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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Grey Wolf
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I'm with the majority of the reviews above, this is a great looking game (I'd say the needle swings over to game and away from simulation) which is engaging and great fun to play.
There are a few niggles that I'll report to the Dev's once I know the mechanism for doing so but nothing that make it unplayable. Pros & Cons? I for one like the hands-on approach to driving the boat but would like to hear confirmation/information from the sonar station etc. rather than have to catch text pop up for a few seconds out of the corner of my eye. One debug hint - I was having problems controlling the scope until I realised interference was coming from my joystick which was jammed over to one side (MS Force Feedback Pro with no power plugged in). After I centred that that everything was peachy. ![]()
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#32 |
Electrician's Mate
![]() Join Date: Jul 2011
Posts: 134
Downloads: 2
Uploads: 0
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game is great, but i wish the subs had more polygons, some edges are kind of sharp. especially charlie class when you look from the front. is it possible to extract the models and subdivide it and retopologize?
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#33 |
Planesman
![]() Join Date: Aug 2015
Posts: 182
Downloads: 148
Uploads: 0
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#34 | |
Lieutenant
![]() Join Date: Sep 2003
Location: Oeiras, PORTUGAL
Posts: 258
Downloads: 152
Uploads: 0
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Also just taking a look at the way everyone is playing it, like for instance, dodging torps with the help of the external view, just confirms my point of view!
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#35 | |
Planesman
![]() Join Date: Aug 2015
Posts: 182
Downloads: 148
Uploads: 0
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Secondly but most important, a long time ago someone in this forum, Rockin Robbins, taught me a good lesson....just because a game has some flaws or tools that you can exploit, it doesn't mean you have to. You can just give you enough self discipline and ignore those things that you can exploit, especially when playing in solo or co-op against AI. |
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#36 |
Lieutenant
![]() Join Date: Jan 2005
Location: Houston, Texas
Posts: 258
Downloads: 141
Uploads: 0
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While overall I am very pleased with the game/sim/whatever, there is one thing that I note is lacking.
Tension. I refer here to the hours and hours I have spent staring at DW or SC's waterfall sonar display imagining faint contacts in the static. The tension came from....is there somebody out there? Or am I seeing things? Cold Waters with its automated sonar functions provides easy answers ...yes there is someone out there...and they are generally thataway. The mystery of faint contacts...real or not...seems absent. That said overall a vey fun and worthy purchase. ![]()
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. >> USS TEXAS BB-35 Restoration CrewMember << |
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#37 |
Soaring
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After all what I read I decided to wait a while and see what modders can do to the game mechanisms. While I played Red Storm Rising in and out back in those days, it were those days and not the present days - despite the graphics I wonder about the longevity of the game.
If the simulation elements get increased, I might get aboard. But it needs to become more simulation-style before I consider that.
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If you feel nuts, consult an expert. |
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#38 | |
Ocean Warrior
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When compared to the DW this is the "planesman sim" vs "sonar and TMA sim", as unlike in DW you do not work the sonar and TMA as much but instead of setting desired heading/speed/depth you have to manually play with the rudder, etc.
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Grumpy as always. |
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#39 |
Weps
![]() Join Date: Jan 2007
Posts: 355
Downloads: 17
Uploads: 0
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Cold Waters really seemed to find a happy median between a hardcore nuclear sub simulation and an arcade sub game. The controls are pretty simplistic but the gameplay is anything but. If you make a mistake and are detected you better be ready for what's coming for you.
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#40 | |
Born to Run Silent
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SUBSIM - 26 Years on the Web |
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#41 |
Weps
![]() Join Date: Jan 2007
Posts: 355
Downloads: 17
Uploads: 0
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I really hope this sells well, not just for the future of the franchise but for Multiplayer in this version, as well as the ability to play the Russian side. Be nice to have some PvP.
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#42 |
Pacific Aces Dev Team
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It seems a promising start with lots of potential. I don't blame the devs/producer for releasing a half-sim or a half-tactical game (depends on what you look at) but think instead it was a clever way to get started. We know the devs follow subsim, so I guess feedback here can see the game expanding in the future to those areas of pure simulation many people (Myself included) miss, like direct control of some stations. If it keeps getting support and sales, this could be further developed into satisfying all kind of public -or even the same person depending on his mood to play dirctly or from tactical POV.
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One day I will return to sea ... |
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#43 |
Bosun
![]() Join Date: Dec 2006
Posts: 68
Downloads: 79
Uploads: 0
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I've spent about 2 hours or so with this sim now and overall am very pleased with it. Some random points, including things I'd like to see fixed:
Last edited by Foxendown; 06-06-17 at 09:10 AM. Reason: Adding things I meant to say before. |
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#44 |
Seaman
![]() Join Date: Oct 2016
Posts: 31
Downloads: 19
Uploads: 0
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Thank you all for all of the great reviews on this.
I am still deciding myself but will likely go ahead and pick it up as I REALLY want to support these guys and the future of what this game could be. I was not looking for DW out of the gate but my hopes are that this might be a mod friendly starting platform for an eventual DW level game. Knowing that his community is so supportive of it out of the gate and positive about what could be really helps me make my decision. Thanks |
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#45 | |
Planesman
![]() Join Date: Aug 2015
Posts: 182
Downloads: 148
Uploads: 0
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