Sea Power

Sea Power

Hunters or hunted? Broken?
Before the latest patches I managed to beat this scenario many times. But the last few weeks I think I've failed ten times consecutively. My RBUs wont hit the incoming torpedoes anymore. The hit ratio is about 1/4 at 1 nm range, and that is not enough with just two salvoes....

Also, I never locate the sub, at 1/3 or 2/3 speed, even with towed sonar.

Did something change regarding the RBU accuracy? Or sonar performance?
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Showing 1-7 of 7 comments
Seldkam Mar 15 @ 10:52am 
I don't play much anymore cuz the game is basically too rough to enjoy at this stage, but I did see in a recent patch that RBU accuracy was reduced, at least I believe it was? Regarding sonar performance I'm not sure...
Heresy Mar 15 @ 2:17pm 
Yeah, thank you... Dev update 02-21-25: "RBU nerfed". Whatever that means. A shame it made one mission unwinnable....
Heresy Mar 17 @ 2:24pm 
It isn't even possibleto win this mission now.
Grzmot Mar 17 @ 11:15pm 
it's important to note that the RBU system, while having the secondary capability of engaging torpedoes, was designed as an ASW mortar and not a torpedo APS. in reality, it would be near impossible to intercept a torpedo with the RBU system (even with active sonar) and the devs simply changed RBUs to reflect this more realistically as far as i understand - however, i believe they retained their ability to be fired accurately on submarines.
1. I was able to beat the scenario without relying on RBUs to kill the torps. I still lost the two smaller ships. The tactic that worked was using those two smaller ships to draw fire and triangulate the position the torps were fired from. Then I fire a SS-N-14 on that area which was close enough to cause the US sub to fire a noise maker. That told me where to send the rest of the SS-N-14s. They won't evade 3 at once.

2. RBUs utilize a very basic ballistic fire control. It has no settings for speed or leading the target. It's simply dump the rounds on a set point, that's all. Hence why the anti-torpedo ability was nerfed because in reality it's chances would be insanely small.
Cabal Mar 18 @ 1:25pm 
Originally posted by Seldkam:
I don't play much anymore cuz the game is basically too rough to enjoy at this stage.

Too rough you say? Damn... Harpoon and its very first scenario called Dawn Patrol from 1989; 4 Norwegian small boats and 2 frigs against 4 Nanuchka III and especially the scenarios later and the Designer Series packs... you are always on the verge of totally breaking down. I guess this is the way Sea Power has to be.
Last edited by Cabal; Mar 18 @ 1:28pm
Seldkam Mar 21 @ 3:11pm 
Originally posted by Cabal:
Originally posted by Seldkam:
I don't play much anymore cuz the game is basically too rough to enjoy at this stage.

Too rough you say? Damn... Harpoon and its very first scenario called Dawn Patrol from 1989; 4 Norwegian small boats and 2 frigs against 4 Nanuchka III and especially the scenarios later and the Designer Series packs... you are always on the verge of totally breaking down. I guess this is the way Sea Power has to be.

I'm talking about the actual play experience and not so much the difficulty. Air play needs a lot of work. Micromanagement in general is superfluous. The UI could use a lot of work too, but that's not so important compared to the AI and general UX.

Like, I don't want to have to tell each F-14 to engage the enemy fighters directly behind them instead of the enemy fighter 40KM away. It's things like this that make me just want to watch the game be played by someone else instead of play myself.

Or just weird things, like AA hawks not using their missiles at all, whether being told to manually fire at air targets or on weapons free.

There are a lot of things I could say. I mean, I've played 70 hours, it's not horrible, but it's definitely in need of a lot more work before I want to spend more time on it.
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