Force players to shift ship options to find the subs. They slow games down, replace higher value targets with lower value targets reducing total scores. ![]() If you as a battleship find yourself being targetted by subs then stick close to the DDs and CLs for protection, that is their evident job afterall.įirst, I have no desire to play subs. I've had plenty of games in subs, one in which I was in the 2501 where I was attempting to contest the B cap, got spotted by the Sherman, as was quite evidently tailed right above me by it in which it proceeded to drop it's 32 depth charges down on me until I died. Submarines are still a new concept just as CVs once were that are going to require players to adapt to these conditions and circumstances to properly counter these submarines. I can tell you first hand that if you get spotted, prepare for the depth charges because they won't stop dropping until next sunrise. ![]() Therefore that runs the risk of being spotted and as a submarine well. I made a video a long time back which explains the mechanics the homing torps use.Īs a battleship, assuming your staying relatively close to other ships to include a destroyer, any proper sub player is going to get up close and in person, just as I do when I play subs because it's a lot easier to hit something when you're close to it. Their homing ability stops at a far distant away from the ship, so there really does tend to be a lot you can do to mitigate outside of being caught flat-footed and broadside. You shouldn't feel overly threatened by submarine torpedoes in a battleship. Even those that have played them, such as I have, testing them out and understanding their function. Most people I see aren't happy with them, specifically for the reasons I've brought up. But they're still far overpowered for what their intent is. Yes, they're easy to sink if they make a mistake and quite a few of them do. That way people can still play them as is, but they won't ruin random battles as they are doing right now. My other suggestion would be simply add in another type of battle that includes submarines, and keep them out of randoms. Though, again, I think the better option would be remove the homing aspect, because it's heavily unbalanced right now. Maybe, also, make it so if you miss your second ping, the first ping breaks and the torpedoes stop homing, and you're unable to ping the same target again for say. You've basically given them a torpedo machine gun. Pretty significant on ships that may have 30k health. I would suggest dropping the damage down to CV rates or somewhere close. 12k damage on 4 torps that reload every 55 seconds which home in on you in such a way its nearly impossible to dodge. If that's not an acceptable choice, then I would suggest drastically lowering the damage each torpedo can do. There is no balance there, and unless it's removed, or a similar aspect is given to every other class of ship, then there can be no balance. It's a 99% guaranteed attack in a game that's based around RNG, so unless you're going to give every other ship a ping to allow their guns to be perfectly accurate for the same amount of time those torpedoes are, you're giving submarines a distinct advantage over every other ship in the game. As a submarine captain, sure, this is great, but it feels cheap, and as the captain on the receiving end, you feel bullied, and don't enjoy the game by being attacked by something you have zero chance of dodging. As a Kurfurst or Yamato, it's nearly impossible to dodge submarine torpedoes if you've been pinged. ![]() As it is, even quick rudder, fast turning cruisers have problems dodging the torpedoes, let alone the cumbersome battleships. This would make submarines play a bit more cautiously because pinging multiple ships could cause them to drain their battery enough that they are forced to surface in the middle of a group of enemies.Īnother suggestion would be to get rid of the homing aspect of their torpedoes. Or maybe make it so each time you ping, you use a specific percentage of your battery. 4 minutes is enough time to vanish from detection and sink several ships. They can stay hidden for far too long as it is. Raise the depletion of battery power by ten percent. Randoms: If you're going to keep submarines in randoms, I would suggest the following. I do have a few suggestions on them, and hope they would be taken into consideration, or at least looked through. Even if we 'adapt' to them as we have radar ships and cv's, they're still far too strong to toss into matches that either A: Matter such as ranked or clan battles. I personally think they are way too strong. After observing, and playing roughly 200 matches in them, submarines since they came back, I don't really see any reason to even include these types of ships, at least in randoms.
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