First of we have many players whinning about SS being overpowered or SS whinning about ASW beign overpowered. I think that it's just not possible to balance things correctly based on how things are right now.
That's why I think SDE should introduce new features.
Untill now, no nation has a difference in damage for HH, Depth charge or speed on SS. SS are inmune against AP shells and have way too high submergence values. Instead Shells inflict some sort of multiplied damage compared to the damage they should really inflict.
If am not mistaken it's 400% bonus damage for 6" guns or smaller. 300% bonus damage for 7" guns to 9" guns and 200% for 10" guns or higher.
The reason behind this I think is to make it so smaller ships can also harm SS. So to further make SS more fragile.
SS: - Increase current bonus or multiplier damage for 6" guns or lower from 400%-->500%.
- Increase current bonus or multiplier damage for 7" to 9" guns from 300%-->400%.
- Increase current bonus or multiplier damage for 10" or higher from 200%-->300%.
- Introduce Periscope Mode for SS1, SS2, SS3 and SS4. PRO: - Surfaced Sight range. - SS will not apear on mini-map. - Sonarman is enabled.
CONTRA: - Dive Mode speed. - No direct dive from surface mode to dive mode. - SS can be detected without sonar. - SS receives 20%-25% shell damage + 200% splash damage(only for shells). - Planesman will be dissabled(same as dive mode).
- Introduce SS5. SS5 beign around level 95 ± 5. The new SS5 should have the same capabilities as what SS3(same air, torp damage, more DP) are today. Same amount of Air but with a Snorkel capability. You should also receive some sort of splash damage by shells or maybe a 15% damage from shells while in Snorkel Mode.
- Intoduce SS6. SS6 beign level 120. Same capabilities as SS4(same air, torp damage, more DP) but with a snorkel capability.
- Introduce Snorkel Mode for SS5 and SS6. While in Snorkel Mode: PRO: - Air will not be consumed. - Surfaced Sight range. - SS will not apear on mini-map. - Sonarman is enabled.
CONTRA: - Dive Mode speed. - No overheat speed. - No direct dive from surface mode to dive mode. - SS can be detected without sonar. - SS receives 20%-25% shell damage + 200% splash damage(only for shells). - Planesman will be dissabled(same as dive mode).
Rebalance SS3 and SS4. They need to be slighly nerfed to make space for SS5 and SS6. things that come to mind:
- Decrease Torp damage of SS3 to that of a SS1/SS2.
- Change KM Flak guns to AA only guns.
- Introduce different speed caps for each national SS. Needs to be look into better before SS5 and SS6 are introduced. For example, the SS4's(between 40 and 35knots seems like a good compromise): US--> cap 40 knots. SN--> cap 39 knots. KM--> cap 39 knots. UK--> cap 38 knots. MN--> cap 37 knots. IJN--> cap 35 knots.
SS6 capabilities: - Aircraft space for SS6's for scouts. TB space for IJN with 1 bomber run of 6 T2 IJN bombers or 2 bomber run of 3 T2 IJN bombers.
ASW: I believe we need to have the best Anti-SS nation and the worse Anti-SS nation. For this I suggest we change the damage for certain HH and DC and reload and maybe range aswell. But first I want to suggest general changes for all nations.
- Introduce T1, T2(Current HH), T3, T4 and PHH(already introduced) make it the T5.
Keep the same damage values for current HH: For T1, it should be a quaddruple(4) barrel gun with HH. level 12.(use on DD1+) For T2, it should be a pentuple(5) barrel gun with HH. level 25 ± 5.(use on DD3+) For T3, it should be a hextuple(6) barrel gun with HH. level 40 ± 5.(use on CL3+) For T4, it should be a pentuple(7) barrel gun with HH. level 65 ± 5.(use on CV3) For T5 or PHH, it should be a pentuple(7) barrel gun with HH. level 85 ± 5.(use on CV5+)
For People who are starting a new line can obviously use all types on DD1+.
Range changes From best, to lowest range: T5->T4->T3->T2->T1
- Introduce new reload times for HH.
T1--> 20 seconds T2--> 30 seconds(change fom 60 seconds--> 30 seconds) T3--> 45 seconds T4--> 60 seconds T5/PHH value change from 30 seconds-->60 seconds
Introduce New "specialized" ASW DD's (EDD's): Pro's: - Faster then DD3's. - High max. displacement. - Same support slot as ECL's.(People will have to choose between AA or ASW) - T-slots in the back.(better for Depth Charges)
Contra: - DD1 R-slot space.
Final words This post is not intended to generate war against SS and BB players. Simply ideas I have in mind that might improve this game we all like to play. If you have any suggestion you wanna add, just post it here. If you don't like some of the things I suggested, please don't hessitate to mention it in your post and eleborate on your critic.
Most importantly, don't forget to recc ^^
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