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  • Let the Test Team Balance Subs

    09. 01. 2011 16:41

Recommend : 24

ljsevern

As above. Do not release SS5's until SS Balance by the Test Team

Otherwise, players will flat out refuse to play and the game will die within months.

SS4's are already competitive in HA game modes (which have nearly all 120 ships apart from Submarines).

Any further buff is just going to further alienate all non submarine ships;

The SS's, while being counters to BB's, shouldn't still be an auto win.

They should have their levels adjusted for their tier.

They should have their power adjusted for their tier.

They should have their playstyle changed from Glass Orbital Cannons to a skill based hit and run ship, designed to harass the enemy from behind their lines. 

 

  • Re : Do not release SS5's until SS Balance by the Test Team

    09. 06. 2011 17:00


nyerkovic
Originally Posted by Cracko


If SDE wants to talk about a "slight redesign of SS gameplay" (for example giving them more air in exchange for speed, or another example more damage to torps but slower reload) maybe it would be interesting to see what options we have and its very important to count with SS drivers opinions...



Cracko, I won't speak for SDE on this matter, but from what I read in the topics on the test server it is definitely the spirit of the test team to achieve something in those lines. No one in the test team is talking about a general nerf of the SS class, and I can assure you that no one in TNF or the GMs will allow a capital ship class to be rendered useless.

All proposals from everyone I've read in the test team, point out to a mix of buffs and nerfs in different areas, in order to redesign SS gameplay.

In fact, your examples are suggestions that have been already given by people in the test server.
So you can be sure that any conversation regarding SS balance will go in the direction you point out in that quote, and I would agree that SS players are very important in this.

  • Re : General Discussion for SS Balance suggestions.

    09. 06. 2011 19:33


aingeal
Originally Posted by nyerkovic

Originally Posted by Cracko


If SDE wants to talk about a "slight redesign of SS gameplay" (for example giving them more air in exchange for speed, or another example more damage to torps but slower reload) maybe it would be interesting to see what options we have and its very important to count with SS drivers opinions...



Cracko, I won't speak for SDE on this matter, but from what I read in the topics on the test server it is definitely the spirit of the test team to achieve something in those lines. No one in the test team is talking about a general nerf of the SS class, and I can assure you that no one in TNF or the GMs will allow a capital ship class to be rendered useless.

All proposals from everyone I've read in the test team, point out to a mix of buffs and nerfs in different areas, in order to redesign SS gameplay.

In fact, your examples are suggestions that have been already given by people in the test server.
So you can be sure that any conversation regarding SS balance will go in the direction you point out in that quote, and I would agree that SS players are very important in this.



The exact content of what is mostly agreed with by everyone that are seriously discussing subs:

1-CHANGE subs to a stealth ship, by giving it the tools to sneak around
2-CHANGE ASW to actually get skilled ASW play to kill skilled subs.
3-with 1, only skilled SS will be able to sink skilled BB
4-Give subs national advantages, rather than have IJN and KM OP (one due to torps amount, the 2nd due to prox) and the other nations kinda tasteless in comparison.


Ideas to do so that were talked about:

-Modification to crit dive to make it a mode where you will suck up air like mad, but able to move undetected/dodge. No more damage.

Linked to it, I suggested a silent mode separate from crit dive, but I'm ain't sure at all its possible, but I won't bother re-explaining that idea again :/ Check test server section.

-Modification to HH to HAW weapons (minimum firing angle)

-Significant air buff

-Speed reduction (around 35 above water, 30 underwater)

-Torp reload nerf

-No more dud

-torps splash nerf

-Different types of torpedoes

-OH ratio buff (easier to speed cap)

-Submergence nerf (if you do surface near a BB = game over. You'll have the tools not to do so)




Thats on the top of my head. Obviously, some things are going to change, and get nerfed. Other will get buffed I'd think.

