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Submarines v3 - How Do They Hope To Balance This? 

Flamu
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The latest submarine test is live on the PTS right now, allowing me to delve into the changes they have made. Playing these ships and against them does leave me rather hopeless, because I have absolutely no idea how you're supposed to put these into the game without butchering the balance even further.
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20 окт 2024

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Комментарии : 1,7 тыс.   
@Flamuu
@Flamuu 4 года назад
The art is once again great, and I could absolutely see these assets being used in some cool operation like I suggest towards the end. Hunt a convoy with some friends, avoiding DDs and Cruisers, sneak into a harbour to sink a target, screen for enemy subs etc. But for PvP, i legitimately have no idea how they can hope to integrate these ships without completely breaking the balance. Stream: www.twitch.tv/flamuu Insta: instagram.com/flamugram/ Twitter: twitter.com/flamuchz Discord: discord.gg/Flamu
@maustellica44
@maustellica44 4 года назад
It's easy, make submarines only effective against soviet ships and carriers, balance restored!!!
@SkadadeLjud
@SkadadeLjud 4 года назад
Consider the CV rework, all the premium op ships and the upcoming RU lines. I wouldn't expect WG to care about the balance or how well they fit. If they can make money from it, they will push it. P2W-players/collectors are their target group
@trejohnson8014
@trejohnson8014 4 года назад
I got a question like why doesn't CV have depth charge planes? Like I'm sure we had those during WW2.
@superfortressstudios
@superfortressstudios 4 года назад
Idea: what if they replaced rocket planes with depth charge planes? I know they won't do it (german rocket gimmick cvs incoming after all.) I don't think it would fix either the subs or cvs being broken, but it might bring them from broken AF to just broken. -edit: another thing they maybe could do is add hedgehogs and other longer range ASW mortars, maybe with a 5-6 km range. Is it realistic? No, but the subs are stupidly unrealistic anyway. They could also make subs either have far lower help, or only be able to give other teammates intel when surfaced
@silverthorngoodtree5533
@silverthorngoodtree5533 4 года назад
Like I said in your stream... Russian subs will have smoke.. just you wait...
@randomrandomnesss2188
@randomrandomnesss2188 4 года назад
Ships: have armor SPECIFICALLY to protect against torpedos. Submarines: No
@jamesmckenzie9551
@jamesmckenzie9551 4 года назад
randomrandomnesss battleship puts 14” she’ll clean through submarine: Submarines: “guess I’ll submerge just fine then?”
@TheFlameofIcarus
@TheFlameofIcarus 4 года назад
The Torpedo Bulge of Warships is only meant to protect from direct impacts of a torpedo on the belt of the ship. The mechanic of the double ping is the torpedo detonates underneath the keel of the ship, essentially cracking the keel and detonating where there is no extra protection against the torpedo detonation.
@fatalombardi4285
@fatalombardi4285 4 года назад
@@TheFlameofIcarus historically It makes sense, but in terms of game balance is painfull xD
@Whiskey11Gaming
@Whiskey11Gaming 4 года назад
@@fatalombardi4285 it really doesn't though... magnetic detonation of torpedoes was horrifically unreliable in WWII. The US pushed it the furthest in the Mark 14 torpedo and it was an utter disaster that rarely worked... on top of about 10 other issues with the torpedo design. The Germans attempted to mess with it and ultimately gave up. They suffered the same problems the US had with unreliable detonation or premature detonation. It only became successful with electronic firing circuits in more modern torpedoes that utilized electronic sensors instead of physical sensors. Also, hull shape plays a huge role in how effective the "mining" effect is. Hulls shaped like a V tended to experience less damage from mines and magnetic pistol torpedoes. Double and triple bottom hulls on battleships also reduced their effectiveness.
@Strait_Raider
@Strait_Raider 4 года назад
@@Whiskey11Gaming Not to mention that the allies were degaussing the hulls of their ships by mid-way through the war to negate magnetic detonators (although from mines, not torpedoes)
@Airwolf0148
@Airwolf0148 4 года назад
Torpedoes that can "lock on" (second ping) to ignore a ships "Anti-torpedo" protection? Torpedoes that can citadel a BB with a bow shot? Sub's that can travel at 20-25kts underwater? Subs that can out spot a DD? A Sub pings a ship, but the ship doesn't know it? And depth charges (the "ash can" type) had a kill rate of only 5-7%. It was very hard to accurately depth charge a Sub. But these? Five items right here that;s going to ruin the game. What the Hell is wrong with the WOW's developer's? They already ruined the CV's with the re-work. Now this?
@TheRobbiUno
@TheRobbiUno 4 года назад
Subs easily out-spotted ALL surface ships. Subs could move at relatively good speed underwater with the snorkel up.
@shinki5361
@shinki5361 4 года назад
@@TheRobbiUno no they couldn't, they still were slow as fuck
@GrantE90
@GrantE90 4 года назад
@@TheRobbiUno The majority of WW2 submarines had a submerged speed of less than 10 knots and between 12-20 knots on the surface. Spotting via periscope is a very short range procedure, because it is extremely close to the water line. The higher above the water the further you can see from your vantage point. Active sonar (pings) is extremely loud and will alert any nearby ships to the submarines existence. Once submerged they literally had zero visual information regarding the enemy ship's movement other than a vague direction (like the radio location captain skill). They also couldn't launch torpedoes while submerged.
@TheAmir259
@TheAmir259 4 года назад
In real life, subs lost around half of their max speed if not more when submerged, but some games only reduced their speed to around 25% when submerged cuz it would've slowed the game pace otherwise. Go play Silent Hunter if you want such a thing
@virgilio6349
@virgilio6349 4 года назад
@@GrantE90 The last one is kinda iffy. Some could some couldn't it depends on what era of subs you are talking about and what kinds.
@C-R-l-M-S-O-N
@C-R-l-M-S-O-N 4 года назад
"Torpedoes will ignore player feedback"
@grimmshredsanguinus2915
@grimmshredsanguinus2915 4 года назад
Then players will ignore account
@EvoraGT430
@EvoraGT430 4 года назад
@@grimmshredsanguinus2915 Correct. I'm using everything up to leave WOWS the moment these turn up.
@brandonsheffield9873
@brandonsheffield9873 4 года назад
So afraid of change. WW2 had subs. This is a WW2 Sea battle simulation game
@la_potat6065
@la_potat6065 4 года назад
Brandon Sheffield since when was this game a simulator? Never.
@grimmshredsanguinus2915
@grimmshredsanguinus2915 4 года назад
@@brandonsheffield9873 indeed it needs some change
@xtod9892
@xtod9892 4 года назад
They should go back to having limited communication between subs and the rest of the team. Unless a sub is fully on the surface, anything spotted by the sub shouldn't be spotted for anyone else, and anything spotted by the rest of the team shouldn't be visible to the sub. Basically just due to radio silence 🤷
@goreignak
@goreignak 4 года назад
It's the same thing with CVs that was suggested a long damn time ago. IE Unless a CV is within Visual Range of a Green they cannot relay visual data, only minimap updates. But they don't freakin' listen.
@MagiconIce
@MagiconIce 4 года назад
That is the only thing I agree with that I've read and seen so far, most other players are just crying because they don't understand the concept and because they don't envision the sub's perspective. They're not the "OP Shipkiller Boats", what other players try to frame them.
@PhotonlcInduction
@PhotonlcInduction 4 года назад
Wargaming doesn't think perma-spotting exists and has absolutely no idea how it effects most ships.
@NormusDiabolus
@NormusDiabolus 4 года назад
@@MagiconIce Doenst matter if they are ship killers or not. The biggest problem is that there is no counter play against them for 3 of 5 classes in the game. And even those that can counter play them are going to have a hard time cause you have to be on TOP of the sub to counter it.. where the enemy team can rip you apart cause the sub keeps you spotted the whole time for the whole enemy team.
@MagiconIce
@MagiconIce 4 года назад
@@NormusDiabolus The classes ingame aren't meant to be counterplayed by every class. Every class has a weakness against certain other classes. CV's can to a degree outrun BB's (and of cause other CV's), but Cruisers and DD's catch up with them and wreck them, if there is no protecting team. BB's can wreck anything with their big guns, however, these are unprecise at close distances and vs small targets, hence they can't really "counterplay" DD's, sure they got secondaries, but that doesn't change a thing, when a DD at close range launches torps, then it's "Goodbye BB" and the DD can retreat into it's smoke cloud. Balancing in a Team PvP-Game is Rock, Papers, Scissors and it was the same to a degree in reality. Infantry couldn't attack really well fortifications and fortified positions with HMG's, that's why people invented tanks, that's why people invented anti-tank-weaponry, that's why there is still infantry taking out said weaponry and so on. You're not meant to take on anyone and anything, period. If you got a problem with that, you're wrong in the whole game since it's very inception, even before they added CV's and now Submarines. What you seek then, is a Singleplayer game, where you can crank everything to unrealistic/easy and can do surface Duels as a DD with Battleships with only your artillery and come out as winner. And you make the same mistake, you only imagine the situations, where a submarine would be strong, e.g. against BB's, but forget the situations where it is weak, e.g. that it has to overcome a distance underwater with comparetively low speed to reach said BB's and that it has to survive first against DD's and CL's and probably ASW planes from CV's, once they're added, to get a chance to ping and shoot BB's. Submarines are meant as an "all-or-nothing"-class, either your teammates do find and stop them, which is rather easy in limited space of WoWS maps and with a 5km detection radius or not, then you got potato teammates. I agree with claims that it needs more work and balance, but I disagree with panicking whiners who don't want to add submarines at all. They're going to come into the game into random battles, WG Community Managers stated that in the Twitch Streams. Get used to this thought, make suggestions on their forum for balancing purposes or don't.
@StarJackal
@StarJackal 4 года назад
WG: "Who said anything about Balance?"
@clefsan
@clefsan 4 года назад
comrade, we at WG make all submarines have dual nationality - their original one and russian. means they now have good balans, da? ;-)
@marvkim3210
@marvkim3210 4 года назад
Keep it in PTS please
@OneofInfinity.
