When using Nuclear Power Submarines, going at 5kn or 0kn, makes no difference in noise. Since the Reactor is always ON and the sound at 5kn is almost the same (and of course, in RL you never want to fully stop your submarine because of the underwater current).
If you don't mind me asking, what's the issue with stopping the submarine? I'm new to sub warfare so 'the underwater current' part is something I don't understand yet
@hobbnob1 I think he either meant that submarines need to keep moving to maintain coolant flow to the reactor, or that submarines need to keep moving to not drift with the underwater currents, as it's pretty much impossible to accurately keep depth without moving (just using ballast)
It still makes a difference because prop and machinery noise is reduced. Yes, the pumps will always make noise, but that is far from the only thing that makes noise on a sub.
Being stationary means you need to guess one variable (speed) less to acquire solution on target. It have nothing to do with guided or unguided torpedo or missile, f you happen to quess relevant info (speed, distance, angle on bow...) you will hit even with unguided tech. It could also be - remember stationary target makes less noise, you cant hit what you cant detect since you cant collect any data.
@@DaweSMF Relax, my friend, I've played enough Silent Hunter to know how unguided torpedo solutions work. My point was that, if the target is stationary, you can pretty much just point and shoot without having to worry about any of that, so it doesn't matter if your torpedo won't home. As for "you can't hit what you can't detect," you're correct, but he could detect it, so the point is moot.
@@adammullarkey4996 Iam relaxed, thats kinda point of looking at those videos, just pointed out smart or dumb weapons can both hit moving target... duh. I made that phrase similar to yours not only so its obvious i mean it as paraphrase not to prove some concept - you can always look at things from multiple angles. It doesnt point to this specific scenario, generalization if you wish.
@@Kalergiplansupporter Lol, in my experience how this usualy goes - there is calm situation in the pub and everything goes smoothly. Than people start to say calm down for some reason even tho everything is just normal. This escalates the situatuion and from perfectly calm evening there is pub wide brawl... btw its usualy the guy who does try to calm down the situation who ends up in hospital first (he catches ashtray or bar stool in the head). Just a observation.
Except that the only sub he lost was the Victor. Alfa was never detected, even after launching 6 torps. The one that was sunk was just minding it's own business, slowly coasting along below the layer. Should really have been no way to detect that one, unless an escort just happened to pass right over it with a towed array below the layer. MAYBE a wildly lucky hit on a helicopter MAD, but I'm not sure how deep those can see underwater.
It's possible you could know the convoy is hostile by it's composition and size, assuming you had a good enough sonar system to discriminate enough of the contacts. Convoys don't move that fast and there are only so many of them in the world at any one time so if it's within a set date and time, within a set grid square/coodinates then you can be reasonably certain that any merchant you come across is hostile, combine that with it being a large convoy and you can be more or less completely certain it's your target if you had that intellegence sent to you ahead of time, which is a fairly realistic thing to have happen. Of course it doesn't quite work that way in game right now since it's automatic hostile, so you kind of have to *assume* the scenario has been set up that way and pretend your guys just already know ahead of time. Potentially one could set up a mission to simulate that with a trigger setting them from neutral to hostile once you've detected enough of them and give you an intellegence message or a popup to explain the target parameters are met
22:00 The missile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is - whichever is greater - it obtains a difference or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the missile from a position where it is to a position where it isn't, and arriving at a position that it wasn't, it now is. Consequently, the position where it is is now the position that it wasn't, and if follows that the position that it was is now the position that it isn't. In the event that the position that it is in is not the position that it wasn't, the system has acquired a variation. The variation being the difference between where the missile is and where it wasn't. If variation is considered to be a significant factor, it too may be corrected by the GEA. However, the missile must also know where it was. The missile guidance computer scenario works as follows: Because a variation has modified some of the information that the missile has obtained, it is not sure just where it is. However, it is sure where it isn't, within reason, and it know