Newbie Blues
Posted: Fri Oct 01, 2004 9:52 pm
Well I have been wanting to try Enigma Rising tide for some time now, and just picked up a copy from my local software outlet. Having no tutorial, and an incomplete CD manual has gotten me off to a rocky start at best.
Some of my quandaries:
1) Critical interface issues like setting torpedo depths versus submerged targets, or setting depth charge depth are either not mentioned in the manual, or mentioned in passing without descriptions of how to accomplish this in the actual interface. (I did eventually figure out how to set depth charge depth when the + button failed to increment, and the depth field was mysteriously non-modifieable, I accidently stumpled on some silly dial I though was window dressing and noticed the depth shifted! What luck!) (As far as shooting torpedos at submerged targets, I did not even know that was possible until an AI DE sunk my submerged Salmon Class with a topedo. In fact the AI does this regularly. How its torps never miss a submerged target and never fail to be at exactly the right depth is an issue for later)
2) Ranges are very difficult to tell. at the 500 lowest radar setting it would be pretty simple if there were 5 rings as all settigns would be divisible by 10. Unfortunately there are 4 rings so is every range ring .25 * RANGE? Thus 125 meter per range ring on the closest setting?
3) Trying to sink subs with depth charges is a nightmare. I have read many of the posts regarding this and nothing seems to work. The two times I have succeded at this on training missions on easy settings were apparently blind luck. I saw someone post that AI subs always dive to 150 M so I set my charges for that and leave them there. After leading the target by a single range ring on the closest setting, and dropping a full spread I come up empty. 100 trials later nothing. How the heck the AI ALWAYS hits my sub in 1-2 charge runs is beyond comprehension. Playing a sub I never use the same depth twice yet I am always hit in 1-2 vollies. This makes depth evasion impossible, and removes one of the most critical defensive elements of the game for subs. One engineering player found an exploit that puts to use that junk we never thought we would use in grade school with the Pythagorian theorum. This of course requires the length of the hypotenuse which he obtains through an exploit involving the voice system. Kind of clunky, not real fun for something that is supposed to be entertainment, and since I have no microphone, NO GO. Another person posted sneaking up behind a sub and then dropping charges when they are one range circle behind. No dice. When you have a single FF trying to sneak up on multiple subs at different angles this does not work. When you try and flank the closest target, that presents the broad side of your ship to the others, who then fire off 10 or so torpedos so there is no evading. One of the early training missions pits a single player FF versus what 8?! subs. lol! Yeah thats training all right! Of course I do not think the most legendary naval captain of all time could survive 8 hungry subs with a lone FF... Heck I do not know why the subs even both to submerge or waste torpedos. They could all come to the surface and fire their 8 deck guns, to the FF's 1 deck gun, and save those $100k a piece torps. Because I cannot sink subs with surface ships and surface ships almost always are faced off against subs, that means I cannot play surface ships. There goes 50% of the game...
4) Sub weapons versus surface ships seem to work in a fairly logical fashion, so I have had some success there, despite the AI's ability to dodge torpedos that no human player could possibly see. (too bad the auto evade setting open to the player is no where near as effective.) Unfortunately since the AI never loses detection of a sub, and their depth charges never miss, [sure wish I could cheat like that!] defensive/evasive manuevers are pointless. Thus the sub game boils down to whether or not you can kill most of the escourts in your first salvo, then eliminate the target, or get a lucky spawn with the target right next to you so the game ends before the enemy escourts automatically destroy you. I am on the fourth or so mission in the American campaign as Silent Service, and the objectives are ridiculous. There are 30 ships on your map nearby, at least 8 of them are escourts, further there are at least 10 cargo ships that serve no purpose other than blocking your torpedos and forcing you to waste time identifying profiles you have no time for. Somehow you are supposed to find 3 oilers (not that the mission tells you that) amidst all this, kill all three of them, and survive 8 escourts full of unerring cyborg commandos. I guess I will not be getting past this mission so there goes the sub game. What's left?
Some of my quandaries:
1) Critical interface issues like setting torpedo depths versus submerged targets, or setting depth charge depth are either not mentioned in the manual, or mentioned in passing without descriptions of how to accomplish this in the actual interface. (I did eventually figure out how to set depth charge depth when the + button failed to increment, and the depth field was mysteriously non-modifieable, I accidently stumpled on some silly dial I though was window dressing and noticed the depth shifted! What luck!) (As far as shooting torpedos at submerged targets, I did not even know that was possible until an AI DE sunk my submerged Salmon Class with a topedo. In fact the AI does this regularly. How its torps never miss a submerged target and never fail to be at exactly the right depth is an issue for later)
2) Ranges are very difficult to tell. at the 500 lowest radar setting it would be pretty simple if there were 5 rings as all settigns would be divisible by 10. Unfortunately there are 4 rings so is every range ring .25 * RANGE? Thus 125 meter per range ring on the closest setting?
3) Trying to sink subs with depth charges is a nightmare. I have read many of the posts regarding this and nothing seems to work. The two times I have succeded at this on training missions on easy settings were apparently blind luck. I saw someone post that AI subs always dive to 150 M so I set my charges for that and leave them there. After leading the target by a single range ring on the closest setting, and dropping a full spread I come up empty. 100 trials later nothing. How the heck the AI ALWAYS hits my sub in 1-2 charge runs is beyond comprehension. Playing a sub I never use the same depth twice yet I am always hit in 1-2 vollies. This makes depth evasion impossible, and removes one of the most critical defensive elements of the game for subs. One engineering player found an exploit that puts to use that junk we never thought we would use in grade school with the Pythagorian theorum. This of course requires the length of the hypotenuse which he obtains through an exploit involving the voice system. Kind of clunky, not real fun for something that is supposed to be entertainment, and since I have no microphone, NO GO. Another person posted sneaking up behind a sub and then dropping charges when they are one range circle behind. No dice. When you have a single FF trying to sneak up on multiple subs at different angles this does not work. When you try and flank the closest target, that presents the broad side of your ship to the others, who then fire off 10 or so torpedos so there is no evading. One of the early training missions pits a single player FF versus what 8?! subs. lol! Yeah thats training all right! Of course I do not think the most legendary naval captain of all time could survive 8 hungry subs with a lone FF... Heck I do not know why the subs even both to submerge or waste torpedos. They could all come to the surface and fire their 8 deck guns, to the FF's 1 deck gun, and save those $100k a piece torps. Because I cannot sink subs with surface ships and surface ships almost always are faced off against subs, that means I cannot play surface ships. There goes 50% of the game...
4) Sub weapons versus surface ships seem to work in a fairly logical fashion, so I have had some success there, despite the AI's ability to dodge torpedos that no human player could possibly see. (too bad the auto evade setting open to the player is no where near as effective.) Unfortunately since the AI never loses detection of a sub, and their depth charges never miss, [sure wish I could cheat like that!] defensive/evasive manuevers are pointless. Thus the sub game boils down to whether or not you can kill most of the escourts in your first salvo, then eliminate the target, or get a lucky spawn with the target right next to you so the game ends before the enemy escourts automatically destroy you. I am on the fourth or so mission in the American campaign as Silent Service, and the objectives are ridiculous. There are 30 ships on your map nearby, at least 8 of them are escourts, further there are at least 10 cargo ships that serve no purpose other than blocking your torpedos and forcing you to waste time identifying profiles you have no time for. Somehow you are supposed to find 3 oilers (not that the mission tells you that) amidst all this, kill all three of them, and survive 8 escourts full of unerring cyborg commandos. I guess I will not be getting past this mission so there goes the sub game. What's left?