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  • Depth Charge Change. (mechanics)

    02. 01. 2014 09:15

Recommend : 1

kabukinoh

As it currently stands, depth charges do direct damage to a submarine, filling in for torpedo slots.  The damage varies by sub type, but typically two or three is enough to sink most submarines out there. Four might be the max for the top tier subs.

However, this really isn't how depth charges work. Fact is, rarely did a depth charge do direct damage to the submarine they were targeted on.  Rather, the explosion of the charge (200 pounds of explosives) created a shock wave in the water which would cause flooding (due to pressure) in the submarine.  This would cause the submarine to go from neutral bouyancy (submerged) to a state of negative bouyancy (sinking). Unless the crew worked fast to stem the leaks, submarines would drop below their crush depth and implode like a crushed tin can.

I propose the following mechanics change to depth charges based on the above facts.

When a submarine is struck by a depth charge, flooding happens. This forces the submarine into a critical dive, and prevents surfacing.  The player has a set time frame to either a.) fix the flooding with crew, or b.) attempt to critical surface (or blow as submariners call it) to quickly surface.

If however the player is unable to stop the flooding, the submarine remains at critical depth and takes damage accordingly, ultimately sinking.

Once the blow has been performed, due to expending all of its ballast tanks, the submarine is treated as having surfaced with zero air supply, and must deal with the situation accordingly 

 

  • Re : Depth Charge Change. (mechanics)

    02. 01. 2014 19:56


cody12345

In theory it's a decent idea, but the problem arises with how the critical dive mechanic works in this game. IRL, a sub couldn't go from periscope depth to a safe ~100m in 3 seconds, even if it was taking on water from a depth charge attack. With how it works in this game, damaging it once would prevent further damage to the sub for a good amount of time, unless he panicked and surfaced.

  • Re : Depth Charge Change. (mechanics)

    02. 01. 2014 22:27


Happymeal2

Originally Posted by cody12345

In theory it's a decent idea, but the problem arises with how the critical dive mechanic works in this game. IRL, a sub couldn't go from periscope depth to a safe ~100m in 3 seconds, even if it was taking on water from a depth charge attack. With how it works in this game, damaging it once would prevent further damage to the sub for a good amount of time, unless he panicked and surfaced.


Except for the fact that subs take damage in crit dive status, and being out of SD while trying to crit dive tends to end very badly. That is why the system wouldn't quite be feasible. There is also the fact that you would have to allow subs to stay underwater when they are badly damaged, but if they did this ballast blow you would have to then force them to stay surfaced. That would mean trying to restrict the game's dive system against itself, because as of right now the game auto-surfaces you at some pre-determined % of your HP left (and that would likely be a higher % than what this critical health would be). Trying to stop a coded system from working with more code tends to be unpredictable and usually doesn't end well, meaning a total remake of the sub system and therefore an entire SS rebalance. Lots and lots of recoding, for programmers who aren't all that experienced, and all this before the ASW/SS balance patch is done or even mostly done.

  • Re : Depth Charge Change. (mechanics)

    02. 27. 2014 21:57


Chaosticket

Depth charges are just useless currently.

Normally depth charges are flawed in that you:

1, need to set a specific time/depth

2, maintain sonar contact

3, get directly above the target.

thats just in real life. Ingame you have the added problems in which a submarine one-shots anything fast enough to get close to it, so getting directly on top of its improbable. After using the depth charges you have to overheat away or suffer serious damage by the point-blank exploding depth charges.

 

Hedgehogs had alot of advantages over the depth charge during world war 2, as they were contact explosive, so they wouldnt explode until they actually hit something. One launcher would fire as many at 24 mortar shells as once and would do heavy damage by making direct contact, unlike a depth charge which almost never gets direct contact before exploding.

Hedgehogs also are poorly designed ingame.

