World of Warships

World of Warships

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TK421 Feb 1, 2023 @ 1:08am
German U-69
Tried to ping the same cruiser 4 times. Each time it hit and each time it didn't stick. Why? The subs in this game have their position given away to easily. Having to ping one ship over and over again, is just retarded. Fix it.
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Showing 1-15 of 15 comments
Thbran Feb 1, 2023 @ 1:26am 
If they are running their damage control party sonar pings don't work

You could also dumb fire the torpedoes everyone moves to dodge when you ping them nobody moves normally if you don't
ATTESA Feb 1, 2023 @ 1:37am 
BS. It sticks if he doesn't have DCP. Even if he does cruiser DCP last for a very short time. You must be pinging before launching torps.
Subs position is very hard to predict even when pinging. Good sub players ping when they are almost turning. The mark subs leave on the water isn't very accurate specially if the sub is turning.
Hiei Feb 1, 2023 @ 4:18am 
A good thing to do is *Not* ping, just dumb fire
Then you don't show where you are
Logical Maneuver Feb 1, 2023 @ 4:40am 
Also the ping is oriented towards where you are aiming, not where your sub is going. Never ping with your sub going straight ahead, fire your torps, turn, then ping. It's impossible for the enemy to accurately read, and in my opinion, pretty broken.
Banzai Feb 1, 2023 @ 5:41am 
Had a sub yesterday pinging repeatedly at me from way outside of his sonar range. Honestly the ping trails were falling short by 4-5km and he kept on doing it which was at least helpful for keeping track of his location. With that in mind im wondering if the OP was out of range (even if it was only just). If it wasnt that then obstacles will block the ping (such as islands, sinking ships, friendlies and so on) and obviously an active DCP will prevent any pings sticking while its running.

Very little sympathy for such issues tbh anyway since a competent sub will be able to stay alive and unspotted for literally the whole match while being an active irritant. Even the guy I mentioned above who plainly didnt have a clue what he was doing lasted 18 minutes until I managed to run him down in my BB and sink him (the DD and sub on my team that spawned on my flank were sent to port around 3 mins into the match which made this more complicated).

Originally posted by Big.Bear:
........Having to ping one ship over and over again...........

Thats a choice, not a necessity.
yeah... but the surveillance module takes 330 seconds to load is a joke.
oh wait... it is to make the game competitive, right?
just no make sense.
christof Feb 4, 2023 @ 6:56pm 
Originally posted by `¯¯'-=Wing=-'¯¯´:
yeah... but the surveillance module takes 330 seconds to load is a joke.
oh wait... it is to make the game competitive, right?
just no make sense.
Weird how your messages tend to have nothing to do with the topic of the thread.
Last edited by christof; Feb 4, 2023 @ 6:57pm
Torchfire Feb 4, 2023 @ 11:05pm 
Originally posted by `¯¯'-=Wing=-'¯¯´:
yeah... but the surveillance module takes 330 seconds to load is a joke.
oh wait... it is to make the game competitive, right?
just no make sense.

You can cut that down quite considerably by using the commander skill and the signal flag that reduces cooldowns.
Originally posted by christof:
Originally posted by `¯¯'-=Wing=-'¯¯´:
yeah... but the surveillance module takes 330 seconds to load is a joke.
oh wait... it is to make the game competitive, right?
just no make sense.
Weird how your messages tend to have nothing to do with the topic of the thread.

U-69 is a airplane? a car?
oh...wait... it is a submarine right?



Originally posted by Torchfire:
Originally posted by `¯¯'-=Wing=-'¯¯´:
yeah... but the surveillance module takes 330 seconds to load is a joke.
oh wait... it is to make the game competitive, right?
just no make sense.

You can cut that down quite considerably by using the commander skill and the signal flag that reduces cooldowns.

Thanks, I know.
But is funny, because at the very start when there is no xp points enough yet, to get the modules, we have 3:34 of batteries plus the 30 seconds from the module.
and to "scan" for another submarine...we have to wait 5:30 minutes.

anyway...
Thank you again.
Netharon Feb 5, 2023 @ 4:11am 
Originally posted by `¯¯'-=Wing=-'¯¯´:
Originally posted by christof:
Weird how your messages tend to have nothing to do with the topic of the thread.

U-69 is a airplane? a car?
oh...wait... it is a submarine right?



Originally posted by Torchfire:

You can cut that down quite considerably by using the commander skill and the signal flag that reduces cooldowns.

Thanks, I know.
But is funny, because at the very start when there is no xp points enough yet, to get the modules, we have 3:34 of batteries plus the 30 seconds from the module.
and to "scan" for another submarine...we have to wait 5:30 minutes.

anyway...
Thank you again.

Submerging is meant to be a tactical decision that you pay by using battery time. You have 20 minutes in the match. You recharge on the surface. There is no need to be submerged when nobody is around to detect you. Even without the ship module and commander skills, it's possible to be submerged half the match or more by only using it when you absolutely need to, and recharging on the surface until it's needed again.

The surveillance radar is also meant to be just as tactical. Some subs can use it sooner than others, and with proper use you can reveal that sub to your entire team and make pinging him very easy. Why should it be available even sooner? So a sub with a less-skilled captain can sink at the 18 minute mark instead of the 15 minute mark? Or maybe you want the meta for subs to be sitting and waiting until most ships are destroyed before actively participating in the match for fear of surveillance radar. Other ships dealing with surface radar have to do so at a shorter duration and have the maneuverability to escape it and have better survivability.

