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  Click here to go to the first Archeage Team post in this thread.   Thread: [REQUEST] Adjust Submarine Stats & Functionality

  1.   This is the last Archeage Team post in this thread.   #1
    ArcheAge Associate Producer Celestrata Bloodsong's Avatar
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    [REQUEST] Adjust Submarine Stats & Functionality

    Description: Upon the release of the Steamfish Submarines, community feedback showed that the general community did not find the submarines enjoyable. Feedback specifically included:
    • Submarines were too slow
    • The art on the oxygen supply shows an air line going to the passenger, but the passenger does not receive air.
    • Increase the sonar beyond the normal visible range of a player.
    • Change torpedos so they either do more damage or don't take more ammo than most other naval vessels.

    Status: The above feedback has been given to XL for their consideration. No changes have been committed to at this time.
    Seraphina "Celestrata" Brennan
    Associate Producer, ArcheAge
    Scheherazade -- Morpheus <Haranya Preservation Society>

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  2. #2
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    Please make subs the best way to kill fishing boats, it is not like we should have to spend lots of gold on ships or something to do ocean pvp.

  3. #3
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    buff subs but REASONABLY...

    we do not want the OP korean version where a sub or two can take down a fully upgraded galleon with the galeon unable to respond

    subs should have a roll in the game (pirating, blowing up fishing boats, etc) but galleons should remain the primary mode of ship v ship combat

  4. #4
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    2 words:

    depth charges

  5. #5
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    they should be on = ground as a clipper with a cannon far as upgrades go make them same speed and damg they really same thing just 1 on top 1 under
    DeathShades
    Kraken (NA)
    Head Founder Of The Claws

    The Right Path is Not Always a Easy one

  6. #6
    Should also make some changes that enable gallons to be the preferred pirating ship instead of a merch. Its dumb that we need a merchant ship to gank other merchant ships. It doesn't feel very "piratey" stealing packs in a merchant ship, galleons should be the preferred method of causing chaos on the open seas.

  7. #7
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    Quote Originally Posted by Longrod Von Hugendong View Post
    Should also make some changes that enable gallons to be the preferred pirating ship instead of a merch. Its dumb that we need a merchant ship to gank other merchant ships. It doesn't feel very "piratey" stealing packs in a merchant ship, galleons should be the preferred method of causing chaos on the open seas.
    You don't, you have a boarding party on a fast clipper and the rest of the group on the galleon. One harpoon and the galleon can catch up.

  8. #8
    Senior Member Focslain's Avatar
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    Quote Originally Posted by TwiddlyWink View Post
    You don't, you have a boarding party on a fast clipper and the rest of the group on the galleon. One harpoon and the galleon can catch up.
    Or you have a harpoon and chainshot cannons mounted on the galleon, works nice as a disabling salvo.

    On topic, yes a speed boost would be nice, something where an upgraded version is around 10 m/s would be amazing.

    As for the torpedo dmg, something along lines of a captain's cannon would be nice so their a danger to clippers solo, merchant in packs, but not so good against galleons
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  9. #9
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    Torpedoes could have a small snare debuff that stacks with each hit.

    So one Sub could be a threat if to a smaller ship but multiple subs could be actually useful against larger vessels.
    Ezo Karasuga
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  10. #10
    Senior Member Focslain's Avatar
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    Quote Originally Posted by Gestahl VonSchlichten View Post
    Torpedoes could have a small snare debuff that stacks with each hit.

    So one Sub could be a threat if to a smaller ship but multiple subs could be actually useful against larger vessels.
    Bonus damage to rudders perhaps? Like how chain shot gets bonus damage to sails.
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