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1. Thank you for actually showing torpedoes working.
2. and, really nice example of torpedo boat tactics. Just gave those battleships zero room to maneuver. Risky getting that close, but if you sacrifice a few pawns for checkmate, its a good trade.
It shows just how vulnerable capital ships are without escort vessels, especially the capital ships with few small guns. Had there been a single CL, you might have had a less successful run - I think you would have still sunk the battleships, but you might have lost a DD or 2 to the CL.
After that artillery become more and more accurate. Long range torp attack give usually poor results. In 1897, like here with 17 '' torp and 1.5 km range, you have few choice on attack range. However, even in later era, I think my max range to launch torps is may be around 7.5 km.
i think torps work fine there is no hard bias between player and AI and also TB's are not OP
I would recommend dettaching the lead ship from a division as it comes under fire. Then if it gets hit it won't try to move to the back of the formation and will stay on course, attracting more fire and in doing so protecting the ships behind.
also if u are later using DD, u can use smoke screen + turn off all guns to allow u to approach alot further in without getting shot at. but eventually it will become harder and harder to do as enemy tech increase. until a point u will need to depend on bad weather to give u enough cover to close in without getting blapped.
here is my recent torp run at 1932, done very similarly to what was shown in the video. but with help of darkness during twilight + fog + smokescreen.
https://steamcommunity.com/profiles/76561198039711379/screenshot/2308721072248486815/
In the video I have assigned a target to first and second ship of the first squadron, using shift click. I didnt gave orders, manually to fire, just gave the target. It was mainly to avoid they torp the BB ahead at risk to caused friendly fire on the second squads.
Otherwise the first thing I do when a battle start is to reorganize line, of course, but also to forbid torpedo use. I unlock it only when needed, and lock it again after during reload (not necessary here since battle ended).
I chose early era in an answer to a recent post speaking specifically about TB and torpedoes.
In middle era I tend to not assign target, since I fire from farer. I usually run in parallel of the targets, allows fire on normal setting and let my DD do the job by themself.
Like said I use torps less and less in offensive role with time. I still keep torps however because it can be successfully use in defensive role to forbid ennemy to come too close to my battleships.
Torps are not bullets, it is rather slow devices with top speed not exceeding 40 to 50 knts. even max range is 20 kms firing at such range is just believe in miracle.
I hope I answered all questions.
https://steamcommunity.com/sharedfiles/filedetails/?id=2928643240
Under water torpedoes, not deck so it doesn't require a turret to turn for a firing arc. This is an on going issue. As I restart about 70% of my battles because of the TDs not doing their job.
How torpedoes should work
https://www.youtube.com/watch?v=zUOKrlBTyLY
Torpedogasim
https://www.youtube.com/watch?v=z0XwIqAbL70
It existed at that time, so it exist in game, however I never use it.
-when there is a remote chance that the torp might hit a team mate it will not fire, maybe aggressive mode will coax them into firing but i am not sure if even that will do.
-crew training affect the time it takes to aim and fire the torp, this combined with the small firing arc can cause alot of problem because the enemy might very well zoom past the arc before anything can be done.
that said sometime i also experience torp not firing but it doesnt happen often.
i have suggested it some time ago. it would be real nice if they can make torp work like in world of warships, can select angle manually, can adjust the angle of torp spread. that would be perfect.
I would just:
-move the TBs that already fired the torps into a new div so i can steer them away and adjust the course of the remaining TBs to evasice maneuvers of the target
-turn the boats that fired the torps 180° to stay in ahead of the target and reload so i can attack again if its survives, and stay away from the sides secondaries.
... Once technology increases torpedo range to ~3 km and more, I find I cannot use them without switching between 'Disable' and 'Aggressive' anymore - but because 'Disable'-d turrets do not even aim, that is hard to time correctly.
So I tend to eventually abandon torpedoes as a useful weapon around 1910: Too much micro, too much frustration. - None of that is the torpedoes' fault, though.
(FWIW: Due to this AI quirk, I actually find underwater launchers to be more convenient to use: Their narrow firing arc means they are never out of position. If they could get multiple tubes, I'd keep using them after already getting rid of the turrets.)