My suggestions,
1. Current HE damage to sub remain. Reason: They were meant to be fragile on the surface. I don't understand why people are complaining. Maybe because you guys can't hold down 'F' anymore and charge all the way to the other side like a tank? Cons: None.
2. Subs get 30-40% more air time. Reason: Real subs can dive for hours, and to encourage earlier dives instead of rushing to the other side then dive tactic this would be nice. Cons: Don't make them too long; a sub (T4 level) should surface at least twice per game.
3. Subs go even slower underwater Reason: Underwater subs use electrical engines, which are slower than diesel engines used when surfaced. A sub travelling faster than a BB going 25 knots is just wrong. Cons: None.
4. Subs will be undetected by when travelling at 12-15 knot or lower, however can be detected by another at any speed. 5 seconds display of subs position would be seen when sub has fire a torpedo. Reason: Detection of sub happens when noise is heard. Faster the sub goes, the more energy the engine needs to pump and hence the louder the noise. When firing a torpedo, air is pumped at a very fast rate to push the torpedo out. This is quite loud, and could be detected. Cons: Linked with cons on point 2 where subs get longer air time.
5. HH reload time, range, and space needed to fill increase (for the secondary ports, roughly for BBs it should be around 5 binds of HH) Reason: HHs in NF have the range of a 5" USN gun. Real HHs only have about 10% of that distance. Also, a BBs task is to fight Battleships and not Subs. Those are the tasks of ASWs. Increasing the space required won't effect DDs because DDs can carry more than enough HHs for the entire gme, and a slight space increase would not change the amount carried too dramatically. Cons: In conjuction with point 6, they shouldn't be nerfed too much to a degree subs can just shake ASW off. They should pose a threat to the sub, but not to a degree which it can 1 shot a sub.
6. HH (both premium and free) get their damage nerfed by 20%, and 40% for DCs. The nerf should include splash damage too. They should not be removed under any circumstances. Reason: Subs are too fragile underwater too. A single salvo of DCs can destroy a T4 sub is wrong. Also, removing premium HH is saying remove Premium ships because they own. Let's face it. You can shoot a destroyer quite some distance away before it reaches into DC range. If you do not take care of the situation, your the one at fault and don't blame others for your failure. Cons: None.
- Torpedo splash damage decreased by 50%, by direct damage remains. Reason: A lot of times torps pass under and destroy ships through ridiculous splash damages. Cons: None
- Dudding will remain (and this applies to all torps, not only sub torps) Reason: If you fire a torp point blank, you will kill yourself too. Cons: None
- Passing under should be created for SS vs SS, in which torpedoes have a 20% chance of hitting enemy subs. Also, other non-sub torps shall have a hit rate of 50%. Reason: It is much harder to hit another SS with torps in real life (if not, almost impossible). This also gives SS1s a chance to get into some real fight before getting beaten by a higher tiered sub. Cons: None.
- "Certain" flak guns should be nerfed. And let me rephrase what gun it is: "Flak" gun. (In other words, it is meant for airplanes. Not for surfacing and destroying a CV with it) Reason: Already explained and I don't need to repeat myself :P Cons: None.
- Critical dive will retain, and shall be unaltered Reason: A vital aspect of a sub, with the recent nerf. Better underwater than above water. Cons: None.
- The more crew you have (in numbers) the quicker air would be consumed Reason: The more crew you have the quicker air is consumed just like real life. Cons: Make sure you don't have something dramatic. The difference in air consumption should only be around 10-20% when having thin crew and a fat crew.
And thanks NZrogue for "controlling" the situation ^^ And sorry if this post is...a bit long :P
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