Thats at least what I hope to see the test team do with them, and I,ll be there along to way to help with idea and tests at the best I can. No where did I see anyone, including ljsevern, call for a nerfbat.

Wouldn't you say being recognized as a master of a ship class rather than master of:

FFFFFFFFFFFFFF U I I SPACE SPACE FFFFFFFFF SPACE SPACE *surface* P CLICK *smoke...10 sec* U SPACE SPACE!

Sub playstyle right now is a short ranged nuke, that sometimes get nuked before getting a single points of attack, but other times just rapes ship much higher level than it is with stupid salvo powers. We have an imbalance trying to
fix another. So either the sub meets OP ASW or the BB meet OP SS first.

  • Re : General Discussion for SS Balance suggestions.

    09. 06. 2011 20:00


Humberto20
Originally Posted by aingeal

Originally Posted by nyerkovic

Originally Posted by Cracko


If SDE wants to talk about a "slight redesign of SS gameplay" (for example giving them more air in exchange for speed, or another example more damage to torps but slower reload) maybe it would be interesting to see what options we have and its very important to count with SS drivers opinions...



Cracko, I won't speak for SDE on this matter, but from what I read in the topics on the test server it is definitely the spirit of the test team to achieve something in those lines. No one in the test team is talking about a general nerf of the SS class, and I can assure you that no one in TNF or the GMs will allow a capital ship class to be rendered useless.

All proposals from everyone I've read in the test team, point out to a mix of buffs and nerfs in different areas, in order to redesign SS gameplay.

In fact, your examples are suggestions that have been already given by people in the test server.
So you can be sure that any conversation regarding SS balance will go in the direction you point out in that quote, and I would agree that SS players are very important in this.



The exact content of what is mostly agreed with by everyone that are seriously discussing subs:

1-CHANGE subs to a stealth ship, by giving it the tools to sneak around
2-CHANGE ASW to actually get skilled ASW play to kill skilled subs.
3-with 1, only skilled SS will be able to sink skilled BB
4-Give subs national advantages, rather than have IJN and KM OP (one due to torps amount, the 2nd due to prox) and the other nations kinda tasteless in comparison.


Ideas to do so that were talked about:

-Modification to crit dive to make it a mode where you will suck up air like mad, but able to move undetected/dodge. No more damage.

Linked to it, I suggested a silent mode separate from crit dive, but I'm ain't sure at all its possible, but I won't bother re-explaining that idea again :/ Check test server section.

-Modification to HH to HAW weapons (minimum firing angle)

-Significant air buff

-Speed reduction (around 35 above water, 30 underwater)

-Torp reload nerf

-No more dud

-torps splash nerf

-Different types of torpedoes

-OH ratio buff (easier to speed cap)

-Submergence nerf (if you do surface near a BB = game over. You'll have the tools not to do so)




Thats on the top of my head. Obviously, some things are going to change, and get nerfed. Other will get buffed I'd think.

Thats at least what I hope to see the test team do with them, and I,ll be there along to way to help with idea and tests at the best I can. No where did I see anyone, including ljsevern, call for a nerfbat.

Wouldn't you say being recognized as a master of a ship class rather than master of:

FFFFFFFFFFFFFF U I I SPACE SPACE FFFFFFFFF SPACE SPACE *surface* P CLICK *smoke...10 sec* U SPACE SPACE!

Sub playstyle right now is a short ranged nuke, that sometimes get nuked before getting a single points of attack, but other times just rapes ship much higher level than it is with stupid salvo powers. We have an imbalance trying to
fix another. So either the sub meets OP ASW or the BB meet OP SS first.



