@Megadone
"I just played a GB2 today wich took over 15min to just BREAK the line...as you may guess not all ships where sunked....sig -.-"
Okay, first and foremost, a single example does not an argument make. I've had games that lasted all of 5 minutes beginning to end. Does that mean subs need to be buffed and made faster? Of course not.
I'm hardly saying that every game is a 5 minute curbstomping. Yes, there are games that both take up the entire 15 minutes, and games that seem to last 3. During the quick games, all slow ships are at a disadvantage. BB1's, for example, have a difficult time chasing after retreating players while BB5's will simply run them down. However, if a ship is made to be -too- slow, they have no chance in gaining -any- attack. Like I said, it's a product of the fast gameplay that Navyfield provides.
"ppl failing isen't an ARGUMENT for Sub...so I really wonder...what kinde of logic YOU PPL acctually have?"
And second of all, I'm not suggesting that because the other team sucked, subs need to be omfgallpowerful to compensate. That's a horrendous step in logic and I hope there was something to cushion your fall when you took it. Rampage's battery system adds a much needed tactical value to the game, yes. I enjoy the part of the concept. However, slow and stealthy gameplay might not mesh well with the fast pace of Navyfield.
For example: If your team absolutely tramples the opposing team, friendly subs attempting to maintain stealthy approaches may not be able to reach a target in time. They can either choose to stay underwater and increase speed, using up precious air in the process, or surface and hope against hope they don't get shot at as they rush to get closer.
During a long game, though, the battery system would work well, giving subs plenty of time to maneuver into attack positions.
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