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Found 24 results

  1. Soooo, uhhh... What's the deal with submarines? Is that still happening? If so, when? It's been a long time since the last testing.
  2. Capt_Charr

    Missing Indonesian submarine

    Missing Indonesian submarine: US, Australia help search for 53 crew members running low on oxygen. I hope for the best to all on board. Read latest news here
  3. I'm considering grinding a submarine once they come out. Thanks to @Blorgh2017, US subs are permanently off-limits. I wasn't a great sniper anyways. I like to keep my devices fully charged, so a sub that is either very fast or high HP pool, and can get VERY close to targets and shoot (I can't imagine gameplay without a lead indicator). It sounds like soviet dds for me, but what kind of sub is it?
  4. anonym_rvW3VUytbRup

    Submarine Tech Question

    Two quick questions: 1) what are the first nations to have subs whenever they are released? I think its USA, IJN, & KM? What about RN? 2) how will the teirs be structured? will they have subs at T3-T10 like BBs or will they be like CVS with a T4, T6, T8, and T10?
  5. anonym_rvW3VUytbRup

    Submarine Tech Question

    Two quick questions: 1) what are the first nations to have subs whenever they are released? I think its USA, IJN, & KM? What about RN? 2) how will the teirs be structured? will they have subs at T3-T10 like BBs or will they be like CVS with a T4, T6, T8, and T10?
  6. Played about 20 sub games so far......most in a Budy or Gaede....was fun. Tried the Warspite and realized how utterly defenseless I was against subs. I watched the red subs just wander around early and mid game. Got down to my team with two BBs and a CV and they had 2 subs. One sub disappeared....the other one sank all three of us. It appears at first glance that most BBs will be worthless late game against subs. Is that the intention? And if it is....why on earth would anyone play a BB regularly in games that feature CVs and subs?
  7. The Yuriy Dolgorukiy, a Russian Borei Class SSBN, launches 4 nuclear-able Bulava missiles. The Borei Class is Russia's newest class of ballistic missile submarines. With each Bulava missile carrying up to 10 independent nuclear warheads, that is a lot of potential death being displayed in this one exercise. (You can watch the video here)
  8. Michael_Gary_Scott

    Swedish A26 Blekinge Class AIP Submarine

    New Swedish A26 Blekinge Class AIP Submarine. If it builds upon the technologies of the Swedish Gotland Class Submarine, this will be a very amazing non-nuclear submarine for countries to purchase. (More info here) http://www.hisutton.com/A26.html
  9. Alpha_Mike_Foxtrot

