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Thought they were set up that way. Mine always fire forwards but will curve eventually if you give them semi-guided.
I don't rely on Torps that much. Usually 3-6 on Cruisers and up.
Mirvs with Dauntless Guidance System will handle Amoebas easier.
It's my interpretation that what you're seeing is the result of how poor their accuracy is. See? They can only fire towards the front, but deviate by up to 180 degrees.
Just ... avoid them.
I had limited guidance on them, and I'm not complaining about the accuracy of the spread or them missing the target by a slim margin. The torpedos are firing from the opposite end of the ship when the ship is being chased by a target with matching speed. It's a straight shot off the stern and they will fairly reliably fire from the bow, forewards, for no reason at all, with absolutely no chance of ever coming anywhere near the target which is in the complete opposite direction.
OP is right, though. When mounted front-only - they fire entirely at random, in any bloody direction, including sides and rear. I believe this to be true primarily when used against frigates or destroyers, though I've a total sum of one battle (fought many times though) of data to base this on.
That one battle was more than enough, though. Never used them since. There's basically no point: Missiles do what torpedoes do - just better in every way.
And no. Just no. Missiles also can't be shot down, so that doesn't count.
Torpedoes will fire at a position that matches where they calculate that the target will be at the moment in the future when the torpedo has travelled that distance, if it moves in a steady speed and direction that it has at the time of firing.
It's like throwing a frisbee at a running man. Imagine your ship A firing 4 front-ach torpedoes, one after the other, after a fast enemy Destroyer circling another of your ships, ship B.
Now this can get messy. See if you can follow:
Your ship B is center of a watch, the enemy Destroyer circles this like the hand of the watch, going from 12 o'clock to 1, 2, 3 etc. Your torpedo-bearing ship is a good distance away, at 6 o'clock, if you take my meaning.
So these are the directions: 12 is up, 3 is right, 6 is below, 9 is left. B is in the middle of "the watch" and A is way below, but in firing range for the torpedoes.
The first torpedo is fired when the Destroyer is at 12 o'clock (it used to be at 11). A expects the enemy destroyer being way out right, when the torpedo reaches the required range and destination. Remember, at 12 o'clock sharp, the destroyer is moving at a tangent of circle-watch at location 12 - that means it is moving right in a straight line at that very moment.
So ship A fires in a roughly 30 degree angle.
But of course the Destroyer is really turning, so it proceeds to the one o'clock position and A now fires the second torpedo. A calculates the position the Destroyer will be from the tanget and speed at the 1 o'clock position. This is closer to ship A and less to the right that the previous Torpedo.
Let's say it fires at a 60 degree angle.
Again, the Destroyer is way too fast and turning quicly to be hit at this position, so the same happens at 2 o'clock, but A fires at an increased angle.
However, at 3 o'clock, the enemy Destroyer in front of A, but still circling B, is actually moving towards A - remeber, we are looking at the circle's tangent. So A fires it's last torpedo at where it expects the Destroyer to be when the torpedo reaches it.
Since the Destroyer is fast, ship A may actually fire the torpedo at a position behind itself, while still shooting at a target in front of itself. Silly, but there it is.
The front ach torpedo bearing ships has now fired it's entire load in a nice, rough fan shape to it's right and you're screaming at your computer. Combine this with ship's tendency to fire at other targets than what you've clicked on, because hey - it is reloaded, not yet pointed towards the target you clicked and another nice-but-unimportant target is in range - why the hell not? Telling if this is bugged is almost impossible - but for the player, it isn't a good experience.
I don't know for sure if this is what is going on, but I think so. I think it is a thoroughly weird choice to give torpedoes firing arches, but make missiles 360 degrees.
But then again, what can we expect? The MIRV bug is still there, cannons are not supposed to be a part of the game before mass drivers, fighters are borderline useless... I honestly think the Devs have just run out of steam and no longer care.
Every other weapons system gets miniaturized at certain tech points, even torpedoes, so why not fighter bays? If heavy fighter bays shrank to half the initial hull size later on, they could stay competitive with energy weapons. As it is, they fall totally by the wayside in late game.
Probably just a bug, but it's surprising it's still there. Makes torpedos largely useless if a ship only needs to chase after the torpedo boat to ensure it'll rarely (if ever) be hit.