[OZYR] Andrewbassg Players 3,800 posts 25,867 battles Report post #1 Posted November 6, 2021 I just died in da Neptune to a sub. According to his battery indicator he should have surfaced long ago, yet.... no. So is that so called "indicator" is reliable and indicates the sub's actual battery life or does not take into account various modifications and/or cap skills?? I'm asking this because at this point I don't believe a word Wedgie says about subs. ASW planes minimal striking distance not mentioned anywhere subs can't be taken into training rooms this is too much shadiness, even from Wedgie. 4 Share this post Link to post Share on other sites
[PEZ] Yedwy Players 11,301 posts 39,586 battles Report post #2 Posted November 6, 2021 OFC not they have a consumable and skills to prolong the oxigen esp when spotted also if we could take them into training rooms the truth about their torps would be aparent this way its all “no no you got that wrong” shills vs the player and wg keeps Silent ofc… 4 Share this post Link to post Share on other sites
[OZYR] Andrewbassg Players 3,800 posts 25,867 battles Report post #3 Posted November 6, 2021 17 minutes ago, Yedwy said: OFC not they have a consumable and skills to prolong the oxigen esp when spotted also if we could take them into training rooms the truth about their torps would be aparent this way its all “no no you got that wrong” shills vs the player and wg keeps Silent ofc… I don't understand these people.....The playerbase is already riled up, they really need to alienate even the people who are trying to be objective?? Just promised no long ago that they will be more open and forthcoming....... 2 Share this post Link to post Share on other sites
[MMI-C] stefanorgano Players 149 posts 9,873 battles Report post #4 Posted November 7, 2021 When a sub wants to submerge deeper than 15 m to escape damage: takes a couple seconds When a sub is forced to emerge due to battery depletion: takes f-ing ages 2 Share this post Link to post Share on other sites
[I-J-N] Karasu_Browarszky [I-J-N] Players 13,025 posts Report post #5 Posted November 7, 2021 1 hour ago, stefanorgano said: When a sub wants to submerge deeper than 15 m to escape damage: takes a couple seconds When a sub is forced to emerge due to battery depletion: takes f-ing ages Why would they need to hurry anyway?... 4 Share this post Link to post Share on other sites
[WCBG] BrusilovX Beta Tester 2,838 posts 23,907 battles Report post #6 Posted November 7, 2021 15 hours ago, Andrewbassg said: I don't understand these people.....The playerbase is already riled up, they really need to alienate even the people who are trying to be objective?? There is an internal award at WG as to who can upset the player base the most. Come on - there must be such a thing. 2 10 Share this post Link to post Share on other sites
[OZYR] Andrewbassg Players 3,800 posts 25,867 battles Report post #7 Posted November 7, 2021 So... it seems that the "mystery" was solved. Brace yourself. 2 hours ago, xTheCanadianx said: if it was german he might have used his battery use pausing skill. which gives about 40 seconds pause to the battery depletion. Yeah..... So Wedgie designs a mechanic, a graphical representation and then proceeds to nullify it. Brilliant.... To be fair something ..."close" to this exists in the game. Dazzle. But that only provides a mere 15% 'advantage, not......this crap. So summa summarum, in case of german subs best to ignore what the "indicator" says and just...... run..... Share this post Link to post Share on other sites
[OZYR] Andrewbassg Players 3,800 posts 25,867 battles Report post #8 Posted November 7, 2021 In order to spread information.. 51 minutes ago, ArIskandir said: The battery indicator is accurate but the battery consumable functionaly pause battery consumption during its active time. So if it is German, expect that Sub to be like the energizer bunny. Tbh, I think the battery consumable is too strong when compared to the US one. If you think it is annoying for a surface ship interaction, it is even more annoying against another Sub (that doesn't have the battery consumable)... Press your button and burn 2 minutes worth of enemy dive time without real counterplay. Also, there's a significant delay between running out of juice and the Sub actually moving up. 18 minutes ago, Bandi73 said: Hmm....nope. You see, if a ship has Repair Party, upon activating the consumable, the regenerated HP and the process itself will be visible to everybody if the ship is spotted. So accurate, it is not. At very best could be called misleading. Other words also can be used. Its primary purpose is to signal a weakness, so.... Peachy. Meaning that if I saw an U best tactic is to run, no questions asked. Brilliant..... Ze balans comrade ze balans... I know. And tbh that makes complete sense. The diving planes don't contribute to the ascent, but rather actively fight it. Share this post Link to post Share on other sites
