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Found 2 results

  1. Last year I posted a thread talking about what I'd do to implement submarines if they were inevitable which seemed to get a decent response. After looking over people's responses to the current implementation of submarines here are my thoughts. Again, please don't flame me, I'm just trying to help. Suggested Changes: Replace the homing torpedoes with unguided ones. Submarines already have a huge stealth advantage and giving them the ability to fire homing torpedoes is just one buff too many. There's so very little counterplay for it. Instead of homing torpedoes, give submarines different types of torpedoes to load, just like how surface ships have to select types of artillery rounds. I touched on this in my previous post and I still think that if we take away homing torpedoes and replace them with a wider variety of options that it might work out favorably: Normal: Only work properly when surfaced or at periscope depth but load faster and go further than deep-water torpedoes. Deep-Water: Meant to work when deeper than periscope depth and deal more damage than normal torpedoes, but they move slower and have shorter range. Blitz: Smaller, faster torpedoes that are quicker to load, except they do less damage and only work properly when launched from the surface or at periscope depth while only going a short distance. Cruise: Torpedoes that go much farther than normal torpedoes but take a longer time to load. Only work properly at periscope depth or at the surface. Reduce the firing arcs of submarine's torpedo launchers significantly. Submarines are extremely maneuverable and right now the firing arcs of the fore and aft torpedo launchers are so wide it makes it pointless to be good at driving a sub. If you limit the arcs more to about a 2.5° - 7.5° angle then it should necessitate more skill in properly positioning the boat to fire torpedoes. Give more ships Hydroacoustic Search if they can't have depth charges. If we can't give BBs depth charges or depth-charge bombers, then at least give them a way to detect submarines easier. The other classes need something to enable counterplay and this is a tech that was decently prevalent by WW2. Make it so that firing torpedoes gives away your submarine's position. It's true for artillery, why can't it be true for noisy torpedoes? When a torp is fired, almost anyone listening to the surrounding ocean can hear them. Besides, this gives the other players an actual chance to find submarines now even if they are out of Hydroacoustic Search uses. Buff the damage and area of effect of depth charges Too few ships have depth charges already, to compensate for this scarcity we need the countermeasures to be more potent. Which will force sub players to be more careful instead of just being trigger happy with their torpedoes. Possible Suggestions: These are changes I'm not as sure about but that I think are worth discussing:
  2. Okay so love it or hate it, it seems that WG is bent on bringing submarines into the game. If that is the case then here are my thoughts on how they could handle the implementation possibly. Please don't burn me at the stake for this, I just want to help. Here's a summary of ideas that include (but are not limited to) the following: For Submarines: Artillery: Functional Deck Guns Mobility: Speeds: Slower underwater speeds (no more nuclear sub levels of submerged speeds) Faster surface speeds (to compensate for the slower underwater speeds) Depths: Surface: Most visible Fastest speed Can use deck guns Base/Zone capture speed = 100% Periscope Depth: Semi visible Moderate speed Incoming artillery accuracy and efficacy mitigated slightly Base/Zone capture speed = 50% Deep: Least visible Slowest speed Immune to artillery Base/Zone capture speed = 0% If you start to flood or catch on fire, you take extra damage when you're deeper and it takes even longer to fix. Minimap data only updates when your own sonar detects something Match score and kill statuses of ships remains the same as it was when you went deep. Updates when you go back to at least periscope depth Torpedoes Historically accurate torpedo tube count and placement Since the torpedo tubes are fixed to the hull, their aiming arc is limited substantially No more homing torpedoes or their pinging mechanic Firing a torpedo can reveal your sub's location (would need to be tweaked) Choice of torpedo ammunition Normal: Only work properly when surfaced or at periscope depth but load faster and go further than deep-water torpedoes. Deep-Water: Meant to work when deeper than periscope depth and deal more damage than normal torpedoes, but they move slower and have shorter range. Blitz: Smaller, faster torpedoes that are quicker to load, except they do less damage and only work properly when launched from the surface or at periscope depth while only going a short distance. Cruise: Torpedoes that go much farther than normal torpedoes but take a longer time to load. Only work properly at periscope depth or at the surface. Detection Sonar Passive sonar is always active around a submarine, similar to hydro-acoustic search. Good for supporting roles. Detects friendly and enemy ships within a certain radius Detects all torpedoes within a certain radius for all ships in that radius. Active sonar is a repeatable ability (with cooldown) that when used sends out a ping that reveals both your own location and the location of any and all ships in a certain radius. Ship Positions The ship positions on the minimap for submarines is only updated when They are surfaced or at periscope depth (as normal) They detect ships using passive or active sonar For Other Ships: Depth Charges (Duh) Standard for all destroyers. Equippable for all ships that carried them or were at least designed to carry them. AOE damage to all submarines. Affected areas show up on the minimap after they explode. Interferes with sonar by flooding the nearby water with noise. Can destroy incoming torpedoes if the torpedoes enter the threatened area. Can tweak variables like damage, quantity of charges, threat range, cooldown, etc. between countries Different fuse settings: Shallow Detonation: Affects subs and torpedoes closer to the surface Deep Detonation: Affects deeper subs and torpedoes Passive and/or active sonar for ships that historically had it or were designed to have it in order to compensate for the new abundance of underwater combat.
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