@OneofInfinity. 4 года назад
Only balance WG cares about is their bank account balance.
@Gabriel-sdf
@Gabriel-sdf 4 года назад
And Wargaming in a nutshell, the aesthetics, models and textures in general of their games are top notch, however the balancing of said games is handicapped.
@lubossoltes321
@lubossoltes321 4 года назад
And Wargaming in a nutshell, the aesthetics, models and textures in general of their games are top notch, however any king of gameplay with those assets is terrible. That's the correct sentence.
@thebigfuzzy
@thebigfuzzy 4 года назад
@@levilecrone3456 but communism wins wars and the heart of the little people, right? now go to gulag.
@Genesongx
@Genesongx 3 года назад
@@thebigfuzzy Jokes on you Dmitri, I'm finnish
@papamoose1321
@papamoose1321 4 года назад
Fix the balancing issues before introducing an entire new class that will further mess with the balancing issues. If people hate the meta now, wait until no one wants to leave the spawn because there are 4 subs on the loose...one of them being Russian with torps that travel Mach 2.
@murderouskitten2577
@murderouskitten2577 4 года назад
done be stupid. russian torps will not go mach 2. ATLEAST mach 10 i the minimum speed for soviet subs.
@aswinthoudam6524
@aswinthoudam6524 4 года назад
@@murderouskitten2577 lel.
@Space-O-2001
@Space-O-2001 4 года назад
...and their torps will be photon
@superfortressstudios
@superfortressstudios 4 года назад
Don't you know? Sekret Dokumens say russian subs in the second world war had the Shkval supercavitating torp en.wikipedia.org/wiki/VA-111_Shkval :D
@ejd53
@ejd53 4 года назад
Leaving the spawn is irrelevant since russian torps have a range of 4.5 light years.
@ShiningDarknes
@ShiningDarknes 4 года назад
Honestly: Carriers, carriers are the answer. Planes were one of the best counters to early subs. Just give carriers, the guys that have no real pressure to begin with an anti-submarine feature that control just like dive bombers but with depth-charges. That way it is not solely n the hands of the destroyers who do already have enough to deal with. Also give battleships sea-mine deployment consumable that covers an area in anti-submarine mines. They can be dodged by skilled sub players, but that is just it, the subs will actually have to pay attention. Have them be at that "immunity" depth and below that way it is not an instant no-risk dodge incoming fire. All ships need some way to contribute to the anti-submarine warfare, otherwise they can do nothing if all the other classes of ships get knocked out before countering the subs. If only DD can effectively counter subs, and it is very dangerous to do so, subs should not be added because that is blatantly unfair to literally all other ship classes.
@Threesixtyci
@Threesixtyci 4 года назад
how bout....just giving the option to not play with either subs or CV's..... i'd even take a 50% hit to silver and xp earnings for that option....
@warhawk9566
@warhawk9566 4 года назад
What if fletchers had an option to carry hedgehog launchers?
@nigelmilne3503
@nigelmilne3503 4 года назад
Rocket equipped planes were very effective against U Boats. Could even damaged submerged ones if they were shallow enough. Plus they'd fit depth charges to just about anything with wings over at Coastal Command. The counters are there, just whether WG implement them in a meaningful way.
@ShiningDarknes
@ShiningDarknes 4 года назад
@@nigelmilne3503 yeah I know, like I said air to sea combat was pretty much the most effective way to deal with early subs.
@affenpoop8848
@affenpoop8848 4 года назад
@@Threesixtyci stop crying about cvs... noob
@yuuboi661
@yuuboi661 4 года назад
What if: - No hoaming torps - No torps ignoring the belt, that's just idiotic - Give subs more-rapid firing torps to balance it Or something like that?
@warwolf3005
@warwolf3005 4 года назад
Really what the hell with the hoaming torps. It would be nice if instead subs got more options a) Impact piston vs magnetic piston. Impact piston is easier to use but it impacks the torpedo defence. Magnetic piston torps would allow you to bypass it but force the sub player to chose the depth. If they set it too low, the torpedo would run underneath. Too high and the torpedo impacts normally. b) some subs (depending on what torps were historically available) captains should be able to decide whether they load steam propelled torps (they function normally) or electric propelled ones, that are harder to detect but have shorter range and speed
@justoldschoolfrankie1111
@justoldschoolfrankie1111 4 года назад
Stop that! Comrade you are not Russian enough.. ;-)
@a-skepticalman6984
@a-skepticalman6984 4 года назад
that sounds like a recipe for tin-fish soup
@sirboomsalot4902
@sirboomsalot4902 4 года назад
MolochZ Well the why call it World of Warships and not have all the warship types?
@TonboIV
@TonboIV 4 года назад
@@sirboomsalot4902 Right. We clearly need to add fleet oilers.
@ofi1238
@ofi1238 4 года назад
4:24 "...a good DD is just gonna pop his consumable and go deep underwater..." Guess WG finally decided to straight up give DD players the "end me" option before the subs go live.
@LOZFFVII
@LOZFFVII 4 года назад
ofi123 he’s been getting “DD” and “sub” confused all video. Poor guy had been hanging around Jingles too much.
@XenoDeki
@XenoDeki 4 года назад
Imagine telling WG to balance things when they can't even balance CVs and OP premiums... this is just another lost cause that will kill the playerbase even faster.
@aurelianobuendia5360
@aurelianobuendia5360 4 года назад
we can always stop playing this shit
@headshot5500
@headshot5500 4 года назад
@@aurelianobuendia5360 Yes, lets all just not play submarines. Exept the cucks that are more than happy to use any op thing they can to win. just look how many stalingrads, moskvas, smolentsk and Kremlins in this game
@pewt_gaming
@pewt_gaming 4 года назад
As soon as these release, I will be deleting ships off my computer. they did it to themselves. And I know quite a few others that have the same thoughts as me. I will just chalk up all the money I have given WG as a loss.
@aurelianobuendia5360
@aurelianobuendia5360 4 года назад
@@headshot5500 I already slowed down with wows (playin around 1-2 hour per week). After seeing this... goodbye wows
@headshot5500
@headshot5500 4 года назад
@@denniskeler8068 Enlighten us mortals with your enlightened game knowledge on how to play against a CV. Cause everyone a squadron comes at me the only thing you can do is turn and hope rng is on your side. AA us a random diceroll with 3 ones and 3 sixes. Either you utterly destroy the squadron or it doesn't take damage at all. Not to mentio the almost always get at least 1 salvo off. Enough to destroy a bb with AP bombs
@itatane
@itatane 4 года назад
Flamu, this is the same company that felt the fat, slow, underwhelming California deserved a 4.2 second NERF to the reload of her main guns... I am skeptical that they can balance anything other than their bank account.
@wallstbets4865
@wallstbets4865 4 года назад
100%
@williamt.sherman9841
@williamt.sherman9841 4 года назад
its so damn stupid. they did not even have homing torpedoes back then. Want to balance subs? they should be blind when underwater without periscope, including having no mini map. and when they go to periscope depth they have a detection range for ships that are nearby (at close range) they can only move at snails pace when submerged and should only have a limited battery life so that subs will need to surface every now and then to charge their batteries. or just leave them out of the game.
@williamt.sherman9841
@williamt.sherman9841 4 года назад
pinging should allow subs to locate ships nearby but at a risk of giving away their position to all nearby ships. Cruiser fighters and BB spotter planes should have the ability to attack subs (add an anti-sub floatplane consumable?)
@OneofInfinity.
@OneofInfinity. 4 года назад
@@williamt.sherman9841 Needs to be easy and op (at start) so they can attract casuals and get a quick cash-grab, sell some premium op subs then change the stats after a few months, but first get the money in.
@tonyennis3008
@tonyennis3008 4 года назад
I play battleships almost exclusively. I have planes torping me endlessly, HE spammers lighting me up unceasingly, and DDs puking out dozens of torps at me. The last thing I care to see in the game is a ship I can't see (like DDs), firing homing torpedoes that ignore my protection and citadel. When this patch comes out, I'll find a new game.
@farlandduck4463
@farlandduck4463 4 года назад
battleship is by far the easiest class to play lol, man up
@AndrewSmall963
@AndrewSmall963 4 года назад
You can see them, you just can't damage them. There's even a "Target is immune" text shown next to the red flag as the futile manual secondaries pound away. What fun! /s There's also a toilet flushing sound effect when they launch torpedoes, so you can "just dodge."
@alphawolf1786
@alphawolf1786 4 года назад
@@farlandduck4463 eh don't see how it's the easiest
@klegolas4088
@klegolas4088 4 года назад
@@alphawolf1786 it is for sure easiest. no need spot, no need cap, lots of hp, Heals, good armor, no need to take radar to right area to help team, no cv skill floor.... & etc etc etc
@alphawolf1786
@alphawolf1786 4 года назад
@@klegolas4088 you do need to spot they really aren't that easy it requires a bit of skill to understand and how to use you saying that means you don't mind noob BB running out and dying real fast being useless to the team if anything I think Cruiser are easier as they are mobile and just load HE and spam away in a BB you would overpen alot as there is alot of lightly armor ships that are being played not to mention you are slow and depending on what you are using your spotting range can be bad in which DD's can say out of your spotting range while you are spotted and just send torpedoes at you and you can't do anything about it honestly there is alot of factors and skills to make them even work and at the current stat of the game it is just HE spam with torpedoes going at you which can just have you playing them annoying
@Jinkuzu
@Jinkuzu 4 года назад
RIP Mainz, Flamu said it was fun.
@AbornTa
@AbornTa 4 года назад
Jinkuzu Mainz is on sale
@atpyro7920
@atpyro7920 4 года назад
@@AbornTa They pulled it from the store two days ago
@jamiereid9322
@jamiereid9322 4 года назад
@@atpyro7920 No they didn't it's still on sale.
