[PEV] Spruty Beta Tester 47 posts 2,073 battles Report post #26 Posted July 21, 2015 The torpedo detection range correlates with the torpedo´s max range. That means that the 10 km torps are not only slower but theyre also easier to spot. (high tier torps with 15-19km range have a huge detection range). My choice are the 7km torps. With enough situational awareness the minekaze is fast and agile enough to stay within the 7 and 5.9 km range. Share this post Link to post Share on other sites
alalos Players 170 posts 847 battles Report post #27 Posted July 21, 2015 You can have about 5km spot range so getting into launching range is not a problem. As Type 89 leaves about 70% more time for the enemy to dodge I think the choice is really simple. 7km torps all the way. The minekaze with its speed and camo is the perfect predator. I did try in the past matches the 10km torps before i switched to the Mutsuki.. and well... my stats went down ( yeah you need to get a feeling for the torps but still.. even a bb can dodge these 10km torps ) Share this post Link to post Share on other sites
[SKG] McCracken666 Beta Tester 516 posts 11,090 battles Report post #28 Posted July 21, 2015 with right perks and camo its you dont get spotted before 5,9km. I have one elite minekaze in port and find it very imbalanced compared to U.S DD's and in general its to easy to be effective with, i hope they nerf it somehow or change some other stuff. For the moment its to easy for Minekazes imo. Share this post Link to post Share on other sites
rancidpunk Alpha Tester 489 posts 2,677 battles Report post #29 Posted July 21, 2015 If you're firing from 8km+ I find the first 2 on the indicator and then 2 either side usually compensates for attempts to dodge. Share this post Link to post Share on other sites
Kirasa Beta Tester 1,520 posts 1,524 battles Report post #30 Posted July 21, 2015 The torpedo detection range correlates with the torpedo´s max range. That means that the 10 km torps are not only slower but theyre also easier to spot. (high tier torps with 15-19km range have a huge detection range). My choice are the 7km torps. With enough situational awareness the minekaze is fast and agile enough to stay within the 7 and 5.9 km range. This is wrong. We now have the correct numbers, and the 7km torps get spotted at 1.6km with 9sec reaction time, while the 10km torps get spotted at 1.3km with 8.8sec reaction time. Share this post Link to post Share on other sites
Trigger_Happy_Dad Beta Tester 6,753 posts 7,907 battles Report post #31 Posted July 21, 2015 (edited) Yes the faster torps are better not just for their speed, but also because they get detected later. The torpedo detection range correlates with the torpedo´s max range. That means that the 10 km torps are not only slower but theyre also easier to spot. (high tier torps with 15-19km range have a huge detection range). I'm afraid you are both wrong, it's the other way round. 10km torps get spotted later. http://forum.worldofwarships.com/index.php?/topic/36593-dd-torpedo-spotting-distances/ Schiff Torpedo Typ Erfassungsreichweite Sampson 450 mm Mk 5 0.9 km Sampson 450 mm Mk 7 0.9 km Wickes 533 mm Mk 3 1.1 km Clemson 533 mm Mk 9 1.3 km Clemson 533 mm Mk 11 1.3 km Nicholas 533 mm Mk 11 1.3 km Nicholas 533 mm Mk 15 1.5 km Farragut 533 mm Mk 15 1.5 km Farragut 533 mm Mk 15 1.5 km Mahan 533 mm Mk 15 1.5 km Mahan 533 mm Mk 12 1.5 km Sims 533 mm Mk15 1.5 km Benson 533 mm Mk 12 1.5 km Benson 533 mm Mk 14 1.2 km Fletcher 533 mm Mk 14 1.2 km Fletcher 533 mm Mk 14 1.6 km Gearing 533 mm Mk 17 1.6 km Gremyashchy 533 mm 53-39 1.3 km http://forum.worldofwarships.com/index.php?/topic/36553-spotting-mechanics/ Erkennnungsreichweiten der Torpedos: http://forum.worldofwarships.eu/index.php?/topic/21529-dd-domination/page__pid__374761#entry374761 Edited July 21, 2015 by Trigger_Happy_Dad 2 Share this post Link to post Share on other sites
Grimdorf Beta Tester 97 posts 1,294 battles Report post #32 Posted July 21, 2015 I've used the 10km torps. Usually trying to stay in the 6.5-8km range. These torps can really use some surprise effect from firing just after islands, you have the range to do it. The 7km torps are too dangerous to use, imho. I use 10 km torpedoes: I can ambush easily undetected, wich is hard to acheive with the 7km. One day, I was the last one alive on my team.There were 3 BBs and a CV on the enemy team. I killed them all from being at more than 8.5 km and without firing a single shot. So in my opinion, the range is the most important factor of a torpedo in game. This pretty much covers it for me. Share this post Link to post Share on other sites
