Megadone
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jimmyawsome wrote: *Yea, my invisible fictory boat.
That has to pick out of the sky which is HH and which are shells. That takes damage to avoid damage. That is speed capped at 34 knots submerged and room for 1 engy. That has to have enough crew to fire 3 salvos of 4 torpedoes to sink a BB before the twice-as-fast ASW get there an splatter HH in a 3 inch radius of where I am. That takes 20 seconds at cruise to turn 180 degrees. That can only attack from 0 or 180 degrees. That has torpedos that are the shortest range of any weapon except DC. That has weapons to sink it for sale at the NF STORE. That have FF and DD sinking it with FREE sonar. That has to try to sink a CV flag with sonar and sustained overheat of 40 knots. That post nerf is spotted on the surface and vaporized by BB half the map away.
Yea dude, smells like.....fictory.*
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1 - thet ONLY applys to Prem HH's, wich YES do need a NERF 2 - it's called presure, BB's burn for half of battle, while sub's only burn for what? 1min? sorry but critical dive dmg should be ther, as for it's dmg, I belive lowering it for about 20% shouled be fine... 3 - speed cap is to high PERIOD, subs aren't ment for racing, ther sillent patiant killers, if you wan't speed play a FF or a DD. Sub and speed doesn't go well in same sentence, not thoes ANY comon logic. 4 - 3 full salvos? yeah I'm sure your just another KM SUB player who doesn't BOTHER to aim, if you hit all your torps, you can sink a BB in 2 salvos(8torps) or in 3rd (10torps) if it's heavy on buldge. FYI Sub is the only ship line wich doesn't have spread issues, how about you compare thet O.o... 5 - sure.... and your turning circel is big as an apple, while other ships need 3x more room....and turn slower. 6 - so you wan't torps to go from SIDE of sub and hit something IN front of you... LOL you have the WHOLE sea to manuver, while other ships don't... as in crossing or beeing shot at... 7 - true, but your 1 torps does oround 18k dmg(KM), while other ships at your lvl have what? 2k-3k per shell? nice... 8 - true, and it shouled be removed all together, prem wepons are lame... 9 - FF and DD's can sink other ship's as well, so whats your point? as for free sonar, I agree you shouled have a sonarman or no sonar for you, PERIOD 10 - thets where your wrong, you don't have to do ANYTHING...it's your choice, FYI your play style of Fictory and sinking flag show's why you OPPOSE speed nerf so much, guess it's hard for you to acctually TRY and play the game insted of go >>>>> way and sink something.... 11 - your point beeing? so are other ships, wich have 3x more deck and belt armor then your sweet sub, and yet your sub still lives... it's like comparing a brick wall to wooden wall and theny cry why doesn't my wood wall last longer? start using some comon logic -.-
and yeah it does smell like fictory, to much and needs re-adjusting.....
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gettafa1 wrote: *The balance between subs and surface ships needs to be restored by reducing the effectiveness of HE, HH and DC's to their original levels along with increasing the reload time.
The speed of subs is fine but being out turned by a BB is ridiculous, so increase a subs turning force would go someway to level the playing field.*
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let me guess... Tadada on 2nd account, or is it 3rd one now?
1 - in other words, make subs be the prime ships and kill everything in NF? surface balance is FINE now...wich is POST-PATCH, effectivness of HE is just fine to sub's, YES HH and DC need a dmg nerf...ONLY the prem HH's need incrised trigger time, not DC nor normal HH's...
sub's aren't ment for fictorypowningomfgIpowneeverything in NF. Sooner you get some common logic runing in your head, you'll notice thet to.
2 - LMAO, just LMAO..... Sub's are hunting BB's not the other way oround, SPEED IS NOT FINE, subs where NEVER a speedy ship class anywhere, and as soon as SDE starts listening NOR will they be in NF, sub's need a SPEED CAP PERIOD
as for BB turning faster...just proven you have NO clue about anything, how about you try and get a beter engine and try comparing your turning then..... you'll be suprised how Sub's owne....but hey why try anythign if you can come here and post garbage O.o
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jimmyawsome wrote: *After reading all the posts let me offer this point.
