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Old 09-12-22, 04:46 PM   #24
Halcyon
Helmsman
 
Join Date: Feb 2010
Location: West Coast, USA
Posts: 106
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Quote:
Originally Posted by Furia View Post
While the game shows the development team has studied in great details the subject, the actual game provides more a "dogfight sandbox" than a submarine hunting experience.
There is no time to manage defensive deployments or strategy, the submarines zero on the convoy at flank speed from minute one. The submarine behavior is unrealistic (all time flank speed, awesome torpedoes that never fail and sink ships at first impact, submarines that despite being hit by the 5 inch guns continue attacking ant flank speed and changing depth like an Akula Class...even with a destroyer closing fast at 500 yards the sub goes periscope depth, fires and never misses and in some cases manages to evade the attack)
The game details are really nice, the interface/stations are awesome and user friendly but as a veteran sub-hunter player from Destroyer Command or Dangerous Waters I was looking more into the strategy, search patters, defensive tactics and some combat after that. Probably the actual game play may attract young players but sadly for people like me after playing one hour I am already tired and demotivated. On the 1 hour scenario we get up to 5 enemy kamikaze subs that attack a convoy defended just by a destroyer and a corvette and for a few minutes an airplane. An unwinnable scenario. I have managed to sink up to 2 subs on one of these but on the meantime the other 3 subs rain havoc on the convoy.
The option for the "custom battle" does not work so far. Maybe this may help to define a more credible scenario but you need to give the option to place the sub farther away so the escorts have time to maneuver and deploy and to engage the sub farther away from the convoy. The sub AI logic although much better now than on early demos, still needs A LOT of work.
On this actual Beta sometimes I had 3 escort ships fighting 3 different subs just below the convoy in what it looked like a fur-ball.
The lookouts should warn much earlier about possible collisions, actually when they inform you about close merchants, you are about to collide and with almost no time for reaction.
The airplane call out ETA 15 minutes but shortly after it calls in station ready for tasking.

In one of the missions, the visibility was extremely low, I would say less than 300 meters, however that was not a problem for the subs to zero on the convoy at flank speed and sink ships with laser precision using the periscope while I could not even see the merchants.
One of the things I miss most is the possibility of using hydrophones. Obviously in the actual game dynamic there is not much "search" to do since you are hooked to the sub from minute 1. I would like to be able to use hydrophones.
Sometimes while on the bridge the horizon is shaking as if you are driving in a road with some bumps instead riding in a ship.
I do miss more "environmental" sounds like wind, change of ship noises when speeding up, some alarms like battle stations or collision alert...
The guns and depth charges sound weird and the guns even when hitting the sub appears to have not much effect. I would like to have the chance of using the 40mm anti aircraft mounts when close to the sub

All in all I think the game has great potential and I believe the development team has done an awesome job in documenting and replicating a Fletcher Class destroyer. The interfaces/stations are great. However I am afraid this is not a game where the usual hardcore (Submarine or Destroyer Command players) will enjoy for long but they may get frustrated or bored after a few hours due to the behavior of the AI subs and the kind of game-play that this generates and this concerns me because I have great expectations for this title but the actual "sub hunt" we can do, does not correspond with my expectations of how a sub should behave or how the game-play should develop. Maybe there are players that like this "dogfight fur-ball style"
I would be great if you could also add a way to additionally incorporate a game mode that has a more historical "tempo" that allows longer search and hunt experiences and that have more credible AI submarines that when detected and attack do not continue kamikaze towards the convoy. As you know, in the real live the actual main task of the destroyer was to keep the subs away from the convoy by forcing them to submerge or driving them away. Here I have only managed to do this one after inflicting sever damage to one sub including generating an oil slick, but usually submarines simply ignore the destroyer un unless they are sunk they manage to eliminate several merchants easily.
Great ship, great stations, awesome possibilities. Just need a realistic sub behavior and game-play and then you have a winner.
In any case thanks for bringing the Destroyers back to life.
I wish you all the best and success with the game.
I have to agree with the majority of this.

I also had missions where the fog was so thick I couldn't see 50 yards in front of my ship, but the subs have no visibility limitations regardless of the weather setting.
Their torpedoes also, as mentioned, have no % chance to be a dud. They always explode and I've never seen one miss.

I have also visually zeroed in on a periscope above the water, dropped my shallow pattern, and the sub is still shooting and firing at merchants while I'm circling around to pick him back up on sonar.

The 5" guns are also somewhat bugged. I can see the rounds zero in on the dot reticle, but after they "hit" the u-boat, there are 5 separate plumes of water that are stretched out from 20 yards in front of the u-boat to 20 yards behind it, as if my guns were all aiming at different points. I don't see them all hit on the convergence point, which is frustrating because I'm shooting a sub at 800 yards full broadside but my gunners are somehow missing both ahead and behind the target.

A couple times I've seen a large explosion and black smoke originate at the center of the u-boat, indicating a critical hit, but this was after 4-5 volleys at less then 1,000 yards.
The 5" gun accuracy just isn't there, and they act more like a deterrent to force the sub under than a weapon that can reliably sink the u-boat.

I've also noticed that the air cover says ETA 15 min but they're ready just a minute after that, and sometimes I never get air cover. Their support seems to be completely random.
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