TLG_ Players 157 posts 5,514 battles Report post #33 Posted July 21, 2015 (edited) I tried the 10km torpedos and went back to the 7km torpedos. its much harder to hit anything with 10km range torpedos as ships do change course often enough to miss most shoots anyway, + they are a lot easier to evade too. Edited July 21, 2015 by svenhauke Share this post Link to post Share on other sites
Kirasa Beta Tester 1,520 posts 1,524 battles Report post #34 Posted July 21, 2015 I tried the 10km torpedos and went back to the 7km torpedos. its much harder to hit anything with 10km range torpedos as ships do change course often enough to miss most shoots anyway, + they are a lot easier to evade too. You need to get used to it if you want to play T6+ IJN DD. Share this post Link to post Share on other sites
[BONUS] Hedgehog1963 [BONUS] Beta Tester 3,211 posts 14,935 battles Report post #35 Posted July 21, 2015 (edited) That's the US DD tactic though (suicide boats). About Minekaze: She's the best DD in her line and probably in the game, but you should play it more conservative. Never engage US DDs, you are faster and less detectable, stalk the BBs at 7km and locate the bad ones (game is full of bad BB players), close to 6,5km and torpedo them without getting spotted. Use the 7km torps, Djerin and Akula already explained why. Also, always cap from the rim of the zones, unless you have a lot of support. If an enemy DD or CA contest them smoke and flee, you can cap it later. The best way to deal with US DDs is outspot and outrun them until a CA or BB on your team decides to click them for easy XP and credits. This exactly. Never try to fight another DD with an IJN one, at least as far as Tier VII. USN DDs have deadly guns, should easily evade your torps and your guns aren't worth threepence. I did comment on the shorter range faster torps on the Destroyer sub forum. They give the target less time to maneouvre but I've been saved a few times by the reduction in time the target has to shoot you. I'm thinking of those tricky ambushes you pull popping out in front of an island just as does your target. In other DDS I'f suffered massive damage or have been sunk outright before the fish hit their mark. These fast Minekaze torps reduce that. I was thinking though about what happened in WoT to what was my favourite tank. And for that matter my second favourite. The T-50 at Tier IV was a jewel of a Light Tank, I managed a 55% WR over 1500 plus battles and they really nerfed it. It is hopeless now,almost unplayable .The T-50-2 was more popular again (although I preferred the 50) and that they removed from the game entirely. So my warning is not to get too attached to the Minekaze as she sails now. They will nerf or remove it if it continues to dominate. Edited July 21, 2015 by Hedgehog1963 Share this post Link to post Share on other sites
VonVolks Beta Tester 372 posts 820 battles Report post #36 Posted July 21, 2015 I went back to 10km torps. I think they are much better for a longer game experience with less sinking involved. Share this post Link to post Share on other sites
alalos Players 170 posts 847 battles Report post #37 Posted July 21, 2015 (edited) I went back to 10km torps. I think they are much better for a longer game experience with less sinking involved. i think thats player skill... Most stats of the 10km torpedo user are kinda the same with my Mutsuki stats.. and the Minekaze is a way better boat as the Mutsuki. Edited July 21, 2015 by alalos 1 Share this post Link to post Share on other sites
[NECRO] Deckeru_Maiku Beta Tester 6,636 posts 24,864 battles Report post #38 Posted July 21, 2015 Welcome to the club of terrible Minekaze-10km-players ;) However, I checked the stats of the players posting here, and so far, you seem to be the best Minekaze-player, while a lot of 7km lovers do not play the DD in the OBT. As said.. depends on what stats you think as "important" Me: Exp per battles 1.355 - Damage per Battle: 47.074 - Ships sunk per Battle: 1,33 - Hit-% Main Guns: 48% - Hit-% Torps: 13% Sniper: Exp per battles 1.068 - Damage per Battle: 43.191 - Ships sunk per Battle: 1,41 - Hit-% Main Guns: 48% - Hit-% Torps: 7% So for a descision wether 10km or 7km torpedoes are better there's no real evedence... it's just personal taste. Slower 10 km or faster 7 km... I prefer the faster ones. Share this post Link to post Share on other sites
alalos Players 170 posts 847 battles Report post #39 Posted July 21, 2015 As said.. depends on what stats you think as "important" winratio it combines all stats... and even more... you can do 220k damage and 11 kills and still can cap 1 enemy your base when your to far away... on the other hand you can do 0 damage 0 kills and your whole team is dead but you are able to cap their base bc they are to far away. Share this post Link to post Share on other sites
