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Mission Impossible
Posted: Tue Mar 01, 2005 2:12 pm
by Tuna-Fish
Of course, now I am on mission 7.... I would really like to have my DE back
Why? Alliance is the second best ship in the game after Hood. Capable of bringing 6 5in guns to bear on one target, and 8 torpedo tubes all firing in the same direction, and the fastest non-torpedo boat around. That ship can definately be taken alone against 2 of anything else and still have decent odds, because it's so easy to outmanouver the opponent with it... I just love it.
Mission Impossible
Posted: Tue Mar 01, 2005 2:26 pm
by FatherRob
I dunno... I find the Alliance's turning radius to be quite insufficient, even on a pivot turn, and the torps are nearly useless because after running through the voice training sessions *twice* I can still only get the voice recognition to recognize my LAUNCH TUBE command about one time in four. By the time I get a torp spread out, I have generally been sunk.
Also, can someone tell me what the maximum effective range for a torpedo launched from my DD is?
Rob+
Mission Impossible
Posted: Wed Mar 02, 2005 4:14 am
by BaronKirkVonKirkbean
Try saying " FIRE TUBE" instead ....I always do.
As to effectiveness ;;;
I like if possible to fire from tactical view , and then with visual ,
Did you know, it is possible to use space bar to fire ? : and say " zoom in/out that way too .
Otherwise it depends I think , on factors like speed of enemy ( sometimes reduced because of damage ) , and the heading . You can alternate , checking speed. distance and heading changes of enemy , plus sometimes use " Engage target" to know exact range and bearing , alterations of course etc .
Most effective I find this visual targetting thru scope whether below or on surface .
You got thru one of the most difficult with the 4 subs in 1 minute . !
Remember to set to zero depth and max speed of torpedoes .
Mission Impossible
Posted: Sun Mar 06, 2005 11:20 pm
by Halsey
Ok, here is how I did it:
First you must remember that a sub will run out of air after being submerged.
If you can sink the first 3 befor they submerge, good, dont worry about the one that is able to dive to safety. After the remaining subs go under lead the DE's on a chase, you can easely stay out of their gun range, (but remember to keep an eye on the position of the sub) keep running circles around the DE's until the target surfaces again. Once he does, you are free to sink him at will.
the 1 minute timer means nothing if you are willing to wait
Mission Impossible
Posted: Mon Mar 07, 2005 9:51 pm
by Kaje
Also, can someone tell me what the maximum effective range for a torpedo launched from my DD is?
It depends on the speed you have them set to. As long as you don't have V1.0, you can look in the lower right corner and hit "B" (I think), this lets you set dif torps at dif speeds and angles... a submariner's best friend below 20m, but a surface ship can do the same:
Pick your angle, depth, and speed/distance. (To answer your question, speed and distance are related. KT is knots, speed, and M is meters... by moving the dial, you'll see the faster it goes, the less range it has before running out of propulsion and sinking to the bottom)
Click a light above a torp tube to set that tube to that setting. Click the now red light to stop changing that tube.
You can do the other thing for the rest of your tubes, make sure you turn off the light each time so you don't set your previous torp to fire with the same settings as your current.
Click the green lights to fire, or the voice command "Fire Tube" works as well, say it lots of times to fire your whole spread...
Hope that helped... prolly a bit too much info, but oh well.