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Old 11-17-17, 08:08 AM   #46
Barleyman
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Yeah, better work on those persistent contacts and filtering contact id tool
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Old 11-19-17, 09:18 PM   #47
wilky210
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Since i haven't seen much on both of these fronts, and it's new content, will we eventually see the 3d towed array and the modded MK.45 again?
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Old 11-21-17, 05:23 PM   #48
Capt Jack Harkness
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The Mk 45 isn't hard to add back in.
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Old 11-21-17, 05:39 PM   #49
Ansgar Burkhard
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Originally Posted by pccl View Post
HOLY **** THAT IS AWESOME

On steam you guys said this will be free? How are you guys releasing this for free? Is the game still selling? Are you guys staying afloat just fine?

Seriously, this is so generous I'm worried about you guys
Do it like me. Offer the game to friends.
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Old 11-22-17, 02:48 AM   #50
Erik
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Hey, I have played a couple of days now and figured this would likely be the best thread for feedback. I have used the two highest difficulty settings.

When it comes to sub vs. sub combat I believe improvements such as shooting towards heard launch transients are on the way but what about surface vessels? They dont seem to ever avoid my torpedo attacks. I'm not sure what exactly they could do or what could be done game balance wise, in other games surface vessels use countermeasures and can try to outrun the torpedo, often with success, but in CW they just maneuver hard and get sunk. This makes the 1984 feel easy because all the ships I meet need just one torpedo and I can shoot very far. Surely this helplessness cannot be the case in real life?

Enemy subs are almost as helpless if only I get to shoot first but at least the helicopters make sub captain's life exiting.
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Old 12-14-17, 10:15 PM   #51
tian tian
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Hungry for more screenshots of chinese ship even though my dated laptop will melt playing above medium settings lol.

South China Sea will be awesome! I wonder if we deploy from Japan i will be happy i can see my city! Or Okinawa? Is it a bit far??
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Old 12-15-17, 01:25 AM   #52
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Quote:
Originally Posted by Erik View Post
Hey, I have played a couple of days now and figured this would likely be the best thread for feedback. I have used the two highest difficulty settings.

When it comes to sub vs. sub combat I believe improvements such as shooting towards heard launch transients are on the way but what about surface vessels? They dont seem to ever avoid my torpedo attacks. I'm not sure what exactly they could do or what could be done game balance wise, in other games surface vessels use countermeasures and can try to outrun the torpedo, often with success, but in CW they just maneuver hard and get sunk. This makes the 1984 feel easy because all the ships I meet need just one torpedo and I can shoot very far. Surely this helplessness cannot be the case in real life?

Enemy subs are almost as helpless if only I get to shoot first but at least the helicopters make sub captain's life exiting.
In my experience, that's not really the case. Even on easy I had warships maneuvering and dropping countermeasures to evade torpedoes almost every time. That doesn't mean that they'll succeed, modern torpedoes like Mk48s are designed to defeat countermeasures and can outmaneuver most ships. Also, not all the ships in the game have sonar, unlike the movies, modern torpedoes don't leave a surface wake, so they really can suprise enemy shipping that's not listening for it.
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Old 12-15-17, 01:43 AM   #53
Erik
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Originally Posted by Capt.Hunt View Post
In my experience, that's not really the case. Even on easy I had warships maneuvering and dropping countermeasures to evade torpedoes almost every time. That doesn't mean that they'll succeed, modern torpedoes like Mk48s are designed to defeat countermeasures and can outmaneuver most ships. Also, not all the ships in the game have sonar, unlike the movies, modern torpedoes don't leave a surface wake, so they really can suprise enemy shipping that's not listening for it.
Aye, they do maneuver and drop decoys, but my point was that those dont help them much. They'll drop a decoy and start turning as the Mk48 enters go-around logic. If they turn to same direction the Mk48 will just slam their side and its a kill. If not, Mk48 will shortly find the ship again and kill it anyway. No matter what ship it is it will at most get to drop maybe 3 decoys. Some of the ships can run nearly 40 knots and they'd be better off just running straight while making knuckles and dropping decoys in hopes of making the torp run out of fuel.

The same problem plagues submarines but they at least maneuver in depth too and every now and then they manage to lose a slow Mk37. But Mk48 just kills everything it gets within seeker range of, without fail. Its the combination of very long seeker range, very high speed of 55 knt and superb range and endurance. It's so good that missiles are almost useless other than for taking out fleeing transports from behind their escorts when I dont want to just sink everything to save torps and time.
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Old 12-15-17, 02:36 AM   #54
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That sounds like Gould/Honeywell's problem more then Killerfish's. Mk48s are really that good. A surface ship just isn't going to outrun a Mk48. Like it or not, Turning is probably the best option for a ship, even if it's the lesser of two evils, there is a chance that your ship might be able to get clear of the seeker head's FOV, or keep it turning long enough to run it out of fuel. Running away is about as useful as manning the lifeboats, eventually that fish will catch you.
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Old 12-15-17, 02:55 AM   #55
Erik
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Originally Posted by Capt.Hunt View Post
That sounds like Gould/Honeywell's problem more then Killerfish's. Mk48s are really that good. A surface ship just isn't going to outrun a Mk48. Like it or not, Turning is probably the best option for a ship, even if it's the lesser of two evils, there is a chance that your ship might be able to get clear of the seeker head's FOV, or keep it turning long enough to run it out of fuel. Running away is about as useful as manning the lifeboats, eventually that fish will catch you.
They should do what the player does: that is keep running straight, drop decoys, make knuckles and let the torp go around those two until it runs out of fuel. Most warships are fast enough to do it, if a 33 knot 688 can escape a Mk48, a 38 knot ship can too. What they do now, is that once the torp gets close enough, they will make hard maneuvers and circle and they will die 100 % of the time when there isnt something else nearby that may get the torp's attention.

I refuse to believe Mk48 is one shot, one kill on every naval target in reality, and in game AI's bad tactics dont help.
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