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Found 38 results

  1. Feldmarschall76

    Torpedobomber

    Mal ne Frage, wie kann ich den Abwurf von Torpedos so verzögern, daß sie nur 10-20 Meter vor dem gegnerischen Schiff runter kommen? Ist mir so passiert, und ich konnte selbst mit einem Zerstörer nicht mehr ausweichen. Coole Sache, denn ich spiele auch ab und an Flugzeugträger...... Grüße
  2. RamboCras

    Midway TB, 1 squadron

    Hi, Upgraded my carrier to Tier 10 (mostly by playing battleships), watch some instruction video's and noticed that in all of them, there were 2 squadrons of Torpedo bombers. However, from the different selections, I can select, none have 2. I can only choose between 1 or no squadrons of TB? Has this been changed in some update?
  3. When in a ship with separate Torp launchers on each side I often don't know which side is ready, which has the damaged launcher and how long does it take till the reload is complete- the reason being I'm in a fight. For survival, often enough. So any help to give my situational awareness a boost would be greatly appreciated. I would prefer the ability to read the reload time somewhere near the center of the map, I chose the aim path, but it might as well be the actual travel line (Yellow part in this case) showing me the countdown. I need this info fast without having to look at the torpedo counters below, check on the model in the lower left which launchers I'm currently trying to use and make sure it's not the side with the destroyed launcher as well (if that were the case). Trying to survive as a DD in a hostile environment is tough enough, being able to grasp such vital information fast would ease the workload immensely.
  4. unregistered_user

    Torpedo feuert nur eine Salve

    Ich habe manchmal das Problem, dass meine Torpedos nicht alle vorrätig sind. Das kam jetzt schon fünf Mal vor und zwar habe ich alle Rohre geleert (Zähler war zu sehen) und beim Absetzen der nächsten Torpedos ging nur eine Salve los und der Zähler begang plötzlich runter zu laufen. Das Ganze fand in zwei Spielen statt - ist das ein Bug oder mache ich irgendetwas falsch mit der Bedienung? (Rohre waren alle zum grünen Richtbereich einjustiert) Des Weiteren hatte ich soeben das Problem, dass meine Torpedos am gegnerischen Schlachtschiff einfach von der Backbordseite verschlungen wurden und keiner der vielen Sprengkörper Schaden verursachte.
  5. Hello, since we have the last ARP missions, I have a small request: Can we change the restriction for the Kirishima Mission of 200 SHIP! Torpedo hits to 200 torpedo hits? From 200 hits for DD/CA/BB to CV/DD/CA/BB? Even the mission description only mentions torpedoes. At least the German one. WG is normally very correct about these descriptions. Like in the old: Daily Missions-days. "500 Free XP for 3 Ship-Topedo hits in one match." Is this possible? at least for the last month. We handful CV players would really appreciate it.
  6. MrEasyUK

    Torpedo Bug ?

    Quite often I am sailing away and then out of the blue without a ship or torpedo plane in sight, I find that there 3 torpedo's just appear out of nowhere. i watch the radar, and around me all the time, if a torpedo is fired you expect to see the trail if it is from a distance, but there is something wrong when there is no planes overhead or ships near you and you get hit by a spray of torpedo's from out of no where. My PC allows me to play the game on Maximum and I am sure it is not a graphic issue my end, it is happening too often, is it a bug is it an exploit? I honestly thought I was going mad but Its not down to my awareness.... something is wrong it is as if they are dropped by a plane but you cant see the plane.
  7. fullmetalpanic

    Sofortiger Torpedoabwurf mit Taste 3?

    Hiho Leute mir ist etwas sehr Seltsames passiert. War mit der Tirpitz unterwegs (und nein keine Angst, es wird kein Tirpitz TE, ist gerade nur mit der passiert) und hab mich mit einer anderen Tirpitz gebattlet, bis ich dann in Torpedoreichweite gekommen war. Natürlich wollte ich jetzt auch meine Torpedos, der anderen Tirpitz um die Ohren hauen. Da passiert es, ich drücke die Taste 3 um die Torpedos auszuwählen und zack in den Moment wo ich die Taste drückte, schossen die Torpedos schon los und natürlich ins Leere. Mir ist das jetzt zum ersten Mal passiert in fast 1000 Gefechten. Ist das ein Bug vom Spiel und/oder von der Tirpitz oder was anderes (Lag ca.) und hat es auch schon jemand anderes gehabt? (nein habe kein Replay, habs noch nicht an gemacht und nein derzeit kein Mods darauf)
  8. Stretch71

