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  • Ijn SS4 Test......

    08. 07. 2011 16:03


Thebarrel
https://www.youtube.com/watch?v=J_63XG6QMN0 

something has to be said here.......

ps: the settup of the ships are in the Description of the video.... ps: the sub had 900 sd  

 

  • Re : Ijn SS4 Test......

    08. 09. 2011 23:15


Tyron3
Alright in hopes of makign a final point. my opinion of what should be done to ss4/ss in general

1. lower speed by like 5 knots caping the speed at 35 above water, not going as fast as most bbs like 40 was.
To compensate for that add air time
2. eliminate dud torps and torps where the torp goes under the ship. to compensate lower torp dammage, no more ill shoot through 255 bulge .4 belt and still take out half a kaiser's SD in 1 press of space bar.
3. finaly nerf the higher ss4s and 5s hit taking ability. The fact kaiser didnt kill the ss4 isnt right considering it was a full salvo and bb6 at that.

In general i feel ss5 should take the place of ss4, then everything else gets a slight down grade, Also an option level wise is have a premium submarine avalble for the ss4 to ss5 grind. that should allow the ss5 to be a higher level and might balance out the ship tree that is jacked up.

Just my final thoughts

  • Re : Ijn SS4 Test......

    08. 09. 2011 23:32


Challen76
Originally Posted by nyerkovic


You seem to have a confusion about what is going to be done to subs. Subs are not going to be nerfed, they will be balanced.
In a nerf, everything gets lowered... in a balance, some things get nerfed and others get buffed.

For example (and this are just ideas so you can get the picture):
- if HE damage gets lowered, number of torps will be increased.
- if speed is lowered, underwater time will be increased.
- if they reduce the duds to 0 (a buff), reload speed could be increased (nerf).

The answer you are looking for is "all the options above should be looked at, but none alone". SS currently do not fit well in NFNA because this server is not like the original from Korea (where they first implement new ships).

Also, the debate is not taking place here, but on the Test Server.

As I've said before, SS Class WILL CHANGE... it's a fact. What we must do now is give input on how we want them to change. They will not stay the same, and those who wish for that will inevitably get disappointed.


So when people say "Overpowered for their level" balance=nerf. You can fluff it all you want, but that is what the lemmings are crying for.

Oh, and so long as we are balancing a "level based game" will this include BB3 vs. SS4 on a 1v1 in the test server? I haven't shown up to the test server for lack of interest, but I would love to show up for this alone.

  • Re : Ijn SS4 Test......

    08. 10. 2011 00:11


Challen76
Originally Posted by Elliot2lazy

SS5 will be the death of NF, I mean who will want to play a bb in gb with 2 ss5's?


From the looks of SS5 - They seem to be worse than SS4, so yes I will still play a BB in GB/2 with 2 SS5's.

  • Re : Ijn SS4 Test......

    08. 10. 2011 03:45


Vawlkus
Originally Posted by Gtdawg
How do you figure they will be MORE nasty? Your experienced players won't get a huge advantage from the massive splash damage. So, instead of firing their torps at max range and knowing they really don't need to hit someone, they actually have to aim and hit the ship. I don't see how you get that would make them more nasty.

Because then sub drivers do not need to fire at range, giving ships a chance to dodge. They can come right up to minimum torp arm distance and lay into the side of their target. At that point, without ASW ships ahead of the BB line (which does not work because ASW get sunk that way) then their really is nothing BBs can do to avoid getting sunk.
Splash damage was intended to compensate for the dud rate in torps, as well as add in some random chance mechanic to mirror gun shell spread on BBs.
Originally Posted by Gtdawg
They are able to create a separate depth for crit dives. They can create a third depth for periscope.
I am not of the opinion that inherent sonar or the use of sonarman is the best solution, but BBs should have some ability to see subs somehow. There has got to be a way for them to be able to see and counter the subs.

Whether it is the scout sea level or your sonar buoy idea or subs making themselves visible for 2 seconds when they fire. Whatever. There needs to be some way for them to be visible momentarily.

I agree that it shouldn't be permanent and long-reaching.

I said I doubt they can do it given the game engine's limitations. Maye they can, but I'm not betting on it.

Subs already do have a giveaway for their location: when they fire off torps, it highlights where they are pretty well.
Originally Posted by Gtdawg
I understand that playing an at-level sub is tough. Playing at-level BB123s and CAs in a GB2 is tough, too. Rushing straight at the enemy line isn't very successful in those ships either. And, playing at-level CV gets your planes eaten up in GB2s by pilots that are 40 levels higher than yours.

I readily admit that I have the easiest rushing sub out there. I have an IJN SS4 with 3 120 engineers and 1 120 rep. It's got 900SD and max OH and laughs at anything less than PHH in a tight spread. I understand that is completely different from someone playing in an at-level SS12 with no high level supports.

Perhaps SS12 needs to be improved slightly to make that grind easier. I don't think so because playing BB12 in GB is just as difficult. But, with that in mind, that doesn't mean SS34 don't need nerfs.

