Originally Posted by Donitz_Ger
Imho the best solution would be to change the way torpedoes work. I'd suggest this:
1. replace current torpedoes with 2 new types. One weak type that explodes on contact and the other one that has to be set to to a target range.
2. torpedoes hitting on contact should be useless against anything using decent bulk and/or belt armor, i.e. high tier BBs. Also they should not explode at all if they dont hit anything. No more splash damage from those!
3. torpedos set for a range (think of it like setting an angle for BB guns) are meant to explode under the target ship. If they do they should cause damage alright. If they miss slightly they should give minor splash damage. If they miss entirely the sub commander is a noob.
4. change HH and DC, HH should only explode if they actually hit the submerged sub. DC should at least have a switch to select explosion depth, i.e. decide if you want them to explode at normal depth or critical depth. Pick the wrong depth and miss completely. Also using DC should give the ASW ship a short sonar blind moment to make it not so easy to tell how well he hit or how the sub tries to dodge.
Now with those 4 points changed both torpedo use and ASW usage would be much more challenging. Because of that torps and ASW should get decent personal attack like surface guns do. Many inapt players would wine a lot. But the game would be better.
Is that possible in this game anymore? I have no freaking idea...
I doubt it.
You'd have to mess with armor, torp detonation, add a function to "set" torpedoes more accurate than slow/fast, etc. I find it interesting as far as aiming goes tough. But I dont believe it can be implemented.
Crit depth is a depth where ASW weapon can't go. Seeing as NF isnt RL and doesnt have a choice of depth, I don,t think that function would be very interesting.
I agree HH needs to have less blast radius. I also think they should be tested with a minimum angle, aka only work as HAW weapons (high angling). That would also settle a few direct-fire issue with them. Then reducing the timer on them so a sub that didnt see lobbing his way and didnt already start a crit dive deserve dying.
DC timer I think should be 2 or 4 sec, or a mix of both (slow/fast). Sub take about 2 sec to dive in crit dive, and if a DD got above them and dropped DC, they should die. The DD using that already lose visual when he hits the OH for the rush unless he has a second ship keeping sonar contact with the sub nearby. 4 sec to prevent the sub to come right back up and launch a torp.
All ship lose sonar in OH, and you need a small 1-2 sec cooldown after OH quit to get it back in fact, except subs.