That second November could've detected you (or at least heard the explosions of it's comrade getting sunk) and just be running scared. xD One thing I do recall enjoying about SH5 was having to manage diesel fuel, battery levels, and the always in world aspect, but I also do rather enjoy the guided torpedoes in Cold Waters (both having to evade them, but also the ease of targeting other vessels) and I always found lining up shots in SH5 to be a confusing pain. I wish there was a game that combined all of these aspects into one game.
I did a little research on the quantity of explosive in the warhead of the MK 37 and found that it had been increased in later models of the torpedo. It looks as if CW is using the early version(Mod 0) torpedo's warhead charge. I would look at what the warhead charge was for the model that would have been available in 1968 and increase the warhead charge in the weapon's file to correspond to that amount. This should make those torpedos more effective against damage resistant boats like large subs and surface ships.
Anyone know how he got the different UI? I mean the panel next to the minimap. When I jumped into cold waters a while ago the UI was a major reason I couldnt get with it, coming from SHV, where you have precise control over your depth, speed, rudder etc...
It’s a stack of the three panels the base game has. Though in the base game you only get to see one at a time. The stack version is enabled by mods, I’ve the “playable subs” mod installed (on Mac) and that gives me the same set of visible controls.
7:30 iirc they only do that when their wires are still attached. If you can make them speed up or break their wires some other way, they lose control of their torpedos.
Truly_Canadian A windshield. The Soviet subs operated above the Arctic circle and they had enclosed bridges for operations on the surface. Correction: Sorry thought you meant on the conning tower. On the hull front, it's probably a sonar array.
Yes, I noticed my game's AI behaviour is erratic to say the least nowadays. Don't know if you've tried it, but maybe the '68 campaign in a Brit boat? The mod that introduces all those other boats makes this possible, and at least the Brits had the Tigerfish. No Mk48, but a damned sight better than the 37, hands down...
Magz, isn't the post patch Soviet sub maneuver you are upset with called a "Crazy Ivan"? Soviet submariners used to do that to "Clear their Baffles" if they thought they might be being followed. This maneuver posed a very high risk of collision, and possible loss of both subs....Hence the name. EDIT: No, I guess it isn't. Had to look around a good bit but from what I can see an "Ivan" is a full 360 degree maneuver, resulting in the Soviet sub continuing on it's previous course afterward.
You watch too much Red October. and No it's not a "Maneuver" in this sense, its bad AI programming. The ships do the same thing, The AI carriers will sail away from you at flank speed before turning around and sailing right back towards you at flank speed before turning to sale right away from you at flank speed again. The capital ships do it, the submarines do it shit i've seen a cargo ship do it, the cargo ship has no weapons and no sonar but it will do the same thing.
Ok then, thanks for the clarification. If the surface ships are doing it too, then yeah that's a glitch of some kind...The "Crazy Ivan" is a real thing though...Not just for that movie....Only Soviet subs did it though.
Incorrect, All submarines do it as all submarines have a baffles and thus have a risk of being shadowed without detection. The term "Crazy Ivan" didn't come into usage until after the release of the Tom Clancy novel "The Hunt for Red October" and was never used as an official term. The correct name for the maneuver is simply called "clearing baffles" and is performed several times a day at random times by every submarine regardless of nation.
Clearing the baffles is indeed common practice by submarines. However, the "Crazy Ivan" is different, because Soviet captains usually didn't just turn to port or starboard to listen for whatever was behind them, Soviet captains usually did it with a hard rudder shift, which would turn (almost spin) the boat in such a way that the Soviet sub was in a perfect angle for an attack on whoever might be following. The "crazy" came from the danger such a maneuver posed to both submarines, first being detection of the following submarine, which was commonly avoided by stopping the engines and going to maximum silence, and secondly by collision, as the momentum of the pursuing boat could result in collision with the leading submarine; that is now sitting dead ahead in the process of turning (almost spinning) sharply. This maneuver was described by one of the crewman in a history published about USS Parche - many years before Clancy espoused it. And yes, "Crazy Ivan" was never an "official" Navy term.
