Mad_Dog_Dante Players 6,636 posts Report post #1701 Posted October 12, 2021 Sitting in cap in smoke was always a bad idea. Now it's impossible ^^ I noticed weird behavior with double pings. In the first attack/kill the green section seems to dissapear and it turns orange. The torpedoes still do citadel damage. In the second attack/kill I miss the green section already lit and hit right next to it. The highlight jumps to the new section yet still turns green and citadels. Is this by design or just really buggy? @YabbaCoe Im confused, how does double pinging work? If I hit succesfully twice on the same location, do the torps get flagged into a state whichs ignores torpedo protection and never get unflagged? How? Wut? 2 Share this post Link to post Share on other sites
[TES6L] Hawker_gb Players 283 posts 14,329 battles Report post #1702 Posted October 12, 2021 Who cares 1 Share this post Link to post Share on other sites
[_I_] Nibenay78 Players 3,266 posts 27,734 battles Report post #1703 Posted October 13, 2021 10 hours ago, Europizza said: Im confused, how does double pinging work? If I hit succesfully twice on the same location, do the torps get flagged into a state whichs ignores torpedo protection and never get unflagged? How? Wut? It's 2 years of amazing design that is now being alfa tested at the vendor. What did you really expect? 6 Share this post Link to post Share on other sites
[TOFTC] Pikkozoikum Players 7,658 posts 13,680 battles Report post #1704 Posted October 13, 2021 13 hours ago, OldschoolGaming_YouTube said: Only played T6 so far but omg these things are broken. You just sit fully surfaced and spam ping BBs and cruisers and smack them with citadel and torps. Hope T8 are harder. Why pinging BBs? They can quite effective dodge the torpedos without DCP. Not sure about the low tiers, but T10 ranked isn't that easy. More people hide behind islands, or dodge the torpedos. I mean, I also do cita hits, but it's not like, it's the easy mode. 2 Share this post Link to post Share on other sites
[TOFTC] Pikkozoikum Players 7,658 posts 13,680 battles Report post #1705 Posted October 13, 2021 12 hours ago, Europizza said: Im confused, how does double pinging work? If I hit succesfully twice on the same location, do the torps get flagged into a state whichs ignores torpedo protection and never get unflagged? How? Wut? Double ping doesn't ignore torpedo protection, it increases the torpedo damage. A double ping can be refreshed, when hitting the same spot again, if it hits another spot, the double-ping gets placed to the new spot, but not refreshed. The Bismarck for example turned broadside into the torps and took them all. He could just move diagonal, and when the torps are spotted, he could turn to the other side, they would all miss Or when he turns broadside, he should use dcp before impact. 1 Share this post Link to post Share on other sites
[BBMM] BLUB__BLUB [BBMM] Players 8,818 posts 17,199 battles Report post #1706 Posted October 13, 2021 13 hours ago, OldschoolGaming_YouTube said: Only played T6 so far but omg these things are broken. You just sit fully surfaced and spam ping BBs and cruisers and smack them with citadel and torps. Hope T8 are harder. No they're not harder, just more "occasional". Meaning - like a Smolensk or something, you have to find the circumstance to really FF stuff up. But when you do, yes you really can, and it is not that hard. But it also gets easier to get wrecked if you FF it up. I'm amazed you do not have them yet BTW, when you have the T6 it is only 2500 to the T8. Share this post Link to post Share on other sites
Mad_Dog_Dante Players 6,636 posts Report post #1707 Posted October 13, 2021 1 hour ago, Pikkozoikum said: Double ping doesn't ignore torpedo protection, it increases the torpedo damage. A double ping can be refreshed, when hitting the same spot again, if it hits another spot, the double-ping gets placed to the new spot, but not refreshed. The Bismarck for example turned broadside into the torps and took them all. He could just move diagonal, and when the torps are spotted, he could turn to the other side, they would all miss Or when he turns broadside, he should use dcp before impact. From what I got reading the double ping ignores torpedo protection, the actual belt I think? Why would it cause citadel otherwise? It doesnt increase damage just because? The part where I hit another spot on the ship where the double ping gets moved instead of reset I did not know. That is pretty dodgy design, so there is no risk messing up while ping spamming the hell out of the target? And since no one else can see me pinging other then the target the only risk spamming pings is telling the target where the attack comes from? The Bismark probably didn't have DCP ready because he had been in a fight before I started targeting him. Maybe put out some fires or a flooding. Silly git. Shoulda coulda - nope. Nothing he could do much, no torpedo gap to beat into, nothing. Four converging torpedoes that were going to hit him no matter what. He should have turned into them to take for on the nose for 20 k plus two floodings I guess. 1 Share this post Link to post Share on other sites
