SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
06-20-17, 07:24 AM | #1 |
Subsim Diehard
Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
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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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"Seek not to offend or annoy... only to speak the truth"-a wise man |
06-20-17, 07:45 AM | #2 |
Old Gang
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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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To each his own |
06-20-17, 08:13 AM | #3 | |
Engineer
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Quote:
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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06-20-17, 08:52 AM | #4 |
Commander
Join Date: Sep 2004
Posts: 462
Downloads: 62
Uploads: 0
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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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06-20-17, 09:00 AM | #5 |
Watch
Join Date: Jul 2012
Location: Central Texas
Posts: 28
Downloads: 93
Uploads: 0
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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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06-20-17, 10:08 AM | #6 |
Chief
Join Date: Dec 2010
Location: U-32's Wintergarten
Posts: 325
Downloads: 177
Uploads: 0
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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. |
06-20-17, 10:30 AM | #7 | |
Seasoned Skipper
Join Date: Jul 2007
Location: The Icy North
Posts: 692
Downloads: 189
Uploads: 0
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06-20-17, 10:39 AM | #8 |
Torpedoman
Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
Downloads: 10
Uploads: 2
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06-20-17, 11:02 AM | #9 |
Old Gang
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To each his own |
06-20-17, 11:09 AM | #10 |
Nub
Join Date: Feb 2016
Location: Unites States
Posts: 3
Downloads: 48
Uploads: 0
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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 |
06-20-17, 11:34 AM | #11 |
Lieutenant
Join Date: Jan 2005
Location: Houston, Texas
Posts: 258
Downloads: 141
Uploads: 0
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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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. >> USS TEXAS BB-35 Restoration CrewMember << |
06-20-17, 12:36 PM | #12 |
Born to Run Silent
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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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06-20-17, 12:50 PM | #13 |
Engineer
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06-20-17, 12:54 PM | #14 | |
WORST. KALEUN. EVER.
Join Date: Jul 2014
Location: Alton, NH
Posts: 61
Downloads: 68
Uploads: 0
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Quote:
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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06-20-17, 01:09 PM | #15 | |
Chief
Join Date: Dec 2010
Location: U-32's Wintergarten
Posts: 325
Downloads: 177
Uploads: 0
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Quote:
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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