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Found 16 results

  1. HeavenlyWind_

    Underwater Easter Eggs?

    In light of the Submarines coming to WoWS, there could be cool little easter eggs hidden in the underwater scenery only visible to sub players. Maybe references to famous wrecks or something depending on the map. Idk, just a cool idea that was brought up in a stream I was in recently.
  2. HeavenlyWind_

    Underwater Easter Eggs?

    In light of the Submarines coming to WoWS, there could be cool little easter eggs hidden in the underwater scenery only visible to sub players. Maybe references to famous wrecks or something depending on the map. Idk, just a cool idea that was brought up in a stream I was in recently.
  3. Hi, I know the first wave of invites for the beta test went out and the first part of the submarine beta test went until September 24th, but I haven't heard anything from war gaming since. Does anyone have any information about this or when the next wave of invites is going to be sent out or when the next submarine test is going to be happening. Thank you!
  4. Hi, I know that the second wave of invites is going to go out for the second test, but I was wondering if all of the invites are sent out immediately at 9:30 am today and all at once, or if invites are going to be sent out gradually throughout the test and until next Tuesday. Thanks
  5. Here is a technical paper I wrote on my feedback for the SUBMARINE TESTING BETA PHASE ROUND TWO (2). I decided to put it in this format to give the best feedback I can. I have not looked at other lists or posts, so there may be redundant items. I don’t expect everyone to find the same bugs as I, have the same experience, or agree with my following suggestions. SUBMARINE TESTING BETA PHASE ROUND TWO (2) FEEDBACK BY Bigs GENERAL BUGS ENCOUNTERED: 1) SHIP STUTTERS ON SCREEN WHEN MOVING: When moving, the ship appears to “stutter” or “lag” violently back and forth visually but doesn’t affect game play. This happened with any selected ship. It was fixed by closing out and restarting the game. 2) INVISIBLE DEPTH CHARGES THROWN FROM SHIP: When activating the Depth Charge ability (default “G”), it visually only shows two (2) depth charges being dropped off the ship when in fact there are 6 total being dropped. This didn’t affect game play in anyway, but aesthetically looks wrong. 3) TORPEDOES LAUNCHED AFTER SUBMARINE DIVES: Weird game glitch where enemy torpedoes appear to be launched after the enemy submarine dives from periscope depth. This may just be a latency issue between client and server, but it does give the illusion that the enemy submarine can fire torpedoes while submerging. 4) GAME CRASHED DURING DOWNLOADING IN WG CENTER: My game decided to update the “normal” or “public” mode of WOWS during testing. In doing so, it caused my game to crash. 5) SONAR SOMETIMES DRAWS “SQUARES” OR “ROUND” SPOTS WHERE DISTANCE SHIPS ARE WHILE SUBMERGED: This was a weird visual glitch, but instead of drawing a submarine shape or the bottom of a surface ship in the distance, the “sonar” would strobe and instead a square or round shape would be drawn in their location. I figure these are place holders for better visuals in the future. Or it’s a glitch. 6) PERMANENTLY “LOCATED” BUG: Sometimes I’d get a bug while piloting a submarine, that made me permanently “Located”, even if in an area void of enemies. (I cross checked this with a few other testers…they are getting it too.) CAPTAIN SKILLS: 1) RADIO LOCATION: Turned off for Round 2 test; this made life much easier for submarines. This skill was too powerful for and against submarines. 2) CONCEALMENT EXPERT: This skill was selectable but disabled for submarines when chosen. I think this was a wise choice, please keep this as-is. GAME PLAY: SUBMARINE 1) THOUGHTS ON GAME PLAY EXPERIENCE: a. SUB V SUB: Submarines vs Submarine has gotten a lot better, but it still needs a little more tweaking. (See B. and Suggestions A.) b. TORPEDOES HOMING CHANGES: I really enjoy how Torpedoes now chase enemy submarines after getting a second ping on them, this makes it possible to catch a submarine, even when they are spamming “submerge/surface”. i. I didn’t know that the torpedoes could do this until I accidentally did a double ping on a submarine. It stated it in the patch notes, when I looked after testing, but as a player who didn’t read the patch notes, it wasn’t obvious. ii. Other testers didn’t know this until I informed them. Once informed, they enjoyed submarine vs submarine a lot more. iii. While it is good that you can now have your torpedoes chase enemy submarines, getting two pings on them is very difficult when they are aware of you during a Sub v. Sub confrontation. c. DIFFICULTY HITTING DESTROYERS AND CRUISERS WITH HOMING TORPEDOES: While I praise WG for allowing the homing torpedoes to now be able to chase submerging submarines if you get two pings. I really don’t like that human Destroyer players and human Cruiser players can easily dodge homing torpedoes, even in two ping mode. i. I can even attest to being able to gracefully, and easily avoid homing torpedoes. I never really got hit as a Destroyer or Cruiser unless I was swarmed by torpedoes from multiple submarines. d. TORPEDO DAMAGE CHANGES: I like that if you fire your torpedoes in “dummy mode”, they do more damage than before. i. I feel that dummy torpedoes are much more comfortable to use in a pinch, but you still want to get those double ping torpedoes to get the large damage on bigger ships. Feels like I have a purpose for both types now. ii. Double Ping targets take less damage when both torpedoes hit the bow or stern iii. This felt…eh, for a submarine player. You feel a bit robbed, but it does make piloting a battleship much better when fighting a submarine. e. MAXIMUM DEPTHS CONSUMABLE: A very interesting mechanic. In short, I really like the mechanic concept, but feel it needs tweaking. When activated properly, you can mitigate damage from depth charges. However, when initially using it, I thought it automatically forced your submarine to 60m rapidly. I didn’t realize that you had to do it manually and it just enabled you to go deeper. This caused a lot of confusion on my part at first. I don’t seem to be alone either since this seems to be a common cause of confusion for a lot of folks. I think that when its activated, it should force the sub, at a faster rate than normal, to 60m for the entire duration. f. SUBMERGED VISUALS CHANGES: I feel 50-50 on the visual changes when submerged. i. On the one hand, the game runs a lot smoother when submerged. ii. On the other, it’s not as visually appealing to look at though. It feels void of life. iii. I do like how the ships are drawn in when your sonar sweeps the area. 2) SUGGESTIONS: a. SINGLE PING HOMING TORPEDOES ON SUBS CHANGES(?) I would like to see that a Single Ping on a Submarine would cause your torpedoes to chase the submarine even if it submerges. On a Double Ping I would like to see your torpedoes turn/dive faster towards the enemy submarine. Currently, getting two pings on a submarine that is aware of you, is very difficult. While it works just fine when a submarine isn’t aware of you, in a 1v1 scenario where you only have two subs left, one on each team, its nightmarish-ly hard, and boring to watch, let alone play. b. DECK GUNS NEED TO BE MANUALLY USED(?): In a submarine vs. submarine capacity, it would be very fun to have deck guns. It would also allow the submarine player something to defend himself with (even if its not optimal) when he is forced to the surface after running out of oxygen. c. DIFFICULTY EVADING DESTROYERS: Destroyers in active pursuit of submarines can dodge their torpedoes relatively easily making it difficult for submarines to get away or fight back. i. This isn’t necessary a terrible thing, but I believe submarines need some way to at least increase their odds. Again, having the Maximum Depths ability remove detection would be handy at the cost of the submarine having to maintain said depths and not able to do anything else. 1. In the case that oxygen is out, emergency blow should cancel the Maximum Depths ability. d. TWO PING MODE TORPEDOES NEED TO BE MORE AGILE AGAINST DESTROYERS AND CRUISERS: Currently its just too easy for a decent player to avoid these types of torpedoes. Against BOTS, they always hit, but humans, rarely. GAME PLAY: DESTROYER 1) THOUGHTS ON GAME PLAY EXPERIENCE: a. DESTROYER VS SUB: I really enjoyed the relationship between a Destroyer and a Submarines now. b. MANUAL DEPTH CHARGES ABILITY: Using the Depth Charges Manually Definitely adds a lot more excitement to Destroyers. c. BEARING ON SUBMARINE PASSIVE ABILITY: Having the “Bearing Taken on Submarine” and giving a “loose” idea of where the sub is makes it more “cat and mouse”. d. GENERAL LOCATION OF SUBMARINE CIRCLE: Having to guess where and when to drop the depth charges is a lot more fun. e. SINKING SUBMARINES IS NOW FUN: Successfully hitting and sinking a Submarine with the manually deployed Depth Charges gives me as much joy as sinking a carrier. I feel great knowing I, the player, dropped them at the right time and place. f. MULTIPLE DEPTH CHARGE USES: I like that the Depth Charges Consumable can be dropped 3x maximum. Giving you 3x chances to get the sub. g. DESTROYERS A LITTLE TOO POWERFUL STILL: Destroyers feel powerful against submerged submarines. I still think that submarines need a way to “evade” or “escape” to make this engagement feel more balanced. h. DESTROYERS AVOID HOMING TORPEDOES (ONE AND TWO PING) VERY EASILY: Even if you get the awesome two pings on a Destroyer, a decent player can avoid homing torpedoes with ease. 2) SUGGESTIONS: a. DEPTH CHARGE AREA OF EFFECT REDUCED(?): I think that the area of effect needs to be reduced. b. LOCATION OF SUBMERGED SUB DETECTION A BIT TOO GOOD: I think this “detection” ring needs to be larger and less “precise” requiring the DD to have to guess where the submarine is within the ring. c. DESTROYERS ARE TOO GOOD AT AVOIDING TORPEDOES THAT ARE IN TWO PING MODE: Its fairly easy to avoid torpedoes that are in two ping mode in a Destroyer Its still pretty easy to avoid them. GAME PLAY: CRUISER 1) THOUGHTS ON GAME PLAY EXPERIENCE: a. CRUISER VS. SUBMARINE: Like round 1 of testing, playing as a cruiser feels good overall. With the reduced damage from the double ping system, it doesn’t feel as scary to face a hidden submarine. b. CRUISERS AVOID HOMING TORPEDOES TOO EASILY: Similar to Destroyers, a good cruiser player can avoid torpedoes pretty easily. c. CRUISER GUNS VS. SUBMARINES: Cruiser guns feel just as good in round two as they did in round one. I personally wouldn’t change anything here. d. LACK OF DEPTH CHARGES: I don’t really feel Cruisers need depth charges, they are pretty good at eradicating them with their main guns once they surface or come up to periscope depth. Cruisers can also keep pace with submerged submarines just fine, and being able to detect them from 2km away, regardless of depth, they just have to play a waiting game. 2) SUGGESTIONS: a. CRUISERS ARE TOO GOOD AT AVOIDING TORPEDOES THAT ARE IN TWO PING MODE Its of my opinion that torpedoes that get two pings on a target, should be much more agile. Its pretty easy to avoid them still. GAME PLAY: BATTLESHIP 1) THOUGHTS ON GAME PLAY EXPERIENCE: a. TORPEDO CHANGES WELCOMED: As a Battleship, the reduction in citadel damage from two ping mode torpedoes is a welcome one. No longer am I sweating bullets as I those orange flashing torpedoes home in my direction. Is it still going to hurt? Yes, but I’m not going to get blasted so hard that I am on deaths door from two torpedoes. i. That said, I feel the power needs to be increased ever so slightly on citadel mode torpedoes ii. If the power isn’t increased, I would like to see a much higher flooding chance. b. SUBMARINES ARE STILL HARD TO SPOT AS A BATTLESHIP: Battleships are still a bit uncomfortable in the whole “spot the sub” category. A hidden sub is scary, but with the reduction in citadel damage, and being hyper vigilant looking out for torpedoes, it feels a lot better. c. BATTLESHIPS VS. SUBMARINES: When a Battleship does spot a submarine at surface level or at periscope depth, the main guns make very quick work of them. This is why I’m on the fence about giving Battleships a lot of methods to detect and spot submarines. i. Currently I feel that the better visuals of the “map detection” repercussion for subs using the “ping” ability helps a lot, but it would be nice to get a audible warning at minimum that you are being pinged. d. “POP N’ SHOOT” EXPLOIT, POTENTIALLY A ISSUE? One tactic I encountered in round two is that subs would often get ultra-close, then go to periscope depth, and unload four dummy torpedoes at my battleship resulting in almost always 3-4 hits. This causes a lot of damage quickly, but I felt that I could retaliate fast enough against them with my main guns (if I had them pointed at the subs location.) If I didn’t have my guns aimed, I would get slapped heavily and not be able to do much about it. I think this is more of a map awareness issue than anything else. I just wanted to bring this up though since I had a lot of success doing this while playing a sub myself. i. I think this style of ambush torping is being brought about since dummy torpedoes do a lot more damage now. 2) SUGGESTIONS: a. SPOTTER PLANE TO SPOT SUBMARINES(?): If the Torpedoes on Submarine are to remain as-is, Battleships REALLY need some way to spot submarines in advance, or at least know they are nearby. b. PING WARNING TO BATTLESHIPS(?): Again, Battleships really need some forewarning that they are being “pinged”. They don’t need a direction or anything, just an audible warning or a text message such as, “WE’RE BEING PINGED” or “SUBMARINE NEARBY” GAME PLAY: CARRIER 1) THOUGHTS ON GAME PLAY EXPERIENCE: a. CARRIERS VS SUBMARINES: This still feels balanced in round two. A carrier can bomb and kill a submarine in a couple passes if it remains on the surface or at periscope depth. However, a crafty submarine can stay hidden from a carrier quite well. b. SUBMARINES HUNTING CARRIERS A THING NOW: Submarines are still a good counter to carriers. Even with the speed reduction when submerged, you can still sneak past the front lines and ambush a carrier quite easily. Seems likely they will become a natural counter to carriers. 2) SUGGESTIONS: a. IJN REALLY NEEDS ANOTHER WAY TO ATTACK SUBMARINES: Ryujo felt very handicapped against Submarines since you could only rely on rocket planes to deal with them where USN and RN gets both rocket and bombers. CLOSING THOUGHTS 1) ROUND TWO OF TESTING THOUGHTS SUMMED UP a. Submarine torpedoes feel a lot more balanced than before. b. Destroyers are still a bit too powerful against submarines. c. Torpedoes from submarines that have two pings feel “fairer” to battleships specifically. d. Destroyers and Cruisers still avoid one and two ping torpedoes with ease. e. I really like the Maximum Depth Consumable, but feel it needs tweaking, and a bit of automation as I discussed under “submarines” section. f. I would like to see “Maximum Depth” consumable be able to cause the loss of detection from surface ships chasing a submarine while its active. g. I do like the damage reduction of depth charges when using Maximum Depth and sitting at 60m. h. I do not like how Maximum Depth doesn’t automatically take you to 60m depth when activated; wasn't clear it just allows you to go that deep, caused a lot of confusion for myself and others. i. I would like Maximum Depth ability to cause you to dive at a slightly faster rate than normal when active. j. I feel the new manual depth charges are awesome and fun! k. I’m not a huge fan of the pinpointing of submerged submarines with the “bearing” passive ability; it just needs tweaking, or submarines need a way to “lose” it temporarily, so they have a chance to escape if being hounded. l. I would like Deck Guns to be made usable, so a submarine has a weapon while surfaced and replenishing oxygen. m. I like the stern torpedoes; I was able to surprise quite a few targets with them. n. I do not like the large radius of damage that the depth charges have. o. I do not like that two ping torpedoes striking the bow or stern of the ship causes significantly less damage. p. I do not like that enemy submarines can easily dodge incoming torpedoes from opposing submarines. q. I do not like being unable to attack a submerged enemy submarine while I am submerged. ----------------------------------------------------------------------------------------------------------------------- ADDENDUM ONE(1)- ADDITIONAL FINDINGS 1) GLITCHES a. IF SET IN FULLSCREEN WINDOW MODE, GAME (SOMETIMES) STARTS UP NOT ENTIRELY ON MONITOR: Set the game up to be played in “FULL SCREEN WINDOW” mode. When restarting the game from the WG Center, the game only occupied a quarter of my screen (3/4 of the game screen was off the monitor view in a windowed mode. Glitch was fixed when you go into “Menu>Settings>then change the game to “Full screen” then back to “Full screen window” b. WHEN COLLECTING A CRATE, IF YOU WINDOW OR SWITCH PORT TABS AND RETURN TO THE CRATE TAB, THE CRATE IS STUCK IN THE AIR VISUALLY: This is just a funny visual glitch, it doesn’t affect the award or stop you from getting the crate. c. FLOATING PORT HOLE GLASS ON CACHALOT: My old friend “ghost port holes” is back on Cachalot. When diving, you can see them floating in the air. CAPTAIN SKILLS 1) INCOMMING FIRE ALERT: Once a skill I never use on any ship…This skill is very handy to have while playing a submarine. Its most useful when you need to replenish your oxygen as it lets you know when you should be diving to avoid being shot. 2) VIGILANCE: Another skill I don’t use on any ship…but found to be handy when combating enemy submarines. This allows you to spot double ping homing torpedoes that are chasing you while submerged giving you a second more to make a reaction. 3) TORPEDO ACCELERATION: At first this was a natural choice to take on any submarine, however I found that by doing so, it greatly reduces the amount of time you have to get both pings before the torpedoes either A) miss the target entirely, or B) have a chance to turn once homing is set. Its great if you plan to just dummy fire your torpedoes at ships, and excellent against dummy firing at Destroyers, but outside of that, I would pass. GAME PLAY SUBMARINE: 1) USN CACHALOT FEEDBACK a. USN CACHALOT: The Cachalot is a great introductory submarine to new players reasons: i. It can stay submerged for a long period of time. ii. Its oxygen refill rate is much slower than U-69’s but the large reserves mean less time on the surface. iii. It can dive/surface faster. iv. It has a faster rudder shift that U-69. v. It has a smaller turn radius than U-69. vi. It has more hp than U-69. vii. Its Ping ability only has a 6s cool down while U-69 has a 8s cooldown. viii. It has two stern torpedoes compared to U-69’s single torpedo. ix. Its Ping duration is 60s (typo in game is 600s) compared to U-69’s 35s. x. Only downside is the torpedoes are slightly slower and have shorter range, which isn’t really that big of a trade-off for all these other benefits. xi. Cachalot can fight off Destroyers and evade Destroyers a lot better than U-69 can in current state. (I’ve even hunted Destroyers in it, its about 50-50 success, but its better than 10-90 success that the U-69 has) xii. Cachalot is better when targets are approaching it as opposed to running away from it, so it teaches positioning. xiii. Cachalot is better at dealing with opponents that are aware of its presence; It has the ability to feel or fight them. Being spotted will happen often to new players, so this is a big plus b. MY NOTES ON CACHALOT: i. The Cachalot seems to be geared to more of a jack of all trades style of play and is a good introductory to submarine play for new players. Its oxygen lasts a long period of time allowing you to sneak past enemy lines, or simply stay hidden. It also lasts long enough that new players who forget to replenish oxygen aren’t as punished by the sudden “Emergency blow” forcing them to the surface. It maneuvers really well, and its dive time is approximately 20s for cachalot to reach 40m and a fast 14s to surface from 40m giving players the freedom to disengage rather quickly if need be. In short, it’s a solid submarine, but players that are experienced with positioning will find themselves wanting since this is where the advantages of the Cachalot end since its weaponry isn’t as good as U-69. 2) KM U-69 FEEDBACK a. KM U-69: I finally unlocked the U-69 and got to play a lot of games in it allowing me to give feedback on this German flavored submarine. Its not as forgiving as the Cachalot, but experienced players will gravitate towards it naturally over time for the following reasons: i. It cannot stay submerged underwater as long as Cachalot can. ii. It can refill the oxygen tank substantially faster than Cachalot meaning less time on the surface when you have to come up for oxygen refills. iii. It does not dive/surface as fast as the Cachalot. iv. It does have as fast of rudder shift as the Cachalot. v. It has a large turn radius, 2x larger than Cachalot since it’s a larger sub. vi. It has less hp, most likely because of it being less armored, but 1300 less hp isn’t a massive deal breaker in the world of subs. vii. Its ping reload is 8s compare to Cachalot’s 6s, but can reach out to 10km, Cachalot can only reach out to 8km. viii. Its ping duration is 35s compared to Cachalot’s 60s (type says 600s) So you may have to refresh on far targets, but your torpedoes are super-fast, and 99% of the time will hit/miss before you need to refresh. ix. It has only one stern torpedo compared to the Cachalot’s two, so being chased is scarier this is sub. x. It does have much farther range and the torpedoes are faster than Cachalot meaning you can catch more targets with your torpedoes. Its notable that the U-69 torpedoes are fast enough, and long ranged enough you can reliably catch fleeing targets where Cachalot cannot. xi. The U-69 has more trouble against attacking Destroyers than the Cachalot does. This is only because if you miss your front two salvos, you have only one torpedo to back you up in the stern. That said, the U-69 torpedoes are much harder for a Destroyer to dodge if they are speed boosting straight at the submarine. xii. U-69 is better at attacking battleships and carriers from long range. xiii. U-69 is better when opponents aren’t aware of its presence than the Cachalot. b. MY NOTES ON U-69: i. The KM U-69 is geared to a more “ambush” strike style of play and is better for those who have ace the Cachalot. I wouldn’t recommend the U-69 as the first submarine to pick up, although sub fans who long to relive the glory days of DAS BOOT are going to ignore that advice entirely. With its lower health pool, worse maneuverability, slower dive/surface times (24s to reach 40m depth, 19s to reach the surface from 40m) , and short oxygen supply, knowing when to move on the surface, and when/where to submerge is the key to victory with this submarine. In short, the U-69 is all about positioning. Once in a good spot, the increased range and torpedo speed really starts to shine allowing you to take shots at targets you simply can’t in the Cachalot. However, it is inevitable that you will be located and pursued at some point, and the U-69 does not like to be pursued. It is best to either pre-emptively flee the scene or stand your ground and attempt to dummy fire your fast torpedoes at the incoming Destroyer(s). In all, the U-69 does offer a harder challenge than the Cachalot, but one that is more high risk, high reward since you can often catch targets at 9-10km away from you with four rapidly approaching torpedoes. It really makes you feel like a sub captain. 3) HOW I DEAL WITH ATTACKING DESTROYERS AS A SUBMARINE: a. FIGHT BACK i. During testing, the best way I found to fight back was to dummy fire torpedoes when the Destroyer was close. ii. I found that firing both sets of bow torpedoes gives you the best chance to win this engagement. b. FEIGN SUBMERGE i. Another tricky tactic is to feign submerging. If a Destroyer is charging you rapidly using its guns, you can hit the “submerge” key then follow it up with the “periscope depth” key. You better be ready to throw torpedoes though once you pop up cause if you miss, you will be rammed. c. RUN i. The best chance you got if a Destroyer is charging you is to activate the MAXIMUM DEPTH ability. Then hit the Submerge key twice (this goes to maximum depth instead of submerged.) I then turn hard left or right of the destroyer, trying to get my stern perpendicular to his path, and then speed away in that direction as best I can. Some of the time you can escape this way, but you will always take damage. ii. Another, more insane way to run, is to activate the MAXIMUM DEPTH ability. Then hit the Submerge key twice (this goes to maximum depth instead of submerged.) Then go straight towards the Destroyer. The idea is to get to 60m depth before the Destroyer passes over you with Depth Charges. By doing so, you use his momentum against him and only give him time to use one depth charge drop instead of all 3. 4) HOW I DEAL WITH “GUTSY” SUBMARINES AS A DESTROYER: a. DRIVE THEM DOWN i. When you see a submarine at periscope depth watching your approach, prepare for a surprise torpedo ambush. I recommend to start wiggling. ii. Fire HE at the submarine’s location, your splash damage can damage the submarine in periscope depth. This can cause him to panic, if not outright kill him. iii. If you manage to dodge the torpedoes, you now have two options. 1. RAM IT. 2. Use Depth Charges once you pass over its position. b. DEALING WITH FEIGNING SUBMERGE TACTIC i. If you suddenly see the submarine submerge, don’t stop wiggling, be ready for it to rapidly reemerge and throw torpedoes last second. 1. Wiggling left or right is a game of chicken at this point, choose one and commit, can’t do much else. 2. Get ready to ram, since if you miss the torps, you’ll most likely collide. 3. Depth Charge now! Your depth charges reach a fair way when they explode…if the submarine submerges, start dropping immediately.
