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Submarines

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3 years ago
How do submarines work, when are they actually useful. I tried them for a few games but I feel that I can't use them effectively.

Or do they just suck.
+1 / -0
3 years ago
Well they counter everything that cannot fire under water, they avoid being detected by swifts and air (except for owl), and take less damage when being bombed :D I have the exact opposite problem, since I do not remember how each amph and ship unit works, I get sometimes hardcountered by subs or by some strategy I did not know about, so I do not engage in sea battles unless I have to. Subs can wipe out an entire army if there are no anti sub units in it.
+2 / -0

3 years ago
Yeah, while at the competitive level you'll see a whole careful escalation through the ship classes from hunter to subs and decades and then into the skirmishers... at the newbie level and playing silly FFAs and comp-stomping? Spamming subs is a good way to dominate the sea, as long as your enemy doesn't above-water urchins or Gausses.
+1 / -0

3 years ago
Submarines have their use but suffer from game changing and sea/water maps generally being disliked.
Before there were 2 types of submarines instead of 1, while it doesn't seem much it's double the current amount and allowed some role specialization between the 2 submarines.

Current submarine was the generic sub not much different now compared to before, and the old removed sniper submarine that turned water maps into equivalents of Pillager/Impaler vs Stinger.
That combined with removed option/ability of submarines to change their depth level, like air bombers can choose between low and high altitude flying.
While it doesn't seem like much it allowed subs to hide deep under water away from nearly every surface-to-surface weaponry that didn't have obscene AoE and if water was deep enough even dodge Raven bombs.
Or if the water was too shallow you could make the submarines surface so they can move through but suffered from being visible target to surface units, but it could also cloak if under an area cloak since it's not submersed in water anymore.

There was also the old/rare multi-weapon capability of ships, Envoy for example had depth charges to deal with subs(the little empty spot in the rear of Envoy), like Siren has the sonic weapon and the long range missile.

Maybe if there is enough motivation the old heavy sniper submarine could make a return, either in original form/role or a new role(Ships already have Envoy for artillery and long range sniping so old version is redundant).
+2 / -0

3 years ago
For sniper submarine to return somebody would have to make a convincing argument that a long-range underwater unit that can't be damaged by anything except short-range units is a good idea. That argument is VERY hard to make.
+0 / -0


3 years ago
I've been experimenting with Torpedos. Unfortunately, the engine seems very limited with what we can do with torpedos. However with some moon magic I've been able to make torpedos that can miss.
+1 / -1


3 years ago
Submarines could change depth to go through shallows for a relatively brief period of time. At best it didn't do much and at worst it made submarines reveal themselves needlessly when pathing around islands. There was never a point when their depth could be changed manually.
+0 / -0

3 years ago
quote:
There was never a point when their depth could be changed manually.

I will admit it might have been another spring game that did that and I'm mixing it up with Zero-K.
quote:
At best it didn't do much and at worst it made submarines reveal themselves needlessly when pathing around islands.

It was redundant when Surfboard allowed us to double dip submarines to be cloak-able and have a 2nd hitpoint pool.
But then again Surfboard was kinda stupid being able to transport Heavy units for it's size.
+0 / -0
chaplol
3 years ago
What makes a sniper submarine any different from a phantom? Isn't the counter just to raid?

I'd personally love a sniper sub.
+1 / -0
The Phantom can be hit from long range, whether that is by area denial stuff like Firewalker/Badger/Tremor, decloaking with a scout, or simply getting lucky. The only way to even damage Serpent was and still would be to get enough units capable of hitting underwater stuff close to them.
+0 / -0
chaplol
3 years ago
How about a unit similar to a flea in the water?

Guppy.
+2 / -0

3 years ago
Yeah!
+0 / -0
chaplol
3 years ago
Oh oh -- a land launcher or excavator. Can't use submarines if there's no water, right?
+1 / -0
3 years ago
Can I just ask do people think the current submarine metal cost is it too low/too high/just right?
+2 / -0
3 years ago
Please do not add sniper sub back again. That thing was cancer.
+1 / -0

3 years ago
quote:
What makes a sniper submarine any different from a phantom? Isn't the counter just to raid?

I'd personally love a sniper sub.

Think of a Lance, with stealth of a Phantom and unable to miss. It's also hidden behind the entire enemy frontline rendering it practically invulnerable.

quote:
Can I just ask do people think the current submarine metal cost is it too low/too high/just right?

Just right, they're balanced just right.

quote:
Please do not add sniper sub back again. That thing was cancer.

It could work but would need some serious changes to it's functionality, like I said the unable to miss missile-like property of torpedos is an issue, so changing the weapon to a depth charge launcher or a gauss cannon/railgun would be mandatory, as well as making it significantly less cost efficient than Envoy at artillery role, which would kind of defeat the purpose of the unit.
There's a conversation to be had about submarines for sure, but for now Seawolf and Scylla will remain only relevantly useful subs in the game.
+0 / -0
3 years ago
ulti best sub
+1 / -0
3 years ago
Well you can balance everything if you set the price correctly, maybe Serpent can be in the game but it could be just very very expensive.
+2 / -0