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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

    04. 11. 2006 08:40

Enos
lol with my somers I outran 4 torp walls from a kita... and then 1 lone torp hit me and
killed me lol... it was pretty lame

  • Re : Torpedo dodging, Dance with Death

    04. 11. 2006 04:40

demonfromhel
This guide is awsome

  • Re : Torpedo dodging, Dance with Death

    04. 11. 2006 01:41

D0ct3r

And i really don't think you can teach torp tacts cause when they start to battle they
will prob forget all about this post.
but it is still a great post

  • Re : Torpedo dodging, Dance with Death

    04. 10. 2006 17:33

Menace1
"most CAs can outrun kita torp walls on overheat." well aparently u never met my NO. it is
the slowest ship on the sea, cept the nevada. it does 25/32...... it will NOT outrun a
kita torp wall. trust me, i tried.

  • Re : Torpedo dodging, Dance with Death

    04. 10. 2006 17:18

M1Garand8
Nice guide.

Torps from Kitas are easy to dodge, they're normally slow and even a CA with
overheating can outrun it

  • Re : Torpedo dodging, Dance with Death

    04. 10. 2006 16:42

StrikeFreedm
Nice one.

Another thing is to not listen for the warning "torpedo in site" then start dodging. It
could mean anything or anywhere. Friendly torps? Enemy Torps? Torps that are
heading in god know what direction? And because of the ususal glitch it may not
even come up when a torp is like 2 cms close to you (screen lenght) Somethings
torps tend to dissapear then reappear so watch from afar instead of your own
range. Also stay out of the cloud cover when the battle comes into a big heat,
cause with bombs flying, and chaos, trops are hard to notice or spot under clouds.

  • Re : Torpedo dodging, Dance with Death

    04. 10. 2006 02:07

PLAGUE_ANGEL
nice guide, but a TW from a kita, is hard to dodge because of the amount of torps ...

  • Re : Torpedo dodging, Dance with Death

    04. 09. 2006 21:03

ktrugani
Also, if there is absolutely no chance you are going to survive a trop attack, try and
take out as many of them as possible to reduce the threat to teammates that are behind
you. I've definitely done this with my atlanta a couple times... still not used to the
larger ship + slower maneuvering than a DD

  • Re : Torpedo dodging, Dance with Death

    04. 09. 2006 20:22

hardkill
S!
And this works if your BO sees the torps. I have two BO over level 50 and many
times they don't see the torps till they are right upon me, not sure why that is.

  • Re : Torpedo dodging, Dance with Death

    04. 09. 2006 19:34

jayleew
Good job, good tips. 2 more things:

1. Pay attention to the type of torp. If the torp leaves a long trail, it is a shorter
range torp. If the torp leaves a short trail, it is a longer range torp. Depending on
where the point of origin, you may be able to make a better call by estimating the
range of the torp by its tail and its speed.

2. Use the 3D zoom out. F11 enables this feature, along with the mouse wheel.
When you zoom all the way out, you will be able to see some torps sometimes
before the alert is sounded. Or better than that, you won't be moving to avoid
torpedos just to hit another group that was off screen.
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