So after a lot more battles I have some more feedback and ideas about the gameplay, balance ect. Firstly I fully understand that this is a very basic testing event and basically all mechanics are WIP, but I still think that we can already see the key areas which need real work and more polish.
Sonar
The modeling of the sonar is obviously very basic but I honestly really like the idea of implementing it into minimap and 3D view instead of special elements like radar. I feel that if the sonar were to have its own UI element the HUD would get very very fractured and poorly legible especially when we should have radar on most ships.
But nevertheless I would say that we should get more detailed sonar models and better UI representation. Currently there are some confusing aspects to its model in the event.
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Passive sonar - In my opinion the passive sonar shouldn´t provide the range to the target, especially not a precise one. I would say that passive sonar contacts would be better represented by line which would very roughly show the range.
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Active sonar - The representation is incomplete, there should be 2 aspects of the sonar
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I would say that the 3D view well represents the close range sonar with depth calculating capacity although it lacks blind spots and the real ranges
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But the second aspect - long range scan practically doesn’t exist even though I think repurposing the passive sonar markers would make for good representation.
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Another thing is that submarines lack any form of sonar, which is IMO big mistake
I made some pictures to illustrate the sonar ideas.

It is very similar to radar but the info is shown on the minimap which I feel is a very helpful thing since it should provide better information. The passive sonar is represented by the red lines and the “searchlight” sonar is represented by the red dots showing the bearing and the range. Other parts of the sonar are displayed too.
Another idea is that the sonar could maybe provide some info about the ship on the sonar like the radar provides the suspected type of the contact (surface warship/sub/cargo ship ect.)
Destroyer UI
I see two main issues, aiming of the DC. The guessing of where the DC hit is very very detrimental to the ability of DDs to hunt subs, and it will be even harder for the longer ranger ASW armament. Not to mention things like Hedgehog mortars which should require direct hit would be basically unusable.
The second is the whole selection system which I think will be very confusing and unwieldy especially for ships with more ASW armament.
I believe that both of these could be easily solved by adapting the torpedo aiming system and selection system for the ASW armament. Where one button would allow to highlight the aiming indicators and even cycle between them and the second one would launch the DC, Mortars ect. just like with torpedoes.
This new selection system also doesn ́t take up more space in the bar then the current system which uses different buttons for mortars and DCR. But I would say that it would also allow for greater control.
Submarine UI
It is understandable that this aspect needs most polish and work, but I think that the movement system is good as it is. The depth control is easy to understand and works well (even if the max speed curve needs more polish).
My main issue is once again with the armament selection and armament options. I have several suggestions and thought about this:
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Gyro torpedoes The ability of subs to attack anything other then slow convoy is severely limited by the need to steer the whole sub to target the ships. So as others also mentioned I would like to see the ability to have gyro steered torpedoes.
I think the best way how to implement this mechanic would be to use the current torpedo FCS which we have in the bino/periscope view. But I think that having the player set the bearing manually would be too complicated but I would like to still have control if I use the gyro turning ability.
So I propose to add special button for firing gyro steering torpedoes. - This would use standard torpedoes but would fire them so they steer to the calculated bearing by the FCS. -
Armament selection For current testing we only have an option of launching torpedoes from bow and launching mines from stern. For testing purposes this is fine but I think that many of us would want more options in actual gameplay, ability to select different torpedo types, possible mines ect.
So I think that some kind of weapon selection system would be most welcome. And I think we can again look at how other ship types do that.
Other ship types have weapon groups primary, secondary and tertiary. So I think that adapting this system to submarines would be a big improvement to their gameplay. The groups could be as follows:
Primary - bow torpedo tubes
Secondary - stern torpedo tubes
Tertiary - the deck armament/other armament
Similarly as on surface vessels the player would also have the ability to select up to three different torpedoes/mines to launch from these tubes and in case of more modern submarines other kinds of equipment. -
Emergency surfacing - I would like to see expanded functionality for this button where it would act as an emergency dive when in periscope depth/surface.
In the bar you can see from left to right:
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Weapon group selection indicator for bow/stern torpedo tubes
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Acoustic torpedo - this could be further modification or something
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Fast short range torpedo
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Slow long range torpedo/Mine
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Button for gyro steered launch of torpedoes
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Periscope control
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Emergency dive/surfacing button
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Damage control buttons ect.
I think that all of these suggestions would improve the core of the Submarine/ASW gamaplay and make it more enjoyable.
There are also other issues and concerns I have with regards to the PvP gameplay on the current PvP maps and objectives but these I more of a speculation then a feedback.