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Post by ikahime on Jan 11, 2017 17:49:32 GMT -6
Why can't you mount more than one bow torpedo tube? Didn't pre-dreadnought warships sometimes have more than that? I feel like I've seen pictures, but I admit I can't find any right now.
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Post by oldpop2000 on Jan 11, 2017 19:06:00 GMT -6
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Post by Airy W on Jan 11, 2017 20:44:17 GMT -6
Look at it this way:
If at first you don't succeed, ramming speed.
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Post by bcoopactual on Jan 11, 2017 22:49:20 GMT -6
I used to hate the forward and aft torpedo launchers. The German AI seems to love them and before I got wise I used to lose pre-dreads all of the time because I would get in too close while trying to cross the T. Fortunately it doesn't happen very often now because early in the game I stay farther back and use HE to kill the enemy B with fires.
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Post by director on Jan 11, 2017 23:41:14 GMT -6
Crossing the T is a bad tactic in RtW. I asked Fredrik about it some time ago and he confirmed that it is easier for the enemy to hit you than for you to hit the enemy when you cross their T.
I don;t agree with it, but I generally avoid it now and I get shot up much less.
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Post by ikahime on Jan 12, 2017 0:06:45 GMT -6
Oh well, I just wish it was easier to coax your own ships into launching their torpedoes early game. An AI command to make ships maneuver specifically for a torpedo attack would be nice, particularly for fixed tubes. I've actually sailed right through the enemy with no effect. I assume the spites are over-sized.
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Post by rimbecano on Jan 12, 2017 0:12:28 GMT -6
Why can't you mount more than one bow torpedo tube? Didn't pre-dreadnought warships sometimes have more than that? I feel like I've seen pictures, but I admit I can't find any right now. Among ships that were built late enough to be relevant to the game, the Ferret class was armed with two bow tubes. From what I've seen, the arrangement was most common on pre-destroyer torpedo boats.
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Post by bcoopactual on Jan 12, 2017 7:21:38 GMT -6
Oh well, I just wish it was easier to coax your own ships into launching their torpedoes early game. An AI command to make ships maneuver specifically for a torpedo attack would be nice, particularly for fixed tubes. I've actually sailed right through the enemy with no effect. I assume the spites are over-sized. My understanding is the sprites are oversized. I don't have a good answer for you regarding early torpedo launches. Having an AI command for a torpedo attack run is a good idea although it might be suicidal. I believe the DD AI is programmed to veer off if it is taking a certain volume of fire or damage so if that is what is preventing many of the launches in the early game (I have no idea if that is the major issue or not) then a specific command either wouldn't see much change or you would see a lot more DD's get sunk if the AI were locked in to the run and couldn't break off. Getting DD's to keep a distance is one reason I started putting light tertiary guns (3-4 inches) back on my pre-dreadnoughts and early dreadnoughts again. I don't remove them until I can put a 5 inch secondary armament in deck mounts (not casemates) on my dreadnoughts.
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Post by Airy W on Jan 12, 2017 9:57:56 GMT -6
The sprites are oversized. They can be right on top of each other and if you look at the firing ranges ships look like they are practically touching when they are a kilometer apart.
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Post by Fredrik W on Jan 12, 2017 15:41:39 GMT -6
Crossing the T is a bad tactic in RtW. I asked Fredrik about it some time ago and he confirmed that it is easier for the enemy to hit you than for you to hit the enemy when you cross their T. I don;t agree with it, but I generally avoid it now and I get shot up much less. You get a negative hit modifier for target aspect (firing at an enemy ship from ahead reduces the target area, so hits will be fewer) but you have more guns bearing and more ships able to fire on the enemy lead ship, so overall it is still an advantage to cross the enemy's T. Also it will usually compel the enemy to turn and bunch up, providing a juicy torpedo target.
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Post by brucesim2003 on Jan 12, 2017 17:34:21 GMT -6
Crossing the T is a bad tactic in RtW. I asked Fredrik about it some time ago and he confirmed that it is easier for the enemy to hit you than for you to hit the enemy when you cross their T. I don;t agree with it, but I generally avoid it now and I get shot up much less. You get a negative hit modifier for target aspect (firing at an enemy ship from ahead reduces the target area, so hits will be fewer) but you have more guns bearing and more ships able to fire on the enemy lead ship, so overall it is still an advantage to cross the enemy's T. Also it will usually compel the enemy to turn and bunch up, providing a juicy torpedo target. Which is completely wrong. Getting the targets bearing was MUCH easier than getting the targets range. Crossing the T actually increased the chances of a hit, because there was a larger target to range on. There is a reason it was a tactic for almost the entire dreadnought era.
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Post by ikahime on Jan 12, 2017 17:38:44 GMT -6
The sprites are oversized. They can be right on top of each other and if you look at the firing ranges ships look like they are practically touching when they are a kilometer apart. I actually got a collision today. It was an extra special cluster of a battle though. Went looking for a Russian battle group in the fog, and we sort of emerged right on top of each other. My understanding is the sprites are oversized. I don't have a good answer for you regarding early torpedo launches. Having an AI command for a torpedo attack run is a good idea although it might be suicidal. I believe the DD AI is programmed to veer off if it is taking a certain volume of fire or damage so if that is what is preventing many of the launches in the early game (I have no idea if that is the major issue or not) then a specific command either wouldn't see much change or you would see a lot more DD's get sunk if the AI were locked in to the run and couldn't break off. Getting DD's to keep a distance is one reason I started putting light tertiary guns (3-4 inches) back on my pre-dreadnoughts and early dreadnoughts again. I don't remove them until I can put a 5 inch secondary armament in deck mounts (not casemates) on my dreadnoughts. What's the point of having DDs if you can't use them for suicidal torpedo attack runs? Among ships that were built late enough to be relevant to the game, the Ferret class was armed with two bow tubes. From what I've seen, the arrangement was most common on pre-destroyer torpedo boats. If it existed before the start of the game, then it stands to reason it ought to be available at the start of the game.
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Roumba
Junior Member
Posts: 88
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Post by Roumba on Jan 12, 2017 18:29:38 GMT -6
I'm actually astonished. No one ever built a ship with submarine-like doors on either side of the bow for torpedo tubes? The restraint shown by designers is admirable.
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Post by ikahime on Jan 12, 2017 18:48:30 GMT -6
I'm just as shocked as you are. You'd think dead center would be the least structurally sound place to put it.
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Post by Airy W on Jan 12, 2017 20:19:17 GMT -6
Also it will usually compel the enemy to turn and bunch up, providing a juicy torpedo target. Are torpedoes more likely to launch when there is a cluster?
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