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Old 10-17-07, 01:47 AM   #170
Steeltrap
Grey Wolf
 
Join Date: Mar 2001
Location: Sydney, Australia
Posts: 818
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Quote:
Originally Posted by Rockin Robbins
Anyway, I'd wait until I see what we get before passing judgement. Remember all the grousing about patch 1.3? Remember how they exceeded all our expectations upon release? It's not time to panic. The world is not ending, it is just changing for the better. Whatever is released, looks like the GWX team is excited and good things happen when they are!
With all due respect, 1.3 may have exceeded your expectations, but it sure didn't exceed mine.

I have no intention of giving Ubi a single $ before they give me a sim that doesn't have so many obvious flaws. Am I being hyper-critical? Well, here's a list of some of my complaints:

* SD radar was A-scope only. It never gave a bearing, only range. To represent it accurately you should get a crew alert "SD radar contact, range xx yards, closing". Anything other than that is bunkum, and smells of them trying to fit SD radar into a platform that doesn't handle it correctly. Without map contacts ON, you can't even check what is going on as there is no screen to look at for SD radar. This really ticks me off as it is so blindingly obviously wrong!!

* Being able to use scopes at night/twilight/dusk in conditions where it is a clearly established fact this was not possible. Again, simply crap in something claiming to be a simulation.

* Not being able to conduct night surface attacks without being spotted (well, that's my experience). People have spoken about 'decks awash' as a "solution", but the simple fact is USA subs attacked at night in normal surface trim. Decks awash is a rationalisation to cover a problem with the sim's sensor system (a carry over from SHIII, although NYGM certainly fixed it and I assume GWX did, too - I've not used GWX, not because I have a problem with it, simply due to d/l restrictions).

* The spotting problems mentioned above somewhat force the ability to use periscopes when you shouldn't be able to. It's a bit like "you can't attack on the surface without being seen, even though you should be able to, so we'll let you use your periscopes in any visibility, even though you shouldn't be able to".

* Horrendous AI. DDs that sink themselves with their own DCs - or sink other DDs with them. Convoys that stop when ambushed. Task forces that travel at 12kts. Etc etc....

* Perverse levels of aircraft. Reading Wahoo and Clear the Bridge make it clear how wrong the current aircraft encounters are.

* Troubles with save games (the "everyone is asleep" upon loading a save is one of my favourites).

* Crew troubles - ending up with a sub full of CPOs and officers, vanishing crew positions for guns etc (I will say I think the rotating watch system is great, a vast improvement over SHIII).

* Sub motion physics. Depth changes are screwy. You can go up and down like an elevator without using compressed air, and forward motion is completely irrelevant. This is a huge problem IMO, as it means you can evade DDs with ease by dropping below the layer in seconds at silent speed, let them rush by, then pop up and blitz a convoy/TF. Any deep dive meant you had a long task getting back to periscope depth without using a lot of compressed air - see the case in Wahoo on the 2nd patrol when they were approaching an important target (Morton was the PCO at that time).

I could continue, although this list contains the "highlights". For anyone who has done much reading on submarine warfare in WWII these issues are manifest and significant. The fact people accept them is due to the relief of having a sim at all. OK, I can accept they feel that way, but I'm of the view that a buggy, error-riddled sim is buggy and error-riddled, no matter how much people try to convince me otherwise. I suspect I'd be better off if I were completely ignorant of WWII sub warfare.

So.....I will not spend $0.01 when I've already spent $99.95 on a sim with these flaws remaining after 3 patches.

Cheers all!
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