    Friendly torpedo alerts

    As an inexperienced player in the game, one of the major issues I see is with friendly torpedo fire. Either ships not looking for friendlies when they fire, but also friendly ships not being aware when they have been fired (for example, doing an about face into a torpedo spread that had been legitimately fired into open water). The ability to warn friendly players that a spread had been launched would be good. An automated 'fish in the water' that also pings the ship on the minimap would be good. Or alternatively make it a manual shortcut message on the F keys (do we really need both 'support required' and 'SOS' for example). This could work in a similar way to WoT when arty players ping the target they are firing at. That's my thought for the day - I hope this is the right forum, I couldn't see a specific 'feedback' one.
  9. Kaiz0r

    Torpedo rendering

    I just had a small glitch in the Tier 7 Nagato battleship. At the start of the game 2 squadrons of torpedo bombers start to attack me, they do their little attack circle movement so you know there are torpedo's in the water, I hear the torpedo warning go of, but there are no torpedo's in sight... There was no red arrow showing the torpedo, there was no white trail behind the torpedo. There was an explosion though. The second squadron also dropped their torpedo's and almost the same thing was happening, only now the red triangles poppep up very late, when a couple of them had already hit me... Now I watched back the replay, and the torpedo's are there, just like they are supposed to be (nice shooting from the CV player though, they dropped and armed just a couple of meters away). This was in the first match after starting the game, and already noticed that the first game after the client started takes a very long time to load (the game was already some time underway when I loaded in). Could it be that those torpedo's did not load properly yet (because in the replay it is all good)? And if this is the case, is there something that can be done about it? PS: Ticket made with replay, dxdiag and pythong.log
  10. Aerial Torpedo Attack - 1945 United States Navy Training Film United States Navy training film which uses a mixture of animation and live footage to train pilots on the correct methods of deploying torpodoes from high speeds and altitudes. This film includes scenes of aerial torpedo drops and torpedoes in the water, a Mark 13 torpedo being modified with a drag ring and a wooden stabilizer on the tail ring, animations showing the torpedo arming run distances & point of release calculations, use of radar for ranging and locating during torpedo drops, optimal torpedo entrance angles and target angles. and leading the target for ships that are maneuvering.
  11. VergilAF

    Torpedo tube cooldown indicator!

    Hello,I would like to propose a new method for the indicator of the torpedo charging. At the moment there is not a precise indicator to understand how far behind the charging of the torpedo, at least they are not all been launched, but even so it is unknown what will reload before. I propose this graphical method to figure out which tube is to recharge.What do you think?
  12. So I started to Play with an aircraft carrier lately and experienced some crazy things I'd like to ask about: I mean it's simply logic that fighter planes from T4 Carrier lose against the one from T5 actually, but how can one T5 Fighter shoot down Torpedo Bombers and shortly before it shot the torp down, 2 of my fighters engage him. Result: 1 torp and 2 fighters shot down - and guess what: they're mine. How does that work? Second one, it was some sort of the other way around, two of my t5 fighters vs one of a t4, both t5 got shot down actually, and no, there was nothing else like AA or something. Third one, trying to give the Torpedo Bombers order to attack: Usually they start directly within a few seconds (2-5s) I guess, but then there are a few Players who seem like are able to block them from attacking (I had this Problem with the same Player three times). You give them the order to attack and they just start wasting time, flying around doing nothing so the supposed target can easily escape. It doesnt even work with changing attack Position or anything. So is it just Buggy as hell or are there any Bugs or similar ppl abuse? Ty and Sail Ho!
  13. FloRead

    Benson's torpedoes

    To all your Benson and ex-Benson captains, did you upgrade your torpedoes to the 8.2km torpedoes or did you keep the 6.4km torpedoes? My thinking is that the Benson is a gunboat and the torpedoes are a last ditch defense when something gets too close to threaten you. As a result, the 6.4km torpedoes which swim faster should be better but there's a bit of me that wonders if I can stealth torpedo with the 8.2km torpedoes. Then I look at the speed of the 8.2km torpedoes and think maybe I will only hit if the enemy is really not paying attention. Any opinions to share? I just came out of the Mahan and had a really torrid time with her. I would have 1 good game on the Mahan and then 5 games in a row where I sink without doing anything much. I hope the Benson is a clean new slate.
  14. Bogue-Torpedobomber machen 8500 Höchstschaden mit einem Treffer. Wieso bin ich mit meiner stock kongo im Botbattle dann durch EINEN Torpedotreffer instant tot und 49500 schaden stehen dran ??? Kann mir das jemand erklären? Oder hackt die KI einfach?
  15. PPKinguin

