Community - Forum - View old data

Categories :  

Suggestions

  Index

  • THE Sub suggestion thread

    05. 15. 2010 03:34

NZRogue
This is to be used only to suggest changes.

There have been many, many, omg MANY Sub suggestion threads and topics, so here is the idea.

You guys all pick some of the concepts, ideas buffs nerfs etc from all the other threads
and add them here.

While you are welcome to discuss why a change would or would not work, keep it to a
logical and clear discussion.

No - "you are only a BB whinner"
No - "You are bias sub driver" in fact any insults will have their post hidden

Make your point - Make it clearly, make it once - anything else will be thermonuked as
will all other sub threads from here on in really.

Tell SDE what you want to see from Subs and sub play with BB play etc for the future

I'll keep checking in and see what you guys have come up with, there is some brilliant
ideas I have read thus far and look forward to them all in one thread and see where it
progresses, hopefully to a positive conclusion where, at least most of the community will
be happy with the changes (if any)

*Ninja Edit
Please no long winded posts, keep it short
  Index

  • Re : THE Sub suggestion thread

    05. 25. 2010 06:23

Altsein
**Ramp4eg's**
===
not trying to help, he's failing at being a troll.

It's best to just ignore him. Everyone else does.
===
Is irelevants.

  • Re : THE Sub suggestion thread

    05. 24. 2010 18:38

snailgod
@altsein

Just because it doesn't benefit subs doesn't make it a "crap solution." The battery idea is
much better than the air system currently implemented in the game. It favors stealth
instead of power.

  • Re : THE Sub suggestion thread

    05. 24. 2010 05:31

Altsein
''Replace air time with battery life.''

ALL SUGESSTION is transforme in that?PATHETIC

Is a crap solution sugested and is not solve nothing good for subs,another buffed
fake solution,more builders Subs sugest is cover with that crap.
P.S move your topic here dude.

  • Re : THE Sub suggestion thread

    05. 23. 2010 11:53

PictWarrior1
Replace air time with battery life.

(this may have been suggested already but I have yet to see it as a simple
statement.)

  • Re : THE Sub suggestion thread

    05. 22. 2010 19:55

Firemedic
I drive a CV5, BB5 and SS4s (IJN and US)

First I뭗 like to see what members play when they comment; a person can only speak one
side if they don뭪 play the ship they are talking about. While the comments are good, they
only have one side of the experience, NF needs the whole story from players on both sides.

Correct the deep dive damage, you corrected the damage for surface ships running aground,
why do subs take damage for running deep, since I assume they are normally running at
periscope depth, normal dive deep should not take damage, but can뭪 fire torps. y not the
sub damage.

Maybe another mode, running deep dive or Running depth, use the same air time, however you
speed is slower and you avoid detection from enemy surface ships, basically you trade
stealth for speed as in the real world.

5 modes for subs:
1) SURFACE MODE ?same as it is now.
2) PERISCOPE DEPTH ?as dive is now, easily hit by HH and can fire torps.
3) RUNNING DEPTH ?same as periscope depth for speed/air, but less damage from HH unless
direct hit, limited for the enemy to see the sub AND the sub to see the enemy (if you뭨e
deeper so if they can뭪 see you, you can뭪 see them). You can NOT fire torps until back to
periscope depth. So you뭨e trading stealth for visibility and no fire capability. You
might surface near the enemy or all by yourself. Also NO red dots on radar part of the
map, you뭨e a sub under water, no communication with your fleet until you go back to
periscope depth and deploy you radio antenna with your snorkel/periscope.
4) DEEP DIVE ?similar to deep dive now, you take slight damage, but less than now, but
limited damage from HH, but not torps, I뭗 like to see extremely limited or no visual and
same for the dots here too for both sides, if you뭨e going deep to limit speed to not more
than 5 knots. Same air.
5) EMERGENCY BOTTOM / Silent deep ?Our current deep dive emergency, no movement, no
damage from HH/Torps, but damage from deep pressure, at a slower rate than it is now, but
faster than deep dive. No visibility ?you can뭪 be seen or you can뭪 see the enemy, no
limited until you go to another depth/mode. No red dots.

IJN SS4, now with the higher damage from HE, the air is good. The reload is a little fast,
but there are no aft torp launcher and it turns like a wounded whale. With no aft torp
launcher all a ship has to do is stay away from my bow and they뭨e home free. Good torp
hit can sink a BB like a BB one shooting another BB.

US SS4, I prefer my IJN SS4, I can뭪 knock out a BB with it on one good salvo, but the
stern tubes are nice. Turns better than the IJN, but deck gun lousy side it only points
aft, hard to chase a CV down when you뭨e out of torps.

