Team NF,
There is a real possibility that because of the HE/SS change I will go from a player who played most nights to someone who will only be online when my son wants to play. I believe the HE change to SS has completely ruined SS play, both for the SS driver and in a lesser sense for the other players of the game.
When I read that you were adjusting the HE damage on SS, I initially thought it was a good thought, but now after playing it, my opinion is that it STINKS.
First of all, what I see.....I believe at this point a large BB can one-shot an SS1 and most SS2s. A SS3 or 4 can take 2-3 shots before being sunk. These shots can occur at long range. This change will force subs to begin diving at a farther distance than before. Practically, it also means that as soon as a sub runs out of air on the enemy side of the battle, the sub is dead. This will impact all, but possibly the elite players because subs don't have enough support slots to have a high SD or enough displacement for armor.
The change will basically eliminate sub play from the game. Why?
1) Subs are not allowed in Blitz -- they have to compete in GB against the better players.
2) A SS1 is too slow to be able to get to the enemy completely submerged. Now every SS1 is vulnerable to enemy surface fire before it even has a chance to inflict damage. Without damaging the enemy, their is no real experience. Would you play a ship which will take you forever to get experience? Its not worth it and we will see no new players in the game playing SS. Your best option is to do a BO reset, but because a SS relies upon the planesman and sonarman, will you spend your precious support slots building up these units in a DD or CL?
3) For the experience SS driver (which I am one -- IJN SS BO 87) our play is now reduced from something where skill counted back to pure luck. I now have one air cycle to do as much damage as possible. As soon as I pop up, I die. THIS IS NO FUN. I used to find real pleasure into a cat and mouse game with the BBs, trying to survive after my air ran out. You know, it was a rare game (1 in 20?) that I survived until the end of the game, but the excitement of trying to survive made the game fun. And with my need to go under water so much earlier, even the first engagement is much shorter and not very much fun.
I believe some people will feel that SS's will compensate by staying closer to their lines. We can't. Our torpedo range is too short and our speed is too slow. There are only two ways a sub can hope to help his team win the game -- he either shoots rushers coming into his lines or he has to rush the other line. And you must rush right away. If you wait even a short time, your BB line will have either won or lost the battle.
Does this make sense? I am curious if other players feel the same way?
I stand by my previous posts that a BB with escort and HHs had plenty of power to counteract SS's and the problem is BBs either don't want to have to deal with SS's or want the power to overcome them. Without SS's there is no counter balance to BBs and their domination is bad for the entire gameplay. Once one team is up one or two BBs there is no hope for the other team to win.
Now to the suggestion part of the post:
My TOP SUGGESTION: 1) Rather than increasing the hitting power of HE, reduce the hitting power of the SS torpedos. At the same time, increase the capacity of every SS for torpedoes. Now each SS has to hit a BB more times, making them less lethal. It also will help ships without sonar, but with HH, to know where the SS's are so they can attack them more effectively. You can tweak this change multiple ways -- by looking at the reload speeds, by reducing or eliminating torp splash damage, etc. This would greatly INCREASE the fun. Rather than losing a whole class of ships from GBs, you are requiring that class to become more skillful and effective, without making them more vulnerable. It would really increase the fun of the game.
Other suggestions: 2) Change the amount of damage HE does to subs. You might even consider giving shorter range guns better relative hitting power than the longer range. This way, the FF, DD, and CL's could feel a bigger role when the SS's pop up while helping the subs decrease the range where we go underwater.
3) Create a new game which allows the lower level SS players to compete against lower level players without the threat of BBs destroying them. Of course, at some levels it is counterproductive to put a SS in a Blitz game where 90% of the players have automatic sonar and can see the submerged SS's. But the lower level SS's have to have somewhere to play without being blasted before they get off one shot.
4) I thought about writing more -- there are a lot of tweaks which go into SS play, but all of the other ones have side effects which would still need compensated for. I would be interested in hearing other people's ideas.
Well, I've said my piece. There is a lot of emotion linked to subs and I hope people really consider game play before they respond out of their own selfish desires. Thanks for taking the time to read this long post.
GHHalley
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