@Rageaholic2213
@Rageaholic2213 4 года назад
@@atpyro7920 They pulled it from sale I think like after it was released, but with the cruiser "sale" they're doing they put it back.
@AbornTa
@AbornTa 4 года назад
The Pyro Jawsome check again , you can buy the ship by itself for 45 bucks
@ultimabasti-oceanspud9641
@ultimabasti-oceanspud9641 4 года назад
Flamu: "How do they hope to balance this?" WG: Don't worry. We will balans.
@jebes909090
@jebes909090 4 года назад
Wg: hmm I know, well release a soviet destroyer that can citadel battleships with 120mm guns
@TheLiamis
@TheLiamis 4 года назад
@@jebes909090 lol, you beat me to it.
@linweixiao4732
@linweixiao4732 4 года назад
WG: We are going to ignore the out-of-balance complaints from the players. We plan to release submarines first and like the CVs, we will fix nothing in the future just let it be.
@dewannee
@dewannee 4 года назад
Sir we would like to congratulate you for your gulag immunity card that you just earned by saying that. You really know how thing's done in our company. lul
@lubossoltes321
@lubossoltes321 4 года назад
I bet that's exactly their plan ...
@101jir
@101jir 4 года назад
" and like the CVs, we will fix nothing in the future just let it be." More like we will try to fix it, make it worse, give up, and later add something else that will also be unbalanced.
@marcingrzybek8516
@marcingrzybek8516 4 года назад
Best mechanic ever: "Torpedoes will ignore target's anti-torpedo protection" GG Wargayming, I guess I will just ignore your soviet game then, OK? A layer of armor designed SPECIFICALLY to protect from torpedoes... Can we have a layer of armor on DDs that protects from radar and hydro then, huh Wargayming?
@nsftor
@nsftor 4 года назад
its not impossible...but not easy to get both pings on every ship....i've played about 10 games this last iteration and only got double ping on maybe 3 ships with the torps hitting
@Flt.Hawkeye
@Flt.Hawkeye 4 года назад
Torpedos wich ignorie anti Torpedo armor are Calle deep water Torpedos but wg never let dem Deal Citadels before bc submarines would have no argument to be usefull anymore.
@frogsshadow4189
@frogsshadow4189 4 года назад
Subs shouldn’t be able to spot beyond their own detection range below a set depth. Also there should be a timer for changing depth Underwater could also change the sporting mechanic to be a lot closer but giving the option for an active ping that would spot you for a short time (a few seconds) so it’ll update your last position on the minimap but also allow you to see in a lot larger of a range while underwater.
@magisterrleth3129
@magisterrleth3129 4 года назад
If a sub is underwater, it should be totally blind except for pinged targets.
@frogsshadow4189
@frogsshadow4189 4 года назад
Magister R'yleth i would normally say that but subs have passive sonar that’s able to detect ships near by. Using something like this you could still see close ships but if they started slowing down or were stopped then you wouldn’t be able to see them
@magisterrleth3129
@magisterrleth3129 4 года назад
@@frogsshadow4189 The problem is that you have to balance real life with gameplay. Real life subs don't have to surface to stpot targets. Real life subs also call surface combatants, "targets." You should have to expose yourself to do anything in the sub, it's the only way to balance the fact it's the only ship type with an invulnerability button.
@MyGraveDancer
@MyGraveDancer 4 года назад
And sonar and radar shouldn't be working through mountains, but here we are)
@Knallteute
@Knallteute 4 года назад
@Dionisos161 I think you wanted to say either 70m or 700 ft.
@gray9468
@gray9468 4 года назад
They could learn a lot by playing Battlestations Pacific
@xXCao_RenXx
@xXCao_RenXx 4 года назад
Indeed :D Its really sad that there will be no new game in the series -.-
@TheNavyShark
@TheNavyShark 4 года назад
That's what I was thinking when people said submarines wouldn't work in WoT. They were balanced in Battlestations and had several counters to them.
@TheNavyShark
@TheNavyShark 4 года назад
Flamu needs to play Battlestations Midway/Pacific to understand how submarines will work in multiplayer.
@vincentrees4970
@vincentrees4970 4 года назад
Ikr favourite sub on Pacific? I-400 personally
@jeffreyhemphill3831
@jeffreyhemphill3831 4 года назад
Dude @gray, yes. I was there first day for battle stations. And BS Midway. It wasn't as all-around good as world of warships, but yes they can refine and add in subs. Total agreement. Battle stations did it good because they made it well in the give-trade relationship. Especially for depth damage and depth "can't dive". From one of my favorite plays world of tanks, if they can figure out how to make artillery effective, yet difficult to play, then they can figure out proper sub stats and capabilities
@subhanahmed2531
@subhanahmed2531 4 года назад
Sounds like battleships r gonna suffer if this version of subs gets released, theyre way too broken with that dmg and immunity.
@manuelkanthak8352
@manuelkanthak8352 4 года назад
not only battleships.. cruisers dds.. only cv is fine bcs sits undetected at a1
@VuHien2011
@VuHien2011 4 года назад
This entire homing system is so BS.
@12isaac00
@12isaac00 4 года назад
DDs have to multitask even more BBs and fat Cruisers now get to dance around homing torps CVs can't do shit to them, subs can actually just dodge They're gonna be the new pain in the ass that will unite all class players again
@anvutrong6870
@anvutrong6870 4 года назад
@@VuHien2011 did this homing torpedoes existed historically?
@djtonylee
@djtonylee 4 года назад
Homing torps existed in WWII, but they still dont belong in the game. I give up with this WOWs, WG have finally managed to push me away for good.
@karlwolf9805
@karlwolf9805 4 года назад
Replace rocket planes with aerial depth charges, then you'll have subs fighting the most powerful ships in the game.
@proudy01
@proudy01 4 года назад
Watching the stream today I though the subs looked incredibly boring and I don't really see them fitting in at all.
@MrStrikecentral
@MrStrikecentral 4 года назад
Torpedos: Remove the 'ignore torpedo armor' function of getting both pings on a target. Have it where one ping grants slight homing on the torps, and a double ping grants normal homing (like you get with one ping here). I don't see a problem with torps getting citadels, but they should be dependent on where the torp hits. Diving: Have set depth tiers (surface, periscope, shallow and full) switching from one depth to another takes time and cannot be interrupted once inputted. Also have a short time delay before you can change depth again. The only exception to this is when you MUST surface to recharge. Spotting: Subs can only spot surface ships at surface and periscope depths, with the exception of ships dropping depth charges overhead. Subs can spot other underwater subs through the passive sonar. This sonar range can be variable per sub. Pinging: Ships being pinged should receive a notification. The shorter the distance between the sub and the target, the louder the notification. Even offer directional clues of where the ping is coming from id the sub is very close. Possible defenses: Offer a decoy target consumable that can attract homing torps. The decoy could get in the way of a sonar ping, targeting the decoy instead. Have it function similar to Damage Control: unlimited uses, but a fairly long cooldown. Perhaps even offer the ability to choose where to deploy the decoy when activated.
@MrSafer
@MrSafer 4 года назад
wg balance department consists of a handle of popov.
@alejandrorojas1423
@alejandrorojas1423 4 года назад
That shit will send you to the hospital
@IHaevATajpo
@IHaevATajpo 4 года назад
Did you mean: gulag
@Jkend199
@Jkend199 4 года назад
The CV rework was a disaster... There are a lot of ships in the game who's AA is so bad (Japanese ships in particular.... but they aren't the only ones....) that basically they have nothing they can do about CV's. There are few things in the game as frustrating as playing a DD (any DD) and seeing your bottom with two top tier CV's because you know if you move out of your fleets AA bubble and the CV's find you, your dead. This Submarine shit looks just as bad, so I can hover at 5.9 m and when I see someone take a shot I can duck down to 6.1 and I'm immune (so basically, I can just decide I don't want to take damage, and then even if a DD does get off a depth charge attack I have a "deep dive" that mitigates 90% of that damage too) how the FUK is this supposed to be countered. Does WG not realize that the first thing that happens in most games is that the DD's all run in and get spotted, either by radar, or by CV's and they die... or the are forced to sit back in the AA bubbles of the rest of their team. So the one ship that is theoretically the "counter" to submarines is almost always going to be dead or out of position and unable to do anything about subs... If this goes onto the live servers it will be a disaster... Combine it with the CV rework and you have 2 classes with effectively no counter... really... Lay off the Vodka dudes and scrap this whole idea before the game goes belly up...
@jovanspasov5188
@jovanspasov5188 4 года назад
i agree about the subs but the way that different nations have more and less powerfull aa is good if everybody had everything whats a point in changings nations when u can just play des moines and being good in every aspect of the game...
@Mithguar
@Mithguar 4 года назад
if you play clan battles you will quickly learn how bad CVs really are. They are only strong in unorganised groups in randoms. They really aren't that great as you think. And maybe you should stick to a group. This isn't a single player game.
@fatalombardi4285
@fatalombardi4285 4 года назад
@@Mithguar the problem is that the game balance shouldn't be made around the ideal organized team, but the actual standard team, anyways, clan battles are Stalingrad clown fiesta since the Henry acceleration murder, probably xD
@eldridgep2
@eldridgep2 4 года назад
@@Mithguar So basically to balance one class for what 10% of the playerbase all fun should be removed for everyone else and turn the game into a driving in formation simulator. No thanks. How about we limit your planes properly and actually let you catch fire you know likely they did in the real world.
@Mithguar
@Mithguar 4 года назад
@@eldridgep2 sound like you think I play CVs. Well I don't. They really just aren't that good if you don't play solo in this TEAM game. BTW I mainly play cruisers and destroyers and I don't find CV that bad. You just can't play like people used to. And BTW, before CV rework, DD were as cancerous as people claim CVs to be now.
