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There's a few things that can impact the durability of torpedo tubes in particular (and other modules in general), so if your build has changed for some reason, you might notice the change.
Main Armaments Mod 1 in slot 1 improves survival and repair time of torpedo tubes - if you've researched a new ship and not mounted that yet, you'll have lost the benefit.
Torpedo Tubes Mod 2 is slot 6 increases the vulnerability of torpedo tubes - if you've researched a T9+ ship and mounted that, you'll notice the increased vulnerability potentially.
The "Preventative Maintenance" skill improves the endurance of torpedo tubes, among other modules. If you've moved from a build that includes it to one that doesn't (or are in the processing retraining a commander who had it), then you'll notice its absence.
Unless the system has changed, the "probability" element of torpedo tubes being disabled is a bit misleading: Modules have different health levels randomly generated at the start of a match, and stuff that improves their survivability is increasing that base healthpool.
The base health of torpedo tubes, which is modified by these elements as well as random chance when you start a battle, varies between boat. So if you're in a boat that has low health pool in general, it will usually have lower base health for its torpedo tubes, which means it'll be more prone to them getting knocked out - but this is very generalised rule-of-thumb.
Different ships also have different vulnerabilities to splash damage, which means they can be more or less vulnerable to the blast radius of HE shells (with the shell's caliber playing a big role in determining both penetration and blast radius).
Not sure if experimental ships' gimmicks could disproportionately cause these mechanics to trigger and thus punish new players - but hopefully experimental ships will be gone indefinitely in the near future.
They should do - but it will be obscured by the random variance added to the baseHP at the start of a match.
There's a mod you can install that will show you on-screen modules HP, so you can see what it is at the start of a match when the values are generated.
Aslains? I'll take a look thanks
Halland recommends the Torp Skill in Equipment slot 6 which reduces health by 50%. get some bad initial HP roles of the dice and yeah they can feel squishy with that build
Yeppers, it's been in Aslains in the past - I assume it's been updated for current version and re-added to the pack by now.