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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. 11. 2011 18:42


snow_ball
Your 30minute idea has been suggested before, and you should really explain what your thinking better...

But PHH does so much damage because you have to buy them to use them. (or get them in an event)

But lol! I have to ask... where you a victim of my fleet's HH rushes? I knew there would be posts about nerfing HH's after that. Oh and here is some inside information.... They where using regular HH, they just have good gunners and good accuracy.

HH's dont need nerfed. They are fine how they are. But I wouldn't mind seeing the damage against surface ships, other than subs, be lowered.

  • Re : Nerf HH's

    07. 12. 2011 16:05


Rick5000
Originally Posted by snow_ball
Your 30minute idea has been suggested before, and you should really explain what your thinking better...

But PHH does so much damage because you have to buy them to use them. (or get them in an event)

But lol! I have to ask... where you a victim of my fleet's HH rushes? I knew there would be posts about nerfing HH's after that. Oh and here is some inside information.... They where using regular HH, they just have good gunners and good accuracy.

HH's dont need nerfed. They are fine how they are. But I wouldn't mind seeing the damage against surface ships, other than subs, be lowered.


Not a victim from ur fleet.
But yes it is really annoying because PCA's shouldn't kill bb4-5 with PHH salvo's.
They really go ~65 KNT and i got a screen of a molkte going 71.


Like 3-4 PCA'S with PHH can easily kill a QV.

  • Re : Nerf HH's

    07. 13. 2011 05:20


Lone_RANGER
the only changes needed for HH is to restrict them from blitz rooms .... no subs = no HH ...

  • Re : Nerf HH's

    07. 13. 2011 20:21


snow_ball
Originally Posted by Lone_RANGER
the only changes needed for HH is to restrict them from blitz rooms .... no subs = no HH ...


I Agree with that. Even though I don't play blitz's, They shouldn't be allowed in them since there are no subs.

  • Re : Nerf HH's

    07. 13. 2011 20:28


TheScarecrow
i rec this thread solely for the idea of reducing the damage caused by HH on surface ships on direct impact. They are anti-sub weapons not anti-ship weapons ffs!

They should do as much damage to surface ships as AA shells!

  • Re : Nerf HH's

    07. 16. 2011 03:44


Rick5000
Originally Posted by TheScarecrow
i rec this thread solely for the idea of reducing the damage caused by HH on surface ships on direct impact. They are anti-sub weapons not anti-ship weapons ffs!

They should do as much damage to surface ships as AA shells!



7.20 calibre + 1 calibre shell +500-800 dmg = like calibre 9-10 Yes i have been trying to PHH rush with my pensacola and i easily kill bb3-4's

  • Re : Nerf HH's

    07. 16. 2011 06:37


Elliot2lazy
So just so that you dont like something in the game, and probably right now get beat by it a lot, you simply go on the forums and rant how it has to be nerfed...good luck.

  • Re : Nerf HH's

    07. 16. 2011 12:21


jikemenkins
I play a SS.

The PHH make me upset sometimes, and i think they need tweeked a little. Perhaps longer countdown. Perhaps smaller splash damage range.

However, the big issue is the surface damage. This type of ordinance wouldn't have the fuseing necessary for impact detonation.

Its an anti-submarine weapon, but in the game its just used as an overpowered "Premium Shell". They might as well sell Premium Shells for your guns, because that's what the PHH are being used as.

HH should Bounce when it hits a ship on the surface. And once they are in the water, if your a sub and they are anywhere close, well its just game over.

Why not just sell me some Premium Torps, so i can sink AW BBs with 4 torps?

On top of the fact that Torp-damage experience-gain is nerfed right now, whats my motivation to keep playing?

  • Re : Nerf HH's

    07. 16. 2011 16:54


heatrr
Nerf subs then nerf HH/PHH. =.=
Nerf smoke while your at it; subs should have no ability to use smoke....

This is my idea, took me 30 sec. :P

  • Re : Nerf HH's

    07. 16. 2011 16:59


Lone_RANGER
nerf heatrr, blatant trolls should have no ability to post on serious threads

took me 3 seconds for that idea :P


unless you want to add SNORKLES to the game for T4 and above subs so they can recharge air without surfacing ... then SUBS are the ONLY ship in the game that actually NEEDS to use smoke ...

actually the more i think about it ..... the snorkle idea can be simulated by removing the air timer on T4 and above
ie: the have a permanent air supply ... EXECPT when in crit dive mode .. then it starts dwindling again until you return to normal dive ...

also subs should be able to move 1/4 speed while in crit dive ... to allow for creeping up on an enemy without triggering sonar ... all subs air supply dwindles while in crit mode ...

as it stands right now .. sub get spotted = sub dies ... sub runs out of air = sub dies ....

subs and torps have been nerfed in so many ways ... they need a slight buff now ...

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