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S0und_Theif

​📰 Submarine Testing

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Submarine Testing

Here are some changes we’re planning based on your feedback about submarines.

 

We received a lot of feedback about our testing of submarines, so we’re here to address the following commonly-raised points:

  • The matchmaker
  • Anti-submarine gameplay and submarine survivability
  • New mechanics for displaying the source of enemy sonar pings
  • Removal of the ability to remain constantly between two depth states by quickly tapping the dive and surface buttons (Dolphining)

 

 

The Matchmaker:

The following changes to the matchmaker will be implemented with the release of Update 0.11.5:

  • The limit on the number of destroyers and submarines in a team will depend on the length of the waiting time of the first player in the queue:
    • 0-39 seconds: 4 in total, with no more than 4 destroyers and no more than 2 submarines.
    • 40-89 seconds: 5 in total, with no more than 4 destroyers and no more than 2 submarines.
    • 90+ seconds: These limits will be softened.

Also in Update 0.11.5:

  • In order to unclutter the interface, the animation associated with a sonar ping hitting a target has been toned down for ships which currently have active pinged sector, and the sound effect for them has been removed.
  • Added a warning icon when aiming a sonar ping in a direction that intercepts with an island, similar to the one used for main battery guns.
  • Added a marker on the depth meter displaying the depth at which the sea floor under the submarine is located, as long as the seafloor above the submarine’s maximum depth.
  • Added a warning when a collision is possible when transitioning to a selected depth.

 

 

Anti-submarine Gameplay and Submarine Survivability:

After some analysis of their combat effectiveness, we’re reducing the survivability of submarines in Update 0.11.4:

  • The damage radius of ship-dropped depth charges has been significantly increased from 450 m to 800 m.
  • Increased the damage dealt by airstrike depth charges in the outermost part of their damage radius.
  • The minimum airstrike depth charge drop distance for battleships has been changed to 500 m, like cruisers.

 

 

New Mechanics for Displaying the Source of Enemy Sonar Pings:

In the Public Test for Update 0.11.4, we tested a change to the sonar ping visual effect from enemy submarines: instead of displaying the ping itself in real time, an effect is played on the water surface near to where the ping was emitted.

The new effect makes it easier to find the source of the ping. If the submarine emitting the ping is undetected, the effect is displayed at a certain distance from the submarine in order to give the submarine a chance to avoid taking damage.

After the Public Test, we got a lot of feedback about this new effect. Mainly:

  • The effect disappears too quickly and is difficult to notice.
  • The effect is often displayed too far from the submarine to determine its actual location.

Therefore, we are introducing the following changes to this mechanic:

  • Increased the time the effect remains visible to 5 seconds.
  • The distance at which the ping from the emitting submarine is displayed has been halved.

 

 

Removal of the Possibility to Remain Constantly Between Two Depth States by Quickly Tapping the Dive and Surface Buttons (Dolphining):

In Update 0.11.4, we removed the possibility of walking the line between two different depths while enjoying the benefits of both.

The characteristics of periscope depth are maintained between the depths of 0 and 15 m, where the border between periscope depth and maximum depth now lies. Now, there are two possible levels while at maximum depth from 30 m and 60 m.

 

 

Other Submarine Changes:

The following captain skills have changed:

  • Sonarman
    • The duration of the marked sector after a single sonar ping hit changed from -10% to +25%.
    • The duration of the marked sector after two hits changed from +20% to -15%.

 

  • Torpedo crew training
    • Bonus to torpedo reload time when the submarine is detected increased from 5% to 15%.

 

  • Enhanced Impulse Generator 
    • The skill is activated when less than 33% of the sub’s maximum dive capacity remains.

 

  • Consumables Enhancements
    • Bonus to consumable action time is increased from 7.5% to 10%.

 

  • Adrenaline Rush
    • Bonus to armament reload speed per percentage of HP lost increased from 0.2% to 0.25%.

 

  • Improved Battery Efficiency
    • The bonus is activated when the submarine has less than 50% of its maximum dive capacity remaining, instead of 25%.

 

  • Enlarged Propeller Shaft
    • The bonus is activated when the submarine has less than 50% of its maximum dive capacity remaining, instead of 25%.
    • Underwater speed bonus increased from 15% to 18%.

 

All changes mentioned in the post — with the exception of the matchmaker improvements and the additional changes mentioned to be released in Update 0.11.5 — can already be tested on the Public Test of Update 0.11.4.

 

 

 

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.


Links:

https://blog.worldofwarships.com/blog/322

Edited by S0und_Theif

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3,404
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2 hours ago, S0und_Theif said:

Anti-submarine Gameplay and Submarine Survivability:

After some analysis of their combat effectiveness, we’re reducing the survivability of submarines in Update 0.11.4:

  • The damage radius of ship-dropped depth charges has been significantly increased from 450 m to 800 m.
  • Increased the damage dealt by airstrike depth charges in the outermost part of their damage radius.
  • The minimum airstrike depth charge drop distance for battleships has been changed to 500 m, like cruisers.

