This game is so fun it inspired me to pick up the original steel diver.
Damnit
I don't understand how I got decent at steering my sub either. I feel so freaking elegant sometimes, it doesn't even make sense.
The original Steel Diver is excellent. The ideal Steel Diver sequel would combine the side-scrolling missions of the original with the first-person shooter of Sub Wars. The campaign could alternate between the level types, and of course the multiplayer would be classic Sub Wars.This game is so fun it inspired me to pick up the original steel diver.
Damnit
More subs seems likely, since the ships available for sale in the DLC shop all have dates on them, suggesting more will be added in the future.I really wish Nintendo / Vitei would update this game... more stages, more subs, more everything!
But knowing Nintendo... I really doubt it :/
Aww... The original is a favorite of mine. I've been waiting for NOA to put it up on the eShop forever.
The original Steel Diver is excellent. The ideal Steel Diver sequel would combine the side-scrolling missions of the original with the first-person shooter of Sub Wars. The campaign could alternate between the level types, and of course the multiplayer would be classic Sub Wars.
Seven missions you beat with all three ships. The missions get quite long, given the amount of multitasking you have to do. I really like manipulating the switches, toggles, etc. The original is more fickle with things like forward and reverse momentum, which makes it quite challenging during heated boss confrontations... Also note there are Time Trials, which have their own dedicated levels, and of course the Periscope and Battleship minigames. All that being said, it should've been priced at $10 (I got mine for free during Amazon's generous 3DS launch deal).I'm more offended by the length. There are only 7 levels? Also really not enjoying the stylus only controls.
More subs seems likely, since the ships available for sale in the DLC shop all have dates on them, suggesting more will be added in the future.
I really wish Nintendo / Vitei would update this game... more stages, more subs, more everything!
Don't know if anyone else noticed this, but the starting positions for each team are completely fixed. This is true for all maps. I think I would prefer if they were ramdomized.
I was having a tough time beating Level 2 of Mission 7 with the Super Cod (My HP would always end up matching the Super Battleship's all the way to the end, but she would often sink me juuuust before I could get the final hit in), so I took my one-second-reloading German U-boat for a spin against her:
DPM and mobility, baby!
Don't know if anyone else noticed this, but the starting positions for each team are completely fixed. This is true for all maps. I think I would prefer if they were ramdomized.
I also don't know how I feel about the searcher crew member. Sometimes I think the game would be better without him.
Is that a Shop purchase?
and what's the searcher crew member?
Yeah, I purchased the Type VII U-Boat because it had a default loading speed of 4 seconds instead of the typical 5. I then filled all three crew member positions with Gunslingers to reduce the reload time from 4 seconds to (nominally, it seems) 1 second.
The Searcher crew member shows you the positions of your allies on the chart accessible with the L button. From there,you can use process of elimination on the highlighted sectors of the chart and/or cross-reference your chart with your sonar to figure out where your enemies are.
ok thanks!
Is it with the L button that we see in wich sector we are?
Sometime i want to tell my partner where the last enemy is but i don't know where i see the sector.
I should look in the option more
I get disconnects all the time in Random Battle mode. Never been able to have more than five consecutive matches.
Matched Skills on the other hand is pretty rock solid.
*shrug*
I'm still enjoying this, just unlocked the dragon pattern.
I seem to have trouble finding any matched-skill matches anymore though. Fortunately, Random Battle always matches me quickly.
Also, thanks to the loading screen tip, I now know you can zoom when firing torpedoes. -_-
I think most people doesn't know about the zoom feature when firing. I think the game doesn't explain this in the tutorial..
The game does explain it in the tutorial. If memory serves, it tells you to hold down A before firing your first torpedo so you can see it.
In my one-second reloading submarine, I often encounter this because the game gives my reload time an artificial delay due to its speed, so I end up accidentally zooming in as I mash the A-button between rounds.
Hello. This is Tadashi Sugiyama, Producer of Steel Diver: Sub Wars.
Thank you very much for playing Steel Diver: Sub Wars. I wanted to give you all a heads-up that we are planning to release an update for this game soon.
After this update, we should see fewer errors with the following error codes: [018-0501], [018-0502], and [018-0506].
Beyond this, we plan to continue improving the quality of the game's network connectivity.
We are also planning to implement a number of requests we have received from players in this update. Details will follow in the near future.
Finally, we have decided to close the Morse code chat room, so that change is included in this update as well.
You will, however, still be able to use Morse code chat while waiting for online battles to begin, and during game play.
I am thinking about preparing something to replace the Morse code chat room, so please be on the lookout for future updates.
Thank you.
Awesome news! I wonder what the new features will be. :-OApparently there's a "Developers' Room" community on Miiverse for this game and an announcement was just recently posted by Tadashi Sugiyama, the producer of Sub Wars.
link
Apparently there's a "Developers' Room" community on Miiverse for this game and an announcement was just recently posted by Tadashi Sugiyama, the producer of Sub Wars.
link
Get excite!Awesome news! I wonder what the new features will be. :-O
Oh wow, that was quicker than I thought. Didn't expect this today.So version 1.1 is out. 76 blocks.
I did this as well and added the link to the OP. Can't wait to see how this game progresses. I hope they continually update it.1) I marked that community as a favorite just like I did with the Smash Bros. development one.
It makes me hopeful to know that they're actually taking feedback into consideration with updates. That's pretty cool.2) I read the remarks and am massively excited to see what the update will bring, especially the features requested by fans that they mentioned!
StreetsAhead said:http://www.nintendo.co.jp/3ds/eshop/...ate/index.html
So, Morse Code chat room was shut due to inappropriate use by some users.
1 minute for Morse code before battles, not 2.
3 seconds between Morse code messages now.
Fixed disconnection errors during online play.
Fixed streaks breaking when disconnection errors occur.
Adjusted game balance by altering attributes of some subs.
The first noticeable difference I see is that the Garfish, the starting submarine, is no longer 4s all around: it now has 5s in surfaced speed and dive/surface. It also looks like it got bumped down from long-range to medium range.I'm gonna check the balance changes and see if I can spot the differences.
RMS Gigantic said:The first noticeable difference I see is that the Garfish, the starting submarine, is no longer 4s all around: it now has 5s in surfaced speed and dive/surface. It also looks like it got bumped down from long-range to medium range.
... And I don't think the Neptune was always a 6-torpedo submarine with long-range torpedoes and a 5-second reload time, but with three gunslingers in the thing, I'll be sure to take this 2-second-reloading long-range sub out once the server maintenance finishes! Given that long-range torpedoes are stronger than short-range ones, this should have even better DPM than my U-boat!
AFAIK, Garfish was always a med range sub. I'm 99% sure on that.