@danielkol477
@danielkol477 4 года назад
I hope they introduce this shit to random battles in the may with the russian CAs and the Victory day celebration stuff. How ironic would it be if the russians killed their game with Vday patch
@Bud_Brigman
@Bud_Brigman 4 года назад
Except they have 19km rail guns. They can sit in the spawn and farm anything spotted
@Mr_King96
@Mr_King96 4 года назад
6:01 "It kinda ends up being this mess where no one can deal with this one class" I am starting to see a pattern here. *Wargaming officials watching the video* Suka, is balanced, put in game, Flamu said is perfect
@melaniejason3912
@melaniejason3912 4 года назад
I have a very interesting concept of balancing submarines. It super simple. Let me explain: Don't add them
@WaterWolf11
@WaterWolf11 4 года назад
Also remove cv while they are at it
@shinki5361
@shinki5361 4 года назад
Nice concept
@TacticalBeard
@TacticalBeard 4 года назад
They just simply can’t have the lock on homing torpedoes. And nerf the hell out of there spotting while under water
@MrAsh1100
@MrAsh1100 4 года назад
I absolutely hate the lock on torps. It just doesn't work in a game that's all about teaching you to dodge the torps
@TacticalBeard
@TacticalBeard 4 года назад
High Chancellor Tirpitz link me to your source material for all the torpedos used by all these subs then
@MrAsh1100
@MrAsh1100 4 года назад
@@TacticalBeard There are guided torpedoes, the Mk 27 mod 4 and the G7e since the pelunka above isn't gonna give much info. However, the Mk 27 was only used defensively, so it didn't saw much combat, it works but not in actual combat. As for the G7e T5 did saw combat, there was actual initial success against a supply convoy however the torpedoes were countered by Fox Noisemakers, rendering them useless and thus, most subs just switched back to the normal torps, do note that these guidance are all acoustic (sound) guidance and they are in no way as crazy homing as in the game. There was also development of wired-guided torps during this era which was first tested in the 1930s using radio signal however not much progress will go down this path until after WW 2. So in other words, there are guidance torps......just not in WW 2 subs. Only in Cold War era subs. So there we go.
@DaManBearPig
@DaManBearPig 4 года назад
- No hoaming torps - No torps ignoring the belt, that's just idiotic - Give subs more-rapid firing torps to balance it - mini-map spoting only - Higher caliber HE should be able to penetrate deeper than 6m, I mean cmon WG. BBs are defenseless. - Give CVs depth charge bombers as these actually existed and will take some pressure off DDs to handle yet another responsibility this would be a better direction to go edit: oh yeah they killed Ägir recently too. Now its a shitier Alaska.
@luki97z
@luki97z 4 года назад
BBs could also get some limited depth charges via their catapult planes. Also for God's sake, allow ships to ram subs up to their historical drafts, the Fuso in this vid reached 8.7 meters below the waterline, with Iowa-class ships passing 11m.
@capt.cheesecake6875
@capt.cheesecake6875 4 года назад
I do believe this could actually work! In the Torps department I would kinda give them Pan - European torps but obviously not so fast torps, but with the low damage and maybe high flood chance, so they actually sting, but not citadel-delete you. With CVs, you should be able to chose which payload to carry in your dive bombers (either bombs or depth charges) before being able to deploy the squadron. We don´t want bombers nuking ships AND submarines at the same time, so having to choose the payload could work. There's the people that want CVs removed... But you can't please everyone. I get that BBs are the most defenceless against subs, but the fact that the BBs model is barely touching the water makes no sense... A sub going below a BB that has a deep bottom, should get wrecked if it "slams" into it Oh and tune down the sub consumable that basically makes you inmune to damage, that's just dumb.
@jamesmckenzie9551
@jamesmckenzie9551 4 года назад
Just make it that if a battleship hits you with any main caliber gun it detonates the sub. It’s a minimum of an 11” shell hitting a fragile tin can, it’s not submerging safely after that!
@paulhorrox6478
@paulhorrox6478 4 года назад
I found a nailed on, guaranteed, way to ensure that submarine bullshit won't ruin my fun. It also prevents bullshit associated with carriers and OP fictional russian ships. I uninstalled the game and stated game changes as the reason why. Sadly this might be the only way to get WG to pay attention.
@TheCouchpotato00
@TheCouchpotato00 4 года назад
Btw as you predicted: Ägir is gettin it's secondaries nerfed and it's main battery buffed. So now it's just like all the other supercruisers but worse. RIP Fun. Enjoy the Balans
@TheCouchpotato00
@TheCouchpotato00 4 года назад
Here's the Dovlegh if you wanna look at it: forum.worldofwarships.eu/topic/134189-st-changes-to-test-ships/?fbclid=IwAR0x20S7Ru_2aZEb1K6cY4AXWfHJb-r7-i1vXnYPZl-zq4Y-zZQSPUi0qNg Also happy one year anniversary to you and your gf! Enjoy the weekend with her
@maidenlass
@maidenlass 4 года назад
Lmfao they really nerfed the secondaries and then in the devlog said she wasn't performing well in her close combat role
@estoyaqui5386
@estoyaqui5386 4 года назад
No mentioning of the missing armor-plates on bow?
@TheCouchpotato00
@TheCouchpotato00 4 года назад
@@estoyaqui5386 Of cours not. That would be a buff- Are you crazy???
@darktemplardelta268
@darktemplardelta268 4 года назад
@@maidenlass they have to be trolling no way can they truly be that clueless to say that after nerfing the secondaries.
@EpicBoyScout
@EpicBoyScout 4 года назад
I have these suggestions based on the video content: 1. Pinging requires you to be on periscope and to stay on periscope to hold the ping. Dropping below periscope depth for even a frame will cause you to lose the ping 2. The first ping should have a weaker lead than that and should reveal your position as per RPF to all ships within ping range 3. The second ping should do a slightly stronger lead and should not do citadel damage. Holding the second ping will automatically reveal your position to the player that has been pinged and to the rest of the enemy team as per radar. 4. for the 4 zones: A. you have to be on the surface (0m) to refill air B. periscope depth will not refill air and will only slowly consume it and you should still be able to be hit by shells. You should have reduced sight range and detection, but will be picked up by radar/hydro C. Depth 3 will not allow you to be spotted by anything other than DD's, CL's, or Hydro, RPF will work as normal, air should be consumed at a faster rate here you will be hit by depth charges most effectively at this depth D. depth 4 is immunity zone, but your air should run out very quickly (say 10-20s) and you cannot spot anything. 5. Running out of air should cause damage as normal (flooding damage) 6. Air Recharge on the surface should be relatively slow, taking between 45s and 90s to complete from empty, you must stay on the surface for a minimum time (5s-10s) to begin to get a recharge. 7. Reduce torpedo damage and flood chance to somewhere between PanEU and Air dropped torps.
@fishboi4546
@fishboi4546 4 года назад
1. Planes with depth charges existed so maybe WG could add that. 2. Flooding on submarines tends to be deadlier than other ships, so the flooding damage on subs should be greatly increased 3.If the battery power gets to a critical level underwater, the submarine must surface. AKA only be able to recharge on the surface like actual submarines. 4. Maybe reduce effectiveness of torpedo protection instead of ignoring it 5. Add hedgehog or squid weapons to DDs I think these might balance subs a little, but WG will just overlook balance. 6. Yuro meme video
@TheGrandexeno
@TheGrandexeno 4 года назад
They could use the unused cv tiers to make "support CVS", like your point 1. I would also add depth charges to all ships, plus a pinger icon (when you are pinged by a sub) like the proximity detection icon. It's arcade at this point, no need to feel bashful. They could also add "oxygen leak" (coupled with flood) so you are forced to stay above water until you repair (or perm), unless you want to die due to suffocation.
@jamesmckenzie9551
@jamesmckenzie9551 4 года назад
As you’re damaged, the depth you can dive should lower, and if you’re hit by battleship guns, you die. Too bad, so sad, you’re an underwater vessel hit by massive shells and you’re not built to take hits from destroyer guns, soooooo yeah.
@williamt.sherman9841
@williamt.sherman9841 4 года назад
1. subs can only spot for the team on the surface or at periscope level. When at periscope level they can be spotted. on the surface they can move faster don't need to charge batteries and still have pretty low detection. basically a slow destroyer. when at periscope level they can be spotted at close range or by aircraft. they can take damage from near misses from guns (cruiser and BB guns do more damage) When damaged they cannot dive until repairs are done. They can be rammed when at periscope depth and don't cost any health to ramming surface ships. Cruisers and BBs can launch Anti-submarine patrols that spot surfaced and periscope depth subs as well as having the ability to attack subs that are detected by sonar from DDs and CLs Anti-sub patrols are a consumable that has infinite recharges but have a long cool down. Airplanes will circle the mothership and will attack any sub detected with guns (on the surface) and depth charges (at periscope depth) or underwater (when the sub is detected by either pinging or by being tracked with sonar) Subs can spot targets at periscope depth and that info is shared with the rest of the team Subs can track ships when dived with sonar but cannot share that with the team subs cannot track anything when deep dived and are effectivity blind. Subs use more electricity the faster and deeper they operate. Torpedoes' should not be homing and should not do citadels, instead Sub Torpedoes' should do the most damage
@williamt.sherman9841
@williamt.sherman9841 4 года назад
subs can be forced to the surface or periscope level as a result of depth charges or aircraft dropped depth charges.
@williamt.sherman9841
@williamt.sherman9841 4 года назад
one issue for both positive and negative is scouting. SS can take some of the pressure of scouting that DDs have- on the other hand their ability to scout randomly on the map can fuck CVs as well as DDs and CAs who rely on stealth to survive. Just being spotted by random subs can ruin your whole day if you are a DD or CA. or a CV for that matter.
@tschormx6475
@tschormx6475 4 года назад
You know what they say: "There are only two types of ships, submarines and targets"
@williamt.sherman9841
@williamt.sherman9841 4 года назад
that's a modern term. Subs from WW2 and before were only useful for attacking merchant ships.
@nenadbacic9227
@nenadbacic9227 4 года назад
@@williamt.sherman9841 thats so not true. Subs sunked some famous CVs, BBs, CAs, DDs, like few hundred warships, just becouse they sunked much more cargos, that doesnt mean they are obsolete. They will sunk any ship.
