Battle of the Atlantic: Ships Against Submarines!

I have plenty of experience of both bombing or getting bombed while AA bullets constantly hits Catalina. mediocre damage is also problem.

Catalina can detect and bomb submarines below 50m with 1.5 seconds delay.
I was bombed even when I was below 60m which is supposed to be undetectable depth at all.

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Smells fishy to me.

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Man, you clearly have no idea how to play submarines. As long as the person is not directly attacked or does not perform offensive actions himself, he floats on the surface. The current event absolutely proved it to me. In addition, submarine spawns can be close to cap points so they don’t have to travel as far. It is absolutely solvable and would work well.

Btw Type VII sub have 18.6 knots irl (one version) what is 35km/h. Same in game but in arcade ships get speed boost so Type VII can achieve max speed 44km/h.

My last battles like submarine:






As you can see so little ever happens that something sinks me in submarine. And I tried both types of tactics. That means attack on convoy and attack on escort. Just in the first case I was sunk by Catalina because I was tempted to torpedo a nearby destroyer while Catalina was flying near me. Although I successfully destroyed the destroyer, I was no longer able to dive to a great depth.

If I decide to attack the convoy, then at full speed on the surface (that means 44 km/h) I go into a firing position, and only in case I am attacked myself or when I am already in a firing position I dive. Of course, then I will prepare a mine wall, but I have already described this tactic above and it works excellently.

There seem to be a few omniscient Catalinas out there. Dunno about you, but the only subs I can see from a Catalina are on the surface or breaking the surface on some way (and if that’s just periscope you need to be very close). I might make out a sub at periscope depth if I’m almost on top. The only other hints come from surface ships shooting at subs which are in some way above surface, and those markers are visible across the map, of course.

A few times now I’ve been bombed the moment I reach periscope depth after a spell hiding at 60m, but without the periscope or any part of the sub being at or breaking the surface. Lucky guess I expect. Catalina just decided to start an attack run on some random bit of ocean and ‘wow, look at that,’ there just happens to be a sub there when the bombs land.

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So far this game mode is absolutely fantastic.

It’s quite balanced and just fun to use. Longer range Torpedos would be nice :D

I hope there will be an implementation into the game outside just an event and if so, it will probabaly require a new game mode…but this event is really fun!

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I think, the reward for sinking Cargo ships should be drastically increased. At the moment in many battles most of the U-Boats fight at the spawn points, because the reward is much higher in killing a destroyer. If you want score points the convoy shouldn’t be your target.

There should be a kind of score multiplier for the number of sunken Cargo ships for the U.Boat team + for surviving Cargo ships for the DD team.

The “winner” of the battle should be defined by the team score of both teams.
e.g. if only one Cargo ship survived this was a big loss in reality not a win.

I know that’s not easy to balance but I hope there are more events ahead to test this

excellent job so far @Gaijin .

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I have a few suggestions:
Definitely Add

  1. Blind spots- Ships using sonar had a blind spot due to their own propeller noise.
  2. Noise decoys- Subs could release noise decoys while changing direction and speed, confusing pursuers.
    Maybe Add
  3. Thermocline Layer- A depth where a sudden change in temperature can cause sounds at or near horizontal to reflect. Submarines can use the thermocline to hide from sonar.

Any thoughts/corrections?

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Two things:
Submarine is slow and fragile and the only adventage is concealment. If you make them spawn all in the same location and give that location to the enemy the subs are already dead when the battle starts if the hunters are at least half competent.

The “sonar” is too powerful. It requires no imput from the player, has no limitations except for range and is almost impossible to defeat. Maybe if you were considering adding subs to the core gameplay, you could split it into passive hydrophone and actual sonar which the player would have to control to add some actual need for skill. Just gonna leave this picture here.
asdic_sonar_sys_patterns_b

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Yes we are aware of this, as mentioned here already some time ago.
Sadly reward for AI ship is part of global setting (as far as I understand) and could not be changed exclusively for this specific event.
But as I said, we are aware that’s an issue.

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How hard can it be? Just change a 1 to a 400.

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The win conditions aren’t working properly. My team sank 11/13 enemy cargo ships but we still lost. 2/13 isn’t 20%, so why did the Allies win? @Stona_WT

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Because for the win you need to sink all 13 cargo ships. The US team objective is to defend the convoy so as long as at least 1 ship is alive they win.

That’s not what the event description says. It says “20%”. Right here, in fact.

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The 13 is the 20%.

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there are 20 ships in total though

13 would be roughly 1/3rd liberty ships remaining, so idk where that 20% even comes from either way X)

11/13 = 85%, does it not? That could be explained more clearly.


If the dive control hadn’t jammed (without reason in 7 meters), I would have only one death.

There are more then 13 ship in the convoy. The 13 is the threshold not the whole number.

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13 from 15
3 rows each for 5 ships

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