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In simple words: how do you 5-star Terror Subs?

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Which sub, which build? 

Where are the last 2 thingies and the castle? 

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I played 3 battles with 3 different subs: the zipper, the gerfalcoln, and the barracuda, and luckily 5 starred all three. It's much easier than the PTS, where you had less oxygen.

The biggest things teams miss is spotting all 14 catapults. The team that spawns on the eastern flank needs to spot catapults to their east. And then both spawns need to spot the catapults east and west of the castle. Also, the castle can only be spotted while submerged . That can throw people off, especially if Rasputin is near death before spotting the castle. 

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There are 2 towers on each island surrounding the castle which is marked by a cross hair on the minimap on the top right corner.

 

5 staring the operation shouldn't be difficult if your team doesn't die early and kill Rasputin early. Don't kill Rasputin immediately, gotta spot the castle first

Edited by AdmiralDrake

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The towers are the only issue. The rest is easy to accomplish. I would recommend Seelowe due to the three forward tubes and Gerfalcon if you want to run around and spot on your flank. The only sub I couldn't work with at all was Zipper, even though she can stay submerged for most of the scenario.

 

Edited by warheart1992

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By far the most easy Halloween op so far: 

Just dont die and torp the ships first with freeze then with regular torps. Stay in first dive mode (periscope depth) mostly as you wont take damage if you run out of air but just emergency surface. Also hard to spot/hit etc. 

The only real "tricky" part is to spot all catapults and ballistas and the castle before rasputin dies. The guns actualy do seem to change places but there is always 1-2 on one of the further islands left and right path and 1-2 on the islands behind the castle. A surfaced sub has a much better spotting range so just surface a bit here and there to spot. You need to get within about 8 or so km of the castle crosshair symbol to find it.

 

EDIT: As for subs and captains. Not much on the build side here as you cant customize the subs in any way (aside from premium damage control. Might wanna use that just in case).

All Subs work, but Gerfalcons torp layout kinda sux and Zipper Sub isnt exactly heavily armed to begin with. Barracuda and Seelöwe have the most reliable torp firepower. Havent gotten the Killerwhale yet.

You got 19 captain pts but those are also kinda unneeded as many skills dont effect subs (CE doesnt work on em for exsample). I took:

Priority Target (doesnt really matter though)
Preventive Maintenance (less engine etc fails always good)
Adrenaline Rush (take damage shoot faster, why not)
Last Stand (well you wanna keep going)
Survivability Expert (especially on the small botes that makes a huge difference since they are T7)
Torpedo Armament Expert (well more fish always good)
So you are left with around 7 pts

The rest is kinda useless really. All 4th row skills are either not working on subs or useless (fire prevention and BoS or so are kinda pointless if you only burn for a few secs and hardly ever get hit with HE). CE doesnt work. there is no planes etc etc. Radio Location is pointless... Torpedo acceleration is probably even harmfull (your freeze torps are already fast enough and 8km isnt a lot of range anyways).

Might wanna spec into AFT and BFT for Barracuda since its secondaries are actualy pretty decent (can kill dds, dont bother with the catapults or ballistas). Manual Secondaries might work but is less valueable since the Barracudas guns are already very accurate aparently. High Alert maybe too? But I never needed a dam con that fast again anyways anymore.

Edited by RighteousFury42

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Posted in another thread but worth putting it here also I guess...

 

COPY & PASTE follows

For the scenarios you need to think about your skills a little differently in my opinion.

Level 1 :  I would grab Preventative Maintenance as the only level 1 skills of any use.   PT and IFA is not useful because you are going to be close a lot of the time and submerged so not easily targeted.

Level 2 : Adrenalin Rush because you want faster reloads and you will at some point take some damage to a minimal boost is cool.  I would also use Torpedo Accelleration the torps are 8km so this brings them down to 6.4, still within your surface stealth for most of these boats and well within your submerge stealth window and they go faster  so less time for avoidance.  The AI tends to use a lot of evasive maneuvers but in this scenario it seems that this is less of a factor and may be because torpedoes are everywhere.

Level 3: Torpedo Armament Expertise because you want faster reloads.  I would also suggest Survivability Expert for that little bit of staying power.

Level 4: None of these skills are particularly useful in the scenario setting.  In RANDOM games I *always* use RPF regardless of ship but here you are so close that it is a waste.  Fire Prevention at first glance looks good but water puts the fire out.....  just dive, problem solved.  I have not yet noticed that I was ever on fire.

