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Also, the "dynamic campaign" of cw doesn't really cut it for me. I can't say why but there's just something missing and while it may be dynamic, it still is the same again and again. Meanwhile I re-played the RSR campaign for dangerous waters multiple times. |
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You sound like you would rather be playing DW, so why are you here complaining about our game when we've always been up front with the fact it's not like DW, nor was it ever intended to be. If DW is what you want to play... ...play DW. |
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CW has a lot of potential, and the first patch already fixed a lot of leaks it had, while the beta patch 1.02 reads promising as well. The upcoming new GUI and crew sounds will also make a big difference (for me!) and if you continue to develop this title for a while, as you do now, I am quite content that CW can be come what many more hardcore simmers hoped for, as of now, it absolutely is not what I'd call a "simulation" (subjective term anyways, sure). |
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It's just that after playing the game I found it harder to fight against enemy subs which are using active sonar to find me than those that are just "silently" strolling around. I have no problems getting in their baffles, and from there it's pretty much game over for them. Keep in mind that the encounter with enemy sub in CW starts at about 10-15km. So, my reasoning is, they picked you up while cruising at 10-25 knots, and now that you are within the reach of their torpedoes they start pinging. Given that they happily use ASW missile-torpedoes it seems like a valid option. EDIT: BTW. Out of all the people complaining about it still no one has proposed a better tactic. |
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Because it isn't necessary at all. I just send a fish or two down their bearing, activating them early, waiting for a very, very high chance to actually score a kill - unlike in a submarine simulation (FA, DW, ...) where this will most likely never be enough to score a kill as enemy subs actually evade torpedoes. In CW, they just do some half-assed attempts from what I've gathered. Quote:
Ultimately, by now I love to go against subs, because I know I'm in for some dirt-cheap kills. And I wonder if that's how it should be. :hmmm: |
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:subsim: Title: Cold Waters Genre: Indie, Simulation, Strategy Developer: Killerfish Games Publisher: Killerfish Games Release Date: 5 Jun, 2017 |
Just met two Victors in campaign, a Victor I and III.
Ambushed them, 5kts, stopped engines as soon as I was in-game. Seconds later, the pinging started. Oh hello there! Fired tube 1 down the bearing I just received from the ping. Kill. No serious evasive actions besides altering course slightly, and cavitating for a brief moment, before slowing down again, not moving out of the torpedoes arc at all. The Victor III started pinging me after the engagement with the Victor I was over. Until then, it stayed silent - and undetected! Same story. Ping received -> Mk48 send. Hit and heavily damaged, forced it to surface (a nice detail!). But then the usual lackluster AI hilarity ensued. It drove around aimlessly and soon started to ping again and even cavitate, giving me a 95% solution. Fish away -> kill. Number of enemy torpedoes fired: 0 And that, I see a lot. :hmmm: |
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Now, to get back on topic (stuff that we already can change ourselves), I'm already working on a couple of tweaks to if not fix then at least to improve some of those issues. I think in a day or two it will be ready for you guys to test. |
So Nippelspanner:
It appears you have a pretty good idea of what tactics the enemy subs should use. If you can provide these tactics to us, we can incorporate them into the AI. That'd go a long way towards getting more believable behavior out of them. |
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Besides, while it is possible to set ambushes if they nicely tell you the guys are sending Commando Teams to Trondheim, if you are told that they are going to a larger area say the "Norwegian Sea", it is harder to say exactly which patch of Norwegian Sea it'll be, so you'll have to move. And since you never know exactly when they'll decide to tell you your mission forecloses, there's always the time pressure. Quote:
Seriously, if they don't do active sonar searches, the game is reduced to a relatively simple detection/counter-detection game, which you must win because you have the better sonar and quieter ship. All you have to do is keep the passive sonar value at below 0 which you usually have the acoustic advantage to do. It is that active sonar component, which often covers that part you'll prefer to close to get off better shots, that creates the uncertainty. Quote:
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All I said is that I doubt the "let's ping away all day long because our sensors suck" doctrine is/was actually a thing, as it contradicts everything submarine-warfare. So far I haven't seen any source for this, and that the torpedo evasion of the AI is just really lackluster - together with a few other things. In no way did I say or imply I am some master tactician, did I? Torpedo evasion really is the biggest problem right now, pinging doctrine or not aside (makes no difference in combat anyways it seems) I just played a round with the latest beta patch and finally had a tough fight against two Sierras, who really drove my boat to its limits. Did you do something between 1.01 and 1.02 in that regard, or was it random? Because this was the first sub vs sub fight that actually felt like, well, a fight... up to the point where one Sierra decided to run straight at my incoming torpedo... "combat tactics Dr. Ryan, duh!" :doh: Anyways, before that, I never had any problems fighting subs, it was actually easier than any surface engagements, no matter if fighting old Foxtrots or Victor III, it never was a challenge. So, enemy subs should be able to figure out if they can outrun a torpedo, or need to evade horizontally, moving out of its arc in addition of using counter-measures smarter (basically always the case in CW due to short distance engagements). That would help a lot already. I don't know what they're doing at the moment, but it just isn't working at all. |
