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Thread 2099516

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Anonymous No.2099516
Sea Power thread
How hard is this game to get into? I’ve never played the genre but it looks really cool. Is it worth it?
Anonymous No.2104896 >>2106045
Not hard, but you will definitely benefit from having an understanding of weapon system and unit capabilities. I love this game, its still in Early Access so there is some aspects that are jank, but it has come a long way since day 1. A lot of the early reviews are dated at this point, which is a shame because they can give prospective players the wrong impression.

There is practically an endless amount of missions and unit mods on the Steam Workshop. The beta branch introduced a linear campaign which is pretty neat and I'm currently replaying it.

The devs are constantly updating and responding to feedback with the Beta branch of the game. If you like Cold War era naval stuff and/or are a fan of Tom Clancy's Red Storm Rising (especially the "Dance of the Vampires" chapter) then this is a game for you.

I'm surprised this game doesn't pop up on /vst/ more frequently. Always seemed like perfect fit.

I'm biased of course, but I'd say its worth it.
Anonymous No.2106045 >>2106266 >>2106314
>>2104896
> Not hard, but you will definitely benefit from having an understanding of weapon system and unit capabilities

You talkin like, IRL autism tier shit or?
Anonymous No.2106266 >>2106314
>>2106045
I would call it IRL austism shit-adjacent. There are unit and weapon reference cards you can pull up in game. You can just pause the game and read them. Its pretty straight forward. There is even an "Encyclopedia" on the main menu that just loads an instance of the game where you can spawn the unit from the reference card and play around with it.

You can right click on a unit in-game or look through the cards index, read what weapons it has, and then you can click on those weapons and learn their ranges and what targets they can attack.
Anonymous No.2106314
>>2106045
>>2106266
also having a bit of autism about cold war doctrines is useful. I saw a youtuber lose the Missouri in the beta campaign because he got spotted by a Soviet trawler, something that they've done irl to improve their intelligence gathering.
Anonymous No.2110476 >>2110501
Update 4.0

>The changelog is quite large, but to highlight a few of the big features:
>Whales are now a feature to help make submarine combat a little less straightforward. Now you'll have to watch your fire!
>Many environment and VFX changes (Sea foam, wakes, and biome changes primarily) as well as an overhaul of the atmospheric fog
>Our first linear campaign series
>Explicit sensor control and improved control over torpedo attack depth (right click on weapon on bottom bar to see options, only applies to ship mounted launchers)
>And more than a month worth of bug fixes!

>Some of the up and coming goals we have are to
>Improve gunnery realism
>Tutorial missions
>Prepare for our first internal prototype of our AI infrastructure testing
>And moving trees into autogen system, which could lead to more additions to it to help make the game environment more realistic and varied plus should improve the overall performance

https://store.steampowered.com/news/app/1286220/view/497202657499284595?
Anonymous No.2110501
>>2110476
Adding whales has tripped me up a few times haha. I was so used to just dropping torpedos immediately on contact that i accidentally blew up Willy. I remember watching the torpedo race to its target, expecting to see a submarine pop into view and the shape became a whale and I went "oh no... <:(" and the poor fella exploded into pink mist.