[NECRO] Deckeru_Maiku Beta Tester 6,636 posts 24,864 battles Report post #40 Posted July 21, 2015 winratio it combines all stats... and even more... Winratio mostly combines the failures of the other 11 players on the team. Therefore it really says NOTHING about the abilities a single player has. You can get a 60% winrating while doing little during the battles yourself and even sinking after five minutes in game - but the other eleven players manage to get a win out of it nonetheless. Winrate only tells that you are lucky when it comes to the random team setup. Share this post Link to post Share on other sites
Del_Mare Weekend Tester 461 posts 2,563 battles Report post #41 Posted July 21, 2015 (edited) i prefer the 7 km torps, because they offer me a better firing solution due to their higher speed. it comes down to micromanaging the range, the closer you get to your enemy, the higher the possibility for a hit. on the other hand, the closer you get to the enemy, the higher the possibility to accidentaly drive into spotting range. for both torpedos, the 7km and 10km, it is better to get as close to the target as possible. i was worse with the 10 km torps because i didn't change my playstyle accordingly, i always went to 6.1 km before i shot them, completely ignoring their longer range to get a better hitchance. so, for me the 7 km torps are better, since i don't use the range bonus of the 10km torps anyway. Edited July 21, 2015 by Del_Mare Share this post Link to post Share on other sites
[FILO] Pete_SB Beta Tester 335 posts 4,017 battles Report post #42 Posted July 21, 2015 10 km torps are a bit like fishing. Most of the time you will catch a Myopic Myogi, but occasionally you will bag an Omaha/Kuma or a prize catch, another destroyer. Both torps have different play styles. I prefer the 10km ones as it changes the play style from my US destroyers into a more relaxed mode. Share this post Link to post Share on other sites
[G0LD] Vincinzerei [G0LD] Alpha Tester 1,464 posts 5,529 battles Report post #43 Posted July 22, 2015 Doing best with the 7km Torps. In some Cases when the Enemy Team is somehow resistent to the fact of an active Hunting DD, you can do quite well. But i dont think the Minekaze is doing exceptionell, because i have seen others doing very good with US DD´s or high Tier IJN DD´s Share this post Link to post Share on other sites
[E-R-A] snipershot Beta Tester 324 posts 9,404 battles Report post #44 Posted July 22, 2015 As said.. depends on what stats you think as "important" Me: Exp per battles 1.355 - Damage per Battle: 47.074 - Ships sunk per Battle: 1,33 - Hit-% Main Guns: 48% - Hit-% Torps: 13% Sniper: Exp per battles 1.068 - Damage per Battle: 43.191 - Ships sunk per Battle: 1,41 - Hit-% Main Guns: 48% - Hit-% Torps: 7% So for a descision wether 10km or 7km torpedoes are better there's no real evedence... it's just personal taste. Slower 10 km or faster 7 km... I prefer the faster ones. Your average xp is with prem acc? Mine is without. The main difference, and apologies for what might be considered stating the obvious, is that the 10km torps have an extra 3km range. Torping channels on the other side of map as enemy team is deploying is something you cant even consider with 7km torps. Where as, if you are coming round the corner to launch on a bb at <5km, the 10km torps do the job, just as well as the 7km. Imo. Share this post Link to post Share on other sites
[PST] Celandri [PST] Alpha Tester 483 posts 7,788 battles Report post #45 Posted July 23, 2015 i use the 10km torps on my minekaze, but its realy random how good i get torps in though, as some teams have some good torpedo detection skills and some just drive their ships right into my torps. this would not change even if i had the short 7km torps but then they would expect to start to look for my DD at 5 - 7km range instead of 10km range. but usualy i get into the 6.2km range. and then drive away and i should have enough time to shoot 2nd time at 9km range and you can then look for new fish. with 7km torps you need to downspeed your DD if you do this tactic and its more dangerous Share this post Link to post Share on other sites
