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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
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Fast Attack has near perfect gameplay if you're a hardcore sub nut passionate about the subject matter. If you're not, the interface is too cumbersome and the combat too abstract, and that's why it ultimately failed commercially. It's still better than any Sonalysts sim, but DW ultimately failed to perform as well which is why noone has touched nuclear subs in over a decade.
I would love to do Fast Attack w/ dynamic campaign and SH5-like 3D models, but a self-funded 2-man studio like ours just don't have the economic resources or the manpower to pull that off from scratch. We have to do the best with what we have. It's that simple. |
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#2 | |
Planesman
![]() Join Date: Aug 2005
Posts: 186
Downloads: 51
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I wouldn't mind having a Fast Attack 2 sim without any fancy dynamic campaing. A moddable modern fast attack, with 3d interiors, proper physics and crew management with good map and scenario editor and I'd be once again a happy subsimmer for at least a another decade. |
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#3 | |
Stowaway
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Also, the "dynamic campaign" of cw doesn't really cut it for me. I can't say why but there's just something missing and while it may be dynamic, it still is the same again and again. Meanwhile I re-played the RSR campaign for dangerous waters multiple times. |
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#4 | |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
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You sound like you would rather be playing DW, so why are you here complaining about our game when we've always been up front with the fact it's not like DW, nor was it ever intended to be. If DW is what you want to play... ...play DW. |
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#5 | |
Stowaway
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CW has a lot of potential, and the first patch already fixed a lot of leaks it had, while the beta patch 1.02 reads promising as well. The upcoming new GUI and crew sounds will also make a big difference (for me!) and if you continue to develop this title for a while, as you do now, I am quite content that CW can be come what many more hardcore simmers hoped for, as of now, it absolutely is not what I'd call a "simulation" (subjective term anyways, sure). |
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#6 | |
Planesman
![]() Join Date: Aug 2005
Posts: 186
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![]() Title: Cold Waters Genre: Indie, Simulation, Strategy Developer: Killerfish Games Publisher: Killerfish Games Release Date: 5 Jun, 2017 |
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#7 |
Stowaway
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Just met two Victors in campaign, a Victor I and III.
Ambushed them, 5kts, stopped engines as soon as I was in-game. Seconds later, the pinging started. Oh hello there! Fired tube 1 down the bearing I just received from the ping. Kill. No serious evasive actions besides altering course slightly, and cavitating for a brief moment, before slowing down again, not moving out of the torpedoes arc at all. The Victor III started pinging me after the engagement with the Victor I was over. Until then, it stayed silent - and undetected! Same story. Ping received -> Mk48 send. Hit and heavily damaged, forced it to surface (a nice detail!). But then the usual lackluster AI hilarity ensued. It drove around aimlessly and soon started to ping again and even cavitate, giving me a 95% solution. Fish away -> kill. Number of enemy torpedoes fired: 0 And that, I see a lot. ![]() |
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#8 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
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So Nippelspanner:
It appears you have a pretty good idea of what tactics the enemy subs should use. If you can provide these tactics to us, we can incorporate them into the AI. That'd go a long way towards getting more believable behavior out of them. |
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#9 | |||
Ace of the Deep
![]() Join Date: Jan 2006
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Besides, while it is possible to set ambushes if they nicely tell you the guys are sending Commando Teams to Trondheim, if you are told that they are going to a larger area say the "Norwegian Sea", it is harder to say exactly which patch of Norwegian Sea it'll be, so you'll have to move. And since you never know exactly when they'll decide to tell you your mission forecloses, there's always the time pressure. Quote:
Seriously, if they don't do active sonar searches, the game is reduced to a relatively simple detection/counter-detection game, which you must win because you have the better sonar and quieter ship. All you have to do is keep the passive sonar value at below 0 which you usually have the acoustic advantage to do. It is that active sonar component, which often covers that part you'll prefer to close to get off better shots, that creates the uncertainty. Frankly, I remember my enemies being a bit smarter than this, but anyway, if they did not ping, the result would have been the same. Sooner or later you will simply pick them up on the passive sonar, and your tactic seems to basically consist of firing Launch-on-Bearing snapshots and there's no reason to believe they would have been less accurate. |
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#10 | |
Stowaway
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All I said is that I doubt the "let's ping away all day long because our sensors suck" doctrine is/was actually a thing, as it contradicts everything submarine-warfare. So far I haven't seen any source for this, and that the torpedo evasion of the AI is just really lackluster - together with a few other things. In no way did I say or imply I am some master tactician, did I? Torpedo evasion really is the biggest problem right now, pinging doctrine or not aside (makes no difference in combat anyways it seems) I just played a round with the latest beta patch and finally had a tough fight against two Sierras, who really drove my boat to its limits. Did you do something between 1.01 and 1.02 in that regard, or was it random? Because this was the first sub vs sub fight that actually felt like, well, a fight... up to the point where one Sierra decided to run straight at my incoming torpedo... "combat tactics Dr. Ryan, duh!" ![]() Anyways, before that, I never had any problems fighting subs, it was actually easier than any surface engagements, no matter if fighting old Foxtrots or Victor III, it never was a challenge. So, enemy subs should be able to figure out if they can outrun a torpedo, or need to evade horizontally, moving out of its arc in addition of using counter-measures smarter (basically always the case in CW due to short distance engagements). That would help a lot already. I don't know what they're doing at the moment, but it just isn't working at all. |
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