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ARE_YOU_HUMAN

Depth charges are as useless as AA

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I thought my planes were dropping depth charges on enemy subs. Turns out they were dropping vine, cheese rolls and playboy magazines in supply capsules.

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5 hours ago, ARE_YOU_HUMAN said:

I thought my planes were dropping depth charges on enemy subs. Turns out they were dropping vine, cheese rolls and playboy magazines in supply capsules.

Depth charges have a splash damage area of 800 meters.

 

You can't actually miss with them.

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11 minutes ago, Cuddly_Spider said:

Depth charges have a splash damage area of 800 meters.

 

You can't actually miss with them.

Remind me of the damage output though.

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They're still a mystery to me.

 

I had a game in the Rupprecht where I landed 5 hits with the plane-dropped ones, and took half the HP off a Tier 8 sub, and I had DD games where I basically needed to teabag the guy with 15-20 of them to get a kill.

 

I mean...not all depth charges ate created equal, but I guess it also depends upon the depth the sub's at.

The thing is, whatever the mechanic is now it could still be changed later, so I'm afraid I would learn a bad habit :Smile_unsure:

 

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3 hours ago, ollonborre said:

Remind me of the damage output though.

 

They cause flooding about 50% of the time, fire about 25-30%, and knock out sonar and torpedoes quite readily.

 

4 direct hit torpedo runs can knock out a cachalot or Salmon easily.

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Admittedly my sub experience is from playing them on the PTS but I get the feeling depth charges are very much like AA.

 

 Just as capable CV players are very able to dodge flack clouds and seem invulnerable, so too are capable submarine players are able to dodge ASW drops. I found it amazingly easy to evade pretty much all damage from surface players and it was really only submarine players I needed to watch out for. 

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11 minutes ago, lovelacebeer said:

Admittedly my sub experience is from playing them on the PTS but I get the feeling depth charges are very much like AA.

 

 Just as capable CV players are very able to dodge flack clouds and seem invulnerable, so too are capable submarine players are able to dodge ASW drops. I found it amazingly easy to evade pretty much all damage from surface players and it was really only submarine players I needed to watch out for. 

It's not as easy anymore, the aoe range is quite big. So it's more like calculated HP losses. Pinging is out of the question as it's really easy now to track and hit subs with depth charges due to the ping effect showing their location rather precisely

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WG can't have their pet players in CV and Subs to be harmed by plebs playin surface classes, on the other hands to keep plebs from open rebellion WG is giving tools that make plebs feel like they are doing something bad to pet players: AA and depth charges.

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14 minutes ago, Xi_Tian said:

It's not as easy anymore, the aoe range is quite big. So it's more like calculated HP losses. Pinging is out of the question as it's really easy now to track and hit subs with depth charges due to the ping effect showing their location rather precisely


Yeh I noticed it was a little harder this time around, not especially challenging but harder. Certainty when compared to the PTS before last, now that was comically easy to dodge ASW drops. Thank goodness they did change it.

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5 hours ago, Cuddly_Spider said:

Depth charges have a splash damage area of 800 meters.

 

You can't actually miss with them.

And somehow one can land 10+ hits on a sub and she is still alive, still runs at full speed, sh*ts out guided torps which can devstrike you and laughs

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1 minute ago, Yedwy said:

And somehow one can land 10+ hits on a sub and she is still alive, still runs at full speed, sh*ts out guided torps which can devstrike you and laughs

Depends on the nations depth charges. WG shoud unify the depth charge damage across all the nations (and pick the highest alpha currently in use). That will fix the issue of subs surviving so many. However hitting 10 already cripples subs quite a bit already. And it's not hard to punish a submarine that isn't careful anymore anyway.

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*Laughs in Daring* 

 

At least pressing G to obliterate whilst in Daring is indeed a singular pleasure.

Begone from my sight submersible scumbag :cap_haloween:

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1 minute ago, Miragetank90 said:

*Laughs in Daring* 

 

At least pressing G to obliterate whilst in Daring is a singular pleasure.

Begone from my sight submersible scumbag :cap_haloween:

Rihgt until one realizes that the new premium german sub goes 53kt under water… 

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I wonder if in part the issue is too many of us are still trying to make DDs an effective counter to submarine’s when WG said that they didn’t intend for DDs to be responsible for ASW but rather a “complimentary” aspect. 

