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MinorMorris

How to hit with your torpedoes (illustrated)

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Alpha Tester
5 posts

I was looking for a guide like this when I first started playing but couldn't find one, so I made it.

I am not an experienced player ~ only started with open beta but thinking like this really helped me.

I went from hitting one or two torpedoes a game to hitting 5~10. 

For this to work you need to know how your target is moving relative to you.

I do this by checking both the mini map and zooming into the target with gun sights before going to torpedo sights.

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I'm no unicum so no need to listen to the torpedo firing advice, however I think this is a handy way of picturing how your target might move and deciding how you want to fire your torpedoes.

 

Edit:

Whops, wrong forum I'm an SEA player, but I'll leave it here anyway.

 

Edited by MinorMorris
  • Cool 27

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Beta Testers
4,982 posts
6,249 battles

I US DDs T2-6 this doesn't apply. In US DD T2-6, you aim ahead or in the indicator. T7-10, you can be very liberal in your basing if torp spreads.

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Members
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2,490 battles

As an IJN DD, this guide is a pretty good summary of how you have to aim your spreads at T6+. Your torpedoes start to take longer to reload, enemy ships get more maneuverable, and most importantly, enemy captains become more alert. I can expect around 90% of the enemy captains to start taking evasive maneuvers when my torps are spotted so I end up firing my spreads under the lead to try blanket all possible paths.

 

What I like about this guide is that it presents all the possible scenarios for an IJN DD and the recommended actions in order to maximize each torpedo launch. Good Job! (Especially when the enemy ship is moving directly away from you. I can't believe how many times people launched their torps at ships moving away, only to fade away before reaching them...)

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Beta Testers, In AlfaTesters
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My Minekaze I'm maxing my range to not be detected.  This is a good guide. But you need to factor distance.  I went for 2 mins launching at a Kongo from almost max range.  He was avoiding left and right.  Then I started mix it up and randomly launching and waited for him to turn before doing so.  So this can change quickly based on the target.

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Also worth noting: A target that goes from a turn to a straight course will normally accelerate as its rudder comes to midships. If you are tracking a turning target and they straighten out as you launch torps, you may well end up shooting behind them unless you compensate.

 

Or, as stated above, you can run USN DDs and manually shove them into your opponents' hulls. It is extremely satisfying. :trollface:

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I have some more to add.

 

If you are going up against players who know how to play, don't aim anywhere near the indicator. Instead, you must aim about 60 degrees away from your indicator. They will tend to make drastic changes of courses in their ships and will usually be no where near where your indicator was pointing 20 seconds ago.

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