1. #1
    doug.d's Avatar Senior Member
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    Sure its gr8 to approach a convoy and send a fire-and-forget accoustic at the lead DD before moving in, or zap a DD coming up your exhaust, but generally they're frustrating me and costing me tonnage.

    When I come across a few lone merchants travelling under the required 12 kts and I only have accoustics left, they inveriably miss even from dead-cert firing positions. They don't seem to be able to pick up DD's in a storm either.

    Can't they just go straight and contact-detonate if they can't pick up a signal?!

    From now on I'll maybe carry 1 in tube 4 just in case, but I'm unloading the others. Rather take my chances with the DD's and load conventionals.

    Any tips to using them with better results on merchants?
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  2. #2
    Originally posted by doug.d:
    Sure its gr8 to approach a convoy and send a fire-and-forget accoustic at the lead DD before moving in, or zap a DD coming up your exhaust, but generally they're frustrating me and costing me tonnage.

    When I come across a few lone merchants travelling under the required 12 kts and I only have accoustics left, they inveriably miss even from dead-cert firing positions. They don't seem to be able to pick up DD's in a storm either.

    Can't they just go straight and contact-detonate if they can't pick up a signal?!

    From now on I'll maybe carry 1 in tube 4 just in case, but I'm unloading the others. Rather take my chances with the DD's and load conventionals.

    Any tips to using them with better results on merchants?
    well i suppose that they can be used as normal torpedoes... after a 400 hundred meters run they activate sound homing, but if the targets are slow well they should act like T II-T III torpedoes since there is no relevant sound...
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  3. #3
    I've had mine stalk ships doing 9 knots.
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  4. #4
    Doug, did you say something???? Your Avatar was very.... um..... distracting........
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  5. #5
    doug.d's Avatar Senior Member
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    ROFL Looks like to get any sensible answers out of you lot, I may have to start wearing a bra. You sailors have been at sea way too long.
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  6. #6
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  7. #7
    Accustic torps can be great but I suggest using and carrying them sparingly. My setup is to have one in the #4 tube at all times. All other tubes are loaded with T1's. Generally I go ahead and keep all accustics given to me but I only load them one at a time into that single tube. This makes taking out escorts or hunters easier but at the same time doesn't limit my ability to sink merchants reliably.
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  8. #8
    T1's all the way!

    Not much point firing a homing torp at an escort cause i find that 9/10 times it spots it and accelerates away! Torp then follows until it runs dry. Also the variable speed setting on the T1 is great!
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  9. #9
    doug.d's Avatar Senior Member
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    Originally posted by cuthy2k:
    T1's all the way!
    Yup, I'll think twice before wasting renown on uber-torps again. Why must you lose renown for torpedos anyway, do your peers see you as being a coward for using uber-torps?
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  10. #10
    It costs renown because there aren't many of them. They'd only give them to the most successful U-Boat Captains.

    As for using homing torpedoes...I don't usually have a problem. They do work like normal torpedos if they don't pick up a contact, but their minimum range is 400 m, not 300 m, and the game is too generous with them in that they seem to find targets moving much slower than the speed requirement. I also only use them with magnetic detonation (although I've used impact once, and it worked fine) because I'm not sure if the torpedo is going to hit the impact trigger since I anticipate it moving around.

    As for the DD spotting the acoustic torpedo...how? The things are electric and do not give off a way. I have had a 100% hit rate with any destroyer that is looking for me and my acoustic torpedoes.
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