where it was. It now subtracts where it should be from where it wasn't, or vice versa. And by differentiating this from the algebraic sum of where it shouldn't be and where it was, it is able to obtain the deviation and its variation, which is called error. In this way, it can determine its current position in space and time, its new position, its position in time, its new position in space and time, and so forth. This mathematical process is performed in a number of stages. If the error should exceed some figure of merit, the stage-1 and stage-2 part of the process change according to the figure of merit. A temperature of 4 degrees above zero Celsius is considered to be high. So the stage-1 part of the system now is included in a correction, to obtain a low point in the system and one in the error. Then when the system reaches a stage-2 part, the stage-1 part is deleted from the corrective stage-2, to obtain a zero error stage. This is where the discrepancy between where the missile is and where it should be can now be compared with its destination, by simply adding the two figures of merit. Correcting error may produce higher speeds and greater accuracy than conventional ballistic missiles. :D
*I was a dev for NWS Janes Fleet Command* back in the early 00's. This game has tremendous potential: it is essentially JFC with modernized graphics, but the AI at this stage is still in a very early beta state. Lots of work before this game is ready, but once it is, I think it's going to be spectacular. At this stage the AI is virtually non existent. (this is about the 4th or 5th scenario i've seen that is equally bad)
Make and model isn't the only thing passive sonar can identify. Every single ship has it's own unique sound profile. Small variations during construction, among many other things, give it a "fingerprint". That's how you can tell if a ship is friend or foe.
One thing that is a bit unrealistic is the ability of submarines to coordinate while under water. They would have no way of receiving information without the mast up. My guess is this is why American submarines tend to hunt solo.
Underwater telephones are a thing, and the Soviet Union did place more emphasis on underwater communications than the US. Britain used its SSNs in coordination with surface ships, and was designing underwater datalinks to communicate between surface ships and submarine combat systems in the 1970s.
@@kubauhlir1730a simple method that simply discourages its use, would be to make it so that when you select a unit your entire map updates to a “local” sensor profile. This is how a game called Nebulous Fleet Command operates, where each unit has “local” data, and “fleet” data. Deselecting units gives you fleet data while selecting units gives you that units local tracks (including tracks it receives) This actually adds cool gameplay elements where ships with radios knocked out can’t relay their data to the “fleet” data pool, and so you need to specifically select that ship to see what it sees.
One thing that might be underlined is that subs cannot "talk" to each other when they are submerged beyond a mile or two (that's the range of the underwater "telephone"). Thus, to communicate between them to plan an attack, they need to raise their ESM/radio mast (or use radio buoy for delayed communication, one way only).
I think you mentioned earlier that these videos were pre-recorded? If so I hope you were just having a tough week, but don't let negative nimrods get to you. A big part of the appeal of this channel is learning along with you.
Was there some sort of problem with the scenario, I mean, ships going in straight line like sheep, escorts not reacting on merchant being sunk, not taking any defensive stand. It's like the AI was just being lazy!!
I don't know. I planned the car convoy to sail East-West, which they did. I did expect them to be a lot more proactive hunting though, or at least responding to torpedo attacks. Hope this will get improved
@@Stealth17Gaming I think this may be the upgraded Harpoon I've been waiting for. But the AI needs a LOT of work. Don't think it'll be ready by Nov. 12.
Soviet submarines were certainly louder in many types but around the game’s setting they’d known a long time. They built loads of types very quickly and each type got criteria to fulfil and eventually they developed and bought the know how on making much better subs, sonar and quietening technology. However I doubt the game models the ageing of more modern subs as the RF have the same habit as the Soviets had of not maintaining their subs. After 18-24 months the wear and tear on the screws, dampening in the hull, tiles, engines and so on make the subs louder as they age. NATO invests a ton of money in maintaining that stealth side.
I assume the (American) RUR-5 ASROCs on the Charlie class are either a mistake or a placeholder for a not-yet implemented equivalent Soviet system, presumably the RPK-2 Vyuga. The latter is more likely but a bit odd considering that iirc the Charlie class submarines didn't actually carry the Vyuga system.
