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  • Adjusting Ship Limits to Retain Gameplay

    11. 02. 2011 20:16

Recommend : 6

christomorg
I know there have been lots of complaints and other threads about how to deal subs in the game and their impact on the game.   I think that at this point  the limit of 10 is too many for a great battle  game.   Three ss4 or ss5's rushing south or north can completely cripple an entire bb line .   There simply are not enough players  playing in support roles to counter the high numbers of high lvl subs.   This  ends up forcing bb's to either focus or fighting and running from subs instead of engaging other teams bb's.   I have been in several games recently where  a group of subs has wiped though  an entire line of two bb4's two bb5's and a bb6.  Only one was sunk in the entire. encounter.   I am proposing that the limit of subs be limited to 6 per game.   3 per team is more reasonable than 10 per game.   This way the subs can influence the outcome of a game but not determine it  Let BB's fight bb's again!.

 

  • Re : Adjusting Ship Limits to Retain Gameplay

    11. 05. 2011 10:35


Tomm96
So what with thos bb6 some kill 3/5 of the enemys team then?

  • Re : Adjusting Ship Limits to Retain Gameplay

    11. 05. 2011 10:55


TSLordPred
solution for your ss limit issue.

1. Assign escort with sonar
2. put phh launchers on your t slots of bb/cv
3. Kill subs....
4. put on bulge
5. do steps 1-4 and stop whining please.. ty..


Im not a primary sub driver but from time to time I do use one. If 4 subs get to that many bb's that means your teams subs failed at its job as well or they got killed first. Its hard for a ss3-4 driver to get that far into a line and stay alive so dont punish them for doing a good job. Next thing you will want to do is ban bb drivers who rush in and crush the other team in under 2 min.... :S

  • Re : Adjusting Ship Limits to Retain Gameplay

    11. 05. 2011 14:00


ozzy0
10 ss is just fine
5 vs 5 in ss in a GB and out of the 5 ss 2 or more will be kill'd
in ss vs ss battle that wat most of the ss do today is fighting ss in trying to get to the bb/cv

then the remaining 3 or les get to deal whith asw if its in the room
those can kill the ss that did survive ss vs ss

if the asw in not in a room all bb/cv can use escorts
if the bb/cv have no escort anny ff/dd/cl on its team can still spot the ss
so now u have the choice of running or carry phh on your t slot
but no u all want the extra repaier on those slots
then don't complain if a sub gets u

as for the cv use a escort or put a sonarman on your ship
and try to move around don't stay parkt at your start position

  • Re : Adjusting Ship Limits to Retain Gameplay

    11. 05. 2011 16:31


hiroito
Originally Posted by TSLordPred

solution for your ss limit issue.

1. Assign escort with sonar
2. put phh launchers on your t slots of bb/cv
3. Kill subs....
4. put on bulge
5. ???
6.PROFIT!


Im not a primary sub driver but from time to time I do use one. If 4 subs get to that many bb's that means your teams subs failed at its job as well or they got killed first. Its hard for a ss3-4 driver to get that far into a line and stay alive so dont punish them for doing a good job. Next thing you will want to do is ban bb drivers who rush in and crush the other team in under 2 min.... :S


Now it's better.

  • Re : Adjusting Ship Limits to Retain Gameplay

    11. 06. 2011 23:35


BradeLern
I'm going to start out by saying that I drive both a KM BB3 (bissy) and a KM SS3, so I'm going to attempt to be as impartial as I can here. I don't mean any offense to anybody that my views disagree with. Just thought that I should mention that.

BB's, it's not really that hard to avoid an SS. Sure, one might catch you by surprise every once in a while, but just shrug it off and go on to the next battle. Most SS should not be able to one salvo you (besides some IJN subs w/ their nukes), at most, they'll burn through your bulge, but that should give you a chance to run due to the reload time from the torps. And once they fire their torps, you basically have a lock on their position to HH them down to the bottom. you can see where the torps were launched from, even though you can't see the sub itself (similar to fighting blind in a BB, except near misses w/ HH will still force the sub to critical dive, allowing you to run away. A BB is was not meant to fight subs. subs will normally win unless you're a stud with HH/ torp dodging (besides km proxies). you need to run away until it either runs out of air or a DD loaded with PHH takes it out. You can stand and fight it out, but when you try to hump a sub until it runs out of air while you can't see it...well, you made a wrong choice. a sub will win there 99.9% of the time. I'm sure that some BB drivers here will claim that they need their T slots for an extra repair men or AA, but that is your choice. AA i can understand, but when I play, i notice that most BB's fail to mount AA guns, or if they do, don't use them even if they're being lit up by a scout that they could easily shoot down. This is just an example of poor usage of gun space. If you use your T slots for extra repair men, then you're sacrificing a chance to keep from getting hurt to maginally improve your ability to recover from getting hurt. My last point for BB's is do not complain if you don't put little to no bulge on or fail to run when you are getting torped. When I drive my SS and sneak up on a L1 and hit him with all four torps, i don't expect to actually sink him. hurt him, yes, sink him, no. But i've had instances where i've torped L2's, one of the most AW'd ships in the game, and crippled it...while it had full DP. BB's don't deserve to float if they don't want to consider all the threats and be OP in only one aspect while failing at everything else. Other BB's are smart enough to pile on the bulge to protect from torps, but fail to run away when a sub approaches and starts to torp. Yes, i do understand that you have 250 bulge, but if you're going to be dumb enough to sit there and let me hit you, then i will. easy target. If you have that much bulge, it'll protect you from enough salvos to run away. To those who will say that an SS is faster than them, well, those SS are normally the ones with the extremely high lvl crews, (or are running an extremely skeletonized crew), and if you have an SS like that chasing you, they're probably either extremely skilled or very stupid. Most SS will give up the chase if they hit you with a salvo and you run off with little to no damage. why bother with that big invincible BB while there's that pretty little AA ship sitting over there without a care in the world. If they do chase you though, they'll take themselves out of the game and spend all their air supply sinking one BB, which is really insignificant compared to the other 10. Other high tiered BB's will take out 3-4 BB's on a good game. If a sub does this, that means that your team's bb's haven't been playing very smart or that your ASW has been slacking a bit, kinda like those high leveled AA ships that only know how to spam the golden angle :P.