Post patch SS are completely useless on the surface. As an unintended consequence of the HE patch, the KM SS4 has 2 gun slots and 3 20mm guns that can't be used. The gunners? No big deal I can sell them, trade them, or use them on another ship. The slots? No big deal I can leave them empty for weight and speed or use any combination of repairers or restorers.
What I can't do, is remove the guns to gain some weight like every other surface ship. What I can't do, is move during a critical dive. Which is a curious, to borrow a phrase from Rampage, "game mechanic."What I can't do, because of precise sonar location, is escape out of a shower of HH. Which is another curious game mechanic. Most of you are under the assumption that critical dive is some mythical superhero. In just 30 seconds my sub loses 45% of its DP. Still another curious game mechanic. Under the surface I am already 6 knots slower than any Capial ship and 10 to 25 knots slower than a non-Capital suface ship. Another curious game mechanic is that SDE never told us EXACTLY how much the SS was nerfed.
SIX things needed to give back some survivablilty that was removed post nerf. Don't even attempt to pose the argument that SS got what they deserved and now everything is right. NO other ship class would tolerate the same nerf so why should SS?
1. SS need to be able to move during critical dive. Being froze is just dumb. 2. Critical dive loss rate needs BUFF of the same magical percentage as HE nerf. 3. Timers need to be extended for HH/DC. 4. Sonar precision needs nerf. 5. SS need same advantage of gun removal that surface ships have. 6. 40% more air for SS1-2 and 20% more air for SS 3-4.
I will not comment on anything but these 6 items in any further discussions.*
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subs have no place beeing on surface PERIOD. the guns on subs in general are a dumb idea, so yeah they shouled be removed, as for sonar...how about you start beeing more observent? you allready stated you fictory to flag and sink it... how about you acctually TRY and play a sub, be observant sink in-coming small ships or ASK for cover from BB's? hell I got my back covered dozen's and dozens of times...how about you acctually press critical dive in time insted of taking a smoke break before you press it, once DC's are droped...
only ASW wich is hard/mostlly imposible to avoide are Prem HH's....as for speed SUBS SHOULED BE SLOW PERIOD, your obviously playing in a wrong ship if you wanted speed... sig
all other class's all ready got a but load of nerfs under ther belt...subs don't...I belive this was ONLY the 2nd nerf subs got, mind you 1st one was a joke....subs need a lot more nerfs and re-adjustemnts till they are where they shouled be in the 1st place... wich is a silent and patiant killer.
1 - hmm, sure...let subs move at 3knots while in critical dive....hey your invisable to EVERYTHING while in critical so be slow as a snail PERIOD 2 - no it doesn't, if it was then sub's wouled REPAIR rather then suffer dmg while in critical dive.... however a lil smaller dmg from critical dive woulden't be a bad idea.. 3 - NO, only Prem HH's need trigger incrised, rest are fine 4 - sure, all so make sub's blinde untill a ships comes in sonar range while your at it... (sarcasem) 5 - removing guns in general wouled be a beter idea 6 - sure, if they get a SPEED CAP, no speed cap no boosted AIR, PERIOD
3/4 of your comments where whining and not suggestions or arguments opposing an idea, so yeah it wouled be refreshing to se you acctually try and post something worthwhile reading...
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@Sweeny well yeah they have 4 front only....ok so lets make it on a larger scale comparison... compare T4 IJN sub dmg output from 50 games, then compare 50 games dmg output from KM T4, you will see KM T4 has greater or equal dmg as IJN T4 overall, you can thank duds for the.....ther are dozen if not more games out of 50, where 3/4 of your fiered torps wouled go dud.
FYI for this to make any meaning, fire same ammount of torps, to same type of ship/setup/player while ther not moving....wich wouled garantee KM each hit...while IJN woulden't.
FYI I'm not attacking you, just showing you on a larger scale, KM subs dmg output is well within balance, however I'm all for torp dmg reduction if they nerf dud rate as well :)
EDIT: dang this is a wall of txt lol, sorry RZ :/
cheers Megadone
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