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T1 subs from all factions are terrible. We should fix them.
First, let's state plainly why T1 subs are so bad:
Let's buff T1 subs to address these issues:
With these changes, T1 navy should be more balanced and less focused on T1 frigate spam, but not fundamentally changed.
Submarines should be more expensive than frigates. It's got to be more expensive to design a unit capable of submersion.
Submarines should be able to hunt enemy submarines. Perhaps you could reduce sonar range if you want to make sub warfare more of a cat-and-mouse game, but they definitely need to have it. Why even have subs if you can't have subs-hunting-subs?
I don't think we want to increase the defender's advantage for subs, because they're supposed to be offensive/raiding units.
Buffing UEF sub hp could mean that it takes 2 passes from a torpedo plane to kill which could totally unbalance the game. (You could fix this balance issue if you just made UEF t1 subs better than all other faction subs but also more expensive. i like this idea because I don't think we need all factions to have the same naval options. I wouldn't mind if UEF's sub game was different from that of other factions, as long as it was balanced fairly.)
How about: cybran sub torpedoes have an EMP weapon that only affects buildings. That would add a bit of "flavor" to the faction. If the stun was brief enough it wouldn't be OP. But it would help them to overwhelm static defense and to annoy shipyards.
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 wouldn’t be hard it be a check if moving or not
@BlackJaguar Not sure if you need to start over from scratch on that. Just give them free "stealth" (invisibility to sonar) that automatically turns off whenever they move or shoot. Just like selens have free stealth + cloaking when a certain option is toggled AND they stand still.
@arma473 I didnt propose any changes to HP in the OP. The UEF advantage would arise from changing the damage of all t1 sub torps as mentioned.
Cybran EMP torp would be cool, I agree.
@arma473 OOps, You are right ! My idea not exactly "from the scratch the submarine", and yes similar to Selens, but from the scratch , the submarine or navy balance, since the submarines could now trap in wolf packs the enemy squads, very like what happens in real naval war.
Just give t1 subs a decent anti torp so it doesnt get gibbed by t2 torp bomb and t1 torp def
Submarines are flanking, raiding and surpriseattack units
U use them to kill engis, underwater mexes, lonely ships, sonar or week fleetelements, such as cruisers and shield boats.
@BlackJaguar said in T1 sub rebalance:
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.
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.
@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.
@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: