Jump to content


  • Content Сount

  • Joined

  • Last visited

  • Battles


Community Reputation

462 Excellent

About legoboy0401

  • Rank
  • Birthday 04/01/2001
  • Insignia

Profile Information

  • Gender
  • Location
    (Where else?) The TARDIS.
  • Interests
    Doctor Who, as referenced by my profile pic, and World of Warships. Not too interested in World of Tanks, even though it was the first WG product I played. It sure has gone down hill since I played it last.

Recent Profile Visitors

4,419 profile views
  1. I know this might be a little too Cold Waters-y, but is it too much to ask for for a thermal layer? It would be kinda nice. It was encountered and used in WWII, though mostly just by good luck and not genuine very good understanding of it.
  2. I've found that out the hard way today. Also, I HATE SUB ON SUB COMBAT! It's HARD, NERVEWRACKING, BORING, and FRUSTRATING. Hitting another submerged submarine with torpedoes is EXTREMELY difficult, even with ping locks. It is basically like playing with mostly defective torpedoes, considering how many torps one usually has to fire to take out an enemy submarine at depth. My biggest problem though is I want to get in, do my thing, and get out again so I can find a place to ascend to persicope depth and efficiently recharge my battery and come back and do it again, but enemy subs EVERYWHERE constantly wanting to duel are always putting a damper on my plans and make it a RARELY effective strategy, even though it is a somewhat accurate one, all things considered, and even though the subs BEG for that playstyle in the first place.
  3. the U-69 at least has decent torpedo reload, so it functions a bit like a V-series German DD to the Cachalot’s original Tier VI Mutsuki. But It is, as you said, best used as an ambush hunter against enemy Submarines and BBs, and is generally pretty bad against comparatively light and agile ships like DDs and CLs and somewhat inconsistent against CAs. I also find that maintaining a double ping lock at the Cachalot’s torpedo max range is pretty darn hard to maintain for all of the 50+ seconds it takes its torpedoes to reach out and touch a target at that kind of range, even at periscope depth. Maybe next time the sub beta is up and I’m around at that time I shall Cold Waters it and only start pinging the target after the torpedoes have been in the water for a while. By the way, if I do recall, the battery reserve stats are misleading thanks to the different consumption rates, but when you do the math, it becomes very obvious that each sub only has enough battery for 6 pings underwater before needing you to take an action to charge it. It’s not a lot when you really stop and think about it. If you want to hit a single ship with 2 pings, you can only afford to miss 4, and considering how difficult it can be to land pings, 4 is a very common, average, and easy amount of times to miss with pings on the surface, much less underwater. Missing 5 is a run of the mill occurrence, and missing all 6 happens more times to more people than I care to count.
  4. How does the hydrophone work exactly? What is the minimum speed required to move undetected through its range? Can an enemy submarine go undetected through the range if said enemy sub goes slow enough, or no? I want to know more about its limitations. What is the maximum depth that a sub can be at that the sub can still be detected by Sonar(AKA Hydro-Acoustic Search)? How exactly is Max Depth supposed to be used in a defensive role? As far as I have seen, 80 meters is not deep enough a depth to even remotely to start to begin to be beyond the reach of these sometimes-H-Bomb-like depth charges. It is like the crew dropping the depth charges magically knows the EXACT right depth to set the depth charges for, and they follow the sub down almost to 80 meters, I think the furthest I have ever seen them sink to before detonation is 65-70 meters. Then there is the issue of depth charge explosions not even in the same POST CODE deal huge damage, like the hitbox of either subs or the depth charges and their detonations are much too large. Yes. I know water is incompressible, but a lot of these depth charges are exploding FAR outside a maximum range of their pressure waves’ length of a sub, and still registering hits and damage on the sub, which makes no sense and wouldn’t exactly be very balanced unless subs had like double the health.
  5. Is that one in the port? If not, have you found one in the port? If there isn’t a battery charge stat in the port stats, there ought to be one. Subs should only able to spot another submerged submarine directly for themselves only, while they should broadcast a constantly updated location on the minimap of the enemy sub and a lit submerged enemy submarine should be tracked by a variation of the bubbles that gets updated in real time instead of every certain number of seconds.
  6. As I said: "it's kind of time consuming and not all too effective, not to mention it doesn't work TOO TOO well against human DDs or CLs." Totally agreed. It definitely does. ALSO, and this is HUGE, they ABSOLUTELY POSITIVELY NEED TO FIND AN EASY, INTUITIVE PLACE TO INDICATE THE MAX BATTERY RESERVE STAT IN THE PORT! I can't find it, and I don't think there IS one in port.
