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  • Torpedo dodging, Dance with Death V1.21 - Revised with new content.

    02. 14. 2006 13:48

PCShogun
Hear the wisdom of PCSHOGUN
Dodging a torpedo spread is literally, a dance with death. You better know how to
dance or you will surely suffer great damage.

Torpedoes are the single, most deadly weapon in the game (with the exception
perhaps of Dive bombers). While a Battleships main gun can cause 1000 - 3000
damage in a hit, a single IJN torpedo can sink a destroyer. Different nations have
different qualities to their torps but I will speak generally in this guide.

Combing the row:
Torpedoes will leave their launcher in a cone and begin to fan out immediately after
launch. The further you are from the launching ship, the more distance between the
torps there will be, especially if the launcher has been set to WIDE instead of
NARROW when fired. If the distance is far enough, you can sail between them, or
comb them. Unless you are unlucky enough to be close when they detonate due to
range limit, you will emerge unscathed.

Outrun them:
If torps are heading for you broadside, you may be able to run past them using
overheat, thats what it is for. Hold the F key down and run like a bunny to get
around the cone of death. If you realize your not gonna make it, see the next few
sections for more help. I have seen many folks just keep on sailing and get
whammed by 4 torps. Take evasive action, captain!

Hit the wall:
If you don't think you can outrun the cone. Stop the boat! Press the V key and come
to a halt as fast as possible. If its gonna be close, press and hold V when your
speed is zero and go into reverse to get a little more distance. This WILL leave you
vulnerable to any enemy ships in the area as a sitting ship is a sitting duck for other
torps or volly's. Use this wisely.

Shake your aft:
Torpedoes are not guided, your ship is. If a torp is on a collision course with you, it is
not gonna miss unless you do some creative driving. The exception are sub torps which will
sometimes miss. If it looks like the torps are gonna hit the back end (aft) of your ship,
try turning in the direction the torps came from to get the back half of your ship outta
the way. by turning into the torps, you will be moving your aft end away from the torps
giving you a precious second to get your butt out of the way. Even if you are hit, you
would have had to suck up three or four, now only 1 will hit, perhaps none.

Take one for the team:
Sometimes, the enemy shooter is just too good or lucky for you to avoid his torp shot. In
this case your best bet is to turn into the torps to reduce the number of hits. A head on
shot does less damage than a broadside hit. You may even get lucky if he has fired close
to you. Torps have a minimum arming distance, turning into the spread
can reduce the range enough to make the torps hit without exploding, this is a TW's
worst nightmare. This will NOT work for most airdropped torps as their minimum
range is 1/3 that of a ship launched torpedo. Ever wonder why? A torpedo exploding
close to your ship will do as much, if not more damage, than a direct hit sometimes
will do. Planes, being out of the water (hopefully) do not have this problem.

De Plane! De Plane!
When enemy aircraft are approaching you near the water, they are most likely torpedo
planes. Air dropped torpedoes are faster and have a much shorter arming range than ship
launched torps. When you see the planes coming, try to turn your bow or stern towards the
approaching flight. Keep zig zagging, not too fast, to force the planes to re-align their
approach to you. If they cannot line you up, they may make a bad drop which means he will
miss. The pilot may also be forced to wait longer to drop meaning you may shoot some down,
or he will abort and come around to try again giving you more time to shoot them down or
take some other action.

Submarines.
Death from below. Able to sink a BB with only a few hits. They are vulnerable though. So
how do you avoid these killing machines, you ask? You cannot detect a sub if you are using
overheat. You cannot detect a sub if you do not have a sonarman on board. You can,
however, see them if someone else can see them. KNowing where they are is critical to
avoiding them and later killing them.

Subs are not very fast and they do not maneuver well . Keep a sub from pointing his bow at
you and he cannot fire. Subs can only fire forward, in a very narrow arc. Some CAN shoot
out the stern so be warned. To avoid danger come at them from the side and hug him. He
cannot stay down forever due to lack of air. When he surfaces, nail him. If he does fire,
use the above rules to avoid the hit. Be aware that subs torps have BIG warheads and will
cause considerable damage even if it explodes nearby. Use your own torpedoes to hit a
submerged sub, or to force him deep, which will cause him more damage the longer he stays
down. When he pops back up, kill him.

