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AlcatrazNC

Buff F3 torps range

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I tried some games with my Yuugumo using F3 torps and I find these torps quite good. Unlike 10km torps or 12km torps which both rely on potato ennemi, these F3 torps are really fast making them almost impossible to dodge if the ennemi didn't expecting them. The big issue with those torps is the range. 8km range isn't a bad range considering the concealment Yuugumo can have but these torps are almost useless due to the amount of radar and planes in high tier.  

 

IMO these torps should at least have a range of 9km or 9.5km. This way you would have the choice between having the regular 10km torps or a short range torps with better CD or a long range torps with better damager but slower reload 

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You want longer range? Use the slower torpedos. You want faster torpedos? Use the one with less range. You can't have your cake and eat it too.

Since we are wanting things: I want RNG to apply to torpedos. Yes fail rates, duds, deep runners, if the AoA is zero, they should fail 90% of the time. In compensation to the RNG, I would add more variety to torpedos. Magnetic torpedos, with a high fail rate, but do "Citadel" like damage for breaking the keel of a ship. Electric torpedos, slow, less damage, but almost completely invisible.

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Personally, the F3s should be buffed back to 10km ranges like they used to be, and applied to Yuugumo, Shimakaze, and Zao, and remove the current 10km Type 93s from Yuugumo, Shimakaze, and Zao.

It doesn't quite solve rebalancing of the IJN DD line or Zao, but it does give the three better 10km torpedo options over the rest of the line and makes them a little more worthwhile (especially the IJN DD line, considering they're the only two real T9 and T10 IJN DDs available due to WG forgetting about the other two IJN gunboat DDs).

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Unfortunately that is the point.

24 minutes ago, Slyguy3129 said:

You want longer range? Use the slower torpedos. You want faster torpedos? Use the one with less range. You can't have your cake and eat it too.

Since we are wanting things: I want RNG to apply to torpedos. Yes fail rates, duds, deep runners, if the AoA is zero, they should fail 90% of the time. In compensation to the RNG, I would add more variety to torpedos. Magnetic torpedos, with a high fail rate, but do "Citadel" like damage for breaking the keel of a ship. Electric torpedos, slow, less damage, but almost completely invisible.

As Slyguy says, there is the attempted balance on paper - although look at the stats for hit rate and damage for DDs and you will see that if balance is sought, it's not quite there.

 

I think it is all tied into the old 'getting hit by a foe you can't really see/hit back'.  Remember OWSF? Little ship small guns - hitting big ship with big HP and heal. Replaced with a system that allows multiple big ships with big guns to fire at a small ship with small HP; love that bloom effect lol.

 

Who doesn't want a cake they can eat? It appears some rather large ships are eating too much (?) :Smile_teethhappy:

 

Edited by _WaveRider_
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1 minute ago, _WaveRider_ said:

Unfortunately that is the point.

As Slyguy says, there is the attempted balance on paper - although look at the stats for hit rate and damage for DDs and you will see that if balance is sought, it's not quite there.

 

I think it is all tied into the old 'getting hit by a foe you can't really see/hit back'.  Remember OWSF? Little ship small guns - hitting big ship with big HP and heal. Replaced with a system that allows multiple big ships with big guns to fire at a small ship with small HP; love that bloom effect lol.

 

Who doesn't want a cake they can they can eat? It appears some rather large ships are eating too much (?) :Smile_teethhappy:

 

Just offering a suggestion that would make playing my DDs far less boring. I'd love to set magnetic torpedoes and break a ship's back, and knock out their engines. But I would also like to see a chance for my torpedoes to fail, as that would add to the excitement.

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19 minutes ago, Slyguy3129 said:

Since we are wanting things: I want RNG to apply to torpedos. Yes fail rates, duds, deep runners, if the AoA is zero, they should fail 90% of the time. In compensation to the RNG, I would add more variety to torpedos. Magnetic torpedos, with a high fail rate, but do "Citadel" like damage for breaking the keel of a ship. Electric torpedos, slow, less damage, but almost completely invisible.

How about circular running torpedoes? the USS Tang and USS Tullibee were both sunk by those.

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3 minutes ago, Slyguy3129 said:

Just offering a suggestion that would make playing my DDs far less boring. I'd love to set magnetic torpedoes and break a ship's back, and knock out their engines. But I would also like to see a chance for my torpedoes to fail, as that would add to the excitement.