Convoys are always hostile. It fits. There was even a Soviet ship in it... which is of course odd and very unlikely. The boats haven't been send to the convoy if Command knew if it was a charity convoy to Africa, but that would be VERY unlikely in a WWIII scenario, where every ship is needed for war supply duty. Even with every civilian and military transport aircraft included, an air bridge over the Atlantic could only do about 5% of the supplies needed. 95% have to come by ship. Noisemakers are useless against wake homers, because they follow wakes, not sound. The behavior of the wake homers is odd, as they go for the propeller noise before they pick up the wake. But wake homers don't do that, so far as i know, they don't go for sound to make the noisemakers ineffective. They're only going after a wake. The AI seems a lot to be desired. I watched a lot of SP videos recently and it seems there is no improvement of the AI compared to Harpoon Classic 1994, in which I put A LOT of time into back in the days. I still can scream the weapon loadout of every Harpoon Classic GIUK Platform with 90 % accuracy when pulled out of bed 0400 in the morning, except aircraft, but I have a general estimate what weapons they can use. So when I see platforms in SP muscle memory picks up the capabilities of a task force in seconds. In this scenario, the AI seems even doing worse than in good ol' Harpoon Classic '94 GIUK If the AI is not drastically improved, I will not buy this game. Even Cold Waters, which has its flaws, seems like an overachiever in AI against this. I've read comments that Cold Waters and SP need PvP. I strongly agree.
no music... I'm not mad about it in fact I was about to warn you about OST fatigue. at least consider padding out the playlist with songs from a library
Is it possible to plan torpedo/missile path similar to Cold Waters or it's simplified and just like any other strategy when you order attack AI does all heavy lifting?
I think the parts between the combat are just as, if not more important than shooting missiles. If you just want to see explosions then this isn't the right channel for you
@@eriker23 Not really? They tell you what you're getting into, it's your decision to buy it or not. Nothing's stopping you from NOT purchasing it until the full release. Caveat emptor. In the case of big studios, I don't disagree with you, but for small devs that are doing this stuff as a passion project, the early access can provide a LOT of data for bugsquashing, and some revenue to keep things moving along.
Russians also had rocket assisted lightweight torpedoes, they deployed them more than the US actually. Multiple iterations, different generations. Calling them ASROCS or SUBROCS is a generality. Although I am pretty sure the Charlie I was not capable of firing the missiles, as it had a more primitive weapons electronics suite than the Charlie II.
Love the game showcase but man bro my OCD ass cringes watching you play lol. You only fire weapons off a few times in the 30min-hour gameplay so why can't we watch them all?? You were busy watching the boring cargo ships when we could have watched the sexy torpedos launching or even the torps/missiles on route to their target but instead you are always watching the enemy ships or your map like cmon homie we wanna see some eye candy! Also just slow down a bit and pause the game if you have to so you make sure you are shooting the right weapons/targets. Lastly, always check your 6 as I saw what happened in the Arctic Spear series lol
Lmfao, unless the scenario includes air power, every scenario heavily favors the Soviet side. Their surface to surface missiles are absolutely crammed into every inch of their ships and have massive range advantages. Just like real life. It would have been a nightmare to tackle a surface engagement without supporting forces as NATO.
@karrackhalcyon8826 Yes, they have a lot of missiles, sure. Does that make them invincible? Absolutely not. You can jam radars. You can stay dark. You can combine air defenses. You have plenty of options. The question is really if _you_ can win with the US/NATO forces.
Try to remember to hide your launches by ducking below the layer. Then you can sprint for a short distance to cover your track.
When using Nuclear Power Submarines, going at 5kn or 0kn, makes no difference in noise. Since the Reactor is always ON and the sound at 5kn is almost the same (and of course, in RL you never want to fully stop your submarine because of the underwater current).
