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Old 09-12-22, 01:41 PM   #23
Furia
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I have played around 6 hours so far in (4 one hour and 1 time a 2 hours scenario)

I have already sent my feedback form as requested.
From what I have read here, the developers are also encouraging us to provide feedback here so I will share it here as well.

I have been Betat tester in a number of simulations and games, Dangerous Waters among others and one thing I have learned is that the most useful support to provide to the developement team besides effectively identifying busg is "constructive criticism".

So since I wish the very best for this tittle and I am excited to finally having a "modern software" Destroyer Simulator I am going to share here my feedback as constructive criticism and I have to say that other than the points mentioned below, the product is great. Super stable (0 crashes and excellent performance) easy to install and anyone with Naval Sim experience would understand how to operate it easily although I hope they develop a manual at some point.

Those of you interested in my feedback, open the spoiler. It is a long text.
 
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.
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Last edited by Furia; 09-12-22 at 04:21 PM.
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