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Old 06-08-17, 10:34 AM   #1
xXNightEagleXx
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Default Is it me or the game is a little bit too easy?

I mean unless you fall into the obvious fixed wing bug (you can see that its patrol path falls always on the spot right above your sub, too much coincidence) the AI doesn't seem to do much to escape from my torpedoes.

I cannot confirm whether or not for a surface vessel is easy to avoid my incoming torpedo since i can't control any surface vessel to test it, but i do control a sub and yes it is possible to escape from a torpedo. However the ai seems to be doomed, once i fire they will be surely dead.
At this point the game starts to become a 'just shot that you will get them'.

I hope improvements on this side will be done, no one need artificial difficulties coming from god AI but neither easy gameplay coming from dumb AI.

Last edited by xXNightEagleXx; 06-08-17 at 10:45 AM.
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Old 06-08-17, 10:44 AM   #2
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Can make the torpedoes noisier again.
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Old 06-08-17, 10:52 AM   #3
xXNightEagleXx
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Originally Posted by Julhelm View Post
Can make the torpedoes noisier again.
Honestly all i can say is do what do you think is best to either satisfy both casual gamers and more expert (perhaps both options), hard core, gamers but please just do not increase/add artificial difficulties (giving them god powers) just to counterbalance any ai lack.

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Old 06-08-17, 11:02 AM   #4
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Yes realism here please. Very very important.
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Old 06-08-17, 11:38 AM   #5
Onkel Neal
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Keep playing, I've seen a lot of examples of subs and ships evading my weapons


And try increasing the difficulty level
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Old 06-08-17, 11:46 AM   #6
xXNightEagleXx
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Originally Posted by Onkel Neal View Post
Keep playing, I've seen a lot of examples of subs and ships evading my weapons


And try increasing the difficulty level
Already on hard, will try the other one.
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Old 06-12-17, 03:00 AM   #7
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Originally Posted by xXNightEagleXx View Post
I mean unless you fall into the obvious fixed wing bug (you can see that its patrol path falls always on the spot right above your sub, too much coincidence) the AI doesn't seem to do much to escape from my torpedoes.

I cannot confirm whether or not for a surface vessel is easy to avoid my incoming torpedo since i can't control any surface vessel to test it, but i do control a sub and yes it is possible to escape from a torpedo. However the ai seems to be doomed, once i fire they will be surely dead.
At this point the game starts to become a 'just shot that you will get them'.

I hope improvements on this side will be done, no one need artificial difficulties coming from god AI but neither easy gameplay coming from dumb AI.
Take 5th mission (SP) with Kirov (Beating the odds). You will change Your mind very quickly.
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Old 06-12-17, 03:18 AM   #8
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^aye, 1 on 1 the AI is a joke, however the AI has many and player is always 1.
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Old 06-12-17, 03:32 AM   #9
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Originally Posted by -Pv- View Post
AI avoiding terrain seems to plague every sea based game I've ever played. I've always thought the main thing neglected is prediction- the AI knowing what's ahead a reasonable distance and taking corrective action in time for it to be effective.
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^aye, 1 on 1 the AI is a joke, however the AI has many and player is always 1.
Unless you play in a very arcade way, you want to preserve the distance specially against multiple targets. if you collect all data possible, prepare the attack, preserve the distance and your stealth factor you will just snipe them one by one, since your torpedoes are infallible, sometime without any backfire. This stands for both surface and submarine AI.

I hope this game improve on this side otherwise this will easily become a game that will not hold me for too long.

I don't know maybe cold war submarine era conflicts would result in something like this, if so then it is not for me, or this game simply does somethings greatly and others poorly breaking the overall result (for me). I wasn't expecting any station simulation from this game but i was expecting a fully simulated warfare which at first doesn't seem to do.
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Old 06-18-17, 02:22 AM   #10
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The enemy subs use the same controls as the player, and during testing they had (and evidently still have) major issues with staying away from the terrain. So their vertical manuevers were removed, but this doesn't seem to have helped.

Interesting, does the enemy sub not have an idea as to how deep the floor is? If they do, I can't imagine staying away would be too difficult....

