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-   -   Cold Waters: Tactics & Tips + printable key reference (https://www.subsim.com/radioroom/showthread.php?t=231498)

-Pv- 06-12-17 12:46 AM

I've been interested in this game since I heard of it. Seems very Dangerous Waters like. However, for a sim which is supposed to be tactical command, the manual driving in three dimensions through key commands seems unreasonable unless you have VoiceAttack which seems to be all but mandatory at this point. No waypoint navigation while you have a tactical map seems unreasonable also. Given the price, I would expect a better interface. I'm holding off on my purchase until I see some UI refinements. Seems you put a lot of work into graphics (ships, ice, water, sky, etc. looks fine) and sea warfare has detailed physics but the UI seems more like "just enough" for the devs to test the game while frustrating the player. I remember all the finesse in the attack setup I learned in DW and RSR and looking forward to getting back in the seat once I see some improvement.
-Pv-

SpiderWire 06-14-17 05:48 AM

Quote:

Originally Posted by Lost At Sea (Post 2490119)
No waypoint yet, you drive the boat all along, every sec and every minute. No command whatsoever. Got me into trouble a few times
Hope the devs will include waypoints, commands, as well as a selection of plotting tools and markers in a future update:)

And can we take clean screenshots without the GUI ? How please?

Lost

Second that.

Navigation could be a little bit more comfortable. Even shortcuts for scope depth etc. would be nice.

Berserker 06-15-17 08:24 PM

I read the manual and could not find how to load and launch noisemakers..Any hints??

blkdimnd 06-15-17 09:12 PM

Quote:

Originally Posted by Berserker (Post 2491801)
I read the manual and could not find how to load and launch noisemakers..Any hints??

They come preloaded. Press SHIFT+D to drop one.

Berserker 06-15-17 11:25 PM

I always do things the hard way...I got into a fight with a Russian sub and when he fired a torp at me I went to the sub view and started punching buttons...Cost me 2 subs but I found shift d...:haha: And now that decoys have been found where are the jammers/noise makers shallow and deep??

blkdimnd 06-16-17 12:14 AM

No jammers.

Noise makers [MOSS, Mobile Submarine Simulator] are loaded in the the torpedo tubes, and fired like a torpedo, but are unguided.

Check out Jive Turkey's YouTube page. He has some good tutorials.

Make sure you load then while in port!!

Kazuaki Shimazaki II 06-16-17 12:39 AM

Quote:

Originally Posted by -Pv- (Post 2490558)
I've been interested in this game since I heard of it. Seems very Dangerous Waters like. However, for a sim which is supposed to be tactical command, the manual driving in three dimensions through key commands seems unreasonable unless you have VoiceAttack which seems to be all but mandatory at this point. No waypoint navigation while you have a tactical map seems unreasonable also. Given the price, I would expect a better interface. I'm holding off on my purchase until I see some UI refinements. Seems you put a lot of work into graphics (ships, ice, water, sky, etc. looks fine) and sea warfare has detailed physics but the UI seems more like "just enough" for the devs to test the game while frustrating the player. I remember all the finesse in the attack setup I learned in DW and RSR and looking forward to getting back in the seat once I see some improvement.
-Pv-

I started off with the same feeling, however, as I got the hang of the controls I actually appreciate the way it is done now.

I know automated steering is a popular request, but IMO people should try to acclimatize themselves on the game as it is meant to be played rather than (it seems) insisting on DW-style play as the "gold-standard". Because remember, TMA is completely automated, as is detection. If you automate steering as well, then CW turns de facto into DWlite with better graphics and you might as well go play DW - I mean, I understand it's on Steam now if you lost your disc.

The extra effort it takes to maneuver your boat actually causes you to maneuver it more cautiously than in DW, simply because otherwise it'll be hard to control. Have you ever forced your DW boat into a hard right turn and even added speed just to speed up the turn and then at the last minute told your helmsman the course you want to steer and let him "fix" your reckless shiphandling? Have you deliberately set a massive depth just to trick the algorithm into giving you more dive angle and then (again) told the planesman your real desired depth at the last minute and make him fix it for you? Or got forbid, did a short emergency blow using the MBT to increase the climb rate, then vented the tanks (they vent almost immediately in DW) and again told the planesman to clean up your mess and settle you at perfect periscope depth?

One thing no game can ever do no matter it's realism is getting you to not realize that ultimately you are in your bedroom and not a real sub. Because of this, you will take chances you will never take with the real boat - unless the game doesn't let you get away with that. And I see manual control as CW's way of making sure you will actually steer it like a real sub because you will have to clean up the mess of your reckless maneuvers, not the automated control.

nesbit 06-20-17 11:52 PM

Torpedoes not running shallow?
 
It seems when I set the torpedoes to shallow, they often seem to stay at depth and sometimes manage to find me. Anyone else see this behavior? Drives me nuts when attacking surface ships.

Still love the game though. Glad the developers are continuing to improve it.

StillFabry 08-04-17 08:42 AM

Quote:

Originally Posted by Hans Schultz (Post 2489054)
I'm playing the 1968 campaign and I'm having a lot of difficulty engaging targets. I feel like whenever I get a contact from the strategic map. I'm at a disadvantage engaging surface targets especially. When I close the range to fire my mk14s and rise to 100 feet i'm almost always detected the cargo ships turn tail and the ASW ships are all over me. Any tips on closing range and getting a good solution without getting detected and or the enemy ships turning away and disengaging?

