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RandomSniper01

How to add submarines

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So we all been waiting for the introduction of submarines. Realizing this would pose many challenges, here are the ideas I've come up with.

 

Subs research at tier 8 as a branch off of the destroyer lines (example: Benson to Fletcher or sub/or subs start at tier 8 as a side line tree).

 

Survivability - 13000 hp starting at tier 8, increasing by 500-1000 per tier

Artillery - Have 1-2 guns with 120mm to 140mm caliber, with ranges of 8-10kms

Torpedoes - So this with where torpedoes get unique. Maximum damage of 18000, above water have ranges of 12-14 km with detectability of 1.2 km. Speed of 58 knots. Underwater range and speed would be the same, but detectability would drop to 1km or 0.9km. Reload 110 seconds (without captain skills). However this would seem either good or bad it would only be able to fire 2 torpedoes at a time.

AA Defense - wouldn't have any ability

Maneuverability - Again this is where some challenges would come up. Above water we could give it something like a top speed 23 knots, RST( rudder shift time) 10 seconds with turning radius of 600m. Now for the underwater stats thing would change a fair amount. Top speed 10 knots , RST 3-5 seconds with turning radius of 300-450m.

Concealment - This is a tricky one because this would have to be as good if not better then destroyers. So lets just say its 6 km without upgrades or and captain skills.

 

Now how you counter such a ship, and what type of consumables would it get. Well for consumables it would get damage control, torpedoes reload booster/or hydroacoustic search(range 6-8kms running time of 90seconds), and the important dive consumable. So how would dive work? You would be unable to spot for yourself, however if you had hydroacoustic active you could spot enemies. You would have a choice of picking torpedo reload booster over the hydroacoustics, however you would need you team to spot for you if you pick reload booster. Dive consumable would last for 240 seconds enough time to fire 2 sets of torpedoes, and would get unlimited charges. For the counters, hydroacoustic would be doubled (i.e. standard hydoacoustic 5km, underwater detects 10kms). Pan-Asians destroyers get DWT (deep water torpedoes) so they would be able to strike subs underwater giving them a unique ability over the other destroyers, cause at the moment Pan-Asian destroyers don't have that much going for them. Also CV's would be a very good counter for subs with dive bombers, and torpedo squadrons.

 

So with all this in mind please feel free to add your opinion.

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not going to happen NO BLOODY SUBMARINES IN THIS GAME, NOT TODAY SATAN

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14 minutes ago, RandomSniper01 said:

 

 

 

So we all been waiting for the introduction of submarines. 

We have all NOT been waiting for submarines!!!  :Smile-angry:

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I feel like nobody really was waiting for another thread asking for subs... the ship class that will probably never see the light of day in warships.

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At this point, may as well add them as a easter egg. Every match has a 10% of it appearing out of nowhere before diving again. Make it do some free willys during april fools day. 

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My opinion of adding subs in this game is not only no, but hell no. In another style game utilizing convoys with destroyer and cruiser escorts, yeah I could see subs but this style of game with balance issues as it is, no.

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22 minutes ago, RandomSniper01 said:

 

 

 

So we all been waiting for the introduction of submarines. Realizing this would pose many challenges, here are the ideas I've come up with.

 

Subs research at tier 8 as a branch off of the destroyer lines (example: Benson to Fletcher or sub/or subs start at tier 8 as a side line tree).

 

Survivability - 13000 hp starting at tier 8, increasing by 500-1000 per tier

Artillery - Have 1-2 guns with 120mm to 140mm caliber, with ranges of 8-10kms

Torpedoes - So this with where torpedoes get unique. Maximum damage of 18000, above water have ranges of 12-14 km with detectability of 1.2 km. Speed of 58 knots. Underwater range and speed would be the same, but detectability would drop to 1km or 0.9km. Reload 110 seconds (without captain skills). However this would seem either good or bad it would only be able to fire 2 torpedoes at a time.

AA Defense - wouldn't have any ability

Maneuverability - Again this is where some challenges would come up. Above water we could give it something like a top speed 23 knots, RST( rudder shift time) 10 seconds with turning radius of 600m. Now for the underwater stats thing would change a fair amount. Top speed 10 knots , RST 3-5 seconds with turning radius of 300-450m.

Concealment - This is a tricky one because this would have to be as good if not better then destroyers. So lets just say its 6 km without upgrades or and captain skills.