Submarines have a special ability to DEEP DIVE which allows torpedoes to pass over them.
However, subs cannot move when in deep dive and will take damage while they remain in a
deep dive state. Deep Dive is also limited to the amount of air remaining on board.

I know much of this is common sense but I watch a lot of you playing and as you die,
find myself wondering, "What was he thinking?". So, common sense or not, here is
my guide to the fine art of torp dodging. Hope it helps.


  Index

  • Re : Torpedo dodging, Dance with Death V1.1 - revised

    04. 12. 2007 22:52

Frostmourne
exellent guide. but i just can't dodge 60knots torps in my 32knot balti.

  • Re : Torpedo dodging, Dance with Death V1.1 - revised

    04. 11. 2007 13:20

WFCxDREXEL
You do NOT get the "Torpedo Spoted!" alarm if the torpedo is already spotted... In other
words, if someone else got that alarm, then you won't. Same goes for friendly torps,
since it is already spoted (from the guy who launched them) you will not hear the warning.
So always keep an eye out, I've been sunk by torps because I was listening for the
warning and wasn't watching my ship.

  • Re : Torpedo dodging, Dance with Death V1.1 - revised

    12. 15. 2006 08:13

shadistic
If you are easily within "FF01 range" of a TW, get as close to it as you can so you can
hit it at point-blank range and its torps don't have the time to explode.

Never position yourself so you are moving into the range and are in correct distance of a
suspected torpedo ship, ex. if you are parallel to them and a little behind. This sets the
torper up for a perfect shot. In this situation, turn towards the enemy ship so your
broadside faces their stern. This is by far the safest position against TWs.

If you're being chased by a thick torp wall, find its least dangerous point nearest to
you, put your ship along its line, and run until the gap gets bigger. Once it's big
enough, comb the row by slowing down and going into reverse to let them go past.

  • Re : Torpedo dodging, Dance with Death V1.1 - revised

    12. 15. 2006 06:44

Arkalite
Good little guide....But, if you are a guam and there is a Iowa and a NC behind you(this
is when you have that bulge that you really should have on helps) take a while row...your
huge...

  • Re : Torpedo dodging, Dance with Death V1.1 - revised

    12. 14. 2006 13:20

PCShogun
Pepek,

Not true. No torps in this game have proximity fuses. A KM torp is generally short ranged
and very fast. Most likely you were too close when they ran out of fuel and exploded. ALL
torpedoes will explode when they run out of fuel. Torpedo's set to 'HIGH SPEED" will run
faster through the water but have a much reduced range. KM torps are faster than most and
thus harder to dodge at close range.

  • Re : Torpedo dodging, Dance with Death V1.1 - revised

    12. 09. 2006 07:43

Pepek
something u should add:

dont try the headon sail trough tick with km torps, they are proximity fused so will
all go up anyway if u are near them. run.

  • Re : Torpedo dodging, Dance with Death V1.1 - revised

    12. 09. 2006 06:45

muisje
a hint for dd or ff if you have good eyes you can sometimes see the torps"splahs" if
you see it turn your ship immidiatly to the other side or if you are close to a torpshipt
stay close to it than he can't torp you (not alway's the distans depends on the tw
laucher) cheers for this guid !

  • Re : Torpedo dodging, Dance with Death V1.1 - revised

    12. 08. 2006 23:03

LordKelvin
I simply have to share this with you since I find it quite funny:

  • Re : Torpedo dodging, Dance with Death V1.1 - revised

    12. 08. 2006 13:52

PCShogun
*Blows off dust and places back on shelf*

  • Re : Torpedo dodging, Dance with Death V1.1 - revised

    10. 25. 2006 15:04

LET0
nice guide.

Couple additions:

1) when u see a TW, he cannot shoot at u if u run away and u are not super close. Putting
torps down a ships arse is IMPOSIBLE.

2) high lvl jap ppl have better torps than low lvl ( duh) thus be much more aware of high
lvls.

3) ALWAYS count how many torp voleys a TW launches at u, so that if u avoid them all, you
can be nice and confortable that you can get close and blow them up. Count the voleys and
be familiar with how many torp launchers each ship has.

4) go try TW for yourself for 1 week, after that you will not be hurt by torps anymore,
since you know most of the tricks, that;s what i did.

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