Is anyone else playing this game? Really fun cold war sim. The gameplay revolves around radar and detection.
>Early AccessNah
There is no unit AI, its a pretty tech demo at this point
>>2442221>Aw sweet, my planes need to be micromanaged unituitively >Aw sweet, the AI isn't launching any aircraft and just sitting there like a retard >Aw sweet, I managed to get the AI to do stuff - it's by programming each move and action individually - AI has come a long way!>Aw sweet, my SAM batteries refuse to activate unless I manually launch each interceptor missileI've had this game for a year, trust me when I say avoid this steaming pile of shit lol.
>>2443669>>2443691>Complaining about games they clearly don't playWhy is this such a common occurrence with anons? I bet you didn't even know there have been large AI overhauls, sensor and sonar updates, and 3 campaigns added. There was a massive update just yesterday.
>>2444202Your game sucks ass
>>2442221this game is unplayable pile of shit, don't buy it>bare minimum of scenarios and three tiny campaigns>half the units in the game look like someone's first 3D blender project>barely updates more than once per year>A.I barely exists for anything other than aircraft>game slows down to a crawl if there's more than handful of units in the scenario running radar and/or sonar>zero automation, each and every single unit has to be micromanaged to do anything>save games barely work and break scenario scripting so you can't properly finish a mission>devs are leftycel discord autists who start seething in mininovels if they think your "attitude" is wrong or if you tell them something sucks ass in the game, ban you from discord and permaban you from game's steam community>devs ban modders who make mods that import assets>devs also join modding discords for no other reason than to spy on them and start screaming like the mentally challenged apes they are if they see anyone importing or-, God forbid, exporting their shitty game assets for better gamesthis pile of shit is absolutely not worth the pricetag, just pirate it
>>2444347>half the units in the game look like someone's first 3D blender projectstrategy games are famously known for their unmatched graphical fidelity
>>2444478This isn't a strategy game
>>2444202Okay I have to admit the new update is giving me hope. This game was fun but felt like a game from 2008. This new update with the tactical campaign is fun so far.
Does air refuelling even works in this game?
Are Udaloys still broken/OP?
>>2444347>chang gets upset that he's called out acting like a changlol stay mad chang>barely updates more than once per yearwrong
>>2446719>changhey retard, /eftg/ is that way >>>>>>>
>>2446078nope
>>2444202I played this first mission and I have zero hope. Aside from the scripted flight of Fantans AI does NOTHING. I literally dive bombed a Chinese ship with the P-3 using dumb bombs and Kashin air defense cuckold just sat there and watched because it wasn't actually scripted to do anything.
>>2444681>Sea Power is not a strategy game What motivates unserious faggots like you to even post?
>>2447181>Kashin air defense cuckold just sat there and watched because it wasn't actually scripted to do anything.Bullshit. The Kanin, Kashin and Grishas all set off the P3s RWR and fire. Here is a screenshot of the exact ship and P3 you're talking about, fuck off >Aside from the scripted flight of Fantans AI does NOTHING Learn how to classify targets before saying dumb shit like this. The AI doesn't do anything because they literally can't. The only ships in that formation with AShMs are the Jianshu and the Heku. The SY-1As they carry only have a range of 23 nautical miles, your harpoons have a range of 65 nautical miles and you start 40 nautical miles from their formation. Do the math. If you get into range they absolutely will open up on you
>>2447298I didn't have Harpoons you obligate trannoid, I played three Tachikazes. Standards outrange their missiles but not by that much.>The AI doesn't do anything because they literally can't.Draw the shitter ships closer to the ones armed with missiles, use them as chaff and actually haul ass with everything to hopefully get in range as soon as possible, maybe actually coordinate strikes between the Fantans and the naval force.Sure, you still lose against Harpoons, but I loaded in with Japs with the intention of having a bad time. Instead reds just slowly got into my range one by one. The Grishas aren't even anywhere close to the freighter they're supposed to be covering, the P-3 claps it for free. Fucking hell, in the time it takes Standards to get there the Chink Komar could have closed the 2 NM range difference if it was actually hauling ass but it was just permanently stuck at 2/3 Ahead on a static coures because that's what is set to it in the mission script.And fuck, even if you assume Harpoons why the fuck is their formation so ridiculously spread out? Kashin's Volnas will literally not make it in time to cover the two front ships in their formation from missile attacks, that's how far out they are.>they didn't know, they need scout shipsI THOUGHT THAT'S WHAT THE FUCKING OKEAN IN THE HARBOUR IS FORI don't expect the first mission to be a wipeout unless you play perfectly but I wish there was even one moment at which I thought any of my units was in danger. It's a turkey shoot, just like every other "mission" in this "game". I guess at least it makes for cool screenshots and trailers to put on the Steam page and rope in clueless faggots expecting "fun".>Bullshit. The Kanin, Kashin and Grishas all set off the P3s RWR and fire. Here is a screenshot of the exact ship and P3 you're talking about, fuck offI genuinely wish I had recorded it because even at the moment I thought that having a Japanese P-3 dive bomb is funny as all hell.