Again you are buying into a fantasy, "Crazy Ivan" as you describe it has not and does not exist hence why there is no recorded mention of it prior to Red October and all descriptions of it post red October describe a standard baffle clearing maneuver. There is no Submarine in the world that is able to turn in the time that would be required for such a maneuver to actually work, The general rule of the thumb is due to the basic physics of water the shortest distance a submarine can turn 180* given optimal speed is twice its own length. So to use the Alfa class as an example, It's 267 feet long. So the minimum distance it could pull a 180 is 534 feet or around 163m and would take 10 second to complete at 30 knots but would leave the submarine unable to detect anything due to disruption and noise from it's own speed in the water fror around twice that long, so 20 seconds. Such a sudden rudder shift would be audible to anything following it allowing an ample time for a course change before going silent preventing any such "Crazy Ivan" situation. What are are describing is a 1:1 copy of the scene in Red October (which for the record is really bullshit, at optimal speed a typhoon will take over 2 minutes to perform a 180* turn) It's a movie maneuver. "Crazy Ivan" is about as real as "a little trick I learned" from Red Tails.
After an emergency blow your compressed air tanks are empty, if you did flood the ballast tanks in that condition you’d have no way to get the water out of them again. Which would be a problem. The game refuses to let you dive immediately after an emergency blow, presumably to simulate the time needed to fill the compressed air tanks and also prevent you committing suicide (or maybe if you try the XO takes command on the grounds the Captain has gone mad).
@@tlw4237 in time of war you wouldn't worry about your "next" emergency blow, you take care of the threat on hand and worry about a snorkel later. you'd most definitely cycle the vents in that situation. BTW, you wouldn't use all your HP air on one blow, you only hold the chicken switches down for about 2-3 seconds.
Sorry mater but no, it makes no difference how you start the attack, AI hears the torp, turns away and just accelerates away faster than your guided torps can follow. They run in a straight line until the torps self destruct or lose tracking and then they turn around and head right back the way they came. Happens every single time exactly the same way without failure. Doesn't matter how you start the attack, what you see in this video is every single fight in cold waters 1968 campaign on Realistic or Elite difficulty, the only way to get a different fight is to play on easy rendering the AI so blind that you can ramp them and they still wont react.
Skipjack only gets the later torps in 1984 trim and changing the submarine wont change the core problem, The AI will still react the same way. run away, turn run back, rinse and repeat. Not exactly entertaining gameplay.
It wouldn't But why didn't the active sonar detect the submarine until after I submerged when I was clearly within the active sonar range of the torpedo (I was actually even closer) while I was on the surface. That's the point, It should have but didn't, If it didn't then it also shouldn't have been able to detect me submerged but it did so the torpedoes are not following standard weapons logic and have been programmed to do things under AI control.
surface actually can screw active pinging, there was also a strong layer, it makes when you dived and got farther from the surface the torpedo was able to track you down
The torpedo was above the layer in the duct with me so no that does not answer it. It's also not the only screwy thing I have seen AI torps do that doesn't make any sense.
What changes did they make in the last patch ? are they aware there has been a screw up as a consequence of that patch ? it reminds me a a film called time under fire, i dont know if you have seen it but a submarine from the 1997 goes through a time portal 77 years into thee future, ( long story short ) in the end it manages to defeat a submarine 77 years more advanced ! lol. not a great movie but worth a look for a laugh, or if you just want to watch the final part of the film with the scene mentioned search part 8 time under fire on youtube, you never know you might be able to use the tactics they used lmao.
