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Cold Waters

Cold Waters

87 Tích cực / 2997 xếp hạng | Phiên bản: 1.0.0

Killerfish Games

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Tải xuống Cold Waters trên PC với Trình giả lập GameLoop


Cold Waters, là một trò chơi hơi phổ biến được phát triển bởi Killerfish Games. Bạn có thể tải xuống Cold Waters và các trò chơi steam hàng đầu với GameLoop để chơi trên PC. Nhấp vào nút 'Nhận' sau đó bạn có thể nhận được các giao dịch tốt nhất mới nhất tại GameDeal.

Tải trò chơi Steam của Cold Waters

Cold Waters, là một trò chơi hơi phổ biến được phát triển bởi Killerfish Games. Bạn có thể tải xuống Cold Waters và các trò chơi steam hàng đầu với GameLoop để chơi trên PC. Nhấp vào nút 'Nhận' sau đó bạn có thể nhận được các giao dịch tốt nhất mới nhất tại GameDeal.

Các tính năng của Cold Waters

After tracking a Soviet landing force bound for Iceland it is time to plan your attack. Do you silently close in to torpedo the landing ships and escape during the resulting chaos? Or strike with long-range missiles but risk counterattack from the enemy escorts? Have you detected them all, could another submarine be out there listening for you? Has the hunter become the hunted? Will you survive the Cold Waters?

Inspired by the 1988 classic “Red Storm Rising”, command a nuclear submarine in a desperate attempt to prevent “mutually assured destruction” when the Cold War gets hot and WWIII begins.

You will be tasked with intercepting convoys, amphibious landings, insertion missions and battling it out with enemy warships, submarines and aircraft. Thankfully, an arsenal of wire-guided torpedoes, anti-ship and cruise missiles and the occasional SEAL team are on board to keep the Iron Curtain at bay.

Major Features:

- Real-time naval combat

- Over 40 classes of ships and submarines all meticulously researched

- Dynamic Campaign where your performance matters

- Realistic sonar model

- Authentic Soviet combat tactics

Cho xem nhiều hơn

Tải xuống Cold Waters trên PC với Trình giả lập GameLoop

Tải trò chơi Steam của Cold Waters

Cold Waters, là một trò chơi hơi phổ biến được phát triển bởi Killerfish Games. Bạn có thể tải xuống Cold Waters và các trò chơi steam hàng đầu với GameLoop để chơi trên PC. Nhấp vào nút 'Nhận' sau đó bạn có thể nhận được các giao dịch tốt nhất mới nhất tại GameDeal.

Các tính năng của Cold Waters

After tracking a Soviet landing force bound for Iceland it is time to plan your attack. Do you silently close in to torpedo the landing ships and escape during the resulting chaos? Or strike with long-range missiles but risk counterattack from the enemy escorts? Have you detected them all, could another submarine be out there listening for you? Has the hunter become the hunted? Will you survive the Cold Waters?

Inspired by the 1988 classic “Red Storm Rising”, command a nuclear submarine in a desperate attempt to prevent “mutually assured destruction” when the Cold War gets hot and WWIII begins.

You will be tasked with intercepting convoys, amphibious landings, insertion missions and battling it out with enemy warships, submarines and aircraft. Thankfully, an arsenal of wire-guided torpedoes, anti-ship and cruise missiles and the occasional SEAL team are on board to keep the Iron Curtain at bay.

