Cold Waters

Cold Waters

rokvam Apr 23, 2018 @ 3:18pm
Torpedo not beeing "spoofed" at all... Bug or intentional?
Have played the 1.12 update in SCS for a few hours now, and I must say, with the exeption of the bugs allready reported (most of which I yet have to experience), I find the use of combat tactics working again to some extent, and that was a relief.

But I have encountered a situation, and I struggle to see if this is a bug, or if it's intentional.
I think I have heard mentions of this happening to other players as well. Anyway... here goes!

I got the mission to engage Chinese SSK's targeting the shipping in the gulf of Tonkin. I found the subs, a Song and a Ming, and proceded to get into their baffles, and fired my ADCAPS.

After some time, the Song and the Ming detected my torpedoes, and predictevly fired torpedoes in my direction. It actually looked as they were adjusting the path of the torpedoes (the Song was anyway), because they moved with me as I tried to manouver to get out of their path even when they were to far away to be homing.

I managed to sink both submarines, but two of their torpedoes caught up with me, and I started my manouvers to shake them loose. One of the fish was spoofed by my noisemakers and my knucles, but the other one was immune to all my attempts to fool it, and I do mean all!

Now, had the subs been "alive" to still have wire guidance I could accept this behaviour, but knowing full well that they both were sunk, I do feel that at least some of my attemts at spoofing should have worked. If not the knucles, one of three noise makers should at least have the torpedo confused just a little bit.

What I wonder about is this:
Is this torpedo behaviour intentional? Or is it a bug?
If it is intentional I find it cool and scary at the same time, as I find the knucle thing a bit exaggerated, and would surely welcome torpedoes that took some more clever manouvering and/or more than one noisemaker to fool.

But what I encountered was a torpedo completely immune to all attempts of "spoofing".
All the noisemakers and knucles in the world was not enough. The only thing that worked was the use of trim up and down to maximum, as this made the torpedo miss on it's passes.

Anyone?

-Dolphin 48
Last edited by rokvam; Apr 23, 2018 @ 3:20pm
< >
Showing 1-12 of 12 comments
toinkertoy Apr 23, 2018 @ 3:43pm 
Yeah I can’t find it right now but another player indicated that enemy torpedos seems to be uneffected by counter measures (as if they were being wire guided) even after the enemy sub had been sunk! You’re not alone here!
toinkertoy Apr 23, 2018 @ 3:49pm 
Originally posted by Justicier:
Originally posted by Vanguard(Aqua):
did that the han(i think mighta been something else) was long sunk the torpedo was acting like it was still wire guided(or somebody stuck a magnet to my prop) it wouldent shake ntill i decoyed or MOSS'ed

Ahhh well that's a horse of a different color... what you're describing is exactly what I experienced in the previous release version, except it was a Tango class that I had killed after it launched TEST-71s.

Originally posted by DarthHammer:
To add my 2 cents to the "banana torpedo" situation, I've also encountered the issue where those torpedoes will not be affected by knuckles or decoys. But I've also had situations where I was able to decoy away that type of torpedo.

So far, the only times I've had the bugged ones are when they're fired from a Ming Class sub, I'm resonably sure. Maybe it's a bug with that sub and not the torps themselves.

The trigger for the bug seems to be when the parent sub of a wire guided torpedo is killed... the torpedo that they launched that is still in transit then acts like it is possessed and will track your sub no matter what, ignoring decoys/knuckles.

I thought KFG fixed that. :steamsad: Unfortunately, it appears the "Night of the Living Wire Torp" is still very much a thing.
Justicier10-7 Apr 23, 2018 @ 3:52pm 
Song and Ming both use the Yu-5... which is wire guided. I have seen this reported consistently with the SCS beta... that the "banana" torpedo tracks through noisemakers and knuckles.

I don't think this is specifically a Yu-5 issue though, I believe this issue is AI-specific and affects any wire-guided torpedos... We're seeing more reports of this now because of the frequency in which the Yu-5 is encountered in the new campaign.

Months ago I reported the same issue with the TEST-71 fired from a Tango. I had killed the sub after they shot a torpedo at me first. *That* seems to be the trigger... killing a parent sub while they are wire-guiding their torpedo.