    Fubuki Torp Module

    Do you take the torpedo module upgrade on the Fubuki? Torp range increased by 5km, (to 15). But torp speed decreased by 5 knots. Basically, what do you value more? Range or speed?
  16. TL1000R2000

    Detonationen seit neuem Update

    sagt mal haben die Russen irgendwas daran geändert? Habe jetzt 2 mal BB gespielt und ein einzelner Torpedo hat eine Detonation zur Folge? Amagi und Tirpitz mit 3/4 Health durch einzelnen Torpedo zur Strecke gebracht. Selten blöder Zufall oder ein neues Feature in dem zu Tode generften Game?
  17. OldChieftain

    recommended Torp tweaks

    Not as horrible as the moaning might at first suggest. How ever I would recommend the following. 1. Slightly greater spread to make threading the needle type of dodge viable. 2. slightly greater arming distance on DD borne Torpedoes. 3. Air craft need to be forced to drop from slightly further back or to disable manual drops. ATM they appear on top of you -dodging almost impossible. 4. A slight increase in AA range. Will add to this as I figure it out.
  18. Salkeaner

    Torpedo Mission verbugt?

    Hi Leute, kann es sein, dass die ARP Mission mit den Torpedos verbugt ist? Ich habe gerade 5 Torpedotreffer mit der ARP Takao gemacht aber mein zähler hat sich für die Mission von 170 nicht auf 175 verändert. Hat das PRoblem sonst noch wer? Ok Problem gelöst.. hat nur 2 weitere Missionen gebraucht um das ganze zu aktualisieren.. bitte löschen
  19. First. I would like to ask if anyone knows what the person firing the torpedoes had in mind. Like does anyone have a clue about this? Second. Have anyone ever seen anything worse if so please do tell?
  20. What's the reason that Aircraft Carrier players are not able to choose what squadrons they whish to bring on to their carrier? I find it very annoying that to be able to bring 4 squadrons on the fully upgraded Saipan Aircaraft Carrier i am forced to bring 1x Fighters, 1x Dive Bomber and 2x Torpedo Bomber. I get that it would be a ballance issue if you were allowed to fully customize the squadrons and bring aboard 4x fighters or 4x torpedo bombers. Why not allow players to select up to for instance half the total number squadrons on the Aircraft Carrier in question from any one specific type (Torpedo Bombers/Dive Bombers/Fighters)?
  21. Before I begin writting this post, I will formally present myself in order not be mistaken by the common "rubble" of the community that simply desire a change inside the game in very inappropriated ways like I've seen in previous post about the same subject. Hello, my name is Leandro and I've recently started to play this game and felt in love for it for both its visuals and mechanics. I've decided to follow the legendary Japanese Battleship tree line legacy in order to achieve my ultimate goal within the game; Which is unlocking the mighty Yamato rank X Battleship. I am currently using a Japanese rank IV Battleship in all my battles and I'm loving everything so far, not only from what the game offers, but also the community itself in general. Even despite all the qualities this game has for its players, I've noticed something wrong with it that accomplishes in ruining. The fact that torpedos are extremely lethal weapons in both their effective damage and short detectation. To make it easier to understand, I will write my point of view in short sentences: What I expected 'Torpedos vs Battleships' to be like: Even despite torpedos being destructive weaponry with the purpose of destroying even the biggest of ships, I want to feel that it can be avoidable if I have the necessary time to react only in a SITUATION that allows me to do so; I do want to feel that torpedos are lethal yes, but still I don't want to feel that whenever I have a destroyer near me, or a group of biplanes loaded with them flying to me, it will be game over either by instant destruction or sinking damage; I expected to see torpedos when falling from the destroyer or from the biplanes, a big water spalsh. This is the perfect indicator that they are coming, giving the an optimal reaction time to at least dodge most of them; I noticed how hard is to hit a destroyer in full speed, not only because of their speed and length, but mostly because of their height. Making battleships slighty more accurate would fix that. And to finish this, I was shocked how a mighty yamato ship can be destroyed with full health (97.000 HP) by a single torpedo. And that's all. Thanks for reading and for allowing me to share my opinion.
  22. Did you like the clickbait title? I did. Anyways, let's get onto the topic. I want this thread to be easily accessible, so if there's good points in the thread I'll make sure to combine it in the original post so that new viewers could quickly see how and where the conversation went. This is a forum post after all, I should be able to keep up with everyone's thoughts ;) <<<<((<(>_<)>))>>>>> Dive bombers and torpedo bombers Asking all CV captains, would you be willing to trade 2 or 3 of your dive bombers for 1 extra torpedo bomber? Is there anyone who ISN'T willing to make that trade? The results of a poll on that question would undoubtedly be obvious to anyone who plays CVs. Right now, there is a massive imbalance between the field effectiveness of the two squad types are obvious. In most circumstances, only 1 or 2 squads of dive bombers are necessary to perform their job of lighting the enemy on fire. Due to this, I would like to suggest improvements to the mechanics associated with dive bombers in order to give them more utility when compared with the torpedo bombers. USN - give the USN CVs dive bombers some AP bombs. I thought of suggesting this for the IJN but 1) the IJN has bombs