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SS4's, Release
lunawolves2
post Mar 7 2010, 01:46 AM
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I currently play NavyField on both the US and Euro servers. Why is the SS4's released already for like a week or 2 on the U.S. servers and not released on

The euro servers. Are the U.S. servers feed back being used to determine how the SS4's are being released on the Euro servers???

I am, just like everyone else very very frustrated with the release of the SS4's, the leveling of the operators to SS4, but you have them out of stock.

Any feed back would be appreciated.



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altharius
post Mar 7 2010, 02:56 AM
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From the patchnotes on 18-2-2010:
QUOTE
Tier 4 submarines will be added, but it won't be possible to buy them (they will be out of stock). The balance needs to be adjusted, before they will be available.

Greetings,


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Biter
post Mar 7 2010, 08:32 AM
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Feedback from NFNA is that there are alot of upset players and even the SS drivers think the SS4 are stupid overpowered. Most SS4 are now speed and close to SD Capped. This means loads of 39/40 knots gunboats running around. Imagine all players on HOOD driving subs as fast as R2dome or Bullenharry but with more OH time.

I also have seen the video of a kM SS4 U-flak surfacing near a BB4 Iowa on full health popping a smoke and sinking it with its deck guns while undercover of smoke blink.gif

The ijn SS4 has 8 front torps and an extra support slot huh.gif That is a 166880k damage first salvo. It one shots all BB's other than a BB6 with tons of bulge. You cannot run away from it as it is faster than a BB5 and the more bulge you add the slower you become.

Only the US SS4 is I would say better balanced as an SS4 and this is only because it is very similar to a SS3.


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Elkarlo
post Mar 7 2010, 08:59 AM
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As i said in the Off-topic thread
Best solution would be Fixing the Belt Armor bug !!!

Atm 0.2 Belt armor is best Choice as it reduces Torp dmd down to 50%. And for Subs it halves ALL damage taken.
Before we had the SS joining NFEU Belt Worked as it was meant to:
every 0.4 in Belt ( or HE protection for other UK/IJN) multiplied the Torp dmg roughly with 0.8.
So you needed 1.2 Belt for half torp dmg... but big Ships can easily drive 2 belt without speedloss..
ATM the Belt bug is extended to the Subs a Sub with 0.2 Belt takes half Dmg...
With the Belt Armor bug fixed this would happen:
Big ships will have likely 1.2 Belt and some Bulge armor, leave them on about 80% torp protection they got now...
Subs won't be able to armor with belt big as they don't have enough displacement, so this bug effect would be reduced to a great extend.
Sub AA gun HE shells will be reduced in damage to at least 50% thanks to some substantial Armor.
Subs will sink fast to Hedgehog and Torp Dmg thanks to double DMG, compared to now...

So one Bug fixed most balancing problems in Subs solved .... as to be noted the Bug appeared on NFNA earlier on NFEU the Bug appeared first when SS were introduced.

Or other option... driving with 0.2 Belt would be forbidden as it is Bugexploit for Subs *cought*
Atm the 0.2 Belt armor Bug makes the SS so strong.


Btw i got a Video for the one not believe this were i took with a Repulse ( very light belt armor) over 80 Kitatorps out in a Harbour assault, and then later drive her over 8 Harbourmines before the enemy BB fire sunk her... she had around 4 Belt and 120 Bulge... and fully loaded on displacement and so very slow... but was a great Torp and Mine eater.. Tested she could eat two broadsides of the heavy Kita torps and still had 1/3 Bulge left... Direct hits.
After SS this didn't work... now putting it to the unbugged state, so that you have to calculate the optimum value of Bulge + belt, would fix lot of Sub problem and improve game play and fittings...
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GodSp33d
post Mar 7 2010, 09:42 AM
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I didnt start it this time... smile.gif

IBL... not an informative topic... just another clone...


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hitme
post Mar 7 2010, 10:15 AM
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yes, these are getting old...


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5 complete SS4 crews waiting for release...
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the_dude
post Mar 7 2010, 10:17 AM
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QUOTE (Biter @ Mar 7 2010, 09:32 AM) *
Feedback from NFNA is that there are alot of upset players and even the SS drivers think the SS4 are stupid overpowered. Most SS4 are now speed and close to SD Capped. This means loads of 39/40 knots gunboats running around. Imagine all players on HOOD driving subs as fast as R2dome or Bullenharry but with more OH time.