BB's, i understand it's annoying when you're swerving along, block shotting everything in sight when all of a sudden some SS decides to torp you to the bottom, but that's what they're made to do. They hunt capital ships. I understand that it sucks because i've been there, but it's hard to be an SS too. You have a limited air supply, and you basically have one chance to make it across no mans land, sink or avoid any subs in your way, which, if they see you, will light you up and cause the PHH DD's and all other forms of ASW to converge on you like moths to a lantern. and in succeeding in sneaking by all that, you need to get past all the trolling moltkes and other ASW ships that fly everywhere at 50 knots nuking any subs they detect with their level 120 sonarmen with PHH. Don't blame the SS for emptying their tubes on the first thing they see, normally BB's in the front line, so they do damage before they get nuked into oblivion so they can get full xp. As an SS driver, I would personally like to attack ships in this order. CV>FF-CL (due to sonar)>BB1-2>BB3-6>SS. I don't really want to mess with other ss because that just burns off your air and you only really have a 50 50 chance at winning, then you have to avoid ASW afterwards. CV's would be an SS's preferred food due to the fact that they typically can't fight back and you can get a lot of torp damage on them, but they're incredibly hard to get to because they're typically in the far back, so you have to avoid radar, other subs, and keep from running out of air to get to them. FF-Cl i will torp if they get close enough because i want to remain sneaky, but they're tricky to torp because they're so fast. BB1-2 are generally food for everybody, so if they get close...nomnomnom. they normally have little to no bulge. I normally don't deal with BB3-6 because that's where the increase in the amount of bulge really grows. I only attack them when I'm starting to run low on air and need to do damage. Also, the range of torpedoes is extremely short compared to the range of BB's. max range is hard to get into at best, and when you do fire, there's plenty of time for the ship to turn away and avoid the torps, but most people have forgotten how to torp dodge these days. I consider myself lucky when a ship goes close by me so i can actually hit it with all 4 tubes (let's not forget about duds).

All right, that's basically what i've got to say. I know that I have missed big parts of different arguments in the past, but this is just my own unbiased thought towards the BB SS situation. yes, there's pro's and cons to each one, but really, the balance is not all that bad. Games where group of subs goes all F for Fictory and actually ownes are rare. they normally get picked off by ASW and PHH before they cause too much damage. I didn't mean to insult anybody in this post or anything, so if I did, it was completely unintentional, and I'm sorry. If you message me sometime, I'll give you a cookie and say i'm sorry :P.

I didn't intend to imply that the "BB SS situation" in the last paragraph standed for BS situation. caught this right after i posted it. Sorry haha.

  • Re : Adjusting Ship Limits to Retain Gameplay

    11. 08. 2011 22:04


angus725
I apologize for KGB/Gestapo-ing this thread.

On a side note, certain people never posted in this thread. Warnings will be dealt with privately.

-Angus

  • Re : Adjusting Ship Limits to Retain Gameplay

    11. 11. 2011 20:13


normpearii
Bulge is usless.


Real Men use .5 Belt to get maximum effective torp damage reduction and turn on time.

  • Re : Adjusting Ship Limits to Retain Gameplay

    11. 11. 2011 23:09


ljsevern
Originally Posted by normpearii

Bulge is usless.


Real Men use .5 Belt to get maximum effective torp damage reduction and turn on time.


And even then its useless lol.

  • Re : Adjusting Ship Limits to Retain Gameplay

    11. 14. 2011 15:34


aingeal
Originally Posted by woodskier

* * * * *
You* would be* wise to start a sub line, then; *
* * * * * * * *
when you* reach the ss3, you shall *be welcome in the *shaolin temple* of the sub.
* * * * *
* * * * * * * * *
* * * * *
is not the sub like the candle in seeking the mountains under the sea ?



what the?




The issue with sub isn't their effect on the whole game, but the micro-balance about them, and that is extremely well explained in an analogy I think esoom or another vet member did about "the win button" use.

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