with less damage potential both historically and in game and 2) having AP bombs with the precision of IJN bombers will be rather overpowered. This would mean that 1) the USN strike loadouts in the Bogue and the Indy won't be entirely useless and 2) it would give USN carriers another vector of dealing high amounts of damage as deck armor tends to be quite poorly armored and therefore they could potentially even score citadels with plunging fire if they are really lucky. They might not be able to penetrate the citadels of most battleships, but they could retain utility against enemy CVs/CAs and lower tier BBs (relative to the carrier). IJN - improve the precision of the IJN dive bombers, make their circle of no return smaller, and increase the chance of them setting fires and causing module damage. You can scale back the damage output if you want for compensation, 4600 damage per bomb hit is virtually destroyer tier anyways. These changes are suggested both to be used to expand on the points below as well as to give the IJN bombers a different role in engagements. With the increased precision the bombers could target specific modules for destruction/incapacitation and therefore be used to soften up enemy ships for your allies by going after gun turrets or stop them from moving my going after the engine or steering on top of setting the ships on fire. Both nations + future nations - An increase in speed, HP, and DFC resistance. Dive bombers right now quite frankly suck at their job. They're nothing more than an extra 2000-7000 extra damage and fire damage on top of the tens of thousands that dive bombers provide. The changes I will suggest will no doubt be controversial, but we CV players have always liked that don't we ;) I suggest significantly increasing the speed and HP of all dive bombers on all tiers relative to their tiers. They don't need to be as fast as fighters, but bombers that are significantly faster than torpedo bombers would add extra depth to the game. It would mean that whilst a less skilled player would be using a dive bomber like they always have, a more skilled player that can multitask could use the dive bombers far more frequently as a separate strike squad to lethal efficiency. Their extra speed will also provide them with relative resistance to fighters and AA from the enemy team so whilst they can't compete in terms of damage with torpedo bombers they can still strike deep into the enemy fleet at strategically significant targets and therefore may hold a far more significant strategic worth in a future patch instead of being the tag-along to a CV game. This will make USN dive bombers like a single battleship salvo whilst it will make IJN dive bombers more similar to cruiser guns, which will also allow us to preserve the 'national flavor' that War Gaming seems so fond of. The last change will also mean that there are situations where dive bombers are obviously better for dealing with the situations that a torpedo bomber will suffer from. I will expand on the suggested national differences below. IJN vs USN CVs Right now, the tech trees are something of a mess. The IJN tree is advertised as the strike tree whilst the USN tree is advertised as the fighter tree but as many CV captains would attest this is utter tosh. The IJN tree has torpedoes that cause less damage than any US torpedo from t6 upwards to go with their bomb damage that is a tiny fraction of the USN damage potential and from t6 or t7 a USN fighter squad can be held up by the IJN squads as the strike aircraft runs riot around the allied fleet and so the AS loads become mostly an easy way to lose the damage game but is nevertheless something that USN carriers (up until about t8) have to put up with because almost all cruisers are loading deck fighters and they need a way to guarantee a hit. This means that t4-t5, MM decides if an IJN or a strike deck USN carrier will have fun or will have every plane they send up ripped to shreds by enemy aircraft. It's not even that fun to hunt aircraft, I'm sure most carrier players would rather be menacing the entire enemy team instead of just aggravating 1 enemy team member. tl;dr: IJN strike units can't compete with USN in terms of damage. USN is 'balanced' with this by having terrible loadouts. I have many changes that I would like to suggest in altering the current paradigm that I am certain will have an overall positive effect on the game. 1. Speed up IJN torpedoes and speed up the spread convergence. Not long ago, IJN bombers were inferior to USN bombers in every way. They had a massive spread that needed luck to even score 2 hits on even a slow battleship and they had the aforementioned inferior damage output. I welcomed the new converging spread, but the torpedoes were now just as slow as their USN counterparts and converged too slowly to be used even if you angled the drop nearly perfectly. If the torpedoes had a base faster speed(the torpedoes used to have a speed of 42 knots if I recall correctly), with the new captain skill a really skilled carrier captain could actually utilize the IJN bombers in such a way that it could be dropped from 500+ meters away and actually hit someone who isn't braindead/AFK. 2. Give the USN AP bombs and the IJN more effective fire bombs as well as torpedoes that have a higher chance of causing sinking. I suggest this due to the playstyle that is most evident on high tier ships namely the Midway and the Hakuryu. Most Midway players group their torpedo bombers in a group and strike at once to cause maximum damage whilst the Hakuryu players use the faster plane speed and smaller squads to make their enemies die of a thousand cuts. With this system, the two nations can distinguish their