[A-O-W] CptDavey Beta Tester 48 posts 8,382 battles Report post #46 Posted July 23, 2015 (edited) Winratio mostly combines the failures of the other 11 players on the team. Therefore it really says NOTHING about the abilities a single player has. You can get a 60% winrating while doing little during the battles yourself and even sinking after five minutes in game - but the other eleven players manage to get a win out of it nonetheless. Winrate only tells that you are lucky when it comes to the random team setup. This is mathematically just not true. The larger the sample size the greater the trend towards the mean. You might be able to win a some games doing nothing over a small sample size (small amount of games), but as you play more games it will even out as you will be distributed equally among teams of all skill levels. As you play more matches a player who contributes will see there win rate increase over a player who does nothing as the "luck" of which teams you are in will even out between the two players. Its a trick of the mind, people will notice and give a great deal of importance to extraordinary results that happen in the short term,but wont notice how these results are evened out over a longer time horizon. You can lose 10 games in a row because of a bad team, you wont lose a 1000. If you flipped a perfectly normal coin ten times and it came heads every time, you would think the coin was rigged to come heads, as you keep flipping the results will trend closer and closer to 50% tails 50% heads. Edited July 23, 2015 by CptDavey Share this post Link to post Share on other sites
[A-O-W] CptDavey Beta Tester 48 posts 8,382 battles Report post #47 Posted July 23, 2015 7KM Torps are clearly better. Its a choice between actively targeting ships or just torping space and crossing your fingers. If you actively target a ship from 10KM the chances of hitting that ship are virtually nil, so you are just hoping someone blunders into a torp. I therefore suspect those that prefer 10KM torps dont actually have the skill or maybe just the manly grrrrrrrr to get in close, hit targets and survive. Share this post Link to post Share on other sites
[E-R-A] snipershot Beta Tester 324 posts 9,404 battles Report post #48 Posted July 23, 2015 If you actively target a ship from 10KM the chances of hitting that ship are virtually nil, so you are just hoping someone blunders into a torp. Thats totally wrong though, so kind of destroys the credibility behind everything else you wrote. Lost track of kills from firing torps outside the 10km and having them meet my torps. Really? "virtually nil"? You playing the same game as me, or are you just being an elitist [edited]? Share this post Link to post Share on other sites
Keulz Alpha Tester 650 posts 1,133 battles Report post #49 Posted July 23, 2015 New to the Minkaze and friends who are better versed with playing DD's recommended the faster 7km torps and after using them over the longer distance but slower torps I agree. They must work wonders as a disgruntled New Mexico player in my last battle called me a cheat after my fast 7km torps sent him to the bottom. Obviously I should have used the 10km torps as he would have been able to avoid them more easily..... Mate, trust me, try to stick to the 10km, they have far more potential than the 7km. They may be harder to master, but they are more powerful. I tried the 10km torpedos and went back to the 7km torpedos. its much harder to hit anything with 10km range torpedos as ships do change course often enough to miss most shoots anyway, + they are a lot easier to evade too. Well, it's not because you can fire at 10km that you have to... And learn to read, the 7km torps give the ennemy more time to evade... As said.. depends on what stats you think as "important" Me: Exp per battles 1.355 - Damage per Battle: 47.074 - Ships sunk per Battle: 1,33 - Hit-% Main Guns: 48% - Hit-% Torps: 13% Sniper: Exp per battles 1.068 - Damage per Battle: 43.191 - Ships sunk per Battle: 1,41 - Hit-% Main Guns: 48% - Hit-% Torps: 7% So for a descision wether 10km or 7km torpedoes are better there's no real evedence... it's just personal taste. Slower 10 km or faster 7 km... I prefer the faster ones. Well, hit rate has nothing to do with the torps you use, or at least the ipact on accuracy is much lower than you think. For example, i've switch to 10km as fast as possible (so about 5 games) : Overall Results Battles 45 Victories 32 (71%) Battles survived 18 Damage caused 3,167,376 Warships destroyed 94 Aircraft destroyed 12 Base capture 40 Base defense 251 Average Score per Battle Experience 1,940.58 Damage caused 70,386.13 Warships destroyed 2.09 Aircraft destroyed 0.27 Main battery hit ratio 48% Torpedo hit ratio 19% Base capture 0.89 Base defense 5.58 19%hit ratio with almost only 10km torps. You just have to learn how/when/where to shot and 10km torps won't just be spray torp. 1 Share this post Link to post Share on other sites
[G0LD] Vincinzerei [G0LD] Alpha Tester 1,464 posts 5,529 battles Report post #50 Posted July 23, 2015 And learn to read, the 7km torps give the ennemy more time to evade... yes.. about 0.2 secs... About the % Hit Rate.. with a 30sek Reload i use to spray them around like (someone sayed) a PezSpender.. Also as a side note: if you launch 6 Torps, and two needed to skink the target, even when all 6 connect only the 2 hits will be count. Yey to Stats ^^ Share this post Link to post Share on other sites