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Found 16 results

  1. Pseudoscope

    Tashkent Torp Buff

    Hi, Could you please consider buffing the damage on the Tashkent's torpedos? With the torpedo damage reduction, damage saturation and all that the torps don't nearly hit hard enough for the situations where you get to use them. When you get to point blank range and land 9 on a Musashi from a 1km barrage, Musashi should die, instantly. Buffing them up to the Khabarovsk's damage would be nice. Tashkent cannot stealth torp, dd's see it from kms away, the main playstyle is gunboat, but when you get close it should destroy everything. I think landing all your torps, even 7 or 8 of them really on a bb broadside should net you a kill. I kinda get that the fast reload is supposed to make up for the reduced damage however the Tashkent really doesn't have the durability to survive close range encounters where torps come into the equation. With all the power-creep, radar, hydro and ships with multiple consumables the Tashkent doesn't really have all that much going for it and I feel that a %25 buff to it would not make it overly powerful, but just reward the player when making those epic high risk plays. Regards, Pseudo
  2. WinnerChickenDinner

    Deep water vs Normal Torpedos

    What is the difference of the stats on these different types of torpedos? Yes i know the Deep water torpedos cant hit destroyers but what is the point of having them in the game?
  3. HMASBrisbane

    CV Torp Bomber Issue

    Hi there. I'm a noob been playing for a couple of months or less so pardon my ignorance. Regularly with a carrier i find the torpedo bombers will not attack. Instead of marking a target it has a plus symbol, if i click again i get multiple plus symbols. What am I doing wrong, this happens at least 70% of the time. It does not affect dive bombers or fighters. Screenshot attached. Cheers
  4. Patton160

    Deep Dive Tropedos?

    As the title says, What the hell is Deep Dive Torpedoes that WG mentioned on their rubbish apology. Well it has been circulating around that the tropdoes will be of course deeper thus harder to spot. And the tropedos will only hit ships with deep underwater hulls. Ships such as Battleships and large cruisers [Russian Navy i'm looking at you]. But more importantly beside deep and stealthy tropedos, I've noticed that most did not take note of the potential of underwater citadels by these "Deep Dive Tropedos". See most of the warships usually have very thin underwater armoured as most shells would be defeated upon touching the water. And to some of these Large vessels, their citadel plating are poking out on the very bottom on their ships. Meaning that these tropedos have the chance to score a underwater citadel. Interesting new mechanic, but ill like to hear other thoughts about it.
  5. Patton160

    GRAF ZEPPLINE Deep Dive Tropedos?

    As the title says, What the hell is Deep Dive Torpedoes that WG mentioned on their rubbish apology. Well it has been circulating around that the tropdoes will be of course deeper thus harder to spot. And the tropedos will only hit ships with deep underwater hulls. Ships such as Battleships and large cruisers [Russian Navy i'm looking at you]. But more importantly beside deep and stealthy tropedos, I've noticed that most did not take note of the potential of underwater citadels by these "Deep Dive Tropedos". See most of the warships usually have very thin underwater armoured as most shells would be defeated upon touching the water. And to some of these Large vessels, their citadel plating are poking out on the very bottom on their ships. Meaning that these tropedos have the chance to score a underwater citadel. Interesting new mechanic, but ill like to hear other thoughts about it.
  6. FlauntingAce78

    11 torpedo hit and Konig didnt die!

    Hi, Today i fired 12 torpedo to tier V Konig from tier V nicholas destroyer. 11 torpedo scores hit and that konig didnt die. My last 2 Salvo didnt do any damage. How can be this even possible?? Here is my video link to youtube and also replay file: http://wowreplays.com/Replay/24513-FlauntingAce78-Fault-Line Thanks
  7. FenrirApalis

    Gearing torpedos

    ok guys, since the IJN now gets access to three different torps at T10 and USSR gets two torps to choose from to better suit your play style, why shouldn't the Gearing get to choose from the 16.5km torps with less damage and the 10.5km Fletcher torpedos for more damage and faster reload? I would personally choose the Fletcher over Gearing anyday if I want to go for some torpedo runs but I also want to be able to utilise the Gearing's amazing guns. I also wanna get up close for a better chance of hitting and even more damage. So what do you guys think, should the Gearing get access to Fletcher torps?
  8. Was in a game where a BB had just been sunk and its capsized hull was still above the water line as I passed the hull some torpedoes fired from a distance ran straight through the sinking hull and killed me. Yet in other battles I have seen my own torpedoes strike a sunken hull and detonate and not proceed through the hull. Screenshot attached to show how much hull was still above waterline!
  9. masher1

