From The Depths
Vindar Jul 30, 2015 @ 7:41am
Need help fighting Submarines
In the east, the tadpole, 39k RP In the west, Excalibur, 3.6m RP.

if you guessed that the tadpole won you'd be correct!

I'm currently working in the Vehicle Designer to try and develop defenses against submarines but i just cant seem to get anything to work. (least of all the torpedos)

the only thing i can get to hit them are lasers, but lasers are so underpowered on medium(or even large) sized ships their ineffective against subs, expecially ones with repair bots.

Is the only way to effectivly combat subs to have a super destroyer with massive underwater lasers?
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Showing 1-15 of 15 comments
CrushedEmber Jul 30, 2015 @ 7:43am 
Large fragmention torps, two, maybe four depth charges, on max, depending on how far down they are.
Vindar Jul 30, 2015 @ 7:44am 
what would the torpedo look like build wise?
hushpeople Jul 30, 2015 @ 8:40am 
A quick fix would be to replicate a paddlegun since they are supposed to shoot down into the water. You can try to use a magnet with proximity fuse and some ballast tanks. Just make sure they can go deep enough to hit the sub. Frag warheads should do the trick. I have yet to fight a sub so I could be wrong though. I mostly toy around in the designer.
Leyline Jul 30, 2015 @ 11:11am 
Until we get proper modules for missiles to create torpedoes that can actually move through the water unhinderd by upwards drag, you will have little chance of making a missile based solution.


You should build medium calliber (around 6-10 gauge increases) guns and mount them on sideways turrets so they have full movement to aim downwards.

Key is that the platform firing those guns should be able to keep close to the sub in question.


I went for the lame mehod of subhunting and build an orbital laser array that has 4 25000dps ap 30 rapid pusle lasers.

Yes, lasers do lose power when shooting at underwater targets, but 10 percent of 25000 still is a dead sub.

I use this exclusivly to deal with fast submerged vehicles the same way i only use lasers versus fast airborne targets that are either to fast for missiels to catch and/or have lots of laser missile defense.

The game lacks some customization options to deal with extremes. ^^
So go extreme yoruself. xremely laser.


If you do not want a space platform, just stick baloons to the laser thing.
Tender Loins Jul 30, 2015 @ 5:25pm 
Cannons arent slowed down by water so really cannons work just fine against any sub as long as they are accurate enough to shoot them.

lasers are no bueno since they lose a lot of damage underwater. Missiles could be used but ou have to get the ballast tnaks and all right
Leyline Jul 30, 2015 @ 8:31pm 
Originally posted by Patrick World-Star:
Cannons arent slowed down by water so really cannons work just fine against any sub as long as they are accurate enough to shoot them.

lasers are no bueno since they lose a lot of damage underwater. Missiles could be used but ou have to get the ballast tnaks and all right

Cannon shells ARE subject to water drag.

And as i said: if the lser is powerfull enough..... the water won't matter.

AS for missiles:
Ballast tanks d onot help the missile with the maneuverability udnerwater. The drag is always there and you wiil not catch fast subs like this.
Tender Loins Jul 30, 2015 @ 10:09pm 
alright well the drag on bulelts is negligible. thats why subs are so underpowered atm, sorry i didnt make that clear.

and if you want to make a laser that powerful sure go ahead but thats really lame. for me at least. and yeah ballast tanks wont do that i just said it as one thing that helps hit subs.
Vindar Jul 30, 2015 @ 10:56pm 
thought i'd share what ive discovered and learned so far.

lasers are too underpowered when comming in contact with water to be reasonable on a small or medium sized ship

The drag on cannons affects the aiming arc, meaning that the cannons are consistantly missing the target (Falling short) at large distances

Ive had some success with extra large torpedos using guidance lasers and laser riders.

Most subs in-game run at a depth around -40m, meaning if you put enough ballasts the torps are level with the subs.

the setup i'm using currently is this,

9 blocks total:

Torpedo propeller x2, fins x4, fuel tank x2, laser beam rider reciver x1, ballast tanks (float height: 10) x4, fragmentation warhead (30 deg arc) x4, laser designator receiver x1

This seems to work against campaign subs, but if any sub falls outside the -40m range no idea what you could do, and adjusting depth for differnt types of subs on the fly would be a pain in the ****

Jaded Aug 1, 2015 @ 5:06pm 
Originally posted by Leyline:
Until we get proper modules for missiles to create torpedoes that can actually move through the water unhinderd by upwards drag, you will have little chance of making a missile based solution.

I'm pretty sure that the effects of Ballast Tanks in missiles are stacking similar to effects of Fins. Some 7+ block missile should make for decent Depth Charges.
Samlow Aug 1, 2015 @ 5:18pm 
What worked well for me on my titan design is a combination of depth charges in a circular spread pattern with a torpedo salvo of different depths. Basically the torpedoes go from -10 to -40 meters to counter most subs. Depth charges with magnets also work of deep enough.
Leyline Aug 2, 2015 @ 4:44am 
I have foudn the steel striders typhon t obe a good benchmark.

Your anti sub is worthless if it cannot bring this one down.

Be warned: it has insane damage recovery.
7thfleet Aug 2, 2015 @ 4:55am 
Thats my sub >:)
Leyline Aug 2, 2015 @ 10:00am 
Originally posted by 7thfleet:
Thats my sub >:)

It does a great job of refusing to get horribly murdered i can tell you that.

I had soem sucess with a 7 size ASROCK torpedo, launched via VLS closing som distance and then dropping in the water, armed with propellers and fins and guidance to chase the ship around, caught it even. But it turned out the volume of fire was not enoguh to stop the Typhon from regenerating until the next volley hit.

You must understand that i think the torpedo/balalst tank thing is retarded since it locks the weapons on a depth, you'd have to edit for every different sub and i had to make a torp capable of overcoming its upwards drag.

I incereased the number of missilesp per volley and low and behold: results.

Still, the inability to make proper torpedoes is annoying. Thats why i made my large obrital anti-sub laser stations. Because water or not, Those WILL burn anything underwarter or on the water. XD


Had limited results with a fast ship and downwards cannons, if the ship amanged to get close to the Typhon it could reliably shoot it but the ai jsut drives dumb.


Btw: The Typhon does not truly have the volume needed ot overcome a basic LMS, you might want ot add at least 2-4 underwater torpedoes.
Lulloser Aug 2, 2015 @ 10:06am 
What about a quick fighter dropping some depthcharges?
Leyline Aug 2, 2015 @ 10:15am 
Depth charges take time to sink but anway

DEV HAS ADDED NEUTRAL SETTINGS FOR BALLAST TANKS WE CAN MAKE TORPEDOES NOW WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT.


Good bye haxx lasers hello Asrock to the maxXD
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Date Posted: Jul 30, 2015 @ 7:41am
Posts: 15