Ok understood
@@Stealth17Gaming Also, the towed array requires forward movement to be stable iirc
If you don't mind me asking, what's the issue with stopping the submarine? I'm new to sub warfare so 'the underwater current' part is something I don't understand yet
@hobbnob1 I think he either meant that submarines need to keep moving to maintain coolant flow to the reactor, or that submarines need to keep moving to not drift with the underwater currents, as it's pretty much impossible to accurately keep depth without moving (just using ballast)
It still makes a difference because prop and machinery noise is reduced. Yes, the pumps will always make noise, but that is far from the only thing that makes noise on a sub.
Remember, a stationary ship may not have a wake, but even an unguided torpedo can hit a stationary target.
Being stationary means you need to guess one variable (speed) less to acquire solution on target. It have nothing to do with guided or unguided torpedo or missile, f you happen to quess relevant info (speed, distance, angle on bow...) you will hit even with unguided tech. It could also be - remember stationary target makes less noise, you cant hit what you cant detect since you cant collect any data.
@@DaweSMF Relax, my friend, I've played enough Silent Hunter to know how unguided torpedo solutions work. My point was that, if the target is stationary, you can pretty much just point and shoot without having to worry about any of that, so it doesn't matter if your torpedo won't home. As for "you can't hit what you can't detect," you're correct, but he could detect it, so the point is moot.
@@adammullarkey4996 Iam relaxed, thats kinda point of looking at those videos, just pointed out smart or dumb weapons can both hit moving target... duh. I made that phrase similar to yours not only so its obvious i mean it as paraphrase not to prove some concept - you can always look at things from multiple angles. It doesnt point to this specific scenario, generalization if you wish.
Ladies calm down oh my goodness. Lmao
@@Kalergiplansupporter Lol, in my experience how this usualy goes - there is calm situation in the pub and everything goes smoothly. Than people start to say calm down for some reason even tho everything is just normal. This escalates the situatuion and from perfectly calm evening there is pub wide brawl... btw its usualy the guy who does try to calm down the situation who ends up in hospital first (he catches ashtray or bar stool in the head). Just a observation.
They may have detected your Alfa's ESM mast. That may have been how they found you.
What sucks is that in Cold waters, there was a way to see that. Not here.
Except that the only sub he lost was the Victor. Alfa was never detected, even after launching 6 torps. The one that was sunk was just minding it's own business, slowly coasting along below the layer. Should really have been no way to detect that one, unless an escort just happened to pass right over it with a towed array below the layer.
MAYBE a wildly lucky hit on a helicopter MAD, but I'm not sure how deep those can see underwater.
I think they probably detected that first submarine via MAD with the helo.
It's possible you could know the convoy is hostile by it's composition and size, assuming you had a good enough sonar system to discriminate enough of the contacts. Convoys don't move that fast and there are only so many of them in the world at any one time so if it's within a set date and time, within a set grid square/coodinates then you can be reasonably certain that any merchant you come across is hostile, combine that with it being a large convoy and you can be more or less completely certain it's your target if you had that intellegence sent to you ahead of time, which is a fairly realistic thing to have happen. Of course it doesn't quite work that way in game right now since it's automatic hostile, so you kind of have to *assume* the scenario has been set up that way and pretend your guys just already know ahead of time.
Potentially one could set up a mission to simulate that with a trigger setting them from neutral to hostile once you've detected enough of them and give you an intellegence message or a popup to explain the target parameters are met
I think only stealth is the only Sea Power streamer that always get a bug on his own videos🤣😂
"Kiki Delivery Service"
I see what the devs did here...
