I dunno if it's possible but it would be interesting to see the reverse of this battle, with you designing the ideal swarm DD and commanding a fleet of them against one or more monstrous super-battleships
Easiest thing to accomplish. I do this in campaign mode regularly. It requires a lot of micro managing and about 6 to 10 fast destroyers. Swarm in, swarm out. Reload torps. Swarm back in.
I sonehow managed to get 2-3 of a group of 12 of my DDs to go 200kn (game bug obv) only slowing down w/ their standard 0.1kn/s.. made for some interesting attack runs.
@stealth17gaming I believe I have run into this issue once before, and I think it comes down to which version on Unity engine the devs chose to use. The later builds of Unity have multi core functionality, but many smaller games choose to use other builds I believe due to licensing costs. It sucks, as Ultimate Admiral and many similar games performance are hampered by such a myopic development choice. Computers haven't been focused on single threaded applications for many years now.
@@krayzeebyker Nothing about Unity versions. It is all up to developer to implement a game using multithreading. And it is not simple toggle-in option. Multithreading increases code complepxity by a lot, especially for simulator kind of games. And not having multitheading allow developers to implement complex game simulations.
Hi Stealth, to get back to your acceleration question at 34:18: 1 knot equals approximately 0.5061 m/s. Accelerating 34.5 knots in 6 seconds gives you an acceleration of 0 to 17.4632m/s over 6 seconds or 2.91053 m/s². This comes down to about 0.296G. Which is not too bad. A modern car does a 0-100kph in aprox 9 seconds, which comes down to 3.086m/s² or 0.315G. So it's slower than a modern gas powered car. Math for the people who want to prove me wrong: 34.5 knots * 0.5061 = 17.4632m/s 17.4632m/s / 6s = 2.91053m/s² 1G = 9.81m/s² 2.91053m/s² / 9.81m/s² = 0.296G
But a car doesn't weigh 95000 tons. A ship like this would need monstrous engines to do something like that and it would probably put a lot of stress on things.
Even if a torpedo salvo didn't knock out many of them, it would probably seriously disrupt their formation. Maybe buy you some room and open the distance up?
With how dense the formation was, and the torpedo avoidance AI is, a 10 torp salvo would probably result in 7 or 8 ships sunk or badly damaged, and the rest in a mess of ramming/ hugging ships.
Loving the return of the meme ship battles. And I agree the game should have a 'realism off' mode that just lets you go crazy - even if that means you can't share the design it would be fun
Honestly, one thing they could change with the surrender mechanic that would VASTLY improve it is making surrender optional. Have a choice show up once a ship reaches 45% crew loss, and get to choose whether you surrender or fight on to the last man! That would significantly improve things, imo.
I might have looked into using quad 12" mains and set the B & X pair on barbettes so they superfire over the A & Y pair putting more shells downrange per salvo. running away might not always be fun, but when outnumbered 50-1, it keeps you alive longer.
One interesting challenge could be you design their CL (and doing it as best as you can) in shared design and use in game settings the "always use share design option". It s a tip, I use to play my all human design fleet vs an other all human design fleet (DD, CL,CA,BC and BB), it works well.
Tried the same scenario with UK BB vs Spanish CLs. Barely survived with 10% structural integrity remaining and 40% crew loss. All CLs were sunk though, with quite a few due to fires (cough 7" secondaries cough).
minimum calibre main guns campaign (for BB and CA only), can only use the minimum size guns at the start (so 9inch for 1890-1900) then add 1 inch more every 10 years. 10 inch 1900-1910, 11 inch 1910-20, 12 inch 1920-30, 13 inch 1930-40, 14 inch 1940-50. So you can still upgrade later in the campaign, but still keeps guns smaller than normal for each period
i have been dreaming of making a ship with a catemeran style hull, i imagine it would be neat for torpedo protection... but then i kinda also want to add hydofoil stuff and it just goes off the rails at that point
They should add an option of what type of weapons you want. Like say, if your not using a destroyer that requires torps, you can turn off torps and no side can use them. You can pick what type of shell to use. If you want to only use AP, then select that, and no ship will be a fire spammer.
Nahh... TB are just really bad so late in the game, plus they fall over immediately. Not to mention,have you seen what 51 ships does to the framerate? 1v99 could be released as a powerpoint presentation...
to get the two sides to target different ships they need to be incapable of hitting the primary target. if you have a ship that is targeted that the turret can't hit it looks for another target. this means that going after different targets really only happens when surrounded and your own ship is blocking some of the turrets (at least for turrets that are the same).
Going against CLs with this hull, I'd suggest 11" quads with long barrells and then fill the sides with a mix of 4" and 7" mounts. B and X should be super-firing. I'd then look at the best stats you can get from an 8" gun and defend against that, as the CLs won't carry anything heavier. This way you can shave a LOT of armour off your hull weight. For the fight I'd keep her mostly broadside on and at about 15k range. For torpedoes - I don't expect a hit, but tend to use them to create confusion amongst the enemy formations. Any hits are a pleasant bonus.
You should try to protect and enormous convoy of 80 transport ships against 10 enemy ships with whatever you think is necessary to defend your supplies!
I just tried something like this, with triple 11 inch and 8 inch guns. It went well at first - I guess I had more luck with the AI generated cruisers - but at the end I shot all my shells while a dozen or so enemy ships left unsinked, so I failed. 50 ships are much more than I imagined.
