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torpedo spamming


kineuhansen

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5 hours ago, slightlytreasonous said:

You can select an enemy ship and watch their reloads.  As soon as the torpedo reload starts, turn the ship around.

Proper precaution can easily negate the AI torpedo spam

they ought to remove that, it's cheaty in the max

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On 2/3/2022 at 11:13 AM, kineuhansen said:

would like to see some fix to ai torpedo spamming worst part of these torpedo they are from cruisers and i have lost a few ships to those torpedo cruisers

 

If Torpedo is a good weapon, and player can (and should use it/spam it) then AI being far worse then player should use torpedo, especialy early on. If you are loosing ships to torpedoes then well thats good, it is war and if you make mistake or AI is playing well you should be loosing ships.

 

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In my opinion AI design needs a rework. Historically, ships did not carry the amount of torpedoes we are seeing in game. Also I believe torpedo spotting needs reworked to be less effective. The trade off could be a whopping 40% or higher depending on what it was historically torpedo failure rate (Duds). 

 

 

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41 minutes ago, crp1985 said:

In my opinion AI design needs a rework. Historically, ships did not carry the amount of torpedoes we are seeing in game. Also I believe torpedo spotting needs reworked to be less effective. The trade off could be a whopping 40% or higher depending on what it was historically torpedo failure rate (Duds). 

 

 

best way to change the amount they carry is to base torpedo's on industrial abilitiy. Counties didn't spam torpedo's because even during WW2 America could only pump out about 1,100 a month, seeing the torpedo spam in game I find it hard to think in 1890 or 1900 anyone has the industrial capacity to create so many torpedo's. They where limited use, expensive weapons. We should have a slider same as AI that controls how many torpedo's per month we can build and it comes out of our budget just like other things, and if we or the AI run out of torpedo's we are out kinda like crew

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I think this is one of the more essential compromises of the game unfortunately. Spammy, annoying, and unrealistic to be sure - but the AI torpedo strength is basically the only thing that the AI does well against the player (apart from running away!). In all games, AI's get significant boosts one way or another - it's just a universal computational reality at present. Maybe it doesn't have to be torpedoes, but the AI needs something boosted (eg, accuracy) to be able to have a chance. Either way, it'll be gamey and annoying, but essential in some form. A 30-40% cut in detonation chance sounds like a great solution though as it would improve realism while still ensuring the torps are a major threat, and you can’t just run through an enemy formation with your perked out battlecruiser.


And there are excellent ways to mitigate!


1. As folks have mentioned, the player gets a huge cheat in seeing when torps are launched, as well as their range- take immediate action accordingly
2. Design ships to meet the threat - anti torp, bulkheads, and other resistance boosting elements mitigate damage. By late years a torp hit is really not that bad. High end maneuverability perks are less important than resistance perks as long as you follow other tactics here.
3. When in torp range, keep your capital ships maneuvering in S bends - especially if you know torps are incoming. This does cost you accuracy.  Be very wary of running parallel to torp launching ships - this is when your ships are least maneuverable vs. incoming torps, and at the same time exposes you to the full field of an incoming torp spread. Obviously don't keep them in game set formation - they need to be detached and maneuvering independently.
4. Put destroyers and other maneuverable ships between cap ships and the enemy to screen - they will see torps first. They will also be targeted first, which is less of a problem given how maneuverable they are, and force the enemy to waste their precious torps. Seeing a column of 20 torps heading straight out to empty sea will make your day.
5. Torp equipped CA’s are most dangerous given how many they carry. Target them first. Target DD / TBs after, prioritizing the ones with the most remaining torps. If they’re empty, these ships are practically useless and to be targeted last.
6. Consider slowing speeds, especially for cap ships – slower speeds make ships more maneuverable (to often improbable degrees at very low speeds). At least, keep them at ‘full’ speed to also boost their gun accuracy.
7. As soon as you spot incoming torps, pause the game, look at all ships that could cross the torp path and start evasive maneuvers. Use the manual rudder to turn closest ships hard upstream or downstream from the incoming line of torps (this also disables anti-collision mechanics, which will otherwise sends ships straight into torp paths!) – use the green line curve to ensure the maneuver takes the ship out of the path. Heading into the origin direction of torps is best as it helps mitigate mistakes leading to rudder loss (they will likely hit the bow). If you’re careful, you can even run your ship between torpedoes – helpful in wide spread spam situations. If your ship path still crosses a torp path, that’s rough. Again, still try turning hard to avoid the full spread. Once you’re in the turn, click on the ‘reverse rudder’ – that may gain you a tiny margin at the cost of temporary engine paralysis (be sure to de-select the revers rudder soon after). And cross your fingers that the damage isn’t that bad...


Hope that helps!

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On 2/4/2022 at 2:14 PM, SlowTrot said:

Maybe it doesn't have to be torpedoes, but the AI needs something boosted (eg, accuracy) to be able to have a chance.

Bad AI ship design is causing accuracy to plummet. Not fixing weight offsets, too many guns, objects too far from the centerline, the design phase needs some more tweaking. Ultimately, the devs might want to consider allowing us to design the AI ships in campaign if we want to do so. 

 

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