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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
A-ganger
![]() Join Date: May 2006
Posts: 72
Downloads: 26
Uploads: 0
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#2 |
Mate
![]() Join Date: Jun 2017
Posts: 57
Downloads: 38
Uploads: 0
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just finished another '68 campaign with HMS Conqueror. Super fun you guys should try the UK subs in the mod. Just give up on the Mk8 torps, and go with all Tigerfish and be patient.
Trafalgar in 84 was fun as well. Next: Upholder campaign to appease my inner Canadian, then Astute, Rubis, and Swiftsure. |
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#3 | |
A-ganger
![]() Join Date: May 2006
Posts: 72
Downloads: 26
Uploads: 0
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#4 |
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
Downloads: 10
Uploads: 2
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Rather frustrated with this campaign at the moment. Been driving Skipjacks exclusively: I don't know about the other subs' sonar, but the Skipjack's is pretty poor for US standards, and sub-to-sub engagements are a crapshoot which often have me resort to arguably gamey tactics just to have the enemy give away its position. I tend to tempt them with active sonar, knowing they'll fire at me, and then I can usually evade the torpedo (instant kill if it hits) and home in on the launch location.
But it's boring most of the time. I do torpedo wrangling and can sometimes return fishes to their owners, which can be more effective than relying on my absolutely terrible armament. It leads me to believe a Cold War gone hot in the late 1960s would've been a decisive Soviet win at sea at least. The Mk 16 is a nigh-useless relic against anything with a sonar and some maneuverability unless spent in unsustainable volumes, and the Mk 37's eye-watering sluggishness makes me wonder just how on Earth someone approved it becoming the US Navy's mainstay torpedo. And then there's the bug which allows enemy vessels to detect passive torpedoes in their baffles, which only further degrades the 37's already poor performance. In the end, it feels like I have to cheese the subs to beat them, and warships feel unassailable 80% of the time. Surface-wise, the best I can do is focus on objectives, which are usually merchants, and most medals seem exceedingly out of reach considering the thresholds are the same whether you're puttering about with a Permit in '68 or annihilating everything in your sight on a Los Angeles in '84. Sorry about the rant. Had to get it off my chest. I really like Cold Waters, but criticism is due where it's due.
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#5 | |
A-ganger
![]() Join Date: May 2006
Posts: 72
Downloads: 26
Uploads: 0
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The thing I can't get over is the terrible sonar and how awful 37's are at sinking subs. I gave up trying to find the Yankee in the final mission and even supposedly noisy 50's boats take forever to find. I tend to get bored, go active and wait for them to shoot. Then I charge and basically dance around them waiting for however many 37's it takes to lock on, not wire break, not get distracted and actually do enough damage to sink whatever it is. I've genuinely considered ramming sometimes. |
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#6 | |
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
Downloads: 10
Uploads: 2
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Sure, even if a 37 doesn't hit, it can keep Soviet warships busy for a good long while, opening the door to hitting mission targets. But it's not exactly exciting to be relegated to sinking tenders/transports all the time. And subs are just hard to detect, but again, not too dangerous unless you botch your evasive maneuvers. So ultimately, it's difficult for Ivan to hit you, and so is to hit them. Perhaps just fixing the baffles passive torp detection bug would be enough to make battles and positioning more interesting, and Mk 37s more reliable. Mk 16s could have their launch depth extended to 200ft, and given a circle search pattern (sources have been discussed elsewhere). Overall, I think both sides need to be made more dangerous: AI improvements will help the Soviets, and ironing out the bugs and balancing should help us in turn, producing more intense combat and less drunken fights. PS: As for ramming, one time a November could've clipped my sail due to a miscalculation of mine, but my boat went right through. Seems vessel collisions aren't modelled.
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![]() = Longer Campaigns: Marathon Edition = 500-yard MAD range |
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#7 |
A-ganger
![]() Join Date: May 2006
Posts: 72
Downloads: 26
Uploads: 0
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There are definitely less toys and less options in 68 and I admit I began to find the sub missions kind of monotonous. Reducing the 37's detection in the baffles is a must.
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#8 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
Uploads: 0
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Maybe we should bite the bullet and just include tactical nukes for 68. Feel free to use them, but if you do, so will the Soviets.
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#9 | |
Sparky
![]() Join Date: Mar 2009
Location: Toronto, Canada
Posts: 153
Downloads: 105
Uploads: 0
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I totally agree to the point that I need to resort to exploits/ gamey stuff to win. I am going to try the Soviet (MOD) campaign, at least I will have working torpedoes
They need to do a full rework on the detection and the behavior of ships/ subs that are targeted. 68's campaign doesn't work with so lighting strike speeds of ship maneuvering, dodging out of danger And unguided torpedoes like the Mk16 were not relics at all in real life Quote:
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