Major Features:

- Real-time naval combat

- Over 40 classes of ships and submarines all meticulously researched

- Dynamic Campaign where your performance matters

- Realistic sonar model

- Authentic Soviet combat tactics

Cho xem nhiều hơn

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Thông tin

  • Nhà phát triển

    Killerfish Games

  • Phiên bản mới nhất

    1.0.0

  • Cập nhật mới nhất

    2017-06-05

  • Loại

    Steam-game

Cho xem nhiều hơn

Nhận xét

  • gamedeal user

    Mar 25, 2022

    If you want a more "realistic" expereince, get the "DOT" mod. It's an exe install and super easy. I play Uboat and SH3 (GWX mod) and have been looking for a more realistic cold war era sub game. Dangerous waters is cool, but it's a little too much of a simulator for me, and it's not. . . graphically appealing. Which does have effects on my decisions, and I don't have high standards. SH3+GWX doesn't look exactly. . . great. But, if you don't mind the more "arcadey" mechanics (they are done with a perfect balance of arcade and realism, IMO, esp w DOT mod) it's by far and away the best modern cold war era sub game. Or modern sub game in general. Not for the hardcore "sub simmer," but if you're a casual simmer or even a moderate simmer, this will do well for scratching that cold war era itch. The campaigns are dynamic, your actions and failures or victories matter. There are like 5 whole campaigns with DOT mod that are all well done and thought out to keep you entertained for serveal playthroughs. On top of that, there are dozens of premade missions that are super fun and play differnelty every time. There's nothing like knowing there are enemy subs around, they know where you're at, and you're both hunting each other, trying to stay in the right depth to catch them before they catch you, managing your cavitaiton and speed, torpedo types and settings, tactics against all the types of subs and surface ships. . . every interaction is different, every game is different, it's fantastic and I can't rec it enough if you're into this type of stuff at all. The only person I would not rec it for is the, again, hardcore sub simmer. Someone who wants to calculate everything themselves and basically run the whole ship singlehandedly. I don't mind that in a WW2 sub, but in a modern sub like this? nahhh the balance, esp with the DOT MOD, are faaaaantastic. I have around 200 hours, not 14. Not all are on steam : )
  • FrostBite'sAce