@williamt.sherman9841
@williamt.sherman9841 4 года назад
@@nenadbacic9227 all those cases involved subs ambushing warships that were cruising. Or in the case of Royal Oak sneaking into an anchorage.
@ИльяГриневич-ь5п
@ИльяГриневич-ь5п 4 года назад
convoy is a great idea. WG shouldn't add this crap into the game, except in PvE mode.
@praoscrihdoe5463
@praoscrihdoe5463 4 года назад
Fuuuck that, thats lame AF
@bigfloppa1268
@bigfloppa1268 4 года назад
Praos Crihdoe your right it woud be great if they coud balance it
@williamt.sherman9841
@williamt.sherman9841 4 года назад
or a PvP wolf pack vs convoy game mode.
@balistik4901
@balistik4901 4 года назад
Imagine having a game with dds, cvs and subs. The cvs are gonna hunt down any dd and they die within the first minutes of the game. What are the rest of the ships gonna do? Cruisers have to then push in to kill a sub... And propably die because they are getting focused. These matches will be 1-2 minutes of driving, and 5 minutes of firing whilst getting shredded by tropedos. Nice one.
@apertureemployee215
@apertureemployee215 4 года назад
I appreciate that they made catapult aircraft at least able to spot subs, but they really need to be able to damage subs too, with air dropped depth charges. Give battleships and cruisers at least a little counterplay
@Ushio01
@Ushio01 4 года назад
They have it if the sub can torp a BB, a BB's HE can hurt the sub.
@apertureemployee215
@apertureemployee215 4 года назад
but the point is that a BB's HE _can't_ hurt the sub 99% of the time
@jamesmckenzie9551
@jamesmckenzie9551 4 года назад
Warspite should get the premium catapult consumable which sinks subs, just like IRL hahah
@Ned-Ryerson
@Ned-Ryerson 4 года назад
@@Ushio01 Which part of going under 6 metres depth did you not understand? The sub can still attack, the BB might even see it, but will be unable to do anything.
@jackaubrey8614
@jackaubrey8614 4 года назад
@@Ushio01 You are joking...aren't you?
@ApothecaryTerry
@ApothecaryTerry 4 года назад
I'd love to know the release date for these, so I can uninstall.
@LOZFFVII
@LOZFFVII 4 года назад
Apothecary Terry why not uninstall now? Game is trash as it is, and it ain’t getting any better. I uninstalled back in January and I feel really good about it, too.
@Sunnyboy-ob4xz
@Sunnyboy-ob4xz 4 года назад
I would be happy with some kind of special PVP game mode where one team has to escort a small fleet of liberaty ships and the other team have subs, it would be fun if done right. In normal PVP mode the implementation of subs just means there is now officially no fucking point playing battleships from that point on, as if low caliber HE spammers and aerial torpedos/bombs aren't enough for BB players to deal with already.
@christophergellasch8006
@christophergellasch8006 4 года назад
I agree about BBs being at a huge disadvantage. On the Warships stream today they just said that BBs will have to rely on DDs and cruiser teammates to help protect them. Have they ever played a Random battle???
@Sunnyboy-ob4xz
@Sunnyboy-ob4xz 4 года назад
@@christophergellasch8006 It'll be a mircle if you have any DD still alive 8 mins into the game....
@platiuscyndar9017
@platiuscyndar9017 4 года назад
@@christophergellasch8006 so basically, what they're saying is, "don't play BB" Well crap.
@Panocek
@Panocek 4 года назад
@@platiuscyndar9017 Its not like there is BB overpopulation going for 5 years straight, some actual threat besides other BB could do some good to them.
@platiuscyndar9017
@platiuscyndar9017 4 года назад
@@Panocek actual threat ≠ uncounterable threat. This is basically to BBs what CVs are currently to DDs. And guess what? The DD population took a pretty awful hit after CVs where reworked. You need to give people the ability to destroy/deal with stuff, even if it is the counter, because otherwise the game just becomes unfun. Tho it arguably already did, with all the Russian BS
@superboys99
@superboys99 4 года назад
I want the oxygen mechanics in version 1 back tbh, it's so overwhelming for the subs no need to go all the way up to the surface entire game
@TheGelini
@TheGelini 4 года назад
Played them myself today and honestly, they are boring af. Think that only sitting around and spitting torps is not particularly funny. Besides a Sub is no asset to the team just torp and if your team loses you go full stealth and annoy everyone. Had one game with a sub beneath the waterline hiding and we hat nothing to lure him out or deal dmg to him… he stood there for over 6 minutes… like wtf??? At least they could consume air or something and have to surface after a certain amount of time that you cant just do what you want if no DD or Sub is alive in the enemy team.
@czoborarpi
@czoborarpi 4 года назад
Yes, and they should add a feature that when a sub is deep below underwater it cant see what its team is spotting.
@czoborarpi
@czoborarpi 4 года назад
And also it cant spot deep below waterline.
@TheRobbiUno
@TheRobbiUno 4 года назад
But that’s not different to chasing the last enemy ship around when you’re in a BB and they’re in a DD for example.
@denzelsmashsymptom4264
@denzelsmashsymptom4264 4 года назад
They need to add battery life to limit even more the subs from going under sea !!! Add dept pressure to avoid going too deep under dds maybe some nations have better subs for deep waters, would be great if the subs have no visibility once too deep and can't get map info untill at periscope depht !!!!
@chrislutz416
@chrislutz416 4 года назад
@@denzelsmashsymptom4264 I would make it that anything below periscope depth and they only get the equivalent of the RDF indicator with nothing on the mini-map. Then I would limit their spotting when at periscope depth. On the surface they can see far better.
@coralski9373
@coralski9373 4 года назад
I agree with pretty much everything you said and I do have some possible ideas for balancing. 1. A DD spotted by a submarine outside of it's ASW range should only be 'visible' to the others on the minimap (similar to cyclone spotting). 2. The increased depth consumable should last for a very short time (somewhere between 12-16 seconds, maybe 20) but recharge faster, giving a DD a chance to bait an early usage). 3. If you are pinged by torpedoes, there is a clear warning and you are told where the ping came from, regardless if the Sub was actually spotted or not. Small changes but I think they could be effective, I do think there would still be a lot of pressure on DDs and some more work to be done but it could be a start. I do know that these are somewhat realistic but as you mentioned, this is an arcade game after all.
@magisterrleth3129
@magisterrleth3129 4 года назад
Has to be a sub-only game mode. Anything else would be totally broken.
@SeraphoftheRoundTable
@SeraphoftheRoundTable 4 года назад
This game needs new game modes desperately. If subs are in regular battles they will ruin it.
@tejoadi4349
@tejoadi4349 4 года назад
@@SeraphoftheRoundTable probably never, look at we only got random battle and ranked only on all these years, scenario doesnt count because they dont care.
@victorvondoom4869
@victorvondoom4869 4 года назад
maybe a sub operation
@mercenarieboy
@mercenarieboy 4 года назад
Yeah the balance is way out on this? Maybe add Sub hunting subs, add carrier planes with death charges , maybe a consumable that calls in a flying boat with them or something, give the DD's more clue of there whereabouts and add in more responsive counter play such as K-guns, hedgehogs ect, and at the later tiers torpedoes that can home on subs from DDs? . Also reduce the spotting range of subs vs DD's
@9Firedrake9
@9Firedrake9 4 года назад
Alright, to balance a little more and add counterplay, add hedgehog launchers and rocket launched depth charges to cruisers/destroyers, this gives them range to counter subs and lets them aim their countermeasures, making them a little more active. Give CV's depth charge aircraft (sonar buoys would also be good, but those are really cold war tech) and maybe experiment with giving subs deepwater torps and a single deck gun? Not certain on that last bit.
@nerobernardino88
@nerobernardino88 4 года назад
There was some scout planes being used as sub spotters in ww2 if I'm not mistaken
@Ned-Ryerson
@Ned-Ryerson 4 года назад
No. Just no. Why overcomplicate a game that, for about 90 % of its players, is just a quick break? It means that seals will be clubbed even more, as they will never get their head around the mechanics. I am just about above average, fairly interested in the game, have been since closed beta, and so I try to grasp concepts rather than click "Play". Even I did not quite get how to counter subs in my DD, and I played quite a few battle on the PTS. The weekend and evening potato will NEVER get it, let alone all these extra concepts you just suggested.
@jackaubrey8614
@jackaubrey8614 4 года назад
Hedgehogs would be easiets to implement and operate - just like an extra (short range) gun and would be a useful counter to what we have here at the moment. Without that, forget it.
@TheRobbiUno
@TheRobbiUno 4 года назад
How much range do you want? It’s already hundreds of metres.
@andymage7179
@andymage7179 4 года назад
Me when queueing in this patch: CV-32, BB-26, CA/CL-65, DD-2 Me when ququeing after subs released: CV-35, BB-3, CA/CL-9, DD-2, Subs-94
@deathpig.9847
@deathpig.9847 4 года назад
I don't care how chaotic it is, I want zeppilens and manned torpedoes.
@LibrarianDecerius
@LibrarianDecerius 4 года назад
Simple solution remove the subs or a load of depth charges that can be launched in a spread all ships armed with depth charges that instant half health any sub
@smelly_elvis
@smelly_elvis 4 года назад
WoW is off the rails... especially since the nonsensical carrier reformation. I'm done.
@christopherscarlett7301
@christopherscarlett7301 4 года назад
You won't agree but the CV rework was worth it. I don't miss the days where I was oneshot by a top tier carrier and sent back to port instantly. But since you're probably a light cruiser main, you couldn't care less about anyone else. Sad to see players leave none the less.
@fatalombardi4285
@fatalombardi4285 4 года назад
@@christopherscarlett7301 i personally prefer to be onehsooted and start another game where probably i wont face another carrier back in the day, to the clown fiesta that is today, with a carrier in every match and suffering, permaspotted and harrased with almost impunity while i try to play
@platiuscyndar9017
@platiuscyndar9017 4 года назад
@@christopherscarlett7301 BB main here, CV rework sucks just as much. Send me back to port on a single blow please, this death by a thousand cuts thing is absolute bullshit.