 

Well play IJN DD and your chance to fail torps will highly increase. 

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Just now, ReddNekk said:

How about circular running torpedoes? the USS Tang and USS Tullibee were both sunk by those.

Those would hilarious, but I'm afraid would add to the problem of being tked by friendly torpedoes. That was the only reason I didn't include circle runners.

And yea, Damn I feel for those crews. Being killed by their own Damn torpedoes, in a time where most US torpedoes weren't worth shooting at the enemy.

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19 minutes ago, centarina said:

 or run TA with 12km for fast 9.6km torps

I refuse to run  TA because it ruins my Shimmy captain when I run him in my Kamikaze R.

TA shouldn't be a skill.  It should be an option on the ship itself, so that you're not stuck with  it when you move captains around.  Maybe make TA an upgrade module?

 

Edited by Crucis

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7 minutes ago, AlcatrazNC said:

 

Well play IJN DD and your chance to fail torps will highly increase. 

Not likely. I've never seen a torpedo in game fail to do exactly what I tell it to do. And when it hits a target, it never fails. Don't blame your failure (to aim) or your enemy's skill (to dodge) on the torpedoes.

Edited by Slyguy3129

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12 minutes ago, Slyguy3129 said:

Just offering a suggestion that would make playing my DDs far less boring. I'd love to set magnetic torpedoes and break a ship's back, and knock out their engines. But I would also like to see a chance for my torpedoes to fail, as that would add to the excitement.

It might add to YOUR excitement.  NOT to mine.  For crying out loud, the hit rate on torpedoes is already frustratingly low.  The last thing that they need is a chance to be duds.  I swear that if WG did that, I'd quit the damned game, no matter how much money I have invested in it (which is considerable).  Duds would be an amazingly stupid thing to add to the game!!!

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3 minutes ago, Slyguy3129 said:

Not likely. I've never seen a torpedo in game fail to do exactly what I tell it to do. And when it hits a target, it never fails.

Really?  So you're going to tell me that 100% of your torpedoes hit, because when I launch mine that's exactly what I tell them to do.  And yet only about  5% of them actually get hits.

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1 minute ago, Crucis said:

It might add to YOUR excitement.  NOT to mine.  For crying out loud, the hit rate on torpedoes is already frustratingly low.  The last thing that they need is a chance to be duds.  I swear that if WG did that, I'd quit the damned game, no matter how much money I have invested in it (which is considerable).  Duds would be an amazingly stupid thing to add to the game!!!

Then I want all my shells fired from my BB to be Citadels no matter who I shoot at and where they hit.

Sorry you spam torpedoes and fail, maybe don't shoot as many, and your miss rate would go down.

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1 minute ago, Crucis said:

Really?  So you're going to tell me that 100% of your torpedoes hit, because when I launch mine that's exactly what I tell them to do.  And yet only about  5% of them actually get hits.

They only miss because I aimed poorly. I blame myself for that, not the equipment.

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17 minutes ago, Slyguy3129 said:

Just offering a suggestion that would make playing my DDs far less boring. I'd love to set magnetic torpedoes and break a ship's back, and knock out their engines. But I would also like to see a chance for my torpedoes to fail, as that would add to the excitement.

 

12 minutes ago, AlcatrazNC said:

 

Well play IJN DD and your chance to fail torps will highly increase. 

 

6 minutes ago, Slyguy3129 said:

Not likely. I've never seen a torpedo in game fail to do exactly what I tell it to do. And when it hits a target, it never fails. Don't blame your failure (to aim) or your enemy's skill (Good for them) on the torpedoes.

Torpedoes can't afford to fail - they are already at a 6-10% hit rate that sees them do the least amount of damage in the game - and you want them not to work sometimes too? By all means if the hit rate goes up and torpedo armour belt reduction is reduced.

If you haven't seen in game what is evident in stats I can't do to much change that, all I can do is ask you not to talk crap about peoples skill levels when that average includes types of player.

 

In fact I would say you probably don't even play DDs or you would think the only reason a torpedo misses is because of the mistake of the player.

Edited by _WaveRider_
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I don't feel like Yugumo needs buffs, and I don't feel that even if she does, that this is the right option.