[CAG] General_Alexus Players 1,046 posts 13,178 battles Report post #9 Posted November 7, 2021 17 hours ago, Andrewbassg said: I just died in da Neptune to a sub. According to his battery indicator he should have surfaced long ago, yet.... no. So is that so called "indicator" is reliable and indicates the sub's actual battery life or does not take into account various modifications and/or cap skills?? I'm asking this because at this point I don't believe a word Wedgie says about subs. ASW planes minimal striking distance not mentioned anywhere subs can't be taken into training rooms this is too much shadiness, even from Wedgie. German subs have a consumable that stops battery timer by 30sek, on top of that there is a delay of 20 seconds before surfacing is forced. So a (German) sub can stay submerged for up to 50 seconds after its batterie is depleated. 2 Share this post Link to post Share on other sites
[OZYR] Andrewbassg Players 3,800 posts 25,867 battles Report post #10 Posted November 7, 2021 26 minutes ago, General_Alexus said: German subs have a consumable that stops battery timer by 30sek, on top of that there is a delay of 20 seconds before surfacing is forced. So a (German) sub can stay submerged for up to 50 seconds after its batterie is depleated. That's good. That's what this thread is all about. Discussing ( and understanding) actual issues with subs. However, the point is still valid, because the battery's life is not accurately represented in his indicator, giving misleading information. And that is a problem Share this post Link to post Share on other sites
[CAG] General_Alexus Players 1,046 posts 13,178 battles Report post #11 Posted November 7, 2021 12 minutes ago, Andrewbassg said: That's good. That's what this thread is all about. Discussing ( and understanding) actual issues with subs. However, the point is still valid, because the battery's life is not accurately represented in his indicator, giving misleading information. And that is a problem I also dont like the additional 20seconds of time you get before beeing forced to surface. Actually it is 20 sek the first time you run out, 10 sekonds the second and 5 seconds the third time as far as I know. I guess with all the captain skills for subs that only activate if you are below 25% battery, its a little buff WG gave them, but you could as well make thouse skills work at below 35% Battery and remove the additional time. As for German subs: They have up to 3 Charges of additional 30sec, just expect them to use it if you fight a German sub. 1 Share this post Link to post Share on other sites
[I-J-N] Karasu_Browarszky [I-J-N] Players 13,025 posts Report post #12 Posted November 7, 2021 3 hours ago, Andrewbassg said: That's good. That's what this thread is all about. Discussing ( and understanding) actual issues with subs. However, the point is still valid, because the battery's life is not accurately represented in his indicator, giving misleading information. And that is a problem Hmm.. yes... but.... 'asymmetrical knowledge'... there's a lot of stuff you don't know in battle, knowing it would help you to win. At least in some way this makes more sense than enemy ships dropping out of hyperspace about three times closer than you should see them coming. Share this post Link to post Share on other sites
[R7S] Wulf_Ace Players 2,179 posts 12,310 battles Report post #13 Posted November 7, 2021 9 hours ago, stefanorgano said: When a sub wants to submerge deeper than 15 m to escape damage: takes a couple seconds When a sub is forced to emerge due to battery depletion: takes f-ing ages beacouse they take a deeeeep breath and postone emerging :D 2 Share this post Link to post Share on other sites
[OZYR] Andrewbassg Players 3,800 posts 25,867 battles Report post #14 Posted November 7, 2021 50 minutes ago, Karasu_Hidesuke said: Hmm.. yes... but.... 'asymmetrical knowledge'... there's a lot of stuff you don't know in battle, knowing it would help you to win. At least in some way this makes more sense than enemy ships dropping out of hyperspace about three times closer than you should see them coming. Of course:). "Knowledge" is a form of warfare. But the whole purpose of that indicator is to rely information. i mean if its intentional....it is dishonest. Not that wouldn't respect the "best" traditions of our host, but... certainly is not respect inspiring. 1 Share this post Link to post Share on other sites
