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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: Sep 2007
Posts: 153
Downloads: 143
Uploads: 4
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Wow it's amazing. On par with any ww2 battleship game I've played on the PC!! The Japanese campaign is hard for the first mission or so then it rocks!
Just a nitpick - Are you able to put a setting for US gunnery? Towards the end when I faced off 2 iowas their inaccurate gunnery was a bit laughable! Also esp in the first mission of the Japanese game some kind of turn predictor for the DD would be great to enable the DD to better steer towards and shadow the sub. No big gripes though - super effort!!
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![]() The convoy lights are dead ahead The merchantmen lay in their bed The thump of diesels hammers down In the oily sea-the killing ground His knuckles white his eyes alight He slams the hatch on the deadly night A cunning fox in the chickens lair A hound of hell and the devil dont care -Iron Maiden |
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#2 | |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
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![]() Quote:
Enemy gunnery can be a fickle thing and we designed it this way on purpose. For example an enemy ship may get a lucky bead on you early forcing you to retreat. Also wind speed and direction can greatly throw off the enemy's aim, so if you're good at estimating wind drift you can develop a further advantage over the enemy in windy conditions. Those two Iowas might have been in windy conditions?? For the movement (tunring) indicators, we chose not to display these. Similarly, we don't show gun or torpedo ranges in the user interface. Essentially we wanted the game to have a "feel" aspect to it, whereby the player would learn these things over time. So rather than just show the player gun/torpedo ranges, bomb sights and movement arcs, we wanted a game that was easy to learn but could be mastered with extended playing time.
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