Changes to Submarines in Update 13.2
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- čas přidán 12. 03. 2024
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Remember when we recently talked about making changes to submarines? Well, we're still working on it! In Update 13.1, we started making some changes, and now we're implementing even more in Update 13.2.
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Captains, from 3:26 to 3:36 the wording does not describe the change well enough.
The correct phrasing should be:
Balance changes have been applied to all alternative torpedoes and to the acoustic torpedoes of the British submarines in Tech Tree.
The damage of alternative torpedoes has been increased by 15%, and damage of acoustic torpedoes for British Tech Tree submarines will be increased by 5%.
We apologize for the inconvenience!
You may read the full list of changes on our portal.
worldofwarships.eu/en/news/general-news/changes-to-submarines-part-2/
worldofwarships.com/en/news/general-news/changes-to-submarines-part-2/
worldofwarships.asia/en/news/general-news/changes-to-submarines-part-2/
Thanks for buffing the RN subs but they're still bad. WHy not just give them mid range dumb torps and ditch the homing torps?
Will submarines come to world of warships legends yet
@@Bohdisattva326 don't even get me started on their completely ruined hydrophone lmao
When will subs come to Legends?
Greek ships we need : destroyers Adrias and Vasilissa Olga, armored cruiser Georgios Averof, submarine Papanikolis and protected cruiser Elli.
So....when will we get Cruise missile update for submarines?
If they add it would be to German ships only seeing as no other country had cruise missles in WW2
soon
They didnt have cruse missiles in WW2 submarines didnt use anti ship cruse missiles until the 1981
@monkevil9262
You didn’t get the joke
what joke?@@BruhMomentoFortySeven
PLS EXPLAIN!
You could give the torpedoes an arming distance instead of reduced damage; you have such a mechanic in game already.
They already had that since sub released. The arming distance is about 700M for homing and 1km for non homing torps
@@energysentry1841 Increase the arming distance in that case.
We didn't want to leave submarines completely defenseless under 2.9km.
@@WorldofWarshipsOfficialChannel Translation: We dont want to punish subplayers for making a big mistake (positioning).
@@WorldofWarshipsOfficialChanneland what are DD’s players at 2km distance from a sub? Overpowered?
Have you guys at Wargaming noticed ,that only 5 to 7k players are on at any given time on NA server lately?
that's still a lot of people..and the game is pretty old..
None of these changes have anything to do with the worst aspect of your submarine implementation. Having to use repair party to clear a ping is perhaps the single worst decision Wargaming has made. A sub is able to ping harass from great distance, often well beyond the response range of the harassed ship (air strike). What are you doing about that counter play issue? What are you doing about the issue with a sub being able to quickly and easily reapply a ping to a surface ship, who then is lacking a repair party to deal with fire and flooding? These are obvious and often asked questions that for whatever reason Wargaming has refused to address.
Why is that?
We do not see "spam pinging" as an issue, rather try using the Repair Party once the torpedoes are close enough to remove the ping. Further we advise watching some great guys on how to play and counter submarines such as this one by Yuro: czcams.com/video/CvF_4wga0sg/video.html
@@WorldofWarshipsOfficialChannel
and that Yuro also said Ping remove by DCP is nonsense.
lmao
@@WorldofWarshipsOfficialChannelyou also said previously that shotgunning wasn't a thing....yet here we are.
I agree with WG here. Complaining about a sub pinging you is like complaining your sibling is breathing on you... Mommy! He's breathing on me!!!
@@WorldofWarshipsOfficialChannel you do not see the issue with your reply? The disparity between ability to remove a ping, and the sub's ability to repeat not only the ping but torps more often than I can remove a ping? Not to mention that doing this affects my ability to combat fire and flooding?
