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Gunerstile

Minekaze torpedo choice

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Players
196 posts
2,620 battles

What should i take? Torpedoes with longer range have 11 knots slower speed which is in my eyes too big trade off. Being slower for 11 knots and at the same time being allowed to shoot from even further away means it is even harder to hit targets and predict their maneuvers?

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Beta Tester
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In my opinion you are spot on. 

 

The faster shorter range torps are just much better.

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Players
285 posts
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Depends on your playstyle. I personally prefer longer range and you can shot safer more. Yes you need to predict more were they will be, but for my playstyle i like longer range more :)

 

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Alpha Tester
125 posts
380 battles

You're free to test. It's not like 5k XP will ruin your grind.

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Players
170 posts
847 battles

stay with the 7km.

 

The Minekaze is damn OP with these torps. This ship needs to be replaced with the Mutsuki or a nerf. * before you flame me.. kd is higher as 6.0 and an avg damage of 62k in my Minekaze*

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Beta Tester
72 posts
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Ive been running the 10K torps..i will try the 7Km thangies tonight. Alalos stats similar to mine with half the games played...and i thought i was doing good.

Although at 100+ more avg XP/battle...maybe i'm better off with the 10 tubes...tonights test will tell.

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Beta Tester
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Well I had a 128k damage battle on Ocean with the long range torps, because even if the miss they might just hit something 3km behind the target if you're lucky. But on maps with islands the 7km torps are way better...

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Players
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Well I had a 128k damage battle on Ocean with the long range torps, because even if the miss they might just hit something 3km behind the target if you're lucky. But on maps with islands the 7km torps are way better...

 

True. But maps load randomly so you don't know what you gonna get. Ocean is the *only* map where it *could* be benificial to have longer range. Not gonna slot em in for that very small chance, and then be screwed in the rest of the maps.

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Players
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Depends, long range can be fired from safer distance, less chance to get spotted. Also long range can be used as short range, a bit slower, but not that much and torp spotting distance is marginal for reaction time, so nearly same :)

Longer range gives more possibilities :)

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Beta Tester
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Depends, long range can be fired from safer distance, less chance to get spotted. Also long range can be used as short range, a bit slower, but not that much and torp spotting distance is marginal for reaction time, so nearly same :)

Longer range gives more possibilities :)

 

I would not say that longer range gives more possibilities. They are more or less the same. Because fast torps can fired with much less lead, giving you the opportunitiy to fire through smaller gaps or much closer to island edges, where a ship is coming around.

 

All in all, it is a question of taste.

 

Both options are viable.

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Beta Tester
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I go 10kms. Its too risky going short range as I think DDs play is all about survival.

 

My top damage game is 124,000 in a Minekaze so far. What have other people got?

 

PS I have no idea if this is any good or not comparatively speaking.... just wanted to know how other people are doing?

Edited by VonVolks

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Players
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My is 185,385 damage, with 10km torps, and 5 kills that game :)

 

Last night, i had very good run with Mutsuki, 5kills, ~120,000 damage and then game crash :( Also 10km torps.

 

Avarage is i would say about ~60K damage with torps :)

 

PS. First starting plating i though i would never play DD, i like CA better, but after some games, i find it much more fun to play :) Mutsuki torp reload time takes away the fun a bit :)

 

Don't know if that's good or not :)

Edited by MetalisTer

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Beta Tester
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be aware that torp reload will be at nearly 2 min on t10

 

for the topic, i play with 7km torps, i prefer the smaller leadtime and with the longrange torps theres a smaller chance or less time for the enemy ship changes course/speed 

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Beta Tester
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PS. First starting plating i though i would never play DD, i like CA better, but after some games, i find it much more fun to play :) Mutsuki torp reload time takes away the fun a bit :)

 

Interestingly, my highest damage game, until now, was in Mutsuki with 163,500 DMG (but only 3 ships sunk, that was a game with 7 T6+ BBs per side, and my damage was distributed shotgun style...)

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Beta Tester
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Ok, 7Km tubes tested last night and i really struggled to adapt in the first game..maybe it was just one of those games where you always seem to be one shot too late to get the hit/kill/points.

Second game ended with a 1 on 1 with another DD which i managed to survive but quickly died to CA fire


 

And then something clicked...

The shorter ranged tubes really do mean you need to think carefully about positioning but boy are they better.

Whereas before with the 10Km tubes facing the bulk of the enemy fleet was basically 'harass' mode with the occasional hit/kill,

facing a number of ships at the 8Km -6.4Km range means big kill numbers. I can't remember there being a lone ship i targeted that got away

to tell the tale...

Selecting a target and placing yourself appropriately is the secret to 7Km torps, if you can do that its possible to have even more fun (i know i didn't think it possible).


 

I have 129 Minekaze battles under my belt now...and i am a convert...it's the 7Km torps for me now. So if you see my name in a Minekaze on the enemy team..

be afraid.....be very afraid.


 ..another positive element of the 7Km torps was that when you track down a CV...they died first wave..not..avoid enough to stay alive meaning you have to wait for reload.

Edited by asxtc

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Beta Tester
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185k damage with a Minekaze is amazing! Congrats! We all have something to shoot for now....  8)

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Players
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185k damage with a Minekaze is amazing! Congrats! We all have something to shoot for now....  8)

 

Thanks you :)

Proud of it :medal:

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Beta Tester
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be aware that torp reload will be at nearly 2 min on t10

 

for the topic, i play with 7km torps, i prefer the smaller leadtime and with the longrange torps theres a smaller chance or less time for the enemy ship changes course/speed 

 

This.

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Beta Tester
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be aware that torp reload will be at nearly 2 min on t10

 

for the topic, i play with 7km torps, i prefer the smaller leadtime and with the longrange torps theres a smaller chance or less time for the enemy ship changes course/speed 

 

The 10km have a lower detection though. 1.3km (8.8secs) for the 10km vs 1.6km (9secs) with the 7km torps 

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Alpha Tester
125 posts
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If there is an enemy fleet sailing somewhere, the 10 km really shines. Just shoot at the clusters and see those hits. But... it's really a matter of preference.

 

Kinda refreshing really, to have options instead of just upgrades.

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Beta Tester
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Shorter range faster torps.  The fast torps give the target little time for evasion.

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Beta Tester
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The 7km will do fine vs clusters as well, considering you won't be spotted by ships before 5.9km away. If they are going straight / clumped then you get hit regardless and perhaps even easier ones than anticipated.

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Beta Tester
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I started with the 10Km torps and I had to fire my fire spread narrow, dead on target, second spread if the target turns left, 3rd spread if he turns right. But some time the target changes course way before the torpedoes are even half way there. I much prefer the 6km torpedoes now. A bit riskier, but worth it.

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