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During World War II, submarine and aircraft-dropped torpedoes sank hundreds of merchant ships and warships. Unlike the numerous aerial bombs or cannon shells required to sink large warships, just one or two torpedo hits could and sometimes did suffice to sink huge aircraft carriers and battleships.
Back in B128 I've already feel that County is tougher than it should be, but back then the battleship takes up to 8 torpedoes to sink so it was less significant.
Now you can sink a Nelson with 3 torps and an Illustrious with one, it becomes very absurd that you can't sink a County with 5.
But in terms of the monetary reward, not so much, which reflects the strategic emphasis on merchants. For my part, unless a warship sails right in front of my sub, I usually don't bother with warships anymore and save my torpedoes for C3s and Liberty ships.
As far as the County-class cruisers go, I just sank a County-class today with 2 standard-issue T1 torpedoes, and have encountered no issues with the other cruiser classes, either. Not sure what to make of 5 hits and no prize.
DDs give 2200-ish reward while being about as difficult to sink as a medium sized merchant, plus being the biggest threat to you.
CVs can be sunk as quickly as one torp, and gives a whooping 7500 reward.
BBs take 3-5 torps to sink and gives I think around 10k reward.
Cruisers is literally the only problematic one. they are almost as difficult to sink as a battleship but gives little more reward than a DD.
Rather than sinking based on any sort of health bar which is nonsensical and the most outdated concept in videogaming as a whole, the ships sink based on the location of the hole your torpedo made - the size of that hole and how many compartments are guaranteed to flood as a result.
This gets weighed against their crews ability to do repairs/stick fingers in boat holes.
Using this mod, things sink in a way that you'd expect them to logically.
You still may occasionally get a glancing blow, but I actually sunk a french battleship with a single torpedo not long ago.
Sure, that won't happen every time, but you way more get the sense that you're hurling extremely large quantities of explosive at them below their waterline.
And ships like C3s and such, even if they take more than one hit to sink, one hit is way more likely to send them into a tailspin of uselessness.
Try that mod out, it may be exactly what you're needing.
I usually go at 2.5-3m depth, and sometimes the torpedoes may still pass through below the ship, which is supposedly 5m+ draught.
And for T5 torps I can go to 5m depth and it actually deals LESS damage than a 2m impact torp.
In the case of the game, it makes sinking easier, sometimes you may just need to wait a bit more.
But it prevents you having to deal with BS like... well, I hit them for 99% and because they aren't dead, it means they are FULLY FUNCTIONAL. And off they run.
Even if a torpedo didn't sink a ship, there were very few ever struck by one that weren't crippled by it. Either literally or by way of forcing all of the attention to be focused on not sinking once it happened.
That mod does a great job demonstrating this.
So yeah sometimes sinking takes longer, but not in the way you'd think. One torp and most things are f*cked, it may take a while for them to fill entirely with water and lose buoyancy, but that's what we have time acceleration for.
And it's worth the extra time for the otherwise way more realistic results of getting hit like that.
I've never hit anything that wasn't crippled by one.
Though some C3s have been difficult to get to finally sink, but those things are just huge cavernous airpockets surrounded with a thin film of metal.
Worst case scenario I just hit them with another torp while they're already turned over on their sides. And it's easy because a ship can't go very far laying on one side.