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Post by rockmedic109 on May 23, 2019 13:29:55 GMT -6
I am not artistically inclined, so I always auto-generate a design to find superstructure I like, then design from there...…..And I keep forgetting to take out the sub torps that the AI always puts in!
Can the devs have the program force my laptop to send a shock to my mouse whenever I do this!
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Post by Awesome on May 23, 2019 14:23:38 GMT -6
I don't know about how effective sub torps are but they have saved my battleships many times, is there any reason not to have them if you have spare weight?
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Post by rimbecano on May 23, 2019 15:03:51 GMT -6
Sub torps can generate extra flooding when the torpedo flat is hit. However, I've generally made a practice of always including them on any ship that can't carry above water tubes.
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Post by brucesim2003 on May 23, 2019 15:06:21 GMT -6
...is there any reason not to have them if you have spare weight? Yes there is. Torpedo rooms are big, and if you get hit in one, that's a LOT of water entering the ship. RTW1 accounts for this, so I assume RTW2 does as well. I don't use submerged torpedoes, period.
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Post by archelaos on May 23, 2019 15:10:38 GMT -6
I don't know about how effective sub torps are but they have saved my battleships many times, is there any reason not to have them if you have spare weight? Sometimes they could be hit. And this hit sometimes lead to massive flooding, as torpedo room was a large, undivided room that if flooded could endanger even large ship. The deck mounted torpedoes are dangerous as well, but more likely to demolish superstructure than cause massive flooding.
That said, they are most dangerous weapon you carry (if you can hit with them ). Especially if you play on captain mode, where you can manually launch them.
I tend to stop using them on smaller ships when I can mount torps on deck, and on big ships when engagement ranges increase above 10k yards or so as probability to use them is greatly reduced while risk stay the same.
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Post by warlock on May 23, 2019 15:11:31 GMT -6
I accidentally leave then mounted all the time and it drives me nuts however, oddly enough thanks to me forgetting them on my legacy fleet this last go around, they helped me sink no less than 4 enemy battleships so far. I think I might have been underestimating those little boggers.
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Post by JagdFlanker on May 23, 2019 15:53:47 GMT -6
in RtW1 i put subsurface torps on every capital ship i'v ever built - i use the torp range circle to determine how far away i need to stay away from the enemy to avoid their torps
things are different in RtW2 of course, but i'l still mount them for the first half of the game
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AiryW
Full Member
Posts: 183
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Post by AiryW on May 23, 2019 16:05:07 GMT -6
My impression is that hits to torpedo flats are likely to come into play at long ranges when it's still quite easy to disengage. Submerged torpedoes on the other hand will force the enemy to delay a lethal strike when a battle has turned to chaos, your ship's are slow from damage and every minute is precious.
She who fights and runs away lives to fight another day.
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Post by chaosblade on May 23, 2019 16:10:05 GMT -6
There is also a matter of speed, think you need to move at sub 25kn *(can't remember the exact speed, though) speeds for the sub tubes to fire, so putting them in "fast" ships? wastes space. Also, from a more historical perspective, there is room to believe that Hood's demise was because of the torpedo room, a round hitting the torpedo storage (as unlikely as it might seem) could be as deadly as a flash fire or a magazine hit
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Post by pirateradar on May 23, 2019 20:11:34 GMT -6
I actually stop putting submerged tubes on my BBs once they get to a certain size. Torps are nice on early Bs because they're one of the more reliable ways to actually sink opposing ships at the beginning of the game. Later, when I'm trying to engage at >10,000 yards anyway, they're just added weight and vulnerability.
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Post by abclark on May 23, 2019 22:02:03 GMT -6
Also, from a more historical perspective, there is room to believe that Hood's demise was because of the torpedo room, a round hitting the torpedo storage (as unlikely as it might seem) could be as deadly as a flash fire or a magazine hit Not really. A direct hit on the warhead of a torpedo could detonate it, and possibly the one in the adjoining tube. It would cause significant damage, but not a catastrophic explosion as was seen with Hood. It's much more likely that a shell penetrated the magazines or penetrated an engine room and detonated there, with splinters penetrating into the magazines. That WOULD cause the catastrophic explosion seen. www.navweaps.com/index_inro/INRO_Hood.php#Probable_CauseThis is a pretty good article, as are most of the well sourced articles on Navweaps.
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Post by southkraut on May 24, 2019 1:41:36 GMT -6
Only work for slow ships (and I never build slow ships), can explode terribly, and are no better than deck-mounted torpedoes. Pass.
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Post by wknehring on May 24, 2019 1:47:38 GMT -6
Once your first ship gets Seydlitzed, you think about sub tubes twice
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Post by griffin01 on May 24, 2019 2:13:35 GMT -6
Personally, I give them to all my BBs, but CAs and BCs get only bow and aft tubes, if at all. I usually engage in knife-fights, so they are somewhat useful. Torpedo tube hits are deadly to early ships, but later on damecon tech lets them survive that with ease.
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