So let me get this straight, this game has two classes of ships which are meant to be the "scout" type, not get detected and mostly use torpedoes instead of guns but one of them gets an average surface detection range of around 6km, has to deal with utility that spots them from up to 12km away for up to nearly a minute in some cases, also has to deal with utility that can spot them from 6km away even in a smoke or behind an island and then there is a copy of that class that has an average surface detection range of about 2km, gets to dodge torpedoes by pressing the DIVE button when sitting still, can turn on a dime as of the last update [BUFF], does not have to deal with any of the previously mentioned utility items, only an 8km, 20 second version, which DOES NOT spot them whilst on the surface and they are now being made STRONGER again by increasing the damage on their torpedoes.
Why not just make submarines an event class? Remove them from regular matches as they clearly have no place in them. Put them in special events, game modes and PVE content for all I care, just don't force this into the normal game. Nobody wants this.
People don't want to play classes that are too mainstream.. the 3km torpedo nerf was undeserved and so was the torpedo damage increase
Everything you said was wrong, five time is limited their surface spotting range is also typically 6km and there a several abilities that leave them dead to rights with no counter they need more buffs even after this
As a player of submarines the class is becoming unplayable.
Exactly!! All thanks to everyone crying about them, the subs are so difficult to even enjoy playing. The worst part is the constant insulting from everyone in the match especially.
Every sub game I get reported or abused to the point where players have followed me back to port after the game has finished.
As a normal ship player subs can get deleted forever and nobody would care
Yeah I literally just got one and started enjoying the class when they made these changes and it's unbearable. The changes aren't even consistent. A better way to stop shot gunning would have been to give most if not all ships better sub detection. And it would fit because sonar could reasonably detect a sub about a mile out
I rarely shotgun, so the changes don’t change much. I also like how the subs are more maneuverable than before.
So kinda did something about shotgunning but then increased torp damage by 15%?
Torp damage was increased by 15% only on the alternative torpedoes in order to maintain the same combat effectiveness as before the change.
@@WorldofWarshipsOfficialChannel make it 100% if at max range for even one hit.
Subs can't even ping now, The worst thing in this update is showing the direction of the sub in the ping, receiving ASW directly and not being able to defend against DDs that now, in addition to not taking damage, they know exactly where the sub is going!
Just fire your supercharged alt torps now and spam the area… we might not be able to put out the same damage but we can still be pest 🤣
You have to ping from a distance and turn.
Nerf periscope depth speed
Agree on this one although I suspect many sub captains who know what they are doing will slow down at periscope depth anyway when closing on a ship to avoid getting to 2.9 km too fast. Shotgunning seems to happen successfully when the sub was under 3km (and my experience under 2km - damn Gato's!).
Come on give us operation update for higher tier already
This makes submarines basically in un playable.
It really needs to be a limit of 2 a team. 3 a team the other night and I just gave playing for the day.
There should be a hard cap of 1 sub and 1 carrier per team.
Gato will now have 20k alpha torpdoes, giving it 120k alpha when shotgunning.
well if it would one shot you anyway, be glad it's a bit harder for him to shotgun you now
@@Cryogen69 like 1 km distance is gonna be a difference for a battleship.
@@Cryogen69 It literally makes no difference.
The nerfed the subs so badly. Not fun anymore. Get detected too easily and 90 seconds later you’re dead by depth charges.
I've read it in the dev blog, but really? you buffed the damage for unguided torps? I can understand the slight buff for homing torps, but you didn't have to buff the unguided torps.
These changes were aimed at combating shotgunning, but at the same time we needed to keep submarines at the same level of effectiveness. Also the buff for the acoustic torpedoes is only present on the British Tech Tree submarines.
@@WorldofWarshipsOfficialChannel But WG was adamant about shotgunning "not being a thing" for the longest time. So why do subs get all these buffs to compensate for something that was not supposed to be a mechanic in the first place?
"but at the same time we needed to keep submarines at the same level of effectiveness" Why? they need to be less effective since they are too effective as is at spotting and survivability.@@WorldofWarshipsOfficialChannel
@@WorldofWarshipsOfficialChannelIt looks like your super testers are potatoes, when giving feedback.
