[BOATY] The_Chiv Players 1,592 posts 18,060 battles Report post #1 Posted October 18, 2021 I play a bit of subs in co op and ranked last update. I found them interesting but not overly enjoyable. With this last patch however facing them in random I found them a bit too consistent and a bit too powerful. So I decided to see just how powerful they could be. So I took the balao out put a 19 pts usn captain on it and did a build I found on youtube. And what I got was this. 5 torps for 53k... Lets break this down shall we. 53852/5=10770.4 by getting 2 pings on a target and having those pings locked to say the middle of the ship, FYI pretty easy to hit if you flank your target as I did, you will cause citadels with each torp. Well a citadel for the Balao is 7833 This gives you 39165 damage. So where did the other 14k+ damage come from? So 15% more as long as you have double ping on an area. Seems legit and since the area we hit was right under gun 2 it would be citadels so that would be 7833+15%=9007.95. 9007.95x5=45039.75. Again where is this extra damage coming from? The only conclusion I can make is that not only does the 2nd ping negate anti torpedo buldge, allow citadels, but also increases the base damage of the torp. How much? Well If normal base + captain skill= 9007.95 and actual result = 10770.4. Then the increase the 2nd ping provides is 19.55%. It is important to note that this only applies to shots that hit the flat broadsides. Shots that hit the bow or stern do not carry as much impact and since there is no citadel in those parts will gain a bit of damage mitigation due to damage saturation. Still A Balao can cause 64k damage just with its front torps. Torps that have a 12km range, can travel at 93kts, and can track on target. As long as the sub can flank and maintain more then 6km away from a target that it is able to double ping on a citadel it can cause massive damage. Now I have not tested the German subs out to see if they are able to do the same thing but in theory they should be able to do more with their front 6 as their TX sub has torps that do 8633 damage base +15% for the skill +19.55% for 2nd ping bonus would equate out to about 71k damage. 64k and 71k are the top ends of damage theoretically for both Tier X subs. While 64k and 71k are at the most extremes of the spectrum in terms of damage on target one has to ask about consistency. While my test took place in a co op battle in random play getting those results will be much less consistent, but when it happens it will leave a rather sour taste in the mouth of anyone on the receiving end. At the end of the day the impact this current iteration of subs has is extremely detrimental to meta health and player enjoyability. The ping mechanic takes a majority of the skill factor of this game and removes it allowing players to have a greater impact with only having to focus on positioning and timing. Falling victim to a submarine feels extremely oppressive, more so then when dealing with cvs. With a cv you can always run back to your fleet and get some air cover. With a sub most of the time you will never know they are there until it is too late and thus any form of counterplay is nonexistant. Subs are overperforming and not healthy for the game in their current iteration. Pls try again WG. 15 Share this post Link to post Share on other sites
Camperdown Players 2,501 posts 17,258 battles Report post #2 Posted October 18, 2021 Nope, they won't. And subs need to be in the 4-8% popularity bracket, or they will buff them even more. You see, if the reality does not fit WGs prejudices, reality has to be adjusted. Even if it breaks the game. 7 Share this post Link to post Share on other sites
[BYOB] Aragathor Players 7,047 posts 32,322 battles Report post #3 Posted October 18, 2021 33 minutes ago, Camperdown said: You see, if the reality does not fit WGs prejudices, reality has to be adjusted. Even if it breaks the game. And WG will claim everything is fine, even if their incompetent choices kill the game, like WoWP. 4 Share this post Link to post Share on other sites
[-SBF-] Lieut_Gruber Alpha Tester, Players, In AlfaTesters 828 posts 17,211 battles Report post #4 Posted October 18, 2021 And also: Those homing torps all hit the same spot, no damage saturation like normal torps? 3 Share this post Link to post Share on other sites
[HAKUY] Yosha_AtaIante Players 8,032 posts 19,168 battles Report post #5 Posted October 18, 2021 2 minutes ago, Lieut_Gruber said: And also: Those homing torps all hit the same spot, no damage saturation like normal torps? there is damage saturation, I hit 4 torps on a sub before with my sub, didn't kill him because sat saved him. It's kind of sad and they should fix this. Share this post Link to post Share on other sites
[NMA] Prophecy82 Players 3,362 posts 26,028 battles Report post #6 Posted October 18, 2021 6 hours ago, The_Chiv said: Subs are overperforming and not healthy for the game in their current iteration. Pls try again WG. Are they? I mean statistically? Last thing I heard was, that their impact and dmg-output was rather "meh". Share this post Link to post Share on other sites
