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CrusadingCrab
03-20-2007, 12:13 AM
Silent hunter has the potential to be very enjoyable but it does need some work,for example the manual aiming of torpedoes doesn't work particularly well due to bugs causing calculating speed to be touchy at best. Sound issues are another, crewmen repeating numbers over and over and over again, the seagulls as has been said and ship explosions particularly ones apparently happening under water that continue to sound like they are above water. And sunk ships still technically being "present" on the surface after sunk (eg you run into the invisible hulk of a ship), also not really a bug but just an annoyance and a big one, trying to leave port with some time compression on and being constantly slowed back to normal by radar contacts and ship sightings of friendlies in port -_-.

Also not sure if its bug related or even intentional game play but enemy ships being hit by torpedoes, I can understand a warship taking multiple direct torpedo impacts but I have had merchant ships suffer 5 torpedo strikes and still not sink its not until I surface and roll up on them with my deck gun hitting their waterline about 5-6 times will they finally sink.

Id recommend they do some testing for that and see if its a bug because I have sunk destroyers in 1-2 torpedoes but sometimes merchant ships (pretty much only them) seem to take far too much punishment to sink. This makes things tricky when attacking a convoy becuase your using 2-3 torpedoes per merchant ship, and reloading takes so long you end up only scoring a few kills becuase they just wont sink.

RedTerex
03-20-2007, 02:22 AM
We need more posts like the one above, that are constructive and explanitory of the bugs and glitches that have been discovered.

Just reading rants for example is counter productive to their final solution.

Anyway, it is of no shock to me and I suspect a few others too that the game has some issues that need to be resolved.

I would put these bugs down to a number of factors inc time restraints- marketing deadlines that equal rushed beta testing etc. I would also place some blame on the overall complexity of the programming that must be phenominal to recreate a submarine in WWII Pacific warfare with ALL the 100% detail of a virtual working world...wow !

To the Devs a huge pat on the back and a damned well done there chaps, fantastic...one or two issues need an iron though guys.

And I can't wait for my DVD to arrive.

EFileTahi-A
03-20-2007, 04:58 AM
How wonderful, another buggy release...

I simply hate this new concept of selling. I see more and more companies releasing buggy products.

I think I can understand them, I mean, are there any better beta testers then consumers? They don't loose money and time if consumers do the beta testing job, they can focus on more important things this way, like, eye candy.

I love SH3, but its clearly an unfinished product and it seems SH4 is following the same path...

http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif

Many persons would love to beta test the game, many would do it for free (if not all) so, if there are bugs on the final release this is because they want it or simply don't care about them.

klcarroll
03-20-2007, 05:08 AM
Also not sure if its bug related or even intentional game play but enemy ships being hit by torpedoes, I can understand a warship taking multiple direct torpedo impacts but I have had merchant ships suffer 5 torpedo strikes and still not sink its not until I surface and roll up on them with my deck gun hitting their waterline about 5-6 times will they finally sink.

Just out of curiosity; ......does the problem still occur if you use only the impact exploder??

Historically, the MK14's magnetic exploder was prone to several types of failure, one of which was it's tendency to sense the ship's magnetic field too early, causing the torpedo to detonate 20 to 30 yards from the hull. When seen through a periscope from 1000 yards away, these "prematures" all looked like good hits.

I know this suggestion might sound crazy on first inspection; .......But the Devs did assure us early on that they were putting a lot of effort into accurately modeling the MK14 torpedo and it's flaws!

*

CrusadingCrab
03-20-2007, 06:20 AM
Confirmed impacts many of them did visible damage and the boat was leaning terribly and was semi sunk.

If you want my sub commanding advice, when you come across lone merchant ship(s) without escort engage them at range with your deck gun (investing in the large one is a good idea) you can easily sink up to an additional 10 ships on one patrol and you can save your torpedoes for when you really need them.

Also ill add that I encountered another bug, I was engaged by 5 japanese destroyers (yes I know insane) however they were using their sonar but didn't engage me with depth charges which I found very unusual. Also when I surfaced their gun batteries didn't fire on me either.

It was rough foggy seas and the visibility was only around 500meters but even when I was right on top of them they didn't open fire. Another terrible bug I believe.

But dont be disheartened, its the first time ships have not fired upon me after heaps of battles. I have had my share of hide and seek with the subhunters and their charges (and lost a few times http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif ) your going to love evading depth charges in this game its very exciting http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

walsh2509
03-20-2007, 07:18 AM
In sub school (deck Gun) I could hear this bang bang bang never ending, drove me nuts.


But I think? I could be shore guns, in career mode I sailed up to Wake island and the shore guns opened fire. Most of these guns where in the inner ring but when I used the free camera to have a look (test mission)guns that looked I as though my sub was out of sight of were still firing.

And it was the same constant Bang Bang Banging as in the sub school (deck gun).

I could be wrong but I think that could be it?

banzai_billy
03-20-2007, 12:51 PM
Good post. Not just random blabbering about how miserable the game is. Thank you very much.

ShaamaanOld
03-20-2007, 02:51 PM
I think there's also something weird going on with the radar.

Also, the convoy attack training should start with the player at periscope depth, not on the surface, as that gets the escort on him... kind'a hard to learn the ropes, when the first thing that happens are depth charges blowing around.

vertex42
03-20-2007, 02:52 PM
im looking for the weapon cfg's to edit the power but no luck. it looks to me that those tanks have more armor than the warships.....i attacked a convoy and sunk all three destroyer escorts with 1 torp each...and the merchants all required at least 2 or 1 and some deck gun....1 ship sucked up 5 fish and 10 rounds of deck gun to sink....and it wasnt that big of a ship....

also i found cfg's for the ships themselves but editing them has no effect in the campaign...

bf2player2006
03-20-2007, 04:10 PM
im planning to buy the game tomorrow morning, is it actually worth it to buy it? since i have been hearing alot bout the bugs and i dont want to spend 50$ on something that wasnt worth it.