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06-06-17, 11:15 AM | #46 |
Engineer
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After spending a few more hours in the game I have to say I'm increasingly more impressed and have take back what I've said about the torpedoes.
Firstly, they behave just like they should. I had a similar situation as before but this time I was close enough to see what's happening. This time I fooled the torpedo with a noisemaker and turned the opposite way to run away. After passing through the NM the torpedo entered circular search pattern and didn't found me after first circle, but on the second one it picked me up again. Secondly there's no bug with torpedoes braking wire where they shouldn't. If you don't do any sharp manoeuvrers you can easily keep the wire intact. Provided it won't break on launch. Also I found several nice touches to the game. For example, if you fire torpedoes during sharp manoeuvres (especially at sharp angles) it will get stuck inside the tube rendering it useless. Another thing is that someone here mentioned that you can't break the towed array. Well, considering that signal strength from towed array drops significantly above 10 kts and shows 0 above 15 I like to imagine that the crewman responsible just automatically retrieves it at those speeds. I know it should take much more time than accelerating from 5 to 15 knots but at least it's better than nothing One more thing to mention is that the game can be really satisfying. It feels really good when you use all your tactical advantages (thermal layers, staying near the surface when the sea is high, or creeping at the bottom if the enemy is shallow, using signal strength comparison to figure out his detection range etc), manage to get into the baffles and shoot the enemy at close range so that he can't do anything to avoid the hit. Also, the AI seems a bit more competent at Hard difficulty, i.e. they're much more conservative with the usage of active sonar. One time I had a duel with a sub during which through the entire time I had no sonar contact with the enemy. I had to entirely depend on his occasional active pings (they can give you 1-3 pings and then stay silent) and direction of his torpedoes to kill him. And lastly, you can play entire encounters from the tactical view. Even dodging torpedoes isn't that difficult (statistically I survived more attacks while not relying on a 3d view). I'm beginning to use the 3d view as an eye-candy tool when there's no immediate threat. |
06-06-17, 11:21 AM | #47 |
Seaman
Join Date: Oct 2016
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Great info!
Good to hear as I really like the tactical view. Well I believe my defenses have been sufficiently broken down. Off to Steam I go :/ |
06-06-17, 11:58 AM | #48 | |
Planesman
Join Date: Aug 2015
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06-06-17, 12:10 PM | #49 | |
Born to Run Silent
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06-06-17, 12:34 PM | #50 |
Ocean Warrior
Join Date: Dec 2007
Location: Between test depth and periscope depth
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I haven't gotten it yet myself, but to address the issues some players are having with maintaining depth control. There haven't been a lot of games that give the player control over the control surfaces of a submarine, even less that accurately portray the physics of sub driving. Pulling from personal experience driving an Ohio Class SSBN(trainer and real) and being in a 688 trainer. When driving, think Newton and his laws of physics. An object in motion remains in motion unless acted on by another force. So if you plane upwards to get to PD, you'll need to arrest that upward force by planing down. The more you use, the sooner you'll have to counter the ships movement as well. The less planes you use initially will mean having to use less planes to counter. Same is also true with the rudder. When turning you'll have to swing the rudder in the opposite direction to stop on the course that you want. I believe that can be seen in SC and DW if you order a course and watch the rudder angle indicator.
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06-06-17, 01:02 PM | #51 |
Planesman
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06-06-17, 01:03 PM | #52 | |
Engineer
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06-06-17, 01:10 PM | #53 |
Nub
Join Date: Jan 2014
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Here is my initial noob impressions after fooling around for an hour. For me, the game hit the sweet spot between realism and complication.
