Jump to content
Forum Shutdown 28/7/2023 Read more... ×

27 comments in this topic

Recommended Posts

[BOLD]
Beta Tester
170 posts
8,555 battles

Can't find any use for it, really. Turned on on my Cleveland, can't even detect neither one of the two DD's in my near vicinity, like 3-5 km... Does it need some more re-work or what? Isn;t supposed to work as intended from the start?

So what's going on?

Share this post


Link to post
Share on other sites
[BOTZ]
Beta Tester
225 posts
8,232 battles

"Increases the range of assured acquisition of enemy ships and torpedoes, including those within the smoke screen area.
Torpedo acquisition - 2.52km.

Ship acquisition - 3.48km."

I think 6 km is more than 3.48 km.

edit: Oh, so 3-5km is the revisited number. Still only 1/6 of that range will work with the ability.

Edited by FlutterRage

Share this post


Link to post
Share on other sites
Beta Tester
5,342 posts
2,957 battles

i doubt torpedo acquisition is 2.52km because at that tier torpedoes gets detected at 1.8-2.1 km so thats kind of too useless

Share this post


Link to post
Share on other sites
Beta Tester
43 posts
1,158 battles

You should have the AA ability on anyways. The sonar is just not really good and only viable in certain situations. After Tier V you should always choose the AA as it stands right now,

Share this post


Link to post
Share on other sites
Beta Tester
1,111 posts
5,268 battles

"Increases the range of assured acquisition of enemy ships and torpedoes, including those within the smoke screen area.

Torpedo acquisition - 2.52km.

Ship acquisition - 3.48km."

 

I think 6 km is more than 3.48 km.

 

Where did u get 6km? He said 3-5km....and its pointless don't bother with it tbh
Edited by ironhammer500

Share this post


Link to post
Share on other sites
Alpha Tester
489 posts
2,677 battles

The sonar thing is quite hilarious really, sonar can't detect surface threats irl, hell even the most advanced minehunting sonar available today can't see anything close to the surface.

 

Radar isn't so good at up close surface threats either, too much clutter but infrared is good for detecting threats below 2km range (the US Navy has been using it since the USS Cole got bombed) and there's always the Mk1 Human Eyeball.

Share this post


Link to post
Share on other sites
Beta Tester
463 posts
1,731 battles

it would be great if the sonar would be explained somewhere, because the wording of the skill isnt very clear...

 

i doubt torpedo acquisition is 2.52km because at that tier torpedoes gets detected at 1.8-2.1 km so thats kind of too useless

 

torpedo acquisition is dependant on its size, 457mm, 533mm and 610mm (and some balance of course)

 

http://forum.worldofwarships.eu/index.php?/topic/20176-dont-get-fooled-by-stats/

 

 

 

Edited by Thlurp

Share this post


Link to post
Share on other sites
Alpha Tester
489 posts
2,677 battles

If you want to detect torps sooner I'm pretty sure the only thing that helps a ship without planes is the Captain's Vigilance skill which gives you 20% better acquisition range.

Share this post


Link to post
Share on other sites
Beta Tester
5,342 posts
2,957 battles

it would be great if the sonar would be explained somewhere, because the wording of the skill isnt very clear...

 

 

torpedo acquisition is dependant on its size, 457mm, 533mm and 610mm (and some balance of course)

 

http://forum.worldofwarships.eu/index.php?/topic/20176-dont-get-fooled-by-stats/

 

 

 

 

i know that chart. There is no need to show. But for sonar to be truly good dont you think it should have a good area search ability? I am a DD player you can search me on forum and i know the pain high tier DDs have but if they want to bring sonar to game i recommend them to bring it good. Right now this skill can only be activated above tier 6 due to captain skill and all that stuff right?

Share this post


Link to post
Share on other sites
[BOTZ]
Beta Tester
225 posts
8,232 battles

How about reducing the active time to 5 seconds and cool down to 150s(100s for premium version) but boost the range of up to 5k for ships and 4k for torps. So it gives you a good brief look at your surrounding at a range that is useful but not OP because of the short duration.