22:00
The missile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is - whichever is greater - it obtains a difference or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the missile from a position where it is to a position where it isn't, and arriving at a position that it wasn't, it now is. Consequently, the position where it is is now the position that it wasn't, and if follows that the position that it was is now the position that it isn't. In the event that the position that it is in is not the position that it wasn't, the system has acquired a variation. The variation being the difference between where the missile is and where it wasn't. If variation is considered to be a significant factor, it too may be corrected by the GEA. However, the missile must also know where it was. The missile guidance computer scenario works as follows: Because a variation has modified some of the information that the missile has obtained, it is not sure just where it is. However, it is sure where it isn't, within reason, and it know where it was. It now subtracts where it should be from where it wasn't, or vice versa. And by differentiating this from the algebraic sum of where it shouldn't be and where it was, it is able to obtain the deviation and its variation, which is called error. In this way, it can determine its current position in space and time, its new position, its position in time, its new position in space and time, and so forth. This mathematical process is performed in a number of stages. If the error should exceed some figure of merit, the stage-1 and stage-2 part of the process change according to the figure of merit. A temperature of 4 degrees above zero Celsius is considered to be high. So the stage-1 part of the system now is included in a correction, to obtain a low point in the system and one in the error. Then when the system reaches a stage-2 part, the stage-1 part is deleted from the corrective stage-2, to obtain a zero error stage. This is where the discrepancy between where the missile is and where it should be can now be compared with its destination, by simply adding the two figures of merit. Correcting error may produce higher speeds and greater accuracy than conventional ballistic missiles.
:D
Finally an easy to follow explanation!! Thank you so much!
*I was a dev for NWS Janes Fleet Command* back in the early 00's. This game has tremendous potential: it is essentially JFC with modernized graphics, but the AI at this stage is still in a very early beta state.
Lots of work before this game is ready, but once it is, I think it's going to be spectacular. At this stage the AI is virtually non existent. (this is about the 4th or 5th scenario i've seen that is equally bad)
Make and model isn't the only thing passive sonar can identify. Every single ship has it's own unique sound profile. Small variations during construction, among many other things, give it a "fingerprint". That's how you can tell if a ship is friend or foe.
One thing that is a bit unrealistic is the ability of submarines to coordinate while under water. They would have no way of receiving information without the mast up. My guess is this is why American submarines tend to hunt solo.
Correct. I think it's for gameplay purposes, and I agree with that decision.
Underwater telephones are a thing, and the Soviet Union did place more emphasis on underwater communications than the US.
Britain used its SSNs in coordination with surface ships, and was designing underwater datalinks to communicate between surface ships and submarine combat systems in the 1970s.
@@Stealth17GamingI think its nice if they limit subs on engaging only contacts that their own sensors can detect. It would be simple to do this...
@@AlanTheBest97 No it wouldn't. How would you want to do that? Submarines can blind launch and receive sonar updates from their torpedoes.
@@kubauhlir1730a simple method that simply discourages its use, would be to make it so that when you select a unit your entire map updates to a “local” sensor profile.
This is how a game called Nebulous Fleet Command operates, where each unit has “local” data, and “fleet” data. Deselecting units gives you fleet data while selecting units gives you that units local tracks (including tracks it receives)
This actually adds cool gameplay elements where ships with radios knocked out can’t relay their data to the “fleet” data pool, and so you need to specifically select that ship to see what it sees.
ESM masts, although passive and small, can be detected by enemy radar if raised for too long, usually more than 5 to 10 seconds.
Kiki Delivery Service! Probably the only bright spot of this play trough.
They were around in Cold Waters too
One thing that might be underlined is that subs cannot "talk" to each other when they are submerged beyond a mile or two (that's the range of the underwater "telephone"). Thus, to communicate between them to plan an attack, they need to raise their ESM/radio mast (or use radio buoy for delayed communication, one way only).
I think you mentioned earlier that these videos were pre-recorded? If so I hope you were just having a tough week, but don't let negative nimrods get to you. A big part of the appeal of this channel is learning along with you.
I recorded my videos about a week in advance, sometimes more.
Was there some sort of problem with the scenario, I mean, ships going in straight line like sheep, escorts not reacting on merchant being sunk, not taking any defensive stand. It's like the AI was just being lazy!!
I don't know. I planned the car convoy to sail East-West, which they did. I did expect them to be a lot more proactive hunting though, or at least responding to torpedo attacks. Hope this will get improved
From the videos I've seen so far the ai looks to be very basic at the moment, needs quite a bit of work.
