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Old 06-22-08, 09:57 PM   #2
Nyarlathotep
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Join Date: Apr 2005
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First let me say that I have no problem with GWX "uber" AI. It's unfortunate that this thread devolved into the GWX team defending their work; an enormous effort that is available to us *FOR FREE*. GWX does so much more than tweak the sensors, I can't imagine how anyone could complain. The first time I launched a patrol in GWX, the harbor environment alone made me think "this is what stock SH3 should have been" and wonder why the GWX team wasn't hired to work on, or at least consult for SH4?

Moving on.. I've made successful convoy attacks and evaded escorts in GWX. I'm playing at %100 realism, malfunctions, sabotage, random crush depth, etc. I've done pretty well so far, but I'm only in late 1940. I know it's going to get harder, and maybe I'll get my butt kicked. In fact I'm certain of it.

But here's the thing; it's a video game simulation. Regardless of the "why" or game mechanics, I try to immerse myself in the experience and simply assume real-life tactics will translate into success, rather than nitpick. No offense, but I find this far more enjoyable than parsing through the config files trying to determine maximum range or depth or whatever.. Don't get me wrong, I appreciate that other people have been willing to do so in order to vastly improve on the stock game. But I'm just enjoying their work, and when I do get sunk, I'd rather assume it's my fault and refine my tactics than blame someone else. It's working for me so far.

Here are some ideas that might help if you're struggling in GWX:

- The SH3 manual says the depth charge explosions create a temporary blind spot. From what I've read here, that's not exactly the case. There is a large blind spot in the baffles of the attacker, however, which in some cases is almost the same thing. I've had some luck "chasing" DD's in this blind spot.

- When they start to circle, I turn hard in the same direction, then kill the engine and turn hard the other way. The idea being that when they come around again, I will be heading away from them, hopefully having put some distance between us, and presenting the narrowest possible sonar signature. Plus, if there are multiple attackers, they seem to lose me when I make that second turn while drifting, often times attacking where I would be had I not changed direction.

- It seems like creating a "knuckle" or disturbance in the water with hard rudder commands and high speeds can create a decoy-like effect. Also, you can order "knuckle left or right" manuevers in the GUI. I don't know if the game is modeling this or not. Honestly, I'm not sure I want to know. For whatever reason, it seems to work. It very well could be that it's just the "pump fake" double-move thing confusing them. Who cares?

- If you've got electric torps, or you're not worried about your target spotting the wake, use the slow speed settings. If you're in close range, or just confident in your target solution (or using auto-targeting, boooo) the extra time between launch and impact will give you time to escape.. or set up on another target.

- More on the "baffles" or blind spot; I've used merchant ships as "cover" during convoy attacks, putting my sub under them and slightly behind at shallow depth. This seems to work, but maybe I'm just getting lucky. Again, I'm not too concerned with the "why" so long as it keeps working. It could just be collision avoidance. Anything I can use to my advantage..

So.. I'd suggest trying some of these, then maybe developing your own tactics, and then posting them here possibly? Rather than complaining about the AI in the incredibly cool expansion pack you just downloaded for free.

Last edited by Nyarlathotep; 06-23-08 at 01:47 PM.
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