    Torpedo aircraft

    Hi, I enjoy the aircraft carrier role and the control of aircraft is mostly fine, i do however find that not being able to adjust the spread of launching torpedos frustrating and that I can't change the launch distance equally as annoying. The other issue is when I have for example only two aircraft left it fires them on each end of the arc making it near impossible to hit anything ! shouldn't they be fired both in the center? two planes left would still fly wing tip to wing tip not ?! Thanks Masher1
  10. I love playing in my Kuma, even when I loose the battle. Why? Because its the only ship in the IJN line (sorry have not played the other lines) which can keep a non stop stream of fire on an enemy while also being able to fill the water with torpedoes at the same time. There are some tricks to playing in your Kuma and they are: 1. Don't go it alone. You will get spotted and you will get sunk! Kumas don't take return fire very well and sink faster than a sack of doorknobs thrown over the side. Find some Big Buddies to tag along with (get it, BBs!) 2. Strafe don't volley. By holding down the fire button instead of saving up those shells for one big volley you can keep a near continuous stream of shells raining down on your target 3. HE, HE and more HE!. Kuma's penetration is not very good but if your raining HE down on someone they will catch fire and keep on catching fire no matter how much they put it out.Forget the AP! 4. Torps one side, turn, then torps the other. When not raining HE you can spew torpedoes at the enemy in great number, both sides have multiple torpedo launchers (like all good IJN ships) and two full spreads is more than enough to hit something or drive them away 5. Let the battle start before you get involved. This may sound cowardly but see point 1. By letting your bigger friends kick things off you can move into a good position and line up your targets. Then once they are busy worrying about something else and the others incoming fire they will often not realize that its you frying them up with your HE 6. If under fire, apply the turn/switch rule. What is the turn/switch rule? You probably dont know as I just made up the turn but it means that you know how long it take for your rudder to go from extreme port to starboard. You then steer by counting back and forth, left to right, right to left as you shoot. This makes the ship maintain the general direction its heading in but it makes it swerve around so its not just sitting there soaking up the shots. It also means that you dont have to go out of binocular view much and can keep walking rounds down on the target. If you get this right you can not only destroy targets much bigger than you but also help your team mates by setting multiple targets ablaze (i got the 5 ships ablaze bonus first time out in my Kuma). The beauty of this approach is that even if the target is moving you can keep the fire dropping on them and once you know how they are turning the rounds just keep on dropping on them. I have had enemy ships make hard turns and go all evasive but to no avail as I know they are turning and start spam firing ahead of them meaning that they keep on getting hit. Even DDs can have a hard time getting out of the way as most DD captains are used to dodging volleys which they can see coming and move accordingly. What they don't usually have much experience dealing with is non-stop hell-fire which is running right along with them. Also the Kuma has about a 12k range so you dont have to get too close to make it rain. The only drawback to this method is that you need to practice walking your rounds down on the target (which does not take long to learn as you can watch the rounds dropping and adjust accordingly) and that you do have to be mostly broadside to your target for the maximum number of guns to be brought to bear. But even when you are forced to start making full evasive maneuvers you can usually get up to three of your guns to remain firing and a fully modded Kuma can turn pretty fast and move fast so you can keep up the harassing fire even as you fall back/retreat. But as I have said above you have to be part of a group to do this and the bigger the better, By yourself or in small numbers you and your Kuma will go down faster than a... well you get the idea. You may not get max kills using this method but you will make a massive contribution to your side in the battle. The only time this is doomed to fail is when your team goes turtle or you get caught all by your lonesome out in the open, then nothing will save you. It is a play style change for some players who move, shoot, move etc as this is just getting in and dishing it out but often the ROF and number of hits is so ferociously high that I have driven much bigger ships back once they run out their fire fighting ability yet the HE is still coming down on them. There may be other such ships in other lines but since I don't play those I don't really know but I have never seen other ships. So if you still have a Kuma or want a reason to get one there it is. Have Fun!
  11. m0chil_the_second_1