@happycatto9555
@happycatto9555 4 года назад
@@denniskeler8068 You cant assume he does bit play good just by one commentary. It is as if a cv is facing a 899 div and being shot and then i go and tell them "just dodge" as they did to dds or anything else. Honestly atleast cvs couldnt rocket plane you back in the day.
@SeraphoftheRoundTable
@SeraphoftheRoundTable 4 года назад
Old carrier system was way better.
@appmagician3240
@appmagician3240 4 года назад
so the only that is left before release, is that subs will spawn behind the enemies, at the start of the game
@CloneDAnon
@CloneDAnon 4 года назад
Maybe they need to slow down that diving capability and remove spotting for others when under water?
@admiralkipper4540
@admiralkipper4540 4 года назад
Just uninstall gaym
@navnig
@navnig 4 года назад
I might just stop playing when these get released...If I wanted to play a sub sim I'd play one of the silent hunters, cold waters or U-boat...
@thomasbauer5808
@thomasbauer5808 4 года назад
More griefing ingame, are carriers not enough WG?
@LordPiddlington1912
@LordPiddlington1912 4 года назад
Four things that could help: 1. Torps: scrap homing capability and ditch the extreme auto citadel mechanic. Make it a genuine challenge to hit targets with your torps below the surface; 2. Active sonar: replace the pings with active sonar, a hydroacoustic search equivalent to better detect things when below surface; 3. Surfacing requirements: Battery power should be drained by being below surface and is not restored until the sub fully surfaces and replenishes oxygen; 4. 6m depth immunity: Scrap and replace with a mechanic similar to the auto-bounce calculation, factoring in target depth, range to target and gun calibre.
@michaelzhelev9661
@michaelzhelev9661 4 года назад
To be honest i quit this game because i got bored doing the same stuff BUT THIS is the reason i ain't coming back to this game.
@Capitainetim
@Capitainetim 4 года назад
how to balance? 1 - Big Alpha damage need big reload time 1m30 is not enough, make it more like 3 or 5 min reload with single launch torpedo tube so you can choose to launch all your 4 or 6 torpedos at once or single drop them, you need to feel that every single torpedo you engage in battle have to count. 2 - When using reduce damage skill under water, you need to make all your marine brace them self for impact, so the counter part for not tacking as much damage as you should do could be that it pause the reload of torpedo until the skill is inactive (by time or by you), and no ping during that skill to, you are not hunting anymore, you are hiding and it need to feel like that. 3 - Bring back the oxygen meter so subs NEED to go back to full surface at one time or an other, making them not unvunrable the all end-game 4 - Make diving and surfacing much much slower so they can't literally dodge in coming shells or torps 5 - Like carrier, 1 subs on each team per battle and no more than 2 subs on each team max per battle in the MM 6 - Because of dead angle in sonar, when under water subs should not spot ship directly on top of them and behind them 7 - Surface ship should be allowed to ram subs on the surface AND at periscope depth for very minimal damage in return (easier to do if they miss place, camp in the wrong place and don't have the auto dodge button by making diving speed much slower)
@m1k300003
@m1k300003 4 года назад
What a stupid addition to the game. They could of been working on so much more.
@fraginz
@fraginz 4 года назад
Here's a list of what I usually do when I play a DD: 1. Going for the cap. 2. Trying to spot & hunt enemy DD. 3. Trying to put myself between enemy DD & my team so I can: -spot those torpedoes earlier. -smoke screening cruiser when I see them melting supporting a cap. 4. firing at enemy DD, dodging shells & bombs + torpedoes. 5. hoping for: -my team to focus fire on enemy DD -the other DD on my team stay alive 6. Hunting other ships. 7. sometimes doing some of the above at the same time. Oh look! There ARE submarineS too, that currently not balanced..
@Lemmiatem78
@Lemmiatem78 4 года назад
Since when has something being completely broken stopped wargaming before!?
@stbg1719
@stbg1719 4 года назад
There are a few ways to help balance the subs that come to mind: - Remove the ping that turns them into homing then somehow able to ignore torp-protection seriously why have torp-protection if they are just gonna throw in torps that can ignore it? These are WW1&2 era subs, subs back in WW1 did not have the ability to home the torps fired that ability came about around WW2, just go to the standard lead and fire just like every other ship with torps has, it works for them it'll work with subs, or if they are determined to keep ping they need to provide some way to tell ships they have been pinged to allow for the pinged player to take steps to help avoid the torps of possible. - Give all ships that historically had depth charges or have depth charges/racks modelled in game give them all depth charges. - Don't let subs stay underwater all the time, yes when you run out of energy your speed is reduced and no longer able to use sonar ping but a competent player will still be able to carry out torpedo strikes, actually make it more historical when you run out of energy/oxygen you are forced into an emergency blow to replenish the supplies (like the original iteration of the sub testing, I'm baffled at why such a feature was removed it gave a somewhat weakness needing to use your energy/oxygen carefully as to not be forced to surface in a sticky situation) - Can subs be detected with Hydro? - if they can't make them detectable via Hydro. - Give subs an Assured Acquisition Range of 2 Km just like every other ship in-game. - Give Aircraft Carriers a new plane - Depth Charge Bombers only able to be used against subs doing the exact same thing as DD depth charges just dropped from planes, after all planes did drop depth charges historically. - may help BBs out against subs if there is no DDs or Cruisers armed with DCs left. Cosmetically: - Obviously flags & signals couldn't be mounted as 1 they'd be underwater even the nations flag isn't shown in battle like it is in port, and 2 the mast isn't big enough, instead why not have the signals & flags mounted represented by being an on hull mounting like they are painted onto the hull. Just a few ideas...
@Slaitaar
@Slaitaar 4 года назад
Here's a suggestion: remove rocket planes, they already countered DDs too hard with zero counterplay. Increase DD damage by depth charges, reduce DD spotting range by submerged targets (small hull = justification)
@kavzz918
@kavzz918 4 года назад
With Oster and Halland torps and now subs being a BB player is going to be completely miserable. It was already rough with the introduction of Smolesk that singlehandly changed the meta but now not being able to dodge torps since they're homing missiles is even more stupid. They're gonna need to either nerf torp damage or drastically increase torpedo protection of ships, especially BBs but then that's gonna completely make DDs, especially torpboats almost useless. Not to mention being spotted 100% of the time with no way to break LoS like you can with DDs. Games are gonna be CV, Cruisers, DDs and Subs.
@Tallmex20
@Tallmex20 4 года назад
Subs are the worst idea and/or worst thing for world of warships...even worse than russian balans
@Ushio01
@Ushio01 4 года назад
No they aren't I suck but killing player controlled subs on the PT was piss easy. CV's on the other hand are just broken.
@fatalombardi4285
@fatalombardi4285 4 года назад
@@Ushio01 thats because the teammates of the sub, the ones that were supposed to help the sub where bots, in an actual normal game scenario, the enemy team will crush you if you try to drop charges on the sub xD
@carstenhansen5757
@carstenhansen5757 4 года назад
@@Ushio01 - Subs are broken. Look at how easy he takes down BB's one after another. After they are gone, there are only DD's and CC's left and the DD's are suppose to hunt the sub's, but can't because to CC's will blab them.
@herobrine9954
@herobrine9954 4 года назад
I feel like a great way to balance would be to give all ships depth charges, bbs are immune to the ping effect of mitigating torpedo armour, dds have multi range depth charges (so when you fire off the consumable some are surface, some are mid and some are deep), CVS can get anti submarine dive bombers that drop deep water bombs, hydro has extra spotting range for submarines and even further spotting range if the submarine is pinging, larger the gun caliber the deeper the shells can go underwater (based on if you’re firing HE or AP, so AP can go deeper than HE) and ships get a warning to say if they’ve been pinged but not what direction, I believe this would balance them out nicely. Making them a skill based class so you have to plan when and where you’ll attack from.
@xinsui975
@xinsui975 4 года назад
I remember the subs being added in the navyfield days..
@Mr_Secondaries
@Mr_Secondaries 4 года назад
Yup, and they were just fine. Same with Steel Ocean. Muchado about nothing.
@SeraphoftheRoundTable
@SeraphoftheRoundTable 4 года назад
Subs and CV's worked fine in Navyfield. It's just that WG is not competant to implement them right as they do not care.
@zephanish
@zephanish 4 года назад
@@SeraphoftheRoundTable The higher tier subs in NF were abit broken tbh, but were balanced with the hedgehogs. At least the DDs in NF were quite free to do their own things
@Whiskey11Gaming
@Whiskey11Gaming 4 года назад
@@zephanish NF's fog of war helped a lot there too. And how tanky every ship is. NF2 had a great submarine system. It was far more balanced except certain high tier submarines were horrifically OP with how close they could fire them. The ping method made a huge difference. DDs and CLs hit a ping consumable that would give you a depth range of the DD from 1-5, 6-10, or 11-15. The subs were limited to just those 15 depths and if a DC went off at the correct depth it did full damage, if it went off one above or below it did half and 2 above or below a tenth. Subs had to be at depth 1 or surfaced to fire and their silhouette was seen. I much preferred this method to what is being proposed by WG.
@SeraphoftheRoundTable
@SeraphoftheRoundTable 4 года назад
@@zephanish I will have to disagree with you there. Subs in NF were not broken, but even if they were they are not as bad in wows. DD need more ways to counter subs. Hedgehogs in wows would make sense. However, you and I both know WG will never get it right.