    Jun 3, 2023

    So, a quick tl;dr for those of you who don't want to read through the totality of my review: recommended, although extended playtime and replays will probably require mods to keep engaged. Look for the * in my review to find my recommendations for said mods. For those of you who wish to actually read through it, here's the start. Cold Waters is something I'd call a sim-lite. It's not nearly as arcade-like as Ace Combat nor in-depth (heh) or detail orientated as something like DCS, but instead uses approximations and knowledge known to the public to create an engaging and sometimes incredibly tense game with encounters that WILL challenge you regardless of skill level and play time. Obviously, there are some flaws with the game will I will mention later on, but I do believe that Cold Waters does deserve your attention and at least a spin if you think you can determine if you wanna play this game through the course of two hours. Granted, if you're afraid of even the $40 USD price tag, you can wait for a sale which will generally be favorable and will often times be found during the usual seasonal stuff. Now, I'll get to what I think makes this game good. Not great, not decent, but good. Details within the game, although not extremely pretty, are very much up there when it comes to small details up to the impressive models that one could at times overlook. Launch noises, crew assistance through callouts (kinda Arma level, but you gotta keep things light on the voice files unless you want to start making a new line for every single degree of bearing), weather affects on the sea noise level- there's a lot one could miss when you start to pay attention. Equally, on the surface (heh), details are also good. General sound effects, visual effects, fairly realistic weapon behaviors, surface fleet formations, inclusion of civilian shipping (mostly in the China Sea campaign), textures, and so on. With that being mentioned though, do not expect this game to look like games of the same year when it released. Make no mistake, this is a smaller game developed by a smaller team, so things won't be super-duper clear or shiny, but things will, as intended, still look good overall. Much like looks, the AI behaves good overall as well. Although there are some extremely odd behaviors at times as mentioned in other reviews, these I believe are mostly down to surface vessels attempting to maintain a formation and then feeling the need to resort as the encounter begins despite the fact that they shouldn't have an idea that you're there yet and often won't. ASW (anti-submarine warfare) aircraft are much more in line and will generally patrol an area ahead of a fleet or target that you want to hit which is primarily the job of helicopter patrols while fixed wing ASW units will patrol a wider area, each using a mix of sonar and surface radar to sniff you out. They are persistent and sometimes even break the flow of the game with how annoying they can become if you're spotted. As far as your own side goes, you won't be seeing any of your own fleets or friendly ships which I feel is a missed opportunity for unique missions, but they are still fairly varied even without needing to deal with friendly units. However, in campaigns, you can view how the wars progress as you complete missions, whether they be preventing enemy subs or surface vessels from breaking out and hitting convoys or going on the aggressive and hunting capital or replenishment ships alongside their escorts. Hell, even in the later campaigns, you can get tasked with getting a special forces team somewhere in the warzone or even launch cruise missiles for strikes behind enemy lines. You will be kept on your toes for missions and once you start getting into a rhythm, you will eventually slip up and will be punished for it. Be careful. Speaking of mission variety, there is also a very nicely diverse set of campaigns that come with vanilla, of which there are three: North Atlantic in '68, North Atlantic in '84, and the China Sea in 2000. Now, one might ask about two of those being in the same area- but the eras, despite them being only 16 years apart, see the capabilities of both your own boat and the enemy's go FAR higher. Sonar, quieting, weapons, tactics- all got better, especially for NATO, within that relatively short time span and thus both campaigns demand radically different approaches, things that you could get away with in the '68 campaign won't at all be possible in the '84 campaign as you'll have to be far, far more cautious, but you also become far, far more deadly. The sharper contrast in these campaigns is the China Sea campaign which takes place in the year 2000. Now, things here are obviously more advanced as well, but the jump isn't as felt. However, your environment is radically different and the distance to your home port is much further. Shallower waters, a more varied mix of enemy capabilities (some worse), and a greater distance to constantly travel adds another layer of depth (heh) to this campaign and will force you to consider what you engage and where carefully. All of these things make for an engaging and interesting game of what often times turns from an ambush into cat and mouse, whether it be against submarines or surface vessels. * - Playable Subs and More Pretty much right what it says on the tin. This mod includes a large host of submarines for the player to use, even including those that are in service as I type this. Now, does that mean that classified info got leaked somewhere? No, this isn't War Thunder, but they are approximations of their capabilities and what they look like, so there isn't a need to look too deep (heh) into it. Alongside the subs are a set of more playable campaigns. Admittedly, I haven't played this mod in a long time, but I do recall them working for the most part save for one of them which would often glitch out, that being the campaign directly inspired by the book Red Storm Rising. However, all of the other ones function just fine and allow you to bring whatever is available into the field, historical or otherwise. - EpicMod EpicMod is a Russian developed mod that attempts to deepen the game to an extent and add a whole slew of additional functions to the game, including surface vessels which you can use to good effect, though they're not at all that practical for the most part, so beware on that front if you decide to bring out some smaller fleet vessels into the campaigns. Besides the new ships though, there are new functions which include MANPADSs packed into the tower of your submarines to swat those pesky helicopters and maritime patrol craft and far more capable AI added into the mix. You'll need to use all of your tools at your disposal too keep up with this mod, so bear that in mind, especially in the new/reworked campaigns. Also, nukes in '68, use 'em or they'll get used on you. (Also-also, they're LOOOUUUDDD.) ~Disclaimer: this mod, as stated before, was developed by a primarily Russian team and translated into English, so there are a few things that don't really translate too well and there are some text errors here and there. Additionally, there is a STRONG bias towards Russia in the new 2002 campaign's premise and it doesn't take a genius to figure out why or where it comes from. -DotMod Admittedly, I've never played this one, but apparently it's pretty freakin' good according to the community, so I'd say it's worth a try without even blinking. Note: now that I've played it, I can say that I legitimately recommend it.
  • Bubba0170

    Oct 3, 2023

    Very intense Cold war sub sim, id say that every engagement has a 50/50 chance of going entirely according to plan or instantly becoming an entirely different situation than you originally planned for. This game teaches you never assume your safe as your worst enemy is the one you don't know is there. That being said complacency can get you killed a lot, if you dismiss a target as easy pickings odds are you will end up in a serious pickle as you end up not having an backup plan. Your forced to asses the tools at your disposal and the targets your presented with and be as efficient as possible. 10/10 Great game to help you become better at managing time/resources
  • Gato_Zeus

