The current state of submarine warfare reminds me of a glorified game of Rock/Paper/Scissors. A sub can do very little to stop a decent ASW ship, and ASW ship can do nothing against a BB, and a BB can뭪 to a whole lot against a sub on the loose near their BB line. These are some ideas I have for making each game in a sub more fun, unique, and the results of that game more dependent on skill. There are both nerfs and buffs in here; I leave it to others to decide the correct balance of these changes.
Duds: I think this is one of the easiest and most necessary changes that need to be made. Yes, torpedoes sometimes failed to detonate in real life, but who cares? Based on this precedent should planes also randomly crash due to engine failure? Should BBs encounter random mechanical problems? I don뭪 think so. This should be removed. If the current dud rate is 30% just make the new dud rate zero and reduce damage by 30%. In the current game, a salvo of 8 torps from an IJN SS4 could contain 4 duds or no duds. Why should one ship survive the same circumstances that instantly sink another?
Air Time: Because of the new patch, subs draw more fire from BBs while they are crossing no-man뭩 land because there is now more incentive to do so. Subs are also taking more damage from those same salvos so naturally they must start their dive from further back then they used to. This has turned sub driving into even more of a suicide mission than it used to be. Air time should be increased to allow subs a chance of both doing damage and surviving the game.
ASW Ships: Hedgehogs and depth charges are both very powerful, but there are not that many good ASW ships because good players are busy playing their high level ships with more XP, Creds, and Support slots. To fix this, I propose an ASW class remodel option for every nations DD3 available at around lvl 50. These ships should will be available for all shiplines, because all shiplines go through DD3뭩. This will allow for higher lvl players to play ASW and break up the grind on their Kongo, Bogue or whatever.
Critical Dive: I think critical dive should be changed to what we think of as 밹rush depth?in submarine movies. At this depth submarines can still move, but they take damage as they do now. Currently, critical dives take away all of your momentum and usually don뭪 let you escape anything besides a torp wall, if your opponent is skilled.
Sonar: This is where the cat and mouse game between destroyers and submarines could really become more fun. Submarine detection should be partially based on the amount of noise that sub is making (as in real life). At certain speeds, ships with sonar will be able to hear them at different ranges. Sub Overheat: Detection at longer range Sub Full Speed: Detection at normal range Sub Half Speed/Crush Depth: Sub undetectable, unless ASW ship is stopped (This would be fun) Sub Stopped (Running Silent): Sub undetectable
Torpedo aiming: Right now, submarine drivers best chance for success is to spam all of their torps at close range, not giving the target a chance to dodge. Skill is not a huge factor here, either for the sub driver aiming or the target dodging. The simple fix here is to increase the range of torps and also increase in time it takes a torpedo to activate, while also decreasing the range at which enemy ships can see your torps. This will eliminate short range spamming, which takes no skill, and force players to aim their shots well. It may even reward BBs who zig-zag (as in real life).
Torpedo reload: Torpedoes should take about as long to reload as hedgehogs. This will force drivers to pick their shots well. Also it will introduce the now seldom used tactic of firing then leaving, as opposed to the current system of sub chasing BB across map waiting to see which will last longer, the subs air or the BBs bulge.
Torpedo Tubes: Subs should have less tubes and each torpedo should do more damage. Keep the damage potential of each sub the same but put a bigger premium on aiming well.
Obviously there would be some balance issues with all of these changes, but you can always tinker with torp damage to balance things out.
Gentlemen....that is all
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