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Found 7 results

  1. 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.
  2. 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.
  3. 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.
  4. Lorian_ElderPrince

    Warning Lights after Flooding

    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.
  5. 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.
  6. We had a HUUUUGE lead, but then during cyclone our surviving ships (all cruisers with no torpedoes) have decided to man fight all of their BBs in B and all died as the result. Just as I was going to scurry away outside of camo range, cyclone ended... mfw After crunching some numbers. This was the only course of action that could result in a win:
  7. 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.