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  • Reduce HH surface attack damage

    05. 29. 2009 07:26

slayer6
If I can put 2 Hedgehogs (HH) on the front of my Z99, along with 1 DC launcher in
the T slot, and still go 83 knots... I should be capable of doing minimal damage...
Instead I can fictory at the enemy, dodge most oncoming BB shells, lock onto an
enemy DD/TWCL and send it to hell in just 2 shots at 2 degrees with my HH...

Consider that each premium HH fires 7 shells, each of a 7.2" calibre shell, which does
a proportionate amount of HE damage to ships... That's 14 shells I can unload in
someone's face instantly... All the while I can keep doing ASW work as I always
have - with DCs and using my speed to stay out of the way of reprisal torpedo
attacks...

It is simply not feasible to have such a high power weapon (against actual ships not
submarines) on a DD with such a low weight that it does not impact on the DD's
speed at all... Using this setup is almost akin to exploiting the game: using an ASW
weapon as a better alternative to gun damage...

My suggestion is to reduce surface (point blank shots) by 50% whilst keeping the
current submerged damage... This can prevent any further abusing of the HH
weapon...
  Index

  • Re : Reduce HH surface attack damage

    02. 08. 2010 09:03

Wazzaby
That because the HH are a type of explosive, not ammo...
i think they are fine...

  • Re : Reduce HH surface attack damage

    02. 07. 2010 17:38

Bart133
The real hedgehogs weighed less than a USN 6" shell. In NF they do significantly
more damage per shell than USN 6", even HHE.

  • Re : Reduce HH surface attack damage

    02. 07. 2010 17:33

Wazzaby

NO recc, with the HH at least the smaller ships have a opportunity against bigger ships
(stop complaining CA,CV,BB players) instead of crying try to play better and kill
them before they get closer.

Wiki quote:
"anti-submarine mortars were introduced in 1942 to prevent loss of sonar contact. These
mortars used small depth charges, the first being codenamed Hedgehog. One type of charge
created entire patterns of explosions underwater around a potential enemy, while the
second type was of round was fitted with contact detonators, meaning the warhead exploded
only upon contact with the submarine."

if they are some type of mortar, why can't use it like an anti ship gun??

also people complain for the damage, but the reloading is at least 2 mins and premium HH
30 sec is a lot of time if yo wanna throw them all to a enemy ship you need to get
very closer to the enemy


PS: if i made a mistake, sorry for my bad english

  • Re : Reduce HH surface attack damage

    02. 07. 2010 17:10

Humberto20
I thought HH were meant to be ANTI SUB and no ANTI CV1 BB1
weapons..recommended.

  • Re : Reduce HH surface attack damage

    02. 07. 2010 15:37

Grogidubnus
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...

  • Re : Reduce HH surface attack damage

    02. 03. 2010 12:06

AdmSamuel
I agree Super Nerf the HH, I've had times when I'll take a DD or FF not a 52/72 knot FF
but a well balanced DD or FF and after dodging 16" shells killing a few subs then dodging
some more 16" shells and get to the point where I can kill a CV, the CV shoots me with HH
and kills me >:(

  • Re : Reduce HH surface attack damage

    02. 03. 2010 00:44

JohnReb23
necro'd.

i was just in a battle where a moltke doing about 60 knts rushed in and sank a L2 with
full dp. it then proceeded to cripple a SY before being sunk.

just stupid.

  • Re : Reduce HH surface attack damage

    05. 30. 2009 00:33

slayer6
Ok, I was using premium HH (as Compass had highlighted), and yes 2 premium HH
launchers can 1shot a DD... I have at least 4 witnesses to prove this, LordKelvin is
one, an SSGS member is another and 2/3 members of Jedi fleet...

Also when did I say surfaced SS? I was talking about SHIPS - FF/DD/CL/CV the
things which typically cannot 1shot you with their own guns... Next you bring up the
crew part, IF I had my gunners onboard, I would not be going 80+, and it would
take me at least 8 seconds of sustained fire to sink a DD with a Z99 with high level
acc/rld capped gunners... I am assuming you "tested" with either the credit HH at 2
degrees or the premium HH at a longer range, both would yield unsatisfactory
results in an anti-ship role...

  • Re : Reduce HH surface attack damage

    05. 29. 2009 19:45

James22
slayer youre just asking for flaming with your attitude, stop getting personal, you say stop surface damage
cause you can kill a dd in 2 salvos, youre exaggerating cause ive tested the theory already. if youre using a above
level crew just like i am which you have to be doing 83 knts then you kill faster using normal guns and more
accurately, reload time compensates for dmg which is the same anyways so thats irrelevant. you need the shell
dmg because you dont do dmg to a surfaced ss full salvo does 1.4k without landing a shell while surfaced so you
need the shell dmg as a defence otherwise you run in he surfaces turns and shoots your dead. next time deal
with my criticism and dont turn to petty insults or ignorance, you had an idea i found flaws deal with it.

  • Re : Reduce HH surface attack damage

    05. 29. 2009 19:09

Compassghost
"Answer this: Is the Hedgehog a cannon for primarily sinking ships, or submarines?"

I'd have to say both according to SDE. They could have easily made it pop like the mines
do, but they chose instead to assign it a very realistic damage value.

With premium HH, I have no idea how to balance. The reload is obscenely fast. With the
normal ones, it's a risk. When you have nothing else left, using it could save or break you.

Anyways, your presence may be required in the other HH thread.
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