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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Subsim Diehard
![]() Join Date: May 2006
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As far as gameplay is concerned, what do you feel are the primary differences between a subsim of modern naval combat (Fast Attack, Dangerous Waters, etc) and an WWII subsim (SHIII, etc)? Does the gameplay and experience feel about the same with about the same player tasking? Are there any differences to the game "feel"?
The reason I ask is that I've always has played the modern subsim like DW and Fast Attack, not the old WWII subsim was curious to the gameplay differences. WWII sensors are less sensitive and weapons are dumber, so I've always expected that the game was probably less about detection, identification, and weapon evasion, and more about periscope peaks, and lining up for torp launches. Are my assumptions correct?
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#2 |
Dutch Sea Lord
![]() Join Date: Jan 2002
Location: Almost at periscope death !
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Modern subsim = Getting sweaty palms and small eyes from watching screens all the time
WWII subsim = Feeling the wind, getting water in your face and getting dizzy from panning the scope. The fact that one is never topside and rarely uses the scope is one of the main reasons why I do not like playing modern subsims. A big difference is also the learning curve. It is normally very steep for a modern subsim. |
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#3 |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
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WWII subsims is 90% of the time hunt on the surface. 10% submerged when ready to attack or to evade aircraft, escorts.
Modern subsims hunt and attack submerged never surface, stay submerged and remain undetected. Sonar is your friend. |
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#4 | |
Admiral
![]() Join Date: Apr 2005
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If you're talking about blue water nuclear submarines then i agree with your assessment. Another thing is doing littoral warfare with diesel electric subs such as the kilo. Makes for a very wwii-ish experience. |
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#5 |
Ace of the Deep
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The difference is wire-guided, active sonar torpedoes. Things were more analog back in WWII.
There's other differences, but that is the over-riding one. |
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#6 | |
Admiral
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Or passive wire guided torpedos ? Or supercavitating torpedos ? (not wireguided) Or subroc torpedos ? (not wireguided) Lets not reduce everything to the adcap mk48 (the only torpedo in the us naval inventory). ![]() Last edited by goldorak; 07-31-06 at 12:36 PM. |
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#7 | |
Eternal Patrol
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#8 |
Stowaway
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I think you can boil it down to one being technical (taking the human, falable side out of the equation [modern]) and the other as being more (seat of the pants, instinctual [WWII]).
I've played both and am currently hooked on SH3. |
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#9 | |
Admiral
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#10 | |
Admiral
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#11 | |
Eternal Patrol
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#12 | |
Admiral
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Thats why a well constructed scenario will always have an akula in zone (to keep at bay active sonar hungry us skippers :rotfl::rotfl ![]() |
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#13 | ||
Stowaway
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I don't know the answers to that. But, I'd buy the sim if the qualities of both DW and SH3 could be melded into one 'super' sim. waste gate |
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