Right now we don’t want to significantly increase torpedo parameters such as damage, reload time, and speed, as this significantly affects the perception of combat by surface ships. Torpedoes are the only submarine weapon (if you don’t take secondaries and ramming possibility into account) that are relatively unreliable in dealing damage. Red – torpedo damage on the target with no active sonar ping effect.Turquoise – torpedo damage on the target where one sonar ping is active.Green – torpedoes damage on the target with the effect of two sonar pings.The first two lines are the damage of an American submarine of the corresponding Tier, the second two are the damage of a German submarine. The graphs below show a comparison of average submarine damage by Tier in updates 0.10.9 and 0.10.11. At the same time submarines were not overpowered before the change, and with 0.10.10 the damage caused by submarines was reduced by about 25% more. The improvement made by your feedback made it possible to make the interaction between submarines and other classes healthier. The key change to submarines since they were introduced to the main server is the change to torpedoes in 0.10.10, splitting acoustic guidance and damage increased from acoustic pings between the two torpedo types. In doing so, we see comfortable class interaction and balanced parameters as the key objectives, so we will look for ways to increase submarines’ influence in combat without creating frustrating situations for their opponents. For example, if the enemy has 20,000 HP and you dealt 10,000 damage, the relative damage is 50% Įven taking into account the lifetime of submarines, which is comparable to destroyers and cruisers, other indicators of subs’ combat effectiveness are significantly inferior to other classes, so we will continue to tweak them based on the results of testing.
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