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  • Nerf HH's

    07. 05. 2011 08:38

Recommend : 31

Rick5000
Hedgehogs are currently overpowered.
A few points:

- Surface damage
- Can be mounted on almost every ship
- Countdown time

Surface damage:

- A FF can now just kill/badly damage a CL. Just because of these PHH's.
- I see PCA's rushing in with 55-60 KNT, pop smoke, and fire 2 salvos on BB4-5 with results: Sinking bb4-5.

Can be mounted on  almost every ship:

- It can really be mounted on (almost) every ship
- The requirements, level 12. So youre level 12, and mount PHH, and just go kill any ship up to CA. 

Countdown time:

- When playing sub you can easily avoid HH when they are in the air, but what? Subs cross BB's and use rear torps. Kaboom HH fired. You go to critical, BUT THERES NO TIME! HH have a countdown of 2 seconds, including the time in the  air (if your at angle 10-5) you have 3 sec for Critical dive. Go try out, play a sub, and search ASW, try to go to critical dive, but your in critical dive, you still die of those HH.



My idea for:

- Surface damage

*Nerf it from 7.20 Calibre to 4 or 5.
 
- Can mount on almost every ship:

* Improve the Required space a little, so FF's can't mount it (but DD's can)
* Improve the required space for PHH a little, 0.1 is a little too much. do 0.5 or something.

- Countdown time:

* Increase countdown time to 3-4 seconds. It is currently UNBALANCED for subs.

Subs are slow, but have good torpedo's and with engys they can have bb speed (slow bb then)

But what is there against subs:

- (P)HH doing alot of damage on surface & submerged, with 2 second countdown.
- DC with a nice 6  second countdown, to be honest this is too much and this should be 4-5
- Air: When surfacing they get shoot to hell even WITH smoke (1 Hedgehog shell does 1.000 damage or more)

So:

- Increase the Countdown time of (P)HH a little.
- Let the required space for HH a little increase.
- Nerf the surface damage and MAYBE the submerged damage.


This was my idea, it took me 30 minutes :P 

 

  • Re : Nerf HH's

    07. 05. 2011 09:34


phillipM
im with you ricky mandels and moltkes rushing going 70 knots can kill BB1-3 1 shot and BB4-6 maby2 to 4

  • Re : Nerf HH's

    07. 05. 2011 09:43


aingeal
I agree they need to fix the surface damage, its ridiculous. But the anti-ss part will need a fix only when subs get one as well. An OP ASW for an OP SS.

As it is IJN SS4 can onetorp my SY, but my SY have trouble oneshotting one on a full broadside.

If they have more time to react, crit dive becomes OP.

  • Re : Nerf HH's

    07. 05. 2011 09:51


Rick5000
Thanks.

But well overpowered Critical, it isn't really overpowered. The sub itself gets damaged and air drains longer.
Go play a sub, you see all those ASW shooting at you, and if you try to go critical, and you're in, you are still dead.
Why? Well the HH are too fast. Make the countdown at least 1 sec more (3) or critical divetime shorter, so you go in faster.

  • Re : Nerf HH's

    07. 05. 2011 10:31


aingeal
Originally Posted by Rick5000
Thanks.

But well overpowered Critical, it isn't really overpowered. The sub itself gets damaged and air drains longer.
Go play a sub, you see all those ASW shooting at you, and if you try to go critical, and you're in, you are still dead.
Why? Well the HH are too fast. Make the countdown at least 1 sec more (3) or critical divetime shorter, so you go in faster.



Crit dive being faster would mean sub vs sub would be a contest of diving, quite boring, even at short range. ASW must maintain a total no chance advantage toward sub so long as sub have it versus BBs.

  • Re : Nerf HH's

    07. 05. 2011 10:34


Rick5000
Originally Posted by aingeal
Originally Posted by Rick5000
Thanks.

But well overpowered Critical, it isn't really overpowered. The sub itself gets damaged and air drains longer.
Go play a sub, you see all those ASW shooting at you, and if you try to go critical, and you're in, you are still dead.
Why? Well the HH are too fast. Make the countdown at least 1 sec more (3) or critical divetime shorter, so you go in faster.



Crit dive being faster would mean sub vs sub would be a contest of diving, quite boring, even at short range. ASW must maintain a total no chance advantage toward sub so long as sub have it versus BBs.



I just went in critical dive, and while i was in critical dive with 12.000 DP i got hit by a torp.
I laughed so hard but then i realised that this isn't common

  • Re : Nerf HH's

    07. 06. 2011 05:26


Georgesp
HH should be left alone they are the only effective way for a bb to defend itself from a sub after there bulge is gone (witch takes only a few torps in most cases) with the amount of power a ijn ss4 can do if it hits you with all torps or the power of a km ss4 with its gun and proxy torps, and with there speed easily able to keep up with just about every bb bbs need a highly effective way to defend them self's and in real life if a sub was hit 1 time just once from any shell, hh, torp, mine,dc they would have to surface no matter where they are but in game a sub can take multiple hits of torps some can take multiple hits of dc and worst some subs can take a bb5 salvo and still go under so my point if we did not have good hh there is no way to get rid of a sub in most cases

  • Re : Nerf HH's

    07. 06. 2011 05:49


Rick5000
Originally Posted by Georgesp
HH should be left alone they are the only effective way for a bb to defend itself from a sub after there bulge is gone (witch takes only a few torps in most cases) with the amount of power a ijn ss4 can do if it hits you with all torps or the power of a km ss4 with its gun and proxy torps, and with there speed easily able to keep up with just about every bb bbs need a highly effective way to defend them self's and in real life if a sub was hit 1 time just once from any shell, hh, torp, mine,dc they would have to surface no matter where they are but in game a sub can take multiple hits of torps some can take multiple hits of dc and worst some subs can take a bb5 salvo and still go under so my point if we did not have good hh there is no way to get rid of a sub in most cases



At least they should be nerfed. Countdown is too low! play bb3-4, sometimes you see moltkes/mandels rushing in wih 60-65 KNTS and PHH/Smoke.

They rush you, and kaboom your dead (PHH surface dmg)

  • Re : Nerf HH's

    07. 06. 2011 05:54


smifster
i agree i have noticed that a sub has no chance against HH and for that reason i still have not bothered with a sub which is sad.

  • Re : Nerf HH's

    07. 06. 2011 06:01


Rick5000
If you agree please reccomend/send in support tickets. This can be changed if we all work together.

  • Re : Nerf HH's

    07. 06. 2011 06:20


ihatetorps
True story. I was playing in my Alanta, and my team was winning. I saw an Oyodo, and was like >:D. But when I got closer, I noticed he had HH, and then I was like D:<. He lined up with me, and boom, I died.

So, I recced this up.

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