This thread is a bughunt, man. A bughunt!
@Jimmy
Yes, simply because a majority of players believe something is overpowered does not necessarily mean it is. However, it -does- mean that a majority of players -perceive- it that way. Judging by the amount of threads on the subject, many, many people believe subs need adjustment, and not by giving them additional benefits.
What has been suggested in this thread is the submarines in general need extensive rewrite and gameplay changes. They should be oriented more towards a stealth- based mechanic that would give them a better depth of gameplay and a more strategic feel. Subs were not meant to rush forward and spam torpedoes. That's the job of Kitas. Subs are selective in their targets, preferring to attack the largest or most important ship possible. DD's, FF's, and CL's are the primary opposition.
Therefore, subs should have the ability to sneak past the screening DD's and CL's and deliver an unsuspecting blow to a high priority target. However, if caught, they should be placed in a difficult and disadvantageous position that will most likely result in death. A system should be in place that allows a decent opportunity for the sub to achieve its primary goal, but also offers challenges.
Rampage's battery system does this. It switches sub gameplay from Fictory to stealth, rewarding those able to avoid detection. Additional tweaks to sonar, such as the ones I've mentioned, as well as changes in ASW armament should change the game for the better and make it more tactical.
Here's both a good and bad scenario:
Good) At the beginning of the game, a submarine heads north at full pace on the surface. Once shells start incoming, the sub dives and slows its speed to half, heading towards the direction of the enemy. As it sees DD's approaching, it slows further, drifting silently underneath and managing to not appear on sonar. Once past, the sub speeds up again in order to approach the BB line. It halts in place and fires a spread of torps, attacking its target who has -no- warning whatsoever. Since it travelled at a slow pace it has plenty of air to avoid popping up at an inopportune moment and being blown to bits, and is therefore able to constantly pour torps into the side of a confused BB. As it turns to flee, the subs speeds up, keeping stride until its dead, slowing down and turning to another target after it explodes.
Bad) At the beginning of the game, the same heads straight down the center. It dives as shells start incoming, but fails to slow. DD's then pick it up on sonar and start pasting it with depth charges. It crash dives and manages to evade, but is vastly short of air as it spots a BB. The BB, however, saw it coming due to the fact that one of the destroyers carried a sonarman (Per my changes), and turns to run. Out of air, the SS is forced to surface and dies to a couple of broadsides.
It adds a new dimension to gameplay that Navyfield sorely needs.
|