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High level Sub torpedos too weak #169

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mitm001 opened this issue Apr 7, 2022 · 3 comments
Closed

High level Sub torpedos too weak #169

mitm001 opened this issue Apr 7, 2022 · 3 comments
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@mitm001
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mitm001 commented Apr 7, 2022

Sub torpedoes are to weak by about 15%. At higher levels a sub cannot defeat another ship by unleashing all its available payload into any other ship of the same level.

I unloaded entire payload of Sea Wolf into a Nimitz and still had to follow up with 3 more torpedo's. Its even worse against the other ships with same level. Even the next lower level sub, unloading every weapon it has cannot sink a max level ship.

Expected behavior

There is no ship ever built that could sustain that many hits from an advanced torpedo or 10 missiles and remain floating. Its not physically possible.

This unbalance means in one on one situations its nearly impossible to sink a max level ship with a sub. You will on almost every occasion be sunk with their counter attacks, which are way to powerful in their own right.

I do succeed occasionally but it takes some stupid mistake on their part or catching them with low health for it to happen. If they don't panic and simply counter attack they win every battle.

Tweaking the torpedoes so that firing a maxed out payload sinks any ship of the same level would be more appropriate. Evidently, others feel the same way as I have seen it discussed on the Radio.

@mitm001 mitm001 added the bug Something isn't working label Apr 7, 2022
@finnbear
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finnbear commented Apr 8, 2022

There is no ship ever built that could sustain that many hits from an advanced torpedo or 10 missiles and remain floating. Its not physically possible.

This is true, but not viable from the ship's perspective in the context of gameplay. One of the main lines of defenses real ships have against subs is distance (over-the-horizon range). Torpedoes are slow and have finite range. However, in Mk48.io, the top-down view forces engagements to take place at a much shorter range (potato-cannon range). If torpedo salvos reliably killed big ships, then big ships would be hunted down to extinction. The best solution I could come up with is to make torpedoes do serious, but not necessarily fatal, damage. That way, engagements go from being almost instant to ~30 seconds, giving the big ship player time to fight back.

Another potential solution would be to make torpedoes do ~3X as much damage, but you only get to fire 1/3 as many at a time and they take 3X longer to reload. This has the additional benefit of requiring fewer clicks. The problem here is that a single torpedo would sink many smaller ships, pushing the problem down the line.

This unbalance means in one on one situations its nearly impossible to sink a max level ship with a sub. You will on almost every occasion be sunk with their counter attacks, which are way to powerful in their own right.

It really depends on what max level ship you are attacking. My experience suggests that a Seawolf's 8 Mark 48 torpedoes can reliably sink any max level ship, if they all hit the center (which does more damage than bow or stern). If you don't get center-hits, you might need to loiter around and wait for a few reloads.

@finnbear finnbear changed the title High level Sub torpedos to weak High level Sub torpedos too weak Apr 8, 2022
@mitm001
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mitm001 commented Apr 8, 2022

I will try the center hit. I wasn't aware of the difference.

@mitm001
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mitm001 commented Apr 8, 2022

Belly shots do work better. Closing this as its not a problem.

@mitm001 mitm001 closed this as completed Apr 8, 2022
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