  6. Here is a technical paper I wrote on my feedback for the SUBMARINE TESTING BETA PHASE. I decided to put it in this format to give the best feedback I can. I have not looked at other lists or posts, so there may be redundant items. I don’t expect everyone to find the same bugs as I, have the same experience, or agree with my following suggestions. SUBMARINE TESTING BETA PHASE FEEDBACK BY BIGS GENERAL BUGS ENCOUNTERED: 1) SUBMARINE “PING” STOPPED BY INVISIBLE BARRIERS: The PING width appears to be wider than visually represented to the player. This results in many cases where the submarine Ping mechanic is “stopped” by an invisible barrier (I.E. sinking ships or islands) when it visually appears to be able to pass over them or by them. This results in the Ping mechanic appearing to hit “invisible” barriers. 2) SUBMARINE PING WIDTH WIDER THAN VISUALLY REPRESENTED: The PING width needs to either be reduced or visually widened to match the actual PING area when “fired”. 3) SUBMARINES HITTING INVISIBLE BARRIERS WHEN CLOSE TO ISLANDS: Parts of the islands aren’t matching up with their “visual barriers” resulting in submarines getting stuck on invisible barriers when submerged. 4) DEPTH CHARGE EXPLOSION LARGER THAN VISUALLY REPRESENTED: When a submarine is being attacked by Depth Charges, the explosion appears to be MASSIVE compared to the visual represented explosion. In some cases, I was “hit” for 2-3k damage even when 1km away. 5) SUBMARINE WINDOWS FLOATING ABOVE SURFACE WHEN IN PERISCOPE MODE: The windows of a submarine are still being drawn in place as if the submarine never submerged resulting in “ghost windows” floating above the surface. 6) HORN BUG WHEN SUNK: Sometimes the submarine horn would sound when sinking and doesn’t stop resulting in an annoying constant horn bug. 7) TORPEDOES PASSING THROUGH SINKING SHIPS: Sometimes a torpedo would pass through a sinking ship when it is fully submerged. 8) GHOST BUBBLES: Sometimes when you submerge, the bubble trail won’t match up with Submarines resulting in a funny “ghost bubble trail” that doesn’t line up with the propulsion screws of the Submarine. 9) SUBMARINE PERISCOPE DETACHES VISUALLY WHEN SPAMMING “PERISCOPE DEPTH AND DIVE” RAPIDLY: If you spam the periscope depth “G” button by default, and “C” by default, the periscope would detach itself visually and look as if its floating above the submarine. 10) SOMETIMES GAME WON’T LOAD ENTIRELY LEAVING YOU WITH A MAP SCREEN ONLY: Weird bug where the game is technically “loaded” but you can’t get past the team roster/map so you can control your ship. Instead you can only watch the map icons start moving as other people begin playing. Fix seems to be to exit the game and re-enter the game. 11) AUDIO OF FIRED TORPEDOES OCCASIONALLY DOESN’T OCCUR: When you launch your torpedoes from a Submarine, sometimes you get no audio clue when in periscope mode that they have fired. 12) RARE OCCURRENCE OF DEPTH CHARGE BEING SHOT INTO ORBIT: Weird visual glitch that rarely occurred (only did it 2x for me out of 30x games) where a depth charge would be flung into the sky box from the ship. Looks as if its being fired into Earth’s orbit. Explosion occurs as normal and damage deals as normal, just a funny visual glitch. 13) VISUAL GLITCH IF SUBMARINE SURFACES INTO A SURFACE SHIP: This results in a “ram” as expected, but the submarine visually merges with the surface ship clipping through it. This just looks weird but doesn’t affect game play. CAPTAIN SKILLS: 1) RADIO LOCATION: You can take this skill on submarines allowing a submarine to radio locate enemies through islands when submerged giving them a very accurate location of where the enemy is. I personally feel this is “cheating”. By taking the skill, it allows you to gain a high amount of intelligence data when you should otherwise be “blind” and have to rely on your passive sonar when in “submerge” mode. In short, this skill trumps the reason to have passive sonar. GAME PLAY: SUBMARINE 1) THOUGHTS ON GAME PLAY EXPERIENCE: a. I really enjoyed my time as a submarine captain. It feels like a mini game of cat and mouse, something I hoped WG would achieve. If you are cautious and take your time to be as stealthy as possible and try to get 2x pings on every target, you can rack up a large amount of damage to stay competitive. However, if you play recklessly, get spotted constantly, and attack at dangerously close ranges, you get sent back to port quickly. I did feel that submarine is very fragile, which at first alarmed me, but after learning how to become stealthy and avoid detection, the submarine really starts to shine. This class is really going to separate out those that love a more methodical and tactical approach rather than guns a blazing. b. I did not feel Submarines are overpowered or under powered during any time of play. Either you stayed stealthy, allowed yourself to get two pings on a target to maximize damage dealing lethal blows to an enemy, or you get detected and destroyed. As a submarine and a surface ship, I feel the relationship is really good so far. 2) SUGGESTIONS: a. SUBMARINE VS SUBMARINE ISN’T FUN: Submarines really need a better way to combat other submarines when in “submerge” mode. Currently there is little you can do to an enemy submarine since it turns into a game of “submerge” chicken where you can only ram each other or see whoever doesn’t submerge fast enough to avoid the other’s torpedoes. This is the biggest downside I found in my entire time testing submarines. b. PINGING STOPS ON INVISIBLE BARRIERS: As stated previously, submarine pings appear to get stopped on invisible parts of sinking ships and islands. This is incredibly annoying as “visually” they should go over or by these barriers. This needs to be fixed asap. c. PASSIVE SONAR: I really like the passive sonar that occurs when submerged allowing you to see any surface ships direction from your position without knowing what it is. You are blind, but not entirely. My only suggestion is that Sonar should be able to ascertain a friendly or an enemy for you. Currently it doesn’t so you can get confused as to what ship it picks up. However, if it stays in its current state, its still very useful, but if someone takes Radio location, this makes this interesting ability completely obsolete (I don’t think Radio location should work on Submarines). d. DECK GUNS NEED TO EITHER BE MANUALLY USED OR AUTOMATED SECONDARIES: I was very disappointed that deck guns were not able to be used, even in a secondary capacity. I understand that this would yield minimal damage to enemy targets though. I would like to see deck guns get a higher chance to incapacity ships or some utilitarian purpose if they are activated in either case. GAME PLAY: DESTROYER 1) THOUGHTS ON GAME PLAY EXPERIENCE: a. I really enjoyed the relationship between a Destroyer and a Submarine. As a Destroyer, you feel very powerful against them allowing you to either gun them down relatively quickly, or depth charge them if they are submerged. However, in many cases, I felt too powerful, a thought echoed by other testers when I prompted the question. If you detect a submarine and run it down, it’s almost a guaranteed kill for a DD without much effort involved since its automatically done. 2) SUGGESTIONS: a. DEPTH CHARGES NEED TO BE CHANGED: I liked the automated process of the depth charges (at first, I was skeptical but came to like it since I could focus on other tasks). That said, they feel WAY too powerful against Submarines in their current state. Either the explosion radius needs to be reduced, or the damage needs to be reduced. As a submarine, I could be chunked for a scary amount of damage even when 1km away from a depth charge. I get that Depth Charges are strong counters to submarines, but in current state, its just unfair. GAME PLAY: CRUISER 1) THOUGHTS ON GAME PLAY EXPERIENCE: a. As a Cruiser, submarines were not a great concern for me if I was aware of their location, but when undetected, they posed as much threat as a concealed destroyer does. I could dodge torpedoes relatively well, but if not paying attention, I could eat serious damage. If I spotted a Submarine, my HE shells could quickly remove it from play at a rate I feel is balanced so far. The balance between the two is really on the submarine player. If he’s able to remain undetected, I must chase him and hope to find him before I get torpedoed, but if he’s spotted, I could wreck him quickly. 2) SUGGESTIONS: a. ADD DEPTH CHARGES IN LIMITED CAPACITY TO CRUISERS: The only annoying situations occurred when a submarine submerged near me which kept me from using my guns against him (as it should be). However, then I must wait for the submarine to surface again…I do feel that Cruisers should get Depth Charges, but they shouldn’t drop as frequently giving you SOME ability to counter them when submerged, but not be as good as a Destroyer. GAME PLAY: BATTLESHIP 1) THOUGHTS ON GAME PLAY EXPERIENCE: a. When I first played a Battleship, I was very skeptical about how it would handle submarines. In the end, I was pleasantly surprised. This scenario is very similar to combating a concealed destroyer. If you let the submarine take time to get two pings on you, you are in trouble. However, if you close the gap between you and a submarine, the submarine essentially becomes weaker. This is especially so if you can keep the submarine from getting that 2x ping on you by pointing your bow or stern to it minimizing its torpedo damage by blocking that second ping location. If you do spot a submarine in periscope depth or on the surface, your HE shells make VERY quick work of it, faster than against a Destroyer. Something I think should stay as is if a submarine is able to yield such massive damage to you with the double ping system. My only wanting as a Battleship is a way to alert myself or others to a submarine’s approximate location. 