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Labrat93

Torp. Acceleration

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So with the free skill point I found my self rebalancing ships that I really, and boy do I mean really noobed out on.  

 

In particular, I decided that my Mutsuki really needed re-spec'd. And while I have the majority of my skills picked out I couldn't help but contemplate the aforementioned skill. Sure it drops the 10km torps to 8km, but it boosts the speed to a more reasonable 64knots as compared to the precarious 59knots.

 

My concelament is a solid 6km so I have room to "play" as it were, but does the skill offer any substantial boons later down the tech tree?? Or should I just get past the MutSUCKi asap and use the points for a more lucrative skill????

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Unless you're comfortable with ~2km torp stealth range in a ship that can't outrun its adversaries then pick accel.

 

Long range torp is also covenient to clear those pesky pew-pew-in-a-smoke too.

Edited by Cruiser_Haguro

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It depends on your style. I use TA on some of my 10km ships just for that extra nudge, but I mainly save it for my carriers. Later on I personally use SI a lot for the extra smokes which is very useful on gunboats.

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I think its the only way to run the Mutsuki. The 59 knot torps are just too easy to dodge and take too long to get to their target. It also forces you to launch in closer which increases the chances the target will maintain course by the time the torps get there.

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Range is more important than speed with torps.

 

Not necessarily. "Reaction time" is very important - how long between being spotted and hitting target. It's a function of speed and detection range for the torps. If detection range is only 1km, then 50 knots might be adequate. If detection range is 1.7km, then you need every ounce of speed you can get to reduce reaction time. 

 

A perfect example is the potatoe mines the Sims spits out. Their speed is what 49 knots?  That's pathetic - except detection range is either 1.0 or 1.1 km. The fact that they travel so slowly over their 9.2km range actually is a benefit in that enemies forget you were even there long before they hit ;). Based on the surprising number of hits I get with the potato mines (still not a lot) that short detection range more than makes up for the slow speed. If the alpha strike potential were higher, I'd even consider TA.  However, 7.4 torp range with 6.8 detection range even with Concealment Expert seems like a recipe for quick death to me. 

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So with the free skill point I found my self rebalancing ships that I really, and boy do I mean really noobed out on.  

 

In particular, I decided that my Mutsuki really needed re-spec'd. And while I have the majority of my skills picked out I couldn't help but contemplate the aforementioned skill. Sure it drops the 10km torps to 8km, but it boosts the speed to a more reasonable 64knots as compared to the precarious 59knots.

 

My concelament is a solid 6km so I have room to "play" as it were, but does the skill offer any substantial boons later down the tech tree?? Or should I just get past the MutSUCKi asap and use the points for a more lucrative skill????

 

Mustsuki cries every time someone calls her Mutsucky. She's everything but bad. Sure her torp reload can stand for a shortening, but she's not bad. I wished I had TA when I ground out Mutsuki. Even Hatsu-chan isn't as bad as people make her out to be. Both these ships are a joy and are decidedly AVERAGE. Doesn't make them bad, just because they aren't stellar like the boats before or after them. 

 

Get TA. It helps on Hatsu-chan too. Then get the 15km torps on Fubuki as the 12km range and 62kts helps with their low detect range.

 

~Hunter

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Not necessarily. "Reaction time" is very important - how long between being spotted and hitting target. It's a function of speed and detection range for the torps. If detection range is only 1km, then 50 knots might be adequate. If detection range is 1.7km, then you need every ounce of speed you can get to reduce reaction time. 

 

A perfect example is the potatoe mines the Sims spits out. Their speed is what 49 knots?  That's pathetic - except detection range is either 1.0 or 1.1 km. The fact that they travel so slowly over their 9.2km range actually is a benefit in that enemies forget you were even there long before they hit ;). Based on the surprising number of hits I get with the potato mines (still not a lot) that short detection range more than makes up for the slow speed. If the alpha strike potential were higher, I'd even consider TA.  However, 7.4 torp range with 6.8 detection range even with Concealment Expert seems like a recipe for quick death to me. 

 

Funny you use this as an example! I played my Sims for like the 2nd time last night. End of game, 2 BBs  in our base and I'm trying to defend. I fire off a salvo of torps at the BBs just to get some wiggle room (no friendlies besides me near our base at all). The BB dodges them. I'm turning all over the place just to try to get some shots off to slow down the cap. It seems like forever has passed and I see a friendly BB pop up from an island near the cap. Hmmm...10.5km away glance at my torps they are somehow still travelling! (I was not aware of that insane slow speed of them last night). Glance at the straight line the friendly BB is using to get to our cap. Stare in terror as I wonder how far I've moved from my launch point. Too busy to type anything in chat trying to dodge BB secondary fire in the base.

 

9 secs later the friendly BB is deleted. :(

 

Torp acceleration matters but in more ways than you can imagine :)

Edited by karmajay

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I think TA is suboptimal on Muts/Hatsu, but it's not bad once you get to Fubuki.

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