Steeltrap
11-29-07, 07:51 PM
I know I sound like a stuck record, but I'm curious to know if any progress has been made on an of the following (as they are the things that I find the biggest "turn offs" in terms of playing v SH3 - to the point I stopped SH4 some while ago):
- SD radar: anywhere you can get range? Are contacts announced as "SD contact" or "aircraft" or something? I found that the SD radar was pretty useless without map contacts 'on' as there was no way to 'see' what the contact was about. Also, map contacts on gives actual location, but SD was non-directional i.e. only gave range, never bearing. Given that radar was perhaps the single most important technical advantage US subs had over the Japanese, I find it really annoying it is so obviously 'wrong'.
- physics, partcularly depth changes. The ability to go up and down like an elevator without using any compressed air and irrespective of forward motion really screws things from the point of view of tactical reality. Why? Because you can go from PD to 280ft and back in the space of moments WITHOUT making noise. This means you can simply duck below thermal layers as DDs approach, get past them and come back to PD in time to attack. Totally unrealistic. Going deep meant, in almost every case, giving up the ability to attack, as it took quite a long time to come back up (see O'Kane in Wahoo and Clear the Bridge for details). As it is, I was NEVER attacked by escorts as I simply went quiet, ducked below layer, ran forward at normal speed (or hung around waiting) then popped back to PD, safely inside any escort screen. The difference between SH4 and SH3 in this respect is startling - you simply can't do that in SH3.
- AI. Do DDs still blow themselves up? Mill around like headless chooks? Do the 'one step forward, one step back' dance? Do convoys still stop when attacked? Standard doctrine in an ambush dictates you get OUT of the ambush zone ASAP - that applies on land or at sea. If these have not changed then no amount of graphics will matter to me.
OK, just curious. Until these things change I will continue to view SH4 as a case of "nice graphics, shame about the reality".
Cheers
- SD radar: anywhere you can get range? Are contacts announced as "SD contact" or "aircraft" or something? I found that the SD radar was pretty useless without map contacts 'on' as there was no way to 'see' what the contact was about. Also, map contacts on gives actual location, but SD was non-directional i.e. only gave range, never bearing. Given that radar was perhaps the single most important technical advantage US subs had over the Japanese, I find it really annoying it is so obviously 'wrong'.
- physics, partcularly depth changes. The ability to go up and down like an elevator without using any compressed air and irrespective of forward motion really screws things from the point of view of tactical reality. Why? Because you can go from PD to 280ft and back in the space of moments WITHOUT making noise. This means you can simply duck below thermal layers as DDs approach, get past them and come back to PD in time to attack. Totally unrealistic. Going deep meant, in almost every case, giving up the ability to attack, as it took quite a long time to come back up (see O'Kane in Wahoo and Clear the Bridge for details). As it is, I was NEVER attacked by escorts as I simply went quiet, ducked below layer, ran forward at normal speed (or hung around waiting) then popped back to PD, safely inside any escort screen. The difference between SH4 and SH3 in this respect is startling - you simply can't do that in SH3.
- AI. Do DDs still blow themselves up? Mill around like headless chooks? Do the 'one step forward, one step back' dance? Do convoys still stop when attacked? Standard doctrine in an ambush dictates you get OUT of the ambush zone ASAP - that applies on land or at sea. If these have not changed then no amount of graphics will matter to me.
OK, just curious. Until these things change I will continue to view SH4 as a case of "nice graphics, shame about the reality".
Cheers