>>2447316I loaded the mission in the editor and played as reds against myself (three Tachikazes). I didn't edit anything, though editing the formation would have made it less annoying to deal with, still, I arrayed the attack group into a more logical formation and pushed towards Okinawa. I made sure to set all the Blue units to Weapons Free, but even then AI only started firing their missiles at my ships when we were at about 15nm range and in low quantities. If I knew this was the case I would have saved my dedicated ASuW missiles for later instead of firing them at maximum range.Oh, I shot down the P-3 with the Fantans. It fired one AS-1 (that I intercepted) at the Chinese fleet and turned around, presumably flying towards the transport ship but it never made it there.Either way I was still able to get three Q-5s to get a strike on two Tachikazes (Asakaze and Sawakaze) by maneuvering them to attack from North-East - Tachikazes need to present their side or rear to fire Standards - they had to pick between intercepting ASuWs or intercepting planes. At the same time only one missile made it through but missed, meaning all my missiles were utterly useless.Still, Asakaze recieved a lot of damage, at least visually, and dropped out of the formation and continued to be on fire for the rest of the game.I sacrificed the entire Chinese fleet eating up Japanese missiles but still, the Kanin also got fucked - having only one launcher meant it couldn't actually intercept pretty much any missiles once they started hitting it. Kashin also got hit a couple of times (a couple is more like seven by the end of the game, the fucker kept eating those Standards like they were nothing) but in return it finally made it into range and killed Tachikaze and scored a hit on Sawakaze.By this point both the Kashin and Sawakaze were out of missiles and Asakaze continued burning and I'm pretty sure their launcher was fucked all along.
>>2447376However, as I started moving towards the two burning Japanese destroyers to engage in good old fashioned gun duel the game ended because the fucking Ibishu Maru actually made it to the island and I won. If I was really sweating I would maybe have waited for Grishas since there was absolutely nothing that actually forced me to go fast (Fantans are dead anyway, who cares they don't have enough fuel to go back) and conserved the dedicated anti-surface missiles until I could get closer. Also maybe take down the fucking AWACs with the Fantans in meantime but that's just immersion breaking that there wouldn't be a single anti-air weapon or fighter jet in all of Okinawa.Honestly, I'm not sure what the point of the exercise really was apart from proving that no, the AI could do *something*. It could at least *try* to damage your stuff. I guess that the AI is retarded, though I fought a deliberatery weaker setup and still lost most of the (shitty) ships I had. If I didn't forget about the troop transport I might have gunned it out with the Kazes, might have not. I feel like Grishas might have cleaned it up because you can still use Osa missiles as ASuWs. I had fun admitelly. Shame I had to essentially make it myself and I still was dissapointed in how badly the AI played. You need to have the deck stacked severely in AI's favour because it literally does nothing but floats in a straight line and maybe fires it's weapons at the closest enemy if it feels like it.
