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I'm learning how to use torpedoes but I don't want to accidentally hit ally ships that move in their path. I highly recommend allowing a player to remotely detonate their torpedoes early to avoid unnecessary team damage.

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Alpha Tester, Alpha Tester
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Weapons should not have abilities they did not have in the time period the game covers.

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I just feel helpless when an ally pulls in front of my torpedoes, just a hotkey to disable active torpedoes would be nice.

I don't want to tk.

Edited by minim8greyhound

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I just feel helpless when an ally pulls in front of my torpedoes, just a hotkey to disable active torpedoes would be nice.

I don't want to tk.

 

L2 AIM :D

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Beta Testers
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Eh... no.

 

If you don't want to hit allies with torpedoes, don't fire torpedoes from behind any allied vessels.

 

Also, don't fire torpedoes from beyond their maximum range (not saying you specifically, but in general. I'm getting sick and tired of watching Kuma's launch spreads at targets 10km away).

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Weapons should not have abilities they did not have in the time period the game covers.

 

USN Ships have the worst accuracy even though they have computer guided FCS. IJN has carrier based jet fighters. Biplanes are only 30% slower than jet fighters. BBs can only shoot at half their normal range. I don't think Wargamming really cares about historical accuracy.

 

Sure it is not realistic, but it will help newbies.

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USN Ships have the worst accuracy even though they have computer guided FCS. IJN has carrier based jet fighters. Biplanes are only 30% slower than jet fighters. BBs can only shoot at half their normal range. I don't think Wargamming really cares about historical accuracy.

 

Sure it is not realistic, but it will help newbies.

 

IJN got the J8N1 because the USN was given the F2H. Since the game is a 'what-if' scenario, not a historical reenactment, this is perfectly acceptable.

 

All FCS were computer guided, the USN had radar-guided FCS that was shown to only be more effective in low-visibility conditions, with clear visuals optical guidance was just as accurate as radar-guidance (the USS Washington reported no difference between radar-tracking and optical tracking during her engagement with the Kirishima). USN radar-guided fire control didn't become vastly superior to optical fire control until the upgraded radar systems were being installed circa-1944.

 

As for accuracy, I believe you're talking about dispersion, which are two different things. Historically, the IJN fired tighter salvos. This is because they had an additional piece of equipment added to the fire-control systems, the Type 98 firing device,  that automatically staggered the main-battery fire by some tenths-of-a-second as well as ensuring that no ordinance left the guns at the same time, which greatly reduced dispersion (the USN was very interested in this device post-war, as evidenced here source )

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Remote detonate based on what?

These torps were not wire guided, so there is no direct link.

 

And torps of that time were not sophisticated enough to have a radio receive to link back to the ship.

 

So there is no basis for it.

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Anybody leaning on historical accuracy should remember that Wargaming are going to include a Soviet Navy that represents a capable fighting force made up of indigenous designs. One of those things is enough to sink the concept of historical accuracy. Both of them together make the idea a laughing stock. 

 

I'd be all for remote detonating torpedoes by sinking them. Zero damage even if you sink one a meter from a potential target. That way they can't be used for 360 noscope skillshots.

Edited by SingularDuality

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Weapons should not have abilities they did not have in the time period the game covers.

 

Like the cruiser guns (flamethrowers)?

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Improve your situational awareness. No substitutes will be far greater than excellent know-all of what is happening.

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