playstyle. A USN carrier can cause as much/more damage with their new setting whilst the IJN carrier will be able to guarantee leaking with fewer torpedo hits and fire with bombs and therefore be able to more effectively use their multiple squadrons to inflict damage over time on enemy ships that, if used correctly, could match or even exceed that of the Midway even if the damage isn't necessarily apparent when the strike is over. This would also mean that there is a national 'flavor' to both carrier lines now. 3. Widen the USN torp spread and scale up the damage as the tiers increase. I will expand more on this in the level increase subsection but for now let's deal with US torpedoes. Right now, USN CVs can start guaranteeing that every torpedo will land on target starting at tier 7 battleships and they only get better from there as opposed to the supposed strike focused carriers of the IJN. Due to this, making a full salvo strike more difficult as well as more rewarding might be optimum for US CV drivers who have unchanged potential damage output starting with t5. If we introduce the AP bombs for extra damage, I suggest compensating for the massively increased strike potential of USN carriers by raising the skill slope for USN CV players in order to allow more skilled players to excel and distinguish themselves. Tiers and levels Right now, the Langley starts out with 5900 dmg per torpedo that quickly jumps up to 8500. The Indy further increases the torpedo damage to 9867 and it stays there for the rest of the game, significantly higher than the IJN torpedo damage. Whilst this would be unhistorical, I think that this would be fine if the soft stats for IJN torpedoes were improved i.e. speed, chance of flooding, arming time(mostly for killing destroyers). I also think that the massive damage torpedoes should be reserved for higher tier USN carriers whilst the mid tier USN carriers should be buffed in other ways i.e. giving them more squads. Many will likely say that is insane, but I think that we can make this work if we make USN torpedoes do less net damage in the lower tiers. This, combined with the fact that they have slower torpedoes and are targetting smaller ships with lower speed and smaller turning circles, could be made to work. Here is a table of possible values: 35 knots Torpedoes: Damage/squads(planes)/potential Chance of flooding Speed Damage/squads(planes)/potential Chance of flooding Speed Tier IV 5900 / 1(6) / 35400 40% 35 knots 8000 / 2(8) / 64000 40% 35 knots Tier IV 6300 / 1(6) / 37800 40% 35 knots 8400 / 2(8) / 67200 43% 35 knots Tier V 6800 / 1(6) / 40800 40% 35 knots 8567 / 2(8) / 68536 45% 37 knots Tier VII 6800 / 2(12) / 81600 40% 35 knots 8567 / 2(8) / 68536 45% Tier VIII 7500 / 2(12) / 90000 40% 35 knots 8567 / 2(8) / 68536 65% 42 knots Tier IX 9867 / 2(12) / 118404 40% 35 knots 8567 / 3(12) / 102804 70% 45 knots Tier X 10500 / 2(12) / 126000 40% 35 knots 8567 / 3(12) / 102804 75% 53 knots p.s. I have no idea what the real values on flooding are. These are example values. Yellow is USN, orange is IJN.,green is for the superior stats As aforementioned, the USN carriers could receive a debuff in having more space between their torpedoes (a wider torpedo fan) and a torpedo damage debuff in lower tiers but are compensated by having more torpedo bombers to work with which will reward the better players. The IJN can make up for the difference by their better soft stats like chance of flooding or torpedo speed. Dive bombers: Damage/squads(planes)/potential Chance of fire Chance of module damage Damage/squads(planes)/potential Chance of fire Chance of module damage Tier IV - - - - - - Tier V 5500 / 1(6) / 33000 0 % 12 % 2300 / 1(4) / 9200 40% 12 % Tier VI 7500 / 1(6) / 45000 0 % 12 % 4500 / 2(8) / 36000 40% 16 % Tier VII 7500 / 2(12) / 90000 0 % 12 % 4500 / 2(8) / 36000 50% 20 % Tier VIII 7500 / 2(12) / 90000 0 % 12 % 4500 / 2(8) / 36000 60% 24 % Tier IX 8500 / 2(12) / 102000 0 % 12 % 4500 / 2(8) / 36000 70% 30 % Tier X 8500 / 2(12) / 102000 0 % 12 % 4500 / 3(12) / 54000 80% 40 % Keep in mind that these values are if every single shell fired penetrates the citadel. In most attacks, RNG will likely not give much more than 2 or 3 citadels maximum. Nevertheless, the damage from those hits aren't insignificant for even a high tier battleship or carrier. IJN bombs won't penetrate anything, but has a large chance of fire damage and module incapacitation. I'm not sure where I've heard this, but apparently as you go up the tiers, ships gain natural resistance against fire and flooding. These new values will likely allow carriers to maintain their damage over time tactics even in a high tier environment. Ships in the higher tiers have far higher health to splash around so the steadily rising damage will allow carriers to effectively deal with tougher threats as they advance up the tiers as well as continue to cause them trouble. I.E. A Hiryuu and a Ryujou in this cause cause identical potential damage. Both ships might be able to attack a New York for an average of 8000 damage but if a Ryujou attacks a New Mexico a torpedo might average 5000 damage whilst a Hiryuu, whilst having identical stats, would be able to do 8000 damage. This mechanic would help carriers deal with the often extremely tough ship torpedo bulges as well as encouraging carriers to go after the sometimes harder targets as the same damage against a higher tier ship would usually give them more rewards as well as helping their team against ships they may have problems with. That's what I have for now. Thank you for reading as far as you have. I might have to come back here later to condense this down or add onto the list. Best regards and happy sailing!
  23. pam_anderson