Dangerous Waters is something I hold in very high regard, but it's one of those titles that remain shelved until I retire or something. My history with this sim is that of confusion, being overwhelmed and failing miserably. I am probably too impatient and/or stupid for it at the moment and I don't have enough time to spend learning the more advanced stuff not to end up dead right after someone sneezes on the boat. So far I used CMANO to scratch my nuclear boat itch, but certain things there are too general and there is zero eye candy for my sub-loving eyes. Enter Cold Waters, a game that was advertised as easy to control and understand, while still having enough depth to satisfy my humble hunger for authenticity. Plus them eye candies! So far the vibes are good. The game looks great and does require at least basic knowledge of sub tactics and common sense, so thoughtful play is rewarded. I also like the fact that you are essentially the captain of a boat and not every crew member at once. There is a good reason why certain military machinery requires a crew to operate - one person can only handle as many tasks in a pressure-heavy situation. Doing periscope stuff, drawing things on a map and steering the sub at the same time in something like Silent Hunter was often and exhausting experience to the point of frustration. Cold Waters doesn't do that. The only thing you are required to do manually, is piloting the boat, but it's a lot of fun. Maybe except going to periscope depth, it's easy to surface if you are not careful and that means torpedo hell. While it might be frustrating to some extent, I guess that is something people will need to adapt to, and probably this aspect won't be an issue after some practice. Another minor issue is the fact that towed arrays aren't rendered, but maybe this will get patched in at some point. The enemy AI seems capable - ships start to zig-zag when you are made, helos dip sonars and launch torpedoes like crazy and those Bears can be pretty relentless. However, running from enemy torpedoes is quite exciting - I went to surface when I though there was noone around to make some screeshots and in less then a minute a Bear started dropping things into the water. Luckily I managed to dive and rush to around 1000 ft doing some crazy turning and non got me. It's cool to see how the torps go into search patterns or miss you by meters and the direct control and 3d view give you the tools to do some aware evasion, even if it's a bit arcade'y. All in all, I had fun and was able to learn the game mechanics while playing without putting too much stress on the brain, while still having the impression that this is not your today's idiot-back-patting underwater shooter, but a product for grown men. A couple of things that I consider flaws though: - tutorials are done on an old school way, meaning there is no narration or step by step tutor-guided introduction to various aspects, you need to figure things out on you own and reference the manual (thankfully it's available under SHIFT+F1 and not to long, so you won't find yourself spending hours looking for what you need). - there is no crew voices, you need to watch those text messages - the interface also does not feature tooltips and you do need to remember quite a few key commands - some basic crew management would be nice, but that is just my wishlist stuff. All in all, if you are totally anal about operating a sonar, plotting a solution, keeping an eye on how much compressed air you have etc and that is you main focus, you probably won't find too much to tackle your fancy. But if you just want a lightweight sim/wargame about subs with enough authenticity to consider it a "serious" game, Cold Waters seems like a great product. I would definitely recommend this as an entry-level game to naval simulations. It's also one of the few games that are placed during the Cold War. |
06-06-17, 07:19 PM | #54 |
Stowaway
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I want to like it.
