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Frag Mine Torpedoes! From the Depths
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- Опубліковано 16 сер 2024
- Fraggin' torps...
Channel Membership: / @borderwise12
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Outro Music: Different Heaven: OMG: • Different Heaven - OMG...
Other music used:
Chris Haugen - Campfire Song
Chris Haugen - Ibiza Dream
Chris Haugen - Tupelo Train
Chris Haugen - Way Out West
Dan Lebowitz - Birds in Flight
Dan Lebowitz - Forgiven Fate
From the Depths on Steam: store.steampow...
I had nothing to do with the development of this game. All rights to From the Depths belong to Brilliant Skies Limited. Please do not upload this video elsewhere without my permission.
#FromTheDepths #Torpedoes
So I did a whoopsie and recorded this at a lower resolution and framerate than I meant to. Sorry about that. 😅
best weapon against all BOAT is torpedo in this game and even in real life !!!
All those fools with battleships with a single layer of metal beneath their huge monsterous turrets are now quivering in fear😁
Double hulls are just necessary also anyone with an ammo keel may cower as well
I was expecting a cluster torpedo dropping mines underneath a ship.
Same tbh!
Inverse are also good for tanks in land campaign, but require lua black magic to make the missile fly above the tank.
Reminds me of when I made a small single axis dual torpedo turret with the idea of making them cheap as a secondary weapons system.
Got a 5×5 square?
2 torpedoes to stub your toe on
So they are TOEpedos.
Set cone angle to 23, will punch a hole up into and sometimes through ships, adds a chance to hit vitals along side removing buoyancy
Under keel torpedoes are always entertaining. Large explosive ones are funny too because they can toss smaller ships in the air!
The most basic principle here is just "when making frag torpedoes, set an elevation offset upwards." There's more to it, but that's the main takeaway, which should be applied to all frag torpedoes unless they're specifically being used for sub hunting. I've been doing so for a long time.
The elevation offset option is vastly underused. Because torpedoes generally hit low down on or underneath the target, setting an elevation offset upwards is basically like narrowing the frag spread without losing any damage by centering your cone on the target a bit better. It brings more fragments to bear, and sends more of them into the squishy internal organs of the target instead of scraping along the side of the armor belt. Usually just a 10- to 15-degree offset is all you need, just a little advantage against most targets that doesn't really interfere too much with your damage if you're hitting a sub from above instead.
It's usually a good idea to do the same thing with airborne frag missiles, setting a small downwards elevation offset to plunge fragments through the deck better and not waste as many on the blue yonder. It's all about getting the most bang for your buck.
I even use the elivation offset for cram and aps frag shells and predetonate them like 5-10 meters away from the enemy ship and slightly downward. It really helps with some of those shells that would otherwise go right over the top of the enemy, now the shells explode over them and riddle the deck with fragments.
@@CatNibbles You do want to be careful about that though. It's a good thing to try sometimes, but it has downsides. For instance, if you do that with every gun you lose out on the potential kinetic damage from a direct hit, and instead of blasting all your fragments into a single spot to start with, potentially busting a hole in the deck and still having damage to tear up the insides with, you wind up doing a lot of spread out surface damage that doesn't really hurt anything critical.
Ups and downs.
Ive lost too many ships to torpedoes to neglect underside armour. Usually for my 1mill+ battleships, its a flat 2m metal or 1m metal 1m alloy, then a buoyancy chamber/airgap, and a final layer of metal on the outside sloped to form the hull. Over the citadel, another layer of HA and a layer of stone.
I am not a big builder, but I have a neck for designing specific hardcounterweapons. Those I came up tbu against Battleships as they are notoriously bad armoured on their Belly. Also 25° Cone and aiming for AI works wonders. And yes, I used them as Submarineweapons or launched from planes.
buoyancy to zero and float depth to -20m works way better for me plus they move faster on approach and slow down beneath the craft while fighting apn
Yea I tried this trick with -15m and it works decent well though smaller craft tend to avoid them pretty well just cause they don't sit under the water that well.
@@CatNibbles yes, it is more for ze chongus boiz and needed to be setup for slow and large targets but you can manage to hit vertically
This is exactly what I usually do.