  • Re : Depth Charge Change. (mechanics)

    02. 28. 2014 08:00


Mezak76

the only change about DC mechanichs as today operate in-game is allow to set time to explode in order to prevent for the ASW ship receive damage from the DC.

An easy solution: High/Low detonation speed, like in surface torps.

High -> Fast  -> current time today 
Low -> slow -> double current time today

Will be the same as use HH in long range (no DMG) or short range (recieve some DMG). 

  • Re : Depth Charge Change. (mechanics)

    02. 28. 2014 10:38


Chaosticket

Having a slow fuse depth charge is a good idea, but really submarines need to have the critical dive nerfed. It avoids 100% of damage, even the hedgehogs which explode even if you dive to the bottom of the ocean.

 

Nerf the damage reduction of Critical Dive from 100% to 50%.

  • Re : Depth Charge Change. (mechanics)

    02. 28. 2014 12:38


normpearii

Originally Posted by Chaosticket

Having a slow fuse depth charge is a good idea, but really submarines need to have the critical dive nerfed. It avoids 100% of damage, even the hedgehogs which explode even if you dive to the bottom of the ocean.

 

Nerf the damage reduction of Critical Dive from 100% to 50%.



The damage is being replaced with increased air usage in the Sub Patch coming up.

You can check the Test Server sub-forum for clarification, if desired. 

  • Re : Depth Charge Change. (mechanics)

    02. 28. 2014 15:37


Happymeal2

Originally Posted by normpearii

Originally Posted by Chaosticket

Having a slow fuse depth charge is a good idea, but really submarines need to have the critical dive nerfed. It avoids 100% of damage, even the hedgehogs which explode even if you dive to the bottom of the ocean.

 

Nerf the damage reduction of Critical Dive from 100% to 50%.



The damage is being replaced with increased air usage in the Sub Patch coming up.

You can check the Test Server sub-forum for clarification, if desired. 


Not necessarily saying i am for or against that, but i dont think a real life sub uses more air just for going deeper.

  • Re : Depth Charge Change. (mechanics)

    02. 28. 2014 22:45


Kogard

Originally Posted by Happymeal2

Not necessarily saying i am for or against that, but i dont think a real life sub uses more air just for going deeper.

True, actually sub when submerged drain its battery, NF don't have battery, they use air gauge instead which is wrong from the begining. WW2 sub surfacing to charge their battery for electric engine.



  • Re : Depth Charge Change. (mechanics)

    02. 28. 2014 23:06


Chaosticket

Originally Posted by normpearii

Originally Posted by Chaosticket

Having a slow fuse depth charge is a good idea, but really submarines need to have the critical dive nerfed. It avoids 100% of damage, even the hedgehogs which explode even if you dive to the bottom of the ocean.

 

Nerf the damage reduction of Critical Dive from 100% to 50%.



The damage is being replaced with increased air usage in the Sub Patch coming up.

You can check the Test Server sub-forum for clarification, if desired. 



Ill try to check that, but its not whats really needed. the critical dive is the problem, not how long submarines can stay under. Right now the time is fine as submarines are supposed to be STEALTHY and have long underwater times dependent on electric batteries.

1st Diving low can avoid the IMPACT of torpedoes, but not the explosion.

2nd Similar rules apply to avoiding the explosion of depth charges

3rd, the mechanics of Hedgehogs are massively flawed ingame. turning them into weaker, but longer ranged depth charges was a bad decision. There are mechanical devices to launch rather than drop depth charges, but those are NOT Hedgehog Mortars.

1 Hedgehog Mortars explode when they hit something. 2 They dont have fuses for depth, or time. 3 they do more actual depth charges through direct hit rather than loosely calculated timing causing shockwaves.

  • Re : Depth Charge Change. (mechanics)

    03. 03. 2014 21:07


connan_add

I'd rather see DC with two differnt depth setting. One for normal sub depth, one for critical dive depth. The should be no escape from DC, thier supper short range means you have to get right next to them. If your packing some DC and you get on top of a sub he should die.

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