The fact that battleships can kill submarines with the main guns means that this part of the game is BROKEN, and need to be fixed, as some modders through the time done.
This undersea layer, in Supreme Commander FA(F), was to create another dimension of the game, with its own particular characteristics, such as units, weapons capable of being used in this, and unique means of detection, as reproducing the reality and the future sci-fi. For decades Ive studied naval wargames, and also Im author in naval hitory. I agreed very much with Sprouto..... that wrote:
"Safety from surface guns is the entire reason for submarines. That's why torpedoes were developed. The idea that you can sink submarines, under the water, with any kind of surface gun is bizarre, and makes the entire class pointless. If you support that kind of thinking, simply removed the subs from the game - and just have 'water' units - and go the final yard towards simplicity. "
But the things, IHMO are worse than that about the Navy stuff:
1 - Lazzy things along that one,for the naval forces, that, as also exist in acceleration coeficient, for example, that not exist. Au contraire of the Supreme Commander vanilla, all the ships have an "instantaneous speed", and also, the programmer in charge of navy, in SCFA dont realise the right concept of TurnRadius and
TurnRate, making the movement of ships VERY strange.4th Dimension Mod, years ago tried to improve this in the acceleration part.
2 - Otherwise solutions like sonobuoys launched from the planes, can utilize the same approach of the tactical missiles with cameras, with a extended time.
3 - Also, IMHO, the submarines MUST TO BE Stealth to sonar if immobile, being detected only when in movement OR firing torpedoes/missiles, as usual in modern warfare.