I agree, the HH's need a massive nerf. The only thing the game HH's share with the historical HH's is the name. HH's were armed once they hit WATER. They would only detonate if the HIT an object UNDERWATER. They did NOT have detonation timers. Unlike DC's, where they would do damage if they went off near a sub, HH's did NOTHING to a sub unless they hit it. And they most certainly were NOT used against surface ships. I just had a game in my sub (don't scoff yet, I was surfaced) where a Moltke spam HH'd me from beyond my sight range. It was seriously a CLOUD of HH's, they landed right in front of my sub. At that point, it was too late to turn and I was right over them when they all went off. I went from full DP (didn't even have a scratch yet) to just over half DP. He kept launching full salvos of these Premium HH's at me from nearly BB1 range. (Yeah 35 shells per salvo, PER SIDE!) Historical HH's had a range of 250 YARDS, not better range than a heavy cruiser. I suggest the HH damage against surface ships be reduced to the same damage that AA has against surface ships. ZERO. AA is a weapon against AIRCRAFT, HH are a weapon against SUBMARINES. Why not make it that way in game? To put it in a different perspective... Why can HH's be used to seriously damage/obliterate surface ships, but main guns can't hit subs underwater? Why can't I use my BB main guns to take out entire bomber squadrons in flight? $DE, If you're gonna ignore the physics of the weapon for HH's, ignore it for ALL the weapons.
EDIT: After I posted this, I adjusted my Moltke to fit 5 premium HH launchers on each side. I then took my 69 knot Moltke (yes 69 knots) into a GB, rushed and RAPED an AW POW before he could even touch me. Then as I was heading towards a SY to do the same, something north of me got a good shot and crippled my ship. Either way, my point was made. I just found a new way to power level sailors until $DE nerfs it...
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