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Just now, Yedwy said:

Rihgt until one realizes that the new premium german sub goes 53kt under water… 

 

Yes, good luck catching it with a DD or trying to hit it with planes I suppose. 

The HP at the moment is also really bad though. 

 

Crazy times. I would have had a jaw-drop at the prospect of this kind of thing in WoWs 4-5 years ago.

Now? Now it's just a Tuesday.

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11 minutes ago, Miragetank90 said:

*Laughs in Daring* 

 

At least pressing G to obliterate whilst in Daring is indeed a singular pleasure.

Begone from my sight submersible scumbag :cap_haloween:

Cries in siliwangi. The thing drops 2, yes you read it correctly, two depth charges, each of which deal like a third of the damage that the UK's do.

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15 minutes ago, SV_Kompresor said:

Cries in siliwangi. The thing drops 2, yes you read it correctly, two depth charges, each of which deal like a third of the damage that the UK's do.

Thats not a depthcharge, thats the empty beercan in which the sailor put a lit firecracker and chucked it overboard

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25 minutes ago, lovelacebeer said:

I wonder if in part the issue is too many of us are still trying to make DDs an effective counter to submarine’s when WG said that they didn’t intend for DDs to be responsible for ASW but rather a “complimentary” aspect. 

This is the issue right at hand, by not burdening the DDs with additional ASW duties, they also omitted giving DDs useful weapons to deal with subs and thus [edited]us over. Instead of having an additional duty, DDs now have ANOTHER COUNTER, as if there weren't enough radar cruisers (or radar BBs or the new meta: hilarious Radar DDs), sky cancer and hydro floating around.

 

My proposal: All DDs have a permanent 4 or 5km spotting range (maybe depending on nation) to detect subs on the minimap, just like that submarine hydrophone consumable, if they are at 1/4 speed or <10kts or whatever, making them basically a no go zone for subs because they'd be permanently spammed by BBs. With the speed limit, the DD would always need to slow down, to get his bearing again which the sub could use to change course and escape.

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26 minutes ago, lovelacebeer said:

I wonder if in part the issue is too many of us are still trying to make DDs an effective counter to submarine’s when WG said that they didn’t intend for DDs to be responsible for ASW but rather a “complimentary” aspect. 

The thing is that in the first sub testing DD's were the only ones with dept charges able to counter subs (and failed horribly at that, since during that test sub torps had a 1 meter arming distance so they could shotgun approaching DD's).

 

Subs have gone through so many changes and so have the counters, that just keeping up with subs and how to counter them is almost a full time job.

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1 minute ago, Zigiran said:

The thing is that in the first sub testing DD's were the only ones with dept charges able to counter subs (and failed horribly at that, since during that test sub torps had a 1 meter arming distance so they could shotgun approaching DD's).

 

Subs have gone through so many changes and so have the counters, that just keeping up with subs and how to counter them is almost a full time job.


Very true the substantial changes that keep happening as WG try desperately to make submissives fit somehow make it a real nightmare trying to keep track of everything. 

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And it is all happening on the live server, not on a test server.

So it is not 50 people on the test server that need to adjust, it is the entire player base since subs are everywhere (while being tested...)

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Regarding air strike depth charges. Their area of effect is fairly substantial. All it takes is a working brain in order to hit air strike depth charges if a sub is pinging or if a sub is damaged (thus leaking oil). If you consistenly fail to hit subs with air strikes depth charges, you are either inexperienced or a complete potato at this point. It's effectiveness however varies greatly between different nations. Germans (I think?) have the best airstrike depth charges available, they hit very hard. 

 

Now what I would like to know, either through data or charts, is more information about the precise damage dealth within a certain distance of the drop pattern. I know the area of effect is 800 meters. But what are the cut-off points? Does it deal 50% of damage at 400m? Does it still deal 100% of the max damage at a radius of 800m, etc. 

This also goes for ship dropped depth charges. That, along with information about whether depths have an effect on taking damage from depth charges. Does a sub take less damage when it goes to full depth at 60m compared to other depths? When taking damage, are there differences between any depth levels at all? 

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1 hour ago, Miragetank90 said:

*Laughs in Daring* 

 

At least pressing G to obliterate whilst in Daring is indeed a singular pleasure.

Begone from my sight submersible scumbag :cap_haloween:

 

The Forrest Sherman is even more absurd, it's like a minigun of depth charges. Shame the Subs are all nearly the same speed as it though.

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