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Caracs

Beta Tester
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    [HAZEL]

Everything posted by Caracs

  1. I didn't pull my own subs yet but I did notice some issues during the games I played. They are almost all endgame-issues. Let's establish a few points first: Sub vs CL = CL wins decicively. Sub vs DD = DD wins decicively. Sub vs. CA = Sub wins decicively Sub vs. BB = Sub wins decicively Sub vs. CV = depends, but realistically subs have the edge against average CV players. I think most of us can agree on these points. Observations: BBs are utterly helpless against them, and if they try to cap, the Sub is usually able to catch them and kill them. It is not a good strategy for a sub to attempt to cap unless they know they can get there faster. CVs can win by capping and hoping that the sub will try to hunt them and contest. Their speed is good enough to kite away from a sub that stays submerged and their planes will catch it out if it does peek out. Playing against a Sub in the late game in a DD or CL is an auto-win in almost all situations unless you are on very low health, on very low points or a very bad player. Problems: Which brings me to the conclusion: Endgames with subs are onesided, boring and prolong a decided game for no benefit to any players involved. As a CV, I am forced to be more mobile (which is good), but it also forces me to focus DDs and CLs way more than I would usually do, and this focus ruins the experience for DDs and CLs. It's already bad enough to be focused, this just adds one more incentive and one more job for the DDs that are already carrying games, capping, shooting and torpedoing, all the while having to look out for hydro and radar. Subs make DDs even more important than they already are and games more one-sided if they get focused because of it. Do you want more landslide wins/losses? Possible fixes: I think one way to fix this is to either force subs to surface more often (oxygen system) or to make them even slower under water and faster on the surface to give them an incentive to stay up more often. Historically, WWI subs were pretty much blind and immobile when submerged, that should be reflected in-game. Gradual damage mechanics. Damage to them should also be gradual depending on depth rather than the arbitrary 6m cutoff. There have been some ideas here regarding shell damage (in which the water depth (edit) calibre of the shell influences how deep a shell can travel into water) and I would suggest that depth charges should work gradual aswell, with little damage for surfaced ships (little water pressure) and high damage for deeper diving ships ( high water pressure). Historically, CVs played a vital role in ASW and I think this should be reflected more in the game. There shold be some mechanic to allow this. For example selecting an ASW squad which draws from the pool of currently available HE/AP bombers. Their weaponry should be useless against any other class until they return to the carrier and rearm with bombs.
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