[I-J-N] Karasu_Browarszky [I-J-N] Players 13,025 posts Report post #15 Posted November 7, 2021 2 minutes ago, Andrewbassg said: Of course:). "Knowledge" is a form of warfare. But the whole purpose of that indicator is to rely information. i mean if its intentional....it is dishonest. Not that wouldn't respect the "best" traditions of our host, but... certainly is not respect inspiring. I understand your complaint, but even if it's 'intentional' it may not be dishonest per say, merely inaccurate. The indicators we have, whether vanilla or modded, don't seem to give precise information. The RDF does not point to the exact direction of the enemy, but to an approximate direction, nor does it tell you anything about the range. Then there are the accurate indicators, like the radar blips or spotting, but those have their limitations as well, whether time based or otherwise coded in. 1 Share this post Link to post Share on other sites
[R7S] Wulf_Ace Players 2,179 posts 12,310 battles Report post #16 Posted November 7, 2021 3 minutes ago, Karasu_Hidesuke said: I understand your complaint, but even if it's 'intentional' it may not be dishonest per say, merely inaccurate. The indicators we have, whether vanilla or modded, don't seem to give precise information. The RDF does not point to the exact direction of the enemy, but to an approximate direction, nor does it tell you anything about the range. Then there are the accurate indicators, like the radar blips or spotting, but those have their limitations as well, whether time based or otherwise coded in. RDF is a commander skill this is not. This skill is not fair against subs since that is their biggest weakness, its like knowing when cruiser radar is on cooldown, od battleship repair party or dd torpedo reload cooldown. I think it should be removed, but then again I think subs should be removed completly beacouse they dont add anything interesting to the game. 1 Share this post Link to post Share on other sites
[I-J-N] Karasu_Browarszky [I-J-N] Players 13,025 posts Report post #17 Posted November 7, 2021 2 minutes ago, Wulf_Ace said: RDF is a commander skill this is not. This skill is not fair against subs since that is their biggest weakness, its like knowing when cruiser radar is on cooldown, od battleship repair party or dd torpedo reload cooldown. I think it should be removed, but then again I think subs should be removed completly beacouse they dont add anything interesting to the game. Thanks for the clarification. I agree that it is not a fair indicator and shows that WG has no clue about how to balance the subs. There's no indicators for radar or DCP cooldowns, or for any enemy use of consumables. All that's down to player experience and/or luck. The subs should be removed from the modes where they do not fit in. With the CV's, you can make an argument about them not fitting in, and forcing them into the sort of game modes we now have breaks the game (not that WG(mz) cares...), but not to the degree the subs are doing... (... but will WG(mz) care any better about that...). Both the subs and CV's belong in this game, but only in selected game modes. Or, to put that in another way, if they are kept in the coop/random modes, we are going to need more of those dedicated game modes to balance things out. If they are kept in the 'generic' game modes, WoWS is even more desperately going to need separate 'Carrier Battle', 'Gun Battle' and 'Submarine Battle' modes. ... along with well developed Scenario Battle and Convoy Operations modes. Then again, I think most of us know this, it's unclear whether that is the case at 'Lesta City'. 2 Share this post Link to post Share on other sites
[OZYR] Andrewbassg Players 3,800 posts 25,867 battles Report post #18 Posted November 7, 2021 39 minutes ago, Karasu_Hidesuke said: I understand your complaint, but even if it's 'intentional' it may not be dishonest per say, merely inaccurate. The indicators we have, whether vanilla or modded, don't seem to give precise information. The RDF does not point to the exact direction of the enemy, but to an approximate direction, nor does it tell you anything about the range. Then there are the accurate indicators, like the radar blips or spotting, but those have their limitations as well, whether time based or otherwise coded in. My point is that from the player perspective is. If it is intentional. Because confers unfair advantages. I know that you are objecting ( quite understandably) to the strong word :). But inevitably will led to the rise of toxicity. Btw RDF points to the square where the nearest red ship is. That's why sometimes it seems to jump, seemingly erratically as the (red) ship moves from one square to another.. 1 Share this post Link to post Share on other sites
[OZYR] Andrewbassg Players 3,800 posts 25,867 battles Report post #19 Posted November 7, 2021 40 minutes ago, Karasu_Hidesuke said: Then again, I think most of us know this, it's unclear whether that is the case at 'Lesta City'. They don't care. They want to do it, will do it, even if it will drive a LOT of people away. Share this post Link to post Share on other sites
