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Old 06-21-17, 04:35 PM   #16
Wiz33
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This game is a buy now. Don't wait. Well worth the cost.
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Old 06-21-17, 05:49 PM   #17
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Old 06-21-17, 11:44 PM   #18
midnight.mangler
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Absolutely get it!

Bugs are being patched rapidly and new features incoming. It's in excellent shape already though. If you like modern sub warfare / RSR it's a no brainer. Waiting means you just don't love yourself enough to give yourself joy.
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Old 06-22-17, 08:13 AM   #19
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This is a fantastic game that will only get better and better over time.

Great sub games are a rarity nowadays. Having something like this is amazing especially with the pro active developers!
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Old 06-23-17, 01:15 PM   #20
kramxel
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Sorry to hijack the thread, but I'm also running into the same dilemma.
I'm a 688/SubCommand/Dangerous Waters vet, having also played some SH4.

I've been gathering information on Cold Waters ever since receiving that email from Onkel Neal, and i've seen some videos on youtube.

Even though I've been pleasantly surprised by it, I feel it may be a little too simplistic for my taste, as there's pratically no TMA involved, the distances are way too close for comfort (25kyards), and the overal gameplay a bit too arcady (especially the torpedo dodging part).

What do you guys think?
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Old 06-23-17, 01:52 PM   #21
Wiz33
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Quote:
Originally Posted by kramxel View Post
Sorry to hijack the thread, but I'm also running into the same dilemma.
I'm a 688/SubCommand/Dangerous Waters vet, having also played some SH4.

I've been gathering information on Cold Waters ever since receiving that email from Onkel Neal, and i've seen some videos on youtube.

Even though I've been pleasantly surprised by it, I feel it may be a little too simplistic for my taste, as there's pratically no TMA involved, the distances are way too close for comfort (25kyards), and the overal gameplay a bit too arcady (especially the torpedo dodging part).

What do you guys think?
It's a sub commander simulation, not a sub stations simulation. As a captain. I have the rest of the crew to do all the stuff you mentioned. I may watch over their shoulder at time (that's why you have the waterfall and dive control). The torp evasion is very accurate (go watch Jive's video) the 3D view is there to help inexperience player to visualize the 3D space. Don't use it and just use the tactical plot if you want. That's all I use most of the time. I just wish I can get the Torp depth info on the tac plot with having the water condition hud selected. I do wish we can start scenario further away though. Maybe the Dev can give us an option for when the contact use 1st picked up.
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Old 06-23-17, 02:03 PM   #22
PL_Harpoon
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Well, that depends what you want from your subsim. If you get the most fun of manually plotting TMA, identifying contacts by listening for number of screws or spending 30' staring at waterfalls I'd give this a pass.

But, if what you're after is making tactical decisions, designing approach vectors or trying to outsmart the enemy with a clear numerical advantage - you'll love Cold Waters.

I'd also say that it's not as simplistic, as it looks. There's a lot of stuff being simulated, but most of it is "under the hood". You as a captain are just presented with what's important - results. There are some simplifications, like you always have perfect solution on all torpedoes within range but the most important thing - sound is simulated quite decently.

In other words,imagine playing DW if you turn autocrew on every station and stay on tactical map - only in Cold Waters it works much better. The crew isn't omnipotent, like in vanilla SC or almost useless like in DW. And there's a dynamic campaign.
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