[HAKUY] Yosha_AtaIante Players 8,032 posts 19,168 battles Report post #7 Posted October 18, 2021 3 minutes ago, Prophecy82 said: Are they? I mean statistically? Last thing I heard was, that their impact and dmg-output was rather "meh". I mean why question the people on this forum anyway? They are so biased and delusional that they make up things as they need. 2 years ago player numbers were dropping aready and game was "dying". Every little crap that happens the people here make some bs stats up to claim the death of the game happening and that WG better nerfs or listens or whatever. 1 1 Share this post Link to post Share on other sites
[I-B-S] The_Angry_Admiral Players 1,173 posts Report post #8 Posted October 18, 2021 6 hours ago, The_Chiv said: I play a bit of subs in co op and ranked last update. I found them interesting but not overly enjoyable. With this last patch however facing them in random I found them a bit too consistent and a bit too powerful. So I decided to see just how powerful they could be. So I took the balao out put a 19 pts usn captain on it and did a build I found on youtube. And what I got was this. 5 torps for 53k... Lets break this down shall we. 53852/5=10770.4 by getting 2 pings on a target and having those pings locked to say the middle of the ship, FYI pretty easy to hit if you flank your target as I did, you will cause citadels with each torp. Well a citadel for the Balao is 7833 This gives you 39165 damage. So where did the other 14k+ damage come from? So 15% more as long as you have double ping on an area. Seems legit and since the area we hit was right under gun 2 it would be citadels so that would be 7833+15%=9007.95. 9007.95x5=45039.75. Again where is this extra damage coming from? The only conclusion I can make is that not only does the 2nd ping negate anti torpedo buldge, allow citadels, but also increases the base damage of the torp. How much? Well If normal base + captain skill= 9007.95 and actual result = 10770.4. Then the increase the 2nd ping provides is 19.55%. It is important to note that this only applies to shots that hit the flat broadsides. Shots that hit the bow or stern do not carry as much impact and since there is no citadel in those parts will gain a bit of damage mitigation due to damage saturation. Still A Balao can cause 64k damage just with its front torps. Torps that have a 12km range, can travel at 93kts, and can track on target. As long as the sub can flank and maintain more then 6km away from a target that it is able to double ping on a citadel it can cause massive damage. Now I have not tested the German subs out to see if they are able to do the same thing but in theory they should be able to do more with their front 6 as their TX sub has torps that do 8633 damage base +15% for the skill +19.55% for 2nd ping bonus would equate out to about 71k damage. 64k and 71k are the top ends of damage theoretically for both Tier X subs. While 64k and 71k are at the most extremes of the spectrum in terms of damage on target one has to ask about consistency. While my test took place in a co op battle in random play getting those results will be much less consistent, but when it happens it will leave a rather sour taste in the mouth of anyone on the receiving end. At the end of the day the impact this current iteration of subs has is extremely detrimental to meta health and player enjoyability. The ping mechanic takes a majority of the skill factor of this game and removes it allowing players to have a greater impact with only having to focus on positioning and timing. Falling victim to a submarine feels extremely oppressive, more so then when dealing with cvs. With a cv you can always run back to your fleet and get some air cover. With a sub most of the time you will never know they are there until it is too late and thus any form of counterplay is nonexistant. Subs are overperforming and not healthy for the game in their current iteration. Pls try again WG. Would it be more that people still haven't gotten a handle on dealing with them yet? This always happens when something is new. 1 1 Share this post Link to post Share on other sites
[HAKUY] Yosha_AtaIante Players 8,032 posts 19,168 battles Report post #9 Posted October 18, 2021 1 hour ago, The_Angry_Admiral said: Would it be more that people still haven't gotten a handle on dealing with them yet? This always happens when something is new. Be careful, this forum community doesn't like reasonable and logical sounding things. If you don't hate on subs and WG by default you are part of the conspiracy 4 1 1 1 Share this post Link to post Share on other sites
[OGHF2] Hugh_Ruka Players 4,054 posts 5,647 battles Report post #10 Posted October 18, 2021 35 minutes ago, Yosha_nai said: Be careful, this forum community doesn't like reasonable and logical sounding things. If you don't hate on subs and WG by default you are part of the conspiracy Because "wait and see until it is too late" is so reasonable .... 3 Share this post Link to post Share on other sites
[HAKUY] Yosha_AtaIante Players 8,032 posts 19,168 battles Report post #11 Posted October 18, 2021 3 minutes ago, Hugh_Ruka said: Because "wait and see until it is too late" is so reasonable .... Dude people are saying its to late for years now for every little thing they think WG did badly. And here we are, consistent player numbers and the same forum warriors still repeating the same 3 1 Share this post Link to post Share on other sites
RuruushuVuiBuritania Players 695 posts 5,720 battles Report post #12 Posted October 18, 2021 39 minutes ago, Yosha_nai said: Be careful, this forum community doesn't like reasonable and logical sounding things. If you don't hate on subs and WG by default you are part of the conspiracy Most things I see on this forum make me question human intelligence and make me wish I was part of the conspiracy. Share this post Link to post Share on other sites
