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  • New Submarine Feature

    04. 17. 2011 16:16

CLONE155
It seems like everyone that has an ss whines about it. This is for good cause, because in
an ss you can either do a lot of attack then die, or you can hold back and not do much
attack and don't die. The reason for this is because the "air supply" feature that NF has
put in. I understand that if subs did not have a limited amount of dive time, then they
would be uber and ruin the game. But it's still frustrating to go 22kts barely catching
anything, and as soon as you get in a good position, you run out of air. I have a request
on how to even it up a little.

Add a new feature. Submarines can semi-surface to collect air, but they cannot move. While
semi-surfaced, their dot does not appear on radar, but are visible, kinda like how
friendly mines appear. While they are semi-surfaced, you can see the very top of the ss,
and they are vulnerable to shells AND hhs/dcs.

I think if NF added this feature, there wouldn't be so many ss whines, and it really
wouldn't affect game play much, because a trained eye can detect the ss and take him out.
What do you guys think?
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  • Re : New Submarine Feature

    04. 19. 2011 07:25

pablitoh
It would be fun to sue in ss1 and ss2, ss3 and ss4 dont need this, high level
plansman does the jobb is just a matter of skill to calculate your air and fast refil.

  • Re : New Submarine Feature

    04. 19. 2011 06:53

PictWarrior1
"While semi-surfaced, their dot does not appear on radar..."

In order to prevent a sub from hiding for two hours, perhaps adding just a bit more
realism like this: A sub's snorkel was visible on radar at short ranges but was often
intermittent since waves would hide it and then reveal it and so on...

So when a sub is snorkeling at 3 kts or less, his snorkel would cause a dot that
would blink on for a second every 10 seconds or so. This way he could snorkel for a
minute to get air (stupid anyway, see my post about switching to battery) and his
radar dot would only blink on a few times at intervals.

Anyway, the entire idea of a sub relying on air time is complete BS. Subs could go
days in between air purges. The only reason they ever really surfaced for air was to
swap out stale air. It was still breathable, it was just old and musty or might have
been contaminated by salt on the batteries. Oh, subs didn't use their snorkel for
crew air anyway. Snorkels were used to collect air so that they could run their
diesel engines and recharge their batteries.

Please see my post concerning switching NF subs from air dependency to a battery
system.

  • Re : New Submarine Feature

    04. 19. 2011 04:27

free3play
Heres a suggestion: Try changing your play style, I used to love playing the SS1-2, as
they are great ASW platforms. Killing 2-3 SS4s in SS2, (when your exp is shared anyways)
is a real benifit to your team.

  • Re : New Submarine Feature

    04. 18. 2011 22:54

Davidfz7
I Agree with buffing sub air time, as it is unless you have ss3-4 you just have air to get
over to the enemy line (maybe) and shoot a torp or too, then get blasted by BBs when you
run out of air. Sure some BBs would squawk if we buffed ss air time, but I say they
should just get over it, tough luck. BBs dominate the game anyway, I would like to see
them get a taste of there own medicine more of the time.

  • Re : New Submarine Feature

    04. 18. 2011 14:15

ozzy0
ever hear of a apa
it is a ship u use to take tile's when the defending fleet still
has sub or ships left just run it over to the west border and its
a instand win

as for the harbor tile it self shell the habor and win
not even a sub whith all the air in the world wil hold the harbor then

  • Re : New Submarine Feature

    04. 18. 2011 12:22

richardphat
My suggestion, just don't put too much effort in thinking and coming to a solution. SDE don't
bother reading the suggestion forum anymore.

I am saying this for your good. There are also plenty of awesome idea, and few of them ever
make it to SDE.
Unless you want to give a try, I wish you luck.

  • Re : New Submarine Feature

    04. 18. 2011 10:56

CLONE155
That's a good point. An SS hiding during HA could stall the game and just hide the whole
time. I'll have to think over this to come up with a solution. We can't ask that the other
side just look for the last SS, because if he has the snorkel, he could hide in a cloud or
something, then when he has full air, go hunting. Or worse, just stay hidden in the cloud.
The only solution i can see right now is either make the SS snorkel appear on radar during
HA, or not allow subs into HA..

  • Re : New Submarine Feature

    04. 18. 2011 10:17

richardphat
Because it would be abusing and ruining the purpouse of Attacking fleet.
Attacking fleet can't win a tile, as long as there is 1 ennemy left, and the counter last 2
hours, not 15 minutes.

  • Re : New Submarine Feature

    04. 18. 2011 10:15

silentsubusa
Well, heres the problem with subs as we know it. they have too much reload. I propose
this solution:

quadruple reload time for all subs.

double air time, OR the snorkel =)

  • Re : New Submarine Feature

    04. 18. 2011 10:08

CLONE155
Forgive my noobness, but how would this cause a negative affect on HA?
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