Cold Waters

Cold Waters

Unferth Jun 11, 2017 @ 10:47pm
Landing spec ops missions
Are you ♥♥♥♥♥♥♥ kidding me with this stupid ♥♥♥♥♥♥♥ misson?

2 times now, leaving landing spot, havent made a sound, Heli overs over me drops torps... lol GG game over.

First time I got away with a torp that hit me to 70%. Then when trying to get back to Holy Loch I get intercepted. Come to full stop immediatly without cavitating and 2 surface ships and a sub start spamming me with torps.... BUT I dont have any weapons on board BECAUSE I HAD TO UNLOAD THEM ALL FOR SPEC OPS! I used decoys when landing spec ops because no point in killing enemy ships.
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Showing 16-30 of 31 comments
Rune248 Jun 14, 2017 @ 6:57pm 
You could try to help him instead of just trying to be cute.

OP I agree that right now helos are absolutely psychic sometimes. I'm not sure what to tell you other than that if you really want to you can edit their sensors. At first I thought they were only going for launch transients. This is NOT the case. They can automagically find you sometimes on ultra quiet and deep without any indication that you're even there. This is something that should happen 2% of the time, not constantly. I think the devs were overcompensating for some perceived failing in the helos and therefore overpowered their sensors.
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I agree, I've run into the exact same problem and i'm not sure if I'm crazy, unlucky or if the game is tilted. I'm going with the latter because i've come so close. SO CLOSE. I was actually able to drop my SEAL team before being spotted by a heli. I ran quiet, I checked my periscope and ECM or whatever, and ran Ultra quiet the whole way and I do mean the whole way. I never cavitated, not even once. Heck, there wasn't even a ship pinging active sonar! Yet the helicopter was still able to find me! He dropped two torpedos and continued to follow me all the way out of the port, I circled around, did a 180, etc he still followed me like I was wearing a neon "kill me" sign, he didn't even run out of fuel, he even called in a friend who dropped two more torpedoes! I sank no ships and miraculously dodged every torpedo and sea-mine like I was in the damn circus, sped away into deeper waters and guess what happened after I could finally leave the area?
Mission failed.
I was detected.

At least i'm assuming that's what happened because the game won't tell me why I failed. I deployed the SEAL team! Am I supposed to wait for them to accomplish their mission and then sneak away? There's no section in the manual or the in-game-help-guide regarding "Spec-Ops." Not one sentence on how to use them or even what they do! There's not even a training scenario regarding "Spec-Ops Insertion." I seriously had to assume in the middle of the mission that I had to go to the blue-circle on the tactical-map, then come to a full stop and then click on them in my submarine's stores. The XO in the game, who warns you every time "Sir, we're cavitating!" doesn't even give you a notification telling me "Sir, The Seals are away!" or something, anything! There's not even an animation of the Spec ops getting out.

All in all, this mission type is ♥♥♥♥♥♥♥ broken for more reasons than one. Helis are overpowered and the game simply doesn't give you enough information.

If anyone has a solution i'm unaware of or if we could get Killerfish Games' attention to this problem, I would like to know because I really want to play this game!
Last edited by Rune248; Jun 14, 2017 @ 7:53pm
Kreole Jun 14, 2017 @ 7:03pm 
I predict these will be fixed next patch....:steamhappy:
Killerfish Games  [developer] Jun 14, 2017 @ 7:17pm 
We're aware of it.
There was a diceroll where if detected, there was a chance for SEALs to be captured. It is getting removed cause dicerolls are not fun or have a predictable outcome based on player action.

Insertion missions used to automatically end upon deploying the SEAL team, but this was removed when we added the "leave combat" mechanic. It might get added back.
Rune248 Jun 14, 2017 @ 7:39pm 
Originally posted by Killerfish Games:
We're aware of it.
There was a diceroll where if detected, there was a chance for SEALs to be captured. It is getting removed cause dicerolls are not fun or have a predictable outcome based on player action.

Insertion missions used to automatically end upon deploying the SEAL team, but this was removed when we added the "leave combat" mechanic. It might get added back.