 

Now how you counter such a ship, and what type of consumables would it get. Well for consumables it would get damage control, torpedoes reload booster/or hydroacoustic search(range 6-8kms running time of 90seconds), and the important dive consumable. So how would dive work? You would be unable to spot for yourself, however if you had hydroacoustic active you could spot enemies. You would have a choice of picking torpedo reload booster over the hydroacoustics, however you would need you team to spot for you if you pick reload booster. Dive consumable would last for 240 seconds enough time to fire 2 sets of torpedoes, and would get unlimited charges. For the counters, hydroacoustic would be doubled (i.e. standard hydoacoustic 5km, underwater detects 10kms). Pan-Asians destroyers get DWT (deep water torpedoes) so they would be able to strike subs underwater giving them a unique ability over the other destroyers, cause at the moment Pan-Asian destroyers don't have that much going for them. Also CV's would be a very good counter for subs with dive bombers, and torpedo squadrons.

 

So with all this in mind please feel free to add your opinion.

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14 minutes ago, Maetel said:

not going to happen NO BLOODY SUBMARINES IN THIS GAME, NOT TODAY SATAN

sorry too late... we already got em, we just call em destroyers.

 

think about it.  low hp, virtually defenseless if they get spotted, have the ability to quickly get out of sight if detected (smoke =  crash dive), can be detected and attacked without any ability to counter even when hidden (radar = sonar), can use guns but expose themselves to much more potent counterfire when they do, reliant upon using torpedoes if they wish to remain undetected.

 

yea... we have submarines in this game already, so adding them would be pointless; there is no way to implement subs in a way that would differentiate them from destroyers we already have, and destroyers we already have use all the same mechanics subs would use.

Edited by Shadeylark
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25 minutes ago, RandomSniper01 said:

 

 

 

So we all been waiting for the introduction of submarines. Realizing this would pose many challenges, here are the ideas I've come up with.

 

Subs research at tier 8 as a branch off of the destroyer lines (example: Benson to Fletcher or sub/or subs start at tier 8 as a side line tree).

 

Survivability - 13000 hp starting at tier 8, increasing by 500-1000 per tier

Artillery - Have 1-2 guns with 120mm to 140mm caliber, with ranges of 8-10kms

Torpedoes - So this with where torpedoes get unique. Maximum damage of 18000, above water have ranges of 12-14 km with detectability of 1.2 km. Speed of 58 knots. Underwater range and speed would be the same, but detectability would drop to 1km or 0.9km. Reload 110 seconds (without captain skills). However this would seem either good or bad it would only be able to fire 2 torpedoes at a time.

AA Defense - wouldn't have any ability

Maneuverability - Again this is where some challenges would come up. Above water we could give it something like a top speed 23 knots, RST( rudder shift time) 10 seconds with turning radius of 600m. Now for the underwater stats thing would change a fair amount. Top speed 10 knots , RST 3-5 seconds with turning radius of 300-450m.

Concealment - This is a tricky one because this would have to be as good if not better then destroyers. So lets just say its 6 km without upgrades or and captain skills.

 

Now how you counter such a ship, and what type of consumables would it get. Well for consumables it would get damage control, torpedoes reload booster/or hydroacoustic search(range 6-8kms running time of 90seconds), and the important dive consumable. So how would dive work? You would be unable to spot for yourself, however if you had hydroacoustic active you could spot enemies. You would have a choice of picking torpedo reload booster over the hydroacoustics, however you would need you team to spot for you if you pick reload booster. Dive consumable would last for 240 seconds enough time to fire 2 sets of torpedoes, and would get unlimited charges. For the counters, hydroacoustic would be doubled (i.e. standard hydoacoustic 5km, underwater detects 10kms). Pan-Asians destroyers get DWT (deep water torpedoes) so they would be able to strike subs underwater giving them a unique ability over the other destroyers, cause at the moment Pan-Asian destroyers don't have that much going for them. Also CV's would be a very good counter for subs with dive bombers, and torpedo squadrons.

 

So with all this in mind please feel free to add your opinion.

Actually most late war subs had 6 launchers on bow and 2-4 on rear

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54 minutes ago, RandomSniper01 said:

 

 

 

So we all been waiting for the introduction of submarines. Realizing this would pose many challenges, here are the ideas I've come up with.

 

Subs research at tier 8 as a branch off of the destroyer lines (example: Benson to Fletcher or sub/or subs start at tier 8 as a side line tree).