  7. I end up having to take out one target, leave the area, recharge my battery, come back, expend my battery, leave the area, recharge my battery again, come back, take out one target or otherwise expend my battery, rinse repeat. It's kind of time consuming and not all too effective, not to mention it doesn't work TOO TOO well against human DDs or CLs.
  8. I’ll try deep dive with changing course and speed very frequently tomorrow, but it is of course important to note that Subs take an AGE to change course. But my experience so far lines up with yours and your assertion that Deep Dive is useless. U-69’s concealment is bugged. At the moment, it’s periscope depth detection is a FARCE, because it is 1.0 KM, which is exactly 1 KM below the universal assured detection of 2.00 KM, which means it is ALWAYS visible at periscope depth a WHOLE KILOMETER before it ought to be. Which makes it even WEAKER. Yes, U-69 feels mostly like a stealthy* dedicated convoy hunter meant to not need as many forward torps because of the unarmored nature of its prey and also because it could also use its deck gun to attack the convoys as well, interjected into a game where it is heavily outclassed, a game where generally I believe that only larger, FLEET submarines like Gatos, and(maybe, MAYBE, though there is no telling if WG will screw it up) I-400 class Submarine Aircraft Carriers stand even a small chance of being properly balanced. Yes, it feels MAJORLY underpowered and the torpedo range for a ship that relies SOLELY on torpedoes is stupidly short. Yes, it is, like IRL, pretty trash against DDs and some cruisers. Yes, the battery reserve is debatably too small, and the pings eat it up too fast too, and the pings are hard to hit with. In short, it is pretty bad, although its performance in the beta feels about right or even a little stronger than if a real Type VII U-boat was forced into a fleet action in WWII. But hey, the one thing that is my biggest take away from this round of sub beta, is that both sub gameplay and the COUNTERPLAY that IS possible, is generally very and pretty fun, respectively. They have at least gotten THAT mostly right. Now all they need to do is make counterplay possible for more ship types, retain the current fun quotient or stay as close as possible to the current fun quotient while balancing sub play and counterplay to make sure neither is WAY TOO effective.(in the latter case BOTH are way too effective in some ways/at some times while not enough in other ways/times) I am, however, ENTIRELY sure that subs and CVs are on a collision course and that they have a very large chance of encountering each other in future tests. But how the AVERAGE sub player will do against CVs and how the AVERAGE CV player will do against Subs remains to be seen, both requiring more thought and a larger measure of skill than the other 3 classes. *currently less stealthy than WG seems to have intended it to be
  9. I was quoting someone else. None of those block quotes are things I said. I was replying to them. I reminded that sub balance is different between the two.
  10. Keep in mind the sub balance is different between the two. But homing torpedoes are stupid. I also agree that DDs are merely targets most of the time against a competent Cach player. But I can’t speak for that myself as I haven’t seen a competent Cach player yet, and I haven’t unlocked the Cach yet.
  11. I’ve seen them act inconsistently. On the one hand, in my Gaede built for sub hunting, it took me 24 hits to kill a Cach, while in my U-69, I have gotten taken out with as few as 10-12 hits.
  12. Homing torps are stupid in a WWII game, the end. The possibility of true sub v sub combat was probably introduced to prevent draws. Still don’t like it though. Your proposal is great, full-stop. The only thing that disappoints me about your proposal is that I didn’t think of it. I should have. It’s SO OBVIOUS how to make balanced subs! Also, I only even am here because of Subs. Forget BBs, I have lots of them still on my account, but I am done with them, and have been for some time. Most of mine aren’t AA-Heavy ones, and the CV rework only made CVs things worse for such ships. Edit: I am not a pro-BB player, check my signature.
  13. I know what I am talking about, not all of these changes were good. Also, if FLAMU of all people (he can make nearly any ship in WoWS broken, he’s that good) says it’s ACTUALLY broken, it absolutely is. Looking at the footage that he provides as his evidence, I am not seeing reason to believe that submarines are now properly balanced. On the contrary, they look VERY unfun to play against. On the plus side, the first few rounds didn’t look like the subs were that fun to play, so at least this time around they are fun. Having played the heck out of the Halloween sub event, I can honestly say I H.A.T.E.D.(!!!) the O2 meter even with the futuristic OP subs, so I definitely don’t disagree with you on everything. Still, some of the changes have made counterplay very difficult, if not impossible when facing off against an decent and attentive sub player, and I am very concerned about that.
  14. So basically, we have gone from, in JP/JW terminology, Raptor level(strong, but not impossible to defeat by any means) submarines to INDOraptor level subs(crazy strong with a tactic/tool for nearly any situation, ULTRA difficult to defeat). I'm sorry, I've been gone from the game for a long time, remind me: Just WHO thought these changes to subs were a good idea?