Either unable to hit with unguided or finding it too easy to shotgun. Hence you boost the 1 and take away the other.
@@WorldofWarshipsOfficialChannel But why *should* submarines be kept at the same level of effectiveness?
I am really looking forward to the addition of PT boats. They are visible at 2 km and carry an unlimited amount of 12 km torpedoes.
You should look at adding night fights into the game. Using star shells would be interesting.
It's becoming impossible to play with a submarine, when I give a sonar signal, it shows a huge wave in front of me, after that a rain of planes with cargo, that's fair, right?
Not even enough, if you ask me.
I give you an example when a cruiser attacks me from close range how do I defend myself?
Good Video, changes going in the right direction. Please rework the sonar moving in certain direction indicator. It is hard to judge on the surface, when you don‘t have asw-planes and you are not able to look from above.
I've been playing this game for 7 years but haven't played it since Submarine came out
1:12 I still dont get it- played eveyday since the update, even had it explained on the stream. But everytime im about to airstrike a sub, I still get confused, whether its this direction or the other..? So the arching lines arent like arrows, they are like opposit arrows?
The nerf to shotgunning is very cruel I tell you. As a sub main, going for a shotgun was sometimes the last resort to survive. Now when I get jumped by a DD, I'm pretty much dead no matter what. I understand nerfing was needed, but 10%? That's nothing but cruel.
they have to add torpedoe ricochet, underwater real speeds and a little bit more of underwater autonomy..
3km is a huge distance btw. If you are going towards the submarine then the sub would have to release torps at 5km+ If you still eat torps at 5km-6km distance you should go back to play COOP guys.
I just got into the game about a week ago and was looking forward to subs.
Were subs so broken that their torps had to be so nerfed and steering system overhauled?
The reason I left the game, cv okay but then the subs came😢😢. No fun for players anymore. Wish they added a server without subs or cv and just old skool ships.
You want to play naval warfare from the 1600s.
You are the 38% winrate 20k average damage Nagato sniper in CV line type of player?
There are submarines that last all the time, invisible underwater, that's not fair or they give more air attack with the submarine bombs, the faster reload time for the battleships
As Sub player : I have bad feeling about this
Just put the crappy subs into their own gamemode already so people dont have to deal with their crap anymore.
@WorldofWarshipsOfficalChannel you say you didn't want to leave submarines completely defenseless under 2.9km, but you have done just that... I only play Subs so I'm super pissed! No more $coin$ from me! until this cancer is removed. I loved the game play strategy of getting real close to the enemy, now your penalized for close quarters combat/game play in a Sub? This update actually destroyed Sub warfare, ridiculously nerfed beyond belief. Ships know that the closer they get to a sub, the less damage torps can do to their ship.
As a result, ships are deliberately approaching and hunting subs, (hard to believe right) they actually steer towards you and our torps, apposed to running from them, deliberately driving over the top of them, because they know Subs are now completely harmless/useless to all ships at mid to CLOSE range.
Subs are now defenseless, like rubber ducky with rubber torps just awaiting to be airdropped or depth charged. Before this update, If you managed to survive (with 1% health) from an onslaught of depth charges, and airdrops, you used to be rewarded with the chance or possibility to sink a ship. not now..
The new Sub spotting mechanics allows for airdrop spam till your dead, from multiple ships. It's pathetic.
People say that subs are unbalanced, yet there are the same amount of Subs on each team. What REALLY is OUT OF BALANCE, is the one player that has a level 6-10 commander, while the other player/players perhaps has a 15-20 level commander, not just with Subs, but across the entire fleet from all classes, from all Countries. THERE'S YOU'RE IMBALANCE!...
Sometimes I think you guys like to make simple things difficult. You all make it difficult, but it's a really hard effort to make the game fun. After all, a submarine isn't a ship that would make me feel happy playing or when I have to fight a submarine. In short, submarines make everything worse and not fun.
try all the time LOL
Ok immagine a shimakaze or an halland that can get reliability within 3km from you without being spotted and torps you tell me what s the fun in that? I get that it s harder to shotgun but is still too close and there are not reliably saurce for spotting u can t know from where the torps can come from and even if u do 3-4km doesn t gives you enough time to play against it.