@johns1307
@johns1307 4 года назад
-All torps are soft lockon, no more ping stuff, and can also double back with an effectiveness based on tier. -sonar skill that can be turned on an off. while turned on, warns enemies of what direction you are in and about how far, using an indicator like you can get on the captain skill for nearest enemy ship that also has approx range. enemies you sonar are only spotted in real time by yourself, all other allies only get updates every few seconds, the farther away the enemy the longer it is in between updates. While turned off, enemies are only spottable by allies rather than your sub, but no notifications are given about your position unless an enemy sub has you in sonar range. -movement between surface and max direct-fire danger depth is fluid, but diving below that has an activation period of a few seconds -depth charges primarily cause flooding damage rather than direct damage, have a longer cooldown, but are active for longer -some DDs are given the choice for deeper charges that can hit even the max depth subs, but take longer to reach the depth so timing and aim is key -Ships have their class-related detection range taken into account with subs, and the deeper the sub, the shorter their spotting range with sonar is, but the harder it is to spot them. -Silent running mode as a consumable like smoke, makes them invisible at any depth below 6 meters except to sonar, but disables the ability to spot with sonar. Firing torpedos has a large penalty for this, like firing a battleship in smoke. -Lastly, most or all ships have the option of at least low-damage depth charges, so nobody can be caught in a guaranteed loss.
@thejokkerulez2446
@thejokkerulez2446 4 года назад
If this makes it into normal random games, I am gone from the game.
@sazidahmed1271
@sazidahmed1271 4 года назад
Did it make it to the game? I don't play WoWs. But I wanna know
@thejokkerulez2446
@thejokkerulez2446 4 года назад
@@sazidahmed1271 Not yet. They are still testing.
@richardlionheart5161
@richardlionheart5161 4 года назад
@@thejokkerulez2446 Well if this goes into the game it will be impossible to play destroyers and also really hard to play battleships, even aircraft carriers like what are they supposed to do? This is one big joke tbh...
@thejokkerulez2446
@thejokkerulez2446 4 года назад
@@richardlionheart5161 I am okay with them being in the game as long as they get their own game mode or something like that.
@SuperMikester77
@SuperMikester77 4 года назад
Super helpful for those of us trying to learn the new sub meta...cheers!
@ShaneMcGrath.
@ShaneMcGrath. 4 года назад
Everyone will be begging to play against a Smolensk instead when submarines launch! There is no way to fix submarines when they have stupid homing torpedo's, Remove that crap or watch the game go downhill further. Every other class has to have some level of skill to be able to hit a target, Be it aiming shells long range at angled ships or predicting where to launch torpedo's at a zigzagging ship.
@slateslavens
@slateslavens 4 года назад
as a Navy brat and WWII history fan, I have a couple of balance thoughts. First, any ship equipped with a sonar consumable should, by default, automatically detect an active sonar ping, spot the target, and share it on the mini-map. This is a passive system and does not require using the sonar consumable. Second, standard torpedoes change depth to chase targets. For balance sake, torps will adjust for changing depth but not change heading. No more diving to avoid torps. Third, all spotted subs can be attacked by torpedo bombers. At tier six (maybe 8?), introduce ASW aircraft squadrons equipped with torps, depth charges, and sono-bouys. Fourth, any ship equipped with torpedoes _and_ sonar gets the same style of torpedo/sonar homing system as subs. Possibly only vs subs. This is _not_ a consumable, it is default game play. Fifth, detonation depth of depth charges are automatically set to the depth of the sub at the time the first depth charge is dropped. Subs can dive or surface to try to evade, but see the last paragraph. Note that like Flamu mentioned, if the DC is dropped with a shallow setting, they need to be moving at 3/4 or faster to avoid taking damage themselves. Consider giving higher-tier ships a second DC mode with variable DC depth spreads, similar to wide and narrow torp spreads. Last, any ship historically equipped with a torpedo bomber gets the option to equip one, usable exactly the same way as CV based torpedo bombers. That said, submarine speeds should be more historically accurate. Their surface speed should be about 1/3 of their submerged speed. For game purposes, subs should have to surface every 4-6 minutes to recharge their batteries depending on how electric usage on engines and sonar. If they run out of power, all systems except surfacing become inoperable. They can either choose to sit out the battle or emergency surface and be forced to run on the surface until a certain percent of battery power is recharged. Consider varying recharge time by vessel, captain skill, and ship tier. Similarly, get rid of the 'deep dive' mechanic and allow subs to dive as deep as they want, but give them realistic diving/surfacing speeds. Then add crush depth. With torps being able to chase them to depths (see #2 above) diving becomes an evasive maneuver similar to a DD trying to avoid gun fire, but it's no guarantee of damage avoidance. _And_ the sub captain may run into their crush depth in the process - the potatoes will sort themselves out. Flamu, I'm going to post this on your latest Sub video to make sure you see it.
@slateslavens
@slateslavens 4 года назад
@Alex Hoo Yeah. I was drunk and had my head up my ass. Once I realized it, I couldn't find it to correct it. Thanks
@iamfodder1017
@iamfodder1017 4 года назад
The very moment these hit random battles, my 8 year connection with wargaming ends. This is the straw that broke the camels back. From a DD driver to wargaming...WAKE UP!!!!! But, they've heard this before and choose to ignore it. I on the other hand get to spend my money elsewhere. The end.
@ColeHajek
@ColeHajek 4 года назад
Make them surface more and take longer to recharge battery at anything other than fully surfaced?
@Jagd_Tiger_
@Jagd_Tiger_ 4 года назад
Cv’s should get anti-sub planes or something
@IRC2005
@IRC2005 4 года назад
I love the way that you set the underwater sub on fire with your Fuso HE. Makes as much sense, I suppose, as the homing torps, fantastic underwater vision, magical shells/guns on Ru BBs/CAs/CLs, strangely powerful Ru ship lines ... oh hang on, I have gone way off track. Time to have a lie down.
@alexnasci270188
@alexnasci270188 4 года назад
Sounds like the introduction of a new class completelly destroys the existence of another one, DDs will once again suffer a lot...
@sirboomsalot4902
@sirboomsalot4902 4 года назад
Why would DDs suffer? This is one of the DDs main jobs
@alexnasci270188
@alexnasci270188 4 года назад
@@sirboomsalot4902 DDs main job is spotting and capping, with the radar cruiser spam + CV rocket planes that can delete you in practically one go and/or permaspot you, doing their main role is very hard these days, now subs can permaspot a DD while surface ships delete them in a matter of seconds, DDs survivability is directly related to it's concealment, which with the introduction of the subs class is made pointless...
@sirboomsalot4902
@sirboomsalot4902 4 года назад
Alexandre Gomes I’m talking about it’s main job in real life
@alexnasci270188
@alexnasci270188 4 года назад
@@sirboomsalot4902 in real life ships sail in groups and not apart from each other, they have active radar full time and radio and sonar operators to detect subs doing shenanigans...so we know that the game isn't in the "historical accuracy" bussiness long time ago, since CVs no longer catch fire, fpr example...so it's pointless to arguie over real life in a full arcade game to justify another broken line to a game full of all kinds of balance problems...
@TiroNafussa
@TiroNafussa 4 года назад
I think one of ways to balance them is to make pings consume energy and some actions like firing torpedoes consumes a bit more energy to make the sub go on surface more times, obligatorily being exposed more frequently. Or they could just make energy underwater act like a "timer" with only 2~4 minutes duration and recharge more slowly on surface. This could lead to a rethinking on the use of the deep charges immunity consumables to be more useful on escaping sticky situations rather than be immune all the time, making the sub be on surface recharging and exposed more frequently, while maintaining them as a deadly but weak resistance class.
@Chris-kb5hf
@Chris-kb5hf 4 года назад
I have full trust in the balancing department of Wargaming, after their brilliant job during the CV rework.... LUL
@davidcartwright3097
@davidcartwright3097 4 года назад
I've been reading a lot of comments and basically any of us could do a better job of balancing these out than WG has. Homeing torps and bypassing torp protection is a non-starter, instead why not have the torps be especially stealthy and where the sub captain can set them as deepwater torps (as many captains did in WWII) if they want. Should make them slower to dive as well, and super vulnerable to being spotted with hydro.
@decagamin5901
@decagamin5901 4 года назад
Easy, they don´t
@atmosdwagon4656
@atmosdwagon4656 4 года назад
That's some Wargaming faerie dust at work again, making pre-nuclear subs run at 24 knots with instant crash dives. For comparison: The IJN's Sentaka class had the best underwater flank speed of any fleet submersible at 19 knots, while the German's Type XVII prototypes were able to do 22 kts. Methinks if they want to give the subs a way to avoid incoming fire, make the dive and surface times take longer. Even for an arcade game, the current times are ridiculous.
@tulga3760
@tulga3760 4 года назад
Show us whom are responsible for this "submarine" idea. Go man up and face with player base. Please!
@klegolas4088
@klegolas4088 4 года назад
Player base is behind this idea. Atleast some of them....
@tulga3760
@tulga3760 4 года назад
@@klegolas4088 Doubt that, even if it is, so? I want those geniuses to show themselves and answer the questions, if they have the balls for it.
@SmokeyBCN
@SmokeyBCN 4 года назад
Some ideas to start with: 1. The pings need to warn the ships being pinged. 2. The pings need to only apply to torps not yet launched. 3. Max 2 subs per team
@rvs55
@rvs55 4 года назад
How to balance this? 1. They should consider only allowing 1 or 2 subs max per team 2. Change the torpedo mechanics. Make it act like a passive acoustic torpedoes, which were prevalent in WW2. Torp has a minmum arming distance (eg. 400m) whereby the seeker activates and the torps will go straight until it hears a ship within its cone of detection (maybe 30 deg and 2km) whereby it will steer itself into the target.... doesn't matter if it's a friend or foe. 3. Give some ships, eg BBs and cruisers a new consumable.... torpedo decoy that will cause the torps to lock onto that instead of the main ship. 4. Change the detection mechanics of the sub. Add Periscope depth to the detection category, where visual detection drops to under 1km, and also an option to snorkel or not. Snorkelling will recharge the batt at any speed, and will increase the detectability of the sub. Not snorkelling means the sub will not recharge its batts, be limited to underwater speeds, but will be less detectable.