[MBSSX] OldschoolGaming_YouTube Beta Tester 3,274 posts 16,879 battles Report post #1708 Posted October 13, 2021 1 hour ago, Pikkozoikum said: Why pinging BBs? They can quite effective dodge the torpedos without DCP. Not sure about the low tiers, but T10 ranked isn't that easy. More people hide behind islands, or dodge the torpedos. I mean, I also do cita hits, but it's not like, it's the easy mode. In my limited experience BBs cant dodge homing torps without using DCP and even then they usually get hit but no citadels, I cant imagine T10 BBs being able to maneuver better the n the T6 ones. So you say Kremlin, Yamatos and GK just torp beats around homing dubbel-pinged torps? 1 hour ago, BLUB__BLUB said: No they're not harder, just more "occasional". Meaning - like a Smolensk or something, you have to find the circumstance to really FF stuff up. But when you do, yes you really can, and it is not that hard. But it also gets easier to get wrecked if you FF it up. I'm amazed you do not have them yet BTW, when you have the T6 it is only 2500 to the T8. Yeah, I got the T8 and 10 pretty fast but wanted to stay at T6 to learn the basic mechanics of the playstyle before moving to T10 (crazy idea I know ... ) 13 hours ago, Europizza said: Sitting in cap in smoke was always a bad idea. Now it's impossible ^^ I noticed weird behavior with double pings. In the first attack/kill the green section seems to dissapear and it turns orange. The torpedoes still do citadel damage. In the second attack/kill I miss the green section already lit and hit right next to it. The highlight jumps to the new section yet still turns green and citadels. Is this by design or just really buggy? @YabbaCoe Im confused, how does double pinging work? If I hit succesfully twice on the same location, do the torps get flagged into a state whichs ignores torpedo protection and never get unflagged? How? Wut? Pinged a DD in smoke yesterday as well.... seems legit... How hard is it to just spam ping and torp a smoke? Specially since his movement gets updated all the time in the smoke after the first ping hits (another great feature WG). Finally you will get a ping and a hit which makes smokes even more useless for DDs in the future. Also so easy to just shotgun a DD that is trying to push you. Depth charges in my experience SUCK monkeybaaalllls Regarding the second video I think it was a bug. The green double ping section shouldn't move to a new section just after getting hit once. I was trying to see if I could just wait efter getting my first doubles. I used the skill that makes the double ping last longer. Otherwise its easy to ruin your own double ping if you continue to spam pings on a already double pinged target so you end up with a single ping when the torps arrive. I Believe that double ping ignores torpedo protection and insures a citadel and most likely a flood, based on my experience at least. Single pings seems to half the damage and half the floods almost. I have a hard time understanding what captain builds to use and what are the best. Share this post Link to post Share on other sites
[WG] YabbaCoe WG Staff, WG Staff, WG Staff 10,676 posts 5,441 battles Report post #1709 Posted October 13, 2021 13 hours ago, Europizza said: Sitting in cap in smoke was always a bad idea. Now it's impossible ^^ I noticed weird behavior with double pings. In the first attack/kill the green section seems to dissapear and it turns orange. The torpedoes still do citadel damage. In the second attack/kill I miss the green section already lit and hit right next to it. The highlight jumps to the new section yet still turns green and citadels. Is this by design or just really buggy? @YabbaCoe Im confused, how does double pinging work? If I hit succesfully twice on the same location, do the torps get flagged into a state whichs ignores torpedo protection and never get unflagged? How? Wut? When you doubleping a ship, the section is highlighted in green, torps are guiding to this part and also change depth in order to be able to hit the ship lower than is torpedo protection. When the torpedo is in certain distance of the targetted ship, it won't change a course and finish going in the same direction. If you ping different section of the ship later during the travel of those torps, torps will home for that particular part (see the difference in your second video, while first torpedo was already close enough to change the direction, while the second one changed to the second highlighted part. 1 1 1 Share this post Link to post Share on other sites
