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Found 13 results

  1. destawaits

    Torpedo Plushie

    So, when do we actually get to buy it?
  2. Battlecruiser_Yavuz

    Disney Torpedo-Beat (Eurobeat) Songs!

    As we all know, Eurobeat is somewhat popular on this forum because of the torpedo-beat meme started by Yuro. While we are familiar with the Initial D songs like Night of Fire or Running in the 90s, I just stumbled this surreal combination on YouTube: Eurobeat done to Disney tunes. These seem to be official and commissioned by the company itself, so here is a playlist for your warship pleasure:
  3. 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.
  4. I also took this opportunity to try out the video editor within Windows Photos App, but obviously from what you can see its completely lacking any transition editing functionality, the few cool text effects does not make up for stuttering between clips.
  5. 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!
  6. 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
  7. 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?
  8. Rapsidy

    RN DD: Icarus Torpedo glitch

    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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
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