I also have seen the video of a kM SS4 U-flak surfacing near a BB4 Iowa on full health popping a smoke and sinking it with its deck guns while undercover of smoke blink.gif

The ijn SS4 has 8 front torps and an extra support slot huh.gif That is a 166880k damage first salvo. It one shots all BB's other than a BB6 with tons of bulge. You cannot run away from it as it is faster than a BB5 and the more bulge you add the slower you become.

Only the US SS4 is I would say better balanced as an SS4 and this is only because it is very similar to a SS3.



Too right - reading this thread (below) on NFNA gives me the impression that something is seriously wrong, and quite a few people upset:

http://www.navyfield.com/board/view.asp?Nu...ok&Page2=10

I copied the thread's page 10, as comments on there are the first after-patch. See for yourselves...

It seems wise holding back on making SS4 available for the moment.

Regards,

the_dude
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GodSp33d
post Mar 7 2010, 10:17 AM
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NFNA is not NFEU

again... in before lock...


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Elkarlo
post Mar 7 2010, 10:41 AM
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Very intresting you all flame and Troll about the old thing in this thread but not about the "new" comment from me for the 0.2 inch Belt Armor bug,
which do most of the Problems. Me neither thought of it before. But i think the Belt armor Bug is the REAL Problem in the SS Question.
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Ceahlau
post Mar 7 2010, 10:48 AM
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QUOTE (Elkarlo @ Mar 7 2010, 12:41 PM) *
Very intresting you all flame and Troll about the old thing in this thread but not about the "new" comment from me for the 0.2 inch Belt Armor bug,
which do most of the Problems. Me neither thought of it before. But i think the Belt armor Bug is the REAL Problem in the SS Question.


just ask your-self how many subs out there carry 0.2 belt? even with the R slot empty i can't carry that!


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the_dude
post Mar 7 2010, 10:48 AM
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QUOTE (Elkarlo @ Mar 7 2010, 11:41 AM) *
Very intresting you all flame and Troll about the old thing in this thread but not about the "new" comment from me for the 0.2 inch Belt Armor bug,
which do most of the Problems. Me neither thought of it before. But i think the Belt armor Bug is the REAL Problem in the SS Question.


I actually can't see any flaming/trolling here for once, elkarlo.

The reason for your post not attracting comments: wordy and not well written, sorry to say that.

Regards (and peace wink.gif )
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GodSp33d
post Mar 7 2010, 10:54 AM
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QUOTE (Ceahlau @ Mar 7 2010, 11:48 AM) *
just ask your-self how many subs out there carry 0.2 belt? even with the R slot empty i can't carry that!


+1

this goes for ALL submarine nations...

ok... it does work with skeleton low level crew (on my french boat)...
as soon as I have my sailors BVE, and add higher level crew...
I cant fit armor...

besides...
armor costs speed... INSTANTLY


why did I even bother to re-read this topic mad.gif


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Elkarlo
post Mar 7 2010, 11:54 AM
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QUOTE (GodSp33d @ Mar 7 2010, 11:54 AM) *
+1

this goes for ALL submarine nations...

ok... it does work with skeleton low level crew (on my french boat)...
as soon as I have my sailors BVE, and add higher level crew...
I cant fit armor...

All Submarine Nations... a of course UK is no Submarine Nation...
But for the IJN it works too..

Btw only "moderate" P-Class crew.. and only 39knt due only lvl 105 Engi..
Sorry but you can Bugarmor the Subs as long as your Crew (SS3) is not over lvl90 on average.
Of course then you won't do 40knt speedcap but close to 38knt
And you won't lost Speed. As you are always with a Sub in the 90%+ percentage...

And i know a lot of Sub drivers which drives with 0.2 Belt and see them.
And thats are the SS3 which needs 3-4 good hits to sink them...
And thats the 0.2 Belt Armor bug. Fixing it would solve lot of problems, as the Subs especially nasty are the 0.2 armored ones....


