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Found 23 results

  1. After playing Ryujo for two years now, I can definitely say that the maximum torpedo damage of 6,500 HP is totally incorrect. This needs to be fixed. The absolute maximum torpedo damage on ANY ship in the game is 6,000 HP (rounded off). The actual maximum for Ryujo is 5,97... something. The absolute maximum torpedo damage for Furious is 4,500 HP. This does not count detonations, which could be as high as 60,000 HP damage. Why would WG list Ryujo's max torp damage at 6,500 HP when it knows that it cannot go above 6k on ANY ship in the game? Is this a bug?
  2. To whom it may concern: I just played a battle in my T10 Montana and couldn't even believe my eyes. I block one side of my ship with an island so I can focus on the enemy ships that are rounding out in front of me when all a sudden I see a torpedo air squadron coming at me from the side of the ship protected by the island. At first, I don't worry about it too much as that side is protected (or so I thought as it would be in real life) by the island. But no due to either crappy programming in the game or just another flaw to make carriers better than they should be I watch to my horror as the squadron drops three torpedo's on the opposite side of the island and they magically pass under the island and become active just in time to take away over half my health!!! This is some of the very cancer in this game that makes it unbearable to play at times and forces me to walk away for several days. I have watched as this game continues to become more and more toxic to its player base by removing obstacles that used to make it challenging to play. THE TORPEDOS THROUGH THE ISLANDS NEED TO BE FIXED!!!! This makes for utter garbage play when this game is better than this or at least it should be!!!
  3. Back a few years ago, whenever a torpedo was spotted near your ship, there was a commander voice that would highlight it such as (US/British) "Torpedoes direct front" (Japanese) "Migi gen kara gourai sekin" (German) "Torpedo afta aus" I may have butchered the spelling there though. Is WG going to bring it back or is it gone for good? As I really did like it and it seemed more engaging in a sense.
  4. Boa Noite. Já falei sobre esse assunto antes em bilhete, mas o problema ainda ocorre muito e acaba sendo um grande transtorno no jogo na minha opinião. Existem alguns jogadores que usam de má-fé e desonestidade e se jogam totalmente de proposito na frente dos torpedos lançados e fica muito perceptível manobras até extremas as vezes que são feitas para entrar no caminho dos torpedos e consequentemente não fazem o mínimo esforço para desviar posteriormente dos torpedos apenas pelo prazer de prejudicar com punição do jogo quem os lançaram è outra situação mas bots hora ou outra fazem o mesmo. Acaba que quase não se tem vantagem alguma utilizando os torpedos. Como fica essa situação afinal? Continuaremos a ser penalizados pelo capricho de alguns jogadores que não sabem ou não querem se divertir direito, da maneira correta e justa? Peço atenção da WG neste assunto, já abri ticket a respeito.
  5. So recently I witnessed/experienced a strange incident in game that made absolutely no sense. I know it could be a bug or glitch (and maybe I could/should send in a support ticket) but I'm really not sure. So maybe someone here can help me figure out what happened. I was playing my Ognevoi, the tier 8 Soviet DD in a ranked battle. I fired both spreads of my torpedoes (2x5=10) at an enemy smoke screen in the distance. The torpedoes seemed to run normally for a few seconds but then disappeared at the same time in the water. I turned pink at the same time. I looked around, and noticed a friendly DD on the other side of my ship, opposite of the direction at which I fired my torpedoes engulfed in a water plume and took team damage. So how could the torpedoes teleport from 1 side of my ship to the opposite side? In terms of direction, that friendly DD was as far away from the direction I was aiming as possible. I suspect if there was lag, then maybe what I saw on my monitor wasn't the same as what the server saw. But then in this incident the discrepancy seems to be too complex for that to be the cause. As a frame of reference and so that you can see what I saw, I recorded the replay and it's here: (Please feel free to fast forward to 6:59 to see the torpedoes ghosting and causing team damage)
  6. Michael_Gary_Scott

    Swedish A26 Blekinge Class AIP Submarine

    New Swedish A26 Blekinge Class AIP Submarine. If it builds upon the technologies of the Swedish Gotland Class Submarine, this will be a very amazing non-nuclear submarine for countries to purchase. (More info here) http://www.hisutton.com/A26.html
  7. Magnamuz

    Armor vs Torpedo Protection?

