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Old 06-20-17, 07:24 AM   #1
LoBlo
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Default Things you like about CW, Things you don't like.

Things liked, things not. I'll start.

Like
1. The visuals are really nice, camera control, and models are great
2. The campaign style is really fun
3. The campaign map is a nice touch and gives a sense of total boat command
4. The sense of 'driving the boat'

Dislikes
1. Not being able to click at an onscreen helm instead of looking at my keyboard for the right button
2. Not having the option to set a course , speed, or depth with a 'command' rather than manually turning rudders
3. Lack of a crew voice to announce
4. The AI 'instant ranging you' spot on every time with its rocket propelled torpedoes

I'm hoping patches or mods will improve the above.

lb
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Old 06-20-17, 07:45 AM   #2
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Haven't started playing yet, plan to this weekend.

But I've gotta say, based on the trailer, that I'm terribly disappointed with
the effects of underwater torpedo explosion. Come on, it's 2017, I've seen
games released a decade ago with better effects.

Hopefully mods will fix that.
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Old 06-20-17, 08:13 AM   #3
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Quote:
Originally Posted by Philipp_Thomsen View Post
Haven't started playing yet, plan to this weekend.

But I've gotta say, based on the trailer, that I'm terribly disappointed with
the effects of underwater torpedo explosion. Come on, it's 2017, I've seen
games released a decade ago with better effects.

Hopefully mods will fix that.
Yeah, it would be cool to see something like this:


The current surface explosions are great (especially love the shockwave effects) but I'll agree that underwater ones are a bit lacking in comparison (it's a minor thing though).
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Old 06-20-17, 08:52 AM   #4
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Starting engagement ranges seem to close for my tastes even if I select close to 25k yards. I like to start farther out and slowly close the distance as I work up a good solution in 1:1 scale.
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Old 06-20-17, 09:00 AM   #5
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It looks like update 1.04 will address most of your dislikes. I think I need to buy this game today.
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Old 06-20-17, 10:08 AM   #6
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I'd like to see more info about your task in the main campaign map.
I've found it frustrating to try and figure out which icon is my specific task and chasing them around trying to engage it.

Prehaps something like a pre-engagement minigame, where the map focuses on your objective area when you enter it. You can set up patrol waypoints, speed and depth - imagine SH3's map - and how you handle your detection and approach to you target determines how the engagement starts.
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Old 06-20-17, 10:30 AM   #7
Julhelm
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Quote:
Originally Posted by Philipp_Thomsen View Post
Haven't started playing yet, plan to this weekend.

But I've gotta say, based on the trailer, that I'm terribly disappointed with
the effects of underwater torpedo explosion. Come on, it's 2017, I've seen
games released a decade ago with better effects.

Hopefully mods will fix that.
What games would that be?
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Old 06-20-17, 10:39 AM   #8
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Quote:
Originally Posted by Julhelm View Post
What games would that be?
Dangerous Waters: Rose-Tinted Glasses Edition.

Seriously, it's not the first time I've heard claims decade-old game effects are better than CW's. Guys need to take another look for some much needed nostalgia displacement.
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Old 06-20-17, 11:02 AM   #9
Philipp_Thomsen
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Quote:
Originally Posted by Julhelm View Post
What games would that be?
SH3
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Old 06-20-17, 11:09 AM   #10
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Default helos

i emailed killer fish games about the helos and got a reply this morning


----------------------------------------

Helos right now do not have fuel limits, but it seems likely this will get added at some point.
Agree they should bug out on loss of parent ship. Another thing to add!

And we agree, they are a bit of a nuisance at the moment and will get looked at in order to improve them.

Cheers,
Paul

Quoting (redacted for my privacy) <Bruukko@gmail.com>:

FROM: (redacted)
SUBJECT: ASW Helicopters
GAME: Atlantic Fleet
DEVICE: pc

DESCRIPTION:
so how do the ASW helos work? do they have a fuel limit? do they have to
land? if i destroy the ship they launch from shouldnt they bug out so they
can find safe landing somewhere instead of chasing me for 3 hours with no
where to land within hundreds of miles??? i love the challenge they bring
to the game but the game stops being fun when im sitting waiting for the
helo to buzz off for hours.

----------------------


i wonder when that will be implemented but i am certainly excited
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Old 06-20-17, 11:34 AM   #11
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Quote:
Originally Posted by Julhelm View Post
What games would that be?

Ha ha....good one!



For myself, I actually do like the current submarine control scheme. I get what my comrades are saying, but IF you do decide to change things to traditional orders please don't eliminate "driving the boat" option for those of us who do enjoy it.


Overall I'm enjoying the hell out the game. Kudos and thanks!
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Old 06-20-17, 12:36 PM   #12
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Interesting, we haven't heard much praise about the dynamic campaign or randomly generated adversaries. Imagine if the campaign had been heavily scripted....

When I get some time I really want to explore making single missions where the enemy ships vary greatly in placement and inclusion, like a randomly generated skirmish mode.
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Old 06-20-17, 12:50 PM   #13
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Quote:
Originally Posted by Onkel Neal View Post
Interesting, we haven't heard much praise about the dynamic campaign or randomly generated adversaries. Imagine if the campaign had been heavily scripted....
That I would call "spoiled-by-SH syndrome"
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Old 06-20-17, 12:54 PM   #14
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Quote:
Originally Posted by Onkel Neal View Post
Interesting, we haven't heard much praise about the dynamic campaign or randomly generated adversaries.
The fact no one is complaining about it is probably all the praise you'll get.
I think it could use a bit of scrubbing, but it's certainly fun enough.

If you fail a mission because you were taking on weapons while docked at Holy Loch, the Admiral needs to get a grip on something called "timeframe".
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Old 06-20-17, 01:09 PM   #15
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Quote:
Originally Posted by Onkel Neal View Post
Interesting, we haven't heard much praise about the dynamic campaign or randomly generated adversaries. Imagine if the campaign had been heavily scripted....

When I get some time I really want to explore making single missions where the enemy ships vary greatly in placement and inclusion, like a randomly generated skirmish mode.
There are improvements to be made there, for sure.

For one thing, I'm not sure how realistic it is to expect a sub to patrol the Denmark Strait, then head over to the Barents Sea and then down to southern Norway. I don't think the campaign takes into account the distances you need to travel.
Or I could be wrong and this could be totaly expected in war time for a nuke boat.

We also need a way to request an RTB for rearm and repairs.

I'd also like to be able to focus into an area of the map and get intel on known and projected movements. When to expect the next observation, etc. to help plot intercept courses or avoid ASW units.
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