T1 sub rebalance
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Just give t1 subs a decent anti torp so it doesnt get gibbed by t2 torp bomb and t1 torp def
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Submarines are flanking, raiding and surpriseattack units
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U use them to kill engis, underwater mexes, lonely ships, sonar or week fleetelements, such as cruisers and shield boats.
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@BlackJaguar said in T1 sub rebalance:
What we need to do , IMHO, is a scratchbuild submarine modification. They became invisible to sonar while stationary, and only when move or/and fire torpedos, they could be localized by sonar.
That's cool. It is possible to add a 'silent running' mode and change a few stats as well, like cut speed to 1/3 and get stealth. Give it a toggle button like the Cybran destroyer walking, or the old Cybran Cruizer weapon select.
I love navy a lot. And am down for anything that changes or expands on it. Possibly even strategic things in water, like mexes or power. Perhaps give subs some reclaim ability? Would be kinda cool.
Personally I think it would be cool if there were torpedos you build like a tactical missile silo. As torps IRL are terrifyingly effective.
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I would like to submit the following replay in support of my notion that T1 subs are underpowered: #13361553 https://replay.faforever.com/13361553
This is the ZLO versus BlastChilled game in Roanoke's Abyss. In this game with extensive naval battles, neither player constructed any T1 subs all game. -
look at this one : https://replay.faforever.com/13360106
one player didn't bother making subs, while the other one, used his own subs for a long time and was able to deal quite a lot of damage through out the game.
Also if you want to see map with subs look at any flooded map in teamgame (eg flodded tabula rasa) -
@keyser I think FunkOffs replay has more credence as its a more relevant map and had more extensive naval battles. You chose a small island map where naval play is very limited due to the small water streams that eliminate the abillity to properly micro.
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@keyser said in T1 sub rebalance:
one player didn't bother making subs, while the other one, used his own subs for a long time and was able to deal quite a lot of damage through out the game.
I actually went through that replay tracking the first sub with a stopwatch. Jagged's first sub spends no less than 7 minutes and 12 seconds actively firing at something, and it dies with around 1100 mass killed.
At 360 mass per sub, extrapolating that means it would take an average of 2 minutes and 21 seconds of constant firing for a T1 sub to do its own mass worth in damage. I can't think of a single other combat unit that would have to survive in combat for that long to recoup its worth.
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@Deribus it's true but it also understandable since subs are targeted by only a very limited amount of unit.
Once again if you look at water mexx map you will get to see subs more often. -
I can think of only 2 situations that I would build t1 subs in:
- When there are quite a few frigates out on the map and building a sub instead of frigates won't lose me the navy fight nor will I miss an opportunity to raid and thus the sub can be annoying and over time pay for itself.
- When there are a lot of naval mexes eg. Tag_Craftious
1 situation is rare and very map dependent so we shouldn't give it too much weight, the other shows us that t1 subs compared to frigates behave a little bit like higher tech units. You only get them when there are a lot of frigates ("lower tech units") on the field already and thus making a sub instead of a frigate won't have big enough negative effect, the problem here is that the window for t1 subs is very short, usually at a time when there are 10+ frigates and I could consider making a sub the t2 air stage is only a minute or two away and when torp bombers get out on the field there is no point in building t1 subs at all.
Note: I am not linking any replay in particular, but that's how I play on basically every 20x20 naval map and these are the reasons why.
Conclusion: The time window during which making t1 subs is good is too short, I think that one way to extend it would be to make them significantly cheaper (obviously would need to adjust other stats as well but overall it should still be a buff in stats [eg. cost reduction of 40%, Raw power reduction of say 20%]) this way you could get them out faster and also torp bombers while stile being an effective counter wouldn't be as brutal (one pass would kill like eg. 200 mass instead of 360).