Corvette overhaul

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    • Corvette overhaul

      As of right now, corvettes are not useful past early game. Once other ships come into play they become quite useless and no one uses them at max level. Here’s my idea of overhauled corvette

      T1
      Cost: 500 Supplies, 500 Components, 300 Manpower, 600 electronics, 1K Money
      Sight Range: 40
      HP: 15
      Speed: 3 (1 in deep seas)
      Radar signature: High
      Sonar signature
      Radar and sonar detection within 75:
      Naval Units (HIGH)
      Fixed Wing (HIGH)
      Damage
      vs Soft 2.0
      vs Hard 0.5
      vs Surface 3.0
      vs Sub 3.0
      vs Fixed Wing 1.5 (Defense only)
      vs Rotary Wing 2.0 (Defense only)


      T2
      Cost: 600 Supplies, 600 Components, 350 Manpower, 800 electronics, 1.4K Money
      Sight Range: 50
      HP: 17
      Speed: 3.5 (1.5 in deep seas)
      Radar signature: High
      Sonar signature
      Radar and sonar detection within 125:
      Naval Units (LOW)
      Fixed Wing (HIGH)
      Damage
      vs Soft 4.0
      vs Hard 0.5
      vs Surface 4.0
      vs Sub 4.0
      vs Fixed Wing 2.0 (Defense only)
      vs Rotary Wing 4.0 (Defense only)

      T3
      Cost: 750 Supplies, 750 Components, 400 Manpower, 1K electronics, 2K money
      Sight Range: 60
      HP: 20
      Speed: 4.0 (2.0 in deep seas)
      Reveal stealth (Submarine)
      Radar signature: Low
      Sonar signature
      Radar and sonar detection within 150
      Naval Units (LOW)
      Fixed Wing (LOW)
      Rotary Wing (LOW)
      Anti air: Engages aircraft within a range of 100 (Fixed wing, missiles)
      Damage
      vs Soft 5.0
      vs Hard 1.0
      vs Surface 6.0
      vs Sub 7.0
      vs Fixed Wing (1.0 attack, 3.0 defense)
      vs Rotary Wing (6.0 defense)
      vs missiles (1.0)

      The resulting change would be:

      Corvette loses ground attack and anti ship capabilities, moving towards a naval support role

      Excellent radar and sonar capabilities, in addition to low cost, make it an excellent ship for monitoring coastline, essentially acting as a coastal patrol. The high sight range makes it a good unit for dealing with elite subs

      Anti air at T3. Not sufficient to effectively destroy enemy aircraft, but useful for harassing the enemy after prolonged operations in the area. Anti air missiles are not effective vs helicopters, so the corvette can only defend itself


      The overall idea is to change their purpose. They do not perform well in combat with other ships, nor should they, and by giving them a support role I think they would become more relevant and more people would start to use them.
      Thoughts?
      Yee Haw

      The post was edited 5 times, last by Colonel Waffles ().

    • Colonel Waffles wrote:

      As of right now, corvettes are not useful past early game. Once other ships come into play they become quite useless and no one uses them at max level. Here’s my idea of overhauled corvette

      T1
      Cost: 500 Supplies, 500 Components, 300 Manpower, 600 electronics, 1K Money
      Sight Range: 40
      HP: 15
      Speed: 3 (1 in deep seas)
      Radar signature: High
      Sonar signature
      Radar and sonar detection within 75:
      Naval Units (HIGH)
      Fixed Wing (HIGH)
      Damage
      vs Surface 4.0
      vs Sub 6.0
      vs Fixed Wing 1.5 (Defense only)
      vs Rotary Wing 2.0 (Defense only)


      T2
      Cost: 600 Supplies, 600 Components, 350 Manpower, 800 electronics, 1.4K Money
      Sight Range: 50
      HP: 17
      Speed: 3.5 (1.5 in deep seas)
      Radar signature: High
      Sonar signature
      Radar and sonar detection within 125:
      Naval Units (LOW)
      Fixed Wing (HIGH)
      Damage
      vs Surface 5.0
      vs Sub 8.0
      vs Fixed Wing 2.0 (Defense only)
      vs Rotary Wing 4.0 (Defense only)

      T3
      Cost: 750 Supplies, 750 Components, 400 Manpower, 1K electronics, 2K money
      Sight Range: 60
      HP: 20
      Speed: 4.0 (2.0 in deep seas)
      Reveal stealth (Submarine)
      Radar signature: Low
      Sonar signature
      Radar and sonar detection within 150
      Naval Units (LOW)
      Fixed Wing (LOW)
      Rotary Wing (LOW)
      Anti air: Engages aircraft within a range of 100 (Fixed wing, missiles)
      Damage
      vs Surface 6.0
      vs Sub 10.0
      vs Fixed Wing (1.0 attack, 3.0 defense)
      vs Rotary Wing (6.0 defense)
      vs missiles (1.0)

      The resulting change would be:

      Corvette loses ground attack and anti ship capabilities, moving towards a naval support role

      Excellent radar and sonar capabilities, in addition to low cost, make it an excellent ship for monitoring coastline, essentially acting as a coastal patrol. The high sight range makes it a good unit for dealing with elite subs

      Anti air at T3. Not sufficient to effectively destroy enemy aircraft, but useful for harassing the enemy after prolonged operations in the area. Anti air missiles are not effective bs helicopters, so the corvette can only defend itself


      The overall idea is to change their purpose. They do not perform well in combat with other ships, nor should they, and by giving them a support role I think they would become more relevant and more people would start to use them.
      Thoughts?
      Back to the drawing board with you.

      Apparently, either you are huffing jenkem, or you don't realize you are trying to make a lvl 1 corvette THREE times more deadly vs subs than a lvl 1 cruiser, 20% more deadly than a fully maxed cruiser, and 20% more deadly than a lvl 1 Destroyer, the very ship MEANT to be a sub hunter.

      It just gets more drunkenly ludicrous at T2 and T3.

      ... I may agree with your premise, but ^ THAT isn't the fix, so, ...
      -
      Files
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      *** The Creator of Zombie Farming ***
      The KING of CoN News!!!
      The "Get off my lawn!" cranky CoN Forums Poster - not affiliated with Dorado in any way


      "Death comes to us all. Shall I deal you in?" - DoD
    • I need to agree with DoD on that.

      I like the underlying idea to overhaul it, but the scale gets "out of control" very quickly compared to other units. Maybe the same idea, but "by the spoon" ?
      Running an online alliance is pretty much like running a small company, except you need to find other way than money to keep your employees productive. May they play or work, they are humans.
    • Dealer of Death wrote:

      Back to the drawing board with you.
      Apparently, either you are huffing jenkem, or you don't realize you are trying to make a lvl 1 corvette THREE times more deadly vs subs than a lvl 1 cruiser, 20% more deadly than a fully maxed cruiser, and 20% more deadly than a lvl 1 Destroyer, the very ship MEANT to be a sub hunter.

      It just gets more drunkenly ludicrous at T2 and T3.

      ... I may agree with your premise, but ^ THAT isn't the fix, so, ...
      -
      I see
      I fixed that

      I do think corvettes should be deadlier vs subs than cruisers. Even current corvette is better and it is a major part of the idea of “coastal defense”. What do you think about the other stats?
      Yee Haw

      The post was edited 1 time, last by Colonel Waffles ().

    • Colonel Waffles wrote:

      Dealer of Death wrote:

      Back to the drawing board with you.
      Apparently, either you are huffing jenkem, or you don't realize you are trying to make a lvl 1 corvette THREE times more deadly vs subs than a lvl 1 cruiser, 20% more deadly than a fully maxed cruiser, and 20% more deadly than a lvl 1 Destroyer, the very ship MEANT to be a sub hunter.

      It just gets more drunkenly ludicrous at T2 and T3.

      ... I may agree with your premise, but ^ THAT isn't the fix, so, ...
      -
      I seeI fixed that

      I do think corvettes should be deadlier vs subs than cruisers. Even current corvette is better and it is a major part of the idea of “coastal defense”. What do you think about the other stats?
      Well, there is one other point that bothers me. Since corvettes seem to have been designed for harbor/beach defense, it seems wrong that as soon as an infantry transport starts unloading (and anyone with a brain would do the instant unload transformation) that the corvette can no longer fire on the deploying unit.

      Overall, I'd like to keep any changes in line with the original purpose, so maybe completely scuttle the sub attack (mainly because 2/3 subs are deep water beasts, and the corvette should not be a viable counter to the elite sub), reduce the range, and increase the ground damage vs soft, but not hard targets (by reasoning, since they are shallow craft, they can get closer to shore than full drafted vessels)
      *** The Creator of Zombie Farming ***
      The KING of CoN News!!!
      The "Get off my lawn!" cranky CoN Forums Poster - not affiliated with Dorado in any way


      "Death comes to us all. Shall I deal you in?" - DoD
    • Decent ideas.
      2 Big issues...
      1. The Level 7 Admiral has a 35km view range. Your coast guard speed boat apparently has the most advanced binoculuars in the world...
      2. Like DoD said, your corvette will be killed by a towed arty that has 0.1 HP left while disembarking.
      ENJOY!
      Btw: You'll need to be beyond normal intelligence to figure out WHY the corvette would die if it tried to engage it in combat.
      "Le patriotisme, c'est aimer son pays. Le nationalisme, c'est détester celui des autres."-Charles De Gaulle, Leader of Free France in World War 2.
      English: "Patriotism is to love your country. Nationalism is hating that of others."
    • Dealer of Death wrote:

      Well, there is one other point that bothers me. Since corvettes seem to have been designed for harbor/beach defense, it seems wrong that as soon as an infantry transport starts unloading (and anyone with a brain would do the instant unload transformation) that the corvette can no longer fire on the deploying unit.