@Herastheblackwolf
@Herastheblackwolf 4 года назад
One point. You need HE to damage a submarine - therefore, the most player will shoot even MORE he to have the "right" ammo against the fruther threat of the subs. So i see even more HE spam. NICE Wg, realy nice
@MrDarrylR
@MrDarrylR 4 года назад
How were SS's balanced IRL? Speeds underwater were very slow. Diving required opening vents, and it took minutes to dive. There was limited compressed air for resurfacing, so subs couldn't dive and surface repeatedly. They couldn't fire torps at depth. Until late in war, no homing torps, and that only for a few German subs. ASW destroyers, destroyer escorts, and corvettes could determine depth from ASDIC/sonar, and depth charges could be dialed in up to crush depth. Projected hedgehogs were contact explosives that worked at any depth. For WoWS: No spotting for other ships or firing torps below periscope depth. Replace pinging or homing torps with high impact, slow reload torps that can still fire at azimuths up to 90 degrees off bow or stern. Diving (to any depth) is an expendable, and takes time. Subs move slowly on battery power underwater. Subs are visible at any depth to ships with hydroaccoustic search, and depth charges are effective to any depth while hydroacoustic search is active They're an ambush ship, useful mostly against capital ships and cruisers that move predictably. They are weak to everything, especially air, on the surface, and to DDs at any depth underwater. Below periscope depth, they have no offensive capability, and can escape hunting DDs only through outmaneuvering/outlasting their hydroaccoustic search. All of this of course would make subs very weak: one balances this with high DP torps, more oxygen capacity, and spotting distances. SS play should be racing to one's ambush position, praying one doesn't get spotted while waiting to dive, then making a few high hitting torp attacks in ambush, slowly running from DDs at depth, and maybe surfacing to move to a second ambush position.
@MegaFooby
@MegaFooby 4 года назад
Here's some balance ideas. Have submarines take damage the same way secondary modules do (so HE can more easily hit them surfaced and underwater). If the sub cannot be hit by 8" HE shell explosions, it cannot contact its team. Subs move slow when not surfaced (
@Right1994
@Right1994 3 года назад
Let them do this: 1. Submarines diving below the point where HE can hit them is a consumable. Then drop the whole depth charge thing. Since a submarine won't be able to enter "invincible-mode" for most of the time, normal guns will suffice. 2. They have terrible concealement when above water, but are fast and have incredible concealement under water, but are considerably slower. 3. Dive is a switch. You are either under water or above the water, but nothing in between. It also takes a few seconds to dive or to surface and you can't interrupt the process. Maybe give them 2 levels of dive to avoid certain torpedo types, but the lower dive should come with some penalty (say, spotting distance: 0km). 4. Pinging won't warn the player, but will instead highlight any torps launched by the sub for a few seconds. That way, pinging late makes more sense since it gives the enemy player less of a change of evading. Combined with 5., this enables certain kinds of counterplay. 5. Have sub torps be all or nothing. If you get 0 or 1 ping and you hit the torpedo buldge, have it count twice. For example: Yamato has 56% torpedo protection. If it was pinged only once by a sub, it will not take 44% damage by it, but 19.36% of what the torp actually could do. If it has been 2 pings, have it do 100%. Also, hitting the buldge without 2 pings CANNOT create flooding. Bam. Now this should be balancable.
@j5689
@j5689 4 года назад
The part around 6:00 is exactly what I was afraid of. All the destroyers and light cruisers can be taken out and then the subs effectively have free reign to do whatever they want because nobody has depth charges at that point. It seems like even if WG did their very best to balance these things, it would still end up breaking the game and it looks like they're full speed ahead on submarines anyway regardless of what actually happens. I do kind of like Flamu's PvE only idea though.
@newinhuman
@newinhuman 4 года назад
There was a game that incorporated submarines very well in the past. Not exactly sure what it was called, maybe battle stations. The way they balanced submarines was a few things you mentioned. First of all there were no homing torps. Second they could only stay under water for a limited time but they retain invulnerability at very deep depths. Also one of the core aspects to their torps were that they needed to be armed after a certain distance and would cause no damage up to a certain distance. They were still hard to hit being smaller than destroyers but also very weak. They also could not manuvere well under water. Destroyers torps were faster and just one would sink a sub but sub torps hit much harder but much slower. Depth charges were also very strong against torps but they had to land fairly close. I'm fairly sure they would hit even at very deep depths come to think of it, where the subs could barely move. Tbh the game was the first warship game I played and it was a little more fun than warships at the time. I liked quite a few of the mechanics personally. BB's had an birds eye view option when firing, destroyers were less likely to yolo because of the torp arming range. World of warships pretty much adopted everything from this game I believe but still fucked up the subs so many years later lol.... I hope everyone has played it. Very good. Be well. Thanks for the games.
@ethanbaldwin5572
@ethanbaldwin5572 4 года назад
I think I read somewhere (so don't hold me to this) that in reality during ww2 if a sub was spotted its position was reported and an aircraft with depth charges was despatched as they were much better anti sub weapons. We can't do this in wows and as such one of their main irl counters is removed and as such I don't see how wg are meant to balance this. I am not suggesting giving carriers anti sub specific planes as carriers can do enough already I just thought I would mention this
@ethanbaldwin5572
@ethanbaldwin5572 4 года назад
Ooh maybe I have a suggestion. A consumable where you designate an area of the map and an anti sub plane will circle that area spotting and drops depth charges damaging the sub ( only small amounts of damage) this would allow BB's to have some counterplay and it would also allow for area denial for subs. I would make the consumable similar to fighter but activated by specifying a map square. I would probably make it only large ship specific (BB's and heavy cruisers)
@1338Sunshine
@1338Sunshine 4 года назад
Thanks for the info. I agree that as long as they keep it out of randoms and ranked, they can do whatever they want with subs.
@uteriel282
@uteriel282 4 года назад
easy to balance if you take away the dmg reduction perk from subs and increase the dmg of depth charges to almost insta kill a full health sub. that way subs need to actively avoid dds if they dont want to be blown out of the water just like in real life.
@KaguyasBeat
@KaguyasBeat 4 года назад
WG if I remember in the post about the test said they do intend to put them into 9.4 in their own game mode (I imagine like we got on test right now) and continue to "balance" from there. Then from there they will decide what to do with the class ultimately. IMO as it stands, no go on being allowed in regular random battle. PvE is fine with a few players on both sides (obviously to play the class and counter). I really like the thought of having subs but the way they stand now is just too broken. This video demonstrates one of the major issues. Battleship is the last one alive with another carrier and sub but anyone in another sub who can think a bit can easily outmaneuver homing torpedoes, they can stay low enough where they can't be hit by surface fire, and wow carrier for once can literally not hit something. Reconfigure how their spotting works (I see a lot of radio silence type comments and I think that sounds nice in-game spotting wise, but people can also call out approximate ship locations and types via game chat to). In regards to the homing torpedoes, do away with that or either make them have a spotting range of 2km+ depending on current depth. That being said I noticed it was never mentioned in the video that their homing actually deactivates once they're within 1km of whatever they were tracking. I think that could work in some sense if they just had a huge detection range because then you could start to maneuver to throw them off but maybe the homing needs to be cut off earlier to give the clunkier BBs more of a chance. The ability for them to citadel is an absolute hell no. That literally makes no sense how a torpedo can ignore torpedo bulges simply because a submarine pinged the ship two times. What are they AP torpedoes now with a sharp burrowing tip that can pierce that kind of thing and basically detonate inside the ship? Anyway, more counters are a definite need, along with the highly questionable functionality of the torpedoes they use, and spotting. Hey radar works through land i don't see why it can't work underwater. Of course right now we can't test that possibilty, as if it would mean much being that the sub can completely avoid any type of retaliation.
@KermitTheGamer21
@KermitTheGamer21 4 года назад
1) Allow them to only fire torps when surfaced. 2) When submerged, they cannot directly spot enemy ships, instead they get something similar to RPF with indicators showing the direction, type, and speed of the enemy ships. And make it a limited range, like 4-5km. 3) Remove the OP rocket planes from carriers and give them depth charge aircraft instead. ASW aircraft were even more important than destroyers in shutting down enemy subs, as my great-uncle who flew primarily ASW missions off the USS Enterprise in WW2 could attest. This will kill two birds with one stone: the overwhelming power CV rocket planes have on DDs, and avoiding those situations where all allied ships that can depth charge are dead. Usually unless a CV is played very very poorly it is one of the last ships to die anyway. I believe these would bring a bit more balance to submarines.
@ushaw9
@ushaw9 4 года назад
It's really satisfying going over the top of a sub and dropping those depth charges. I also slow down to get more charges closer together. The wait time for trying out a sub is so long I haven't been able to get a game in one yet. So I have been in DDs and CLs to get game time. Two scenarios, one attacking and one defending a convoy would be great. But you are right if you are perma spotted by a Sub you are in trouble.
@MrThebigch33se
@MrThebigch33se 4 года назад
I really dont see how WG thinks adding subs is going to be good for the game. Only two types of ships can deal with them consistently and thats really stretching it especially with that damage negation consumable. What kind of counterplay are CAs and BBs supposed to do? Slinging HE at open water seems to do little and all the sub has to do is just dive a little bit to avoid all damage. How is this supposed to mesh well with the surface combat in any way shape or form? It just doesn't look fun in the slightest. A single internal test at the beginning when they had the idea in the first place should have confirmed this and all development should have stopped. With all the advertising and dev work they have already committed to trying to get this to work has me worried they are going to push this for a live release regardless of the testing results.
@russell7852
@russell7852 4 года назад
1. Make spotting of subs by aircraft from a CV more effective 2. Nerf underwater speed to around 15 to 18 knots 3. Submerged vision is non existant especially during deeper submerge. 4. Sonar or whatever that ping is that lights up the oceqn floor should either use battery power every time you want to see around you or use more. Same with torp pings that should use a lot more.
@aetius9
@aetius9 4 года назад
It's actually pretty straightforward - subs don't spot for other ships while they are underwater. That solves pretty much every issue you present here, except for the issue where subs can drag out the game.
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