differences would change the play of the game. I appreciate the perspective on this issue!
I think the reason people care about AI torpedoes is because with the way the AI builds its ships, unless you're fielding old ships or ships won as war-trophies from the AI, you don't have to worry a lot about the AI's battleships as they typically are too light on firepower and armour.