    Oct 10, 2023

    DOTMOD >>>>>>>>
  • gamedeal user

    Jun 6, 2017

    The game is a good mix between realism and ''fun''. Don't listen to : A- Elitists who thought this was a totally different game and are now complaining despite having received a refund. B- Idiots who can't be asked to comprehend a simple tutorial and are callint it ''too hard'' It's good looking, it's fun, it's running well. What the hell is wrong with you people. This is a niche genre and you are making it even more ''niche'' by giving bad reviews completly based on false informations/understanding of the product
  • gamedeal user

    Jun 6, 2017

    I've been struggling with gaming for a while. Nothing feels new, nothing feels different. It's the same WW2 shooter or its the same this and that. I wasn't expecting much with Cold Waters. I'd played Atlantic Fleet and whilst enjoying it, I didn't feel like I'd enjoy a Cold War version, even if it was in real time. Blimey, was I mistaken. This is the first time in a year that a single player game had me this excited or tense. After a bitter learning curve, I'm getting the hang of the game and am having a blast. Naval wargaming had always been a tricky subject to do right, but this game nails it, with just the right amount of complexity and simplicity to get by. Anyone who wants a change from their normal gaming routine of shooter clones and the like, come to Cold Waters. Take you time, expect to die, but I've not played a game yet that makes me feel like a hunter like Cold Waters done. Thoroughly recommended.
  • gamedeal user