>>2447316>I didn't have Harpoons you obligate trannoid, I played three Tachikazes.Oh wow, sorry I assumed you didn't purposely choose shit ships for your task force. That literally changes nothing about my point that they start outside of missile range.I don't know what the fuck you're doing, but the Chinese ships always open up a few nm inside maximum range. The only time they don't is when the okean is dead, I'm at EMCOM and all they have is their horizon limited radar range. The only ships the P3 could bomb without getting shot by missiles is the two picket boats and the merchant, because they are outside the AD circle. Also the enemy formation spread makes sense. Two small ships ahead to act as radar pickets, Kashin and Kanin next to provide air defense for the weaker missile boats in rear. The enemy merchant has a random spawn, I've seen it spawn with the Grishas coming in from the west, or by itself coming from the north. I don't know if the Grishas not always spawning with it is on purpose or an oversight. The original Workshop Pacific Strike 85 always had Grishas escorting a tanker. But being lone merchant ship attempting to sneak a commando team ashore would make sense that it's made its journey alone, but that's subjective. The Fantans being scripted to run at your formation makes perfect sense because they are loaded out for a surface strike. They could technically gun down your P3 and E3, but you're asking the mission creator to go out of their way to make an unrealistic scenario in a campaign that's meant to be believable. Okinawa wouldn't just be an empty island with no fighters on Alert 5 and air defense, so the low level Chinese raiders wouldn't be tasked with doing cheesy meta shit that a player could do if the roles were reversed. There is a reason why the next mission in the Taiwan straight has AD and interceptors defending the TU-95RT even though they're not even remotely part of the primary engagement/objective.
>AI in 2027, maybe
>>2446840Then what's the point of tankers?
>>2448222WIP feature I guess. I don't recall seeing the tankers before the latest update.
Happy to see this shitty gameget dabbed on. Its a pretty 3d viewer of ships and planes, nothing more
>>2449780>dabbed onIt's doing quite well
>>2448222Assets to protect, civies to watch your fire around, something to make the scenario more alive and fun.
>>2450753Ok so you dont know?
>>2451858Don't know what?
>>2449780then why are you here?
>>2448222>New public beta is up! Lots of fixed and changes![UPD] First pass on refining aerial refueling: - Tanking can now be ordered from aircraft context menus; tankers must be compatible by refueling system type (probe/drogue, wingtip, boom) - Tanking aircraft will fly in formation with tankers and go to proper offsets for tanking (positionings are still WIP) - Adding receiver aircraft to tankers will create a queue and aircraft in queue will fly in Vic formation, moving in to take fuel one by one - Compatible aircraft (when selected) can right click a tanker to initiate refueling automatically - Initial pass on aircraft to make them compatible - example KC-135A, Tu-16N (both placeholders), and added configs to KA-3B, A-6E tanker loadout. Setup usn_fa-18a, usn_f-14a, wp_tu-22m, usaf_f-4e as example receivers - Incompatible refuelers will post a message and play the negative VONeat
>>2452317No boom, but it seems to work
>>2442221Gotta say, got this game and tried out the pacific strike campaign and was having a blast until I reached the kirov mission and all the accumulated little issues became unbearable. Like, the game was really fun at first, but I started getting that sinking feeling of "hrm maybe this was a stupid fucking purchase" when I noticed how many bugs, design flaws, or other inadequacies there seem to be.>CIWS apparently just does a dice roll for if it hits or not, which can bug out and result in them being 100% accurate even under intense jamming>you seemingly can't even reliably change a formation's emcon / sensor status, so you need to micromanage it for every ship and aircraft>the range circle for aircraft has only some relation to actual range and sometimes will be massively different for two aircraft in a formation with the same airspeed, and altitude and only 1 or 2% fuel difference at most. >the tacmap doesn't show aircraft speed or altitude, nor submarine depth>TMA shows virtually no info other than basically "yea we see them rn" / "yeah we last saw them a minute ago">no tools for time on target calculation whatsoever>aircraft AI is extremely incompetent at launching torpedos, aircraft gun interceptions, etc.>gun accuracy in general is extraordinarily weird and seems to just be pure dice rolls that have little or no relationship to distance, speeds, etc.>no way to see firing arcs of weapons systemsHonestly there's even more shit but this is already getting too long winded. I just distinctly notice it's a game that needs you micromanaging every aircraft and ship constantly, yet which doesn't actually give you good tools to micromanage *with*. Likewise it's simmy enough to have things like managing ammunition stocks for aircraft/subs/ships... but not enough to actually pick specific munitions you might want more or less of. btw if you don't believe the CIWS claim, search "100% gun/CIWS accuracy bug caught on video" and you'll see proof lol.