[CAG] General_Alexus Players 1,046 posts 13,178 battles Report post #1710 Posted October 13, 2021 1 hour ago, Europizza said: From what I got reading the double ping ignores torpedo protection, the actual belt I think? Why would it cause citadel otherwise? It doesnt increase damage just because? The part where I hit another spot on the ship where the double ping gets moved instead of reset I did not know. That is pretty dodgy design, so there is no risk messing up while ping spamming the hell out of the target? And since no one else can see me pinging other then the target the only risk spamming pings is telling the target where the attack comes from? The Bismark probably didn't have DCP ready because he had been in a fight before I started targeting him. Maybe put out some fires or a flooding. Silly git. Shoulda coulda - nope. Nothing he could do much, no torpedo gap to beat into, nothing. Four converging torpedoes that were going to hit him no matter what. He should have turned into them to take for on the nose for 20 k plus two floodings I guess. Well you are both correct, sorta. Double ping increeses the dmg via the captain-perk. It does not lead to auto-citpens as the torpedo needs to hit a spot on the ship that actually has a citadel present. In that case, you get citadel hits, who by default do 100% of the dmg of your given torp, what translates to not appling torp protection indirectly. In case of DDs (no citadel present) or hitting bow/stern of double pinged Crusers/BBs, torp protection and dmg-satturation in fact get applied, here the effect of the double ping is "only" (and if skilled) the +15% commander Bonus. Share this post Link to post Share on other sites
[TOFTC] Pikkozoikum Players 7,658 posts 13,680 battles Report post #1711 Posted October 13, 2021 1 hour ago, Europizza said: From what I got reading the double ping ignores torpedo protection, the actual belt I think? Why would it cause citadel otherwise? It doesnt increase damage just because? They changed that a while ago. It was Torpedoprotection ignore before, then they made torpedo protection working and a damage boost, if they hit citadel. The thing is, normal torpedos can also hit the citadel, the torpedo protection gets applied, the damage can be healed by 10%. But normal torpedos don't have a damage-boost effect. You can read that up in the patch notes a few patches ago You can test that. I did once 9k damage to a ship with a single torpedo, but these torpedos don't do 9k damage in port. (though the damage caluclation in port is weird anyways, so we never know the actual damage. The port damage is calculation of alpha-damage and partial splash damage) -"A repeat hit to the highlighted part of the hull will make your torpedoes ascend to the optimum depth and deal more damage." -"Torpedoes don't ignore anti-torpedo defenses when the effect of two sonar pings is active." https://worldofwarships.eu/en/news/public-test/submarine-testing-2/#changes I also remember, that I did 12k dmg to cruisers with a 7k torpedo, but cant find the screenshot 1 hour ago, Europizza said: The part where I hit another spot on the ship where the double ping gets moved instead of reset I did not know. That is pretty dodgy design, so there is no risk messing up while ping spamming the hell out of the target? And since no one else can see me pinging other then the target the only risk spamming pings is telling the target where the attack comes from? Well, submarines are not very high in total damage numbers, without that mechanic, it would be extremly difficult to get a double ping, because it will run out or a submarine might will miss a lot. Also readjusting the ping would be pain. For the case, you hit 2 times the bow, but you want it on the center. And well, I personally think, that are tons of information, that get delivered. I mean, if a DD torps, nobody gets an information either ^^ I think, that is already a lot, that the pinged target gets all the information, but also the pinged target can ping the minimap and warn the team about the sub location. I saw that a few times in ranked happening. When a submarine pings, there is also the risk, that the pinged target blind drops into the submarines direction, that even hit me sometimes, and also I did that as surface ships. 