Speed Has been nerfed already. Reason that you cannot touch this:

FF/DD has an insane speed 45-58 knots as minimum, if you reduce the speed, you are making IJN sub very very bad at turning event worst.Another reason, subs will be kinda slow to reach a target , because your team if playing properly, will take all your food from you, air is a good compesation, but playing slow, gets boring as well,

Torpedo reload nerf- I disagree.

torp splash nerf- Maybe a 25% nerf wont hurt anybody, in compesation, give more torpedoes to submarines, but leave the duds as they are. I think i got not problem with that,


Lets say different type of torpedoes:

LVL 30's torpedoes= 4000dmg
level level 40's torpedoes= 7000 dmg
level 6o's torpedoes= 9000 dmg
level 70's torpedoes = 13000 dmg
level 80's torpedoes= 16000dmg
level 90's torpedoes= 17500 dmg
level 100's torpedoes= 19000 dmg
level 110 torpedoes= 21000 dmg
level 120 torpedoes = 23000 dmg

  • Re : General Discussion for SS Balance suggestions.

    09. 06. 2011 20:42


aingeal
Originally Posted by Humberto20

Speed Has been nerfed already. Reason that you cannot touch this:

FF/DD has an insane speed 45-58 knots as minimum, if you reduce the speed, you are making IJN sub very very bad at turning event worst.Another reason, subs will be kinda slow to reach a target , because your team if playing properly, will take all your food from you, air is a good compesation, but playing slow, gets boring as well,


Speed still allows to run down BBs.

I don't see how it would make a difference with being ran down by FF, you ain't suppose to outrun them.

To be clear, I'm thinking 35 knot max surfaced, 30 submerged, easier to speed cap. Slower than the BBs, but not slow either.

Originally Posted by Humberto20
Torpedo reload nerf- I disagree.


Care to elaborate? Sub DPM needs to be reduced, and I believe in a hard first hit, in good classic stealth play.

Originally Posted by Humberto20
torp splash nerf- Maybe a 25% nerf wont hurt anybody, in compesation, give more torpedoes to submarines, but leave the duds as they are. I think i got not problem with that,


Imo, you miss you miss. You hit you hit, hence why I say no dud, and no splash. Or minimal, as I doubt the game mechanic can totally avoid it.


Originally Posted by Humberto20

Lets say different type of torpedoes:

LVL 30's torpedoes= 4000dmg
level level 40's torpedoes= 7000 dmg
level 6o's torpedoes= 9000 dmg
level 70's torpedoes = 13000 dmg
level 80's torpedoes= 16000dmg
level 90's torpedoes= 17500 dmg
level 100's torpedoes= 19000 dmg
level 110 torpedoes= 21000 dmg
level 120 torpedoes = 23000 dmg


Of course there should be a per torp damage raise with each tier.

However, I,m afraid you mean lvl 120 torper on an SS1 = lvl 120 torps. If its the case, I heavily disagree, 120 gunners on BB1 do not mean BB6 guns.

What I had in mind is a bit like the kita M93 launcher choices, sub version.


Btw why are you always fighting against the nerf, but never proposed discussing the buff and how they compensate those?

  • Re : General Discussion for SS Balance suggestions.

    09. 06. 2011 21:23


Humberto20
Originally Posted by aingeal

Originally Posted by Humberto20

Speed Has been nerfed already. Reason that you cannot touch this:

FF/DD has an insane speed 45-58 knots as minimum, if you reduce the speed, you are making IJN sub very very bad at turning event worst.Another reason, subs will be kinda slow to reach a target , because your team if playing properly, will take all your food from you, air is a good compesation, but playing slow, gets boring as well,


Speed still allows to run down BBs.

I don't see how it would make a difference with being ran down by FF, you ain't suppose to outrun them.

To be clear, I'm thinking 35 knot max surfaced, 30 submerged, easier to speed cap. Slower than the BBs, but not slow either.

Originally Posted by Humberto20
Torpedo reload nerf- I disagree.


Care to elaborate? Sub DPM needs to be reduced, and I believe in a hard first hit, in good classic stealth play.