Can you please add a training mission or at least a scenario regarding "Spec-Ops Insertion?" There's no entry in the help menu and i'm super-confused about what I'm supposed to do in the mission. Can you provide more details and tactics on how the player can remain undetected in shallow waters? Y'know, where the ports are? Also, helicopters... I've tried running silent and all-stop and they'll still make a B-line for my sub without warning. I'd recommend you also add the mission-end mechanic after inserting the SEALs just because it takes so long to plan and sneak to the Insertion-zone. you're pretty much asking the player to circle around to the other side of the map running 1/3rd speed. It takes less time for me to sink a 5-sub wolfpack than it does to insert a SEAL team.

All these factors really make these kind of mission so much more frustrating.
Last edited by Rune248; Jun 14, 2017 @ 7:44pm
SweatyNeckbeard Jun 14, 2017 @ 8:01pm 
Originally posted by ChaoticKill:
OP I agree that right now helos are absolutely psychic sometimes.
At least i'm assuming that's what happened because the game won't tell me why I failed. I deployed the SEAL team! Am I supposed to wait for them to accomplish their mission and then sneak away? There's no section in the manual or the in-game-help-guide regarding "Spec-Ops." Not one sentence on how to use them or even what they do! There's not even a training scenario regarding "Spec-Ops Insertion." I seriously had to assume in the middle of the mission that I had to go to the blue-circle on the tactical-map, then come to a full stop and then click on them in my submarine's stores. The XO in the game, who warns you every time "Sir, we're cavitating!" doesn't even give you a notification telling me "Sir, The Seals are away!" or something, anything! There's not even an animation of the Spec ops getting out.
There actually is a message saying the SEALS are away, it's quick like the other messages and yes it'd be nice if the messages were logged or more noticeable.

As for the helos changing the Maddetection range=1000 in the config.txt to between 500 and 100 should make them behave less superhuman.
Last edited by SweatyNeckbeard; Jun 14, 2017 @ 8:01pm
Killerfish Games  [developer] Jun 14, 2017 @ 8:56pm 
In Help, Campaign section:

INSERTION AND LAND STRIKE MISSIONS
These two missions require specific actions to be carried out.

INSERTION: you must return to your home base and take on a party of Spec Ops. Then sail to the destination where you need to infiltrate an enemy location. On the Tactical Map will be displayed a deployment zone into which you must sail (preferably undetected), then come to a stop at less than 100 ft depth for the Spec Ops team to depart. Once departed, they will attempt to undertake their mission. If your submarine is engaged by the enemy or detected on route, shore defences will be on high alert and may capture your Spec Ops team before they can carry out their mission, making stealth of the upmost importance.

LAND STRIKE: you must return to your home base to acquire the number of land strike weapons specified by your orders. Then sail to the destination where you need fire those weapons into a deployment zone (marked on your map). Missiles reaching the deployment zone will automatically be terminally guided to their target. Note that enemy ships may be in position with the ability to shoot down missiles en route. This mission type will only be given if your current submarine is capable of equipping land attack missiles.

Single Mission #8 (Narvik Caper) is an insertion to practice.
We've also made the Orders text highlight in red/green to help prompt you to pick up the SEAL team i version 1.02.

Any other suggestions to make these missions more intuitive?
bugkill5000 Jun 16, 2017 @ 8:31pm 
Originally posted by Killerfish Games:
In Help, Campaign section:

INSERTION AND LAND STRIKE MISSIONS
These two missions require specific actions to be carried out.

INSERTION: you must return to your home base and take on a party of Spec Ops. Then sail to the destination where you need to infiltrate an enemy location. On the Tactical Map will be displayed a deployment zone into which you must sail (preferably undetected), then come to a stop at less than 100 ft depth for the Spec Ops team to depart. Once departed, they will attempt to undertake their mission. If your submarine is engaged by the enemy or detected on route, shore defences will be on high alert and may capture your Spec Ops team before they can carry out their mission, making stealth of the upmost importance.

LAND STRIKE: you must return to your home base to acquire the number of land strike weapons specified by your orders. Then sail to the destination where you need fire those weapons into a deployment zone (marked on your map). Missiles reaching the deployment zone will automatically be terminally guided to their target. Note that enemy ships may be in position with the ability to shoot down missiles en route. This mission type will only be given if your current submarine is capable of equipping land attack missiles.