1968 is the best place to use some 'Torpedo Judo'. Use those Russian torpedoes against them. Yes, it's super fun sneaking in through baffles and letting loose at 250 yards, but it won't always be the case. That's really weird with those issues you have in 1968. The enemy should never detect you in their baffles, unless they slow to a stop and you're blazing through. I don't know enough about getting Soviet torpedoes to reacquire Soviets, it just happens after a while. That is weird how the torpedo reacquired you after coming down from the surface. Maybe that 75 feet was all it took. You could have been at the extreme edge of the search cone detection range. Gotta admit, the music with the moaning guy is unsettling. I've not had the problems you've had. Here's my 1968 playlist on my channel. th-cam.com/play/PLmTlQBKb7HlQ-bL7otM6MIi1vjay-vUQ0.html
Personally I'm quite fine with stopping 68 campaign if it's just gonna pull that bullshit. It explains a lot why I didn't enjoy the campaign when I played it, cause the first one I tried was the 68
ya, the 1984 campaign was fun, but I recognized the 1968 campaign was far more irratating to play from minute 1 so I have just avoided it. Chasing a target for an epoch and relying on torpedoes which travel so incredibly slowly just doesnt look fun.
If you want to crank up the difficulty, refrain from using the exterior view as that would not be available in the real world. Then you have to rely on the tech of the weapon.
I've done that before in several videos available right here on the channel, Didn't really make it any harder to be honest but people did seem to like watching it less.
lots of screaming and raging at all of this. im glad its gone. play the 84 campaign and do it in a noisier boat so its harder, should be more fun than this.
bad wire guidance 5:44 nice ballast blow at 9:50 15:28 shot too late, and broke the wires so it prolonged that engagement. its also the torpedoes, they are too slow, and its frustrating to watch because the November is faster then the torps, plus it takes two to kill, so its just frustrating to watch. also may have been jacked up on 3/4ths a bag of chocolate chips so yeah, there was that too. well, besides that, you are the best youtuber who plays this game that ive found, so i may hold you to a higher standard when it comes to making mistakes, and when you do make them and dont fix them right away its like i turn into that overactive parent at junior little league soccer practice. i get invested because i cant afford games and have to experience them through other people playing, a good example would be sidestrafes play through of uncharted 4. i love how he does it but sometimes i just scream at the screen because i see the answer faster and want to get on with it, or he might take too long looking around when there is nothing, or do something really bad during the combat, and i just get mad because of it. same thing happens here. anyway probably more than you wanted to know, but i tried to explain it. soo... you gonna post mudrunner on youtube or is that a twitch only thing?
Ok, so first things first there is no screaming and raging by me here, what you hear in this video is just disappointment. Disappointment comes at the performance of the game AI. Now yes my performance was not perfect, but my complaint wasn't with the areas where my permanence wasn't perfect. My complaint was with the AI performance and the oddities in the AI controlled weapons. Not my wire handling, nor my late shooting nor my ballast blow made any difference to how the AI reacted, I know this because the AI react the same way every time regardless of what you do. Nothing I did would have prevented or changed the odd acquisition of the AI weapons because I have seen them do that before. My disappointment is in the performance of the game, there is no tactics in the 1968 campaign since the last patch. AI units react in a predictable and repetitive manner, AI weapons will sometimes acquire you when they shouldn't or will refuse to acquire a soviet ship or sub when they should. Each and every battle is just like the last with the same mind numbing chases, the same waiting for the enemy to turn and the same shooting as they sail right at you.
totally, i mean i was the one screaming at the screen. i can see where you are coming from though, being predictable is boring, but once your stealth is gone, they can just run away, so if they dont turn around then how are you supposed to kill them? i think its a fault in the game and its soo bad they have to program the ai to do stupid things to give the player a chance. not sure about the torpedoes and tactics because i dont own the game, but i can understand mindless repetition becoming boring. ive played the same four or five free to play grinders for 8 years now, and its terribly dull.
"but once your stealth is gone" Your stealth is always gone, On realistic and Elite difficulty soviet submarines can detect you or any weapon you fire from 1KY even inside the baffles regardless of speed. So every weapons fire results in a chase as the AI always knows its under attack with enough warning to accelerate. Again this is something new that seems to have popped up in just the last patch. I think Soviet submarines in 1984 will be more interesting.