    Need help as BB avoiding torps

    How can I escape 6 torpedo planes which dropped their entire payload on my broadside with a distance of 50 meters and closing fast? I just died within two minutes because of them torps while driving my Myogi.
  12. Hanznech

    Crash when change to torpedos

    Issue: Screen freeze when change weapon to torpedos.Need to reboot pc for this. Screenshots: either use the forum add attachment or provide the link to an external hosting provider. Ship: Minekaze and MutsukiMap: AnyOccurrences: Maybe once every 5 game.Tested: Not consistentlySeverity: 99% dead when I restart pc and get in the game.Details: OS Name Microsoft Windows 10 ProVersion 10.0.10240 Build 10240System Manufacturer Gigabyte Technology Co., Ltd.System Model H87-D3HProcessor Intel® Core™ i5-4430 CPU @ 3.00GHz, 3001 Mhz, 4 Core(s), 4 Logical Processor(s) Graphics NVIDIA GeForce GTX 560 TiInstalled Drivers nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um,nvwgf2umDriver Version 10.18.13.5560
  13. The timing mechanism for when torpedo's are launched is quite handy, however there are times when it is frustrating in not showing a count down. For example, the Furutaka has a torpedo launcher per side of the boat. If you fire the port side launcher, there is no timer, unless you fire the starboard side. This can be frustrating as you select '3' to launch another spread, and the cone of the spread appears as yellow (not ready) with no indication as to when they are armed. I know its not easy to adjust the GUI on the client that we view, however a suggestion would be to the left of the torpedo option have three small windows to show the timers, or two for timers on each side of the boat? Again its easy for us to propose, but the coding of the GUI may be too difficult to implement. Note: My bad, this should be in suggestions under the developers forum, can a mod please move this post there.
  14. Pseudoscope

    Mahan Rework

    Hi Dev's Just thought it'd be cool if you could re-order the torp pods (1 central, 1 either side) on the Mahan, currently the centre turrent is no.1. This mean that the first salvo or torps can go left or right, I think it would be better if your first salvo was from the dedicated left or right pod, meaning you could fire in the order you want, ie: left, right, right, - (currently not possible) left, right, left left, left, right, and similarly firing from the right side. Currently 2 or the 6 possible torp orders are not available due to numbering. I think this would be simple to fix and allow players to fully utilize the ship. Cheers Pseudo
  15. Pseudoscope

    Mahan Rework

    Hi Dev's Just thought it'd be cool if you could re-order the torp pods (1 central, 1 either side) on the Mahan, currently the centre turrent is no.1. This mean that the first salvo or torps can go left or right, I think it would be better if your first salvo was from the dedicated left or right pod, meaning you could fire in the order you want, ie: left, right, right, - (currently not possible) left, right, left left, left, right, and similarly firing from the right side. Currently 2 or the 6 possible torp orders are not available due to numbering. I think this would be simple to fix and allow players to fully utilize the ship. Cheers Pseudo MOVED TO SUGGESTIONS
  16. vardald

    A few suggestions

    Hi all, This is my first time posting, but as this is the beta test I have a few ideas that I thought I'd see what people thought of. One of the big problems that I've seen is torpedo spam, even when there's nothing spotted or in torpedo range. This is really annoying when your own teammates launch torpedos with no regard for the rest of their team. One idea I had was to put a limit on the number of torpedos carried. This at least might make people think twice before launching torpedos at nothing as they could then run out when they need them. This would of course need to be tested for balance, and each ship would probably carry a different amount. On a different topic, another idea that I had was to implement an aiming line, similar to the artillery trajectory line in WOT, to the main guns of ships. this would make it easier to tell if your shots were going to hit an island, or even another teammate, as currently it can sometimes be tricky to tell if all of your turrets have a clear shot, particularly on larger ships. The line could possibly be colour-coded - for example, green means that the shell definitely won't hit anything, yellow means that there is a possibility depending upon dispersion and red means the shot is blocked. Thanks for taking the time to read this - it seemed shorter in my head. Let me know what you think of these ideas, and maybe any changes you would make to them.
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