1 hour ago, Europizza said: The Bismark probably didn't have DCP ready because he had been in a fight before I started targeting him. Maybe put out some fires or a flooding. Silly git. Shoulda coulda - nope. Nothing he could do much, no torpedo gap to beat into, nothing. Four converging torpedoes that were going to hit him no matter what. He should have turned into them to take for on the nose for 20 k plus two floodings I guess. Haven't seen him using DCP. The video goes 120s, so I think it was ready. And as I said, he could move diagonal then turn over to the other side and dodge them. That works. He could have done those 2 things. And a "Gap" is not needed, that is not how sub torps will be effectively dodged by a BB. BBs dodge them, by guiding them to a wrong direction. Not saying it's always easy and it will be always 100% dodgeable, it needs awareness and sub torps will hit now and then, but that's how this game works. Angling against a BB won't also always protection against damage, a BB still can take 10k salvos while angled. Share this post Link to post Share on other sites
[TOFTC] Pikkozoikum Players 7,658 posts 13,680 battles Report post #1712 Posted October 13, 2021 17 minutes ago, OldschoolGaming_YouTube said: In my limited experience BBs cant dodge homing torps without using DCP and even then they usually get hit but no citadels, I cant imagine T10 BBs being able to maneuver better the n the T6 ones. So you say Kremlin, Yamatos and GK just torp beats around homing dubbel-pinged torps? The sub torps are like Shima torps, they have around the same reaction time. The only difference is, that sub torps can be actively guided into nomans land, while shima torps will always have a fan-dispersion, which can't be always dodged. At 2.1km the Submarine torpedos will stop homing, that will be around ~9s reaction time. The homing torpedos will go all straight to the pinged spot, so the BB will know, where they go and how he has to dodge them. I played over 100s of submarine games, and BBs are constantly dodging. Can show you screenshots every day. Just posted one from yesterday: Here, all torpedos miss, and I didn't even launched them all at once, I launched im with tiny time gaps, so I hoped I would hit atleast 1 or 2, but nope, nothing. Look at the minimap, all dodged. 1 Share this post Link to post Share on other sites
[CAG] General_Alexus Players 1,046 posts 13,178 battles Report post #1713 Posted October 13, 2021 It was already mentioned here that the arbitary distance where Sub torps stop homing is a bit questionable, also it does not take into account different ships (aka same homing for a stalingrad and an Omaha) This is a mess in the current itteration so I propose a few changes that are not too hard to implement and make balancing easier in the future: 1)Give Sub Torps a "Homing stat" in Meter, this is also a great way to make Tier progression for subs, as at the moment T6 Subtorps home just as hard as T10 Subtorps. 2) In fact give it 2 Times: Distance for 1 Ping, Distance for 2 Ping For example: T10 Subtorps have the base Distance set at 800m/400m (just for the sake of argument) 3) Every ship can now have a sepperate Protection Stat, simmilar to Torpedo-belt-protection. This value is in % and increeses the base distance by that value (easy to implement spreadsheet value) So for example a BB has a Value of 100%, so the actuall homing of T10 torps against it are 1600m/800m 4) You can introduce Captain-perks and Modul slots that modify this new value, for example the T2 Torp-protection skill of BBs giving aditional 25% -> in the example abouve 1600/800 -> 2000/1000 5) you can finetune this value for every ship, in my opinion BBs should have a harder time avoiding torps than DDs/CAs, but I know WG has a paying customer BB base to take care of so I leave it to you WG. 1 Share this post Link to post Share on other sites
Mad_Dog_Dante Players 6,636 posts Report post #1714 Posted October 13, 2021 46 minutes ago, Pikkozoikum said: They changed that a while ago. It was Torpedoprotection ignore before, then they made torpedo protection working and a damage boost, if they hit citadel. Haven't seen him using DCP. The video goes 120s, so I think it was ready. And as I said, he could move diagonal then turn over to the other side and dodge them. That works. He could have done those 2 things. And a "Gap" is not needed, that is not how sub torps will be effectively dodged by a BB. BBs dodge them, by guiding them to a wrong direction. Not saying it's always easy and it will be always 100% dodgeable, it needs awareness and sub torps will hit now and then, but that's how this game works. Angling against a BB won't also always protection against damage, a BB still can take 10k salvos while angled. I dont have any captain skill on the sub captain, I am just talking about wether it citadels or not. @YabbaCoe explained that the torps physically go to a lower trajectory and by that explode under the keel (I guess) which ignores the torpedo belt protection and can access the citadel. Lets ignore your wishful thinking about the Bismark. If he