[R7S] Wulf_Ace Players 2,179 posts 12,310 battles Report post #20 Posted November 7, 2021 59 minutes ago, Karasu_Hidesuke said: Thanks for the clarification. I agree that it is not a fair indicator and shows that WG has no clue about how to balance the subs. There's no indicators for radar or DCP cooldowns, or for any enemy use of consumables. All that's down to player experience and/or luck. The subs should be removed from the modes where they do not fit in. With the CV's, you can make an argument about them not fitting in, and forcing them into the sort of game modes we now have breaks the game (not that WG(mz) cares...), but not to the degree the subs are doing... (... but will WG(mz) care any better about that...). Both the subs and CV's belong in this game, but only in selected game modes. Or, to put that in another way, if they are kept in the coop/random modes, we are going to need more of those dedicated game modes to balance things out. If they are kept in the 'generic' game modes, WoWS is even more desperately going to need separate 'Carrier Battle', 'Gun Battle' and 'Submarine Battle' modes. ... along with well developed Scenario Battle and Convoy Operations modes. Then again, I think most of us know this, it's unclear whether that is the case at 'Lesta City'. i think wow has a limited playerbase and cant seperate them in all that mods,even now wait times are sometimes big in unpopular hours. thats why they even have +2-2 Matchmaking. BUT they could make those mods more interesting,clan based,better rewards and when clan battles are on pause to put them in.I think clan battles are way to simple and boring mode which they can work to improve, but they are busy selling stuff. I just read in the news, new container, when i see word containers,i got the chills. 2 Share this post Link to post Share on other sites
[RODS] Ronchabale Players 3,002 posts 10,002 battles Report post #21 Posted November 8, 2021 Just had a 3 maybe 4 minute game in the Gremyashi .. Torps lock on, dmg con is spent evading torp salvo, torps again with ping lock...all 4 torps hit me, Very satisfying Is this the end of DD PLay ? 1 Share this post Link to post Share on other sites
WWDragon Players 1,297 posts Report post #22 Posted November 8, 2021 13 hours ago, stefanorgano said: When a sub wants to submerge deeper than 15 m to escape damage: takes a couple seconds When a sub is forced to emerge due to battery depletion: takes f-ing ages How cute. You do know depth changes are about as realistic as sub torpedoes because they detonate at whatever depth the submarine is current at, even at full depth so I assume because you like "muh counter-play is shoot" that when a DD launches torpedoes they should be immediate spotted because thats fair aint it? Share this post Link to post Share on other sites
[VIBES] tocqueville8 Players 3,717 posts 39,413 battles Report post #23 Posted November 8, 2021 I find it hilarious that, in order to make subs more manageable for the decent people that play surface ships, WG had to give us a visual clue of the remaining battery life. It's such an "intimate" detail about the ship... I mean, we don't get a timer to tell us when an enemy's going to have his gun loaded, or his torps; no indicator about his fire duration, or whether he's using radar and how long it's going to last, which ammo type he's got loaded, how many heals does he have left, which torpedo option a DD is running, etc. ...but we know how much battery a sub has left Share this post Link to post Share on other sites
SodaBubbles Players 1,553 posts 1,028 battles Report post #24 Posted November 8, 2021 3 hours ago, Ronchabale said: Just had a 3 maybe 4 minute game in the Gremyashi .. Torps lock on, dmg con is spent evading torp salvo, torps again with ping lock...all 4 torps hit me, Very satisfying Is this the end of DD PLay ? Its not. But it is just another burden that makes playing them even more of a trial. Share this post Link to post Share on other sites
[OZYR] Andrewbassg Players 3,800 posts 25,867 battles Report post #25 Posted November 8, 2021 4 hours ago, tocqueville8 said: ...but we know how much battery a sub has left But the question is, do we? 4 hours ago, tocqueville8 said: I find it hilarious that, in order to make subs more manageable for the decent people that play surface ships, WG had to give us a visual clue of the remaining battery life. It's such an "intimate" detail about the ship... I mean, we don't get a timer to tell us when an enemy's going to have his gun loaded, or his torps; no indicator about his fire duration, or whether he's using radar and how long it's going to last, which ammo type he's got loaded, how many heals does he have left, which torpedo option a DD is running, etc. Imagine how much the class fits into the game, if a visual clue was designed, which is.....not a .... visual clue I mean.....you can fool me once, but.....lolz.... sure as hell next time i see a U letter around me I will just head to an another part of the map...win conditions or not ..... Share this post Link to post Share on other sites