
Command ships, submarines and aircraft in the South Pacific during WWII.
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Reviews
Themes across 821 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Sehr gute Kampagne
i really wanted to like this game it is a really cool idea...but it just wasnt done right the AI subs are extremely overpowered. The air battles always feel one sided. Ai seems to spawn ships out of thin are and when you are beating them they will just run until the advantage is on their side. Extremely disappointed in this game i will be getting a refund
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 825 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Buggy as hell
for some reason japan really likes bombing any target near rabaul, you'll notice when you start multiple new campaigns anyway cool
Es gab mal früher ein Spiel Burning Steel da ging es um die Atlantik Schlacht. Hier das Spiel ist echt gut gemacht und könnte ein Nachfolger des alten Spiels sein. Klar es ist noch in einer Beta aber bis jetzt ist es schon gut bis sehr gut die Grafik auf jeden fall die ein oder andere Steuerung hakt noch ein wenig. Die Idee die dahinter steckt ist allerdings Klasse und bietet noch Vieles Nach oben ist noch Luft. Weiter so...
it got better over time
好玩,就是需要操作的东西实在太多了,手忙脚乱的。
Great game , I have enjoyed it.
I'm 132 hours in and still haven't captured Guadalcanal (though I'm on my 2nd attempt and nearly there). I'm just playing the vanilla version, but plan to try out the Tokyo Express mod once I finish my first playthrough. I haven't experienced any of the things described in the negative reviews I've seen. I have seen enemy ships react instantly to torpedoes, though this is somewhat realistic as torpedoes are noisy, especially at close range. You absolutely can spot enemy torpedoes at range, there's usually a distortion on the surface that can be spotted. You may have to swap viewpoints to see it. Sometimes the ship at the front of a formation can't see the torps but the tail end can. If your task force gets an encounter and there's no enemy ship/plane icon on the map, it's almost certainly a sub attack. Turn your ships 90 degrees and go top speed until you work out where the sub is. If you hold your course and speed, yes, you will get hit by torpedoes. Enemy ship formations don't just appear and disappear as one review stated. Try leaving a sub near Rabaul and you can see task forces come and go. The same formation you beat up over near Savo Island will show up a few days later at Rabaul to get repairs. If you don't scout, you won't see. WotS has become one of my all time favorite singleplayer games. Look through the good points here and consider just how many choices you have to make. This is good game design. The Good - Huge variety of ships for both US and Japan, including a few Commonwealth cruisers. - Ships cost points and points are limited. You can pull out a battleship in your first task force if you want, but you'll have few ships to defend it. - Ships are limited to just those in the lists. If a ship is sunk, it's lost for the entire campaign. - Ship models look good. - Logistics is important but not at all burdensome. You never have to micromanage fuel, but your ships will need to restock after a few engagements. - The game forces you to make choices in a realistic way. You don't have the resources you need, and you have to choose where to deploy your assets for the best effect. - Finding the enemy is half the battle. You don't know where enemy forces are unless you send units out to perform recon. - Combat is challenging, especially early on. Sometimes it's better to withdraw your forces than to press a foolish attack. - Naval groups are limited to 10 ships, though this isn't necessarily unrealistic for the time, and it forces you to put thought into your group compositions. - Enemy air attack is legit terrifying at times. - Damage control has lots of options, like pre-flooding a magazine to prevent an explosion when there's fire on board, or counter-flooding a compartment to correct a list. - Sea state and weather plays a significant role both at the strategic and tactical level. - Torpedoes and bombs can be duds. On the torps it's perhaps a little forgiving, as the real MK14 torpedo was notoriously bad due to its Mk6 exploder mechanism. - Watching Dauntless dive bombing is pretty cool. Those pilots must have been insane. The OK - Once you have a lot of aircraft in flight, it can become tricky to manage. Routes can be set to repeat but it would be good if some more automation could be offered for strike aircraft to launch on regular patrols. - The strategic map can be a bit laggy. There's some kind of performance issue there sometimes, typically after exiting a battle. - There's no punishment for wasting planes. I can send 2 squadrons into battle and hurl them against an enemy task force, lose most of them, and then just swap my carrier out for another one to get more planes. It would be good if there was some kind of pilot skill attrition when pilots are lost. (This is basically how Japan lost all their skilled pilots in real life WW2.) - Aircraft carriers cannot launch aircraft in battle. You can only launch them from the strategic map. It would have been cool to be able to scramble fighters for an incoming air raid, but sadly in battle mode they're just there to be targets. It's ok once you accept this, but I think it would have been nice to see aircraft launches, especially in longer battles. - You can kind of cheese the submarine gameplay. Launch some torps, then dive and hit retreat. Often times the retreat timer will be done before the escorts can reach you. - Multi-selecting ships in battle and forming sub-groups is tricky at first. - Air combat is just ok. Don't expect a DCS-like pilot AI here. It would have been nice to see more thought out tactics employed by AI, and taking manual control of the planes doesn't provide any kind of advantage. The Bad - More thought should have been put into the enemy AI and how they compose their task forces. It seems the biggest ships are always at the front of the formation, and they always choose the same formation (2 line). So you'll see 2 BBs, then 2 CAs, then 2 CLs, then 4 DDs. The only variety is when a carrier is present, which is usually in the middle. I've also seen CVs used as convoy escorts. It would be far more realistic if the enemy was more cautious with their carriers and battleships. TLDR: If you're at all interested in WW2 and/or RTS games, give this a try. It takes some getting used to, but it truly is a great game!
Another game with so much potential and a lot done right, but then the final details are messed up. Example: - Aircraft can not detect submarines at the strategic map (where subs will be surfaced 98% of the time), but aircraft can detect submarines at the tactical map...even when they are submerged - Submarine placement is wonky: subs in perfect ambush position at the strategic map will suddenly not be near their target in tactical combat, and vice versa - After engaging an enemy group, they will vanish from the strategic map for a certain amount of time, no matter how many recon aircraft are overhead. That makes air attacks in multiple waves almost impossible and makes no sense. - Japanese Zeros can easily shoot down American B17 Flying Fortress in close formation without much worry about the massive defensive fire of the many turrets. But American Wildcats are regularly shoot down when they engage an Japanese Scout Sea Plane with a single MG at the back, Engagements between surface units are really fun, especially due to the detailed damage control. But since it's a historical accurate simulation, they rarely happen in campaign mode. It's more "Air war on the Sea". PS: In my eyes, the game would be much better with turn based combat at the strategic map like in the Total War Series. That would solve a lot of issue right from the start.
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