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Lord0

How do you dodge locked on, homing torps?

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As a surface ship how do you dodge locked on, homing torps, fired from sub? I usually try turning into them but they always seem to hit me on the nose... 

 

I've read a few people saying that it's, relatively, easy. What's the trick? 

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Use dam con to remove the lockon and then try dodge, but it's usually a once off opportunity. Last night a sub did this to me, I used dam con and thereafter he nailed me over and over while it was recharging. My bb just couldn't avoid them, and while he was spotted I had no ASW to counter him in any way. I like having them in the game, but this is one of the real failings of subs if you ask me.

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5 minutes ago, Shaka_D said:

Use dam con to remove the lockon and then try dodge, but it's usually a once off opportunity. Last night a sub did this to me, I used dam con and thereafter he nailed me over and over while it was recharging. My bb just couldn't avoid them, and while he was spotted I had no ASW to counter him in any way. I like having them in the game, but this is one of the real failings of subs if you ask me.

So dama con THEN dodge? And if I have no dcp or can't afford to waste it? In other words, is using dcp required for a successful dodge

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5 minutes ago, Lord0 said:

So dama con THEN dodge? And if I have no dcp or can't afford to waste it? In other words, is using dcp required for a successful dodge

All I know is I'm still trying to find my own happy place with all this too. No, it's not always needed to dodge because somehow I've managed to dodge torps accidentally with it. I bow to the superior wisdom and experience of others in this....I'll join your queue.

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Prepare for the sub buffs my friends... (https://blog.worldofwarships.com/blog/214):

 

Changes to the parameters of all submarines:

  • Dive Capacity depletion rate when spotted reduced from 4 to 3 units per second;
  • Torpedoes are now launched one by one. If a submarine had several torpedo tubes in the fore- or aft-end, they all will now be displayed as a single torpedo tube respectively. The torpedo reload principle wasn't changed. 
  • The width of torpedo launch cone increased 2.5 times.
  • Changed the parameters of torpedoes and sonar ping:
    •  VI U-69:
      • Maximum torpedo damage increased from 7,067 to 7,533;
      • Chance of causing flooding by a torpedo increased from 37 to 41%;
      • Torpedo and sonar ping range increased from 9 to 11.5 km.
    • VIII U-190:
      • Maximum torpedo damage increased from 7,467 to 8,633;
      • Chance of causing flooding by a torpedo increased from 40 to 47%;
      • Torpedo and sonar ping range increased from 10 to 12.5 km.
    • X U-2501:
      • Torpedo tubes reload time reduced from 85 to 77 s;
      • Maximum torpedo damage increased from 7,700 to ,8633;
      • Chance of causing flooding by a torpedo increased from 41 tо 47%;
      • Torpedo and sonar ping range increased from 11 to 14 km.
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If they are coming from a long way off, you can sometimes dodge them just as you would dodge ordinary torps. Usually you can dodge one, but since the sub puts 4 torps into the water, at least three hit. 

This torp cheat is one of the dumbest mechanics WG has ever invented, and that's a very low standard indeed.

 

Its use is obvious, and exactly the same as CVs: to cause extra, arbitrary damage that the player would otherwise not suffer when DCP is blown and the ship is set afire or torped. This pointless, stupid damage, incurred by existing in the game (and often, playing aggressively and well) puts players back in the queue faster. The devs are obsessed with queue times and want players returned to the queue as rapidly as possible. 

I am just glad I dont have the kind of mind that thinks that homing torps are a good idea. 

 

 

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They really need to provide ASW across the board to all ships then.

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Just now, Shaka_D said:

They really need to provide ASW across the board to all ships then.

 

ASW is nice, and it is good to remove those pointless, stupid pests, but unfortunately ASW can't stop homing torps.

What we need is a mechanic to deploy against homing torps, and we won't get that, since if sub players had to think and plan and work for their damage, they would not play subs. 

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1 minute ago, SodaBubbles said:

 

ASW is nice, and it is good to remove those pointless, stupid pests, but unfortunately ASW can't stop homing torps.

What we need is a mechanic to deploy against homing torps, and we won't get that, since if sub players had to think and plan and work for their damage, they would not play subs. 

Makes sense. I'd like there to be the occasional dud torp too.

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I still don’t like the fact that it’s necessary to use damage con to remove a lock. Considering the allies developed acoustic decoys it would surely be possible to give surface ship players such decoys to use. 
 

Heck if WG wanted they could make it so timing the decoy vs timing the acoustic lock was a test of skill but that would go against their seeming desire to dumb down the game.

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13 minutes ago, Shaka_D said:

They really need to provide ASW across the board to all ships then.

Cruisers & battleships that currently don't have ASW (depth charges or airstrike) are going to get ASW air strikes in the next patch.