    Jun 7, 2017

    First of all we need to establish what Cold Waters is and more importantly what it is not. Cold Waters is a remake of the 1980's Microprose game Red Storm Rising, based on the Tom Clancy novel of the same name. It's a submarine game set in a "Cold War gone hot" scenario. It is *not* Dangerous Waters or any of the other Sonalysts submarine sims. Nor is it meant to be. The different crew stations are not represented. Cold Waters places you in the role of the submarine commander, *not* the sonar operator, *not* the weapons officer nor does it put you working out TMA and firing solutions. The UI is a basic 2D map showing your submarine and other contacts. The contacts shown are based on the best solution available given the sensors in use. If you are just using passive sonar the solution won't be great until you've taken the time to build up a good solution by changing course and letting the AI classify the contact and work out its speed. You can help out the AI by selecting a contact as your active contact (i.e. telling it to focus more on building a solution for that contact) and by manually cycling through the narrowband signatures and selecting the one you think it is. If you're right the solution will firm up faster than if you just let the AI do it. If you're wrong the solution will take longer and be less accurate. If you head up to periscope depth and visually mark a surface contact the classification and firing solution will be pretty much spot on straight away. If you just use your ESM mast you'll get a bearing only solution. You can use your radar mast, but the Soviets will pick up your radar transmissions and at a much greater range than you'll get a return. Oh yeah, your periscope... has a basic ESM indicator to give you an idea if Vasiliy in the Tu-95 has just picked up your periscope on his radar. Navigating the sub is by WASD to set speed, rudder and dive plane angles, and you can also adjust the ballast tanks. It's not great but hopefully the developers will add a function to allow the user to set course, depth and speed directly (like in Dangerous Waters and Silent Hunter). The current controls are not ideal, but they are workable and in my opinion are better when taking evasive action to dodge torpedoes. Weapons are fairly straightforward and very easy to get to grips with if you are a sub sim fan. Torpedoes can be set to active or passive, you can set them to run shallow, normal or deep, you can set the direction of the search pattern and give them a waypoint when to go active. Wire guidance is simulated so you can steer the torpedo or change its depth, activate it... as long as the wire is intact. Yes it models wire breakage. Harpoons and TASMs are pretty simple. You can set the waypoint you want them to start searching for a radar target. You can set narrow or wide radar search pattern. You can also set them for a sea skimming or pop up terminal profile. The Soviets will really let rip with their CIWS so don't expect a lone UGM-84 to do much against a Kirov. The sonar model seems to be quite in depth, most of the reviewers here criticising it are doing so because they haven't read the manual, don't see a waterfall display and think "Muh, arcade game". Killerfish have modelled sonar performance and environmental effects, it's just the AI interprets it all and presents you with its interpretation on the 2D display instead of having the user mark contacts on the broadband waterfall, classify them on the narrowband and work out turns per knot, etc. Acoustic layers, convergence zones, surface ducts... it's all there. Killerfish actually said in the game previews they were putting a lot of effort into the sonar/environmental modelling. Lots of people are asking about the towed array. Apparently it *is* modelled, but you can't stream or retrieve it manually, and you can't actually see it in the 3D graphics. Yes cavitation is modelled and yes you can create a knuckle to spoof a torpedo. You can rig for silent running and this means you can't reload weapons. Torpedoes can jam in the tube if you try to launch them at high speeds, rendering the tube unservicable until you return to port. Damage control is of course very simplified. You just tell the repair party what to fix. The manual does say that flooding gets harder to deal with the deeper you are, and I've noticed if your submarine is flooding it does effect the bouyancy and you need to blow ballast or use the dive planes to compensate. Playable subs are all the USN SSNs from the Skipjack through to the Los Angeles class. All your favourite old Soviet subs and surface units are there - Alfas, Deltas, Novembers, Victors, diesels like the Whiskey and Tango, the SSGNs like the Charlie and Oscar. Surface units are fairly comprehensive too including Karas, Udaloys, Moskvas, Kirovs, etc. Aerial units include Bears and Helix (I think there are Mays too but I haven't seen any yet). The AI seems to take pretty sensible torpedo evasion manoeuvres and uses noisemakers. Once the Soviets have located your sub they pretty much spam torpedoes, depth charges and rockets at you so things get pretty interesting. Two campaigns included, both are dynamic, one set in 1984 and one set in 1967. The campaign map is pretty much straight out of the 1988 game. You "drive" your sub around the map where you will see enemy surface and sub surface contacts as they are detected by satellite, maritime patrol aircraft or SOSUS (contrary to what another review here says, SOSUS is present and modelled in the campaign map). Bear in mind the Soviets also have satellites and maritime patrol aircraft, if they detect you then they will vector ASW assets to your location. You can drive around at normal speed, which is deep @ 25 knots. This will mean your sonar performance is degraded, you are easier to detect and once you make contact you're likely to be much closer to the enemy. You can drive around at slower speed shallow @ 10 knots which gives you a better detection range and you will start engagements further from the enemy. This isn't so great when you're chasing down a surface group though. Finally you can sit still on the map, shallow at 5 knots, have the best detection range and start the engagement at the longest range. Note that there doesn't appear to be any NATO units in the game, so you never see friendly units, only Soviets and maybe some biologicals. Campaign missions I've had so far are stuff like intercepting Soviet SSKs inserting special forces behind NATO lines, inserting SEALs behind Soviet lines, intercepting amphibious task groups, intercepting diesel or cruise missile submarine wolf packs, interdicting submarine replenishment tenders. There will be other Soviet units going about their business on the campaign map and you could very well run into these. The campaign is semi dynamic, fail missions and the Soviets win WW3, do well and NATO wins. The campaign is pretty brutal. You will die a lot. As far as technical problems go, I've come across a couple. I've had the game freeze on me after I abandoned ship, was rescued and assigned to another sub. I've had another campaign mission where I sank a Victor but it didn't "die" and was sitting there immobile on the bottom but I couldn't exit the mission because the game still thought there were enemy vessels nearby (I'm pretty sure there wasn't). The developers have said they are considering adding period British and French submarines for the player to control as well. Swiftsure, anyone? If you want a "new" Dangerous Waters then this is not it. This is not a Sonalysts submarine simulator. If you buy Cold Waters expecting it to be all broadband waterfall displays and TMA calculations then you're going to be disappointed. If you want a submarine *command* simulator set in the Cold War, or you remember the fantastic old Microprose classic and want a modern remake that is incredibly faithful to the original then Cold Waters comes highly recommended.
  • gamedeal user