I'm not saying subs are balanced and tuned correctly, but the complaints some people have on them are just a lack of understanding them.
Originally posted by Netharon:

I'm not saying subs are balanced and tuned correctly, but the complaints some people have on them are just a lack of understanding them.

It's not a lack of understanding.
Say you're going to war...
and instead of having the ammunition ready, you have to take the gunpowder, the copper, the press and everything you need to make the ammunition during the conflict.
It just doesn't make any sense...
same thing with the smoke screen...
It's okay that it's a function to make the game competitive, but the fact that a smokescreen "works" under the effect of a cyclone... or having unlimited ammo with the excuse that the game is "arcade" is the same thing.
And I'm not complaining...I'm reporting facts.
But the truth bothers the indoctrinated.
Netharon Feb 5, 2023 @ 7:03am 
Originally posted by `¯¯'-=Wing=-'¯¯´:
Originally posted by Netharon:

I'm not saying subs are balanced and tuned correctly, but the complaints some people have on them are just a lack of understanding them.

It's not a lack of understanding.
Say you're going to war...
and instead of having the ammunition ready, you have to take the gunpowder, the copper, the press and everything you need to make the ammunition during the conflict.
It just doesn't make any sense...
same thing with the smoke screen...
It's okay that it's a function to make the game competitive, but the fact that a smokescreen "works" under the effect of a cyclone... or having unlimited ammo with the excuse that the game is "arcade" is the same thing.
And I'm not complaining...I'm reporting facts.
But the truth bothers the indoctrinated.

Your debate is based around realism and historical accuracy. Doesn't work, sorry.
If you want to argue that, we may as well not play the game at all, even without CV's and subs. There would be too many things to take out. We can start with health bars and not having crews on the ships. That would be 2 topics out of a thousand.
If you want to pay for ammunition and be limited on it, then War Thunder is available for you to play. As others have stated, this is more arcade-based.
Originally posted by Netharon:

Your debate is based around realism and historical accuracy. Doesn't work, sorry.
If you want to argue that, we may as well not play the game at all, even without CV's and subs. There would be too many things to take out. We can start with health bars and not having crews on the ships. That would be 2 topics out of a thousand.
If you want to pay for ammunition and be limited on it, then War Thunder is available for you to play. As others have stated, this is more arcade-based.

After more than 1,600 hours of War Thunder... I stopped playing the day they announced the implementation of nuclear bombs.
The way they made the presentation... I understood it as a huge lack of respect for those who have already suffered this type of attack in real life, in this case, Japan.
And I left the game.
But everything is fine...
If you are going to take it to the "simulator" mode, we could even discuss the subject at another opportunity.
And who mixes historical events with the arcade game the most... is wg itself.
Who knows, maybe soon we will have a version that is more faithful to the maritime evolution of humanity...
From the Egyptians, Vikings, Greeks, anyway...
and nations like Ukraine and an aircraft carrier with drones and grenades...
Somalia with its pirates and adapted boats...

But one thing is for sure... if the game was really a strategy game, the ammo limitation would make many "professionals" of the game look for a place to buy intelligence.
Or wait for some digital "influencer" to teach. (the way he wants).
Library and bookstore are places of torture nowadays.
Anyway...
In reality a lot of what is done in the game...it's just to guide you and direct you where you can spend more to be better.
It all depends on your own patience and will.
When you are a "not" profitable player...the difficulties are greater.
That simple.
Last edited by `¯¯'-=Wing=-'¯¯´; Feb 5, 2023 @ 8:01am
Banzai Feb 5, 2023 @ 8:18am 
If ammo was limited then the "professionals" would have an even greater advantage over weaker players since they would make their shots count a whole lot more often. Not quite sure how this has mutated into a p2w conversation, but as has been stated SO many times previously - many top players have never spent a penny on the game and many whales have terrible stats.

To vaguely point this in the direction of the original post, regarding the radar thing - personally as someone who doesnt enjoy playing subs (although ive accidentally become pretty good in them from playing test subs) I would be fine with their sub surveillance being available at the start of the battle since when that was a thing a whole lot of subs were being sunk before even firing one torpedo. You can see why it was changed however to give weaker players at least a chance to do something before being sent to port. Theres not a whole lot of point in introducing a new class of ship that counters each other for mutually assured destruction the moment they come into proximity (also a reason why assured detection was removed for subs vs subs) so while people might not like this mechanic for whatever reason, it at least makes sense.
christof Feb 5, 2023 @ 2:42pm 
Originally posted by `¯¯'-=Wing=-'¯¯´:
Originally posted by christof:
Weird how your messages tend to have nothing to do with the topic of the thread.

U-69 is a airplane? a car?
oh...wait... it is a submarine right?
Since you seem to have severe trouble reading more than a title, I will help you out: This thread was about pings, how "easily" (by opinion of the thread opener) they are cleared from cruisers and that WG needs to "fix" this.

Not a single thing you ever wrote in this thread really had anything to do with this. And any messages of you further down of the one I'm just quoting very much proves my above point.

And you've been a repeat offender with this kind of stuff over the last few days and various threads.
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Date Posted: Feb 1, 2023 @ 1:08am
Posts: 15