For those of you who say subs are overpowered leave right now. I have been using a H-type for 8 lvls now. I have only sunk one BB, not once have I experienced the fabled 5k credit per match or the 14k exp take per match. Most of my battles consist of crawling across the map and hoping nobody takes it upon themselves to kill me before I hit my targets. You may accuse me of lacking skill but never the less I have some advice you fellow submariners may find useful.
Firstly: You get (un)lucky. Due to the mechanic whereby torpedos end up going under ships there will be many times when you miss a vital shot that costs you the game. You can't help it, it happens. Similarly sometimes enemy subs may miss you because of this.
Okay lets begin with some general rules. 1. Stay Surfaced whenever possbile, if you arn't in danger surface, you need to conserve your air for the times it is vital you stay submerged. 2. Dodge torps as much as possible rather than going to crush depth. Use crush depth only when absolutly necessary. Recovering from crush diving wastes time, air and hit points. Although you should still go to crush depth if you arn't 100% sure you can dodge. 3. Don't chase targets. If your target is running away from you don't bother. Almost everything is faster than you and your torps have short range. You'll only end up running our of air and surface to be shot at. If you're a KM SS2 you may be able to chase some targets as you're quite fast but everyone else shouldn't. 4. Engage at maximum range where possible. Learn to gauge how far your torps travel before blowing up. This is to mitigate torps going under a ship as they will still do splash damage. 5. Beware of torp bombers. Aircraft usually have bigger fish to fry but sometimes torp bombers will attack you on a whim. 6. Use gradual shooting, and don't use more torps than you think is necessary. Many times I've had the perfect shot lined up only to be stuck waiting for my torps to reload. Keep one shot in the tube just in case. 7. Do not weaken your torpman or planesman. SS1s generally can't carry full strength crew after a few lvls, however you must keep your planesman and torpman at full strength to maximize air use and minimize torps going under targets. 8. Fools rush in. Always try to advance behind the DDs and cruisers on your team. They'll usually run ahead of you and reveal torpwalls in advance, maybe even take a few for you. The early battle is the most dangerous time for a sub as it has the most potential threats to a sub. By mid to late battle most of the enemy subs, torpwaller, and sub hunters will be dead. 9. Use torps with care, catching friendlys in the explosion will dent your exp gain. Even if you hit the enemy cleanly. 10. It gets better. Starting an SS1 is a lame experince, your air refills at a crawl and torps go under almost constantly. As your planesman and torpman lvl up though these problems lessen.
Dealing with a submarine's greastest enemies. Other Submarines: I hate enemy subs and try to avoid them where possible, mainly because engaging them is such a pain and wastes alot of time. This is the technique I use when I fight them.
If I spot the sub far off I dive if I'm not already dived and fire one slow torpedo, hopefully this will force the guy to screw up his aim trying to evade or force him to critical dive. As I close in I fire another torp on fast mode again to freak him out or force critical dive. If he's still alive he'll be firing back, dodge if you can only critical dive if absolutly necessary. If you find that death is immient let off all your torps maybe you can take him with you. If you can force the enemy to critical dive first then just park yourself at a comfortable distance facing him and shoot him the moment he comes out of the dive. This is why you should keep at least one torp in reserve, two is better in case the first one goes under. If you find yourself critical dived with the enemy waiting for you, spam the f key as you rise. Sometimes you can get control back immediatly if you're lucky.
Anti-Sub Ships: These guys are DDs and CLs equipped with Depth Charges and they are quite dangerous. Normally the only indication you'll have that they arn't just another DD looking for a scrap is that they will come straight for you. Though some are nice enough to dispaly it in their names.
If you see a sub-hunter coming for you, you'll usaully only have one chance to take him down. Line up your shot carefully and let rip. If you let him close he will stay on top of you and start dropping depth charges. At this point you're screwed. You can surface to reduce the depth charge damage (don't crit dive you won't make it in time.) but if he's smart he'll constanly out maneuver you and you'll never get to take another shot at him. Subs can't win a turning battle against DDs, once they close they'll just spam depth charges till you die.
If this happens to you your only hope is that: 1. Someone else kills the anti-sub ship. 2. He kills himself with his own depth charges before he kills you. 3. He runs out of depth charges. 4. You can poke him to death with ur deck gun (if U have one)
Torp Wallers Torp Wallers are a massive annoyance. Kill them on sight. Torp Wallers don't actively try to kill you as most don't carry sonar, they just spam torpedos in your general direction making it hard to move. I once lost over half my hit points critical diving to avoid a kitas constant torp spamming. (As soon as he stopped I came up and sunk him.)
If you can avoid the above dangers chances are you can make it to the enemy lines and begin stalking BBs.
I wish all of you SS aptains Good luck on the glamorous yet perilous path of the submariner.
|