SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
11-17-17, 08:08 AM | #46 |
Gunner
Join Date: Jul 2002
Location: Finland
Posts: 99
Downloads: 3
Uploads: 0
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Yeah, better work on those persistent contacts and filtering contact id tool
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11-19-17, 09:18 PM | #47 |
Swabbie
Join Date: Jan 2016
Posts: 9
Downloads: 13
Uploads: 0
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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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11-21-17, 05:23 PM | #48 |
Samurai Navy
Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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The Mk 45 isn't hard to add back in.
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11-21-17, 05:39 PM | #49 |
Watch
Join Date: Sep 2012
Posts: 22
Downloads: 14
Uploads: 0
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Do it like me. Offer the game to friends.
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11-22-17, 02:48 AM | #50 |
Watch
Join Date: Nov 2017
Posts: 19
Downloads: 10
Uploads: 0
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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. |
12-14-17, 10:15 PM | #51 |
Swabbie
Join Date: Nov 2017
Location: Saitama, Japan
Posts: 11
Downloads: 3
Uploads: 0
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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?? |
12-15-17, 01:25 AM | #52 | |
Loader
Join Date: Nov 2017
Posts: 90
Downloads: 9
Uploads: 0
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12-15-17, 01:43 AM | #53 | |
Watch
Join Date: Nov 2017
Posts: 19
Downloads: 10
Uploads: 0
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Quote:
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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12-15-17, 02:36 AM | #54 |
Loader
Join Date: Nov 2017
Posts: 90
Downloads: 9
Uploads: 0
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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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12-15-17, 02:55 AM | #55 | |
Watch
Join Date: Nov 2017
Posts: 19
Downloads: 10
Uploads: 0
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Quote:
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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