    I've been analyzing armor thickness to choose a durable punching bag of a boat, and I came across this for Torpedo Protection (TP) in tier 10 battleships: Republique: 37% TP with 32mm armor EVERYWHERE. Grober Kurfurst: 25% TP with 380mm to the sides, plus 150mm and 60mm towards the extremities, and 38mm below. WTH??? I've seen countless videos analyzing armor and curvature of shells and torpedoes but no, 37% with no armor, how is this calculated? Is there something I'm not taking into account that could explain this numbers?
  8. VG_Kairos

    Dodge that in style

    I think these are hilarious to watch.
  9. anonym_9qa81sg1ET3c

    High tier needs long range torpedoes

    I'm speaking of T10 here. The more I think about it the more I realize T10 sucks so bad. It's the amount of BB camping in the back of the map and the 4-5 radar cruisers a team. Sure add a CV in there too. Playing ships like the T8 Asashio is what got this on my mind. It really breaks up this stalemate of rinse and repeat frustration many of us feel. There seems to be nothing else that T10 faces with long lance torps other than the Asahio, and the useless 20km Shimakaze torpedoes. Cruiser torpedoes maybe but both those are far and few between. Edge cases of it if you will. You may be saying wouldn't 15-20km torps causes even more camping? Well absolutely not. This was what was said way back in the day in support of the 20km Shimakaze torpedo nerf. It was supposed to be the magic tonic that cured all that ails when it comes to battleships camping in the back. Nothing ever changed. We still have the same old back of the map staleness. My second point is all the short range torpedo ships constantly force you into radar range where one of about five ships end your day with the press of a single button. If you do survive somebody else is usually in range to chain the radar. Most of the torpedoes at that tier are between 10-13km. The long ones usually suffer from poor detection, and can be spotted from the moon. My last observation on this topic is the inclusion of European destroyers. It seems War Gaming is trying to test longer range torpedoes in high tier again with the Halland coming soon. I believe 15km if I am not mistaken. At the same time they are also testing higher speed torpedoes to combat the power creep. That being the proliferation of detection tools( Hydro, Vigilance, Torpedo Lookout System, special commanders) and BBs doing 40+ knots. What I will say about the European torpedoes is I'm extremely disappointed to their overly cautious approach to this by giving them T4 like damage. This is half baked, and causes issues with the line becoming hybrids of mediocrity. I would really like to see War Gaming address the marginalization of what is the easist ordinance to dodge in the game. Give destroyers their torpedoes back. Thoughts?
  10. O encouraçado Großer Kurfürst, assim como o Friedrich der Große, deveriam ter torpedos, assim como o Gneisenau e o Tirpitz, pois no Z Plan, a classe H, como o H39, H41, H42, H43, H44 tinham torpedos, de 533mm. Nada mais justo do que os grandes BB alemães hi tier terem, já que ambos são baseados na classe H.
  11. Sometimes at the beginning of the game as soon as a bot spots a enemy it will fire it's torpedo regards of it's how far the person is. A ship would be across the map and the bot would still try to torpedo it. So the problem is that when the game start and I play like a destroyer and I am close or sailing be side a friendly bot destroyer, I would get torpedo by them. This would suck alot because then I would have barely any HP at the beginning of the round. I wish wargaming would not make friendly bots to torpedo at the start of the round and not torpedo directly at a friendly.
  12. destawaits