@@SpeedyCMcall it AI is probably a bit far fetched, more like Ai or Artificial dumbness 😂
@@Stealth17Gaming
I think this may be the upgraded Harpoon I've been waiting for.
But the AI needs a LOT of work.
Don't think it'll be ready by Nov. 12.
Soviet submarines were certainly louder in many types but around the game’s setting they’d known a long time. They built loads of types very quickly and each type got criteria to fulfil and eventually they developed and bought the know how on making much better subs, sonar and quietening technology.
However I doubt the game models the ageing of more modern subs as the RF have the same habit as the Soviets had of not maintaining their subs. After 18-24 months the wear and tear on the screws, dampening in the hull, tiles, engines and so on make the subs louder as they age. NATO invests a ton of money in maintaining that stealth side.
Torpedo + Attack = Torpack
Finally somebody understands me. My tongue can't keep up with my brain
I would think the enemy ships would have a flurry of activity the moment they detected the first torpedo. Like you said.
To say the AI is lackluster is putting it mildly. As it is, the only way to have a challenge is if you're playing against someone.
Dev Working on Ai all the time
I assume the (American) RUR-5 ASROCs on the Charlie class are either a mistake or a placeholder for a not-yet implemented equivalent Soviet system, presumably the RPK-2 Vyuga. The latter is more likely but a bit odd considering that iirc the Charlie class submarines didn't actually carry the Vyuga system.
it a Early access game but people seem forget that want everything NOW
Convoys are always hostile. It fits. There was even a Soviet ship in it... which is of course odd and very unlikely. The boats haven't been send to the convoy if Command knew if it was a charity convoy to Africa, but that would be VERY unlikely in a WWIII scenario, where every ship is needed for war supply duty.
Even with every civilian and military transport aircraft included, an air bridge over the Atlantic could only do about 5% of the supplies needed. 95% have to come by ship.
Noisemakers are useless against wake homers, because they follow wakes, not sound. The behavior of the wake homers is odd, as they go for the propeller noise before they pick up the wake. But wake homers don't do that, so far as i know, they don't go for sound to make the noisemakers ineffective. They're only going after a wake.
The AI seems a lot to be desired. I watched a lot of SP videos recently and it seems there is no improvement of the AI compared to Harpoon Classic 1994, in which I put A LOT of time into back in the days. I still can scream the weapon loadout of every Harpoon Classic GIUK Platform with 90 % accuracy when pulled out of bed 0400 in the morning, except aircraft, but I have a general estimate what weapons they can use.
So when I see platforms in SP muscle memory picks up the capabilities of a task force in seconds.
In this scenario, the AI seems even doing worse than in good ol' Harpoon Classic '94 GIUK
If the AI is not drastically improved, I will not buy this game. Even Cold Waters, which has its flaws, seems like an overachiever in AI against this.
I've read comments that Cold Waters and SP need PvP. I strongly agree.
no music... I'm not mad about it
in fact I was about to warn you about OST fatigue. at least consider padding out the playlist with songs from a library
Some people love the music. Some hate the music. Whatever I do there will always be someone who doesn't like it
Is it possible to plan torpedo/missile path similar to Cold Waters or it's simplified and just like any other strategy when you order attack AI does all heavy lifting?
Depends on the torpedo. Some are wire guided, some aren't.
From what I've seen, yes you can dog-leg a torpedo
@@thecommunistparty1917 If wire guided yes
What happened to that Perry behind the convoy?
Beats me. I didn't hit it. Only thing I can imagine is that a stray SM2 was intercepting my anti ship missile and hit the Perry instead
@@Stealth17Gaming He's already dead at 9:56. I think it was rammed by one of the merchants.
@@MBkufel perry hit something hazard
Cthulhu ate him
@@MBkufel Thats very US NAVY style
Love the videos, but the time compression throws me off. Smooth edits will reduce the time compression and high light the combat.