2) SUGGESTIONS: a. PASSIVE SONAR ON BATTLESHIPS(?): I really want a way for a Battleship to be warned about a submarine whether by giving you a general direction, or a “circle” approximate location. Maybe a battleship should get a general direction from where a PING originated? b. SCOUT PLANES TO SPOT SUBMARINES(?): Maybe Scout Planes should be able to detect a submarine’s location when airborne? GAME PLAY: CARRIER 1) THOUGHTS ON GAME PLAY EXPERIENCE: a. Carriers were still fun to play in the submarine beta. You still maintained the role of “spotter” or “seek and destroy” with submarines, like how you can hunt down Destroyers roaming the ocean. Your rocket planes from all nations work well at incapacitating submarines that are at periscope depth or surfaced. HE bombs on Langley and Furious were especially effective, however AP bombs from Ryujo weren’t, leaving IJN to be handicapped against submarines. If a submarine spots you, you get warned just like you would against any ship. It then turns into a race, who can destroy who first. 2) SUGGESTIONS: a. IJN REALLY NEEDS ANOTHER WAY TO ATTACK SUBMARINES: Ryujo felt very handicapped against Submarines since you could only rely on rocket planes to deal with them where USN and RN gets both rocket and bombers. CLOSING THOUGHTS 1) DO I FEEL SUBMARINES ARE A GOOD FIT? a. Based upon my time during the Submarine Beta Testing, I feel that the concept for Submarines is there. They add a whole new element to the game, unique perspective and play style while at the same time, not detracting from any other ship classes role or game play. While there needs to be some balances between certain classes, I do feel that War Gaming has set an excellent foundation to build off from in this Beta test. Will submarines be for everyone? Probably not, I believe that you will have a core group of players that love submarines and will exclusively play them, others that will just occasionally pick up the class, and a group that won’t touch them at all. The one big difference between submarines and carriers though is that I get the sense from other testers that players combating submarines feel as if they can do something against submarines where they feel handicapped against carriers. In short, it feels good to sink a sub and as any class you feel you got tools to eradicate them. Ultimately, I think submarines can fit very well within the World of Warships game play. ------------------------------------------------------COMPILING ALL OF MY ADDITIONAL FINDINGS INTO THE ORIGINAL POST FOR EASE OF READING------------------------------------------------ In regards to captain skills, I only had a 10pt captain, so I could not load up on skills. That said, I did reset my captain multiple times and tried several builds out with the 10 points, mainly to test skills that could be applied to a submarine captain. Here is what I settled on after several builds: https://worldofwarships.com/en/content/captains-skills/?skills=4,5,18,20,23&ship=Destroyer Preventative Maintenance: When you DO get hit, and you will at some point, its gonna hurt. You mainly get a lot of incapacitations, such as knocked out engine, rudder, etc. This skill helped a lot whenever I was hit. Last Stand: This was a life saver in many cases as any hits you take have a high chance to incapacitate your engine/rudder. Torpedo Armament Expertise: Torpedoes reload very slowly in submarines, with this skill I was reloading at a blazing 1min 30secs, approximately in the American Cachalot. Without it, much longer. Since Torpedoes are your bread and butter weapon system, you want these to churn out fast. Adrenaline Rush: As you take damage, this will help with reloading torpedoes faster. It can help in a pinch, but you REALLY don't want to be caught in the first place. Most ships can devastating strike you, so this is a "incase you happen to survive" skill. High Alert: You reload at 40s with this skill already, making it faster helped me out, especially when I got hit by HE shells or depth charges. Its mainly to help you escape by quickly getting rid of any engine/rudder shift incapacitations. Skills I initially took but later swapped out: Survivability Expert: I did not take Survivability Expert, the reason is that when I ran it, I found it to be very underwhelming for what you get. Sure, you can survive a tiny bit longer from Depth Charges, or take 1 or 2x extra shell hits, but in general I found that if you get caught by any surface ship, you die so quickly that it never really mattered if I had this skill or not. I passed on it, but someone else might like it. Jack of All Trades: JOAT might be useful to couple with High Alert, but that's a lot of points for 5% extra Damage Control Reload speed... Torpedo Acceleration: This was another skill that I initially took, but quickly swapped it out. It makes your torpedoes faster, sure, but the distance reduction is kind of scary for a submarine. Example, I went from 8km to 6.4km in the Cachalot American Submarine. It did help hit targets more often than I had without the skill...but it puts you in a uncomfortably close position to any target you come across considering your concealment range is 5.0km in it. In short, that range made me uncomfy and I wound up being unable to plan a successful escape route should my torpedoes miss. Radio Location: This is the bees knees, super good to have skill just from the point of being able to know where the closest enemy is. That said, I felt this skill is so good on a submarine its mandatory. I took it off my last build though since I think this skill needs to not work on Submarines. It trumps any reason at all to have passive sonar on a submerged submarine. It also doesn't make a ton of sense since Submarines were required to surface to send and receive radio signals. I personally feel its "cheating" the system to run it, but that's up to WG to decide. Concealment: Concealment isn't recommended really...you have 5km detection in the Cachalot for example..that's insane. It only really helps when you surface yourself to replenish oxygen. I guess you could take it to try and ambush other submarines, but whenever most players were detected and they couldn't see me, they just dove out of precaution I was sending torpedoes (and I would send torpedoes each time). In short, its kind of a waste of 4pts when other, more useful skills are available. Priority Target: I didn't take it, if you surface in a sub and get detected, prepare to get bombarded by anything that can reach you. Incoming Fire Alert: This could be useful, but again, if you are detected, you're gonna be shot at by anything that can reach you. Basics of Survivability: This skill did come in handy when escaping depth charges since they have a crazy high chance to cause you to flood. That said, this is more of a "if you survive" skill. 90% of the time I was being actively depth charged, I died. Seldom do you live through that to make this skill worth the points. Vigilance: Could be handy later on if torpedoes change to be used while submerged, but this skill didn't really help in any way that I felt I must have it, or even considered it to be of use. Fire Prevention: Again, not really recommended. If you are being shot at, you're gonna die too quickly to be set on fire. (seems to be a pattern here ;) ) ------------------------------------------------------COMPILING ALL OF MY ADDITIONAL FINDINGS INTO THE ORIGINAL POST FOR EASE OF READING----------------------------------------------- SURFACING NEXT TO TARGET TEST: I've also attempted to surface right up next to a target and fire in a attempt to "blap" destroyers or cruisers point blank. In theory you can do this, but its insanely risky, but with radio location, it makes this cheeky maneuver possible. Hence why I suggest to WG that it not work on subs for fear of stunts like this, and because it trumps the reason to have passive sonar. CURVE BALL TORPEDOES TEST: You CAN "curve ball" torpedoes as I call it. Throw one set far right of a bow on target, then ping to have it home in, then fire another set far left and ping to have it home in. The result is the two sets of torpedoes will curve towards the target resulting in semi-broadside hits. I don't really find this unfair though since it does take some skill and good prediction on the sub player's part to pull it off. From the perspective of the surface ship, it looks like torpedoes are coming from two different directions which does two things. 