Originally Posted by Humberto20
torp splash nerf- Maybe a 25% nerf wont hurt anybody, in compesation, give more torpedoes to submarines, but leave the duds as they are. I think i got not problem with that,


Imo, you miss you miss. You hit you hit, hence why I say no dud, and no splash. Or minimal, as I doubt the game mechanic can totally avoid it.


Originally Posted by Humberto20

Lets say different type of torpedoes:

LVL 30's torpedoes= 4000dmg
level level 40's torpedoes= 7000 dmg
level 6o's torpedoes= 9000 dmg
level 70's torpedoes = 13000 dmg
level 80's torpedoes= 16000dmg
level 90's torpedoes= 17500 dmg
level 100's torpedoes= 19000 dmg
level 110 torpedoes= 21000 dmg
level 120 torpedoes = 23000 dmg


Of course there should be a per torp damage raise with each tier.

However, I,m afraid you mean lvl 120 torper on an SS1 = lvl 120 torps. If its the case, I heavily disagree, 120 gunners on BB1 do not mean BB6 guns.

What I had in mind is a bit like the kita M93 launcher choices, sub version.


Btw why are you always fighting against the nerf, but never proposed discussing the buff and how they compensate those?



35 knots for ss5-ss6 its low, and gets boring. 40 knots still good speed and should stay as it is.

Torpedo Reload wont just affect ss vs bb, but also SS vs SS. every second counts.


Torpedoes 100- 110-120 can only be used by SS5-SS6
Torpedoes 80-90 can only be used by SS4
Torpedoes 60-70 ss3
torpedoss 40 ss2
torpedoes 30's ss1


BTW; im fighting against to thoses who first compesates the subs and then they ask to remove them. They have no idea anything about subs. But about themselves and selfish BB styles.

  • Re : General Discussion for SS Balance suggestions.

    09. 07. 2011 01:31


ozzy0
Originally Posted by ljsevern

Originally Posted by ozzy0

Originally Posted by OttoReinhold

I'm sure someone from the sub brigade can conclusively prove that, right? After all this has been claimed as fact countless times since the other claim was rebutted.


whel if been messing arond in some test missions
it seens to me that the difference is about 0.6 sec more for a moving ss on OH to crit dive
normal speed about 0.5
but if timed it on a phone's timer those are not that accurate
if someone got the tech to make a a recorded test
please do then we know for shure
it shud not take to long just
1 whith ss stationar and the time
1 whith ss on normal crusing speed
1 whith ss on OH
time them all and look at the difference
but be fair of the ss brigade wil complain that the test was riged


Video please, because I haven't experienced that. And a phone timer isn't accurate at all. The phone test will be the cause of your 0.6 seconds more.

The test wasn't rigged, but it seems that no matter what tests are done and proven, the same players will complain about it.


whel thats wy i ask for someone to propperly test it
becos i don't have the tech or techskill to do it
and if sayd test is fair it will end all this crap i hope

  • Re : General Discussion for SS Balance suggestions.

    09. 07. 2011 10:23


leaderwolf
That can be a balance.Hidden nerf in balance isn't a good suggestion,again we see
Do not release SS5's until SS Balance by the Test Team?team what team onf,tnf,sde?Kr is know better what is good.
Glass Orbital Cannons again maybe is add new radar?or high lvls of sonar?
Isn't to many high lvls subs,why is need to hit the smalls unskiled with not decent SD?Can't be fair.
SS5 is a normal evolution of SS4 but more is a involution
UK m2 fat big easy target, IJN AM Db ask :where is panama gate? SN Dclass is SS4 Argonaute.
KM type IX is just Type VII with more space and one torp(back)
Only good SS5 is Gato-class.
Slot is be welcome but two?for training low crew .
The irony of topic is : some add and want new stuff for subs.and is vote for that.
Other type non suggest of author topic.

In battle almost all time just high lvl of subs is survive and last no one can garrantead high lvl can escape against skilled players or under bombard of many asw HH.

