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-   -   Things you like about CW, Things you don't like. (https://www.subsim.com/radioroom/showthread.php?t=231955)

LoBlo 06-20-17 07:24 AM

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

Philipp_Thomsen 06-20-17 07:45 AM

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.

PL_Harpoon 06-20-17 08:13 AM

Quote:

Originally Posted by Philipp_Thomsen (Post 2493100)
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:
https://www.youtube.com/watch?v=E5rGFZWQfzk

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).

jmr 06-20-17 08:52 AM

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.

Griphos 06-20-17 09:00 AM

It looks like update 1.04 will address most of your dislikes. I think I need to buy this game today.

Tinman764 06-20-17 10:08 AM

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.

Julhelm 06-20-17 10:30 AM

Quote:

Originally Posted by Philipp_Thomsen (Post 2493100)
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?

Shadow 06-20-17 10:39 AM

Quote:

Originally Posted by Julhelm (Post 2493144)
What games would that be?

Dangerous Waters: Rose-Tinted Glasses Edition. :D

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.

Philipp_Thomsen 06-20-17 11:02 AM

Quote:

Originally Posted by Julhelm (Post 2493144)
What games would that be?

SH3

bruniik 06-20-17 11:09 AM

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.

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


:D i wonder when that will be implemented but i am certainly excited

cj95 06-20-17 11:34 AM

Quote:

Originally Posted by Julhelm (Post 2493144)
What games would that be?


Ha ha....good one!:haha:



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!

Onkel Neal 06-20-17 12:36 PM

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.

PL_Harpoon 06-20-17 12:50 PM

Quote:

Originally Posted by Onkel Neal (Post 2493192)
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" :D

Raptor_Pilot 06-20-17 12:54 PM

Quote:

Originally Posted by Onkel Neal (Post 2493192)
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".

Tinman764 06-20-17 01:09 PM

Quote:

Originally Posted by Onkel Neal (Post 2493192)
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.

PL_Harpoon 06-20-17 01:18 PM

Quote:

Originally Posted by Tinman764 (Post 2493206)
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.

As RAMJB said on Steam forums, treat it like the admiralty telling you what needs to be done. As a captain it's up to you to decide whether you want to engage target with limited stores or risk mission failure and refit.

One thing I'd like to see improved in campaign though is fixed number of enemy ships. I know the original RSR had them, because I remember that at the beginning of war I was fighting Sierras and Victor IIIs but then near the end I almost exclusively encountered low-end diesel subs.

gord96 06-20-17 01:34 PM

Quote:

Originally Posted by Tinman764 (Post 2493206)
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.

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

This. I really enjoy the game and the campaign, but the campaign needs to be a bit 'smarter'. I have 24% hull and 1 torpedo left and I get orders to go find and sink multiple subs. If I go home for repair and refit, I fail the mission and possibly lose the war.

Would be nice if you could click a 'Return to Base' button and it would delay the next mission (simulating Command giving it to another submarine) until you get back to base.

Other then that I don't have many complaints. I find it very well done.

bstanko6 06-20-17 01:47 PM

I never played red storm, I played SSN. Similar.

I do like the simplicity of how the boats are driven.

I do not like how courses and depths cannot be "set".

Other than that... bravo!

Leemon 06-20-17 02:02 PM

As 19th post gonna be third on topic.
Not sure or I can keep same amount Like vs Dislike as OP did, will try.

Likes
1. Simplicity - I immediately got surprised how simulator/game can be at same time so simple and realistic. I can give .play this game for a kid explaining mechanics in just few sentences and im sure in short time he would be as good on this game as any hardcore subsimer.
2. Developers - activity in patching game and contact with community. Havent seen developers beeing that close to community. Love this part !
3. Operations manual and training missions. I remember DW hundreds page manual and lack of SH manual where had to do research - these 2 games was my introduction to naval gaming. Great job on that! As game itself - short and simple.
4. Campaign map. Even tho idea was from Red Storm Rising, but damn I like campaign map mode. Fast acceleration, 3 clicks/modes, simplest textures at it can be - love it. Most boring part of naval game made so quick and simple. DW didnt had campaign, SH had tedious open world - and CW have jackpot.
5. Pending for dislikes input
6. Pending for dislikes input
7. Pending for dislikes input
8. Pending for dislikes input
9. Pending for dislikes input
10. Pending for dislikes input
...

Dislikes
1. No multiplayer - Im fan of MMOs, where other players and them skills is part of game content, so I get bored quickly playing against AI. And thinking about it, all games I played in last few years was MP.
2. Pricing vs state/quality. I can understand it, all simulation games have higher pricing, but game state felt like early access. Not that Im complaining, I have good feeling about what is coming in future, but worried that it might backfire with rest of players with such success on release. :up: on fast reacting and fixing issues!
3. Now im starting hard to think of dislikes to keep up with likes. Give me a moment...:ping::ping::ping:... This is fraking hard!...:ping::ping::ping:.... Damn it, there so much to write on likes, and I cant think of dislikes.... FFS!... Ok, i think I got one: Difficulty levels. Hull points, sensor strength ranges etc. that something I think shouldnt be affected by difficulty levels, it doesnt make that much difficult. While disabling some features on higher difficulties would make sense, like 3D, F1-F4 cameras, Sensors data COMP and the other one, AI behavior, weather/sea conditions, slower TMA calculations etc.
4. I might end up only with 4, because 4th dislike is lack of dislikes about game, so I couldnt write more things about what I like :(

LoBlo 06-20-17 03:33 PM

Quote:

Originally Posted by Onkel Neal (Post 2493192)
Interesting, we haven't heard much praise about the dynamic campaign or randomly generated adversaries. Imagine if the campaign had been heavily scripted....

So I just finished a 1st run through of the campaign and its really fun and interesting. I like what KillerFish did there. Dynamic and immersive.

Bravo KF.


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