had used it earlier, and chances are quite substantial since he had been exchanging shells before I entered that flank, he would have been most likely unable to avoid these torps. But lets say he didn't and he was a total nob for not using it on purpose, because that is what you are saying here, he didn't even when he had it available. DCP would not have helped mitigating the citadel damage at that point if I understand @YabbaCoe correctly. They would still sail straight and explode under the keel. The converging torpedoes are one of the major issues since Lesta changed the subs to single launch. it is why damage can go all over the place, and often do massive amounts of alpha. It's a problem, and gaps are needed. Trust me. 3 Share this post Link to post Share on other sites
[BBMM] BLUB__BLUB [BBMM] Players 8,818 posts 17,199 battles Report post #1715 Posted October 13, 2021 9 minutes ago, Europizza said: The converging torpedoes are one of the major issues since Lesta changed the subs to single launch True. It cause "all or nothing" hits. Would be better if they made a delay between each launch. Share this post Link to post Share on other sites
Mad_Dog_Dante Players 6,636 posts Report post #1716 Posted October 13, 2021 Just now, BLUB__BLUB said: True. It cause "all or nothing" hits. Would be better if they made a delay between each launch. The paired launch gave ships a better chance to eat half the damage instead of all 4. 1 Share this post Link to post Share on other sites
[TOFTC] Pikkozoikum Players 7,658 posts 13,680 battles Report post #1717 Posted October 13, 2021 24 minutes ago, General_Alexus said: It was already mentioned here that the arbitary distance where Sub torps stop homing is a bit questionable, also it does not take into account different ships (aka same homing for a stalingrad and an Omaha) This is a mess in the current itteration so I propose a few changes that are not too hard to implement and make balancing easier in the future: 1)Give Sub Torps a "Homing stat" in Meter, this is also a great way to make Tier progression for subs, as at the moment T6 Subtorps home just as hard as T10 Subtorps. 2) In fact give it 2 Times: Distance for 1 Ping, Distance for 2 Ping For example: T10 Subtorps have the base Distance set at 800m/400m (just for the sake of argument) 3) Every ship can now have a sepperate Protection Stat, simmilar to Torpedo-belt-protection. This value is in % and increeses the base distance by that value (easy to implement spreadsheet value) So for example a BB has a Value of 100%, so the actuall homing of T10 torps against it are 1600m/800m 4) You can introduce Captain-perks and Modul slots that modify this new value, for example the T2 Torp-protection skill of BBs giving aditional 25% -> in the example abouve 1600/800 -> 2000/1000 5) you can finetune this value for every ship, in my opinion BBs should have a harder time avoiding torps than DDs/CAs, but I know WG has a paying customer BB base to take care of so I leave it to you WG. 1) Wouldn't that make low tiers pretty bad? ^^ Also the low tiers are a bit slower, that also effects the homing technically 2) You mean, when the homing stops? That is already included for Cruisers 720m/360m and for DDs 240m/120m 3) Though BBs have currently 2100m, 1600/800 would probably make it extremly hard, if not impossible to dodge^^ 4) In case you do this, then it has to be way more balanced. Something like normally you have 2100/1900 and with skills 2200/2000. In most cases skills only give a few percent and the game is still playable without skills. 5) It was earlier the case, that BBs was the primary target for submarnes, but they changed that. Submarines are currently supposed to attack cruisers and DDs, and I think it's not a bad idea, since DDs are already a low concealment class against BBs. Having submarines as low concealment class against cruisers and dds would be a different spot. Share this post Link to post Share on other sites
[MBSSX] OldschoolGaming_YouTube Beta Tester 3,274 posts 16,879 battles Report post #1718 Posted October 13, 2021 51 minutes ago, Pikkozoikum said: The sub torps are like Shima torps, they have around the same reaction time. The only difference is, that sub torps can be actively guided into nomans land, while shima torps will always have a fan-dispersion, which can't be always dodged. At 2.1km the Submarine torpedos will stop homing, that will be around ~9s reaction time. The homing torpedos will go all straight to the pinged spot, so the BB will know, where they go and how he has to dodge them. I played over 100s of submarine games, and BBs are constantly dodging. Can show you screenshots every day. Just posted one from yesterday: Here, all torpedos miss, and I didn't even launched them all at once, I launched im with tiny time gaps, so I hoped I would hit atleast 1 or 2, but nope, nothing. Look at the minimap, all dodged. Im not saying it isn't possible or it didn't happen but looking at this video from Flamu in the Rochester which is a much more maneuverable ship then a T10 BB he pretty much executed a almost perfect attempt at a dodge and still all the torps homed around in a bow and hit him midships. Thats why I have a hard time seeing Kremlins, Yamatos and GKs doing this on a regular basis. But I will soon start play subs at T10 so I will see. Share this post Link to post Share on other sites