I've also the same problem. Is Impossible to sink a Kresta Battleship escorted by 2 Destroier and a helicopter with Mk16 10 kyd range and no homing.

Aktungbby 08-04-17 09:03 AM

welcome aboard!
 
StillFabry!:Kaleun_Salute:

anne76 08-14-17 07:37 AM

Great game, need some tips
 
I love this game, i am a beginner and need some tips:Kaleun_Salute:

IVO 08-24-17 10:08 PM

Seawolf cass 2000 era vs russians
 
Russians keep finding me with this sub but when i had the Narwall they didnt .
I think in the game the Narwall is maybe better. dunno.

IVO 08-25-17 12:45 AM

New at Cold Waters but fun
 
I think it was because I had it set to realistic . :hmmm:

Delgard 08-25-17 07:31 AM

Stay realistic.

Hegemony Cricket 08-25-17 08:44 PM

A couple of ASW questions...
 
Just wondering:

1. How long will an ASW helo (Hormone?)continue to buzz/dip after its mother ship has been sunk? With all of the excellent attention to detail in this game, I would expect it to have a realistic fuel limit before it crashes/disappears.

2. How many torpedoes can the same ASW helo drop without returning to a ship to re-arm? I believe in real life those models carry only two.

Falkirion 08-27-17 07:35 PM

Quote:

Originally Posted by Hegemony Cricket (Post 2508827)
Just wondering:

1. How long will an ASW helo (Hormone?)continue to buzz/dip after its mother ship has been sunk? With all of the excellent attention to detail in this game, I would expect it to have a realistic fuel limit before it crashes/disappears.

2. How many torpedoes can the same ASW helo drop without returning to a ship to re-arm? I believe in real life those models carry only two.

I my experience so far:
1) So long as it has fuel, typically though your engagement is going to last a shorter time than its endurance.

2) I've had 3 tops dropped on me by helos before they just dipped and buzzed around. Put a MOSS on a 180 bearing to my preferred heading and bugged out using the MOSS to pull the Helo off me.

-Pv- 09-03-17 05:41 PM

Seawolf:
"Russians keep finding me with this sub but when i had the Narwall they didnt .
I think in the game the Narwall is maybe better. dunno."

The Narwhal is the quietest default sub in the game. Five Db quieter than the Seawolf and quieter than all the default Russian diesel subs.

Seawolf is 10 knots faster, deeper, better weapons/electronics and has coating Narwhal does not so long distant pings are less likely to return strong off a Seawolf.
-Pv-

alex2011 10-07-17 04:00 AM

Quote:

Originally Posted by Hegemony Cricket (Post 2508827)
Just wondering:

1. How long will an ASW helo (Hormone?)continue to buzz/dip after its mother ship has been sunk? With all of the excellent attention to detail in this game, I would expect it to have a realistic fuel limit before it crashes/disappears.

2. How many torpedoes can the same ASW helo drop without returning to a ship to re-arm? I believe in real life those models carry only two.


good point you noticed!!! yeah its very boring u must run away miles to evade this ultimate fuel Helo!! !! in SH5 there is a menu u can on/ff fuel -battery - etc.. that help more to be a realistic gameplay

alex2011 10-07-17 04:10 AM

Quote:

Originally Posted by -Pv- (Post 2510388)
Seawolf:
"Russians keep finding me with this sub but when i had the Narwall they didnt .
I think in the game the Narwall is maybe better. dunno."

The Narwhal is the quietest default sub in the game. Five Db quieter than the Seawolf and quieter than all the default Russian diesel subs.

Seawolf is 10 knots faster, deeper, better weapons/electronics and has coating Narwhal does not so long distant pings are less likely to return strong off a Seawolf.
-Pv-

In my opinion Seawolf is N#2 in my list because there is a factor called Weapon maneuverability its a military vessel remember ?? so u have TLAM and TASM mixed tube with torpedos in Seawolf laucnh system and no VLS???!! its a
weakness when u have solution an a multiple ships and subs in same time u haven't too much option here u must wait to reload to torpedo or missiles specially in land based missions u must launch at least 8 TLAM !! no more space for any moss and reserve torpedo

Delgard 10-07-17 10:26 AM

I don't use TASMs and only load TLAMs when told to. I just load about 5-6 Harpoons to use on support ships after I eliminate the escorts. The only missions for TLAMs are static and not time sensitive.

I found that TASMs would be shot down and I would be exposed to enemy air. Even with the Harpoons, I have to deal with enemy air but I am getting better at exiting the area. I just avoid using missiles.

The scenarios, I hope they get developed so that neutrals and worthless enemy targets (trawlers, etc.) are involved. I am thinking that sub tenders, resupply ships get a higher point value than their escorts. I am trying to conserve ammo by only going after critical targets in those cases.

Another thing is the awards system; I get the seven different awards on the first seven missions, then it is caput for receiving. I have not stepped up to the "ultimate" level, but I don't think that should necessarily affect awards. The MoH I lend to campaign completion with tonnage, ammo, and critical targets emphasized. Maybe there are other considerations like not killing neutrals.

I still don't see "many" enemy commanders shooting back down the line of bearing in defense and surface escorts launching missiles to cause me to break wires. As a commander, I launch quickly at any potential, especially if their is a torpedo in the water coming after my responsibilities. Just thinking...


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