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Everything posted by Xevious_Red
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If you want another drawback - HE does splash damage to subs. The larger the shells the larger the splash. Can also be increased if you take the captain skill of better fire chance. SAP does not. So a BB with HE can take a semi decent chunk of HP off a sub just by shooting near it, SAP needs to hit the actual sub
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Because currently the game doesnt differentiate between a depth charge hitting point blank (doing full damage), or a depth charge exploding far away and the sub taking very minor splash damage. It registers both as a hit. WG are supposedly introducing 2 ribbons so you can at least tell if it was a proper hit or just a splash, but in true comedy fashion the pics in the dev blog to show the difference are identical
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Checkbox for CVs and Subs in Gamemode-Selection-Window
Xevious_Red replied to Mysterion2109's topic in General Discussion
As far as Im aware its classification based. So if you have the BB symbol, you can be hit by them. If you have the cruiser symbol, you can't -
General Submarines related discussions
Xevious_Red replied to YabbaCoe's topic in General Discussion
So one thing that strikes me, is the difference between tier 6 subs, and tier X subs. The tier 6 are ok ish. Still need work, but there's an element of risk/reward. Tier X though just seem to be be broken. This isnt as me being salty about being sunk, this is from me trying subs. At tier 6, the maps are quite small. There's not a huge ammount of room to flank. At tier X there's lots of room to flank. Maps at tier 6 have quite a lot of islands, forcing subs into close range. At tier X there's more open water so the subs can sit at distance. At tier 6 there's not a huge distance between max range and detection. So you only have a smaller window to work in without needing to dive. At tier X there's a much bigger buffer zone, so far less likely to be forced to dive. Tier 6 has less O2. So when they do dive it runs out faater. Tier X has far more, even though the matches are same lengrh. Tier X has equipment to dive faster, so if spotted can dive quickly. This is the biggie for me though: at tier 6 the subs lose a ton of speed underwater. This means any surface ship that wants to run them down is more able to do so. At tier X they GO FASTER underwater. So if you do have to crash dive you literally get faster for driving away. The Tier 6 games have been quite fun - lots of tense moments, forced to dive, run out of O2, playing cat and mouse with surface ships. The results arent guaranteed either. The tier X seemed like easy mode -loads of room to operate, no need to come anywhere near beinh spotted, and the only time I dived was to avoid radar. Where with the tier 6 I had to pull out the stops to get near the top of the leader board, with the tier X I just sailed around pinging stuff. First game 2k base Xp, 4 kills (90k damage) -
General Submarines related discussions
Xevious_Red replied to YabbaCoe's topic in General Discussion
That is a better clip. The irritating part of WG not allowing subs in training rooms is it's a pain to test in a controlled situation. In this clip they flick the rudder back and forth, but it's too close to tell if putting it at full rudder would have helped. I suspect in this one it probably would have hit them anyway. -
General Submarines related discussions
Xevious_Red replied to YabbaCoe's topic in General Discussion
Being devils advocate, those torps would have been easily avoided if the hindy had continued turning starboard, since the torps cant turn enough to keep up. Similarly, even if they didnt bother turning starboard, then applying full reverse as they passed behind would have likely caused them to overshoot. Instead by being at full speed in a straight line it allowed the torps time to arc back in. Homing torps are silly, but that was a misplay by the hindy -
General Submarines related discussions
Xevious_Red replied to YabbaCoe's topic in General Discussion
Which sub is personal preference. The US performed better (damagewise) the last set of figures WG published. I prefer the german sub, as lower detection is imo more use. The US has rear torps though, with the german doesnt have. Equipment again depends on what you need. 10% faster ping speed is useful if you're bad at leading a target/engage at max distance. Rather redundant if you can lead a target, or you prefer a much closer playstyle. Same with dive capacity - having more lets you stay under longer, but again not hugely needed if you manage recharging on the surface. Personally I like more survivable torps, less chance of rudder/steering breaking, faster torps, faster diving/climbing. Captain skills are a bit random, a lot of them are very situational (do something within 15s of using a particular consumable etc), so for now my testing has been using skills that work all the time - 30% more flooding chance, faster torps etc. -
General Submarines related discussions
Xevious_Red replied to YabbaCoe's topic in General Discussion