 

 

New Mechanics for Displaying the Source of Enemy Sonar Pings:

In the Public Test for Update 0.11.4, we tested a change to the sonar ping visual effect from enemy submarines: instead of displaying the ping itself in real time, an effect is played on the water surface near to where the ping was emitted.

The new effect makes it easier to find the source of the ping. If the submarine emitting the ping is undetected, the effect is displayed at a certain distance from the submarine in order to give the submarine a chance to avoid taking damage.

After the Public Test, we got a lot of feedback about this new effect. Mainly:

  • The effect disappears too quickly and is difficult to notice.
  • The effect is often displayed too far from the submarine to determine its actual location.

Therefore, we are introducing the following changes to this mechanic:

  • Increased the time the effect remains visible to 5 seconds.
  • The distance at which the ping from the emitting submarine is displayed has been halved.

 

 

Removal of the Possibility to Remain Constantly Between Two Depth States by Quickly Tapping the Dive and Surface Buttons (Dolphining):

In Update 0.11.4, we removed the possibility of walking the line between two different depths while enjoying the benefits of both.

The characteristics of periscope depth are maintained between the depths of 0 and 15 m, where the border between periscope depth and maximum depth now lies. Now, there are two possible levels while at maximum depth from 30 m and 60 m.

I'm guessing that this WG's reposne to 3 of flamu's videos.

Spoiler

 

 

Edited by S0und_Theif

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6 hours ago, S0und_Theif said:

 

  • Enlarged Propeller Shaft
    • The bonus is activated when the submarine has less than 50% of its maximum dive capacity remaining, instead of 25%.
    • Underwater speed bonus increased from 15% to 18%.

 

sddefault.jpg

 

maxresdefault.jpg

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maxresdefault.jpg

maxresdefault.jpg

maxresdefault.jpg

maxresdefault.jpg

 

Edited by Skarhabek
  • Funny 2

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37 minutes ago, Skarhabek said:

sddefault.jpg

 

maxresdefault.jpg

maxresdefault.jpg

maxresdefault.jpg

maxresdefault.jpg

maxresdefault.jpg

maxresdefault.jpg

 

Curse you sharky.

I like Mitsubishi Lancer Evo 3.

And Irohazaka has that "Jump" in section / check point 3.

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15 hours ago, S0und_Theif said:

Curse you sharky.

I like Mitsubishi Lancer Evo 3.

And Irohazaka has that "Jump" in section / check point 3.

if U2505 have 6 min 9 sec reserve, it mean it take only 3 min to reach the bonus speed... with +15% bonus it can reach 37knot speed! now +18% its even faster.... it can running away from DD LOL

Poor Balao should get buffed

too bad live action of Initial D is really bad.... not only they make the whole emperor team become clown... there is also no misfiring system.

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23 hours ago, S0und_Theif said:

Enlarged Propeller Shaft

  • The bonus is activated when the submarine has less than 50% of its maximum dive capacity remaining, instead of 25%.
  • Underwater speed bonus increased from 15% to 18%.

 

This thing is ridiculous, you can literally run away from most thing that's larger than a destroyer when this skill is activated

(38.4 knots max speed on U-2501, and 36 knots on Balao)

1460393127_S@GJ@@F)D@YR@VP)DJ84YK.thumb.png.6faab5b2e68133775f222c0f75587e6c.png

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24 minutes ago, Skarhabek said:

if U2505 have 6 min 9 sec reserve, it mean it take only 3 min to reach the bonus speed... with +15% bonus it can reach 37knot speed! now +18% its even faster.... it can running away from DD LOL

Poor Balao should get buffed

 

9 minutes ago, New_Jersey_prpr said:

This thing is ridiculous, you can literally run away from most thing that's larger than a destroyer when this skill is activated

(38.4 knots max speed on U-2501, and 36 knots on Balao)

 

1460393127_S@GJ@@F)D@YR@VP)DJ84YK.thumb.png.6faab5b2e68133775f222c0f75587e6c.png

Or, instead of buffing Balao, WG could nerf U2505.

Seeming that underwater speed of submarine is ridiculous in this game.

 

 

25 minutes ago, Skarhabek said:

too bad live action of Initial D is really bad.... not only they make the whole emperor team become clown... there is also no misfiring system.

Sad but true.

The live action is worse than the 1st version of the anime.

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14 hours ago, RedTwilight said:

I am blocking every submarine player

You do know that blocking someone doesnt stop them being in a match with you????????? 

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17 hours ago, RedTwilight said:

Just DELETE the sub and everyone will be happy.

I am blocking every submarine player

vw4m329iszu11.gif.d187c06982911d5ae96f3719e4cb9524.gif

Edited by Sharr_Dextera
  • Funny 1

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