From The Depths

From The Depths

From the Depths workshop
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Defeating large torpedos is impossible?
I just finished up building a 100k resource submarine. Began battle testing it and it works fine, except that it gets obliterated by large(3x3) torpedos. I've spent hours trying to find any means of dealing with these torpedos, anti-torpedo-torpedos, sonar decoys, etc. but NOTHING can stop them from swooping in and blowing up my sub.
Out of frustration, I tried putting missile interceptors on MY main anti-ship torpedos. It took TWO, ten-meter, medium torpedos packed with explosives, to hit & destroy ONE enemy 3m torpedo. I also covered my sub in sonar decoys, firing maybe, 3 decoys per second, but the enemy torpedos just completely ignore the 20 decoys and go straight for my sub.

TL;DR: Is there any convenient way to counter to 3m torpedos other than some outrageous turret? I'm trying to keep a sleek design to my sub.

Link to my submarine, I tested it against DWG Kraken: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2354146274
(It's not fully complete yet)
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Showing 1-12 of 12 comments
Rufus Shinra 21 8 Jan, 2021 @ 12:21am 
You need to understand how decoys work.

A) Look at the sonar signature of your submarine, middle button, eye icon, sonar icon.
B) Make a sonar decoy and check its signal value.
C) When a torpedo will attack, it will detect your submarine and your decoy and will apply modifiers to signals:
To all signals:
* The further distance the source is, the smaller the final value of the signal will be.
* The larger angle to the torpedo bearing the source is, the smaller the final value of the signal will be.
To decoys only:
* A random modifier will be added to the decoy's value, reducing it to somewhere between its original value and a tenth of it.
* If the torpedo has a signal analyzer, the signal will be reduced at least 2,5 times, and up to 25 times.

So to successfully spoof a torpedo, you need a decoy whose final value after distance, angle and decoy malus modifiers is superior to your sub's final value after distance and angle modifiers. And even if the torpedo is spoofed, once it has gone past the decoy that attracted it, it will once again look for targets, so if your submarine is in its axis, the problem starts anew.

And that is for sonar-guided torpedoes. For other forms of guidance such as remote, the problem is different.

But guess what? The problem can be solved if you know the parameters and the rules, which I just gave you. I know I did.

EDIT: oh, and your submarine is decent-looking.

EDIT 2: to show what I mean:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2354216778

You can see in this picture a huge-sized torpedo with sonar seeker AND signal processor being successfully neutralized by a <50 k resource submarine despite the enemy torpedo launcher literally costing more than the entire submarine.
Last edited by Rufus Shinra; 8 Jan, 2021 @ 12:38am
Ah, wonderful. I've gotten a decoy system working now, with help from your insight. What I did not realize was how much the sonar signature differed from the front compared to the sides, I adjusted my AI to always have my sub facing the enemy and the torpedos fly right past me!
Rufus Shinra 21 8 Jan, 2021 @ 2:12pm 
Originally posted by garloid enthusiast:
Ah, wonderful. I've gotten a decoy system working now, with help from your insight. What I did not realize was how much the sonar signature differed from the front compared to the sides, I adjusted my AI to always have my sub facing the enemy and the torpedos fly right past me!
There you go! As long as you keep track of these parameters and play a bit with guidance and other options, you can do wonderful things with decoys. See the black line top-left of the picture in my previous post? It's a harpoon wire, towing a large decoy behind the boat, which is one of the many things you can do with decoys.
Laigon ♥ 23 9 Jan, 2021 @ 1:55pm 
Towing also works with missile decoys, give it enough fuel and one can stay it the air for ages, like a little decoy kite.
Sedrido 27 22 Jan, 2021 @ 8:26pm 
Originally posted by Laigon ♥:
Towing also works with missile decoys, give it enough fuel and one can stay it the air for ages, like a little decoy kite.
one example of this is the tyr
BlackTemplar 3 10 Feb, 2021 @ 9:10pm 
Small craft are getting harder and harder to make. The story mode and adventure mode uses all the tech of the game at 1 point or another. Its time to think bigger. Last year we could all get by with 5k block builds to maximize resource gains in the story/adventure. Today.. Not so much.
The trick a torp system is awesome. Dont get me wrong i use it to. But its weak against higher end processing ships and useless against laser guidance.
Luckily the Story and Adventure just use weak Remote systems and basic Torp guidance. But im sure as soon as they see this post it will change.