    Frage zum Skill Torpedobeschleunigung

    Hab mal ne Frage an die DD-Fahrer: (Forensuche nach "Torpedo" und "Torpedogeschwindikeit brachte nichts Brauchbares) Wie groß ist der subjektive/objektive Mehrwert des Skills mit der Torpedobeschleunigung. Spiele mit dem Gedanken die restlichen 3 Skillpunkte nachdem Kapitän mit 1-5 durchgeskillt ist auf den Torpedbeschleunigungs-Skill zu legen. Bei der Gearing wär das gefühlt (keine persönliche Erfahrung) gar nicht so unsinnig. Die 13,2km statt 16,5km spielen bei meiner Spielweise keine Rolle. Einzige Frage an diejenigen mit mehr Erfahrung wäre, ob durch die Geschwindigkeit wirklich mehr Treffer erzeugt werden (DD kommt langsamer weg, Cruiser und BBs können schlechter durchzirkeln oder weniger gut abdrehen?). Kurzum, sind die +5 Knoten signifikant spürbar?
  24. Moin, Moin! Für die Freunde der Statistik habe ich eine kleine Tabelle erstellt. Sie gilt für Zerstörer. Sie gibt das Verhältnis der Torpedoreichweite zu Tarnung an. Ein Wert unter 1 bedeutet, dass man aufgeklärt ist, bevor man in Torpedoreichweite kommt. Ein Wert über 1 bedeutet Schießen ohne entdeckt worden zu sein. Link: http://workupload.com/file/RbUbE6Ck Das sagt jedoch nichts über die Gesamtleistung des Schiffes aus! Es ist lediglich ein Anhaltswert für die Torpedonutzung. (In der Tabelle sind die Farben willkürlich gewählt, damit man es auf einem Blick sehen kann.) Grüße und allseits ruhige See, P1ng0
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