      Overall, I'd like to keep any changes in line with the original purpose, so maybe completely scuttle the sub attack (mainly because 2/3 subs are deep water beasts, and the corvette should not be a viable counter to the elite sub), reduce the range, and increase the ground damage vs soft, but not hard targets (by reasoning, since they are shallow craft, they can get closer to shore than full drafted vessels)
      In theory, a corvette would have limited effectiveness vs ground attack. They would have, what, 40mm bofors? At least they can get closer than other ships like you said, and be decently effective against infantry. I think a sort of balance for ground attack could be achieved between corvette (attack vs soft) and cruiser (attack vs hard), not that it would necessarily be a good change. As for the anti-sub, maybe it could be moved to a single-level, stealth variant that is particularly effective vs subs (refer to INS Kavaratti, or LCS Independence). I’ll update the original post accordingly
      Yee Haw
    • ewac123 wrote:

      Decent ideas.
      2 Big issues...
      1. The Level 7 Admiral has a 35km view range. Your coast guard speed boat apparently has the most advanced binoculuars in the world...
      2. Like DoD said, your corvette will be killed by a towed arty that has 0.1 HP left while disembarking.
      ENJOY!
      Btw: You'll need to be beyond normal intelligence to figure out WHY the corvette would die if it tried to engage it in combat.
      Well the Level 7 Admiral also has lower sight range than cruisers. The reasoning behind corvette sight range is that the corvettes would be spread out over a relatively large area, and they would be scouting in calm coastal waters. The sight range also helps them to better perform a “scout” role on a coast
      Yee Haw
    • I think Corvettes might come into their own once naval mines are introduced (assuming they are in the works?). They could function both as mine-layers and mine-sweepers, perhaps?

      The main thing about them in the game as it currently is is not that they are useless beyond the early game - they're ok for guarding your coast against unescorted transports, and that's a role that's still useful later on. The problem is that, for this role, there doesn't seem to be any reason to upgrade them ever.

      I think they could be more attractive as a longer-term investment of resources if they were a kind of cheap, jack-of-all-trades master-of-none type of ship - but only in shallow coastal waters. That would mean buffing their anti air capabilities a bit (both fixed and rotary wing), and maybe tinkering with their anti-ship and anti-sub values, but give them 50% combat values in deep water, as well as the HP penalty they already have. Keep the research and production cheap, so that you can use them effectively against bigger ships if you have them in large numbers. Maybe even force frigates into requiring a L3 Navy base to give Corvettes more appeal for production en mass across several cities at once? Oh, and introduce a stealth version at the top of the research branch - I think the promise of that would entice people to continue building and upgrading them throughout the game.
    • WalterChang wrote:

      I think Corvettes might come into their own once naval mines are introduced (assuming they are in the works?). They could function both as mine-layers and mine-sweepers, perhaps?

      The main thing about them in the game as it currently is is not that they are useless beyond the early game - they're ok for guarding your coast against unescorted transports, and that's a role that's still useful later on. The problem is that, for this role, there doesn't seem to be any reason to upgrade them ever.

      I think they could be more attractive as a longer-term investment of resources if they were a kind of cheap, jack-of-all-trades master-of-none type of ship - but only in shallow coastal waters. That would mean buffing their anti air capabilities a bit (both fixed and rotary wing), and maybe tinkering with their anti-ship and anti-sub values, but give them 50% combat values in deep water, as well as the HP penalty they already have. Keep the research and production cheap, so that you can use them effectively against bigger ships if you have them in large numbers. Maybe even force frigates into requiring a L3 Navy base to give Corvettes more appeal for production en mass across several cities at once? Oh, and introduce a stealth version at the top of the research branch - I think the promise of that would entice people to continue building and upgrading them throughout the game.
      Maybe it's just me, but only like 1 out of 8 invasions do I attempt unescorted by at the very least 1 destroyer, usually a stack precedes my invasion.
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      "Death comes to us all. Shall I deal you in?" - DoD
    • Dealer of Death wrote:

      Maybe it's just me, but only like 1 out of 8 invasions do I attempt unescorted by at the very least 1 destroyer, usually a stack precedes my invasion.
      Yeah, me too. But some people still do it in the later game, which makes Corvettes worth having, I think. If nothing else, Corvettes guarding landing points at least forces the other guy to use his navy, which in turn means they can't use it somewhere else. And you don't want to waste one of your own destroyers or Frigates doing that job.