    Jun 7, 2017

    So let get this out of the way immediately. This is not Dangerous Waters, Sub Command or Jane’s 688(i) Hunter/Killer. This is not a tech sim in sense that each station is meticulously researched and modelled and your job as the player is NOT about staring at the green sonar waterfall display until your eyes bleed. This is a much lower fidelity sim than the above-mentioned titles, focusing primarily on the command decisions a nuclear submarine captain would face. It is also a loving recreation of sorts of the classic Red Storm Rising, which is certainly no bad thing. As such, it is doing a marvelous job at keeping me entertained and challenged. The survivability of the boat rests on your shoulders as you advance through the campaign. WWIII has broken out and it is up to you to perform the various tasks command sends down the line to you. Convoys and Soviet subs roam the Atlantic and if you run into them the game takes you into battle mode where you get to test your tactical acumen against a sharp and ruthless AI. The auto-crew will handle sonar duty, TMA and weapons release while you focus on getting the boat into a firing position undetected. It is also up to you to device an evasion plan, because when that torp goes into the water, chances are you will be counter detected and attacked. Ruthlessly. Cold Waters is in my book much more adept at supplying that suspension of disbelief that the older and higher fidelity submarine simulators often lack in my opinion. They are great at technically reproducing the inner workings of a nuclear submarine, but this a whole different kettle of fish. This is war, and you are in command, and that feeling is very efficiently conveyed thanks to beautiful design, art and graphics. It also forces you to make interesting and risky decisions. Approaching enemy convoys, maneuvering into the baffles of two silent diesel subs, avoiding detection while dropping off a SEAL-team outside Archangelsk, all helps to create heaps of tension and suspense. It is a proper submarine experience in every sense of the word.
  • gamedeal user

    Jun 9, 2017

    After playing Cold Waters for only 8 hours, I thought I'd offer a few quick comments. The graphics are awesome. The game works beautifully. That being said, I have to shake my head at a few things. First, I was in the Navy during the 80's. I know about Sonar & Oceanographic conditions. Unless you're very close, a submarine is almost impossible to detect by a surface ship (passively OR actively) if it's under a strong or moderate layer. Not in this game though. Even in the 80's the Los Angeles Class Attack Subs were quiet as tombs. If they didn't want you to know they were there, you didn't know. Also, while I've always had respect for my Soviet "Adversaries," I can assure you that they were never as good in real life as they are in this game. Even at the easy level, the Soviets are routinely kicking my butt. And there seems to be no logical reason why I've been detected. It feels like the game just decides to attack you whenever it feels like it. I like simulation games but I like realism, too. And a lot about the game just "feels" unrealistic. Not sure if I'd recommend, but here's some advice. Get good at evading torpedos. You'll need to be. And don't forget, Evade in three dimensions. Turn and change depth at the same time. Torpedos have a wide left/right field of view, but it's much narrower up and down. Good luck.
  • gamedeal user

    Jun 10, 2017

    The year is 1984. The soviets have created a time machine and stolen sonarbouy technology from the year 2046. Using what little money they had left they trained a crack battalion of ASW pilots capable of instantly finding submarines as soon as they raise their ESM masts or fire a missile. Armed with an seemingly unlimited supply of torpedoes they fly over every ship in the Soviet Navy. Now you, as the solo suriving NATO ship, must stop the Soviet menace before it is too late! Work with...um command... as you single handly destroy the entire Soviet Navy that should've spent less money on time machines and more money on training Captains to evade torpedoes. Go weapons free and fire at every contact you detect immediately to blast your way throught the campaign because your captain's sixth sense knew it was going to be a bad guy anyway. Steer your torpedoes like a kamikaze pilot for pinpoint accuracy to bring the Soviet bear to its knees.
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