hi, firts of all i will apologyze for my bad english, my native languaje its spannish so i'm doing my best
well to the point...
The idea of making this topic occurred me after about a full month of using US DD and CL, time in wich i discovered than most of US CL players don't even use US Torps and when my op. lvl growed up i realized than for CL1 Atlanta torps where pretty much dead weight... Ok, no problem, i took torps out, but then i saw Japan and German DDs and CL making a disaster on Blitz and GB2 using only torps (the obvious example its the CL Kitakami lvl 50, but with a lvl 19 DD fubuki or a lvl 32 DD Simakaze u can do a lot of damage with triple type 8 x 4 launchers)... Ok, i can take up to that point, but then i realized that my Mark 12 torps where almost the same as Mark 11, and WORST, Mark 15 torps where not comming in x3 launchers, and the x4 and x5 Mark 15 launchers where too heavy to be mounted on any DD and CL, only usable on CL lvl 43 Cleveland and CA lvl 48 Baltimore...
that was too much to handle with without bringing it to light...
OK, i'm not going to enter in a dispute about IJN or German torps and torps launchers, they are doing his work fine and its fair than some nation have some advantage over others...
but US torpedoes are a clear disadvantage in a central weapon to DDs and CLs wich by the way are the only defense against CA and BB1 in blitz, i have found myself very often fighting with a CL Atlanta Against a CV Mogami and i know that im death for shure because i have no real weapon to try to sink it.
US performance in Naval Guns its pretty god, and thats out of the cuestion, but guns can do damage against same or lower lvl ships, against higher lvls u need torps and u need for them to punch hard i have discovered two diferent problems and 2 solution for them that will easly recover US torps to be again a good balanced weapon
1) The Mark 12 Broken Torp
a detailed picture about US Torps (for surface units) shows at first hand some serious issues... the picture:
Torpedo | space | weight | buy/sell | speed L/H | Range L/H | HE damage 21" Mark 11 11 1593 7/7 32/55 13700/5500 4994 21" Mark 12 11 1593 11/11 32/53 13700/6400 4994 21" Mark 15 11 1742 16/16 32/54 15000/6000 12342
if you compare this stats you will find that US mk11&12 torps have less HE Damage than any other nation Torp, except for Japan Mod90, but mod90 has 3 times the range than mk 11 and 12
- Mk 11: its a bad torp compared with other nations, but its ok as a first torp for a nation that is not specialized in torps or Sub war and its a good weapon for lvl 12 fletcher, a 17 gearing or a 19 sommers
- Mk 15: this torp has nice (not best but nice) stats, the problem with this torps relays on torp launcher...
and finally the broken torp - Mk 12: this torp its completely broken and here lays one of the biggest problems of US... this torp have almost the same stats than Mk11, even lower high speed and superior ammo cost AND it does not bring any real advantage over Mk11, THIS TORP HAVE THE SAME HE DAMAGE THAN Mk11 wich by the way its almost as lower as neutral torp 24" Type 7 (not to mention than Type 7 has better high speed range)... the only advantage about Mk12 is 900 m. superior high speed range wich u never really use it because high speed torp its used agains close range enemy ships
2) The Mark 15 broken torp Launcher a detailed picture about US Torp Launchers (for surface units) shows various problems...
the picture:
Launcher | weight | space | level | req. Sailor | buy/sell | Rld. Time | Rld. ef. Time | 21" Mk11x3 22 80000 12 Armament 3300/3234 1138 91.04 21" Mk11x4 28 87000 16 Armament 3600/3528 1200 96 21" Mk11x5 33 94000 20 Armament 4000/3920 1275 102 21" Mk12x3 24 90000 17 Armament 3800/3724 1175 94 21" Mk12x4 31 97000 21 Armament 4300/4214 1238 99.04 21" Mk12x5 39 104000 25 Torpedo 4800/4704 1313 105.04 21" Mk15x4 34 115000 32 Torpedo 5400/5292 1350 108 21" Mk15x5 42 128000 37 Torpedo 6000/5880 1425 114
Ok...
First of all u will notice that reload Time its grows with more torps on launcher and higher torp has higher reload time... this is relative depending on your torpedo lvl but at same lvl Mk11x3 will reload faster than Mk15x5... second u'll notice than Mk11 torps require less space and lvl than Mk12 and the same goes for Mk12 and Mk15 so at higher lvl torp more required lvl and space... so far i'm not saying anything brillant, but when u take every type of torp launcher one by one the problems came out in light
Mark 11 launchers: these are lvl 1 torpedo launchers so they are well balanced in weight and every other aspects, there is no much to say about those except for the weight of Mk11x5 launcher that leaves it out of any ship until Brookling (it would be nice to see it on atlanta, but its a minor detail)
Mark 12 launchers are also Broke: as a result of the broken torp nobody really should use Mark 12 launchers, coz they are expensive than Mk11, have more rld. time and mk12x4 its not suitable for DDs and various CL until Brookling. and Mk12x5 its only suitable for Cleveland and Baltimore... with those Mk12 torp stats there is no doubt than evereyone "is using" low lvl Mark 11 or (what happens for real) nobody in US CL use torps...
Mark 15 launchers lack of variety: the problem with Mk15 launchers is that first of all there is no Mk15x3 launcher to decide between Mk11x5 or Mk12x4 at brookling stage (mk15x4 has poor space left for reloads at this point) when u reach Cleveland the problem fixes but u are almost on BB and there is no point in using torps, its way better to use AA guns for T-Slots but hey they are for those who wants to use 'em
Possible Soluttions:
this solutions are easy-applying and should bring balance to US torps
1) rise higher the amount of HE Damage in Mark 12 torps, for example to 7500 HE Damage, to put it in equal chances against other nations torp 2) create a Mark15x3 launcher with a required Space of 31 at a lvl of 27 of torp sailor, this will give the option for many players to choose between Mk11x5, Mk12x4 or Mk15x3 launchers at their Brookling Stage 3) lvl Down Mk11x5 Launcher weight to 32 in order to not to broke it 4) Rise CL. Oakland T-Slots up to 37 leaving the chance for Many oakland players to choose between Mk11x5, Mk12x4 or Mk15x3 (like brookling but with less ammo space and Slots
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