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  • Depth Charge Change. (mechanics)

    02. 01. 2014 09:15

Recommend : 1

kabukinoh

As it currently stands, depth charges do direct damage to a submarine, filling in for torpedo slots.  The damage varies by sub type, but typically two or three is enough to sink most submarines out there. Four might be the max for the top tier subs.

However, this really isn't how depth charges work. Fact is, rarely did a depth charge do direct damage to the submarine they were targeted on.  Rather, the explosion of the charge (200 pounds of explosives) created a shock wave in the water which would cause flooding (due to pressure) in the submarine.  This would cause the submarine to go from neutral bouyancy (submerged) to a state of negative bouyancy (sinking). Unless the crew worked fast to stem the leaks, submarines would drop below their crush depth and implode like a crushed tin can.

I propose the following mechanics change to depth charges based on the above facts.

When a submarine is struck by a depth charge, flooding happens. This forces the submarine into a critical dive, and prevents surfacing.  The player has a set time frame to either a.) fix the flooding with crew, or b.) attempt to critical surface (or blow as submariners call it) to quickly surface.

If however the player is unable to stop the flooding, the submarine remains at critical depth and takes damage accordingly, ultimately sinking.

Once the blow has been performed, due to expending all of its ballast tanks, the submarine is treated as having surfaced with zero air supply, and must deal with the situation accordingly 

 

  • Re : Depth Charge Change. (mechanics)

    03. 04. 2014 08:05


Chaosticket

Ill put up some facts. First, depth charges were carried in large numbers and usually dropped as such. Second, launchers for increasing range were also made as early as world war 1.

1 So instead of allowing one depth charge dropped per launcher, allow several dropped at once per short-range launcher.

2 the depth charge fuse idea. Depth charges have timed fuses, so a quicker or slower setting should be there.

3 a RANGED depth charge idea. some depth charges launchers were made to throw a depth charge longer range than dropping them off racks.

4 aircraft depth charges were invented and used during world war 2.

the #1 multiple-drop and #3 ranged depth charge ideas dont really conflict so much as have different kinds. the ranged depth charge would much slower firing for being able to be used outside of point-blank range.

  • Re : Depth Charge Change. (mechanics)

    03. 04. 2014 14:50


mako089

Depth charges actually have a lot of range.  It's comparable to ss torp splash.  An inexperienced ss player, and at times even an experienced one can be caught off guard if you drop the dcs at its max range.

  • Re : Depth Charge Change. (mechanics)

    03. 04. 2014 16:16


Chaosticket

Originally Posted by mako089

Depth charges actually have a lot of range.  It's comparable to ss torp splash.  An inexperienced ss player, and at times even an experienced one can be caught off guard if you drop the dcs at its max range.

I wasnt talking about the range of the explosion, but gun range. a 5-10 gun range on depth charge Y and K guns(know DC launchers) would still be a major improvement over point-blank range.

  • Re : Depth Charge Change. (mechanics)

    03. 06. 2014 04:47


Mezak76

Originally Posted by Chaosticket

Originally Posted by mako089

I wasnt talking about the range of the explosion, but gun range. a 5-10 gun range on depth charge Y and K guns(know DC launchers) would still be a major improvement over point-blank range.



This is the other part in DC mechanics to be solved, launch range. As far I saw in NF depth charges are the only weapon that used as it´s design cause damage to the ship that carry that weapon.

I mean that everyone saw from time to time that a ship shoot him self by a mistake shoot in angle 0°, but normally all guns are used in angles higher that 0.
DC launcher mechanics is the same as torpedos launcher, only can turn without elevation and maybe, just maybe there is the main problem with DC. 

  • Re : Depth Charge Change. (mechanics)

    03. 06. 2014 05:37


mako089

Originally Posted by Mezak76

Originally Posted by Chaosticket

Originally Posted by mako089

I wasnt talking about the range of the explosion, but gun range. a 5-10 gun range on depth charge Y and K guns(know DC launchers) would still be a major improvement over point-blank range.



This is the other part in DC mechanics to be solved, launch range. As far I saw in NF depth charges are the only weapon that used as it´s design cause damage to the ship that carry that weapon.

I mean that everyone saw from time to time that a ship shoot him self by a mistake shoot in angle 0°, but normally all guns are used in angles higher that 0.
DC launcher mechanics is the same as torpedos launcher, only can turn without elevation and maybe, just maybe there is the main problem with DC. 

 

Yes but at the same time, the DC do such great damage and have reasonable range - there would need to be some drawbacks like damaging themselves for over usage.  A good ASW will use DC then OH away from that position.

As for DC being the only weapon that causes damage to the ship - TWs sometimes TK themselves, SS can take damage from their torps due to their short safety range, and BBs naturally take splash damage from fail 0 degree shots.

A good ASW will likely only use the aft T slot and at an angle that enables the best escape from splash damage.

5-10 gun range as suggested?  Those are called hedgehogs.

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