For subs in general ?I probably make it to the enemy about 75% of the time. Once I get
there, about 25% of the time I get spotted by a small ship I get killed by a someone뭩 HH
before I get in position to torp the enemy big ships or they run from me and run I run out
of air.

Again as I뭭e mentioned in other posts꿚EAMWORK, not ME. All the big ships BB, CV, Subs
can kill each other by their own means, but each has a weakness other ships can exploit꿬f
they work together which includes the FF/DD and CLs, your side will win and you뭠l get
more exp, if you don뭪 you뭠l be like a blind BB in battle?sunk.

  • Re : THE Sub suggestion thread

    05. 22. 2010 17:49

Ramp4ge
I personally don't think torp damage reduction is needed if splash damage is
reduced/removed.

Kill duds, remove splash, keep damage the same.

I want to see sub players rewarded for a successful hit, and I don't want to see anyone
die after successfully dodging the torps.

If SDE can pull it off, hotkeys could work. Maybe "Shift + F" = ahead 1/4th. Shift + F 4
times = full speed. Shift + V = the same, but down.

This could be something all classes could benefit from.

  • Re : THE Sub suggestion thread

    05. 22. 2010 17:20

jimmyawsome
So we have so far,

1. REP/REST should work in R slots.
2. Ability to remove guns from R slots.
3. HH contact only.
4. Lower DC.
5. Auto-sonar only shares info between DD's and FF's
*Nice I missed that.

I support the "battery idea" if there were "hotkeys." Since J and K are the only ones not
being used V would pull you down to STOP. F will overspeed and kick back to 3/4 speed
just like now. If you didn't want overspeed just press J for zero to 3/4 and K for zero to
1/2 speed or some such system. Even if they changed all ships to do that because I hate
the system for speed control they have now.

I will support decreases in splash damage and some torp damage reduction FOR faster,
less visable, longer range torps, and no duds. By less visable, I mean ONLY visable
within a set radius of the ship like when you get a "torpedo voice alert." No more
tracking the torpedo right after SS fired it like now.

  • Re : THE Sub suggestion thread

    05. 22. 2010 15:58

Ramp4ge
The problem with restorers working on T-slots on submarines is that the blanket-patch
removed SD from submarines, regardless of the indicated value. A submarine kill will
almost always result in near-exactly the amount of DP that submarine had.

And hell. You can remove the damage from crit dives for all I care, if you remove the
self-damaging nature of DCs.

I pretty much agree 100% with Stargazer's post.

  • Re : THE Sub suggestion thread

    05. 22. 2010 15:50

stargazer
Restorers and repairers should work on SS R slots.
Ability to remove the guns and gun weight.
Allow SS movement at same speeds during critical dive.
Remove 3 second delay for resurfacing.
Make critical dive faster and *less DP loss rate.
Increase HH/DC fuse times.
Change color of HH to be more easily recognized.
Sonar should "ping" about the radius of a smoke bomb so SS can be anywhere
inside.
*If the rest/rep can be changed to work on SS R slots no change to DP loss rate."

1. Sure, why not. Though, I don't know whether the devs did this on purpose or
whether it's a bug. If it's a bug, it needs to be fixed.
2. Agreed.
3. No. Subs should not be able to move at all during crit dive.
4. Subs do not need the surface delay removed.
5. Critical dive should remain the same as it is,
6. The fuse times are fine. I agree with Rampage's suggestions of making HH's
contact only and decreasing the damage of DC's so that they are not a one-shot kill.
7. Sure, why not.
8. I don't understand what you're suggesting with this one. I stick with my
suggestion that auto-sonar only shares info between DD's and FF's, while it requires
sonarman to spot subs for the entire team. Sonar range should not be changed.

I also support Rampage's battery system, the elimination of DC surface damage to
prevent accidental self-destruction, a torp splash damage reduction, a torp damage
reduction, the removal of dud torpedoes, and whatever other points I've made
abundantly clear that I support over the course of 20 pages in this thread.

  • Re : THE Sub suggestion thread

    05. 22. 2010 15:45

Ramp4ge
I disagree, because the end result is still the same two-dimensional, zero-depth, zero
substance gameplay it is now, with even more advantages given to the submarine.

It's a broken system. Band-aids aren't going to work. That's been proven time and time
again with submarines, and every band-aid has just made the whole situation worse on
one side or the other. Such as the gradual escalating scale of ASW weapons with each
new tier, or the blanket removal of SD from submarines. Band-aids don't work for the
long term. Especially when you start stacking band-aids on top of eachother.