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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Jul 2002
Posts: 1,134
Downloads: 93
Uploads: 0
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You know from time to time, you see people in the forums struggling with DW.
After attempting to play SC quite a few times over the years, I am finally getting into and understanding it. That is not to say that I didn't understand the basic concepts when I got the game in 2001. However, I have recently realized just how subtle a game SC is (probably DW) too. Most of the developer training materials and other stuff freely available focuses on very clear and pristine examples. However, it has recently dawned on me that it is all about only the slightest hints of information and glimmers of intuition. As a total novice to sub games/naval warefare, one reads these materials. They do a good job of demonstrating the basics. The noob is left with the impression that this is how the game is played. Soon, you get very frustrated, because in trying to match the very clear cut cases in the training materials, you end up acting upon situations much too late and being handicapped by a fixation on solid and accurate use of the tools. So, for sonar, you end up trying to get fat nice lines on waterfall ... maybe assign a bow tracker too to get a master contact ... maybe try to get a solid signature match with the filter ... Instead you should be on narrow band focusing on the low frequency spectrum looking for even a faint line (or the Akula) just a little winking pixel suggesting something is there ... also zooming into the low frequency band to make sure that sound component is solid and does not have a slight shadow perhaps indicating something else lurking on the same LOB ... you should be looking at the pattern in DEMON ... does it look faint like a sub? ... DEMON not just trying to count blades but trying see if TPKs tested against TMA generated speed would give a sub or surface screw ... So, for TMA, you end up getting many LOBs without doing much, since you are waiting to ID contact ... maybe just do another leg ... Instead as soon as you have that contact, you should be going for the fastest TMA possible ... with the TMA you can use that over at DEMON ... with TMA if you get a TIW you are in a much better position to shoot than just a snapshot ... with the TMA generated range you can look at the screw noise in DEMON and decide if those faint lines are a close sub or distant surface contact ... with the TMA and you get a TIW you will know what weapon envelope you are in ... so getting a fast TMA even before anything has happened is important ... So, for TMA, maybe you think will wait for a really solid solution over 20 minutes before shooting ... Instead perhaps you should just shoot when you have a decent solution as the time it takes for your torp to reach the target will allow you plenty of time to perfect the solution and wire guide ... So, for TMA, maybe you use auto-TMA which does a good job as it is too challenging to do yourself especially with a lot of contacts ... Instead when it comes to finally running down the target, wire guiding is much more productive than simply starting with and depending on a good solution. If you've done it right, you are not that close and that target is going to maneuver. Auto-TMA doesn't know the target is evading a torp. It doesn't know about DEMON. It may produce range jumps or transform rapid speed changes into rapid course changes. So, if you manually TMA as you wire guide, you can use DEMON and you can chain from one solution to the next two minutes later to produce a consistent pattern of evasion by the target. ... Okay, I have rambled, but my point is this: For Sonalysts, Battlefront, and Community Authors, I think it is important that beyond the basic concepts that the completely uninitiated are not given an impression that things are "cut and dry". This led me and leads others to try to replicate this behavior in their game play. And that results in frustration as opposed to excellence. If you write/teach, you must convey how subtle the game is and how much focus needs to be put on these aspects in order to appreciate and play well. I have only recently realized this myself. Thanks.
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War games, not wars! --- Only a small few profit from war (that should not stand)! |
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