Anti-torpedo zones around spawns ? (Enduring Confrontation)

It seems that there is a sort of “zone” around spawns and ports on some enduring confrontation maps that just prevent the use of torpedoes by destroying them in a few seconds. This is extremely annoying on Dover since the entire coastline on both sides just destroys torpedoes.

Can this be confirmed and either explained or indicated by a zone on the map ? I just spent 35 minutes trying to torpedo a bunch of cruisers capping our spawns, but all my torpedoes got destroyed the moment I launched them because I was in my own spawn.

If this mechanic is intentional it’s utterly pointless (unless it’s some sort of anti-spawn camping mechanic ? spawn protection could already do that), if it isn’t it then it needs to be fixed because it makes killing heavy ships in spawn impossible, you spawn in a torpedo boat and everything you throw blows up.

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Welcome to the invisible torpedo nets of EC, they’ve been in game for much of EC lifetime.

You basically need to be within 300 metres to sink a vessel with torpedoes or else they get all eaten up be it friend or foe alike, especially diabolical if you’re engaging an extremely strong ship at very short range (personal example, the Battleship Scharnhorst as I pushed a spawn that couldn’t counter me with anything they threw at me wahahahahahaha, the king of the seas for four years strong).

I personally wish torpedo nets were player laid vs being how it’s currently & would give us a new teamplay dynamic with new specialist vessels added (Bar class Boom Defence vessel when?).

Still, there’s at least another counter not blocked by this annoying mechanic & those are ROCKETS!!! an they depending on type can be devastating to ship within that zone. Also could count missiles in this case like a Ki-148 AShM.

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So I’m not crazy then… it’s so confusing when nothing visually explains why the torpedoes are randomly blowing up.

I hope we get at least proper indicators or an option to place them ourselves.

Thanks for the details

aha, and then they will live for 15 minutes max as laid mines do now, lol

In a gamemode where you can sit for 2 hours easilly.

That’s another thing that should be fixed with EC to be fair

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The torpedo nets are roughly around each port around the area where you can cap the port as soon as you are “on the cap”. Roughly around that area theres one torpedo net somewhat shaped like a circle (at least thats what it feels like in numerous attempts of sailing out of the nets and sending torpedoes sideways, but they still exploded because on some caps the nets protrude outwards.)

No torpedoes go out and none go in. Which i think is why they were added in the first place. So you can’t spam torpedoes into one teams spawn. But that causes the problem youre describing of ships just sitting inside. But well, in old ec you didnt try to cap ports in destroyers anyways unless you were incredibly ballsy and fine with possibly wasting 45 min should anyone spawn there. Now that its +/-1.0 i dont see why you should be able to mass spam torpedoes into the enemy spawn?

A safe way to tell where the nets are is: the distance to the cap is exactly the distance where the nets are.Whether you are “on the Cap” aka inside the nets you can see with a greyish bracket around the corresponding cap on the top middle of your screen. On the Cap: Bracket, no distance to cap shown. Outside: distance to the cap (basically to the torpedo nets) shown and no bracket.

So, if you want to target a ship thats inside the nets from outside (his distance bigger than shown distance to cap, and that ship is not moving to possibly be outside the nets on impact its pointless to launch. Equally its pointless to launch torps right after spawning when youre on the cap and the enemies way outside (bracket around the corresponding cap visible). On any port you will need to sail a certain distance before you can send your torps towards the advancing enemy fleet. Which is fine imo, otherwise anyone could infinitely spawn a shimakaze and spam torps right after across half the map, die or j and repeat. Sail till the bracket disappears and a distance towards the cap is shown, but if you send perpendicular they might still get caught by the somewhat circular shaped nets. Straight away from the cap works.

So if a cruiser is sitting, capping my port and I spawn in the next one, I can’t torpedo him ever ? Amazing.

You mean you spawn in the port about 10 km next to it? what will a torpedo do for you in that situation? Even the fastest ones, Type 93 Long lances travel at 91 kph and take 5 to 10 minutes to get there. By then he will have capped. Just shoot him? Or spawn on the port hes trying to cap?

Its still better than having the attacking spawns 10 km from the enemy ports out in the open sea and being able to send endless rows of torpedoes into their port and out towars the enemy teams sea spawn

at 4.3-4.7 japan I don’t have any viable option to kill a cruiser other than torpedoes. I essentially have to either be right on top of the enemy or wait for them to kindly exit the cap circle to kill them.

EDIT: still, regardless of that, we should have some amount of ingame info telling the player where the net is. Right now you just shoot torpedoes and they explode out of nowhere and yeah I know naval warfare I assumed it was a coastal net, but even then the net shape itself makes no sense too.

They have to be on the cap (inside the torpedo nets) to cap. Where you are if you want to defend you cap. So the moment they go inside they are vulnerable for everyone spawning on it.

I mean it is garbo that they decided to remove the SP system it had in the past to enable everyone to spawn their best ship infinitely, but now ofc you gotta deal with the usual pointless full uptiers lockign you in a 2 hour match with enemies of which most can be in ships 1.0 higher than your best one. Thats why im nnot playing that trash anymore. Among other reasons.

But still…either they sit outside and harass you from outside the torpedo nets which is the actual problem. In that case youd need to get an ally with a viable ship to help you out if you dont want to infinitely get loopkilled. Or try to dash outside the nets to be able to launch at him. But to cap the port he needs to sail inside the nets. Or send his floatplane. And usually first they need to kill the ai destroyers/corvettes and coastal artillieries. In both cases hes vulnerable to you when you respawn as soon as hes inside.

Yeah i had that idea too in the past. It should be visible through some buoys or something similar, which i think should be necessary irl to keep the nets afloat? Would definitely help. The mechanic itself makes sense, even though, as you said can also cause problems. But im rather positive its still better having them than allowing infinite torp spams into and out of the ports (where youre also reloading the torps)

I believe on maps like Dover at least a line of nets following the coastline would make more sense as the issue is moreso spamming torpedoes from the spawn to the rest of the map and vice versa. Some people in fast cruisers definitely seem to abuse the current state of mechanics, and the lack of markers makes it just worse.