Submarine feedback and defense balance against planes/helis #191
Replies: 4 comments 37 replies
-
Thanks for your comprehensive feedback!
Is there any real-life basis for allowing submarines to see airborne aircraft?
Some subs do carry submarine-launched SAM's, but not any of the ones in game, to my knowledge.
I'm guessing this would involve making the torpedoes drop earlier and take longer to descend to submarine depth. This is risky, and could set off a chain reaction of planes not working as well.
This is the main way we can solve the problem you describe! 👍
This was an intentional bugfix. The previous behavior of rocket torpedoes working at point-blank range was severely unrealistic, and basically amounted to giving the Yasen 4 extra torpedoes. Now they take time, corresponding to the fact that they ascend to cruising altitude, wait for their guidance to take effect, and then descend to drop their torpedo.
To be clear, rocket torpedoes work by launching from a torpedo tube, floating to the water surface, igniting a rocket booster to ascend to altitude, cruising, dropping (IRL on a timer, in game by sensing a target), deploying a torpedo (IRL with a parachute) into the water, and then the torpedo does normal torpedo stuff. |
Beta Was this translation helpful? Give feedback.
-
@finnbear I've been thinking over the subject of Yasen Rocket Torps, if they use tubes why not replace them with 4 extra set65 torps and ditch the rocket torps? That would make Yasen better equipped to take on big ships like Iowa, kirov, Montana, Yam, Clem. |
Beta Was this translation helpful? Give feedback.
-
btw can you add a manual cap setting for speed that way we could maneuver around without speed fluctuating? |
Beta Was this translation helpful? Give feedback.
-
On the topic of balancing submarines, Seawolf offensive capabilities have been puzzling even before the update is there a reason why mk48s don't do more damage? In addition to increasing its stealth speed to 20kn like it was discussed previously in this thread , could mk48s get a damage buff? or reduce Seawolf reload time so that only seawolf benefits from it. Thoughts? |
Beta Was this translation helpful? Give feedback.
-
I've been an avid sub player and even before the update had grievances with how ww2 plane and helis detection of sub works. If the carrier/heli player is skilled there's no way for subs to scape out in the open and its even worse now with the submerge delay which makes its riskier to surface to use AA defense against helis and Seawolf (level 9) doesn't even have AA defense.
From my perspective the main issue with the current setup is that helis/plane players can just randomly and blindly scan a wide area and if there are any undetected subs lurking around even from a distance stationary and with sensors off (full stealth no radar no noise) the helis/planes will still blindly detect the sub and the player can just blindly track the mouse to follow the direction in which the aerial ships are dropping torpedoes until it's sunk. I don't know if this is by design or is super skilled players exploiting a function or even cheating but the end result is unfair and nearly unsurpassable with skill alone to be able to escape alive as a sub
Not to mention correct me if im wrong unrealistic for helis/planes detect randomly a sub in full stealth mode (no noise, no radar)
Another issue related to this is when killing a player with sub they respawn in the proximity turn essex and immediately send planes to you not giving time to reload almost assured death depending of how close they spawn.
Its up to the devs to figure out how to better balance this but my suggestion is a list of the following.
NOTE: Not all suggestions need to be applied even just one of the above suggestions would be an improvement
My second feedback/point is Yasen rocket torpedoes don't work at close range anymore like its used to before the update. This severely limits Yasen ability to do surprise attacks since without its rocket torpedoes it can't sink high level ships.
One possible explanation i read is that rocket torpedoes need togo under first but even if it doesn't the impact should trigger explosion of the torp or at the very least reduce the distance needed for it to work on big ships
Beta Was this translation helpful? Give feedback.
All reactions