![]() Seen the Oak 'marker' on the sea -The ship is only like 15ft from the surface (can't go near it as it's a war grave. I've been to Scapa Flow twice (15+ years ago). You should be spotted by destroyers when travelling on the surface at at least 7km during the day but not at 1km at night.Īnd also, beginning of the war - up til ‘42 should be something akin to a turkey shoot. They should increase difficulty through realism not by just filling the sea with swarms of destroyers.īy realism I mean things like your periscope having an extremely noticeable wake at speed/ being extremely noticeable at very long range of you are attacking into the sun / on a very still sea. They wanted to increase difficulty with 2022.1, but I think they have approached it wrong. I avoided them just, by being far enough away by the time they got there. They didn’t know where I was was they knew exactly the position the torpedo fired from. I managed to complete it as you said, on the surface at night but that was using the “happy times mod” which drastically reduces nighttime sight range down to historical levels (1km).Įven so, they came racing for me. Strongly suggests the devs iterate the mission, as it is such an iconic historic event. It's the base "destroyer protects convoy AI" used here, which absolutely doesn't fit for that mission. I honestly can say this was the worst representation of a submarine mission in any of them. I played every subsim that exists, from Sonalysts' games to SH series, to the old classics, you name it. They were laughing so hard at this madness that is supposed to be the "scapa flow" event.įor the record, I play on 100% realism, only thing not enabled is "first person only". I had 2 friends watching me play, while I painstakingly maneuvered my boat left and right to evade destroyer runs, for 1 hour straight, spamming the time acceleration button (that disengages over and over), zig zagging my way out of there like I was exploiting an arcade side-scroller game from 2 decades ago. This mission has nothing to do with the real thing, and even considering it's just a game that is supposed to be fun, the AI behavior is terrible and nowhere near anything that is "fun". Prien himself was surprised that the main fleet was not there (cause it contradicted nazi intelligence) and he had to take on the "old" Royal Oak, who was left behind in Scapa due it's slow speed that kept her from keeping up with the other more modern ships.Ī few vessels began rescue operations, searchlights were all switched on and pointed upwards, all eyes were on the skies, searching and looking for the elusive aircraft that had caused much devastation. The main fleet left scapa flow days before, due to a nazi air reconaiscence being spotted, so the brits wanted to play it safe, and wait a bit more and keep the main fleet out of Scapa for longer. No one expected a german u-boat attack! No one was super ready for action. The first explosion on the Royal Oak was even deemed to be an INTERNAL EXPLOSION! Some considered a bombing run. U-47 made 3! attack runs in that night, and operated on the surface even. Imagine the confusion, the time it takes for people to realize whats going on, to get all the ships going, to pinpoint the attacker, to coordinate the depth charge runs in the dark, etc. Imagine, ships laying at anchor, no one being on battlestations, most people asleep, no one expects a sub at night, and out of nowhere BOOM, a ship explodes. The whole escape is so artificial and constructed, it feels to gamey, it was a total letdown in terms of expectations, immersion and anything that I love about subsim games. The moment the uboat makes any knots in silent running, all AI awakens like vampires from their sleep to move to the players position, again with pinpoint accuracy. When the player shuts down engines, and sinks to the ground, they just all stop doing anything, like you never existed, they turn their engines off, slide into any random position they will still drift into, and lie dorment and sleep like necrons. ![]() The "destroyer swarm of doom" doesn't care for collision nor resembles anything remotely related to human behavior About 20-30 destroyer push and shove each other like a crowd at a rock concert, chasing the slightest noise like zombies chasing brain. ![]() The AI drives to the players position with pinpoint accuracy the moment the torpedos hit I wonder who playtested the mission and found it anything near realistic (OR FUN for that matter) for a subsim game, really. ![]()
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