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That being said. War. Has changed.
In testing, this strategy kinda sucks. point defense just takes them out too quickly, even with hardened skin, and this build can only really deal with jumping one ship at a time. I was testing against protectorate ships, and one of my own light cruisers with 4 defenders, 2 on each side. Even with both of my torpedo ships firing a salvo within 3km, all were intercepted.
Which sucks, because this strategy was fun but i think since i played last point defense has gotten better. I did this strategy to wipe out a solomon in like 30 seconds in a match, but now any decently defended ship isnt gonna have an issue with my torpedoes.
For getting past defenders/pavise, usually a torpedo will need >3.2G of manoeuvrability and a corkscrew terminal manoeuvre. Pavise is actually slightly better than defenders for defending against evasive torps, as its inaccuracy/wider spread makes it harder for the torpedo to stay ahead of the bullet hose.
For my corkscrew torps, I usually set them up for 205 m/s and 3.5G, then adjust the warhead size to get the range I want, usually somewhere in the 3km to 4.5km bracket.
CMD is a very reliable guidance for torpedoes, especially against OSP (which doesn't have much access to comms jamming - only the ocello can carry it).
CMD/ARAD is probably the deluxe seeker combo, but unilluminated CMD/SAH is a good cheap option. Even if the CMD is jammed by an interruption, it will failover to the secondary SAH seeker .... it won't be able to see anything (since you're not illuminating), but it will still at least run straight instead of lthe comms jamming diverting the torpedo, which will often allow for some hits.
The mega bling gold-plated version is probably EO/Decoy corkscrew torps, but only ANS can use those (since OSP doesn't get access to EO).
To deal with them, you can either give your torpedoes terminal manoeuvres (waving helps a lot, but corkscrew makes them almost immune to 20mm), or jam the hell out of the ships you're targeting.
Or did you make them corkscrew already?
I have not, ill have to try it. I usually do just jam the target ship with both of my cruisers jammers (theyre identical copies so they can both jam and torp).
I really need to find my niche. I like missiles as a playstyle but the ones i used before, S3H dual radar absorb coating sneeky beeky missiles, got (understandably) nerfed. Now i dont know how to missile warfare, i jam and launch missiles but most of the time they get intercepted.
that and i know beam destroyers are good too. Basically the same playstyle i have but probably alot more viable than what im doing here. Its a little hard to intercept a laser beam.
You also don't need to put decoys on every torpedo!
If you're firing from sprinters, for example, you've got six slots on your CLS3. Could easily bring just one or two torpedos with decoys, and throw them into the mix when you're firing at something with lots of PD.
Either way, the terminal maneuvers thing worked. I just use weave and sure it doesnt make the torpedoes 100% immune to damage but theyre thick enough that they can take a few hits (and a riposte) and still hit the target, so it works.
Tuna's Mine Guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2974324107
As ANS, another way you could maybe do an Ambush tatic/approach is with Beams and use the Torps as a decisive finisher.
Combining beams and torps works, though. This I've tried with DDs, and it works. But it also requires that you double-specialize your DDs to a ridiculous degree; so they will end up sacrificing something important, probably their own PD, or EWAR. Overall not really worth it, since the beams and torps have similar ranges - it's better to make sure that you get the most out of the beams. But it can be situationally useful to have both, for example when you're surprised from behind, or when your spinal beams have been destroyed, or when a fast enemy outmanoeuvers you.
Combining beams and Torpedoes on a heavier platform - CH or BB - I never tried.