You could at least making the damage increase on like 5km bc you gave submarine homing torpedoes to compensate their slow speed is quite easy getting torpedo people from 5km.
If we had permanent sonar it would be much harder for subs to do that.
The dds have other things to do than hunt submarines.
They must spot, takes cap, lauch unguided torps, avoid being spotted by planes, radars, hydros, subs, more discreet dds... They must survive in any case.
I think it's much worse than for subs.
Stop camping behind islands.
Are you dumb? Not a single competent DD player will ever die from a sub now
You do you know subs tend to run slower on surface because of waves and run faster under water right? when are you going to fix so it's possible to go 30knots even with cavitating underwater?
Modern day subs are faster underwater, though in the era of the game diesel/electric boats were still much slower underwater. Since could run engines on surface, later tiers could at periscope depth if had snorkel equiped, but below that had to use battery power. Granted it was probably more like 20 knots surface, 7-10 knots underwater.
Thx, this is a good diraction❤
Dear managers,
I believe the recent nerf to HE damage is too severe. A 10% damage reduction at less than 2 km is very little, especially when considering that high-tier cruisers can still deal 700 damage with HE shells at that range. Destroyers and secondary batteries of battleships can also deal more damage at that distance.
I believe that spotting the direction of a ship when a ping is launched should be the same as the hydrophone, and this information should also be available to all ships when they fire torpedoes. It will be very difficult to deal 100% damage, especially at ranges over 10 km.
Additionally, the requirements for obtaining the HE damage emblem should be lowered, as it is much more difficult to deal high damage with HE shells now.
I have additional feedback that I will share in the next update.
Thank you for your time.
Regards,
I lovethe changes its fun and balanced now
Will the submarines be able to use their AA guns soon?
Lol most of the submarines at T6 only get one AA gun. Is that even enough to rate it as a 1?
@@davidwhitfield6025I killed ships with my deck gun though on my sub. Main gun dude main gun 😎
What if I release the torps at 3.5km, but when there's a hit I'm only 2.8 from the given target?
I gues the factor will be how far the torpedoes actually traveled. For example if the ship moves towards you the torpedoes cover a shorter distance (the later one) and if the ship moves away they'll cover a longer distance (the distance to the ship grows between the release and the hit). If you close in on the target while the target is stationary it should roughly be the distance when you released them.
@@simsch97
That would make sense, but why doesn't the developer explain it exactly?
Because if distance matters at the moment of launch, I could live with it.
Bro 3kms to arm , thats as clear as possible, so you will deal 10%
@@RohanPL 400m to arm...
@@condrix We explained it as distance travelled, not the distance from which the torpedoes were launched at the target.
The easiest fix is to make torps launched at perscope depth only, dble lock can only be evaded by dcp, single lock can be evaded by manouvering, single lock keep going till they run out even if they pass the target, double can turn back if they pass the target, torp damage reduced by 20% however any torp hit causes flooding, any 2 cause 2 floods and 3 causes 3 floods, damage rate the same as fires, can either time out or dcp to reset. All surface ships have a additional consumable called noisemakers or cavitators, tier and class depicts how many, each torp launhed a locked target uses RNG to determine if consumable attracts the locked torp or not, consumable is unlimited but cooldown is 90secs low tier , 75sec mid tier and 60sec high tier and only works if activated at spotting distance of tirps
worst update for subs like cachalot! How to play on this?
No speed
No disguise
No low distance fast fire (now)
No chance when detected
2,5 min AIR batteries
HOW TO WIN?
WIN= SKIP for sub lvl 8 and 10?
how long i need to suffer on sub lvl6?
