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Post by bobcarrierguy on May 26, 2019 2:09:41 GMT -6
If I get an advance that says torpedoes are "1000@28/3000@15" am I understanding right that this means that
a) If going 0-15kn I must be within 1000 yards. b) If going 16-28kn I must be withing 3000 yards c) over 28kn cannot fire.
So if this is right, I have centerline swivel mounts, a ship going 14kn, and an identified target at 800kn I should be able to fire right. (PS: I was perpendicular to the target and it was going 10kn.) AI ships would not fire. My CL's didn't even give me a choice.
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Post by cheetar on May 26, 2019 2:20:49 GMT -6
the 1000@28 means that the torpedo will travel 1000 yards with a speed of 28 knots, for the 3000@15 it means 3000 yards at 15 knots
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Post by bobcarrierguy on May 26, 2019 3:43:11 GMT -6
Ahhh....
I am having a horrible time getting my ships to fire torpedoes. It doesn't even allow me to manually.
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Post by elouda on May 26, 2019 3:51:25 GMT -6
Ahhh.... I am having a horrible time getting my ships to fire torpedoes. It doesn't even allow me to manually. You need to be in Captains mode (preferences) to manually control targetting.
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Post by trifler on May 26, 2019 4:38:20 GMT -6
Also I find the AI will fire them if you close to point-blank range, especially in the early game.
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Post by pedroig on May 26, 2019 7:05:42 GMT -6
Assuming you have more than one element in your force:
In battle go the the OB tab.
Right Click the top entry, select status, this will bring up a small box which gives some overriding settings to ALL of your forces.
Select/toggle Flotilla Attack. Your screening/scouting/shy DD's will grow a pair and make torpedo attack runs on targets which are already engaged by other ships or have been crippled to under 10 knot speed.
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Post by bcoopactual on May 26, 2019 7:38:11 GMT -6
Ahhh.... I am having a horrible time getting my ships to fire torpedoes. It doesn't even allow me to manually. Wish I had a good answer for you. Early game torpedoes are slow(ish) and short ranged. That means to be effective they need to be launched at short range and preferably from ahead of the target so the target is running towards the torpedo and not away from where it's easier to out range the torpedo and it runs out of fuel. Also torpedoes are more unreliable early on. I'm sure you probably realize all of that already. I'm not trying to insult your intelligence. I bring it up because it means in the early game there is a small window (for a well moving target basically off of the port or starboard bow at relatively close range) that ships can fire in and have a hope of hitting. Getting DD into that position is difficult and under fire it's possible that the destroyers will turn away because the volume of fire directed at them is too great. I don't believe the destroyer AI is programmed for suicide runs so it doesn't matter how OK the admiral (the player) is about ordering it or how cheap they are relatively to replace. So that means it is difficult for the early game destroyers to get to a place where they can fire their fish so they don't do it as often as most players like. Believe me we've been having this discussion on the RTW1 forum for awhile. The good news is as technology improves your destroyers will get better and around the mid-late game, especially when they start carrying double and triple mounts, the destroyers can be a force to reckon with especially in bad visibility. In my opinion, the best bet early game is to wait until you've crippled a ship or two with gunfire and then order flotilla attack. In my experience my early game destroyers are much more likely to get a launch off against a crippled ship than they are one still capable of good speed. The other opportunity early game might be if you are at a disadvantage and trying to run away. In that case since the enemy is chasing you (usually I think in most situations the player tends to be the aggressor), ordering a flotilla attack puts the destroyers ahead of the enemy and in a better position to get a shot off instead of you chasing them and being behind them.
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Post by dougphresh on May 26, 2019 8:35:13 GMT -6
As an aside, especially during night battles or convoy attacks, it would be nice to order a spread of torpedoes.
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Post by invictus on May 26, 2019 8:38:50 GMT -6
Is torps something I need to micro manage or is the AI okish with them?
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Post by elouda on May 26, 2019 11:18:07 GMT -6
After torpedo performance becomes decent (after say 1910) the AI isn't too awful with them, though its very much a luck thing in my experience. Torpedo training and more tubes seems to help.
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Post by bobcarrierguy on May 26, 2019 11:56:30 GMT -6
Thanks for all the replies. Some of this I knew, some I didn't.
One thing though, is that I look and Never see the "Flottilla Attack" button. Is this Captains Mode only?
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Post by abclark on May 26, 2019 12:11:53 GMT -6
Thanks for all the replies. Some of this I knew, some I didn't. One thing though, is that I look and Never see the "Flottilla Attack" button. Is this Captains Mode only? Only your flagship division can order a flotilla attack. It appears with the other buttons on the bottom right of the division screen.
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Post by rimbecano on May 26, 2019 12:13:38 GMT -6
No, it only appears in the division window for the lead division in each force, and affects all ships with the "support" role in that force. So if you have a main force and a scouting force, there will be a flotilla attack button for the lead division in both.
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Post by abclark on May 26, 2019 13:52:55 GMT -6
Ah, yes. For whatever reason the scouting force and carrier force techs haven't been working my last few games and I'd forgotten about that.
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Post by rimbecano on May 26, 2019 16:26:12 GMT -6
Ah, yes. For whatever reason the scouting force and carrier force techs haven't been working my last few games and I'd forgotten about that. I was actually replying to the OP's post directly above yours. You posted while I was writing, apologies if it sounded like I was contradicting you.
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