So at least it's a small step in the right direction.

13 minutes ago, SodaBubbles said:

What we need is a mechanic to deploy against homing torps ...

* want * :fish_cute_2:

Using Damage Control to mitigate the torp lock was a really bad idea.

Another consumable, with a shorter cooldown, would have been a far better option.

 

 

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It is actually really easy to dodge homing torps from Subs..... My reciepe is to not enter game modes that have Subs.

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1 hour ago, Lord0 said:

As a surface ship how do you dodge locked on, homing torps, fired from sub? I usually try turning into them but they always seem to hit me on the nose... 

 

I've read a few people saying that it's, relatively, easy. What's the trick? 

I think nobody can exactly 100% answer that question, because we would need someone, who would test this. But we can't do that in Training room, only what we observe in ranked.

 

So far I can tell you, that it depends on your ship, and maybe also, where the ping hit. The best might be a diagonal course and a turn to the other direction in the right moment.

As a BB it seems, they can dodge no matter of their angle. Cruisers already dodged my torps, but it seems, that they have it really difficult. I think it's the turn in the right moment, the question is: What is the right moment? And that's really hard to answer

 

Will still don't know all stuff about submarines, for example when they stop homing (at 2.7km my torps didn't home at a BB for example)

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I have seen DDs and a few bot BB dodge torpedoes in coop despite being double pinged. This is due to two factors. Firstly when you lock targets the space in between a torpedo salvo increases, which allows DDs or other slim ships to pass in between them. Secondly the torpedoes to not home to the very end, which allowed some last second dodges by BBs. However in all those cases most enemy ships that dodged were already almost fully bow in to start with (because that is how the AI attacks in coop).

 

Will get interesting what happens to this once the subs can single launch their torps.

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They are hard to dodge in BB, but by using repair or just quick turn often helps to dodge at least 1 torp. So current mechanics are good, but subs probably still need more buffs to be as capable as other classes

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2 minutes ago, Ubertron_X said:

Firstly when you lock targets the space in between a torpedo salvo increases, which allows DDs or other slim ships to pass in between them.

Though they change it to single torpedos probably :3

 

2 minutes ago, Ubertron_X said:

However in all those cases most enemy ships that dodged were already almost fully bow in to start with (because that is how the AI attacks in coop).

in Case of BBs they seem to be able to dodge at any angle, even full broadside

 

Dodge3B.thumb.jpg.3005316910568b78515c79a81dfec57d.jpgDodge3C.thumb.jpg.3f183903a2aa949e9cc6d8e7d9f6049d.jpg

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Just now, Gwynbleidd11 said:

They are hard to dodge in BB, but by using repair or just quick turn often helps to dodge at least 1 torp. So current mechanics are good, but subs probably still need more buffs to be as capable as other classes

Why are they hard to dodge in a BB. I think I have the highest miss rate against BBs, when playing submarine. They stop homing at very fast distance

 

Here, they never even started homing at 2.7km. My torps move straight

20210929161723_1.thumb.jpg.7c81632988746cdea4b3ad359ba5383a.jpg

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- drag em into islands seem not too hard

- cut em short: while they are homing, they still got a turning circle. if(!!!) any possible one can try to use that, ofc in danger to f.e. show broad to others or such alike

 

at least these are the attempts i could observe myself, while dragging into islands on long range sometimes seemed very effective. on short range ofc it becomes lot less viable, but there danger for the sub rises as well.

 

2cts

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37 minutes ago, Gwynbleidd11 said:

but by using repair or just quick turn often helps to dodge at least 1 torp. So current mechanics are good

So it makes sense to use Repair (you do know what repair is inted for?) before being hit? You can dodge 1 torp? Mechanics are good?

 

Oh my oh my. 

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Why is it if you look at who has given a thumbs down to anything remotely agains subs is ALWAYS  Gwynbleidd11  but they never ever post to say why??, 

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40 minutes ago, Gwynbleidd11 said:

quick turn

Into sailing broadside, and taking a citadel or two?

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2 minutes ago, ZeMalm said:

So it makes sense to use Repair (you do know what repair is inted for?) before being hit? You can dodge 1 torp? Mechanics are good?

 

Oh my oh my. 

Though it's actually called Damage Control Party ^^ And the Mechanics are designed for a PvP-Team game, not for being realistic ^^

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40 minutes ago, Pikkozoikum said:

Why are they hard to dodge in a BB. I think I have the highest miss rate against BBs, when playing submarine. They stop homing at very fast distance

 

Here, they never even started homing at 2.7km. My torps move straight

20210929161723_1.thumb.jpg.7c81632988746cdea4b3ad359ba5383a.jpg

You have to be doing something wrong then

 

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