    Sub Overhaul in Detail: part 1- offense

    To be clear. I have Been playing subs extensively since I received them. I also played them extensively in the pts. We all know the problems the submarine system has right now. Both in broken elements giving them unfair advantages and in elements that cripple their capabilities. So I will be proposing an alternative in several parts. This part is purely addressing the offensive system and capabilities. The homing or “ping” system: In short it is an interesting idea that has no place. It is too easily ignored to deal equivalent damage and encourages players to do the opposite of what a submarines role always has been: assassination of shipping. I would completely remove it from the game. And instead replace it a system that I will get into in another part for it is not offensive in nature. Torpedoes: I agree that submarines, by their nature and fragility need an edge in attack. For me that is where I try to combine history with game mechanics in a compromise. Historically, the first torpedo of any homing capability was German and did not appear until 1943. However, I recognize that only having one nation with homing technology is a no go. These torpedoes were also passive sonar homing only. I also recognize that submarine on submarine warfare is going to be orders of magnitude more prevalent than anything even close in history. How do we blend the two. The way I view that is with a system we already have. Ammunition. As such my proposal is to give submarines (and possibly DDs as an option to depth charges) two types of torpedoes. The first I am designating “anti-shipping”. Attributes - 1)no ability to dive. Will only run near the surface or climb up to then run on the surface. Their climb angle will be shallow, meaning that if you fire them deep they most likely will not make it to the surface in time. These are designed to be fired from the surface or near it. 2) narrow but long passive homing “listening cone” (say 25-40 percent of total range) They would not “stop homing” inside of a certain distance from target but are the easiest to “break lock” with. 3)high running speed (between 70-100kmh), but slow turning and directional change abilities. 4) comparable warhead to normal DDs torpedoes. Random number generator will create a run depth spread that will give a chance of citadel hit. 5)relatively short range. Say between 3-4km. 6) torpedo lead indicator will have a “calculation” time. You will have to target a ship and wait a 1-3 seconds before you will be givin his lead. You can always fire before if you want to “fire from the hip”. the second I am designating “anti-submarine Attributes- 1) much slower than their anti-shipping counterpart. Say 30kmh or so. But with a much better turn and rudder shift capability. Able to track in Three dimensions. 2) wider but shorter range passive “listening cone”. Say 10-20 percent of total range 3) extremely short range. Say 3km. But with a short arming distance. Say 100m or so. 4) weak damage capability virtually useless against surface ships outside of a DD on deaths door. 5) these anti-submarine torpedoes could be offered as alternative weapons to Depth Charges on DDs for ASW operations Game Interface: I am mostly fine with the surface to 5.9 interface. However I would like to see a crosshair system that is designed for sub on sub combat. Give us a “gunsight” for lack of a better term. Or better yet, when submerged have the aiming circle auto center on the camera and be hard linked to the nose of the sub. Let us control the sub with the mouse like you already have set up for the airplanes. This concludes the “offense” section Part 2 to come
  10. After a 219 day break, I loaded the game cause I wanted to try subs. Le sigh... gather junk before you can go play with the new toys... so to pass time, I have taken the Graf Spee out to battle. Thing is, she's kinda unable to fight them directly. Oh sure, I got one on the surface, obliterated it with HE. But in one match, there was only one red sub left. I got the tag "... impossible to target ..." Ain't that the donkey's rear? I tried searching the net, but cannot find if she (irl) carried depth charges. Which got me to wondering, the point of my post: You know of any ships in-game which do not have depth charges even though in real life they did? tia!
  11. I don’t see what the big deal is. People on this forum in general are so angry. Other than lacking some historical accuracy, i think it’s a blast having another class in the game. Playing them, or playing against them has been no issue for me. What I do see is a lot of people not understanding the full mechanics regarding what they can and cannot do. Playing dds is very fun and now I have even more I can do. Subs being boring is a matter of personal opinion, because many have a lot of fun with them. I don’t think they should be locked to their own game mode permanently, but they should for now until final touches are in place. Im not saying that some things don’t need some changing or tweaking though. I’m saying the game isn’t “broken, busted, OP, useless, dying, etc”. All of these words pop up often every time something changes or is added to the game, or any other game out there. People hate change, and they don’t want to adapt. Personally, I think most people threatening to quit will not quit. Those that do are replaced by more new players that DO want subs. Probably more players than the one that quit too. I am not an OG alpha player. I migrated to Steam long ago, and my original account began when CV’s were more of an RTS style. I wasn’t upset through all of the changes then and I’m not going to start now because the meta is getting shaken up. I have spent a lot of money and supported this game because I have a lot of fun and appreciate the attention to detail, and I will continue doing so. If I was to give some constructive feedback though, it would go like this: 1. Although I have rarely had great opportunities to target BBs (too much other stuff to do in the match with higher priority while playing sub), I do think BBs need some self defense option. In those times that the end of the match results in a sub vs BB situation, the BB needs an ASW option such as a consumable. Perhaps an ASW plane that is NOT tied to current slot choices. All BBs would have one for the appropriate tier brackets. Heavy cruisers and other cruisers without depth charges should also have access to this consumable. 