Battlefleet Gothic: Armada

Battlefleet Gothic: Armada

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justDerrick Mar 17, 2016 @ 12:23pm
Torpedo tips?
Anyone know the correct way to use torps? I seem to be doing it wrong.
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Showing 1-15 of 32 comments
crimsonsun Mar 17, 2016 @ 12:33pm 
Point blank for damage, or to channel movement for example to force a Chaos fleet to fight between asteroid belts thus removing there ability to utilise speed as effectively or to line up with another part of your fleets prepared broadsides.
kiro the avenger! Mar 17, 2016 @ 12:38pm 
Originally posted by crimsonsun:
Point blank for damage, or to channel movement for example to force a Chaos fleet to fight between asteroid belts thus removing there ability to utilise speed as effectively or to line up with another part of your fleets prepared broadsides.
when you mean point blank you mean almost point blank :P they have a short arming distance
i liked to fire them a second before i ram >:D

also good for firing into clumps of ships to scatter and jostle them. but in general theyre pretty underwhelming as they almost always got shot down :(
justDerrick Mar 17, 2016 @ 12:38pm 
point blank? I see on-screen some green lines radiating out from the prow of my torpedo ship, but they are red near the vertex, the ships front. I assumed that meant that the torpedos (like in real life) will not arm themsleves until they get a certain distance away from the ship..... I was told that torpedos need to move a bit before they can explode, to keep them from unintentionally exploding if they get dropped or roll down the deck.

Channeling IS a good tactic, I tricked some loyalist scum into a bomb when they thought they were being clever and avoiding my torps path.
justDerrick Mar 17, 2016 @ 12:39pm 
Originally posted by kiro the avenger!:
Originally posted by crimsonsun:
also good for firing into clumps of ships to scatter and jostle them. but in general theyre pretty underwhelming as they almost always got shot down :(

thats been my exp so far. But, I love torpedos in Harpoon.
crimsonsun Mar 17, 2016 @ 12:41pm 
Yeah I mean almost point blank basically as close as you can get because other with they will use orders and dodge them unless they are on a ramming path, though if they are doing that they are likely braced anyway so damage is going to be limited.
obliviondoll Mar 17, 2016 @ 12:45pm 
You're right, the red part of the indicator is arming range. Before they reach the green, they're not dealing damage to the target.

In close, they're good for damage. At longer ranges, they're more for controlling enemy movement. You can use a couple of torpedo ships to force the enemy to eat at least one volley, or use them to force enemies into a dangerous position.
Warlord Mar 17, 2016 @ 12:59pm 
Pre plough weapon.

Give her the torpedoes then go in for the kill.
Last edited by Warlord; Mar 17, 2016 @ 12:59pm
Panfilo Mar 17, 2016 @ 1:00pm 
Agreed. Fire at near minimum range, when they hit, ram them!
justDerrick Mar 17, 2016 @ 1:07pm 
Just clarifying Crimson

So, Ideally, I want to attack facing my enemies broadside (I got the "invulnerable void shields" for 10 seconds thing, to counter his guns while I'm attacking, so i hit that) and maybe I want to be 2 ship-lenths away or pretty close.

My main guns will be firing, and I'll launch the torps... Usually, since there is a Giant Fng RAM on the front of my ship, I'll hit the afterburner (engins full ahead, what do you call it?) and I end up ramming about a second or so after....

about ramming, at this point, I wait unil I see som damage done, and the enemy ship has turned slightly, and I guess I use Roman tireme tactics (they had a ram, right?) and I will stop, "retro engins" wait a second or so, then afterburner and full speed ahead and ram them again.

Then a wither-spins anti-spiral of death outwards to 9k and finish them off with boadsides.

but the ideal situation only comes up about 1 in 10 in MP, 90% of my torps dont hit anything but by accident.
Spooky Brenda Mar 17, 2016 @ 1:13pm 
How do you use torps?

You don't. You use something else.
Saavedra Mar 17, 2016 @ 1:17pm 
Torpedoes are for doing extra damage before ramming. With that in mind, you should invest in extra hull points for your rammer ships. You will also want to have ships dedicated to destroying the enemy´s engines so he cannot dodge. Lances, I suppose?
PK_Thunder Mar 17, 2016 @ 1:22pm 
Originally posted by Spooky Brenda:
How do you use torps?

You don't. You use something else.

Unfortunately, this is the correct answer when it comes to playing optimally.

If you are determined to use torps, then do what I do. Treat it like you are playing Orks. Charge in trying to ram and board them, and fire off the torps to break up their fleet.

If only you could give group orders besides just movement...
crimsonsun Mar 17, 2016 @ 1:34pm 
Basically yes though there's a ton of other situation ways of gaining a battlefield advantage via the use of torps as area control.

I'm actually experimenting with some Cobra's that have running silent, bonus speed and asteroid field movement upgrades for hit and run strikes and general skirmishing for disruption (I hate cobras by rule because they was utterly ♥♥♥♥ in table top compared to firestorms and Sword class).

However Torpedoes are not a strong weapon in the current format and i'm at a loss as to why the various types cannot be taken as upgrades like in the table top. Guided, Plasma, Vortex, Melta etc though I think if they were going to add Vortex and Melta Torps they'd also need to fix the damage control/repair system so that you can repair ships systems with a special order, while damage control works as now for fires etc.

Edit: It should be noted that while I play a lot of strategy games PvP this isn't one of them, I love RTS games but I'm dyspraxic so my spatial awareness simply doesn't allow me to be competitive when it comes to control in multiplayer RTS games so my experience is purely one of playing the AI and tactics in general rather than against other humans in multiplayer.
Last edited by crimsonsun; Mar 17, 2016 @ 1:39pm
kiro the avenger! Mar 17, 2016 @ 1:41pm 
Originally posted by crimsonsun:
Basically yes though there's a ton of other situation ways of gaining a battlefield advantage via the use of torps as area control.

I'm actually experimenting with some Cobra's that have running silent, bonus speed and asteroid field movement upgrades for hit and run strikes and general skirmishing for disruption (I hate cobras by rule because they was utterly ♥♥♥♥ in table top compared to firestorms and Sword class).

However Torpedoes are not a strong weapon in the current format and i'm at a loss as to why the various types cannot be taken as upgrades like in the table top. Guided, Plasma, Vortex, Melta etc though I think if they were going to add Vortex and Melta Torps they'd also need to fix the damage control/repair system so that you can repair ships systems with a special order, while damage control works as now for fires etc.

Edit: It should be noted that while I play a lot of strategy games PvP this isn't one of them, I love RTS games but I'm dyspraxic so my spatial awareness simply doesn't allow me to be competitive when it comes to control in multiplayer RTS games so my experience is purely one of playing the AI and tactics in general rather than against other humans in multiplayer.
i wish theyd implement boarding torps as well like in table top :(
Tiggy Mar 17, 2016 @ 1:51pm 
Change your behavior to 3k and facefoward (swich back after torpedoing), full ahead helps, then aim at the ships body, if they are fast you might want to aim a little in front of them, and fire way, do note that you will have a hard time using it unless its a big ship, being low health (less turrets) and alone will help a lot, and avoid using if they have fighters. You can also use midrange as a area denial utility, dont exepct to hit escort ships. Imo torpedoes are great finisher and brawler weapons. If you intend to use torpedoes a lot, consider reload special order.

You most likely want to use a high energy turn, and a +50 speed tuned cruiser, and avoid charing full ahead too soon as not to give time to escape
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Date Posted: Mar 17, 2016 @ 12:23pm
Posts: 32