I launched a Mk37 before all of you commented.
:( It still hasn't arrived
I launched a Cutie before you. It's still trying to catch a Japanese destroyer.
@YallEverJustYeet It ran out of fuel about 5 minutes ago, and detonated in my front yard :(
Gotta love that flooding doesn't seem too affect the speed of a naval vessel.
11:32 "The captain has scared them out of the water!!"
Is that Homeworld music after 15:20 ? Sounds like the Turian raiders.
I heard it too!
me too. that definately is from homeworld
You guys have fantastic ears :)
it's fantastic music ;)
That second November could've detected you (or at least heard the explosions of it's comrade getting sunk) and just be running scared. xD
One thing I do recall enjoying about SH5 was having to manage diesel fuel, battery levels, and the always in world aspect, but I also do rather enjoy the guided torpedoes in Cold Waters (both having to evade them, but also the ease of targeting other vessels) and I always found lining up shots in SH5 to be a confusing pain. I wish there was a game that combined all of these aspects into one game.
Thank god. I was increasingly maddened by 1968.
This killed any desire I had to play this game.
8:23 N-notice me November Senpai!!!
I hope you're gonna cover the ANZAC forces update in Rising Storm 2.
Don't own rising storm 2 sadly so for the moment no I won't be.
I did a little research on the quantity of explosive in the warhead of the MK 37 and found that it had been increased in later models of the torpedo. It looks as if CW is using the early version(Mod 0) torpedo's warhead charge. I would look at what the warhead charge was for the model that would have been available in 1968 and increase the warhead charge in the weapon's file to correspond to that amount. This should make those torpedos more effective against damage resistant boats like large subs and surface ships.
This was basically a submarine dogfight
Anyone know how he got the different UI? I mean the panel next to the minimap. When I jumped into cold waters a while ago the UI was a major reason I couldnt get with it, coming from SHV, where you have precise control over your depth, speed, rudder etc...
It’s a stack of the three panels the base game has. Though in the base game you only get to see one at a time. The stack version is enabled by mods, I’ve the “playable subs” mod installed (on Mac) and that gives me the same set of visible controls.
11:16 view
Countermeasure be like
You arrogant ass, you've killed me.
Hey Magz, have you considered taking a look at Dangerous Waters? It's aged a bit but you can get it running on modern systems fairly painlessly.
Totally cool wow great game ..excellent job..Thank you so so
7:30 iirc they only do that when their wires are still attached. If you can make them speed up or break their wires some other way, they lose control of their torpedos.
Anyone know if 1968 was fixed?
whats that windshield looking thing on the front of the November?
Truly_Canadian A windshield. The Soviet subs operated above the Arctic circle and they had enclosed bridges for operations on the surface. Correction: Sorry thought you meant on the conning tower. On the hull front, it's probably a sonar array.
why do you have to be on the surface to refill the ballast? is it a water pressure thing?
It's nor refilling the ballast so much as it is recharging the high pressure air tanks so that the ballast can be controlled.
Yes, I noticed my game's AI behaviour is erratic to say the least nowadays. Don't know if you've tried it, but maybe the '68 campaign in a Brit boat? The mod that introduces all those other boats makes this possible, and at least the Brits had the Tigerfish. No Mk48, but a damned sight better than the 37, hands down...
I really enjoyed the Kadeshi swarmer battle music.
It takes a torpedo in the stern and it can still do 26 knots?
Would love to see some SH5 TWOS! Great vid though. ;)
Magz, isn't the post patch Soviet sub maneuver you are upset with called a "Crazy Ivan"? Soviet submariners used to do that to "Clear their Baffles" if they thought they might be being followed. This maneuver posed a very high risk of collision, and possible loss of both subs....Hence the name. EDIT: No, I guess it isn't. Had to look around a good bit but from what I can see an "Ivan" is a full 360 degree maneuver, resulting in the Soviet sub continuing on it's previous course afterward.