But I simply can't at the moment. While I do not regret to support the title, I am disappointed in the 1.0 result, so far. It feels too arcade for my taste, and is ridden with bugs, while many "features" make you want to rip your hair out. Some things out of my head: - Instant-ASW aircraft with pin-point sonobuoy-spam. - Enemy submarines going active all the time, because it's Tuesday. - Enemy submarines hitting the ground very(!) often, because Vodka. - You fired a wire-guided torp eh? Let's cut that wire because 25% yolo! - I got killed - back to "We have a sonar contact!" screen, "repeating" the same mission(?) - Loading Special Forces did unload everything else without warning/notice, so I sailed out with just 4 Mk48 in my tubes - come at me bruh! - Briefing demands to sink special targets - your commander pisses on you for trying to guesstimate what might be your target among all those same ship symbols present (so. not. fun.). - Apparently, all it takes to fool modern torpedoes is putting your rudder hard to port/starboard. If in doubt -> knuckle. 100% fail safe - except against wire guided torpedoes. - Russian surface groups don't know EMCON - non-stop pinging. Yay, disco! (heard this is kinda legit, but I have doubts tbh.) - Overall gameplay seems "too close" - even at max spawn range, and player is thrown into action too quickly with no time to maneuver whatsoever. This is bad, so very, very bad! - Campaign map lacks features and action. It is interesting for exactly 11,4 seconds. Then you've seen it all, and Europe being completely covered in snow, in November, gets odd too. - No crew voices. This is a deal breaker for me. It disconnects you from your sub, steals immersion and authenticity, and most importantly: The feeling of commanding something alive, due to ~130 souls aboard. I heard the devs want to add them later - but this is a review, not a "let's pretend it will be great at some point"-view. - Mini-map desperately needs a range-meter, so you can judge distance at all. Right now, contacts on it could be right next to you, or in a different time zone - you wouldn't know besides the range data the contact itself shows, but that's different. Situational awareness is key, and here the game is lacking, I feel. - All manual controls. While it reigns supreme for evasive maneuvers, it sucks so hard for periscope depth, or simple maneuvers. I am the Captain! All I should need to do is order course and depth, so i can focus on other things. Here I have to constantly watch not going below crush depth, broaching the surface, or turning too far during course adjustments, all while not losing focus for combat. Terrible design decision. Honestly, gameplay feels like a 20€ game for mobiles or tablets, as - if broken down - it is the same over and over and over, unfortunately. The "dynamic campaign" doesn't change that, due to the quick-mission like scenarios. This isn't really convincing me at all, and I am sorry to say so. Now the positive things in a nut shell: - Optics are fantastic mostly (some FX look horrible, like underwater explosions, others look great, like overall lighting). - Sounds are splendid. Could hardly be better. Everything sounds as I would expect it, and the sounds are high quality, not some cracking mono-garbage like in the Sonalyst titles (age is no excuse). - Artwork is beautiful. Period. Now, the developers seem to have their hearts in the right spot for this title, and I am rather confident that many things mentioned above will be fixed or addressed. On top, it is moddable in some aspects, another big plus. Yet, the devs need to step up their game (no pun) to really turn this title into a simulation. In all honesty, having nice models and NATO-format briefings with more-or-less accurate sonar modeling really doesn't cut it while AI is failing (see above) or gameplay feels like on methamphetamine in a dark closet. (And I set speed and range scaling to 1:1, yes.) |
06-07-17, 02:26 AM | #55 | |
Captain
Join Date: Jan 2002
Location: Sweden
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I'am having so much fun with this game it must be illegal. My review from Steam:
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06-07-17, 03:34 AM | #56 |
Seasoned Skipper
Join Date: Jul 2007
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The enemy subs using active sonar a lot is grounded in history. The USS Lapon trailed a Soviet Yankee class for 47 days, being able to reacquire it several times after losing contact because the Soviet sub would light off its active sonar.
Because most Soviet boats prior to the Victor 3 are so noisy, this significantly degrades the performance of their passive sensors, and as such they rely more on the active. In game, they will do sprint and drift tactics, and alternate between active sonar search and doing passive listening while drifting. This has the added gameplay benefit of their sonar emissions giving you a hint as to their direction, even if you are not in a position to detect them passively. The surface ships employ the same sprint and drift tactics in the game, but they use active sonar much more liberally since they are essentially blind at higher speeds. |
06-07-17, 04:04 AM | #57 | |
XO
Join Date: Mar 2005
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06-07-17, 04:08 AM | #58 |
Captain
Join Date: Jan 2002
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I was sceptical initially, but I think it's quite fun now. I do wish it was an option though, not the only way to control the sub.
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06-07-17, 06:25 AM | #59 | |
Born to Run Silent
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Thanks for posting, well written and really exhibits the flavor of this game
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06-07-17, 06:27 AM | #60 |
Cold Waters Developer
Join Date: Aug 2012
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This has been a sticking point for many and we're going to look into it after we get the initial bugs fixed.
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