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The_Kamchatka

Submarine Live Testing: Day 2 "SPLASH, SPLASH, BOOM!"

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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

Edited by The_Kamchatka
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1 hour ago, The_Kamchatka said:

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) 

:Smile_great:

 

Very well put. 
 

I won’t lie, first couple games in I was focused on getting my first submarine kill. In my Farragut at first, she did well. First kill was one that had surfaced right in front of me. I don’t know if it was a fat fingered key or emergency. Anyways the 5” guns brought it to a conclusion.

I was somewhat happy. For some reason I wanted the traditional depth charge run kill. I got it a couple games later.

As you mentioned, once I got the “first one” for me under my belt. You are 100% correct. Submarine hunting at the very first of the match will rank close to the trophy CV hunt. Doing the team a disservice by not fulfilling the traditional spotting of enemy ships, launching some zone denial torpedos if applicable, contest caps, shadow enemy capital ships.

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1 hour ago, The_Kamchatka said:

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

CV's can spot submarines, with detection radius that is similar or smaller than DD's.
CV's can rocket/bomb/torpedo submarines that are close enough to the surface.  I especially enjoy using Ryujo's AP bombs.
CV's can hit the "usual targets" to help protect their team's ASW and Submarine assets.
CV's can hit submarines with secondary battery guns.

Sure, a submarine can "go deep", or submerge below periscope depth.  With all the movement and map information reductions that come along with the under-water territory.  
Subs can launch torpedoes.
CV's can maneuver.  (Yah.  I know they don't maneuver like DD's, but they can make turns that thwart torpedo attacks or sail to the far side of an island so the torpedo hits an island instead of the CV.)

CV's and BB's have plenty of targets available in a Submarine-battle-mode game.  :-)

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