[TOFTC] Pikkozoikum Players 7,658 posts 13,680 battles Report post #1719 Posted October 13, 2021 12 minutes ago, Europizza said: I dont have any captain skill on the sub captain, I am just talking about wether it citadels or not. @YabbaCoe explained that the torps physically go to a lower trajectory and by that explode under the keel (I guess) which ignores the torpedo belt protection and can access the citadel. It's in the patch notes... I think, they kinda messed up the explanation. Double ping -> goes below torpedo belt -> ignores torpedo belt Then rework: Double ping -> goes below torpedo belt -> ignores torpedo belt, does extra damage, torpedo protection still works. So I thinnk, it's really an error in the explanation, what is happening, but the mechanic is, that they don't ignore torpedo belts. @YabbaCoe, or are torpedo belts/protection now ignored again? 16 minutes ago, Europizza said: Lets ignore your wishful thinking about the Bismark what wishful thinking? 16 minutes ago, Europizza said: If he had used it earlier, and chances are quite substantial since he had been exchanging shells before I entered that flank He didn't use it, you can see, if an DCP is active (white lights), and I don't see it active in the video. Also you don't see any fire or flood on the Bismarck. Or could you tell me the timestamp, where it could be active? 18 minutes ago, Europizza said: he would have been most likely unable to avoid these torps. Depends. He could use DCP and turn right (not left like he did). In worst case, he can use DCP to minimize the impact damage (no cita hits). The damage would be probably halfed. But then, he could just wait for the Torps, and turn right at 2.1km distance. The torps would all miss even without dcp. 22 minutes ago, Europizza said: DCP would not have helped mitigating the citadel damage at that point if I understand @YabbaCoe correctly. T It would help. Cita damage is only possible, when 2 pings are active. I also don't think, that the torpedos are physically go under the ship, it's rather an explanation. Like you would say, that a reload of a ship is 30s, though there is no actualy guy, who is physically moving shells from the storage to the gun. 25 minutes ago, Europizza said: The converging torpedoes are one of the major issues since Lesta changed the subs to single launch. it is why damage can go all over the place, and often do massive amounts of alpha. It's a problem, and gaps are needed. Trust me. Single torpedos have advantages but also disadvantages. The paired Torpedos were able to hit the citadel even when bow in, because they don't hit centered. With single torpedos you can always turn your bow/rear into the single torpdos. And for single torpedos, the alpha is pretty low. The major issue is rather, that many don't know how to play against these torpedos or against submarines. Submarine torpedos hit more consistent, that's true, but they have to. They don't have guns like a DD, or they have 20k alpha. Higher damage comes only with conditions, which can even be countered actively. Gaps are not needed, because you can actively guide the torpedos. You move left, the torpedos move left. You know the exact behavior and thus you can react to that known behavior. If you add gaps, it's rather likely, that some torps randomly hit, instead of being able to active dodge. Just some dodges: I Share this post Link to post Share on other sites
[TOFTC] Pikkozoikum Players 7,658 posts 13,680 battles Report post #1720 Posted October 13, 2021 5 minutes ago, OldschoolGaming_YouTube said: Im not saying it isn't possible or it didn't happen but looking at this video from Flamu in the Rochester which is a much more maneuverable ship then a T10 BB he pretty much executed a almost perfect attempt at a dodge and still all the torps homed around in a bow and hit him midships. Thats why I have a hard time seeing Kremlins, Yamatos and GKs doing this on a regular basis. But I will soon start play subs at T10 so I will see. The homing for BBs is different than for cruisers. His attempt was by far not perfect, because he ignored the parameter of the homing. It's actually not easy for cruisers, but possible. The time, that you have for dodge, is probably around 3s before the impact Can't see, if he was double pinged or not, but the difference is. The homing agianst a BB stops at 2100m. The homing against a cruiser stops at 720m or 360m, when double pinged. Thus Flamu tryed to dodge them too early, when they were still in "Homing" mode. The dodge has to happen very late in case of a cruiser Share this post Link to post Share on other sites