At that point, instead of the wire being cut and the torpedo going into its standard homing mode, it gets locked into an AI "wire guided" routine and tracks its target regardless of countermeasures.
Justicier10-7 Apr 23, 2018 @ 3:54pm 
Heh, you beat me to it toinkertoy :KOh:
toinkertoy Apr 23, 2018 @ 3:57pm 
Originally posted by Justicier:
Heh, you beat me to it toinkertoy :KOh:

Yeah I finally found the post! In fact I have a distinct memory of your initial topic started about this with a TEST-71 torp fired by Kilo I believe it was. So this maybe a broader issue with enemy wire-guided torpedos!
Last edited by toinkertoy; Apr 23, 2018 @ 4:00pm
Justicier10-7 Apr 23, 2018 @ 4:08pm 
Originally posted by toinkertoy:
Originally posted by Justicier:
Heh, you beat me to it toinkertoy :KOh:

Yeah I finally found the post! In fact I have a distinct memory of your initial topic started this with a TEST-71 torp fired by Kilo I believe it was. So this maybe a broader issue with enemy wire-guided torpedos!

Yep, there were a couple different encounters I had with the bug, one of which was a Kilo that I had killed after it fired, the other was the Tango. Given that both subs carry TESTs and they were both killed after launching their torps before I saw the bloody things ignore all countermeasures... I put two and two together.

I do wonder, however... if the torpedo had not "gone active" yet before I killed the parent sub. If this is the case, it may mean that the AI updates the torpedos steerpoints via the wire, but once the torpedo goes active, the wire is cut, and it follows its normal homing routine.

I mention that because I have killed the parent subs before and not experienced the "Night of the Living Wire Torp"... so in that regard it is inconsistent... unless it has to do with whether or not the AI chooses to cut a wire prior to death, rather than the AI dying with it active.

There's only a few possibilities left, I think we're close to pinpointing the root cause of the issue...
Last edited by Justicier10-7; Apr 23, 2018 @ 4:08pm
boris.glevrk Apr 23, 2018 @ 5:57pm 
Yes there are some sub launched torps (usually the Yu-series) to be immune to ALL countermeasures. Given the fact that this doesn't seem to affect Soviet and aerial torpedos, I'd say it's at least semi-intended (i.e. the more immunity is intended, but may be not COMPLETE immunity)

I would suggest evade those Yu-series torps before they get a lock on you. These subs no longer use wire guidance to follow you once they are running away from you (i.e. unable to track your movement via sonar), so you can start evading as long as you see them starting to run away.
Raider_1001 Apr 24, 2018 @ 8:53am 
I noticed as well, had one case where the soon-to-be-dead enemy sub launch 2 Yu-5 torpedo at me at the same bearing, and only one is actually dodgable. No frigging wonder the glow boat with its yellow torpedo is so damn overpowered on my last play through....
rokvam Apr 24, 2018 @ 9:07am 
Perhaps the developers could weigh in here? Is this intentional, or is it abug?

If it's intetional, I love the fact that torpedoes don't fall for the knuckle and decoy all the time!

But maybe there should be a better balance?

Right now we have the majority of torpedoes, all spoofable with the knuckle and the decoy...
All the time...

And then we have the occasional wireguided, 100 % un-spoofable torpedo, which never ever falls for knuckles or decoys... not even after the wire is cut...

- Dolphin 48


vadupleix Apr 24, 2018 @ 3:29pm 
I noticed the same in the 84's campaign after the update (didn't play much before the update so couldn't tell if that's new) so this is probably not a Chinese specific issue
rokvam Apr 24, 2018 @ 3:48pm 
Originally posted by vadupleix:
I noticed the same in the 84's campaign after the update (didn't play much before the update so couldn't tell if that's new) so this is probably not a Chinese specific issue

Yeah, I have heard other report this in the 1984 campaign in patch 1.09 e as well.

I played the 1.09 e to death, but never experienced this issue on that patch myself.

- Dolphin 38
SkySG1 Apr 25, 2018 @ 5:27am 
I seem to be experiencing the same with specifically the TEST-71.
One fired by a chinese Kilo just killed me.
The Yu-5 seems to be tough but possible to evade.

On the other hand ADCAPs are a total monster. I barely ever missed, even with a bearing only shot.
(Same thing when one gets to home-in on me)
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Apr 23, 2018 @ 3:18pm
Posts: 12