---------
To add...I would say it is easier to play SS234 with an at-level BO, planes, sonar, torp and high level supports than it is to play BB123 with at-level BO, gunners and high level supports.

Having played both every sub line from SS1 to SS4 in all 6 nations (except SN, only at SS3 there thanks to the XP nerf) with NO POWER LEVELING, and the KM BB line to H39, the IJN line up to Yammy, as well as starting BB lines in every nation, I have to disagree.
You have a LOT more options in CA and BB play to get some XP, from sniping to slingshot, to smoking, or just shadowing another BB and helping clean up, plus AA for at least some XP depending on your line and the gunners you have.
A sub on the other hand has just one option: stealth. Nothing else. Using a lot of the skills and tactics I've learned means that I've got a 1 in 4 chance of scoring attack in SS1 and SS2's. Someone just starting has little chance of any attack until they learn what works, which is why most people advise skipping SS1 and SS2 altogether, and start learning at SS3.

  • Re : Ijn SS4 Test......

    08. 10. 2011 05:14


DJDeath
Originally Posted by Vawlkus

Because then sub drivers do not need to fire at range, giving ships a chance to dodge. They can come right up to minimum torp arm distance and lay into the side of their target.


And that is why it's also considered to increase the arming distance of sub torpedos.
Personally I'd also like to see a range increase and possible damage increase (along with more torpedos) once splash and duds are removed. Ideally, subs could choose to attack from longer ranges and risk missing more torpedos, or get closer and increase the chance of hitting, but also risk getting caught by ASW.

  • Re : Ijn SS4 Test......

    08. 10. 2011 05:52


Gtdawg
Originally Posted by Vawlkus

Because then sub drivers do not need to fire at range, giving ships a chance to dodge. They can come right up to minimum torp arm distance and lay into the side of their target. At that point, without ASW ships ahead of the BB line (which does not work because ASW get sunk that way) then their really is nothing BBs can do to avoid getting sunk.
Splash damage was intended to compensate for the dud rate in torps, as well as add in some random chance mechanic to mirror gun shell spread on BBs.


Splash damage wasn't meant to compensate for the dud rate. The dud rate was supposed to compensate for the stupidly high torp damage the subs have. Several years ago, NFNA got a huge torp nerf because of an abundance of TWs ruining the game. Subs did not get the same nerf when they were introduced to NFNA.

Splash damage is a by product of that.

Even at minimum arm distance, people can turn towards or away from torps and dodge them. And, you have to remember that the idea of removing duds and lowering splash goes in combination with a bunch of other balance ideas including possible increasing reload, decreasing damage, and introducing an ability for BBs to have some sort of sonar.

If BBs had some sort of fractional inherent sonar that was right at the minimum arming distance for fast torps, then, conceivably, they would spot the sub right as or right before he fired his torps, in your scenario. I don't know how many players that would get to minimum arming distance and fire because one turns towards and all their torps are gone.

If BBs had some other ability to spot subs, then they could try and dodge one or two of the torps, then bring their scout to drop a buoy. Or, if subs had to come to periscope depth and fire before retreating deeper, then the BB would get a second or two of notice that they were about to get destroyed.

Originally Posted by Vawlkus

Having played both every sub line from SS1 to SS4 in all 6 nations (except SN, only at SS3 there thanks to the XP nerf) with NO POWER LEVELING, and the KM BB line to H39, the IJN line up to Yammy, as well as starting BB lines in every nation, I have to disagree.
You have a LOT more options in CA and BB play to get some XP, from sniping to slingshot, to smoking, or just shadowing another BB and helping clean up, plus AA for at least some XP depending on your line and the gunners you have.
A sub on the other hand has just one option: stealth. Nothing else. Using a lot of the skills and tactics I've learned means that I've got a 1 in 4 chance of scoring attack in SS1 and SS2's. Someone just starting has little chance of any attack until they learn what works, which is why most people advise skipping SS1 and SS2 altogether, and start learning at SS3.


Hey, cool. Another "I have a bunch of ships" argument. You've started BB line in every nation? That's crazy. I couldn't imagine doing that. That must've taken...like...years to do.

Like, every single nation?

How are you able to play BB for every single nation? Isn't it confusing or hard? Man, wouldn't it be awesome to have the BB6 for every nation? That's going to be quite an accomplishment when you level all those BB lines.

Even though you have BB lines in every nation, I'm still going to point out that you are slightly missing my point.

Yes, subs only have stealth to get attack. However, that doesn't mean they need to rush straight at the biggest BBs on the enemy team to get attack. SS12 can play the support role quite well. Instead of thinking they need to be attack ships, they could play the support role that other ships of similar level, killing rushing ships or going out to meet enemy subs.

Given how a GB2 plays, they could hang around the BB line...possibly even venturing out to no man's land before coming back. Rinse and repeat a few times and they could probably find a time to pick off a ship or meet a sub. If that doesn't look to be working, they could end up trying to pull a hero rush off.

It isn't required that level 40/50 ships rush straight at the BB line to get attack.