2. Hydroacoustic search should have a vertical detection along with lateral but not in its current form. We can use the classic German hydro of 5km as an example. It should be 5km lateral radius, with a 50m vertical detection that extends throughout its 5km radius. This way, the subs deep-dive consumable also has better use than its current form (51m-80m depth). 3. The sounds of the depth charges seem to have changed since PT. Please change it back. There’s no splashing, loud explosions, rumbles, etc anymore. They were perfect then. Now it’s too quiet. 4. The torpedo turn radius while acoustic homing is active is just a tad bit too tight. They should not turn quite that sharp. Subs should require a little more skill to be effective. 5. For the love of god, please add tracking to the sonar ping interface. It’s very disorienting, especially when underwater. Everyone else gets tracking to keep their crosshairs moving with the target, why shouldn’t the sub? 6. Subs need to be able to single fire torps. Not only for a bit of realism, but for strategy. 7. As far as camos, flags, and signals: In the current form, camos would be fine, but with T6 detectability as it is, they don’t need -10% detection. So, if you plan to have subs with this “baked-in” low detectability across all tiers, then introduce subtle camos with no detectability bonuses. Signals can look painted on the hull in the front, but very tiny. Flags too, but just a little bit bigger. 8. CVs need an ASW plane as well. This one is player controlled like the other planes in their squadrons. One plane at a time goes out with “the weapon”, controlled by player. The plane should have high hit points. This is really best used mid-late game to make sure the match isn’t drawn out, or the CV isn’t a sitting duck without defense options. If the plane is shot down, then tough break - fly another one out. The reason for this is so the submarine may also defend itself. The submarine should have a working AA mount (the one on the bridge). The model is there, so let’s use it. If the CV wants to focus a troublesome submarine, then that is less time the CV spends harassing other ships. I have some more ideas, but thought I would stop here to see how much love or hate I receive from the community before continuing. I’m interested in hearing thoughts on this.
  12. I had short games today so I don't have a lot to say. Ships used/Games played: DD: Farragut/2 CV: Ryujo/1, Ranger/1 I am posting here my thoughts on submarines: Interactions with Subs: -DD: Designated Counter DD's are meant to hunt subs, and thus are equipped with depth charges. The damage and AOE of the depth charges are modest, and will be reduced if the sub goes to max depth. I have observed that even if the sub enters max depth, expending all three charges will still kill the sub. Depth charges are also have a very high flooding and fire chance. The hydrophone mechanic seems rather pointless as the sub is generally too far away or already hard spotted. Depth charging subs is very satisfying. As such most of the important interactions with subs are relegated to this one class the loss of all destroyers in a match will drag out the match far beyond its usual conclusion. Active sub hunting early in the match is futile as the risk is far too high for the rather unremarkable reward of sinking a sub. Generally I tried completing my usual destroyer duties first and then hunted submarines if the opportunity arose. (Spot enemy destroyers, contest caps, shadow larger vessels) - CV: Minimal CV's can't equip/launch depth charge planes, so the class is unable to directly damaged submarines below periscope depth. I have yet to be attacked by a submarine, and I do not expect to be attacked by one due to the sub's overall slow speed. Due to the nature of carrier play, avoiding sub launched torpedoes will likely prove extremely difficult. Of course the player could opt to take manual control of the carrier, but the slow turn speed and inability to retaliate against subs leave the carrier vulnerable to a sub if it gets within torpedo range. This ,however, will likely only occur long after the match has been decided. The remainder of my usual carrier gameplay is largely unchanged. (Picking on targets of opportunity, attempting to suppress players that are doing well, supporting friendly dd's making cap attempts or under enemy CV attack). Submarines notes: - It appears that subs are can be killed even at max depth if all depth charges are used. - Hydrophone for destroyers seems useless as it is generally activated after the last ship on the opposite flank is wiped out or the sub is already spotted by yourself or another vessel within range. -Depth charging subs is very satisfying. Closing thoughts: CV's have no way of interacting with subs, at the moment. Since much of the CV's maneuvering is usually given to the autopilot, I don't expect survival is likely when targeted by a sub. In my first match I only mopped up left overs at one of the points, and in my second I died early because of my own mistakes so I don't have much to say on dd sub interactions yet, other than it is very satisfying launching depth charges at subs. Other observations: - Nothing yet. Addition Information: This is the first in a planned series of posts that will run the entire length of the submarine event. My hope is that these posts will be an important resource for the community to use when deciding how the feel about they new ship class. Since I had uneventful games and also got coal in my latest draw, my next post will be my thoughts on games played in carriers and destroyers. Please excuse any errors and notify me of anything that I could do to improve the quality of the post. In addition, I am a relatively new player (with about 1000 total games played) and I have not yet learned how to play each ship class optimally. As such I am ignorant of a lot of ship specific information which might have an important impact on the developing role of submarines in game. So understand that my view of this new ship class might be skewed or completely ignorant of a larger issue. I only saw fishing boats today, but thanks for the read! Edited 22 hours ago by The_Kamchatka