You watch too much Red October.
and No it's not a "Maneuver" in this sense, its bad AI programming. The ships do the same thing, The AI carriers will sail away from you at flank speed before turning around and sailing right back towards you at flank speed before turning to sale right away from you at flank speed again.
The capital ships do it, the submarines do it shit i've seen a cargo ship do it, the cargo ship has no weapons and no sonar but it will do the same thing.
Ok then, thanks for the clarification. If the surface ships are doing it too, then yeah that's a glitch of some kind...The "Crazy Ivan" is a real thing though...Not just for that movie....Only Soviet subs did it though.
Incorrect, All submarines do it as all submarines have a baffles and thus have a risk of being shadowed without detection. The term "Crazy Ivan" didn't come into usage until after the release of the Tom Clancy novel "The Hunt for Red October" and was never used as an official term. The correct name for the maneuver is simply called "clearing baffles" and is performed several times a day at random times by every submarine regardless of nation.
Clearing the baffles is indeed common practice by submarines.
However, the "Crazy Ivan" is different, because Soviet captains usually didn't just turn to port or starboard to listen for whatever was behind them, Soviet captains usually did it with a hard rudder shift, which would turn (almost spin) the boat in such a way that the Soviet sub was in a perfect angle for an attack on whoever might be following. The "crazy" came from the danger such a maneuver posed to both submarines, first being detection of the following submarine, which was commonly avoided by stopping the engines and going to maximum silence, and secondly by collision, as the momentum of the pursuing boat could result in collision with the leading submarine; that is now sitting dead ahead in the process of turning (almost spinning) sharply.
This maneuver was described by one of the crewman in a history published about USS Parche - many years before Clancy espoused it. And yes, "Crazy Ivan" was never an "official" Navy term.
Again you are buying into a fantasy, "Crazy Ivan" as you describe it has not and does not exist hence why there is no recorded mention of it prior to Red October and all descriptions of it post red October describe a standard baffle clearing maneuver.
There is no Submarine in the world that is able to turn in the time that would be required for such a maneuver to actually work, The general rule of the thumb is due to the basic physics of water the shortest distance a submarine can turn 180* given optimal speed is twice its own length. So to use the Alfa class as an example, It's 267 feet long. So the minimum distance it could pull a 180 is 534 feet or around 163m and would take 10 second to complete at 30 knots but would leave the submarine unable to detect anything due to disruption and noise from it's own speed in the water fror around twice that long, so 20 seconds.
Such a sudden rudder shift would be audible to anything following it allowing an ample time for a course change before going silent preventing any such "Crazy Ivan" situation.
What are are describing is a 1:1 copy of the scene in Red October (which for the record is really bullshit, at optimal speed a typhoon will take over 2 minutes to perform a 180* turn) It's a movie maneuver.
"Crazy Ivan" is about as real as "a little trick I learned" from Red Tails.
After you blew your ballast tanks all you had to do was open the main vents and regain the weight to stay down?
After an emergency blow your compressed air tanks are empty, if you did flood the ballast tanks in that condition you’d have no way to get the water out of them again. Which would be a problem. The game refuses to let you dive immediately after an emergency blow, presumably to simulate the time needed to fill the compressed air tanks and also prevent you committing suicide (or maybe if you try the XO takes command on the grounds the Captain has gone mad).
@@tlw4237 in time of war you wouldn't worry about your "next" emergency blow, you take care of the threat on hand and worry about a snorkel later. you'd most definitely cycle the vents in that situation. BTW, you wouldn't use all your HP air on one blow, you only hold the chicken switches down for about 2-3 seconds.
Need to shoot at angles, preferably 90°. Lead to the blue bullseye
Sorry mater but no, it makes no difference how you start the attack, AI hears the torp, turns away and just accelerates away faster than your guided torps can follow. They run in a straight line until the torps self destruct or lose tracking and then they turn around and head right back the way they came.