    Torpedo Plushie

    So, when do we actually get to buy it?
  13. Darkstar99

    Torpedo Bombers

    I have no problem with the way torpedoes are in the game. However, I have a major problem with the torpedo bombers that the carriers send out. There shouldn't be a way to drop the torpedoes 1 kilometer away from your ship. As a carrier, battleship, and cruiser, you have 0 time to evade them; resulting in an immediate death. This needs fixing ASAP. File attached was a screenshot taken as the plane dropped them.
  14. Today I started playing T4 CV Langley and still trying to figure it out. After I launch one torp squad and if I press F again, they say they are returning!!? What key do I press to launch multiple torp squads (or any other squad) ? Help!
  15. Guys I encountered a really weird death today. In a Nagato, I was 1v1ing an Algerie,.I saw her wall of torps go past me, and I blew her up with my main battery. Immediately after, I dodged some torps from TB's in a 90 degree angle, taking one hit. I had sufficient HP to survive that hit, but suddenly my ship blew up, and it listed the Algerie as the killer, "killed by flooding" it said. It was confusing as I didnt ram her, and I never saw a second wave of Algerie's torps. I asked the chat, and an enemy BB responded with "detonation" and that it was shown in the chat. However I didn't see it in the chat, and I don't have a medal or a notification for it either. Those were torpedo bomber torps and I was supposed to survive them!! So, what do you think? Bug? Glitch? Hack? What is the problem? Here is the replay link https://replayswows.com/replay/37035#stats
  16. Ship Torpedo Tubes Layout Torpedo Reload (Base Value) Damage Tashkent 3 x 3 53-36 mod. 2 69s 15,100 Z-46 2 x 4 G7 Wolfsbarsch 90s 14,400 Chung Mu 2 x 5 Mk16 mod. 1 (DW) 106s 19,033 Fletcher 2 x 5 Mk16 mod. 1 106s 19,033 Yuugumo 2 x 4 Type93 mod. 3 114s 23,766 Jutland 2 x 5 533 mm Mk IX 120s 15,533 Udaloi 3 x 5 53-49M 129s 14,600 Kitakaze 1 x 6 Type93 mod. 3 171s 23,766 (The table uses the top torpedo upgrade, or the torpedo most commonly used in the case of the IJN DDs. The table only considers tech-tree DDs) The thing I've noticed with the Fletcher (and Chung Mu by extension, since Chung Mu is basically a Fletcher-class, and is almost identical to Fletcher in the game save for a couple of stat differences and deepwater variant of the torps) is that they defy WG's standard of torpedo reload. As one goes up the tech tree, it can be seen that there is a correlation between torpedo layout and torpedo reload i.e. the more torpedoes a launcher has, the longer the reload is. This trend is noticeable starting Tier 6, where DDs with three torps per launcher has a shorter cooldown (ex. Fubuki, 3x3 torp layout, 76s base cooldown) compared to DDs with five torps per launcher(ex. Icarus, 2x5 torp layout, 120s cooldown). The observed baseline for torpedo reload is that three torps per launcher has 76s cooldown, four torps per launcher has 90s cooldown, and 5 torps per launcher has 120s cooldown, with variations in cooldown depending on tier. This trend continues to be followed until Tier 10, with some exceptions. Fletcher's and Chung Mu's Mk16 mod1 torps reload too fast at 106s, considering both have five torpedoes per launcher setup. The reason why I picked these DDs is that their torpedoes are "too good". Fletcher and Chung Mu are DD platforms that has good speed, good rudder shift and turning cicles, and armed with the famous USN DD guns that has fast reload and rotation that are lethal anti-DD weapons. Both DDs also have utilities in the form of DFAA for Fletcher and Radar for Chung Mu, making them incredibly rounded DDs that will sometimes overshadow the Japanese DDs in the "torpedoboat" role, since they output more damage in a single salvo at 190,330 dmg from 10 torpedoes than the 190, 128 dmg from 8 torpedoes than the Yuugumo (Yuugumo could mount TRB and double its output, but TRB will cooldown after Yuugumo launches around two salvoes, giving the faster-reloading Fletcher and Chung Mu an edge in outputting torpedoes). There is actually one more DD that has a discrepancy, and that is Ognevoi with 2x5 torpedo layout that deals 15,100dmg and reloads at 92s, which is even faster than the Fletcher and Chung Mu. But this is balanced due to the fact that unlike all the other Russian DDs that emphasize on guns and speed, Ognevoi has few guns (only 2x2 layout compared to the 3x2 or 4x2 layout of the other Russian DDs) and slower speed (only 37knots compared to the usual base 40knot speed of the Russian DDs). In exchange, Ognevoi has the faster torpedo reload along with better stealth (7.74km base stealth compared to the usual 9km stealth of the other Russian tech-tree DDs). Considering that the American DDs (along with the Russian and Japanese DDs) are the first DD lines in the game, these values could have been the result of balancing between these three DD lines with regards to torps. But with the introduction of newer DD lines, and the line splits for the Japanese and Russian DD lines, WG has been adhering to its "torpedo reload standard". As a result, Fletcher and Chung Mu torpedo reload sticks out like sore thumb. So how do we bring these DDs in line with the "torpedo reload standard"? This is my idea: Change Fletcher's and Chung Mu's base torpedo reload from 106s to 116 seconds (or 112 seconds at most). The baseline for five-torps-per-launcher reload is 120 seconds starting Tier 6 with Icarus. Since Fletcher and Chung Mu mounts submarine torpedoes, cutting a few seconds off the baseline reload is considered. Also, the new reload is only plus-minus 2 seconds difference to the Japanese mainline DD Yuugumo's torpedo reload, giving the Japanese the edge in torpedoboating more while still making a torpedo-focused build viable. What are your thoughts on this?
