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-   Silent Hunter 5 (https://www.subsim.com/radioroom/forumdisplay.php?f=244)
-   -   It will also be possible to unlock and gain access to new areas (https://www.subsim.com/radioroom/showthread.php?t=158969)

jimbob 12-15-09 04:20 PM

" unlock and gain access "

I bet they're going for that DLC bull**** like just about any other game these days.

Downloadable Content my hairy ass.

Oh yeah, and the Console stuff, that has helped other games too.

Maybe im too sceptic.

Arclight 12-15-09 04:36 PM

Quote:

Originally Posted by sober (Post 1219941)
Unlock areas , Uplay . Nah , they wouldnt would they ?

That whole unlock areas thingy shouldn't be an issue:
Quote:

I believe that the UBoat can go to the Southern Hemisphere or at least to the Pacific region ... no? Knowing from the war history with the involvement of UBoat in the Pacific (like SH4 UBoat Missions), will there be a feature (or perhaps a surprise??) that we will encounter Japanese Navy/convoys who ask for UBoat support?

While the player is still free to go as he pleases, there is no plan to include the “Monsoon boats” in the release version of SH5.
Perhaps you need to unlock the single missions or something. This may be what they ment by "unlocking areas" in the first place. :hmmm:

mookiemookie 12-15-09 04:46 PM

I don't see why everyone is getting up in arms over this. The "unlocking areas" quote did not come from Ubi or the developers. It came from a third party source who may or may not know anything about the Silent Hunter series. We've seen how wrong some of these game magazines can be in describing past SH games.

Wait and see before you all get in a righteous outrage. :cool:

Ubi's press release said:

Quote:

"ENEMY REACTIONS: Open new locations, upgrades and resupply possibilities, while the Allied ships adjust dynamically to your approach. Your actions will directly impact the evolution of the campaign."
I take that to mean that new ports will be added as the campaign progresses, as per history.

andycaccia 12-20-09 02:07 PM

Quote:

Originally Posted by mookiemookie (Post 1219976)
I don't see why everyone is getting up in arms over this. The "unlocking areas" quote did not come from Ubi or the developers. It came from a third party source who may or may not know anything about the Silent Hunter series. We've seen how wrong some of these game magazines can be in describing past SH games.

Wait and see before you all get in a righteous outrage. :cool:

Ubi's press release said:



I take that to mean that new ports will be added as the campaign progresses, as per history.


Yes...I agree...sometimes third party writers/reviewers don't know what they are talking about...

Elder-Pirate 12-20-09 03:21 PM

Author: Thilo Bayer (Dec 07, 2009) A third party wrote this:
"It will also be possible to unlock and gain access to new areas".
Refering to SH5

Mu opinion: It stinks and the idea should be eaten by sharks. :dead:

This is not an X-Box game!


http://i4.photobucket.com/albums/y11...35bfbjb1-1.gif



Course if it does not happen then this message will self destruct shortly thereafter.:arrgh!:

karamazovnew 12-20-09 03:54 PM

Quote:

Originally Posted by TarJak (Post 1216109)
That and or possibly more coordinated attacks by escorts such as the Creeping Attack, Raspberry or Pineapple based on where your attack on the convoy comes from?

http://www.bbc.co.uk/history/interac...e_atlantic.swf

Awesome. Although none of those tactics would work against me.
Operation Plaster: I NEVER stay in front of a convoy.
Beta Search: since I don't like attacking at night, I don't bother tailing convoys. I usually head for the front ships and stay low and quiet untill the front escort passes my 10 degrees, then I go to PD and set my shots with <10 seconds periscope up.
Pineapple: I'm not crazy to turn inside the convoy, I usually come from the sides. Even if the escorts would be in front of me, they'd be at 4000m well outside Asdic range. Plus, i'd be facing them directly so less pong...
Rapsberry: After I shoot eels, I back away, go deep and don't change course. When the eels hit, I'm already at 100m and 5 km away from the convoy and still going backwards.
Creeping attack: Unless the lead ship has a 5 km ASDIC, and since I have a hydrophone, this would be the easiest tactic to beat.

But I'd love to see such tactics implemented in the game. The current situation of a lead ship controlling the convoy is unacceptable. Merchants circle around like escorts or the entire convoy stops dead in the water if I destroy the engines of the lead ship. Hope they'll solve this.

TarJak 12-20-09 06:16 PM

I'd certainly like to see these tactics implemented if nothing else to add to the challenge of playing the game. At the moment DD's in SH3 and SH4 are relatively easy to evade if you follow the rule of going deep and turning to another heading immediately after firing your eels.

karamazovnew 12-20-09 06:35 PM

Quote:

Originally Posted by TarJak (Post 1222507)
I'd certainly like to see these tactics implemented if nothing else to add to the challenge of playing the game. At the moment DD's in SH3 and SH4 are relatively easy to evade if you follow the rule of going deep and turning to another heading immediately after firing your eels.

Going deep and backing up as you fire eels from 4000m would've thrown off any real escort. But we have luxuries such as recognition manuals and "on rails" ship movement. In game there's no point in doing surface attacks at night. In reality they were a must and some of the real sub tactics impossible to put in practice in game. The escorts however are quite well done. Don't complain about their sensors as each mod changes those. In GWX for example they were ruthless. In SH4 the thermal layer is almost cheating.
To be honest, I've seen glimpses of such escort tactics but I don't know if they were a throw of the dice. I've seen escorts carpet bombing empty water, do creeping attacks and so on. I can't complain about stupid behavior as they are very hard to shake off once they spot you, they find you very quickly after an attack and seem intelligent in their attacks. They don't cluster**** on top of you and they take turns nicely. They might even have a Huff-Duff, at least later in the war.

The problem is that the game never documents them and there are no tactics explained or scripts available for inspection. Thus we have no idea what they're thinking there. When you don't know the logic behind an action, you might think there is none at all.

looney 12-21-09 02:57 AM

Quote:

Originally Posted by WEBSTER (Post 1219922)
yes and no, its like hunting.

your prey has certain habits all animals share and then they react different after that so general traits are predictable then detection ability is used after that to "see" how this animal behaves. (rabbits always double back to where they first started but you dont know if they circle left or right until you follow them)

the same applies to a DD hunting a sub so guestimating is a big part but if you face the same sub in the same area he may use the same tasctics as before so learned behavior can help but it can equally send him the wrong way so i dont see how it can be bug free even though it will catch the rookies who dont mix it up and that DD will lock onto them.

adaptive AI must assume you will have a repeat encounter with the same DD in the same area for him to "know" you habits

Hmm yea true and ofcourse training means all the sub commanders tries the same trick. Kinda like pilot fighter training.

I meant that the DD or DE might now what side of the convoy you are, the side (front rear port starboard) is still a large area.


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