1) makes it semi difficult to ascertain the location of origin (aka where is the sub launching from) and 2) you gotta wiggle hard to avoid it, but not impossible to dodge. SURFACING INTO A TARGET TEST: Other things I found was surfacing under a target. This results in a ram, which you always die, but does decent damage and flooding to a target. SURFACING TO AVOID DEPTH CHARGE DAMAGE TEST: Surfacing while being depth charged DOES help you evade damage from them, however you then have to worry about being shot. So you need to dive quickly. Currently this results in death for the sub still, but can save you in very rare instances. SPOTTING SHIPS IN SMOKE WHILE SUBMERGED EXPLOIT(?): You can spot ships in smoke if you dive under them. Granted you as the sub can't attack them, but you can spot them with with abusing the "target aquisition" passive mechanic. Aka, you are within 2km of the target; so close you can spot them no matter what. This only really works on cruisers, battleships, and carriers in smoke. Destroyers immediately start dropping depth charges. SUBMERGED RAMMING EXPLOIT(?): Lastly, "submerged chicken" is a issue, which is just ramming a sub while both are submerged. This isn't really a exploit though, but it is annoying that its the only real tactic to deal with submerged enemy subs at the moment. CURVING TORPEDOES AROUND AN ISLAND TEST: With homing torpedoes, one big concern I had was curving them from behind an island. You can "kind of " do this, but with the ping mechanic stopping on islands and ship wrecks, and the curve rate of torpedoes being poor, its not really a reliable tactic or exploit. CURVING TORPEDOES AROUND TEAM MATES TO A TARGET TEST: Accidentally hit "post" before I finished. You CAN curve torpedoes around a friendly teammate to a target using the "curve ball" method. This can result in some hilarious ambush torps on the charging target who is gunning for your teammate. This is super risky though since you can hit your teammate if done poorly, or if your teammate is not aware of your torpedoes. Communication is key here to pull it off. I achieved this last one by being left or right of my friendly teammate to ensure my ping had a clear line of sight to the target. I did not check if teammates block pings. (UPDATE: YES, TEAMMATES BLOCK PINGS) AS A SURFACE SHIP, SUBMARINE DEPTH IS DIFFICULT TO UNDERSTAND (PLAYERS REPORT HAVING TROUBLE KNOWING WHEN A SUBMARINE IS AT PERISCOPE DEPTH) Many players I encounter are having difficulty understanding when a submarine is at periscope depth, or to deep to hit with main guns. Currently this information is displayed with two different sets of numbers underneath the submarines name, and player name. The first number is the distance from you to the enemy submarine. The second number below it is the depth at which the sub is currently sitting. It took me a hot minute to understand that I cannot hit submarines below 8m underwater (8m is periscope depth) with my main guns, even though the target is clearly able to be locked onto. This is just a convenience of play issue. If you target a submarine with your main guns, that is "submerged" the player should get a "Target impossible to hit" notification similar to how asashio gets a "Target Impossible to Hit" notification when targeting a Destroyer or Cruiser with its special Deep Water torpedoes. Unless this is made clear, I think there will be a lot of confusion among the player base as to why they can target the enemy submarine but cannot hit it. HE BOMBS FROM USN CARRIERS ARE INCREDIBLE POWERFUL; UP TO WG TO DECIDE IF THIS SHOULD CHANGE HE bombers launched from the USN carriers specifically, are incredibly powerful against Submarines. I'd even go so far as to say that the USN carrier tree line is THE sub hunting line. It takes about two passes from the Ranger's HE Bombers to nuke a surfaced or periscope depth submarine if the submarine is at full health; only one pass if the submarine has taken moderate damage (I.E. 1/4 of its health is gone). While this is a powerful counter, the submarine that is aware of bombers, can quickly submerge before bombers get a chance to complete their dive run; The only exception is if a submarine just happens to surface right as a squadron of HE bombers flies over them and just happen to be within dive bombing distance (I.E. the sub surfaces right in front of or in the center of the bombing reticle). I can see some players frustrated by this, but given that the submarines are difficult to detect from the air, and can quickly dive to avoid all damage. Given this experience first hand, I think the relationship between aircraft and submarines is on a good path to being balanced. This is especially so if a submarine is able to sneak through your front lines and get within torpedo range of a Carrier as this almost always leads to death for a parked carrier. HE LEVEL BOMBERS FROM RN CARRIERS DO A DECENT JOB OF ERADICATING SUBMARINES I was asked specifically how the HE Level Bombers of the Royal Navy line fair at destroying submarines. They aren't as good as american dive bombers, but they are definitely better than IJN's. So I would say they do a good job, just not the best in the BETA. IJN AP BOMBS DO NEXT TO NOTHING TO SUBMARINES Again, I was asked specifically about how IJN carriers fair against enemy submarines. They currently only have rocket planes and torpedo bombers to deal with submarines. Torpedoes are easily avoided, and difficult to land on such a tiny target, so I don't really consider this a "GOOD" option at all for anti-torpedo warfare. Their AP bombs don't do much at all unless they hit the target, which is very hard to do. When they do, it does poor damage at best. Again, not really a option I would consider when dealing with a submarine. This puts us back to Rocket Planes, which do fair against enemy submarines quite well. I would say that IJN carriers are the worst at hunting down and destroying enemy submarines. DOES THIS PROMOTE BATTLESHIPS TO SOLO CAMP IN THE BACKFIELD BY THEMSELVES, "ISLAND CAMPING", OR PROMOTE ANTI-OBJECTIVE PUSHING PLAY? One big issue raised by many Community Contributors and the community at large is that by adding in submarines, it will "keep battleships from wanting to push objectives, or push fronts and promote a more stand-off game play." The short answer to this from my first hand experience in the BETA testing is, No. At any rate, it PROMOTES MOVING with teammates more than ever, something people have been trying to get other players to do for years. This is because of a couple reasons, 1) Submarines can sneak past surface ships AND aircraft, 2) Since you are by yourself and no teammates to threaten a submarine, they can take their time getting two pings on you leading to MASSIVE damaging torpedo strikes. What sets submarines apart from Destroyers trying to hunt down solo battleships way in the backfield or hiding carriers is that while yes, they can get to locations to do surprise strikes, submarines just fill the role of "Backfield ambusher" or "Carrier hunter" better because of their extreme stealth capabilities. The difference lying in that submarines can hide from aircraft very easily. This creates a very interesting counter play to carriers who like to hide behind islands by themselves, and battleships that like to solo roam by themselves deep behind your own lines and never push. They now have to worry about putting themselves in danger of a surprise torpedo attack from a submarine. While you can still backfield/island camp in a cruiser or battleships or carrier, with a enemy submarine in the area, especially one that hasn't been seen for a while, its best to be on your guard and stay near a friendly destroyer or cruiser in hopes they spot the torpedoes or submarine, or the enemy submarine taking aim at them instead of you. However, once the enemy submarine(s) are eradicated, solo roaming/island camping play generally resumes. This last part further proves from observation that no, the introduction of submarines does not promote stand-off game play. CARRIER SECONDARIES ERADICATE SUBMARINES AT A SURPRISINGLY GOOD RATE Here's a fun fact I found. I had three(3) instances where a submarine managed to ambush my carrier and got WAY too close. Taking control of my carrier personally, You can guide yourself around torpedoes pretty well. In all three of these cases where I was paying attention and had ample time to react, I survived as a carrier. (only times I didn't was when I either wasn't paying attention at all, or the enemy sub player was incredibly sneaky). What I found, to my surprise in these three cases, is that carrier secondaries deal with submarines at a VERY good rate. Due to their low health pools, submarines that wander too close to a carrier and into their range get destroyed quickly. To test this even further, I dropped my third upgrade slot which contained the upgrade for longer torpedo attack runs, to "secondary range upgrade". I then proceeded to actively CHASE submarines in my carrier in a couple games by taking control of the carrier directly, and I got to say, the secondaries work very well at anti-submarine warfare and are a plausible last ditch effort to get rid of them in a pinch. Not saying you should do what I did and CHARGE TORPEDO THROWING SUBMARINES WITH YOUR CARRIER :P But, if you DO get into a situation where a sub is in your face, you do have a weapon system on the carrier that can deal with them reliably. So, secondaries on Carriers now have a good purpose other than looking cool, and creating lots of smoke and fire while you wait to get blapped by a destroyer, cruiser, or battleship. DOES RADIO LOCATION WORK SUB TO SUB/ SHIP TO SUB? Yes. Radio Location Captain Skill does detect submerged submarines, and submarines that have the perfect can locate other submerged submarines. This of course is up to WG if this skill will continue to work in this manner. However my feedback on this is that, I feel its cheating since it negates any reason to have passive sonar, and submarines have next to no chance to "hide" or "escape" from a destroyer actively hunting them with this captain skill.