[TOFTC] Pikkozoikum Players 7,658 posts 13,680 battles Report post #1721 Posted October 13, 2021 26 minutes ago, Europizza said: The paired launch gave ships a better chance to eat half the damage instead of all 4. It gave a chance to hit with one torpedo the bow/rear and with the other torpedo the side (into the citadel) as well ^^ Share this post Link to post Share on other sites
Mad_Dog_Dante Players 6,636 posts Report post #1722 Posted October 13, 2021 28 minutes ago, Pikkozoikum said: what wishful thinking? It would help. Cita damage is only possible, when 2 pings are active. I also don't think, that the torpedos are physically go under the ship, it's rather an explanation. Like you would say, that a reload of a ship is 30s, though there is no actualy guy, who is physically moving shells from the storage to the gun. This kind of wishfull thinking. It goes under the torpedobelt but the torpedo belt still works it just does extra d20 magic damage? I think what you are confusing it with the skill explaination. I don't have that skill equipped and it is not what I'm referring to. YabbaCoe just explained how it works earlier and if it isnt how it works in the game then he will need to explain again. It is the only logical explaination why the torps on the first ship still citadel, while the green indicator was actually no longer active. The torps dive to a lower trajectory and will stay on their course straight ahead when the ping is removed. That actually matches my observations. Share this post Link to post Share on other sites
[BBMM] BLUB__BLUB [BBMM] Players 8,818 posts 17,199 battles Report post #1723 Posted October 13, 2021 7 minutes ago, Europizza said: The torps dive to a lower trajectory and will stay on their course straight ahead when the ping is removed. Yes, same as when they are "close enough" and lose the homing. But, like any torpedo, they still can hit citadel. Or cause flood. 1 Share this post Link to post Share on other sites
[COOOP] Shirakami_Kon Players 2,624 posts 12,776 battles Report post #1724 Posted October 13, 2021 @YabbaCoe Since lately the dev blog has been quite open to explanations, would be nice if we could get one showing what data shows about effectiveness of regular depth charges on cruisers (for example the German branch, that relies on those instead of airstrikes) and comments on if there's any plans to give them airstrikes too to hopefully get a chance to actually fight submarines too, because from personal experience so far I gotta say that cruisers that only have regular depth charges don't feel any different than not having ASW armament at all. Or if you can provide any comments on this yourself here would be appreciated too. Thanks. Share this post Link to post Share on other sites
[IFS] Gudgeon Players 583 posts 26,323 battles Report post #1725 Posted October 13, 2021 On 10/11/2021 at 4:17 PM, pissBoiler said: Another day, another sub "experience". Sub caps, I want to contest it with fully spec'ed Minotaur. A cruiser with both hydro, smoke and guns galore. And depth charges. But I can't. Because the sub just pings new torpedoes every 30 seconds. My DamCon is 60 secs. And his torps, magical torps that don't even exist in the real world anno 2021, ALL hit EVERY time, meaning he can one-shot kill me. And ships like me. Every 30 secs. All game. As long as he wants to. No way any of us can get near him, even if we can spot him, early enought to DC strike him. Because magic torpedoes every 30 seconds. 4 of them. Which is an instant 1 shot kill. And a hydro armed light crusier can do absolutely nothing about it. Who designed this carcrash of a gaming experience? Who played it before releasing it? To be honest, I think the best option we can hope for is that good, unicum and super unicum players embrace this class and exploit it to the bitter end and show how broken the class is with it's spotting and homing mechanics and fill the spreadsheet entries with those kind of stats indicating the level of brokenness of the class, instead of Jonny42percenter ruining high tier games running around in his tier 10 sub and doing nothing except generate another spreadsheet entry under "the player base is playing this class and therefore they must love it". If not this game will collapse before the next xmas lootbox event. 3 Share this post Link to post Share on other sites