>>2453170>bought early access game>got unfinished productThat's on you.
>>2453290Never said it wasn't my fault, just one of those cases where i kept staring at it longingly for months until i couldn't stop myself from pulling the trigger.
>>2453309Yeah, I understand. I got it on day one because it looked cool in gameplay videos and I would have been really content if the AI worked, because the complaints you listed are really minor when you compare it to the fact that your opponents are literally braindead.I did the Pacific Strike and during one sub mission and I shot torpedos at the sub tender and it ran away. That seemed fine at first so I tried to catch up with him, because it appeared on the sonar. A few minutes later (at 100x speed) it turned out that it kept sailing in a straight line until it eventually ran aground.And I don't even want to talk about air combat, fighter on fighter stuff is pure masochism. But supposedly they're going to implement it in some way later this year and proper AI will be added in 2027.It seems baffling to me that such an advanced game doesn't have a basic stuff like working AI.
>>2453330btw i wound up replaying that kirov mission and now i 200% know it was a bug -- i did virtually nothing different, and suddenly jammed kirov couldn't intercept a single missile (though it did successfully ECM like 2 or 3). Really crazy that the game could just have a bug like that where CIWS can become 100% accurate lmao. It might have to do with how long you've had the game open or something, but like... you'd think the devs have done that sorta thing before, I mean shit, even the GTA3 devs back in the day left their game running for multiple days to ensure it actually ran well without crashing or getting buggy.
>>2453330oh also yeah the fighters are bonkers, it's literally better to just use one fighter alone because you can micro it to not die. You'd think they'd at least program the AI to notch and pop countermeasures if their RWR is going off.
How is Harpoon 97 from Steam?
>>2453170>the range circle for aircraft has only some relation to actual range and sometimes will be massively different for two aircraft in a formation with the same airspeed, and altitude and only 1 or 2% fuel difference at most.This only happens when you don't allow your formations to form up after take off before giving the lead aircraft orders. Your forcing the wingman to go full afterburn to catch up to the leader who has a massive head start. The Kirov mission is a fucking joke once you realize what to do. Keep your ships at EMCOM, don't speed up, don't create a formation of 3 or more. Blend in with the merchant traffic, the AI needs to visually identify you or correlate radar data for potential threats (speed/course). Use your aircraft to scan the horizon for the TU-95 and the low level Badgers coming from the north. Also get some strike aircraft and an EA-6B on Alert 5. The Kirov can be done in without firing a single ship-launched Harpoon. It helps if you sunk the Udaloy on the "Run Silent, Run Deep" side mission earlier. That Udaloy is a fucking bitch to deal with when paired with the Kirov. I'm not directing this at you, but Strike on the Monster filters so many midwits because it actually forces you to engage with the less exciting mechanics like sensors, emissions, aircraft strike packages and it requires patience and planning. I've played the entire campaign twice and the second time around Mission 5 was a cake walk. Some people are just so used to being able to spam harpoons and standard missiles against shit Chinese vessels and aircraft that they get asshurt when the shoe is on the other foot.
>>2453955ye, i noticed most people complaining don't seem to understand they shouldn't immediately go flank speed with all radars on. In fact when I played it the 2nd time that I smashed everything super hard, I was kinda shocked at how easy it was, tho I had done the mission to kill the udaloy. Like I was expecting to still need to do some serious missile salvos from my ships or that kirov could at least intercept some significant % with her CIWS, or to force me to need to defend aircraft more, but they never even really fired at me. Jamming in general seems really nuts. I guess there's no home-on-jam? >>2442221new update from yesterday is really crazy. I didn't expect how much they'd improve. Literally fixed some (but not all) issues that bothered me with ship gunnery, now you actually control where your ships will start out or at least have a really good idea of it, and there's refueling. :D
luv IowaIt's great of raping little Chinese boats without AShMs>>2453955>don't speed up, don't create a formation of 3 or more.On my first try I had my ships at flank speed to link up outside of Kirov's range and not a single missire was fired.
