Battle of the Atlantic: Ships Against Submarines!

Yea i think the event is the beta test. Submarines very intresting things

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In moment when you finish calculation so you can see lines where you have to launch torpedoes in the sailing direction of the target.

But in what view ? Because if I try to look away with the periscope, it loses the target and in 3rd person view I’m underwater

In periscope. When you finish calculation so target stay locked and you can look around with mouse and you will see that lines.

The event is AB so all speeds get a buff. The Fletcher also should haveax speed of just 65 kmph but in event it has 79 kmph.

Well ok, I’ll try again then

Yeah I wrote it in my post. Type VII have in stats 35km/h what is pretty good. But there are of course faster WW2 subs like Soviet K-class (42km/h) and British K-class (45km/h).

Just a funny idea but how about you throw us an I-15 class so we can see what a real submarine can do?

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the fastest submerged would be the Japanese I-201 class (19 knot / 35 kmh) and German XVII (25 knots / 46 kmh

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Have YOU played submarines? You’re not outrunning anything except for maybe a stock dreadnought. And unlike the dreadnought, the submarine can’t fire on the other side of the map from spawn.

I don’t think its fair to heavy bomber players to say they have a skill issue. Not knowing any better isn’t a lack of skill, its more ignorance.

The torpedo FCS was fixed now it works from the periscope view. Thanks

IJN subs will have the advantage of having basically submarine long lances the Type 95 torpedo thats gonna be a nightmare to balance

Overall really enjoy it.

Positive:

  1. Good balance
  2. Sonar view for destroyers is good, though maybe make the subs underwater appear blurry, as destroyers shouldn’t know too clearly what the orientation of the sub is.

Some improvements:

  1. Realistic diving depths. While this allows more space for a sub to escape, it also comes with the caveat that it takes time for depth changes, so it’s not a buff to a sub.
  2. Sound of a sub MUST be dependent on screw speed, NOT the speed of the sub itself. Same with rising or sinking, you might get creaking sounds, but not to the extent depicted.
  3. Destroyers need an aiming reticle or at least zones showing where the hedgehogs/depth charges are landing when launched via mortar.
  4. Torps should have realistic range, but offset by cargo ships starting to zigzag.
  5. Torps should have realistic characteristics depending on type
  6. Need torps to have programmable course setting as possible in real, as it is an important ability of a submarine that avoids having to completely move the sub to match the straight torpedo path… the majority of ships have the ability differently by having movable torpedo launchers.
  7. Diving, rising of subs underwater looks weird when at speed.
  8. The rear tube should allow launching either torps or mines.
  9. Destroyer hydrophones need to have deadzone behind them due to the screws.
  10. U-Boats probably need a more gradual speed reduction when going from fully surfaces to fully submerged. Right now there is an extreme break when reaching 5m, with the speed dropping from 44kmh to 18kmh within 1 sec. That is a -0.74g deceleration force, similar to a car doing a full brake stop from 100kmh. Would throw everyone forward not holding onto something, but never saw or heard of that from submariners when they went diving (more hold on due to the angle which would acerbate the forward acceleration feeling due to the deceleration)

A lot of points, but shouldn’t be taken as a notion that the test is bad, it is not, just that a few realistic changes should be possible without sacrificing the balance and feeling of the mode.

Best regards,
Phil

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Yes. Currently it’s not related to speed*, but to power setting - which does make some sense, but not when Diesel and electric engines create the same noise.

*edit: speed does play a part. If I’m at depth, full stop, but still drifting at 1kt, the red circle is quite small; once the speed decays to 0kt the circle becomes tiny. I’ll double check power setting, but on the first day max power gave the same big red detection circle regardless of surfaced (diesel) speed or submerged (electric) speed.

Rather odd that wasn’t noticed in whatever testing they did for this event…

Absolutely, and it would have been easy to create a mission where the convoy zig-zags (I’ve done it numerous times in Il-2 ‘classic’ FMB and WT mission creation not so very different). No need for convoys to react in real time to sub threats, but IRL they did zig-zag routinely just because U-boats might be around. Cargo ships could have had pre-programmed zig-zag course to discourage long range speculative torpedoes.

Yes, as above. Why go to so much trouble gathering real data on vessels, weapons etc and then just make up one parameter? It’s going to skew the data they gather from the event, when, for 10 mins work, they could have had zig-zagging convoy to avoid most shot from the spawn… or, FFS, just put the spawn a bit further away.

Wasted half my torpedoes in ‘game 1’ because I thought they had implemented this. From the periscope you see neither ‘green’ aiming line, nor the ‘white’ intercept line, so when the game did its calculations and came up with a firing solution I assumed the torpedo would come onto the desired heading, as it was not far off dead ahead - you know, just like in all those other half-decent sub sims…

Yes and subs too. In fact, do subs have any hydrophones at all? I don’t think they do. AFAIK, aside from the cargo ships which are always present on the map, the escorts only show up when someone on your team looks directly at them (has them on screen). Numerous times I’ve found DDs bearing down on me at max speed and only have them show up on the map when I looked at them. Subs need the appropriate sonar too. Kind of dismaying they don’t even though this is early development, because it’s basic and is the only means of knowing anything about the outside world once a U-boat is beyond periscope depth (RL).

The novelty of this event is wearing off rather quickly due to a literal and figurative lack of depth. Despite being labelled RB, this is essentially AB. Any lack of icons is irrelevant as ‘on surface’ = US and ‘submerged’ = GE. The event makes an ok arcade shooter and maybe subs would work in Naval AB (I don’t play that, so couldn’t comment), but, even with corrected speeds, subs don’t yet seem suited to RB (or SB*).

*There are a few Air SB EC maps with large areas of ocean and convoys. With just a few tweaks WW2 subs could work there, because the aircraft/submarine interaction is much less complex than escort/sub (until the advent of air-dropped sonobuoys post-WW2).

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Im not saying it to all heavy bomber players. Im saying it to you.

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Not really, they are still unguided torpedoes. At 10km range even slight change of speed or course guarantee miss.

They wont be any different than current destroyers with 15 long lances…

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I just wanted to say I find this event pretty fun. :)

Well to be honest, subs are all slow,…

The most useful ones, would have good torpedoes, or heavy guns

In heavy guns category, we have :

M1 class Submarine for UK, and it’s 304.8mm gun (50 rounds), that can fire it from periscope depth, but have to surface for 3 minutes in order to reload.

The French Surcouf and it’s 12km range double 203mm gun, with 600 rounds

And those are heavy beasts

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me when people said the event was balanced

me pretty much

travolta-where

honestly the event was fine i guess. i don’t really see any advantage for sub either in submerge or on the surface. you get slaughter either way.

and the cargo ship pretty much dead when a group of subs managed to salvo them.

Type VII have 35km max speed what is ~ same like battleships and some smaller ships. In arcade it will be even faster because all vessels get speed buff (for Type VII it is 44 km/h) At the same time, it is not exactly the fastest submarine that existed during WW2. There are many WWII submarines that were significantly faster. In addition, the submarine’s goal is not to chase ships, but predict their direction and shoot torpedoes at them from a prepared position. For example, when they are entering capture point.