Single Mission #8 (Narvik Caper) is an insertion to practice.
We've also made the Orders text highlight in red/green to help prompt you to pick up the SEAL team i version 1.02.

Any other suggestions to make these missions more intuitive?

Adding a SDV model would be great or models of 4 man Seal team swimming from the sub to the surface.
StratusCloud Jun 17, 2017 @ 1:35am 
For seal insertion, what happens after the team departs? I feel like I should wait to pick the seal team back up, but I waited over 10 real life minutes with time compression on and nothing happened. There's no indication on what I should do next. I've spent much more time in this mission than any other, I really don't want to risk failing it by leaving combat.
theCarthaginian Jun 17, 2017 @ 1:57am 
Originally posted by StratusCloud:
For seal insertion, what happens after the team departs? I feel like I should wait to pick the seal team back up, but I waited over 10 real life minutes with time compression on and nothing happened. There's no indication on what I should do next. I've spent much more time in this mission than any other, I really don't want to risk failing it by leaving combat.

That was why they mention in the 'what are the plans for getting them back' in the newspaper article.
;-)
Simple answer is they are planning another boat to come pick them up somewhere else along the coast when it cools off.
Exit the mission and you have done the job.
Last edited by theCarthaginian; Jun 17, 2017 @ 1:58am
JuggernautOfWar Jun 17, 2017 @ 1:58am 
Originally posted by StratusCloud:
For seal insertion, what happens after the team departs? I feel like I should wait to pick the seal team back up, but I waited over 10 real life minutes with time compression on and nothing happened. There's no indication on what I should do next. I've spent much more time in this mission than any other, I really don't want to risk failing it by leaving combat.
Once you get confirmation that the team is away press ESC and leave combat if no conditions are preventing you from doing so. Upon ending the mission you should get a news bulletin showing the outcome of their mission.
Some bastard Jun 17, 2017 @ 2:30am 
Use silent running, locate targets, choose a path that takes you away from the patrols and that keeps your sub at an angle where your prop or side is not exposed. Go deeper, use speed to manouver w/o cavitating... silent running when approaching drop point, all stop, 100 feet... drop down, press escape to end mission.

If you get "spotted" (targets moving towards your position, active sonars), you need to bug out and re-try... this is why you need to manouver for good distance, don't get close to anything.
Last edited by Some bastard; Jun 17, 2017 @ 2:31am
Sugar Jun 17, 2017 @ 2:55am 
+1

Low & slow
Try sneaking in where they dont expect you to ;)

http://steamcommunity.com/sharedfiles/filedetails/?id=948735938
StratusCloud Jun 17, 2017 @ 5:14am 
Originally posted by theCarthaginian:
Originally posted by StratusCloud:
For seal insertion, what happens after the team departs? I feel like I should wait to pick the seal team back up, but I waited over 10 real life minutes with time compression on and nothing happened. There's no indication on what I should do next. I've spent much more time in this mission than any other, I really don't want to risk failing it by leaving combat.

That was why they mention in the 'what are the plans for getting them back' in the newspaper article.
;-)
Simple answer is they are planning another boat to come pick them up somewhere else along the coast when it cools off.
Exit the mission and you have done the job.
Well I know that now, but when I was doing the mission I don't think I saw anything telling me it was ok to leave. The game could've given me a timer then loaded the Seals back up, or just say something after dropping them off like "mission accomplished, another NATO sub is en route to pick up the seal team."
theCarthaginian Jun 17, 2017 @ 5:17am 
Yeah, it does take a second of "is that it" to think about leaving.
stb155 Jun 17, 2017 @ 6:12am 
Originally posted by Killerfish Games:
INSERTION: you must return to your home base and take on a party of Spec Ops.

(preferably undetected)

Any other suggestions to make these missions more intuitive?

Do i have to load them somehow (like weapons ?), or do they automatically board when i reach home port ?
Is there an indication that they are on board ?

How is "detected" specified ?
Can i sink some of the patrolling ships before they get close enough to identify me, or does that already count as detected ?


A training mission would help.
To see their mini-sub modeled on the back of the sub when they are on board would be cool.
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Date Posted: Jun 11, 2017 @ 10:47pm
Posts: 31