From what Ive played with/against them they're rather a side note. Their torps arent immensely long ranged. At tier X 11km and 14km isnt exactly across the map. At pericope/surface level they can be caught by radar/planes pretty easily. Since they need to be nose in theres not a huge gap between out of range for ping and being in radar range. Subs take splash damage from shells landing near them until they get down deep enough. The base plane shift (transitioning from one level to another) for a tier X is around 20 seconds. This can be brought fown to around 8-9 seconds with equipment, but it means they dont dive instantly and can eat a nice smack of shells if they get caught. At periscope their surface detection is very low, but it chews into dive capacity. Their spotting distance is less. So if you have a sub with 6km detection on the surface vs a DD with 6km detection, the DD will spot the sub first. I believe its 20% (was in pts) so the sub only spots the DD at 4.km At operating depth the sub ignores shells. It cant spot for itself though, it needs team mates to do the spotting. It can be spotted y hydro, a ship sailing overhead, or planes. Being spotted eats the dive capacity at double speed. It gets no torp lead indicator, has to use homing torps, and the torps need some room to climb to a viable depth. A sub at this depth is reachable by depth charges, asw planes, or by other subs. At max depth the sub is "invisible". It cant see surface ships, and its minimap doesnt update with enemy positions. At best it can use hydrophone to see aroynd it a bit but thats limited. It can be found by oyher subs using hydrophone. DD dont need to dedicate that much time to sub hunting - frequently its a free kill as you pass over it. Theres a reasonable ammount of other ASW stuff, and your team has a sub as well who can kill a submerged sub -
General Submarines related discussions
Xevious_Red replied to YabbaCoe's topic in General Discussion
Mid table or lower usually. It doesnt help that due to the number of bots, you get the co-op effect where the game ends really early -
General Submarines related discussions
Xevious_Red replied to YabbaCoe's topic in General Discussion
Ok tier X are a bit different. Has 6 depths. While at operating depth they can see ships that are spotted by allies, so can operate reasonably underwater. The US tier X does 32kn on surface, and 25kn submerged. Has 14.2km torps. With the right upgrades it also has ~9.5 mins of dive time + 3 uses of an extra 35 seconds -
General Submarines related discussions
Xevious_Red replied to YabbaCoe's topic in General Discussion
Better they release them underpowered and tweak them up, than release them OP and have to bring them down. Values like how long they can stay under for is an easily changed variable. The current iteration does seem the weakest so far -
General Submarines related discussions
Xevious_Red replied to YabbaCoe's topic in General Discussion
When they're ready. They're still in isolated testing, and have been on/off for the last 2 years. If they're happy enough with this versioj then they'll be added to ranked battles for further testing before finally joining randoms. So they could be added soon (ish) but they may just go back through a loop of further testing. The tier 6 subs seem fairly underwhelming, so will see what the tier X are like when they're testable. -
General Submarines related discussions
Xevious_Red replied to YabbaCoe's topic in General Discussion
That BB seems pretty oblivious regardless. Its's busy over extending next to a contested cap. Given your position and the fact you've used ~27 sec of dive time, you probably also spent some surface time in the cap, so the cap indicator would have shown up. Do you find you are able to close and stealth torp BB that hang back/kite? -
General Submarines related discussions
Xevious_Red replied to YabbaCoe's topic in General Discussion
My experience was that BB abolutely dumpster SS, while the subs are little to no threat. BB guns are the largest calibre (most damage and splash) with some of the fastest flight time. So a sub spotted near the surface gets whalloped by BB guns. In addition the double set of ASW planes means you can carpet bomb the sub, and since you can put both down at once + the sub is slow and poor manoeuvre then it cant really avoid it. As a BB, I felt VERY safe against SS -
The first thing I tried was bombing our own CV which didn't seem to do anything
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General Submarines related discussions
Xevious_Red replied to YabbaCoe's topic in General Discussion
Sub torps seem to have a very hard time homing on enemy subs, even if they are making no effort to manoeuvre. I also dont get the HP switch to black, or what thats suppossed to signify. Im also fairly sure I shouldnt be able to do depth charge damage to an enemy DD by using the BB ASW planes to carpet bomb his smoke, especially as every BB/CA has these Rhe ascend/decend time is much better. I like that some areas are very shallow, so the deep dive cant be used. What was the reason for making the sub echo (that shows ocean floor) manual? It doesnt seem to affect the sub being detected, so not sure why its no longer automatic -
Want to see something stupid? Yeah that's me in a BB, doing damage to a DD that was hiding in smoke by bombing his smoke with the ASW depth charge planes. Now every BB is a CV hybrid!