  17. Just reporting that torpedoes on the Icarus won't always launch. Sometimes I launch one salvo, but not the other. Or i launch them individually, but not all of them, nor will the reload "F" key work. On one occasion, switching between armaments helped. Was able to reload them.
  18. The book on Japanese torpedoes is for this ship is to take the slower long range torpedoes and do not even research the the short range, high speed version. I think this is a mistake. I switched over to these torps and have seen my damage rates and kill rates almost double. Got my first ever Kracken this last game. Basically you have an excellent early game gun boat that morphs into a late game beast killer. Once radar becomes less of a issue this boat becomes a bb [edited] killer in open waters. They just don't have time to dodge. (We are talking almost 90MPH speed). The torp is also great for killing lingering ships in smoke or in a cap duel. Anyone else have yet to experience this? I thought I would just switch back and forth between mounts but have yet to go back to the slower torps. It does not hurt that they have a slightly better reload time too but I do not recommend any sort of torp captain build. It is still a gunboat first.
  19. Compare a Shimakaze to a Khabarovsk. The latter has fast, stealthy, short range torps that will only be used in yolo situations. As such, the hit rate will be higher. That doesn't mean the Khab is a better torpedo boat than the Shima. Or compare the playstyle of two Shima players. The first one routinely charges BBs in the first 5 minutes of the game and unloads all their torps, thus yielding high hit rates but dying almost immediately. The second player scouts, contests caps, falls back when necessary, and spams torpedoes consistently throughout the 20 minute duration of the game. The second player will have a lower hit rate, but will be more influential over the course of a game and will likely accrue more damage. Torping is like fishing. You can't force a fish to bite, but the more casts you can make the higher your chances of catching something. Also worth noting... People decry the Shima's low torp hit % compared to other DDs. Please understand that the Shima has the HIGHEST torpedo DPM of any T10 DD in the game. If the detection of Shima torps was reduced, the ship would be unquestionable OP. Shima (Type 93 mod 3) torpedo DPM is: 77% higher than Gearing and YY 82% higher than Z-52 106% higher than Groz Omitted Khab and Harugumo for obvious reasons.
  20. The Red lights that flash on battleships, Well i've only noticed it on the Montana is this on all ships now? I figured it was easier to ask this here rather then get hit by torpedoes all the time Is it on cruisers and destroyers as well? i didn't see anything about it in the patch notes, just the new little alarm and icon on the ship.
  21. Enjoy this gem from first match of the night. Our Z23 taking position middle didn't have the balls to actually spring the trap, ended up getting himself killed without doing anything. Let this be a valuable lesson to DD players wishing to improve. You need to have balls of steel sometimes and if your intention is to set an ambush, ACTUALLY CARRY OUT THE ATTACK. Don't [edited] out at the last moment, slowly starts to back out, then gets cornered and killed. If, for whatever, reason you have to stop the attack, ensure your torpedo tubes have the traverse to at least launch a retaliatory salvo. That means orientate your ship according to their torpedo tube's traverse characteristics.
  22. I don't know exactly when it happened, but recently there must have been a change from an update regarding the volume in the game. Roughly a few months ago I found myself having to fight with the the audio settings for the first time in years. The music at the battle results screen, explosions when my ship or a nearby ship is sunk, and torpedo hits are disproportionately loud compared to all other sounds. When I set the sound effects volume to just above zero, yet have all my other settings (other than in battle music) set much higher, the explosions, torp hits, and battle results music are still easily 4 to 5 times louder than even when firing main artillery. Despite fiddling with all possible setting combinations I no longer can find a balance that fixes this. Seasoned players have even come over to help get the settings straight and they, too, were mystified at the volume disparity and found no solution. In order to make sure my neighbors whose house is 30 feet away from mine (literally- they laugh and text me every time I blow up, take a torp hit, or a battle ends)I have to turn the sound so low I can't hear engine sounds, in-battle voice messages from my captain or other players, and ambient sounds. I've been using the same sound system for over 2 years and never once needed to adjust it until recently. I can only assume that a more recent update something was changed. Regardless of why, in the end it seems like it would be wise to add additional volume controls specifically for the battle results music, explosions, and torp hits just as there is for gunfire and voice announcements. Either that, or turn down all three volumes compared to the other sounds.
  23. anonym_BXKxHpWeIREv

    Torpedoes on Battleships

    Poll speaks for itself, vote and let WG hear your opinion either it be positive or negative.