  • Re : Ijn SS4 Test......

    08. 10. 2011 06:09


nyerkovic
Originally Posted by Challen76

So when people say "Overpowered for their level" balance=nerf. You can fluff it all you want, but that is what the lemmings are crying for.

Oh, and so long as we are balancing a "level based game" will this include BB3 vs. SS4 on a 1v1 in the test server? I haven't shown up to the test server for lack of interest, but I would love to show up for this alone.


No, when people say "overpowered for their level" balance is not equal to nerf. It means just that a ship at a determined level should perform like another ship of the same level.

Right now, SS1=38 while BB1/Cv1 is around 50. Does that mean we have to make sure SS1 perform like a CL?... absolutely not. There is always the option of rising the required level and then make it perform like a BB1.

About BB3 vs SS4, you just pointed out what I said. Why compare BB3 to SS4?... SS4 is a Tier 4 ship. As to the 1vs1... I'm not sure. They are 2 different type of ships and have different play-styles... SS should win while it's underwater, but once its out BB wins.

I will say it again and as many times as is needed for everyone to understand. Balance is not a nerf... it is a combination of buffs and nerfs, and there are a lot of variables to play with in order to achieve balance... you have to give and take in order to balance something, specially when new content comes prepared for an uncapped server and it has to fit in NFNA where we have caps.

  • Re : Ijn SS4 Test......

    08. 10. 2011 07:27


Challen76
Originally Posted by nyerkovic

About BB3 vs SS4, you just pointed out what I said. Why compare BB3 to SS4?... SS4 is a Tier 4 ship. As to the 1vs1... I'm not sure. They are 2 different type of ships and have different play-styles... SS should win while it's underwater, but once its out BB wins.


SS4 vs BB3 because they are the ~same level. If we are to compare ship vs. ship in a level based game, then this is needed to achieve balance.

Originally Posted by nyerkovic

I will say it again and as many times as is needed for everyone to understand. Balance is not a nerf... it is a combination of buffs and nerfs, and there are a lot of variables to play with in order to achieve balance... you have to give and take in order to balance something, specially when new content comes prepared for an uncapped server and it has to fit in NFNA where we have caps.

If people believe a ship is overpowered for its level, and they want to balance it in order to reduce its overall effectiveness, then by all rights and measures, it gets nerfed.

  • Re : Ijn SS4 Test......

    08. 10. 2011 07:34


ljsevern
Originally Posted by Challen76

LJ - You still don't understand the concept of Rock/Paper/Scissors?

BB's kill ASW.
ASW kill subs.
Subs kill BB's.

Except that BB's are given every tool (and more) that ASW has to detect and kill subs.

Oh... and giving subs more airtime? That's exactly what we need to drag out those GB2's and non-existent HA's.


This post just proves everything for me. BB's can't use sonar. ASW can.

RPS works fine when things are the same level. There isn't any high level ASW, and there isn't any high level submarines yet.

Furthermore, dragging out GB's/HA's due to more airtime? Won't make a difference in GB2's, counter attack time. In HA's, its simple; Tiles are won if just an SS is left.

  • Re : Ijn SS4 Test......

    08. 10. 2011 08:01


superjugy
Originally Posted by Gtdawg

- A large reduction in splash damage
- Removal of dud torps
- An alteration to sub damage with corresponding changes to reload, range, arming time depending on how the removal of dud torps affects balance
- Increase in sub ammo
- Large increase in air time
- Alteration to sub speed and/or change in performance of high level support on sub (effectively slowing subs down or making it harder to get to 900SD)

Other discussed changes include:
- Creation of periscope depth to launch torps causing subs to be vulnerable to fractional surface shots
- Big nerf to PHH
- Creation of level-based HH guns with appropriate changes in damage from DD to BB
- Change to sub spotting for BBs (fractional inherent sonar ability, ability to use sonarmen, ability to spot subs with scout at or near sea level)

The two that I would like are the ability of scouts to spot subs when at sea level and the creation of dual purpose guns for all nations that allow any gunner the opportunity to fire AA or HH without having to pick one or the other. IJN and KM can't make the same choice that UK/US/MN/SN can because of the way the gunners work (which, is wrong according to Yuno saying DP gunners could fire HH). And, someone with an extra set of gunners should be able to use AA and HH without sacrificing the advantages their ship has (like Alsace or Charle with awesome AA).


I completely agree with the first list of proposals. about the second one though. as LJ has stated, the RPS only works when they are same level. and since im pro of RPS, i like the idea of different HH depending on level and as such the inclusion of high level ASW ships. thaht way BBs detecting SSs would be unnecesary. i really dont think BBs should be able to see an SS, thats their sole purpose. but having high level support ships with high level HH and the such, would make a good defense for BBs.

if the concern about BBs not seeing an SS 50 levels below and getting sunk is the problem, i think my idea of "ship level based torp reduction factor" suits better and let the SSs keep their stealth. if you want to know more about the torp reduction factor i propose go to the test forums discussion. i posted the link a few pages back.