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WinnerChickenDinner

Deep water vs Normal Torpedos

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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?

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9 minutes ago, WinnerChickenDinner said:

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?

Their detection is very low. Other than that, not much of a difference.

Here is the complete chart for you
 

https://docs.google.com/spreadsheets/d/13s6LtFslxFF_p7P7Yu671zlur8Gwc1niAN03wJnDj6U/pubhtml?gid=1887314214

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1 hour ago, WinnerChickenDinner said:

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?

 

Lower detection means less response time. Normal torp gives you approx 4-5 seconds to steer away and dodge. Deep water can be like 2 seconds. It can make them undodgeable in the right circumstances.

They exist because they work very well vs Battleships and well enough vs Cruisers. They give Pan Asian DD's a distinct difference in gameplay to other nation DD's.

 

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Deep water torp is a design mistake. I'd admit that it is very effective against capital ships. From the receiver perspective however, it is extremely frustrating as you have to rely on instinct to dodge them which pretty much ruins the point of having detection range for torps.

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59 minutes ago, LunaStinger said:

Deep water torp is a design mistake. I'd admit that it is very effective against capital ships. From the receiver perspective however, it is extremely frustrating as you have to rely on instinct to dodge them which pretty much ruins the point of having detection range for torps.

That's the trade-off.  Low detection -v- only hitting certain ships.  Certainly not a design flaw.

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So little sluggish than normal torps 

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On 4/23/2018 at 6:57 PM, LunaStinger said:

Deep water torp is a design mistake. I'd admit that it is very effective against capital ships. From the receiver perspective however, it is extremely frustrating as you have to rely on instinct to dodge them which pretty much ruins the point of having detection range for torps.

2

What you consider a design mistake a Pan-Asian DD captain would consider a design feature. Who is right?

 Also, I don’t think you have to rely on instinct. Change course and speed often. Work with the map. You are free to pick the Vigilance captain skill or work with hydro.

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On 23/04/2018 at 4:57 PM, LunaStinger said:

Deep water torp is a design mistake. I'd admit that it is very effective against capital ships. From the receiver perspective however, it is extremely frustrating as you have to rely on instinct to dodge them which pretty much ruins the point of having detection range for torps.

You try playing a Pan asia DD in the cap with an enemy DD and NOT have torps that can hit him. Deepwater torps may have their benefits but they also have some decent draw backs as well.

Edited by dieselhead

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4 hours ago, dieselhead said:

You try playing a Pan asia DD in the cap with an enemy DD and NOT have torps that can hit him. Deepwater torps may have their benefits but they also have some decent draw backs as well.

I did. What I dislike is that DW torps are very one-sided. They are completely useless against one particular class and super frustrating to deal with in another class - similar to GZ AP bomb. IMO a type of projectile-based weapon is well-designed when it can deal damage to every class and vice versa: every class should have the chance to partly mitigate the damage by being at a highly maneuverable state when the projectile is spotted. 

 

11 hours ago, PeterMoe1963 said:

What you consider a design mistake a Pan-Asian DD captain would consider a design feature. Who is right?

 Also, I don’t think you have to rely on instinct. Change course and speed often. Work with the map. You are free to pick the Vigilance captain skill or work with hydro.

Well it's just my opinion. At this point it is not realistic to expect WG to remove DW torps from the game anyway.

It's true that constant move is the best option to counter DW torps but that also applies to every kind of torps in the game including the old 20km Shima torps. And not many people want to see them back as far as I can see.

Edited by LunaStinger

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DW torps aren't a guaranteed thing and good DD players ill try to place themselves between enemy DD and the rest of their fleet to screen torps and give extra warning time.

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10 hours ago, LunaStinger said:

What I dislike is that DW torps are very one-sided. They are completely useless against one particular class and super frustrating to deal with in another class - similar to GZ AP bomb. IMO a type of projectile-based weapon is well-designed when it can deal damage to every class and vice versa: every class should have the chance to partly mitigate the damage by being at a highly maneuverable state when the projectile is spotted. 

You say one-sided, others say specialised.

 

Maybe the root of the problem is in your words “super frustrating to deal with in another class”. There are often posts by people who are annoyed by a particular element of the game because they feel it ruins their gameplay, and they say “this must be changed” or “it must go”.

 

On the other hand, there are people (like me) who I believe PA DD’s with deep water torpedos enrich the game, it is an interesting new class of ship because their strengths and weaknesses are distributed differently from other nation’s DDs.

 

BB’s are also at a disadvantage evading other classes artillery shells. And other classes of ships have the advantage in evading BB’s artillery shells because they are more manoeuvrable. Does that mean we have to make destroyers and cruisers slower and remove their guns, so battleship players have more fun and are not upset by other ships fighting back? Probably not. Because we have that already, it’s called the training room.

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