So that is PM, AR, TA (a personal preference against the AI because of how they seem to react to torpedoes), TAE, SE.  This leaves you with 8 points to buff your play-style and if you need a couple more, maybe drop TA if you find yourself playing more cautious then I do.

 

I submerge only when I am engaging enemy ships. If there is nothing close, I am on the surface.  The first half of the game (till you spot Rasputen) is normally 3 engagements (more than 1 ship at a time) and these are easy.  Once you get into it with Rasputin and his escort you will start having air problems and I simply pop up grab a 1 second breath and dive for a couple seconds again, rinse repeat.  If you are outside your stealth range you should be surfaced.

 

Surface gives air, big surface spot, wide torpedo spread and easily hit by enemy. Periscope depth does not give air, gives a nice tight torpedo angle and very effective shooting, more stealth and torpedo avoidance (EDIT - check the torpedo avoidance at periscope depth, someone else said only on deep dive do you avoid them, I seem to remember seeing torpedoes heading my way and avoided them by diving, maybe I went to deep dive accidentally that time, I cannot remember) as well as ramming potential.  Deepdive does not give air, you can not shoot, you can go under enemy ships (no ram) can not lock a target (iirc) and gives really crappy visuals of what you are running into

 

So we 5-starred this a couple time last night. The basic plan that seems to have worked best for us so far is this (more or less):

Bottom spawn team engages and moves north till you can split left to join the top spawn group or right and move away from everyone.  At this point the fastest ship splits to the right side and heads towards the castle which you can spot from 5ish km and you should have spotted all the land installations on your side at that point. (coming from the other side you run into Rasputin and you can easily miss one of the land installations if you do not go far enough) Keep an eye out for the destroyers but you can dive and ignore them if you are running low on time (timer is top left with the objectives).  The other 2 from the south spawn, link to the left side with the north team and go though the center to hit the enemy ships.

The top spawn follow a similar path.  Again the fastest ship needs to head north at some point to spot the onshore installations.  you can do this either outside the island line (you are out of the fight for a while) or you can take the more dangerous route inside the island line but you will have to deal with enemy ships as well as destroyer iirc. You should have spotted your last installation at around the same time as the castle is spotted.  If you are spotting the castle from this side, there is an onshore installation towards the edge of the map right and below (iirc it is around 2 squares right and 1 square down from) the castle.  You may need to push a little further to get this one from this side, our approaches from this side was never a 5 star but it is possible.

The guys in the centre need to focus on taking down enough ships (14 is the goal iirc), keep in mind that Rasputin can be number 14 for a success.  What is very important is that the center groups must not destroy Rasputin till all the land installations as well as the castle are all spotted for your 5 stars. Kill him too early and you will not 5 star this.

EDIT - A number of other people are having success just all pushing center.  While this is possible, my concern is that if you are completing the missions accidentally, you are accidentally successful.  If you are not actively checking off the missions it could be easy to not push far enough to meet the condition before killing Rasputin.

A couple other tips, the stun torpedoes will stop their targets.  If you are shooting at a target that has a stun torpedo on the way you have a good chance of missing if he is stunned.  I personally found the rear shooting torps to be less effective until you get into the center fur-ball with Rasputin and his buddies where you have targets all around you.  There is no friendly fire so use your torps (EDIT - someone else also said that there is friendly fire, I was hit by 3 and still survived so maybe I was lucky, I am still convinced that you take no damage from friendly fire thou).  I found the front firing torpedoes most effective at 3 or less km.  1 stun torpedo followed immediately with 2 normal is more than enough, chances are good you will have a flood and if he does not die, he will be stunned for one of your allies to take out. 

 

I do not think subs are going to work in the game, at least not like this. Speed, torpedo damage, concealment ranges as well as the usefullness of the captain skills will need to be so carefully balanced and we know how good WG are at that.  As it stands now these ships have a very low captain skill requirement and my first few games were played with 0 captain skills and included 5 and multiple 4 star completions.  The submerge is way more powerful than smoke ever was and while it is limited, I can guarantee that no cruiser or BB is going sit patiently, keeping their guns trained on your location till you surface for air while all the reds are shooting at them, they will be running to cover or shooting back.  You simply gather air till the first shots are fired in your direction and you disappear again moving towards cover, pop up for a breath and down again. In random games I can see the rear firing torps being way more useful as you are moving away and towards cover while shooting. 