>>2454480Its VLS fucks hard too since all the other US ships lack it, even the subs seemingly (guess it's a year thing?)
>>2454597Iowa never had VLS. The cut-off date for the game is 1985. The first USN ship with the Mark 41 VLS was the Bunker Hill, a Ticonderoga-class cruiser that wasn't commissioned until 1986. The Soviets have some VLS in a literal sense, but nothing has what we would contemporarily call "VLS".
>>2454715Well whatever it has it can launch basically all its missiles off super rapidly, it's epic.
Looks like the local no fun police showed up for my thread. Though I'm glad there are some based autists who actually like the game here
>>2454757Iowa had Armored Box Launchers like picrel for the Tomahawks. There are a couple ships that also have it. RGM-84 Harpoons have a similar fixed 4-pack launcher on some vessels (Iowa has these too), but some use the ASROC launcher or swing-arm launchers (like the Perry class) which have a considerably slower rate of fire. But yeah the 4-cell launchers that Iowa has absolutely allow a fuck ton of firepower down range fast.
>>2442221It is a underrated game indeed
>>2444347>devs ban modders who make mods that import assetsbased
>>2454897METAL BOXES
>>2442221If this had multiplayer it would be fucking amazing.>>2444202Well that's good, but for this kind of game nothing beats a real human opponent.
>>2457691https://steamcommunity.com/sharedfiles/filedetails/?id=3769566124
>>2457793Very cool thanks, will keep an eye on it.
>>2456157>Picrel>>2457809You're welcome anon
>try out task force campaign>play 3 missions>repair, reload all ships>save game and quit>load save the next day>all ships loaded and ready>launch mission>"sike" says game, none if the ships were actually reloaded>exit, try fixing & reloading ships again>cant because the game deducted the points for that and I cant afford to do it againIs this the state of today's devs? The very basic thing such as Save Game is now a fucking lost technology to them? These devs are just incompetent lazy shitwits and I'm glad I actually didn't pay for this pile of shit unity game
>>2460200>Pirated copy on top of being early access>Encounters a bug>MaldsWorks on my machine.
>>2461624So he did the right thing pirating, then
>>2462007I have my doubts that anon even played the game. Or if he did, it's because he pirated a jank build of the game. There has never been an issue loading/saving in the Mission Select screen of TF mode. The issues arise when trying to load a game in progress, which generally works, but some ships/aircraft might have their weapons reloaded and waypoints reset. Issues also arise when playing beta versions of the game or using mods. I have played the TF campaign 4 times and have literally never encountered whatever the fuck they're talking about over the course of many Save/Loads. It wouldn't be the first time a random anon was retarded, not knowing what they're doing, and blaming the game. Like the anon earlier in the thread claiming the REDFOR ships in the first mission are intentionally programmed to "do nothing" because they didn't know shit about the game mechanics.
>>2462043>The issues arise when trying to load a game in progress, which generally works, but some ships/aircraft might have their weapons reloaded and waypoints resetthat sounds kinda like a big fucking problem to me
Whoever made this mod is a fucking nigger subhuman faggot. He included a bunch of export clone ships and a random obscure submarine, but not the Tuo Chiang, the workhorse of the Taiwanese Navy. Now I can't simulate a realistic modern day China vs Taiwan battle.
Game sucks dick lol
>>2442221Is it good now? Was kinda buggy and content bare when I got it.
>>2444347damn what a shame, i had hopes for this game, Cold Waters has jack shit on Diesel-Electric subs
>>2462114It's not. Because there is a high probability that you'll either finish a mission before needing to save, or you'll save before anyone has even fired any weapons, making it a moot issue. That and it's only a possibility the bug even happens at all.
>>2444347/threadThe game looks pretty but sucks. Its a tech demo