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Old 06-15-16, 05:07 PM   #2
33lima
Planesman
 
Join Date: Nov 2002
Location: Belfast, NI
Posts: 199
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Yes, many players agree that the sub aspect, while fun if you're 'in' one, is the aspect that would most benefit from some improvement. Even accepting the simplified, wargame-style rather than subsim-style approach, subs are too deadly.

Specifically, dynamic campaign battles too often start with fast-moving warships in the open ocean caught in the middle of an 'area ambush' by multiple subs whose surface max speed is not much different from the warship's crusing speed. Too often, one or more of the subs is inside the 'magic range' where a hit is guaranteed. Escorts, even ones alert to the presence and position of a sub, are way too easy to torpedo - in wargame terms, there needs to be a 'saving [dice] throw' to simulate evasion in these cases. And after killing escorts, the complete lask of stern guns on merchantmen, and the rare use of scattering, means the small convoys are too easy to run down in surfaced subs.

The discussed-but-not-yet-released update to allow a greater starting range option may help with this, as well as giving German surface raiders a chance to run for it. Turning on the dud torpedo realism option may also help.
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