If they get put in like this, I am all over them as I am sure a lot of other people are thinking. The ultimate IJN destroyer with almost the same speed, built in CE and a "smoke screen" (read submerge) that instantly recharges (few seconds at most), blocks radar, blocks incoming shells and causes torpedoes into become friendly goldfish while you are in the "smoke" (submerged) that also moves with you.  Sign me up.

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1 hour ago, Squib_Surefire said:

There is no friendly fire

I got damaged in one of my games, just a few HP, and someone got a warning. So I'm not so sure about friendly fire being turned off in this.

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Just play it, 5 stars.

Seriously, just point the subs at ships and shoot. Only 'trick' is spotting the castle before killing ol'rasputin.

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4 minutes ago, Kapitan_Wuff said:

Just play it, 5 stars.

Seriously, just point the subs at ships and shoot. Only 'trick' is spotting the castle before killing ol'rasputin.

^^  This.  This is the easiest op ever.  5 starred it 4 out of the first 5 times played.  This thing is easy mode.

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I got penalized for hitting one of my team mates, didn't realize Friendly fire was on, and I checked and I hit him with a Torp, so..  Beware..

I only have the two subs they give out, not sure where or how the others, zipper etc. come from..

different for sure, very touchy on the rudder when aligning the shot with the torps.

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2 hours ago, Ensign_Cthulhu said:

I got damaged in one of my games, just a few HP, and someone got a warning. So I'm not so sure about friendly fire being turned off in this.

Team damage is on although at an extremely low level. I hit a friendly with a 10k torpedo for 57 damage.

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1 minute ago, BrushWolf said:

Team damage is on although at an extremely low level. I hit a friendly with a 10k torpedo for 57 damage.

I wonder if this is going to be the way of the future for operations. It would certainly enable WG to flag the griefers and Richard Craniums who prefer to spam their own team's ships rather than be of any use, but it would OTOH be very, VERY difficult to accidentally kill one of your own unless they were already at death's door.

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This may be because there are no bots one the submarine team but since team damage is off in every other scenario it should be off in this too.

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The only game I played that we didnt get 5 stars was the first one were people killed Rasputin so fast we didnt have time to find all the catapults. There are two catapults wide on either side of the area Rasputin is in and the tower is marked on the map. Its basically just straight beyond Rasputin.

 

Easiest ship to spot everything in is the Gerfalcon, runner up is the Zipper. Gerfalcon has very high underwater speed and can dive for a long time so it can get around, the zipper is moderatly fast but its small, agile, and recharges quickly so you can bob up and down around the enemy ships.

 

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2 hours ago, BrushWolf said:

This may be because there are no bots one the submarine team but since team damage is off in every other scenario it should be off in this too.

WarGaming might be experimenting in this 'prototype' scenario with a future Team Damage modification.

Edited by Daffyd9x

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4 hours ago, S16_Hunter said:

I got penalized for hitting one of my team mates, didn't realize Friendly fire was on, and I checked and I hit him with a Torp, so..  Beware..

I only have the two subs they give out, not sure where or how the others, zipper etc. come from..

different for sure, very touchy on the rudder when aligning the shot with the torps.

Ops are kind of buggy with this, I think what happens is some module is taking damage even though your ship isn't taking damage.

You can always cause the "warning" in ops by shooting allies.

2 hours ago, 1nv4d3rZ1m said:

The only game I played that we didnt get 5 stars was the first one were people killed Rasputin so fast we didnt have time to find all the catapults. There are two catapults wide on either side of the area Rasputin is in and the tower is marked on the map. Its basically just straight beyond Rasputin.

This is pretty much the main non-5 star situation I've played too. Rasputin dies too fast.

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On the lighter side as an option pour catnip on your WASD and mouse, grab snack and drink, start the match, let the cat loose.  Watching the cat go bonkers on your keyboard is just as entertaining if not better than watching the match.

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Do you dive under Rasputin to get the last few things? or go around? 

 

 

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3 minutes ago, BlailBlerg said:

Do you dive under Rasputin to get the last few things? or go around?

Generally one sub just go straight under rasputin to spot the tower and then one sub needs to go somewhat wide on each flank after entering the rasputin area to find the flank catapults.

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