  7. abner444

    Arpeggio of blue steel

    As you are all aware some of us have the arpeggio collection. Now the question is now that they are implementing submarines, will we be able to finish the collection with I-401 submarine with the mental model Iona? because i would really like to have the complete collection even if it means buying with doubloons!
  8. Big’s Suggestions to Wargaming Developers Subject: Submarines and surface ship reactions to submarines. I’ve been a play tester on multiple parts of the game and want to continue seeing World of Warships thrive over the course of the years. I offered various suggestions to the RTS version of the carrier gameplay, as well as the rework 8.0+ carrier gameplay, and want to add to the list of suggestions to the submarine gameplay in the future. These are suggestions, not decrees or slated in stone comments. Please take them for what they are, and please be constructive in commenting on the subject and in response to these suggestions. 1. Submarine detection gameplay a. Currently, as per the work in progress gameplay, submarines are detected at various intervals by a series of “rings”. These rings indicate the approximate location of a submarine in the nearby area. As a surface ship enters the ring, the ring shrinks in size, and shifts to a new location, continuing this process until it centers above the submerged sub location. b. Outside of this, submarines are incredibly hard to detect when submerged, but relatively easy to spot when surfaced, both features I believe should stay in the game. However, this “ring” is a rather simple concept for what could be boiled down to a more, “skill based” concept. c. I would change the ring to become a “ping” system. Essentially a passive ability that all ships are equipped with, including submarines. This passive ability would work like the Radio Location skill, however it would only point towards a submarine when a submarine enters a certain distance to the ship. d. In a submarine, When “located” or “pinged” a submarine would receive a “pinged!” icon similar to that of the “located” warning. e. If in a surface ship, when you have “pinged” a enemy submarine, you should be warned that you have detected a submarine in the nearby area via a visual “Sub Detected!” warning sign, and a audio commentary, “Submarine on scope!” f. As a surface ship, a simple bar will appear on the screen, much like the visual representation of “Radio Location”. Where it indicates a slightly opaque bar with the word “Sub detected” in the center. This bar will track the center location of the enemy submarine model. As the surface ship gets closer to the enemy submarine, the bar will change colors from (white) “meaning far away” to (yellow) “close to you” to (red) “right below us!”. 2. In regard to depth charges. This should become a consumable that is usable by any surface ship equipped with it. a. Depth charging would act similar to how torpedoes are deployed in the game, by selection the X button, you switch to a depth charge view facing rearward of the ship. By taping the X button again, you can switch from a “narrow” deploy zone or a “wide” deploy zone. Mouse 1 to throw the depth charges. b. It should be noted that the number of depthcharges thrown is the same regardless if you choose a tight or wide spread. A wide spread allows a higher chance to hit the submarine, where as a tight spread has a higher chance to sink one if the player is confident they are able to strike the sub with a tight spread. c. Once the depth charges are thrown, the depth charges will begin launching for X seconds until the area is saturated. After that a cooldown timer of X seconds begins which will leave a surface ship unable to deploy more depth charges until the timer is completed. d. When depth charging is activated, the surface ship and submarine player will both visually see depth charges jettied from the sides and rear of the ship. e. Depending on the distance to the depth charge, a sub marine will take X amount of damage when they explode. f. Depth charges do not damage against surface ship, only submarines. If a surface ship is struck by depth charges, hits will count as “shattered” hits and have 0% fire chance, similar to how torpedoes striking objects while unarmed do no damage and break. g. If a submarine is hit, an auditory “thump” will be heard by the submarine and surface ship. h. A Surface ship should get an additional auditory notice of a successful hit by a voice line stating, “Depth charges hit the target!” i. A submarine that is hit by a depth charge will have a high chance of flooding. In the case of a submarine flooding, the submarine will visually have air bubbles erupting out of it from all sides, flashing red flood lights will pulse to visually indicate to close and far ships that the submarine is flooding. The submarine player will receive the same flooding screen animation as they do on a surface ship. In addition, if the submarine is submerged, a bubble trail will fizzle on the water surface to indicate the submarine’s location and that it is flooding underwater. 3. Ships that have Hydroacoustic will work as they currently do in game against submarines both submerged and surfaced. A Ship that activates its Hydroacoustic ability will visually see a submarine that is surfaced, but will see only a outline of the submarine when it is submerged which requires the player to have to determine orientation of the submarine to its current location in order to ascertain if it is moving towards it, away from it, or side to side of the hydroacoustic user. a. When a hydroacoustic system is over, the ship will have the normal passive “ping!” ability like any other ship. 4. Battleships and carriers will differentiate from any other ship in the game regarding submarine gameplay. Battleships unfortunately didn’t get much in the way of anti-submarine warfare during WW2. However that isn’t to say they didn’t have anything at all. My suggestion is that a battleship gets a alternative catapult plane called, “sub hunter”. When launched, the submarine hunter will automatically take off, and start flying low circles around the approximate area of the submarine. It will then drop anti-submarine bombs in the area for x amount of seconds before returning to the battleship. 5. Carriers had a lot of abilities to attack submarines, but to make things balanced, carriers should be given another type of squadron. It would be called the “sub hunter” squadron. This could compose of a wing size of X and they are armed with anti-submarine bombs. These bombs are dropped much like that of the Royal Navy Level Bombers. They saturate a small, precise area when dropped. The bombs however shatter against any surfaced ship, and produce 0% fire chance. However, against a submarine, they do a marginal amount of damage per bomb with a high flood/fire chance. This way, the bombs are kept to anti-submarine only and cannot be used for other purposes. This also forces the carrier player to either actively hunt the submarine, or not. A choice that they will have to make during the game. 6. There is a lot of commotion about the speed at which submarines travel in game, specifically underwater. I believe this is something that will be tweaked overtime to create balance between surface ship and submarine gameplay, but my initial suggestions are as follows. a. Submarines should travel slowly whenever at periscope depth. b. A submarine can lose the "Ping!" of a enemy ship if it is traveling at 1/2 speed or less. c. A submarine should get a special consumable called, "silent running", which allows a submarine to temporarily move at full speed without being detected by a "ping!" from a surface ship. This would last for 10-15s tops. d. A submarine could be given access to a engine boost ability, but only when it is on the surface. 7. Submarine versus submarine warfare is going to be a tricky element to tackle, which i believe Wargaming will solve. Initial thoughts on this are as follows. a. Submarines can engage eachother with torpedoes or with their main battery guns when surfaced. b. When on the surface, submarines can be struck by normal torpedoes and torpedoes fired from submarines on the surface. c. Submarines that are submerged can be struck by deep water torpedoes, or by torpedoes fired from submarines at submerged levels. Torpedoes fired by subs at this submerged depth cannot hit surface ships of any kind in order to maintain balance. d. A additional depth called, "deep dive" should be added, which allows a submarine to evade deep water and normal torpedoes, along with depth charges or sub hunter bombs, but consumes oxygen supplies at double the rate while remaining at this depth. E. When submerged, a sub has a limited oxygen supply timer. This gradually counts down to zero, where upon reaching zero, a submarine is forced to surface to regenerate oxygen and reset its timer. It would remain on the surface the same length of time it can stay underwater. I.e. if it has a 2min oxygen tank, to refill, it must remain on the surface for 2 mins.