Happens every single time exactly the same way without failure. Doesn't matter how you start the attack, what you see in this video is every single fight in cold waters 1968 campaign on Realistic or Elite difficulty, the only way to get a different fight is to play on easy rendering the AI so blind that you can ramp them and they still wont react.
MagzTV maybe use the skipjack? Its faster and can use MK44 torpedoes but is noisier right?
Skipjack only gets the later torps in 1984 trim and changing the submarine wont change the core problem, The AI will still react the same way. run away, turn run back, rinse and repeat.
Not exactly entertaining gameplay.
Well you could go back to the older days and fire up Dangerous Waters... With the RA Mod you will not see this kind of behaviour though.
MagzTV I see your point.
Wait a minute......am I super stoned or is there music from Homeworld in this?
Yeah definitely sounds like the Garden of Khadesh theme, man this takes me back.
You can hear that soviet torpedo pinging away on active sonar. Why would silent running fool that?
It wouldn't But why didn't the active sonar detect the submarine until after I submerged when I was clearly within the active sonar range of the torpedo (I was actually even closer) while I was on the surface.
That's the point, It should have but didn't, If it didn't then it also shouldn't have been able to detect me submerged but it did so the torpedoes are not following standard weapons logic and have been programmed to do things under AI control.
surface actually can screw active pinging, there was also a strong layer, it makes when you dived and got farther from the surface the torpedo was able to track you down
The torpedo was above the layer in the duct with me so no that does not answer it. It's also not the only screwy thing I have seen AI torps do that doesn't make any sense.
Love the cold waters gameplay. Definitely would like to see more 1984 campaign or some ruskie subs.
I think there is a 2004 mod campaign you can download Magztv
I used to be a submarine captain like you...
it makes since to me, they bugger out of the area, then attempt to reenter combat
Even this has bloody Russian bias
Sounds more like limitations of the game software more than actual problems with the real Mk37.
Home world music= 10/10
The Rising Storm 2 Australian Forces Update is out.
Can you make a video about it, especially what you think of the "Australian" voices?
i don't blame you...narwahl with mk48 ! shoot first time every time - just not fast enough to escape
What changes did they make in the last patch ? are they aware there has been a screw up as a consequence of that patch ? it reminds me a a film called time under fire, i dont know if you have seen it but a submarine from the 1997 goes through a time portal 77 years into thee future, ( long story short ) in the end it manages to defeat a submarine 77 years more advanced ! lol. not a great movie but worth a look for a laugh, or if you just want to watch the final part of the film with the scene mentioned search part 8 time under fire on youtube, you never know you might be able to use the tactics they used lmao.
1968 is the best place to use some 'Torpedo Judo'. Use those Russian torpedoes against them. Yes, it's super fun sneaking in through baffles and letting loose at 250 yards, but it won't always be the case.
That's really weird with those issues you have in 1968. The enemy should never detect you in their baffles, unless they slow to a stop and you're blazing through. I don't know enough about getting Soviet torpedoes to reacquire Soviets, it just happens after a while.
That is weird how the torpedo reacquired you after coming down from the surface. Maybe that 75 feet was all it took. You could have been at the extreme edge of the search cone detection range.
Gotta admit, the music with the moaning guy is unsettling.
I've not had the problems you've had. Here's my 1968 playlist on my channel. th-cam.com/play/PLmTlQBKb7HlQ-bL7otM6MIi1vjay-vUQ0.html
Personally I'm quite fine with stopping 68 campaign if it's just gonna pull that bullshit. It explains a lot why I didn't enjoy the campaign when I played it, cause the first one I tried was the 68
Please do a Russian campaign!
In Soviet Russia, torpedo evade you!
Lol i have done this by accident in 84 campaign its quite amusing
ya, the 1984 campaign was fun, but I recognized the 1968 campaign was far more irratating to play from minute 1 so I have just avoided it. Chasing a target for an epoch and relying on torpedoes which travel so incredibly slowly just doesnt look fun.
just engage caterpillar
youre in the denmark straight just over 25 years after the hms hood ended her days there
The 1968 campaign also doesn't seem as fun simply because you have less toys to play with on your submarine.
