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Old 03-26-20, 12:06 PM   #1
Onkel Neal
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radar UBOAT - game review

A solid newcomer appropriately and rather simply named UBOAT, which has been in development over the past few years from Deep Water Studios, has exploded into the Atlantic Theater of Operations, once again putting players in command of the storied German sub fleet of World War II. Despite still being in the throws and growing pains of a continued development, support for the product is on point, and with Uboat, Deep Water studios has crafted the latest attempt to deliver players their coveted wish list items while attempting to stack up adequately against previous titles. For UBOAT… the name of the game is potential, potential, potential!

So let’s sound the alarm and dive right in!

https://www.subsim.com/ssr/uboat/review_uboat.php

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Old 03-27-20, 01:38 PM   #2
AVGWarhawk
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Nice write up. Game looks very good. I was tossing around purchasing but the review has sold me.
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Old 03-28-20, 02:02 AM   #3
les green01
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nice write up
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Old 04-10-20, 05:26 AM   #4
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Yeah the potential is there, I just hope the devs deliver a good foundation for the mod community. The games direction is not as hardcode as I would like. Still had tons of fun testing the vanilla version.
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Old 04-11-20, 05:51 AM   #5
Joe S
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Default multi player option and micro management

I have a question about the multi-player option. If you want to join forces with a friend who is at a remote location, can that person be a member of your crew or would he command his own boat?
How much micro management does the Captain have to do? Do you have the option of being the Captain as in SH or are there certain details you have to personally attend to besides fire control and giving the basic orders to maneuver the boat?
thanks!
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Old 04-11-20, 11:02 AM   #6
XenonSurf
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This game would be much of interest to me if the crew management could be exactly chosen with options to activate/deactivate specific crew members from intereaction and make them - or part of them - completely automatic so that I can play this game simply as a Skipper like a 'classic' sub sim. If not currently, I hope this will be implemented.


ATM, I can only imagine that managing ALL your crew is terribly difficult and time-consuming. By doing so you may forget the tactical situation outside there...But I don't own the game to judge that, it's only my impression.



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Old 04-12-20, 02:59 PM   #7
GoldenRivet
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Quote:
Originally Posted by Joe S View Post
How much micro management does the Captain have to do? Do you have the option of being the Captain as in SH or are there certain details you have to personally attend to besides fire control and giving the basic orders to maneuver the boat?
thanks!
Joe S
adjusting speed, setting course, ordering depth etc is all basically the same as Silent Hunter Series of games'

If you use the depth gauge to order periscope depth or crash dive or decks awash or any specific depth, thats all there is to it, there is no micro management. click and done

Planesmen will automatically walk from their bunks and man the dive planes, an officer will automatically open the ballast tanks and flood for dive all you have to do is stand there and watch the magic happen.

as for warming up of weapons, this happens two ways. Your torpedo officer will periodically do this automatically without prompting from you. He just has his job aboard the boat to do and thats one of the things he does

HOWEVER - the weapons will cool over time, if you happen to encounter a convoy or a lone merchant you want to torpedo and it just so happens to be between the normal intervals he would automatically warm up the fish on his own - you can press ALT to bring up the detailed row of officer icons, and with two clicks tell that officer to warm up a specific torpedo. done. takes two seconds

shooting the enemy is much the same as what we are used to in the SH series of games. Remember how in SHIII you could order your weapons officer to plot a solution, OR you could do it yourself.

same thing happening here. not really that much different. either manually work the scope and collect the firing data, or just click on the target ship, then click on the officer icon and have him plot the solution automatically without any input from you

In the event that someone holes your boat. The officer nearest the damage will prioritize and repair it without you doing anything except standing there like a bump on a log. Now... if that specific officer might be better suited for another type of repair or another task elsewhere on the boat, you can pull him from his current job and make him do something else and put another officer on it. Or if the damage is pretty severe you can order another officer to help him out. But again, this is done in just a couple of seconds with minimal clicking about.

If you are flooding and submerged, an officer will not automatically engage the pump - you have to order this to happen - because it is a noisy operation and you dont want an officer running over and turning the pump on at the first hint of minimal flooding. so you will have to order such an operation. otherwise - if this was automated, you might be making a lot of noise every time your trying to hide because some eager officer keeps running over and turning the pump on giving away your position. which is why the dev team did it this way im sure

If the flooding has stopped and you need water moved to the bilge then you will have to order someone to do that, youll have to assign a couple of crew to an officer and click the little "move water to bilge" icon in the given compartment, thats it. so some of the more critical things are automatic without your input, others will need your orders.

one minor annoyance is the lighting, there is one switch to control the boat lighting Red light, blue light and white light. It is not automated, i think it should normally alternate to red light during low light hours, and switch to white light during day. Currently if you want to change it you have to manually do it. in my opinion red and white should engage automatically depending on time of day - with an option to change to red or white manually if so desired. Blue light (your way of ordering silent running) should be the only one that isnt automatic.

other noisy things that might get you detected like turning on the ventilation system - much like the pump - are captains orders only. as they should be. But dont overlook it because men will begin to suffocate if you dont mind your responsibilities as a captain

at first, some of this might seem counter intuitive, but after a shake down cruise or two you should pretty much have it figured out. supposedly a more in depth and detailed tutorial is in the works (may already be in the latest release as i type this) and i think that will help out a lot.

the game has some realism things to iron out, and with as much support as the team is giving this product, i think they will iron this thing out into a damn good subsim
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