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Seargent_Nigel

Shima accelarated torp time?

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Are you talking about  the legendary module?

I'd say it's not worth it at all. It's one of the worst legendaries you can get. Unless your playstyle is to sit back and launch torps from long distance only, which is a waste of a perfectly capable close range stealth torping DD..

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Haven't a clue? - in my port under combat mission it has one heading that says 'Personal combat mission' which just pertains to the Shima, when you click on it you have certain criteria to full fill and the reward is 'Accelerated Torpedo reload'

 

I would assume it reduces the time of reload and just wondered how much of a difference it makes?

 

Is that what you call 'Legendries'?

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1 minute ago, Seargent_Nigel said:

Haven't a clue? - in my port under combat mission it has one heading that says 'Personal combat mission' which just pertains to the Shima, when you click on it you have certain criteria to full fill and the reward is 'Accelerated Torpedo reload'

 

I would assume it reduces the time of reload and just wondered how much of a difference it makes?

 

Is that what you call 'Legendries'?

Yes, that's a legendary module. Some T-10 ships have it, some don't, depending on the release date of the ship.

+ Torpedo reload speed is increased by 25 %.

- You gain a +50 % chance for the launcher to be disabled on a hit.

- Turn rate of the launcher is reduced by 80 %.

 

While you are able to fire more torps with this, the two other changes are a no-go for me.

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I've used it, but you've got to plan every torp attack as the launcher turns oh so slow, on the same par as Low/Mid tier British BB main Guns, if you get jumped by another DD you will struggle to launch any torps at him unless he's in the direction the launchers are facing. However, you do get the ability to put more fish into the sea which ain't a bad thing, all down to your play style as a Jap DD captain. 

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I use this module, Aiming Systems Mod 1 in slot 3 and Torpedo Armament Expertise captain skill, for the 12 km torpedoes the result is 103.3 sec reload. However, the torpedo tubes turn about as slowly as the turrets on your Nagato. You need to think in advance where you will launch your next volley and turn the tubes to the left or right side 30 sec before they reload. While launching you turn your ship with the rudder to aim your torpedoes.

You don't need to play in the back at all, just avoid knife fights which you don't want to have in a Shima anyway. The Radio Location captain skill is very useful to avoid unpleasant surprises.

 

Is the grind worth it? That depends. For the Des Moines it turns a decent / strong ship into an awesome ship that is even more fun to play; Yamato, Zao and Moskva profit immensely while for ships like the Yueyang it is a waste of time and camos / signals. For me the Shima legendary mod is worth the grind, ymmv.

The grind takes a lot of time, premium account helps with the free xp and credit stage. When you get the module you will know the ship much better and then you will be able to assess if you are ready for it. Before you mount it make sure you have 25 doubloons for the dismounting in case you don't like it. Don't sell it for credits.

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For some ships those Legendary modules are worth it, Yamma, DM come to mind. 

The shima one tho i dont think the tradeoff is worth the litle fater reload, -80% to tubes traverse is just too bad in my opinion. 

:Smile_honoring:

 

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7 hours ago, Egoleter said:

Yes, that's a legendary module. Some T-10 ships have it, some don't, depending on the release date of the ship.

+ Torpedo reload speed is increased by 25 %.

- You gain a +50 % chance for the launcher to be disabled on a hit.

- Turn rate of the launcher is reduced by 80 %.

 

While you are able to fire more torps with this, the two other changes are a no-go for me.

+50% chance of torpedo getting disabled is same as on normal torpedo reload mod. The LU for Shima compared to torp mod people usually use boils down to 25% reload reduction instead of 15% in exchange for -80% torpedu tube traverse speed.

 

With ASM in 3rd slot, you require 30s to traverse torpedo tubes 180°. So, assuming you run the 12 km torps, you get 14s less reload (~103 instead of 117 s) but the tubes traverse like (fast) BB turrets. I'd not consider it a terrible mod, because most of the time, you aren't going to torp threats that appear suddenly out of nowhere (DDs you better just try to gun down) and you have still almost 2 minutes inbetween torp salvos to turn your tubes in the right direction. So if you preturn torp tubes like you do in a BB (or if you don't play BB, the same way you usually should preturn Shima guns which also traverse slowly), it's mostly a reload boost.

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I used the legendary mod for a while on Shima, but i found that the time you gain in reload often gets wasted by extra time needed for aiming. I removed it.

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13 hours ago, Sleepy_Bunny said:

+50% chance of torpedo getting disabled is same as on normal torpedo reload mod. The LU for Shima compared to torp mod people usually use boils down to 25% reload reduction instead of 15% in exchange for -80% torpedu tube traverse speed.

True.

 

13 hours ago, Sleepy_Bunny said:

With ASM in 3rd slot, you require 30s to traverse torpedo tubes 180°. So, assuming you run the 12 km torps, you get 14s less reload (~103 instead of 117 s) but the tubes traverse like (fast) BB turrets. I'd not consider it a terrible mod, because most of the time, you aren't going to torp threats that appear suddenly out of nowhere (DDs you better just try to gun down) and you have still almost 2 minutes inbetween torp salvos to turn your tubes in the right direction. So if you preturn torp tubes like you do in a BB (or if you don't play BB, the same way you usually should preturn Shima guns which also traverse slowly), it's mostly a reload boost.

While I try to prepare an attack as thorough as possible, in a DD you still need to be able to make split second choices. You are supposed to be on the frontline. Sometimes this means changing targets quickly.

 

I tend to go close to the enemy to torp them, to give them less time to randomly change their course. Getting this close means that you might run into previously unspotted ships and in those cases you want all your weapons ready to fight back. If your torp launchers can't keep up with your ships turn or the enemies change of speed, then they are useless for such situations. The closer you get to the enemy the more you need to rely on good rotation speeds of your weapons.

 

It is a style choice. It depends on how you play the Shimakaze if the module has any worth to you.

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