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2 minutes ago, Slyguy3129 said:

They only miss because I aimed poorly. I blame myself for that, not the equipment.

Bull feathers.  I aim my torpedoes just fine.  The problem is that torpedoes rely on your target to be oblivious as hell and to keep sailing his ship in a straight line.   But in all honestly, I don't trust what you're saying because you hide your stats.  People who hide their stats have no credibility here (in my opinion, of course).

 

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2 minutes ago, Slyguy3129 said:

Not likely. I've never seen a torpedo in game fail to do exactly what I tell it to do. And when it hits a target, it never fails. Don't blame your failure (to aim) or your enemy's skill (to dodge) on the torpedoes.

 

I'm not blaming my failure to aim i'm stating a fact.

 

Both 10km and 12km torps are detected from the moon. They are quite fast but compared to uppgraded Fletcher torpsn they are nothing.

F3 torps is probably the best pick among our 3 torps option in Yuugumo when it comes to hit ratio but using these torps is suicidal hence the ask for buff.

 

I met some good DD player using IJN DD, yet they rarely score torps hits on me why ? simply because they have garbage detection.

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1 minute ago, _WaveRider_ said:

 

 

Torpedoes can't afford to fail - they are already at a 6-10% hit rate that sees them do the least amount of damage in the game - and you want them not to work sometimes too? By all means if the hit rate goes up and torpedo armour belt reduction is reduced.

If you haven't seen in game what is evident in stats I can't do to much change that, all I can do is ask you not to talk crap about peoples skill levels when that average includes types of player.

The miss rate is due to the person firing them, not the torpedoes. I can't help you guys spam torpedoes at random places and hit nothing but water. Which a lot of you do, alot. 

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1 minute ago, Crucis said:

Bull feathers.  I aim my torpedoes just fine.  The problem is that torpedoes rely on your target to be oblivious as hell and to keep sailing his ship in a straight line.   But in all honestly, I don't trust what you're saying because you hide your stats.  People who hide their stats have no credibility here (in my opinion, of course).

 

I'm sorry you want to look at my E-Tallywaker, but I wear clothes because I'm modest. No they don't, get within 5km and if you miss, it's your own fault. 

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5 minutes ago, AlcatrazNC said:

 

I'm not blaming my failure to aim i'm stating a fact.

 

Both 10km and 12km torps are detected from the moon. They are quite fast but compared to uppgraded Fletcher torpsn they are nothing.

F3 torps is probably the best pick among our 3 torps option in Yuugumo when it comes to hit ratio but using these torps is suicidal hence the ask for buff.

 

I met some good DD player using IJN DD, yet they rarely score torps hits on me why ? simply because they have garbage detection.

Electric torpedoes, one of my suggestions (if IJN had them) would solve your spotted torpedo problem. Unless hydro is running somewhere.

You act like look outs on a ship shouldn't be aware of torpedoes at all. Which I find kind of adorable.

Also just because they have a 10km range, doesn't mean you should shoot them from there. My Bismarck has a 21km range on her guns, but they aren't worth really shooting till around 12km.

Edited by Slyguy3129

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1 minute ago, Slyguy3129 said:

I'm sorry you want to look at my E-Tallywaker, but I wear clothes because I'm modest. No they don't, get within 5km and if you miss, it's your own fault. 

Get within 5km? Nuff said! No need to see your 'E-Tallywaker', I suspect it would be low tier.  :Smile_teethhappy:

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6 minutes ago, Slyguy3129 said:

The miss rate is due to the person firing them, not the torpedoes. I can't help you guys spam torpedoes at random places and hit nothing but water. Which a lot of you do, alot. 

 

4 minutes ago, Slyguy3129 said:

I'm sorry you want to look at my E-Tallywaker, but I wear clothes because I'm modest. No they don't, get within 5km and if you miss, it's your own fault. 

 

You're clueless, which I'm sure that if we saw your stats, they would confirm that as a  fact.

The very fact that you claim that we're spamming torpedoes randomly only proves how clueless you are.

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1 minute ago, _WaveRider_ said:

Get within 5km? Nuff said! No need to see your 'E-Tallywaker', I suspect it would be low tier.  :Smile_teethhappy:

If he thinks high tier DDs can easily get within 5km to do torp runs, then he very clearly doesn't play them.

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