Russian Bias ? Try World Of Warships in 2019. A plethora of fevered vodka and cocaine fueled dream soviet paper ships.
1960's American weapons are bad. that's why we went to the Mk48's.
If you want to crank up the difficulty, refrain from using the exterior view as that would not be available in the real world. Then you have to rely on the tech of the weapon.
I've done that before in several videos available right here on the channel, Didn't really make it any harder to be honest but people did seem to like watching it less.
1968 campaign is far more fun with a Russian sub
Rather play the 84 campaign in a Russian sub against the 688's :)
play a russian campaign mod if there is one
Boom, first comment
Sorry guys, couldn't resist it
lmao american torpedo technology and sub tech was a pile of shit then
VectorGhost yeah that was back in the day when America and the West was too reliant on Nuclear weapons for defense.
This campaign looks like garbage. Can't really blame you
lots of screaming and raging at all of this. im glad its gone. play the 84 campaign and do it in a noisier boat so its harder, should be more fun than this.
screaming and raging? What are you on about?
bad wire guidance 5:44
nice ballast blow at 9:50
15:28 shot too late, and broke the wires so it prolonged that engagement.
its also the torpedoes, they are too slow, and its frustrating to watch because the November is faster then the torps, plus it takes two to kill, so its just frustrating to watch. also may have been jacked up on 3/4ths a bag of chocolate chips so yeah, there was that too.
well, besides that, you are the best youtuber who plays this game that ive found, so i may hold you to a higher standard when it comes to making mistakes, and when you do make them and dont fix them right away its like i turn into that overactive parent at junior little league soccer practice.
i get invested because i cant afford games and have to experience them through other people playing, a good example would be sidestrafes play through of uncharted 4. i love how he does it but sometimes i just scream at the screen because i see the answer faster and want to get on with it, or he might take too long looking around when there is nothing, or do something really bad during the combat, and i just get mad because of it. same thing happens here.
anyway probably more than you wanted to know, but i tried to explain it. soo... you gonna post mudrunner on youtube or is that a twitch only thing?
Ok, so first things first there is no screaming and raging by me here, what you hear in this video is just disappointment. Disappointment comes at the performance of the game AI.
Now yes my performance was not perfect, but my complaint wasn't with the areas where my permanence wasn't perfect. My complaint was with the AI performance and the oddities in the AI controlled weapons.
Not my wire handling, nor my late shooting nor my ballast blow made any difference to how the AI reacted, I know this because the AI react the same way every time regardless of what you do. Nothing I did would have prevented or changed the odd acquisition of the AI weapons because I have seen them do that before.
My disappointment is in the performance of the game, there is no tactics in the 1968 campaign since the last patch. AI units react in a predictable and repetitive manner, AI weapons will sometimes acquire you when they shouldn't or will refuse to acquire a soviet ship or sub when they should. Each and every battle is just like the last with the same mind numbing chases, the same waiting for the enemy to turn and the same shooting as they sail right at you.
totally, i mean i was the one screaming at the screen. i can see where you are coming from though, being predictable is boring, but once your stealth is gone, they can just run away, so if they dont turn around then how are you supposed to kill them? i think its a fault in the game and its soo bad they have to program the ai to do stupid things to give the player a chance.
not sure about the torpedoes and tactics because i dont own the game, but i can understand mindless repetition becoming boring. ive played the same four or five free to play grinders for 8 years now, and its terribly dull.
"but once your stealth is gone" Your stealth is always gone, On realistic and Elite difficulty soviet submarines can detect you or any weapon you fire from 1KY even inside the baffles regardless of speed. So every weapons fire results in a chase as the AI always knows its under attack with enough warning to accelerate. Again this is something new that seems to have popped up in just the last patch.
I think Soviet submarines in 1984 will be more interesting.