All we must adapt and learn not every time attack other ships blamed CV,blamed BB or blamed SS.
I never see that almost all time;all do first self contribution in battle not in forum.Thx

  • Re : General Discussion for SS Balance suggestions.

    09. 07. 2011 10:24


SK_Bismarck
Originally Posted by ljsevern


You can't use GB as a balance indicator, as fleet compositions are vastly different, teamwork is little to none, and skill level is generally little to none. People play for Exp, not to win. Furthermore, attack isn't the only indicator of power.


You have to use GB as a balance indicator because GB/blitz is most used game modes. You can not balance game only just for HA/FL/FW because this modes play only minority of player base.
I like much more HA/FL/FW but we need prepare balanced content for most used game modes. In FL/FW you can easily balance because you can setup limits separately for this matches / FL/FW /.
GB/blitz are modes which bring SDE money and player base is pushed to play in this modes.
You can not ignore GB/Blitz from balance discusions just because you(me too) prefer playing in other modes. You have to count with this majority of players in this game modes.

  • Re : General Discussion for SS Balance suggestions.

    09. 07. 2011 10:37


woodskier
subs face PHH, DC, shells...torps .....other subs.... ..CL with sonar ...DD's FF....CV,s with sonar....there more than enough ASW to wipe out the subs. Subs are allways, allways out numbered by the BB's, How would like that to be reversed for a while?

Subs air has been nerfed, speed has been nerfed dive time nerfed...meanwhile ASW weapons all Buffed.

Look at the PHH....thier only Hedge Hogs in name only...their range is that of shell fire, not HH.

  • Re : General Discussion for SS Balance suggestions.

    09. 07. 2011 11:03


nyerkovic
Originally Posted by SK_Bismarck

Originally Posted by ljsevern


You can't use GB as a balance indicator, as fleet compositions are vastly different, teamwork is little to none, and skill level is generally little to none. People play for Exp, not to win. Furthermore, attack isn't the only indicator of power.


You have to use GB as a balance indicator because GB/blitz is most used game modes. You can not balance game only just for HA/FL/FW because this modes play only minority of player base.
I like much more HA/FL/FW but we need prepare balanced content for most used game modes. In FL/FW you can easily balance because you can setup limits separately for this matches / FL/FW /.
GB/blitz are modes which bring SDE money and player base is pushed to play in this modes.
You can not ignore GB/Blitz from balance discusions just because you(me too) prefer playing in other modes. You have to count with this majority of players in this game modes.


From what I understand, the main point about GB as balance indicator is the skill level of the general room.

Ships need to be balanced to perform well and show their attributes when played by a skilled player. It should encourage people to learn and play better every day. Some ships are more forgiving than others, but the general idea is that ships should require skill to excel.

It's like Auto FCS and Manual FCS. You don't balance thinking people use Auto FCS more often, you balance thinking people should eventually learn Manual FCS to excel and perform.

Take the H44 or SY for example. They were balanced to make people strive to be better. In the hands of a skilled player, they can outperform any ship, but in the hands of a player that has still a lot to learn, they are easy targets.

That is the whole point from what I read in other threads and in the test server. GB is the most played game mode, but you don't find ships being played at their maximum performance there, you find them in FL/FW. It's not so much about the game mode, but more about the type of player you find in it.


Originally Posted by woodskier

subs face PHH, DC, shells...torps .....other subs.... ..CL with sonar ...DD's FF....CV,s with sonar....there more than enough ASW to wipe out the subs. Subs are allways, allways out numbered by the BB's, How would like that to be reversed for a while?

Subs air has been nerfed, speed has been nerfed dive time nerfed...meanwhile ASW weapons all Buffed.

Look at the PHH....thier only Hedge Hogs in name only...their range is that of shell fire, not HH.


I agree with you on the point of HH and all the ASW weapons SS have to face. But I have said in other threads. I believe 2 wrongs don't make a right. I feel ASW is very unfair for SS players at the moment.

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