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What makes you assume they have valid reason - all the time - to assume your presence? That basically comes down to "Let's ping 24/7" because "They could be here!". Again, what are the sources for this ongoing "this was their doctrine!"? Before we can't settle that this was or was not "the" Soviet doctrine at that time, we don't really need to debate it further, I think. Quote:
Not with the first ping necessarily, but sooner or later they will, except distance is growing, then they may never detect you, but mostly I find the enemy approaching me/closing distance. However, since sending a fish down the first active-intercept bearing is enough in CW in very most cases, it doesn't even matter. It shows how lackluster this tactic is, though. Quote:
It works very well for me. Not sure what else to tell you. Quote:
Being in command of a Victor-I facing an LA class submarine is a garbage situation to be in anyways, no matter what you do. Quote:
Right, I didn't - so why imply it? Again, I argued that them doing it all the time, is simply nonsensical, for reasons stated earlier - and so far not being challenged besides a broad and unsupported assumption that "they have reason to expect you" which I don't agree at all on considering the various tactical situations/encounters I had so far. Also, why do other subsims don't do that and go for the silent apporach? And why can fighting enemy submarines in these titles still be very challenging, even if you have the better boat? Because these games require you to do more than just sending a fish down an active-intercept bearing, that's why, and because the enemy AI is, from what I witnessed, more effective. Also, do we know the sensors in CW are authentic? Maybe Russian submarines are under-modeled, or US subs over-modeled? I'm not claiming either way, but - how do we know? Quote:
At least from my POV. |
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The closer Romeo did die rather nicely (though w/o a replay it is hard to be sure whether another move could have saved him) and about then the Juliett started to ping (they really don't just ping from the outset all the time) but at least he isn't losing anything because I already have firm contact on his engines with my sonar. About then the range firmed up, showed Juliett like 30Kyards+ away, and on course of 75 degrees at 18 knots and kept running. Anyway, the torpedo never reached Juliett. And then Juliett just kept running. It wasn't the smartest move since I was in his baffles, but it was kind of smart since his distance et al meant that he is beyond my continuous tracking speed - I can't hold contact with him at Ahead Standard so I have to sprint and drift. If I'm not aggressive and take some risks in pursuing him, I'd lose him. Well, eventually I ran him down and I don't think I was ever endangered, but heck it was a Juliett so great things could not have been expected anyway. Quote:
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Given this, from the way the game and options are set up, there are clearly many more ways to enter the fight where the enemy can plausibly be given some acoustical warning, so inevitably the AI's optimization would be for those scenarios. You, the deliberate Ambusher, are on the fringe. Further, as mentioned, in reality, it is often possible for a professional to identify likely points of ambush. However, it is not realistic to expect the AI to be able to make a "fair" judgment as to whether it can or should know it is headed into a Probable Ambush Area. This game's solution to the problem seems to be to assume if the Player (roleplaying a professional Captain) can make that call, the AI (same) can and should be able to tell as well, which is at least an equitable solution to this problem. And again ... it just isn't all the time. Quote:
The main thing about AI enemies in games is not their survival. Their main job to be blunt is to give the player some pressure (read, threaten to Kill Player), and frankly on this score Cold Waters does much better than Dangerous Waters. As you say, other games program their AI to leave pinging to the surface ships and the subs are all passive. Since you have an acoustic advantage, once you learn to work the stations (and really, I never mastered TMA but frankly once you've classified the sub with narrowband and then used DEMON to check its speed TMA becomes very easy) you are pretty safe, especially since DW doesn't really punish all that heavily for brief indiscretions. I'm hardly a star player and I still feel comfortable with doing all kinds of crap in Dangerous Waters, up to and including using active sonar (if I'm on an American sub, I remember being completely unable to pick out blips on the reddish Russian active sonar) for targets up to about 20 K-yards, or using the Main Ballast Tanks to increase my climb rate (and then venting and making the automated planesmen compensate for my recklessness, which they do). |
In other words, your game experience differs from mine.
That's the purpose of the thread, I guess. As for the doctrine. If I hear that "chased a pinging sub" argument one more time I probably start crying. It was one incident. One single, isolated incident, that is now being used as a base for decades(!) of cold war tactics? I find that a little daring. But we can agree to disagree. |
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Its also very interesting that they seem to still be using similar tactics after 10 years, especially when put into context with the well known intelligence compromises from Johnny Walker and the USS Pueblo and what the Soviets probably knew about the USN by 1978. |
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