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Old 06-11-17, 04:13 PM   #1
keltos01
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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 ?


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Old 06-11-17, 07:32 PM   #2
The Bandit
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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.
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Old 06-11-17, 08:12 PM   #3
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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.
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Old 06-12-17, 05:45 AM   #4
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It will nice to hear any warning sound (like enemy torpedo in the water).
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Old 06-12-17, 05:51 AM   #5
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Excellent suggestion !
You must have had that "where did that come from?" Moment, haven't you?

Cheers,
Lost
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Old 06-12-17, 10:25 AM   #6
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And a basic recording / replay for movie-makers and screenshot aficionados.

Cheers,
Lost
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Old 06-12-17, 12:36 PM   #7
YoYo
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I need a clock also, yes, simply hour and minutes....
Its important for time compression and for battles.
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Old 06-13-17, 08:09 AM   #8
elrond petit pas tapons
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It will nice to hear any warning sound (like enemy torpedo in the water).
Yes, with orders to ! For immersion, looks like silent hunter serie !
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Old 06-13-17, 11:39 AM   #9
Check Six
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Default More realistic command

I understand why some people want to "drive" the boat, but in reality, the Captain merely gives an order "Bring her to periscope depth", "Make your course 015 degrees", "5 degrees down on the planes" etc. When you are trying to work out a firing solution, it pains me to slowly bring the boat onto my intended course, or having to watch the depth gauge when I should be concentrating on the enemy stalking me (or vice versa). At least make it a CHOICE to be able to give discreet orders or do it all yourself. Like others have said, the ability to place markers on the map to assist in TMA or firing solution, and the ability to plot waypoints for patrol (and also for torpedos). All that said, I love this game, and am so happy to have bought it. Please devs, keep listening to the community, and implement the ideas that are popular and simple enough to code.
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Old 06-13-17, 12:05 PM   #10
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Quote:
Originally Posted by Check Six View Post
I understand why some people want to "drive" the boat, but in reality, the Captain merely gives an order "Bring her to periscope depth", "Make your course 015 degrees", "5 degrees down on the planes" etc. When you are trying to work out a firing solution, it pains me to slowly bring the boat onto my intended course, or having to watch the depth gauge when I should be concentrating on the enemy stalking me (or vice versa). At least make it a CHOICE to be able to give discreet orders or do it all yourself. Like others have said, the ability to place markers on the map to assist in TMA or firing solution, and the ability to plot waypoints for patrol (and also for torpedos). All that said, I love this game, and am so happy to have bought it. Please devs, keep listening to the community, and implement the ideas that are popular and simple enough to code.
I concur. Dangerous Waters is fun with the stations, but no one person does sonar, TMA, fire control, and leading the boat. I suppose you could say the same with Cold Waters leading the boat and doing the helm, but I feel directly piloting the sub is an extension of having to give those orders still.

Overall, I agree that I feel I have to focus on actual submarine tactics more in Cold Waters than in Dangerous Waters, where I feel most of the challenge is being able to just know how to work the stations. Dangerous Waters isn't the only way a submarine can be simulated.
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Old 06-15-17, 01:33 AM   #11
Check Six
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Default Save game function

What is seriously needed is the ability to save the game. Not so that we can have a "mulligan" and re-do a mission that we failed miserably (though the thought had occurred ), but even during campaigns, there is nowhere to save your progress. I returned to port after a successful mission to re-arm and re-fit, but there is nowhere to save.
I can re-arm, re-fit, check my orders etc, but I can't save OR QUIT. I was forced to use the "windows" key to access my desktop and quit the running program. This needs fixing pronto.
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Old 06-15-17, 01:50 AM   #12
Kazuaki Shimazaki II
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Have you tried the Escape key?
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Old 06-15-17, 03:22 AM   #13
Check Six
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Quote:
Originally Posted by Kazuaki Shimazaki II View Post
Have you tried the Escape key?
Sure have Try it yourself. Campaign mode, return to Holy Loch to re-arm. You try the escape key then. No? Ok, perhaps after I set sail. No? Ok, perhaps once I get a sonar contact and before I enter battle. No? Hmm.

In campaign mode permanently. I have actually seen a "save" capability ONCE, but am unable to replicate it or remember under which circumstances it appears. I don't know, it's not obvious and certainly not "user friendly".
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Old 06-15-17, 03:39 AM   #14
Kazuaki Shimazaki II
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You indeed cannot save when you are in port or just before entering battle, much less in battle. But you should (and I have) be able to access a screen with "Summary" "Save" and "Quit" (or Exit, I forgot which on it using the Escape key.
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Old 06-21-17, 11:11 AM   #15
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A few more suggestions:
  • Keep [Continue] [Accept] etc. buttons in the same place in all the overlay screens.
  • [Esc] key should close the "Leave Combat" overlay screen, it should not require a mouse click to close.
  • Allow us to leave combat if there are weapons out that pose no threat. I've been trapped in a combat for 10 minutes with the only weapon out being my own torpedo doing loops 10+ KYds away.
  • Provide more information about enemy Task Groups in the campaign map when applicable. Differentiate between surface group types (Landing, Resupply, ASW, etc) if there is sufficient intelligence.
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