SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Modern-Era Subsims > COLD WATERS
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-11-17, 09:34 AM   #1
The Bandit
Sonar Guy
 
Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
Default

The thing that's kind of in my craw right now about the game is the whole port experience. Its cool that the game keeps running but, it feels like just by tying up you fail 3 objectives and the whole world is going to end (sometimes it does). I may be wrong about this but it feels like when you are just in the main screen (deciding what to re-arm or repair, and by the way I have 0 problem with the amount of time taken for some of these sorts of things) the game is still moving just as fast as it would be if you were sailing on the map screen.

Basically I don't like getting told how much I suck, and how much the Soviet's are eating NATO's lunch when all I'm trying to do is get a couple of new torpedoes and get back into the ball-game.
__________________
The Bandit is offline   Reply With Quote
Old 06-11-17, 11:02 AM   #2
PL_Harpoon
Engineer
 
Join Date: Sep 2016
Posts: 210
Downloads: 21
Uploads: 4


Default

I don't know. I've been in a situation when I had to return to port despite having a mission. Until I got there he mission failed and I was given another one. The situation repeated itself 3 times during rearm/repair and the war didn't end. In fact just after that I completed only a few missions and we drove the soviets from all of western europe and scandinavia (no red tanks on the map).
That was on hard difficulty.
PL_Harpoon is offline   Reply With Quote
Old 06-11-17, 12:03 PM   #3
Haukka81
Medic
 
Join Date: Jan 2008
Location: Oulu, Finland
Posts: 162
Downloads: 368
Uploads: 0
Default

Here too, failed Many missions and returned port between them-> war goes on , some time NATO wins, sometimes not.

Zero crashes or anything so far.

Runing latest beta , Windows 10 64bit

1060 6gb
I3 6100 skylake, 3,7ghz
16gb DDR4 3000mhz
SSD drives
Haukka81 is offline   Reply With Quote
Old 06-11-17, 02:53 PM   #4
jenrick
Bosun
 
Join Date: May 2007
Posts: 64
Downloads: 38
Uploads: 0
Default

On the port issue, IIRC correctly from the original RSR, when you docked time basically froze. As you performed actions (reloaded torpedoes for example) the clock advanced. That was what I was expecting, so the way CW handles it was a bit of a shock. I agree that currently it almost seems punitive.

On another note there doesn't appear to be any time lag from having your boat shot out from under you and assigned another one. I was in the middle of a '68 campaign and was tasked with stopping an amphibious landing at Oslo. I had already had multiple engagements and was down to 6 Mk16 and 2 Mk 37's. I tried probably ten times but couldn't get back to port and then make it in time to stop the landing with the way the port time lapse currently works. Out of frustration on try 11, I went after a submarine group just to my north and didn't make it out in once piece. I was assigned a new boat, and was instantly transported to port. I was able to leave port and stop the invasion with plenty of time. I'd think having at least a 24 hour (probably longer, there is a war on after all), delay between abandoning ship and getting a new one would be reasonable for game balance.

-Jenrick
jenrick is offline   Reply With Quote
Old 06-11-17, 04:13 PM   #5
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default Stingers

could you guys implement stingers ?

you would need to surface the tower at least to fire them... I know some subs had them...

pretty pleaaase ?


keltos
__________________
"Honorable Builder of Sinking Ships"

keltos01 is offline   Reply With Quote
Old 06-11-17, 07:32 PM   #6
The Bandit
Sonar Guy
 
Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
Default

Quote:
Originally Posted by keltos01 View Post
could you guys implement stingers ?

you would need to surface the tower at least to fire them... I know some subs had them...

pretty pleaaase ?


keltos
To piggy back on this, I'd suggest making them part of the SEAL team, just because it would be highly non-standard and give a penalty (IIRC the SEALs take up most of your torpedo room so that you can only carry what's in the tubes) so that you won't just have everyone cruising around with SAMs all the time.

Taking a look at it though, I think you can start to see why this is something that was probably frowned upon. Much like putting rows on rows of AA Guns on the back of U-boats got it into the captain's head that it was a great idea to try and tangle with air-planes, with predictable results.
__________________
The Bandit is offline   Reply With Quote
Old 06-11-17, 08:12 PM   #7
PL_Harpoon
Engineer
 
Join Date: Sep 2016
Posts: 210
Downloads: 21
Uploads: 4


Default

Quote:
Originally Posted by The Bandit View Post
Taking a look at it though, I think you can start to see why this is something that was probably frowned upon. Much like putting rows on rows of AA Guns on the back of U-boats got it into the captain's head that it was a great idea to try and tangle with air-planes, with predictable results.
That's one way to look at it. On the other hand if a couple of captain upon returning to port would report that they had numerous encounters with enemy aircraft in which they dodged all their torpedoes but were still followed and tracked by those aircraft they might be granted a few.
PL_Harpoon is offline   Reply With Quote
Old 06-30-17, 06:29 PM   #8
wathomas777
Swabbie
 
Join Date: Jan 2004
Posts: 9
Downloads: 1
Uploads: 0
Default

Quote:
Originally Posted by keltos01 View Post
could you guys implement stingers ?

you would need to surface the tower at least to fire them... I know some subs had them...

pretty pleaaase ?


keltos
This was a myth. In my 10 1/2 years in the navy, no submarine carried stinger missiles.

1. A stinger launch would automatically reveal your exact position and had less than optimal chance of success.

2. Even a successful stinger launch would reveal your position. A helo is a small price to pay for a submarine, and escort ships usually had several

3. There is no effective way to target an airborne target from a submarine.

Using a stinger mast was fun in RSR but in no way accurate.
__________________
William H. Thomas
MM2/SS (1986-1997)
USS City of Corpus Christi, SSN-705
USS New York City, SSN-696
wathomas777 is offline   Reply With Quote
Old 07-03-17, 03:31 AM   #9
caine007
A-ganger
 
Join Date: May 2006
Posts: 72
Downloads: 26
Uploads: 0
Default

Some sort of friendly activity would be awesome. Gets lonely out there with you against the entire Russian fleet.
caine007 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:58 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.