[PEZ] Yedwy Players 11,301 posts 39,586 battles Report post #13 Posted October 18, 2021 7 hours ago, Aragathor said: And WG will claim everything is fine, even if their incompetent choices kill the game, like WoWP. Yep Share this post Link to post Share on other sites
[I-B-S] The_Angry_Admiral Players 1,173 posts Report post #14 Posted October 18, 2021 47 minutes ago, Yosha_nai said: Be careful, this forum community doesn't like reasonable and logical sounding things. If you don't hate on subs and WG by default you are part of the conspiracy Yeah logic is Kryptonite around here. 1 Share this post Link to post Share on other sites
[SM0KE] Verblonde Players 9,787 posts 20,664 battles Report post #15 Posted October 18, 2021 2 hours ago, Prophecy82 said: Last thing I heard was, that their impact and dmg-output was rather "meh". I think it varies a lot with tier, and who's driving the submarine. It's a small data-set, but I played several high tier games over the weekend, and in some the submarines were entirely dominant, and in others their impact was negligible; in all these games I was playing DDs. It seems to be rather 'feast or famine', at least in the T8+ bracket. My concern is that a lot of the new submarine players have no idea what they're doing yet (this was the weekend, after all), which is depressing the average impact the things are having; WG have their (denied) target popularity, and will keep buffing until they meet it, which will make submarines even more unreasonable in the hands of those who have worked them out. It's entirely improbable that WG will realise their mistake and remove submarines from proper game modes; we're stuck with them. I think they'd be semi-tolerable if either homing was removed, or if 'de-pinging' was tied to something other than dcp. MM also needs fixing: I had multiple games where subs and DDs combined were about half of each team; this is clearly ridiculous. It's not too bad if you like driving DD-hunting DDs (so, yay for Smaland etc.), but it must suck for the BB drivers; this latter point is why I think it quite likely that WG might actually do something about MM in this case - anecdotally, the BB players are the dominant part of the customer-base; pi$$ing them off (air-dropped DCs notwithstanding) strikes me as commercial suicide! 1 Share this post Link to post Share on other sites
Cippalippus Players 563 posts 12,734 battles Report post #16 Posted October 18, 2021 8 hours ago, Aragathor said: And WG will claim everything is fine, even if their incompetent choices kill the game, like WoWP. As if that game was ever truly alive. Share this post Link to post Share on other sites
SkollUlfr Players 1,170 posts 6,026 battles Report post #17 Posted October 18, 2021 imagine a "torpedo" that launched into the air, and tracked targets based on "radar pings". now imagine putting that into the game with no counters, and bodging the function of a repair ability into being some sort of temporary psudo-stealth. 1 Share this post Link to post Share on other sites
Cippalippus Players 563 posts 12,734 battles Report post #18 Posted October 18, 2021 33 minutes ago, Yosha_nai said: Dude people are saying its to late for years now for every little thing they think WG did badly. And here we are, consistent player numbers and the same forum warriors still repeating the same Which game are you playing? Because I know more people that have stopped or taken extended breaks from the game than those still playing. Hell, my contact list in game is basically always empty and the people in there used to play this game a lot. Stable numbers isn't also exactly a success. 2 Share this post Link to post Share on other sites
[HAKUY] Yosha_AtaIante Players 8,032 posts 19,168 battles Report post #19 Posted October 18, 2021 3 minutes ago, Cippalippus said: Which game are you playing? Because I know more people that have stopped or taken extended breaks from the game than those still playing. Hell, my contact list in game is basically always empty and the people in there used to play this game a lot. Stable numbers isn't also exactly a success. no one is calling it a success though. It's certaily not bad. 1 Share this post Link to post Share on other sites
[MORIA] Johnny_Moneto Beta Tester 2,903 posts 22,225 battles Report post #20 Posted October 18, 2021 Vor 9 Stunden, The_Chiv sagte: So 15% more as long as you have double ping on an area. Seems legit and since the area we hit was right under gun 2 it would be citadels so that would be 7833+15%=9007.95. 9007.95x5=45039.75. Again where is this extra damage coming from? The only conclusion I can make is that not only does the 2nd ping negate anti torpedo buldge, allow citadels, but also increases the base damage of the torp. How much? Well If normal base + captain skill= 9007.95 and actual result = 10770.4. Then the increase the 2nd ping provides is 19.55%. Can we come back to the undocumented extra damage? Anybody got a good explanation for that? Share this post Link to post Share on other sites
[SUOLA] arttuperkunas Players 1,963 posts 10,936 battles Report post #21 Posted October 18, 2021 2 minutes ago, Johnny_Moneto said: Can we come back to the undocumented extra damage? Anybody got a good explanation for that? I have it on good authority that this is an optical illusion caused by excessive forum whining. -Yosha_nai, probably 2 Share this post Link to post Share on other sites
