Consumable skills are extremely important. The +1 Charge is arguably less important since Hydrophone (now split into two different consumables) was made unlimited, but this is a Sub hunting setup in terms of Commander Build:
This allows for faster ping and torp reload when spotted (assume the enemy sub detects you while you detect them) which helps for landing double-pings which are needed to assure torp-threat on the enemy sub. It also allows faster consumable cycling and a longer duration to assist for after-DCP clear re-ping.
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If you want to double-down on the anti-Sub playstyle, you can choose Ship Consumable Modification 1 in Slot 5.
The common choice is Submarine Steering Gears for both comfort and evasion, but it's not required. Also, you do gain additional time on your other consumables which is useful.
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Combining the +10% Duration Commander Skill and +10% Consumable Duration Upgrade gives you 72.6 seconds to fight an enemy sub.
Compared to the previous starting amount of 45ish seconds (before extensions), that is a very comfortable amount of time to force a 6 second DCP with a 54+ second cooldown.
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In my experience trying to knife-fight a sub within 2km is very awkward. Torp homing can be rough depending on angle of ship and distance to target. That being said, it was not my preferred method of sub hunting so it could be that it's not something I'm overly practiced with.
I killed -many- subs using Hydrophone at ranges exceeding 2km, so I'm not entirely sure how it's not supposed to be possible with even more duration on the consumable. Further, as El2aZeR mentioned, the consumable is more powerful in that it reveals Periscope Depth now instead only only Maximum Depth.