Your best bet is intercept systems. You can keep the sleekness with side top and bottom launched Small torp Intercepts. Intercept,exp,exp,exp,exp,One turn,fuel,fins,torp thruster at max power.
Have 4 facing up down right and left and youll easily deal with Kraken. Youll even deal with the Onyx watch Torps. (There bigger) The ammo cost is kinda low but it is still an extra cost.

Now i looked at yer sub. Awesome layout. Fatten her up a few meters and give her Large torps and keep the Vertical Launchers. That plus the Intercepts and the system they talked about above... and.... Youll have an awesome Story mode vessel. itll serve you well against Onyx Flyers Talons DWG and possibly into the middle of the map SS area. The Twin guard, Lightning Hoods and Scarlets.... Youll need shields to stop there hyped up lasers. But with all the water they need to shoot through. You wont need much for shields.
Polaras 17 Feb, 2021 @ 2:46pm 
Originally posted by blacktemplar:
Your best bet is intercept systems. You can keep the sleekness with side top and bottom launched Small torp Intercepts. Intercept,exp,exp,exp,exp,One turn,fuel,fins,torp thruster at max power.

I love how wiki says HE does not buff the interceptor damage potential vs missiles.
Is the wiki really that out of date, or is it correct?
Rufus Shinra 21 17 Feb, 2021 @ 3:10pm 
Originally posted by Polaras:
Originally posted by blacktemplar:
Your best bet is intercept systems. You can keep the sleekness with side top and bottom launched Small torp Intercepts. Intercept,exp,exp,exp,exp,One turn,fuel,fins,torp thruster at max power.

I love how wiki says HE does not buff the interceptor damage potential vs missiles.
Is the wiki really that out of date, or is it correct?
HE modules on missiles won't add damage in interceptor potential, period. If you want to check, simply set up a platform with a normal interceptor and one with explosive-filled interceptors, then load it under, say, DWG control and fire a single missile at it. Track the missile via the projectile camera and you'll see the missile's HP going down the same way for each missile.

EDIT: I just tested it, and I can confirm that putting explosives on an interceptor missile is a complete waste of resources. They don't do any damage to the target missile, make your launcher more expensive and your missile both less agile and slower. On a general note, try to ignore the "advice" of this guy (I've put him on ignore so his messages do not show, but I saw that you quoted him), he has pretty much zero clue of the game mechanics beyond the very basics and tries to speak as if he knew his stuff, which leads to some players here getting very bad advice.

For most roles, the interceptor missile will be a thruster, a fins module, a fuel tank and an interceptor head, that will give you the most bang for your buck. If you want to do something more elaborate such as an area defence system or protect yourself against tough and slow missiles, you might want to get longer missiles, ideally carrying a cluster container filled with interceptor missiles themselves or just a longer-ranged interceptor, the idea being that with a long-range interceptor, you can get several shots on the missile en route to your ship while the optimum mini-interceptor might only get one shot, which can lead to it being overwhelmed or focusing on only a part of the enemy salvo.
Last edited by Rufus Shinra; 17 Feb, 2021 @ 3:31pm
Sedrido 27 17 Feb, 2021 @ 9:49pm 
i like using interceptors with secondary torp props it acts ad a regulator and allows the interceptor to be multipurpose in exchange for raw speed
Rufus Shinra 21 18 Feb, 2021 @ 1:55am 
Originally posted by T h e B e a n s m i t h:
i like using interceptors with secondary torp props it acts ad a regulator and allows the interceptor to be multipurpose in exchange for raw speed
Yes, it can save you some ressources in terms of having a single universal interceptor battery, which is a decent thing to have, albeit for most situations, a regulator isn't really going to be useful on its own unless you add more fuel and, at this point, it feels more lke you have a specialized long-range interceptor. But, indeed, the universal interceptor design is potentially useful if you want to have a single battery, though it will have an inherent weakness, in that the inner defensive volume will be penalized: if you have your single battery under water, it'll defend properly against torpedoes at all range, but missiles coming in too close will not be interceptable in time, and same for the other side around, so it's a trade-off, I suppose, particularly for smaller ships.
Sedrido 27 18 Feb, 2021 @ 10:35pm 
i have a battery underwater and 2 batteries above water aswell as lams and i didnt add a regulator adding a torp propeller acts as its own regulator and because of the inherent faster speed of thrusters they stop torpedos at a very long range because they reach the target area using thrusters and plunge into the water with the propeller and with the right delay settings on things that minimum range isint super bad maybe 20m from the ship where the lams come into play
Sedrido 27 18 Feb, 2021 @ 10:36pm 
these are 2 block small interceptors aswell
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