>everyone: (complaining about subs, mostly about how to nerf them)
>me: “Man, if only Yuro’s video on the subject was more widespread…they go over EVERYTHING a sub captain needs to do in order to play well…”
Hey wows offical? can i get a response on this?
Who specifically asked for any of these changes? Right off the bat the submarines torpedo damage nerf was a horrible decision, Destroyers can now freely rush submarines without any consequences or effort. The increased damage is poor because submarines were strong already without it.. And most importantly, and let me highlight it
*SHOTGUNNING WAS NOT COMMON ENOUGH TO BE A HUGE PROBLEM.*
nice, i like it :)
It still takes up to five minutes to charge your sonar
I share frustrations about submarines due to feeling powerless certain situations, and also seeing large amounts of HP removed at a time. (It feels worse than via ships torpedoes, possibly because its harder to keep track of subs via mini map.
However thanks for continuing to work on the game. Hope the kinks get worked out, but thanks for making a game I do enjoy overall!
How do sub's counter ships that are within 5kms now that torps do 10% damage
this game is getting worse and lame as they they implement unrealistic changes further going to unrealistic outcome. If torpedoes do only 10% at less than 3 km then make them 1000% when they are at max range and can destroy anything with even one hit - now that would be fair if we use WG's reasoning.
What is wrong with you guys? 15% damage increaee? Everything you say is a nerf turns into a bigger buff somewhere else. We non-sub players got reduced depth charge damage and subs got improved turning radius and a huge increae in damage. I’m beginning to very much dislike playing now.
R.I.P. Submarines I love you
Submarines are just the ultimate annoyance to all players.
Good video! I like this :)
Hi Krado
Are submarines coming to consoles?
This channel is dedicated solely to WoWs on PC, for any information about Legends, please refer to their channel!
great make the main feature of a submarine - to be stealthy on close range - useless.... WOW SO GREAT! -.-
also when will depth charges stop do damage when the submarine is in ship mode? or will they start to do damage to other ships too?
Guys i have a valid argument on why wargaming should remove submarines. Im allergic to Salmon. And you know how if a kids allergic to peanuts, the school makes it peanut free, right?
😂
BTW I'm actually allergic to Salmon irl.
Test server i hit a CV with 15 torps and only did 16k damage. Sub torps are supposed to be a king hit not a slap on the wrist.
Keep on Dreaming .. I guess you subs had enough of advantage in the past. WG caught you by giving you a unfair advantage and now crying ?? lol
What version of the game are submarines on ? The PC or other systems?
Pc
This entire channel is dedicated only to WoWs on PC.
So you basically made shotgunning stronger by drastically increasing the already higher damage of unguided torps just at a slighlty longer range bravo. Now you will never see a sub because they will stop pinging and just be spamming torps at 3km periscopre range while others spot for them this is so dumb. Now you need sonar for every cruiser to make them vulnerable again with all the sub buffs.
As a semi-sub player, I agree with you. They didn't need to buff damage that much, if at all. But at least we gotta try to aim ahead and take proper torp shots instead of constantly using homing torps
I agree with you, but the torps do not do full damage at 3km, it ramps up damage starting at 3km
@@gregross2532they start ramping up at 2.9, max dmg at 3km
@@gregross2532 Are you sure? I dont think so.
i'm mistaken sorry @@franz265 @guohongli5727 is correct
NOW in WORLD OF WARSHIPS: 11 torpedo hits on battleships and 39,000 damage. I don't think I'll keep playing this type of ship. It's better to remove submarines and leave them in display cases.
The problem you have is exactly the same problem you have with Carriers .... you get a Newbie playing a Carrier vs a guy with 1000 battles in a Carrier .... It increases the chances of one side by 20-25% while you get a BB or Crusier newbie then its very little impact perhaps 5% at best. You see there are at least 3 to 5 BB's per team but only 1 or 2 Subs or Carriers. The spotting and skills of both classes are SO HIGH that it gives one team at least 20% or more advantage let alone the damage these good players can do themselves .... to make it fair TBH or more skill related you need to move the spotting ONLY to the minimap .... and its NOT even realistic that a sub can see a Battleship behind an island so the friendly battleship can precisely hit the citadel of that battleship ... IT does not make sense.