 

Survivability - 13000 hp starting at tier 8, increasing by 500-1000 per tier

Artillery - Have 1-2 guns with 120mm to 140mm caliber, with ranges of 8-10kms

Torpedoes - So this with where torpedoes get unique. Maximum damage of 18000, above water have ranges of 12-14 km with detectability of 1.2 km. Speed of 58 knots. Underwater range and speed would be the same, but detectability would drop to 1km or 0.9km. Reload 110 seconds (without captain skills). However this would seem either good or bad it would only be able to fire 2 torpedoes at a time.

AA Defense - wouldn't have any ability

Maneuverability - Again this is where some challenges would come up. Above water we could give it something like a top speed 23 knots, RST( rudder shift time) 10 seconds with turning radius of 600m. Now for the underwater stats thing would change a fair amount. Top speed 10 knots , RST 3-5 seconds with turning radius of 300-450m.

Concealment - This is a tricky one because this would have to be as good if not better then destroyers. So lets just say its 6 km without upgrades or and captain skills.

 

Now how you counter such a ship, and what type of consumables would it get. Well for consumables it would get damage control, torpedoes reload booster/or hydroacoustic search(range 6-8kms running time of 90seconds), and the important dive consumable. So how would dive work? You would be unable to spot for yourself, however if you had hydroacoustic active you could spot enemies. You would have a choice of picking torpedo reload booster over the hydroacoustics, however you would need you team to spot for you if you pick reload booster. Dive consumable would last for 240 seconds enough time to fire 2 sets of torpedoes, and would get unlimited charges. For the counters, hydroacoustic would be doubled (i.e. standard hydoacoustic 5km, underwater detects 10kms). Pan-Asians destroyers get DWT (deep water torpedoes) so they would be able to strike subs underwater giving them a unique ability over the other destroyers, cause at the moment Pan-Asian destroyers don't have that much going for them. Also CV's would be a very good counter for subs with dive bombers, and torpedo squadrons.

 

So with all this in mind please feel free to add your opinion.

Go play Steel Ocean. Problem solved

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Where in the H-E-double L does this guy get off saying 'we all been waiting for the introduction of submarines'....first off...who is 'we', second, since when have 'we' been waiting for submarines? The simple answer to this troll post is:

No WAY! Its not going to happen! PERIOD!

Now, get out!

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3 hours ago, RogueFlameHaze said:

I feel like nobody really was waiting for another thread asking for subs... the ship class that will probably never see the light of day in warships.

 

When you get an error 404 for a world of Warships page,  a submarine comes up in the error 404 message for not found. 

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I see that this is your first post to the forums.
Welcome, would you like some soup?

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One of the many problems is subs would be fish in a battle to dump depth charges on because all those islands have under water slopes and reafs where our ships can usually get through just fine, but a sub would need to be surfaced to get through, so only the deep water areas as well as the center of some narrow channels would allow subs to pass between islands and they would be easy to predict and depth charge them.

Not to mention with all the Torpedoes that fly around in this game a sub that comes up for an attack would get nailed that way too. Not to mention if the sub came up to use it’s deck guns it would be attacked by surface guns, air attacks, and even Rammed and cut in half like I heard some subs in WWII got rammed.

Edited by Admiral_Thrawn_1
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4 minutes ago, Admiral_Thrawn_1 said:

 

 

Not to mention that most sub's top speed on the surface was slower than that of a battleship.
THESE. ARE. NOT. WARRIORS.
They are HUNTERS.... they stalk their prey, which is almost ALWAYS slow convoys, then they launch their fish and leave. They don't surface and start shooting wildly, despite what Hollywood tells us....
@RandomSniper01 Go try out Silent Hunter, then you'll understand why submarine combat does not mesh at all with the WoWS playstyle. In fact, if you want subs, just go play Silent Hunter, you'll never find a better WW2 submarine game. Better to have a quality product that knows what it's doing than to have a sub-par product tacked onto a totally different one... I don't remember there ever being a side-scrolling platformer in Need for Speed

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I would love a submarine or two as background decoration in my ports. But apart from that, no. Among other things, it would get my Black Swan shifted up to Tier VI or VII at least for its historical ASW function, LOL.

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Actually OP, there is an easier and better way to add subs into the game. The best way to add submarines into this game is...

Spoiler

to never add them at all in any playable form!

 

 

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4 hours ago, RandomSniper01 said:

So we all been waiting for the introduction of submarines.

Nobody has.

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