Also couple of notes.
I suspect medium heat torps would work in a similar fashion
Firing the torps strait down can help them get under ships
Ai on ships are often low in the water so emp on the bottom can have a good chance to ai dead assuming a big enough jolt.
Large and huge HE torpedoes like that are also broken, since most people do not armour the keel and they are thus extremely effective at destroying engines or even AI deading a ship if you are lucky.
I cannot remember the exact numbers, but Explosives get a damage bonus while underwater if I remember correctly.
So under surface high explosive magnetic ‘barrels’ are great spammable threats.
No propellers or anything, just add a regulator in place.
I use HE mostly on medium and small torpedoes to get them that extra damage bonus but frag is just so nice because with HE a lot of the potential damage goes back out into the water and it's reach into the ship isn't that great, usually only tearing away the armor, where as frag digs deep into the ship on the first hit usually killing at least something important.
@@CatNibbles Yup. Only anecdotal evidence but I find explosive works best for small+med torps, and frag for large + huge
Imma steal these for my torpedo boats given their current load out is kinda weak.
(Edit) these torps work very similar to modern torpedos that go under your ship detonate and break your keel causing the ship to fold in half under its own weight
These work, which places them light-years above the mk 14
Did the same thing with LUA-guided HEAT tordepoes. Made the hit the under side directly. Though sometimes the fly under the ship and spring out of the water on another side. Sometimes such torpedo makes this maneuver and hit the deck, lol.
I now really want to try cluster munitions with magnets and really small cones on the frags
They work well
and entertaining
I use HEAT Frag
And just swarm the underside or deck of a ship
I was playing with that a couple of weeks ago. It works. Huge missiles can carry a load of small missiles with entertaining results.
Stop apologizing for spending extra time watching things get shot and/or blown up! Watching ships explode is my favorite part of these videos (especially when it's faction craft doing ridiculous and dumb things to your ships
This is no match to my Lua guided heat torpedos that come straight from beneath, but pretty cool anyways. Maybe launching them down instead of forward is better
Biggest problem I find with that is they hit the bottom then run off in all directions
imagine not using spaced armor
From the title I expected torpedoes that deploy magnetic mine sub-missiles.
Sometimes i wish i had a good PC so i actually get good frames and dont have to play on the lowest settings. I sometimes just forget how good this game looks :)
I've got a decently high end computer and I still have to run the game on low because its a simulation game. Those games will always lag when you get larger battles.
How about a Huge torpedo loaded with Large magnetic frag mines? Would that work in similar way?
Not really? The frags wouldn't have the same penetration power.
Although it would be hilarious, cool and fun, though. 😁
I have an interesting idea
Reverse Depth charges
Basically Magnet mines launched from a sub under the enemy ship
That's the start of probably a good third of my adventure runs xD
Hey borderwise, i had an idea i was trying to make happen but just couldnt quite pull off, and i figured i'd post about it here in case you wanted to try and make it work: Use seperator blocks to create a big rocket system which fires nukes. So far the main problem has been keeping the AI maneuver routines of the projectiles as they seperate, but i figure someone could find a way around this? idk just putting it out there.
Thanks for this borderwise. Was trying to do this for sometime. Couldnt quite nail them having the turn rate but I'm so going to retrofit these on my last battleship
You're welcome! 😁
Have you tried this with frag cram round? I played around with it with a narrow frag angle and a negative offset, it hits the deck and pokes a hole right through the ship
I haven't! I should look into that.
Thanks, I love them ❤
Cheers, and you're welcome! 😁
For some reason I find this mildly disappointing. Mostly due to once you start getting into large missiles with massive numbers, well, anything works as long as it hits. A thought for giving the Torpedoes more depth however, rather than having them launch sideways, would launching them vertically downwards, delayed start on the thrusters and having a one-turn module give better results? Granted this would deff limit it's usefulness in shallow water but who plays there anyway? >_>
I tend to give them a depth to aim for instead of negative buoyancy, especially if you have apn guidance or something, as also evidenced by this video, with negative buoyancy the torps tend to not actually stay very deep and mostly still arrive at a really shallow angle