I think the parts between the combat are just as, if not more important than shooting missiles. If you just want to see explosions then this isn't the right channel for you
27:59 Umm....how is this a crime scene? I thought this game was Sea Power, not Sea of Thieves or Sid Meiers Pirates.
They are coming from somewhere in the US *points at canada* lol
Isn't it completely unrealistic that a sub can't detect a surface ship going at 20kn that's a mile away from it? (11:00)
Maybe the AI does launch sonar buoys but you just cant see/detect them yourself.
wait, im confused, when did he shoot the perry with the charlie?
I didn't
@@Stealth17Gaming well its cool that fratricide is in the game. love your videos, keep it up! :)
I wonder in the game if you ping with one of your subs if that ping could give away your 2 others as in real life.
Helo with MAD. NO layer.
Game AI always disappoints, no matter the game.
Is it MP, I can play the other side… 😂
Beleve or not Victor 1 ssn was laudest soviet submarine of all times secont in world first was chinse submarine she was more louder then alfa
The symbols of the Ships realy look wrong to me, i'm always thinking they are running the other direction, probably played too much Silent Hunter
😅
RUR-5 on a Soviet sub?
I think Sea Power doesn’t detect or record launches.
343, the LUV Sub.
Surely a multiplayer is a must for this game, especially with bad AI! I had so many hours in Silent hunter vs Destroyer command..
5:30 Maybe you got Intel that it is only american convoy. MI is not sleeping
with every video i am more concerned about the game, ia is just lacking in so many aspects that im not sure they could fix it before launch
That's why it's coming out as early access on Nov 12th. It's by no means a full release title, and yet I've already clocked 100 hours, bugs and all.
@Stealth17Gaming i know that this is how the industry handles itself now but pay to be a tester and call it "early access" is just wrong
@@eriker23 Not really? They tell you what you're getting into, it's your decision to buy it or not. Nothing's stopping you from NOT purchasing it until the full release. Caveat emptor.
In the case of big studios, I don't disagree with you, but for small devs that are doing this stuff as a passion project, the early access can provide a LOT of data for bugsquashing, and some revenue to keep things moving along.
Is there screen to See Water layers because not seen one I think
Did I miss something? How did that OHP at 13:11 die?
No idea
When did you kill the perry?
I didn't. I don't know what happened to it
how did the perry get killed?
Don't know
wait why does the chralie have asroc
isnt it american
And why ASROC, and not SUBROC?
Dev oversight I think, or placeholder weapon
RPK-6 Vodopad
Russians also had rocket assisted lightweight torpedoes, they deployed them more than the US actually. Multiple iterations, different generations. Calling them ASROCS or SUBROCS is a generality. Although I am pretty sure the Charlie I was not capable of firing the missiles, as it had a more primitive weapons electronics suite than the Charlie II.
It's a placeholder, I guess that Vodopad is WIP
Love the game showcase but man bro my OCD ass cringes watching you play lol. You only fire weapons off a few times in the 30min-hour gameplay so why can't we watch them all?? You were busy watching the boring cargo ships when we could have watched the sexy torpedos launching or even the torps/missiles on route to their target but instead you are always watching the enemy ships or your map like cmon homie we wanna see some eye candy! Also just slow down a bit and pause the game if you have to so you make sure you are shooting the right weapons/targets. Lastly, always check your 6 as I saw what happened in the Arctic Spear series lol
You still havent understood the game is riged to have the US forces always win
No it isn't
Lmfao, unless the scenario includes air power, every scenario heavily favors the Soviet side. Their surface to surface missiles are absolutely crammed into every inch of their ships and have massive range advantages. Just like real life. It would have been a nightmare to tackle a surface engagement without supporting forces as NATO.
@karrackhalcyon8826 Yes, they have a lot of missiles, sure. Does that make them invincible? Absolutely not. You can jam radars. You can stay dark. You can combine air defenses. You have plenty of options. The question is really if _you_ can win with the US/NATO forces.