  13. Ships used/Games played: CA: Pensacola/2 BB: Fuso/5, New Mexico (Stock Configuration)/5 CL: Dallas/2 I am posting here my thoughts on submarines: Interactions with Subs: -CA: Minimal Since heavy cruisers lack way to directly damage submarines below periscope depth, direct interaction was limited to dodging torpedoes when directly interacting with submarines. The presence of a submarine did not otherwise alter my usual heavy cruiser play (Defend friendly destroyers from cruisers and enemy destroyers) - BB: Minimal Battleships lack any way to directly damage submarines below periscope depth and are thus limited to dodging torpedoes when directly interacting with submarines. Otherwise my usual battleship play was not altered. (Backing up cruisers and destroyers at important points or flanks, observing enemy position especially torpedo sources, aggressive use of WASD hacks). - CL: Minimal Access to Depth Charges did not directly impact my usual light cruiser play, as the risk of death chasing a sub is too great until the game has been decided. Of course being one of the few non-destroyer classes that can damage subs and being equipped with hydroacoustic search, makes survival extremely important. (Island camping/open water action, destroyer hunting, burning down battleships) Submarines (damage, threat, issues): - Dumb fire and standard homing torpedoes seem to be equivalent in damage to air dropped torpedoes. - To my knowledge, I have not yet suffered a citadel hit, so I have no remarks as of yet. - Subs are another torpedo source, going bow in appears to work. - Subs are very slow when submerged, and it is unlikely that they will move far from their last sighted position. - If a sub rises into the bottom of an enemy vessel, it is considered a ram. The sub typically loses. - Cruisers and destroyers have an easier time dodging homing torpedoes as their speed an maneuverability can mess with the torpedoes' tracking. - Battleships seem to be able to dodge torpedoes that are launched from 4 km with little difficulty, provided the battleship is bow in. - At 2 km, at least one torpedo is practically guaranteed if the sub surfaces and fires into a bow in battleship. - It seems possible to bait homing torpedoes fired at a broadside to overshoot when in a battleship (more testing required). - There does not appear to be an indicator to notify the player that they have been pinged. - Most submarine captains only contribution to a match was destroyer spotting. Closing thoughts: I observed most sub victims were generally in open water and already vulnerable, although this is likely a consequence of the fresh release and questionable decisions by ship captains. Submarines did not seem to have a major influence on the match EXCEPT when they are interacting with destroyers. The spotting mechanics between destroyers and subs appear quite troublesome and can put destroyers in horribly vulnerable positions (provided the destroyer didn't yolo to begin with.). Destroyer can be spotted in smoke by submarines due to the nature of if their expected interaction, and I expect that I will find more issues when I test destroyers later.The remaining surface ship play did not seem notably different from normal until the match had reached endgame. The inability for battleships and heavy cruisers to damage submarines is concerning as it leaves them with no options to eliminate submarines if all depth charge equipped ships have been sunk (which is fairly common even in random battles). While actually adapting to the presence of a submarine does not appear to be difficult, the fact that dedicated ASW weapons are only available to fragile and high-priority-target vessels is an issue that must be addressed if submarines are ever expected to be released as a permanent addition to live servers. Other observations: - Entire teams will lemming in the direction of a sighted submarines. (Likely due to "first day on release" hype. Hopefully this will stop.) - Complacent CV's can be killed, but the sub has to run a gauntlet of ships to do so. By the time the sub is in torpedo range, the match is usually decided. - There is an unusually high number of carrier players in submarine battle. - If entering submarine battle, expect to see lots of torpedoes. - Most people are having trouble using the sub to its full potential. - Some people don't read the news :P. - Subs have not improved minimap awareness. Addition Information: This is the first in a planned series of posts that will run the entire length of the submarine event. My hope is that these posts will be an important resource for the community to use when deciding how the feel about they new ship class.The next post will be my thoughts on games played in carriers and destroyers. This is also my first post on a forum ever, so please excuse any errors and notify me of anything that I could do to improve the quality of the post. In addition, I am a relatively new player (with about 1000 total games played) and I have not yet learned how to play each ship class optimally. As such I am ignorant of a lot of ship specific information which might have an important impact on the developing role of submarines in game. So understand that my view of this new ship class might be skewed or completely ignorant of a larger issue. Thanks for the read and mind the torpedoes!
  14. Bit of forgotten history that fascinated me in my youth. USS Squalus McCann Rescue Chamber Momsen Lung Charles Momsen (Wow, he commanded USS South Dakota late in the War. I hadn't been aware of that.)
  15. The hunt of HMS Splendid and HMS Spartan, both nuclear-powered submarines on Argentine aircraft carrier ARA Veinticinco de Mayo during the Falklands War. (Fun Fact: ARA Veinticinco de Mayo is formerly HMS Venerable, a Colossus-class WW2 carrier) After seeing this latest video from Mark Felton, I feel more excited for submarines to come to WoWS.
  16. Ever since I watched the Naval Legends videos of USS Cod, and visiting the submarine in person, I feel the need to suggest putting the Cod as a premium ship once the submarines are fully operational in the game, World of Warships. I would like to see it in the premium shop, and not in the main tech tree for two reasons: 1) the submarine tech tree would have to go into a full overhaul if the sub were to be added to the tech tree with the rest of the American subs and 2) it deserves to be in the premium shop because of its historical achievements, much like how USS Enterprise was put into the premium shop for its grand achievements in World War II. I may be biased about the ship suggestion and its recommended placement because of how I have the honor of being one hour away from this great submarine, but if anyone else agrees with me, please add your comments (positive ones only please) to this topic so that World of Warships will read into this. Thanks.
  17. 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.
  18. 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.
  19. 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.
  20. 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
  21. wildgooseman

    WW! Submarine Uncovered.

  22. 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.
  23. 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.