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  • Make Submarines more historically accurate

    10. 08. 2013 16:55

Recommend : 0

Chaosticket

Several problems related to the submarines ingame make them heavily inflated to the real life submarines, while the surface ships are more or less accurate.

Example, the USN Balao class submarine had the following:

20knots surface speed, 9knots underwater speed.

24torpedoes, 6 launchers front, 4 rear. a 5inch L/25 gun, 40mm bofors, and 20mm cannon were deck mounted.

ingame the  Balao class can load over 50 torpedoes and it much faster than its real life basis.

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The 2nd fastest ship of ww2 or before was the Imperial Japanese Navy I-201 class, and its top speed while underwater was 19knots. Most submarines moved 20 knots or less above water, and 10knots or less submerged.

Basically submarines carry was too much ammo, move too fast above and epecially underwater.

 

  • Re : Make Submarines more historically accurate

    10. 08. 2013 17:56


woodskier

KM had a stealth sub. Diesel on surface, Hydrogen-peroxide underwater with a smooth silent turbine engine, 40+ knots underwater, this fast speed is partly due to subs have less water resistance underwater than on surface.  Unlike most subs it, appears that it could only stay down for 3-4 hours due to heat and saftey concerns , whereas most subs could stay down for 24 hours or longer.  They also had a 30+ knot underwater sub with more and better battery capability.


Also didnt some W W 2 subs have some sort of snorkel, to stay under longer ?  

  • Re : Make Submarines more historically accurate

    10. 08. 2013 18:03


phantom3553

you do know the game is != RL

  • Re : Make Submarines more historically accurate

    10. 08. 2013 18:11


cody12345

Because the Yamato and other BBs went 40 knots IRL :D But seriously, nerfing subs' speed to under 20 knots isnt how to balance them. That would just cripple the entire class in for this game. Balancing them is going to take a lot of changes to different areas.

For the moment, I would be satisfied if they fixed the issue with submergence (I believe that is the term for what I am thinking of) so a SS can't take more of a beating than a BB4 as they do currently, increased the minimum reload speed of SS torps by quite a lot, but decrease the dud rate somewhat along with that. Also, a better range of countermeasures would be nice. DCs on scouts has been mentioned before, and it seems like a good idea to me.

  • Re : Make Submarines more historically accurate

    10. 08. 2013 18:18


Chaosticket

Originally Posted by woodskier

KM had a stealth sub. Diesel on surface, Hydrogen-peroxide underwater with a smooth silent turbine engine, 40+ knots underwater, this fast speed is partly due to subs have less water resistance underwater than on surface.  Unlike most subs it, appears that it could only stay down for 3-4 hours due to heat and saftey concerns , whereas most subs could stay down for 24 hours or longer.  They also had a 30+ knot underwater sub with more and better battery capability.


Also didnt some W W 2 subs have some sort of snorkel, to stay under longer ?  

the german type XVII submarine used a peroxide test engine for high underwater speed. its TOP underwater speed was 25knots, but its KilometersPerHour speed was over 40. it was the fastest underwater submarine of world war 2.

a time limit on submarines to surface during battles in another inaccuracy. Submarines could have days worth of power to be underwater before recharging their underwater engines.

taking damage underwater could cause submarines to lose ballast control forcing them to surface.

  • Re : Make Submarines more historically accurate

    10. 08. 2013 18:18


woodskier

Did not the torps hit so hard that even one torp would cripple even the largest warship ?

  • Re : Make Submarines more historically accurate

    10. 08. 2013 19:26


Chaosticket

Torpedoes damage is dependent on where it hits, the quality of armour it hits, and how much actual explosives are within the torpedo.

a battleship or aircraft carrier could take several hits, but something like a frigate would be taken out in one(and thats the expected durability of a frigate versus torpedoes ingame).

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#1 submarine torpedoes have much longer range than ingame.

#2 submarines move much slower above and below water than ingame.

#3 submarines could have enough power for around a day or more, so they can stay submerged until a match would be over.

#4 submarines carry little to no armor, and are fragile to damage. there arent any battleship sized submarines. most are smaller than frigates.

#5 damage to a submarine can damage the ballast preventing or forcing the sub to surface

#6 hedgehog mortars are contact explosives. they explode when they hit something. They also dont have the water barrier that weakens the explosive damage of timed depth charges.

overall submarines in real life are more "glass". more destructive, but more fagile. if detected, escape is a priority, not "tanking" damage and taking 100+ hedgehog mortars.

 

  • Re : Make Submarines more historically accurate

    10. 08. 2013 19:50


EricIdle

Agreed with phantom, this is a pretty silly suggestion.

In RL WWII, subs were not meant to attack warships. They were supposed to be commerce raiders (with some exceptions, as you no doubt would remind us). So subs in NF are already "out of their element" (as Walter Sobchak would say in "The Big Lebowski"). And too bloody right, the rest of the fleet (CV/BB/CA/CL...) can't be historically accurate either for game balancing reasons.

  • Re : Make Submarines more historically accurate

    10. 08. 2013 19:55


ChicagoBears

So let's make like a 0.01% chance of any and all ships being obliterated with a 40% entire crew loss from one shell. Also, make it so if even one bomb hits a CV if they are loading bombers and the dive bomber pilot who bombs it is EBVE the CV sinks instantly. Oh and BBs can't shoot all guns at the same time or they will rock back really far, some even rip the front deck off like the nelson.

  • Re : Make Submarines more historically accurate

    10. 08. 2013 20:22


Chaosticket

Originally Posted by ChicagoBears

So let's make like a 0.01% chance of any and all ships being obliterated with a 40% entire crew loss from one shell. Also, make it so if even one bomb hits a CV if they are loading bombers and the dive bomber pilot who bombs it is EBVE the CV sinks instantly. Oh and BBs can't shoot all guns at the same time or they will rock back really far, some even rip the front deck off like the nelson.

Ah the "wookie defense". Youre not giving a logical reason against my idea, so youre going off-topic.

First and I checked this SHIPS INCLUDING BATTLESHIPS CAN FIRE ALL MAIN GUNS AT ONCE, SEPARATE TURRETS, AND SOME SHIPS EVEN SEPARATE BARRELS.

Second if Carrier has its planes destroyed on deck, that wont destroy the carrier. What that does is disable more planes from leaving or landing, making a carrier worthless until the problem is dealt with. Carriers carry numerous damage control crew. The main damage to a carrier, like any ship are full penetrating shots, damage to critical systems, and uncontrolled flooding.

Third pay attention to the difference between ship speed and OVERHEAT SPEED. ingame  non-submarines move the real life speed. if you have them with barely any equipment, and crew youll get a higher speed. Load them to capacity and theyll go even slower than real life.

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