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Redeye Flight
Mar 26, 2010

God, I'm so tired. What the hell did I post last night?

OpenlyEvilJello posted:

[*]For ships with submerged tubes, keep in mind the firing arc of the tubes, which is not all that wide, and the fact that they can't be used above 20 kts. The speed limit might be a big issue for cruisers in 1906.[/list]

The speed limit is something I definitely didn't know. Is that listed anywhere?

That explains quite a bit.

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Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


The speed limit is only for larger ships with submerged tubes, destroyers shouldn't be effected (they are effected, however by the lovely range and lovely speed). The reason for the speed limit is the torpedoes are launched via an underwater, extending, aimable torpedo tube called a spoon. Going too fast with the spoon(s) extended would cause them to bend or break.


Tevery Best
Oct 11, 2013

Hewlo Furriend

OpenlyEvilJello posted:

[*]For ships with submerged tubes, keep in mind the firing arc of the tubes, which is not all that wide, and the fact that they can't be used above 20 kts. The speed limit might be a big issue for cruisers in 1906.[/list]

Manual says 25kts, actually? I don't actually have any ships larger than a destroyer capable of going that fast.

But yeah, the enemy is absolutely launching at me, they managed to gently caress up my cruiser last time. Meanwhile, my dudes seem extremely budget-conscious!!!

(Then again, I did Trafalgar their line at one point, so maybe I'm just not very good.)

OpenlyEvilJello
Dec 28, 2009

I could have sworn the speed limit for submerged tubes was 20 kts, but I can't find any reference to that right now. RTW 2 and 3 manuals both say 25, RTW 1 manual doesn't discuss as far as I saw, and Galaga Galaxian's old collection of "Fredrik tidbits" from the designer doesn't have any reference either. It might be an old reference from their forums ca. 2016, or I might just be getting senile.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


I don’t recall what the speed limit is either tbh. 20 does sound “right” though but I’m not sure. Maybe they changed it at some point. Or maybe that was an assumption everyone made based on historical info.

FrozenVent
May 1, 2009

The Boeing 737-200QC is the undisputed workhorse of the skies.

Galaga Galaxian posted:

The speed limit is only for larger ships with submerged tubes, destroyers shouldn't be effected (they are effected, however by the lovely range and lovely speed). The reason for the speed limit is the torpedoes are launched via an underwater, extending, aimable torpedo tube called a spoon. Going too fast with the spoon(s) extended would cause them to bend or break.




Jesus loving Christ that’s amazing.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

Tevery Best posted:

How do I use destroyers effectively in RTW3?

Keep in mind that "destroyer" was originally short for "torpedo boat destroyer." Their role as fleet torpedo boat and anti-sub escort came later. Early destroyers are going to be hard to use in an offensive context until the tech improves, unless you're Japan and managed a surprise attack. Either way, a good torpedo destroyer will have to be above all else fast - if you've only got a few knots worth of advantage on the enemy you can only crawl up slowly and get shot to pieces on approach, which makes the AI reluctant to charge in to begin with and frequently results in them being ineffective even if they do. I wouldn't swear to the exact numbers because it's been a while since I last played but I think you'd want at absolute bare minimum a six-knot differential between the speed of your destroyers and their target if you want them to attack effectively, and a ten-knot or higher differential is much better. If you're only faster by like two or three knots yeah your destroyers aren't going to do poo poo.

Also on that note, in 1906 or so torpedoes, especially on heavy ships, are kind of a death or glory gamble because in order to use them effectively you need to get into knife-fighting range where the ENEMY can also use them effectively and you're both catastrophically vulnerable to hits and it's hard as hell to maneuver out of danger. It's easier for a defender to use torpedoes to fend off an overly aggressive enemy (after all, a defender just has to wait for the enemy to approach while the attack needs to do the approaching and line up a run), but if you want to use early game torpedoes offensively you need a degree of suicidal aggression. I wouldn't personally base my predreadnought battle line around torpedo tactics unless you're specifically designing cheap, fast light torpedo cruisers to kamikaze their way into enemy battleship lines - and even then unless you have personal control of the division the AI is understandably reluctant to charge into likely death. That said it's not a bad idea to give your heavy ships a torpedo tube themselves if only to fend off the enemy trying to get cute, or take the occasional opportunistic swipe but it's probably best not to plan on using them much.

OpenlyEvilJello
Dec 28, 2009

Tomn posted:

unless you're Japan and managed a surprise attack

I once had an early-game surprise attack in which my destroyers all decided this was the appropriate time to actually lead their (motionless) targets. Zero hits. :negative:

Stairmaster
Jun 8, 2012

recent patches have added an event where if you aren't using more than 25% of your tonnage capacity for construction the shipyards will contract to maintain profitability...

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FrozenVent
May 1, 2009

The Boeing 737-200QC is the undisputed workhorse of the skies.
But condos didn’t get invented before like 1970!

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