Sorry for my bad english
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Ceahlau
post Mar 7 2010, 12:27 PM
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QUOTE (Elkarlo @ Mar 7 2010, 01:54 PM) *
All Submarine Nations... a of course UK is no Submarine Nation...
But for the IJN it works too..

Btw only "moderate" P-Class crew.. and only 39knt due only lvl 105 Engi..
Sorry but you can Bugarmor the Subs as long as your Crew (SS3) is not over lvl90 on average.
Of course then you won't do 40knt speedcap but close to 38knt
And you won't lost Speed. As you are always with a Sub in the 90%+ percentage...

And i know a lot of Sub drivers which drives with 0.2 Belt and see them.
And thats are the SS3 which needs 3-4 good hits to sink them...
And thats the 0.2 Belt Armor bug. Fixing it would solve lot of problems, as the Subs especially nasty are the 0.2 armored ones....


Sorry for my bad english


ok, did some testing... SS3 with and without 0.2 belt, i shot it with Iowa at 1 degree, i used gradual fire. Results: same number of salvoes required to sink it, with or without 0.2 belt!
So we can safely conclude that this is not the reason why subs are so resistent to shells!


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Elkarlo
post Mar 7 2010, 12:30 PM
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QUOTE (Ceahlau @ Mar 7 2010, 01:27 PM) *
ok, did some testing... SS3 with and without 0.2 belt, i shot it with Iowa at 1 degree, i used gradual fire. Results: same number of salvoes required to sink it, with or without 0.2 belt!
So we can safely conclude that this is not the reason why subs are not balanced!

Shoot at 4 degree for testing.
1 Degree = Point blank = Armor ineffectiv.

But yes there are lot other factors in the not well balanced world of subs.
I got a little away with the Belt bug. Fixing it would help the BB. And with Torps and DC or Hedgehocs the 0.2 will work and reduce damage to 50%.
Shell damage is reported to be reduced too. But not tested by myself so maybe i am wrong, but 1 Degree won't be a good test.
Every Shoot on 2 or 1 Degree bypasses Armor.
Even a Dido with 9 inch is penetrated when shoot at 2 degree no matter which gun... every AW UK driver should experienced this in BK ..
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Ceahlau
post Mar 7 2010, 12:54 PM
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QUOTE (Elkarlo @ Mar 7 2010, 02:30 PM) *
Shoot at 4 degree for testing.
1 Degree = Point blank = Armor ineffectiv.

But yes there are lot other factors in the not well balanced world of subs.
I got a little away with the Belt bug. Fixing it would help the BB. And with Torps and DC or Hedgehocs the 0.2 will work and reduce damage to 50%.
Shell damage is reported to be reduced too. But not tested by myself so maybe i am wrong, but 1 Degree won't be a good test.
Every Shoot on 2 or 1 Degree bypasses Armor.
Even a Dido with 9 inch is penetrated when shoot at 2 degree no matter which gun... every AW UK driver should experienced this in BK ..


ok, this time at 4 degree, shot a IJN SS3 with 800-900SD, 22 shells ( 3 full salvoes +1shell) without 0.2 belt, then with 0.2 belt it took 19 shells ( but i had a few crits also). Even without the crits, it wouldn't take more then 22-23 shells to sink it! That's no where near the 50% damage reduction you were talking about!


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Elkarlo
post Mar 7 2010, 01:10 PM
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QUOTE (Ceahlau @ Mar 7 2010, 01:54 PM) *
ok, this time at 4 degree, shot a IJN SS3 with 800-900SD, 22 shells ( 3 full salvoes +1shell) without 0.2 belt, then with 0.2 belt it took 19 shells ( but i had a few crits also). Even without the crits, it wouldn't take more then 22-23 shells to sink it! That's no where near the 50% damage reduction you were talking about!

Then i am wrong, then it only works for Torps and Deepcharge damage.
Me wrong with shelling.
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Ceahlau
post Mar 7 2010, 01:14 PM
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QUOTE (Elkarlo @ Mar 7 2010, 03:10 PM) *
Then i am wrong, then it only works for Torps and Deepcharge damage.
Me wrong with shelling.


dunno about DC's but for torps it does decrease their dmg with almost 50%, for any ship, that's why the best setup for any ship is 0.2 belt and bulge without losing a knot a speed!


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