Also, I've had a few enemy subs (I think trying to evade my torpedos) dive way deep then sinking themselves, presumably from implosion... Is that a part of the whole "major issue staying away from terrain" thing?

Either way, that's a real big shame.... vertical maneuvering is a huge part of evading torpedoes, without the ability to do that enemy submarines are sitting ducks unless they can outrun your torps
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Old 06-18-17, 02:57 AM   #11
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Originally Posted by xXNightEagleXx View Post
I mean unless you fall into the obvious fixed wing bug (you can see that its patrol path falls always on the spot right above your sub, too much coincidence) the AI doesn't seem to do much to escape from my torpedoes.
Sometimes, I think that too. However, I'm also careful in what I'm wishing for. If the enemy submarines actually start pulling off evasions with consistent skill, they'll become nearly unsinkable because precise timing is an area where a AI with the correct algorithm can easily beat a human on (especially since you are ONE and can only threaten them from basically one direction at a time). Then people would start thinking whether they can beat the game at all if they need to throw 10 torpedoes to sink one sub, and there are usually three of them.
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Old 06-18-17, 08:53 AM   #12
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Originally Posted by Kazuaki Shimazaki II View Post
Sometimes, I think that too. However, I'm also careful in what I'm wishing for. If the enemy submarines actually start pulling off evasions with consistent skill, they'll become nearly unsinkable because precise timing is an area where a AI with the correct algorithm can easily beat a human on (especially since you are ONE and can only threaten them from basically one direction at a time). Then people would start thinking whether they can beat the game at all if they need to throw 10 torpedoes to sink one sub, and there are usually three of them.
They're having difficulty getting AI subs not to plow into the seafloor, crush themselves, or surface inappropriately. I don't think there's much risk that they're going to write a perfect torpedo evasion algorithm that works against multiple independently guided weapons. It's definitely possible to threaten from multiple directions by bracketing the enemy and create "no-win" situations barring guidance failures.
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Old 06-18-17, 09:45 AM   #13
Kazuaki Shimazaki II
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Originally Posted by subunit View Post
They're having difficulty getting AI subs not to plow into the seafloor, crush themselves, or surface inappropriately. I don't think there's much risk that they're going to write a perfect torpedo evasion algorithm that works against multiple independently guided weapons. It's definitely possible to threaten from multiple directions by bracketing the enemy and create "no-win" situations barring guidance failures.
Yes, in real life, you can set torpedoes to come from different directions. However, I don't dare do any of those "off-angle" tactics in Cold Waters ... the wires keep breaking. Everyone else tells me they don't really break that much, but somewhere between 25-50% of my wires break.

And yes, obviously they have to work on the algorithm. Right now it is buggy. But the day when they get rid of the bugs might be the day when it suddenly becomes "too perfect".
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Old 06-18-17, 09:46 AM   #14
Delgard
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Default Difficulty

I found the .txt files in /streamingassets/default and modified the systems as they are being discussed here for better accuracy. Being new, I also gave my current favorite boat (688i) a boost in ability. As I get used to the keys and GUI I get less immediate death.

I did save the original copies of the .txt (sensors, vessels, aircraft, etc.) into the "Override" folder that I made. I think that is the intent...let me know if I am incorrect in my understanding.

I am still having a little trouble controlling my torpedoes. I have made sure that my keypad is in Numlock mode, but still can't seem to control the torpedo like rising and dropping in depth, etc.

Anyway, being able to modify the system parameters lets me play at my skill level. I have been watching all the YouTube videos, but no one says what key they are actually pressing. They probably should not really have to, though.

Good luck!
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Old 06-18-17, 10:27 AM   #15
Julhelm
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Quote:
Originally Posted by subunit View Post
They're having difficulty getting AI subs not to plow into the seafloor, crush themselves, or surface inappropriately. I don't think there's much risk that they're going to write a perfect torpedo evasion algorithm that works against multiple independently guided weapons. It's definitely possible to threaten from multiple directions by bracketing the enemy and create "no-win" situations barring guidance failures.
Problem with AI is that you have to have appropriate tools to efficiently debug it. We now have such tools, so expect the AI to be overhauled.
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