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Gave them a quick try on the TST - the ping lock is easier to break - it only highlights a small section on one side of your ship. Swing your nose to the otherside and it breaks the homing lock. Subs dive MUCH slower now, so none of the previous 5.9/6.1 malarky. The homing torps seem terrible at connecting on enemy subs - followed an enemy sub in a straight line, locked each time, no dodging at all from enemy sub, and the torps still missed every time Edit: some areas of the map are VERY shallow - this is the area surrounding B. For the surface ships, this is open water. For the subs, you can see I'm at 12m and nearly touching the bottom - which makes the crash dive (dive to 50-80m) not work in certain areas.
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Depends what the range increase is TBH. If it "buffs" my 11.5km secondaries to 11.8km, then no I'd rather keep the 60% to use against DD/small targets. If my 11.5km become 15.5km, then I'll take the accuracy hit (because 35% will still be enough to hit cruisers/BB). Also worth noting that for low/mid tiers its actually a buff from 15% -> 35%
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Presumably this will be in tandem with the ST notes about air detection being cut by 40-60%, which would reduce fighters spotting ability (at least for spotting low detection ships - still probably fine for keeping Bb spotted). The focussed ability looks to have potential if spotting is heavily cut - the wording looks like they dont die to enemy planes (can only be killed by AA), and dont chase fighters (only target squadrons) which potentially makes them useful for assisting in cap taking - protect your DD from CV strikes without being baited by fighters. Of the top of my head I cant remember if fighters chase the "main" squad or the squad that just attacked. Its enough to peak my interest, as the spotting changes arent finalised, and the extra radius isnt announced. If plane spotting becomes crap and the radius is large, this could be useful. If the spotting remains largely as it is then this will be less use
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Idea for more balanced teams - yay or nay?
Xevious_Red replied to HassenderZerhacker's topic in General Discussion
It probably wont do very much. A player that doesnt understand positioning will be bad even if they have a 19pt captain A player that understands positioning will do fine even with a 0pt captain -
submarines SUBMARINES - discussion, feedback, opinions
Xevious_Red replied to WG_Lumberjack's topic in General Discussion
Pings is actually probably the lesser of two evils. The torps steer, but not fast enough that DD/Cruisers cant dodge them. Even BB with a large enough course change early enough can avoid them. Secondly, its reasonably difficult to hit and MAINTAIN pings, and doing so makes the sub far more visible. Thirdly, if you're bow/aft towards the SS, then it cant get 2 locks anyway, so cant manage the big citadel torps. Imagine if they had straight fire torps instead. The sub has no guns, no hp, no armour, no speed, no AA. Its survival is based on stealth, and submerging. Its offense is purely torpedoes. So if those torps dont steer, what do they get instead? Because if it just has 4 torps with an 80 second reload, short- medium range, and on a platform that is very slow then either you've just invented the worst class ever, or you have to do something to make those torps better. Which means: -Fires more torps. Rather strange to have 8 torps come out of 4 tubes, but WE -Faster torp reload. Im sure people will love torp spam. -Bigger alpha. Everyone loves being 1 shot. -Very low detection. Because everyone is so fond of deepwater torps. It also would introduce the problem of sub vs sub, because at the moment, they can engage each other. With straight fire torps, they really couldnt -
submarines SUBMARINES - discussion, feedback, opinions
Xevious_Red replied to WG_Lumberjack's topic in General Discussion
Balancing doesnt attract new players/returning players. I tried war thunder again because of their naval release. I tried planetside 2 again (which Ive been now playing alot) because of the bastion release I tried WoT again because of the frontline game mode People are trying fallout 76 again because of the wastelanders update. Noone has ever been excited to try a game/return because a value got changed from 200 to 210. -
submarines SUBMARINES - discussion, feedback, opinions
Xevious_Red replied to WG_Lumberjack's topic in General Discussion
DD/CL - the main danger from subs is from the subs team - being spotted and shot is the danger, not the sub itself. If these die, leave, or cant draw LoS to you then the sub becomes a free kill. If they're still alive it is simply something to deal with later. BB/CA/CV. The subs are slow and have a low range. You literally just sail away from their area of operation. Vaguely irritating because you cant neccesarily go where you want. -
submarines SUBMARINES - discussion, feedback, opinions
Xevious_Red replied to WG_Lumberjack's topic in General Discussion
When approaching its target to a distance of approximately 1 km, the guidance gets disabled and the torpedo travels straight forward. If the enemy changes speed or course during this time, your torpedo might miss it.