Very good! Thank you!
Delusional 15% dmg buff
Cant cache the video ...
652 likes, 652 unbrainded players
Get rid of the karma system...
Subs shouldn’t even be in the game and are still OP.
Just give up on subs, they're a joke.
Would you reverse back this update please? As submarine and battleship player saying, none of us looks happy with those results by playing in this new way.
Two true facts:
- You made shotgun the only way playable with subs, because in first ping you may die from a 10km charge... So... They will continue tryharding as before. Just 3km from away and doing more damage.
- Average and new subplayers will give up trying to learn the class. Then you will see tryhards subs more often in the match.
I played last few weeks and this was my feedback playing with both sides, because i got the shotgun on my ship five times and saw that going on with my teamates a lot.
My fellows developers. You make no ideia how to balance correctly the subs now, don't u?
the shotgun nerf is welcome. i guess subs are still dead last in damage and kills, so you buffed their damage output?
btw. subs should not be able to go practically full speed at periscope depth. not just because of realism, it also screws up their interaction with other shiptypes.
Dont see the speed of russian subs? Jaja
is it possible update without reinstalling (60GB)?
If the update doesn't start automatically for you, you can either press on the Update button, or you can change the settings of your launcher.
Press on the cogwheel icon on the left, go to "Auto-updates" and check the "Automatically update installed games"
Nice sub Buff
Your team did really great nerfing subs. But honestly some subs have become unplayable. Especially subs that don't even have alternative torpedoes like the UK submarine line.
Super Subs when?
If thats WG way of being fair I have another idea ti go with the resuced damge thing for shotgunning, that rwduce all torpedo protectuon and replace it will 5% for any dd, 10% for cruisers, 15% for bb and cv get 10%, subs zero in addition any tirp hit causes flooding, 2 hits causes 2 floods and 3 hits cauaes 3 floods, damage rate comapable to fires. There are BBs with 50 and 60% torp protection, they will now be turning into torps to hopefully reduce impact range to below 3km. Take sub undine. 6 torps with approx 7500 damage each that impact a BB at or slightly below 3km where. the BB has 40% torp protection ( 6x 7500 damage is 45,000 @ 10% is 4500 damage if all hit ) a BB woth that level of protection would be atleast tier 9 and would have 80 to 90 thousand hp at the start of the game, the undine has 14000hp. The BB has 2x asw planes each 2000 for direct hit and approx 1000 splash damage, that would be 3 asw hits to sink a sub, but the sub would.need to send perfect 6x7500 torps reduced by torp protection and distance reduction for the entire 20min game to sink 1 90k Hp BB witjout gett8ng detonated vs at most 4 general good 2x asw drops in 4mins
WG'ing fails again. This patch was nothing but a big buff to subs. Gameplay has become miserable whenever there is a sub in the game. Subs see the planes coming and now just turn right away and you miss the drop. Sub surv on the surface ships is way to short in time and range. to be of any real use. WG'ing just making the protected class ever more unbalanced.
There is only one way to solve submarine problem, remove them from the game.
War gaming, How about creating a seperate mode where people can play subs with random ships, and remove them from randoms.
This will definetly show you how much your Balance actually worked
you r really masterminds... how the hell should I fight other subs now? or close combat self defese (against dd`s)? 4 torp hits less then 2000 dmg...
So when are y’all going to make the surface ships pick the depth of depth charges? Between directional indication of our movement now via ping, increased detectability, and squadrons of aircraft laden asw something has to make it a challenge to depth charge us.
It’s so funny watching people claim they “buffed subs” when you can land 15 torpedo hits and cause like 30k damage. To them, a “buff” is simply any aspect of a sub that makes them even slightly playable and doesn’t just nerf them into unplayability
I agree that submarines are, or were at least overpowered, but making them completely unplayable is not the solution. At that point, just remove them.