 

 

edit: 

View Postironhammer500, on 09 August 2015 - 10:32 PM, said:

 

Where did u get 6km? He said 3-5km....and its pointless don't bother with it tbh
Hmm,. you can choose to not show the "Edit by" line, how about that :)

Share this post


Link to post
Share on other sites
Beta Tester
5,342 posts
2,957 battles

edit:  Hmm,. you can choose to not show the "Edit by" line, how about that :)

Where did u get 6km? He said 3-5km....and its pointless don't bother with it tbh   10:32

edit: Oh, so 3-5km is the revisited number. Still only 1/6 of that range will work with the ability.  10:45

 

Dont play that game here

 

How about reducing the active time to 5 seconds and cool down to 150s(100s for premium version) but boost the range of up to 5k for ships and 4k for torps. So it gives you a good brief look at your surrounding at a range that is useful but not OP because of the short duration.

 

That would be useless. The activate time shouldnt be under 15 secs. 

 

Share this post


Link to post
Share on other sites
Beta Tester
5,342 posts
2,957 battles

I edited it because I saw his reply, genius.

 

then why did you say Edit: It seemed like you are being a "smartarse"

Hmm,. you can choose to not show the "Edit by" line, how about that :)

 

Edited by Userext

Share this post


Link to post
Share on other sites
[BOTZ]
Beta Tester
225 posts
8,232 battles

 

then why did you say Edit: It seemed like you are being a "smartarse"

 

 

Because I always keep a record of editing/adding something to my original post unless it is fixing spelling or grammar?

 

Share this post


Link to post
Share on other sites
Beta Tester
5,342 posts
2,957 battles

 

Because I always keep a record of editing/adding something to my original post unless it is fixing spelling or grammar?

 

 

anyway lets not talk burther or vuk will luck

get it?

no?

vuk will lock vuk luck?

ok i'll stop

Share this post


Link to post
Share on other sites
Players
23 posts

I have never seen the AA module? always get the useless sonar which imho is next to useless.. with the fast reload time on torpedo's you never want to be close to anything that carries those things and if they are within lets say 5km you will see them and know they drop torps at you anyway if they expose their sides to you.

 

So why do we have sonar? at 3 to 4km away you will see any destroyer unless in the smoke..

 

Edited by happyapilot

Share this post


Link to post
Share on other sites
[BOTZ]
Beta Tester
225 posts
8,232 battles

I have never seen the AA module? always get the useless sonar which imho is next to useless.. with the fast reload time on torpedo's you never want to be close to anything that carries those things and if they are within lets say 5km you will see them and know they drop torps at you anyway if they expose their sides to you.

 

So why do we have sonar? at 3 to 4km away you will see any destroyer unless in the smoke..

 

 

oiziu44.jpg

Defensive AA fire is only available to CA T6+

Edited by FlutterRage

Share this post


Link to post
Share on other sites
Beta Tester
6 posts
2,795 battles

Hydroacoustic Search is just a waste of credits. If it helped detecting DDs in general and/or in smokescreen, it would be interesting. AntiAir is just superior.

Share this post


Link to post
Share on other sites
[LO1]
Alpha Tester
1,552 posts
8,268 battles

some times the extra spot on torps is sooo nice.

Share this post


Link to post
Share on other sites
Players
3,467 posts
22,114 battles

Hydroacoustic Search is just a waste of credits. If it helped detecting DDs in general and/or in smokescreen, it would be interesting. AntiAir is just superior.

 

Dont it detect DDs in smokescreens < 3,48 km? I was under the impression it should.

 

Can't argue with your opinion though. 

The only class I can imagine who MIGHT find use for sonars in its present state is....BBs! 

When DDs go full banzai mode and charges isolated BBs, they might find use for sonar to see through the point blank smokescreen before they sink :trollface:

Share this post


Link to post
Share on other sites
Players
533 posts
2,226 battles

The sonar thing is quite hilarious really, sonar can't detect surface threats irl, hell even the most advanced minehunting sonar available today can't see anything close to the surface.

 

Radar isn't so good at up close surface threats either, too much clutter but infrared is good for detecting threats below 2km range (the US Navy has been using it since the USS Cole got bombed) and there's always the Mk1 Human Eyeball.

 

sonar can detect surface ships how do you think subs find them? 

 

Passive sonar is used to listen to props etc. So it is a real life thing.

  • Cool 1

Share this post


Link to post
Share on other sites
[KLUNJ]
[KLUNJ]
Beta Tester
1,509 posts
11,905 battles

lets be honest and admit the aa buff is so much more useful and needed and because of this the sonar option may as well be removed like it was in cbt

 

 

Share this post


Link to post
Share on other sites

×