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Angus_Silvana

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About Angus_Silvana

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  1. Angus_Silvana

    New stage of submarine testing

    After playing with tier X submarines I saw that 10 minutes of dive capacity is an ok amount to have fun. So now in my opinion the things that need change would be: 1- The dive capacity for tier VI subs (4-5 minutes) is too low. If we had 10 minutes as well it would be much better. And this should not change depending on tier because it's something arbitrarily created for game design purposes. 4-5 minutes we can't have a good sub play, with 10 we can. 2- A simple change that would be great is periscope depth not consuming dive capacity. The immersion would be so much better and it wouldn't have a big impact on the balance of the game. Conclusion: Playing with tier VI subs wasn't a good experience because of the too low dive capacity. That made me think this idea was awful. But after playing with tier X subs I realized that this can work really well if properly balanced. For me, the minimal amount of dive capacity would be 9 minutes. It could vary depending on the tier and the submarine, but shouldn't be lower than 9 minutes. Thank you for all the time and effort in making submarine gameplay possible. I really hope that tier VI could have much more dive capacity as it's the tier that I'll be able to play Keep the great work!
  2. Angus_Silvana

    New stage of submarine testing

    EDIT AFTER PLAYING WITH TIER X SUBMARINES After playing with tier X submarines I saw that 10 minutes of dive capacity is an ok amount to have fun. So now in my opinion the things that need change would be: 1- The dive capacity for tier VI subs (4-5 minutes) is too low. If we had 10 minutes as well it would be much better. And this should not change depending on tier because it's something arbitrarily created for game design purposes. 4-5 minutes we can't have a good sub play, with 10 we can. 2- A simple change that would be great is periscope depth not consuming dive capacity. The immersion would be so much better and it wouldn't have a big impact on the balance of the game. Conclusion: Playing with tier VI subs wasn't a good experience because of the too low dive capacity. That made me think this idea was awful. But after playing with tier X subs I realized that this can work really well if properly balanced. For me, the minimal amount of dive capacity would be 9 minutes. It could vary depending on the tier and the submarine, but shouldn't be lower than 9 minutes. Thank you for all the time and effort in making submarine gameplay possible. I really hope that tier VI could have much more dive capacity as it's the tier that I'll be able to play Keep the great work! --------------------------------------- // ---------------------------------- Introduction I basically have the same thoughts. But, I understand that this is a game as well, and as a developer myself, some things I could understand why they were made the way they were. First of all, I love submarines. Since the announcement, I access WoW every day to see an update on them. I've played with them on an older test and it was an awesome experience. But I see how difficult it is to balance the game with these underwater machines. Even so, I'm disappointed with the changes. ~ Dive Capacity This is the biggest issue. I agree that this was an arbitrary solution. I understand why it was made and why the detectability needed to affect it. But it made me (a submarine lover) feel I'm playing with a bad destroyer that EVENTUALLY dives. I played 4-5 games with the Cachalot submarine that with all the upgrades have 4 minutes and 26ish seconds of dive capacity. In the older test, I felt I was a shark hunting its prey. But now with these changes, I tend to dive only when it is really necessary and my gameplay is basically equal to a bad Destroyer. I understand that this change (and the detectability reducing dive capacity one) was made to prevent subs to be alive and extend a match just by running away and hiding indefinitely. But adding dive capacity the way it was added has some huge collateral effects. 1- This makes subs players less aggressive and more of a sniper class because at tier VI we have more range than any destroyer from close tiers and our torpedoes are guided. 2- Less risky plays because if you try to go close to a bunch of enemies and get spotted you will lose so much dive capacity and spent so much time running away that basically your sub game is over. 3- Being extra careful and playing as a sniper class will give subs all this dive capacity just to run away and hide, making the first problem come back. What solutions do we have, then? 1- The minimum that could be done is to make periscope depth be used without consuming the dive capacity. This is not a solution, but at least you would be a real submarine. This allows us to attack better, risk more and we could feel like a sub even with 0 dive capacity. Surely the easiest solution. 2- This for me, if well implemented could be the best solution: First of all, we could keep the dive capacity, but mix it with the battery system that we had before. How? We could use what we've learned with battle royale's ability to guide players to where they want them to go. With some sort of "circle" that follows the action, if subs are inside it they can dive without consuming their dive capacity, just their battery. But if the sub wants to dive out of that circle, they will expend their diving capacity. This way the game will make subs wanna risk more and always stay in the action (just like battle royale does it so well) and submarine lovers will be able to really feel like a sub in the action. ~ "T" — a consumable that emits a wave from the underwater hydrophone. Every submarine needs it. This being a consumable with more than a minute of cooldown is a lot. (more than a minute is more than 1/4 of Cachalot's dive capacity) A good change would be if we could manually ping once every 5ish seconds or so. (And by holding the button, it would set the submarine to emit these waves automatically) This way we would feel more like a submarine. But it could be really overpower, right? Simple solution: Just like in reality, these pings could be seen to surface ships. (Just like sonar pings) This way, if a submarine wants to "see" underwater, it has to give a clue to every ship around about where it is too. Making life easier for ships to know the direction of an enemy submarine. And the consumable could be a passive sonar that can see ships without emitting waves. Conclusion I hope this post can help you WoW devs in any way to improve the experience when playing with or against submarines. I would really like to know what you think about these ideas. Thanks a lot for all your hard work in this awesome game! I really hope to feel more like a submarine in the future, I'm sure you will make the right changes. Have a great day!
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