Hi there,
One issue that has not really been addressed yet in FAF is the general underwhelming state of submarines in SC:FA. I believe that in the Vanilla game T1 subs were generally OP and destroyers had real difficulty stopping them. Now we have the opposite problem.
No one has ever really attempted to address this, and the general result on gameplay is that sea can effectively be controlled by one vessel. The destroyer. Which is dominant in both naval direct fire, shore bombardment, and anti-submarine warfare. It is effectively a "Spam this to win Sea" vessel. Which generally turns naval combat into a one dimensional exercise. With it's only real weakness being air, and this is countered by the cruiser.
The idea for this balance suggestion has already been play tested in a mod. Which can be found here: http://forums.faforever.com/viewtopic.php?f=41&t=9123&hilit=submarine+rebalance
and downloaded from the vault. The mod is currently at v4, and further versions might be released as other refinements are made.
The purpose of this mod was to give submarines a new role, as stealth raiding units. None of the weapon or HP statistics have changed, and with the presence of full intel, the units would behave precisely as they did before. But now with sonar stealth, and the underwater vision changes, submarines can effectively sneak around the map a bit more, and are no longer hard countered by the T2 and T3 sonar installations.
The mechanic of underwater vision has been adapted to serve as submarine detection, with Sonar Platforms, Submarines, and Frigates being given greater underwater vision. Destroyers and Torpedo defences have adequate underwater vision to effectively return fire - but need other spotting vessels to utilise their full attack range. Other softer targets, such as Cruisers and Carriers, have had their sonar and water vision nerfed. Such that a submarine can fire upon them without being detected.
A full list of changes is as follows:
- T1 Subs: Sonar Stealth = True, Water Vision = 35 (up from 32)
- T1 Frigates: Water Vision = 45 (up from 16)
- T2 Sub Hunters "Vesper" & "Barracuda": Sonar Stealth = True, Water Vision = 60 (up from 45), Energy cost = 0 (Down from 30 for Barracuda)
- T2 UEF Torpedo Boat "Cooper": Water Vision = 60 (up from 40)
- T3 Seraphim Sub Hunter: Sonar Stealth = True, Water Vision = 80 (up from 45)
- T3 Missile Subs "Silencer", "Ace", and "Plan B": Sonar Stealth = True, Energy cost = 0 (Down from 200 for Plan B), Water Vision = 45 (up from 35)
- Destroyers: Sonar Radius = 45 (up from 37), Water Vision = 25 (Down from 45)
- Cruisers: Sonar Radius = 60 (down from 120), Water Vision = 16 (down from 60)
- Battleships, Carriers and Missile Ships: Water Vision = 16 (down from 50, 36 and 50 respectively)
- T1 and T2 Torpedo Defences: Water Vision = 35 (down from 45)
- T1 Sonar: Water Vision = 60 (up from nil)
- T2 Sonar: Water Vision = 80 (up from nil)
- T3 Sonar: Water Vision = 100 (up from 25)
- T3 Spy Planes: Omni Radius = 64 (because underwater vision doesn't work on planes)
There are still some refinements which need to be made. The first is the reintroduction of an energy cost for personal stealth. The second issue is combating submarines from the air. There is no way to detect submarines, from the air, without using the spy plane, and to do this I increased the Omni radius for the spy planes. Which is a bit excessive and shall need to be reduced. As this would completely imbalance the land game. This mod has been play tested, and does create a more interesting naval experience. So I'd like to put this forward for balancing consideration.