  9. SomemuttupNorth

    The Brand New Giant Russian Submarine

    Yesterday, the Sevmash shipyards floated out a behemoth of a submarine. This being the Belgorod, topping out at 604 feet long (184 meters) and weighing 30,000 tons submerged, it's the longest submarine in the world. ... I say brand new, but the hull's been sitting incomplete since 1992, so some of her is older than some of her enlisted crew, but still. She's a derivative of the Oscar-II-class of attack submarines, but she does not carry any missiles. Instead, she's designed for special operations, acting as a mothership for covert underwater missions. She does, however, carry six Poseidon "intercontinental" nuclear torpedoes (wat). So she's a whole bucket of fun, from the looks of it. Also, no, she's not the largest submarine, as the Typhoons beat her in tonnage.
  10. Arvenxx

    Answer the phone?

    Hello Commander, We've been trying to reach you about your ships extended warranty. But no, really. This is a recruitment attempt. I've even spent two whole minutes using a hip meme, and paint to give you visual stimulation. Your reading this because you've stumbled into this thread. You want to find a clan who is run by a (real) submariner (from the best class of submarine 688i of course). You want to join because he's looking for competitive active* people to participate in divisions, training, shooting the crapor telling stories. *(On warships, physically active is acceptable as well but as long as its running to the computer). But really, I'm at wits end for recruiting people, and I don't enjoy the fame that comes with being a big name clan that has people throwing themselves at the apply button nonstop to get those elusive steel ships. There's always room for improvement, so that's another thing that we are trying to do (as you can see we don't enjoy the highest win rate, but again that's something to be worked at). Clan History: https://en.wikipedia.org/wiki/Naumachia I made the clan in November of 2017, so we've been around for over a year. We've fluctuated between 38 people and 20 people usually, but active players, MAYBE 10. So I did housecleaning. Now, there's room for your citadel-throwing, plane eating [edited]. So, you ask, WHAT other compensations can I offer you? Continue reading friend. We have a decently upgraded Naval Base as follows: 10% post battle service ; 14% cost of researchable ships ; 4% additional exp ; 5% additional coal and steel ; 25% more free exp and 10% additional commander exp. You want laughs? I will literally assault you with a fleet of Hashidates and Chengens while you run your GK. Want to see how long a Le Terrible can live with 10 Shimakazes on the Red Team? Your warship fantasies can in fact be reality as we do absurd things within the training room to blow off some steam. At this point I'm ready to offer ship/doubloon incentives to promote and reward more active play. We have a discord even though it is not required, and everyone in the clan is 18+ because lets face it some of my sea stories/dumb things I may have done are absolutely not PG-13. We range in skill from brand spanking new to playing since Alpha. So, any questions or anything, I'll be in here, sulking and hoping someones interested enough to prod the 'reply' button on this thread. Look forward to hearing from you Captains. Please feel free to drop into the Discord, say hi, see what we are about! https://discord.gg/CHjNaA6 Update: At the end of this season, I will be doing a giveaway of 1 T9, 1 T8, and 1 T7 (Or doubloon equivalent value) within my clan due to the effort being put forth, new members are in fact eligible provided they contribute to the clan battle season and are active.
  11. I am wondering if we should have premium super submarines like IJN I-400 that can launch attack (torpedoes) planes and dive bombers. https://en.wikipedia.org/wiki/I-400-class_submarine
  12. wildgooseman

    WW! Submarine Uncovered.

    https://www.bbc.co.uk/news/world-europe-46846988
  13. Submarines are now implemented in the Halloween mission in the public test. If they come out in random battles in a future update, will destroyers be armed with depth charges and squid launchers? Maybe sonar to actually detect subs other than just torps? Firing at submarines from battleship and cruiser guns kinda sounds ridiculous and overkill.
  14. I'm going to put this plainly as possible - if submarines are introduced to the game, will you keep playing or not? ------------------ Personally I will leave the game. In the past I've made my position on this quite strongly. Introducing submarines is a bad idea all around. Thoughts? Vote and let your opinion be known.
  15. There seems to be some confusion on what subs can and can't do as seen from the demo video. I'd like to share some of my observations in an attempt to help everyone have a better understanding of what we know as of now. Please add you general comments on subs to other threads as this one is about what we know about how they will work in game. If you want to share your thoughts on these specific sub mechanics feel free. I just don't want to debate whether subs will be good for the game in this discussion. Thank you. My observations in no particular order. -Subs have three depths thay can operate at. Surfaced, with an detection range of ~5km or so. Periscope depth, detection range of ~4.5km Fully submerged, no normal detection range (invisible to surface ships outside of assured detection range). -Subs only have one or two forward firing torps, and one rear firing torp, all with a fairly narrow firing arc (no main guns, no AA). -Subs can only fire their torps surfaced and at periscope depths. They can not fire fully submerged. Subs on the surface have an RNG element to where there torps will go when fired aking them hard to hit targets. Torps fired at periscope depth don't seem to have this RGN element. Torp alpha ~10,000-17,000. -Subs have a health pool ranging from 6,400-11,700 HP. -Sub consumables, damage control and hydro. -Subs have top speed of ~17 kts. (and they have the same top speed submerged as on the surface). -Subs can dive to depths of 100-150 meters. -Subs can stay submerged for approximately 1:20. It seems to take the same amount of time to fully recharge your oxygen levels while surfaced (1:20). Once subs run out of oxygen while submerged they will automatically surface. -There will be depth charges to attack subs, fired from DDs. Depth charges will detonate at random depths, and can cause direct damage, splash damage, and fires. Fire and flooding will act the same for subs on the surface and submerged. -Subs will only be in the Halloween event as a test to determine possible inclusion in the game if player feedback is positive. At this point WG hasn't decided to include subs into the game. The Halloween event is test only. If player feedback is positive WG will likely look into farther development. Okay, that's what I have for now. I may have missed or forgotten some things. Feels free to add anything I've missed or gotten wrong.
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