Subs can't even ping now, for me the worst thing is showing the direction of the sub in the ping, receiving ASW directly and not being able to defend against DDs
Sir any updates for us submarine
Don't suppose anyone knows when we getting subs on Xbox...
Will they come to console 😂😂
Could you guys re add enterprise it isnt even as good as chakalov any more
They really shouldn't have released them in the first place. Now they're stuck with the things and trying to balance them into something that isn't both boring and frustrating.
Yeeeeaaaa, I'm just gonna stay in Final Fantasy XIV...
Yes Wargaming, that is the best video !!!!!!!!!
Can you guys create more Naval Legends content?
We are working on it, but these documentaries take a really long time to make!
@@WorldofWarshipsOfficialChannel Thanks for your kind reply,
And it's good to know that you're creating more of it the least, can't wait to see it published.
All the best👏🏻
Will HMS Alliance ever be in the store?🤔
Finally.. Thx
Variable damage on torpedoes based on range...yeah, that makes sense...even dumber than the ping mechanic, or the fact that subs can't stay under for more than a few minutes, or the fact that these subs go way faster than any subs prior to nukes...ffs what's next? Flying saucers?
Sure, but other ships are also unrealistically maneuverable - battleships and cruisers swingingsuccessfully to avoid torpedoes - not in real life.
Hopefully everyone (except the submariner) feels better now.
Submarines can no longer defend themselves at close range. This means that destroyers almost always win against submarines. Submarines can no longer fight against other submarines at short distances... Alternative torpedoes arm more quickly - great - since they only cause damage from 3 km away, arming them faster doesn't help. Maybe you can now nerf the Yamato, for example, so that the main battery no longer causes any damage within the first 8 km (30% of the maximum range).
Why weren't all other torpedoes nerfed?
Why does a submarine actually have a very long preparation time for submarine surveillance and all surface ships don't have this? Why do depth charges cause damage to surfaced submarines and not to surface ships?
And these are just a few examples... A patch that completely misses the mark when it comes to submarines - even though statistically submarines don't play a role in the battles and shotgunning is rare - even if it occurs naturally and is possible. There would be much more precise ways to prevent this.
But the evil submarines need to be nerfed so that everyone else feels a little better and then get sunk by a Shima torpedo or one of the far too powerful aircraft carriers...
Waiting for India cruiser Delhi
It's ok... 6 guns but 10km torps...kind of surprise for T5 .. if you get 21 point captain on it then you can do a lot of stuff.
@@vivekpatel3752 Yes You Are Right 💯
@@vivekpatel3752 bro you are from India na
@@funbirdsaditya7129 yes I am from India.
Its Good They Buffed Subs 😅They Were Really Pain
They buffed subs by reducing shotgun damage to 10%?
@@Nickname-hier-einfuegen if you think changing shotgun range from 2.5km to 3.1km makes a difference....then you're a sub player already so no point even talking to you.
@dahakaprod6519
Actually, it makes a difference there. Sometimes, u will engage subs in close range either u want drop charges or else..
I want a Ping sonar for torpedoes destroyers......Why sub had this and dd's not....their job is mostly more dangerous.
Hi, don't you think this will make playing subs difficult. Already the game play for subs is very difficult and requires skills unlike DD if a sub is spotted in close range its auto death. Please speak to your game developers, let them make sub enjoyable and fun to play. At this point the only thing a sub excel at is spotting and fight single BBs.... Look at the damage stats for sub, its poor, the credit from play matches is not encouraging compare to other classes. I believe there is a lot to be done on sub without making it a pain for other classes specially BBs. I am available to offer technical ideas for subs.
I tried playing subs .... I found it fine if you stay with the FLEET but BORING.
you buffed scumarines...? really??
It's like you didn't even watch the video...
the tardmarines delete the all ready dead game.. gz WG
이 멍청한 업데이트 때문에 잠수함끼리 싸우는데 하루종일 걸린다