[POILU] Sink_Different Players 348 posts 23,777 battles Report post #22 Posted October 18, 2021 1 hour ago, SkollUlfr said: imagine a "torpedo" that launched into the air, and tracked targets based on "radar pings". now imagine putting that into the game with no counters, and bodging the function of a repair ability into being some sort of temporary psudo-stealth. You have described CV in Wows. Congratulations 1 Share this post Link to post Share on other sites
[GARD] NoLuvForPhatShips Players 66 posts 1,259 battles Report post #23 Posted October 18, 2021 I don't know I'd much rather have a submarine in my game than a CV. 1 Share this post Link to post Share on other sites
[TOFTC] Pikkozoikum Players 7,658 posts 13,680 battles Report post #24 Posted October 18, 2021 11 hours ago, The_Chiv said: I play a bit of subs in co op and ranked last update. I found them interesting but not overly enjoyable. With this last patch however facing them in random I found them a bit too consistent and a bit too powerful. So I decided to see just how powerful they could be. So I took the balao out put a 19 pts usn captain on it and did a build I found on youtube. And what I got was this. 5 torps for 53k... Lets break this down shall we. 53852/5=10770.4 by getting 2 pings on a target and having those pings locked to say the middle of the ship, FYI pretty easy to hit if you flank your target as I did, you will cause citadels with each torp. Well a citadel for the Balao is 7833 This gives you 39165 damage. So where did the other 14k+ damage come from? So 15% more as long as you have double ping on an area. Seems legit and since the area we hit was right under gun 2 it would be citadels so that would be 7833+15%=9007.95. 9007.95x5=45039.75. Again where is this extra damage coming from? The only conclusion I can make is that not only does the 2nd ping negate anti torpedo buldge, allow citadels, but also increases the base damage of the torp. How much? Well If normal base + captain skill= 9007.95 and actual result = 10770.4. Then the increase the 2nd ping provides is 19.55%. It is important to note that this only applies to shots that hit the flat broadsides. Shots that hit the bow or stern do not carry as much impact and since there is no citadel in those parts will gain a bit of damage mitigation due to damage saturation. Still A Balao can cause 64k damage just with its front torps. Torps that have a 12km range, can travel at 93kts, and can track on target. As long as the sub can flank and maintain more then 6km away from a target that it is able to double ping on a citadel it can cause massive damage. Now I have not tested the German subs out to see if they are able to do the same thing but in theory they should be able to do more with their front 6 as their TX sub has torps that do 8633 damage base +15% for the skill +19.55% for 2nd ping bonus would equate out to about 71k damage. 64k and 71k are the top ends of damage theoretically for both Tier X subs. While 64k and 71k are at the most extremes of the spectrum in terms of damage on target one has to ask about consistency. While my test took place in a co op battle in random play getting those results will be much less consistent, but when it happens it will leave a rather sour taste in the mouth of anyone on the receiving end. At the end of the day the impact this current iteration of subs has is extremely detrimental to meta health and player enjoyability. The ping mechanic takes a majority of the skill factor of this game and removes it allowing players to have a greater impact with only having to focus on positioning and timing. Falling victim to a submarine feels extremely oppressive, more so then when dealing with cvs. With a cv you can always run back to your fleet and get some air cover. With a sub most of the time you will never know they are there until it is too late and thus any form of counterplay is nonexistant. Subs are overperforming and not healthy for the game in their current iteration. Pls try again WG. Poor bot had no chance v_v But in case of torpedo damage. I think you can give it up, because the damage in the port is a "calculated" value of alphadmg/3 + splashdamage. But also Submarine-Torpedos do bonus-damage to citadels, when double pinged. We don't have the numbers of the bonus damage, and I don't think we have numbers for alpha damage or splash damage. Share this post Link to post Share on other sites
[BRIT6] venderbomb Players 106 posts 9,126 battles Report post #25 Posted October 18, 2021 6 hours ago, Yosha_nai said: I mean why question the people on this forum anyway? They are so biased and delusional that they make up things as they need. 2 years ago player numbers were dropping aready and game was "dying". Every little crap that happens the people here make some bs stats up to claim the death of the game happening and that WG better nerfs or listens or whatever. There is an element of that, its human nature unfortunately. On saying that I've never seen the player base so against an addition as subs; forums, in game, social media.....all up in arms. I never thought for one minute I'd take a break from the game, as updates don't generally bother me.....but im taking a break just now - the current manifestation of subs and my personal experience has not been fun! Hoping for improvement!☹ 3 Share this post Link to post Share on other sites