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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.
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.
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?
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.