Someone else already did the math, the acceleration is under 0.3G's, most modern cars extert a greater acceleration force on the occupants. The real kicker, is the sheer force required to do it. That should legitimately buckle the hull.
hmm, I was thinking something american, just to get stuff it with highly accurate 6 inc guns to deal with LC. or a british super-battlecruiser to take advantage of their insane hull form to keep out of range. Perhaps even russian though the secondaries they can fit are probably too small do any noticeable damage. the 13" don't seem to have quite the killing power to take down ships with a single volley, perhaps a 14" or 15" might put them and anyone else in the crossfire down faster. I completely agree that a 20" or similar would be overkill, not shoot at all fast enough, and also have far too few shells.
Can you create one superbattleship so, that it prefer for example the starboard, so the mainguns on the backboard can sit on higher barbettes and fire over the mainguns on the starboard, so all 8 x 4 mainguns can always fire at the enemy.
1 BB vs 50 CL at 20km+ distance? Easy, use German with "unreal" guns (biggest gun as many as possible). I was using 4x4 barrel 20" with maximum caliber and length (20,9" & I forget the max percentage of guns lengthening).
I'm sorry, there is no way that this is weirder than the Thuringas. Oh, boy, I miss those days. I might go have to watch some of that campaign, because its been a long time since I saw those beautiful ships
i tried this with 4 turrets 20" double barrels (41.9 sec reload) .it was a massacre.won quit easy.1-2 salvos per kill sometimes 2 kills.most off the time one shell was enough to kill.0 secondary guns.from what i seen 20" guns more effective then smaller guns.i finished earlier and with a win.
and i had 49% ammo left. long time ago i tested this fight with a similar setup and with the same result. i dont understand why the must use small guns thinking......use what works the best and from what i have seen and tested 20" massacre light cruisers.its a win everytime.
Hello, you don't need many torpedoes, just 1-3 will force the AI to change its course to the opposite one to yours. More 11" guns instead of 13" + a few 8". The number of surrendering crew should depend on the level of training: veterans 60%, greens 35%
The game despiratly need modding support for new hulls, as the devs probably don't have the time to make even all the historical hulls needed for all factions.
I mean the problem is distance scaling. Your dealing with all kinds of stuff like the horizon and how it interacts with radar and misses with 100s of kilometers of range. Like Oniks has a 600 kilometer range
Among the silly ships I'd like to see at some point in the game would be the Russian pancake ships. Basically a floating citadel that can drift casually towards the enemy.
Yeah the Editor is lacking... For example: German Control Towers up to 1920 are like two models in 6 versions... I hope there will be mods to mix all the nations parts again...
Some thing that would be fun to see is you go back to some old videos, take the ships you made and put them against another videos ship. Either in a 1v1 or something like a 5v5
I had watched the Original Video when it was released. I may, or may not, have made a Comment to that Video. = = = = = On this Warship Design; which I believe is totally different from The Original Video Warship Design, I would have used 12-Inch Guns. -- 12-Inch Guns have a Faster Firing Rate than 13.5-Inch Guns (which you ended up begging for in this Video) -- the Opposing Fleet didn't have any Battleship; therefore, 13-Inch, or greater, Gun Size weren't needed; and, would be too much Big Gun Because of the Torpedo Threat by the Enemy Fleet, you should have targeted only The Closest Warships. You should have changed Targets when an Enemy Warship was at 50% Structure and/or at 50% Flooding. You could have finished off Damaged Enemy Warships; after, all had 50% Structure/Flooding; while, some would have been Sunk during the process. With the entire Enemy Fleet at 50% Structure/Flooding, you would have been able to Sink every Enemy Warship at a Safe Distance (Beyond Secondary Gun Range and Beyond Torpedo Range). If you had used Light 12-Inch Shells, you would have even more Ammunition to use; and, wouldn't have to worry about Ammunition Shortage. This was a winnable fight.
I dont think this gun scheme was a good idea, more read armour with many more smaller guns, say 12 incher guns in double or triple turrets with many supporting 8-9 incers in single mountings would allowe for higher volume while steaming away i fermly believe would make this tactic more sustainable
Mashing ships together to make bigger ships? Catamaran battleships? Sounds like you need to play Naval Ops. Not exactly realistic but hey, that's kind of impossible given the demands.
I have little over a thousand hours in game, and ive been playing since you had to give a sketchy website $50 for pre access. One of the things ive always hated about this game was the battle speeds. Watching this in 1x is absolutely heinous. I consider my self a patient man, but im not about to watch a 9 hour battle unfold in real time. For the love of god, please hit the 3x button.
The crews in this game are absolute panzies. Give up at 45% crew? what is this BS. IRL crews would fight until they were in the low double digits and the ship was literally sinking on them
I'm currently 8 mins into this vid and i highly doubt your approach.. 4 guns bow and stern - all on the same level, so you can only fire 2 at the same time - except you're driving right through the horde... (ouchie) So why not make this a one-way-8-gunner with starboard (main)guns on barbettes and the rest flush - so you can fight all things on portside with ALL the main guns instead only half of them all the time... just sayin' ^^
Sorry stealth, but your logic on having the side mount turrets doesn’t hold up. Yes, it would make sense if you had enemies on both sides, but that rarely happens. Especially when your opponent is light cruisers, for if they are on both sides, that means you sailed right into the middle of their formation. All of the incoming torpedos would negate your firing ability.
In essence you lost out on 6,280 tons of weight for nothing. Sure, you did get the ammo from those extra turrets, but I’m betting that would have been better used on armor. At the least you could have put superfiring turrets for and aft, then extra side mounts in the middle.
Every time I see how bad the torpedos are in this game (still) it just makes me want to uninstall the game (again) for another year :/ And yes.... many, many things about this game make no sense... so much potential wasted
I dunno if it's possible but it would be interesting to see the reverse of this battle, with you designing the ideal swarm DD and commanding a fleet of them against one or more monstrous super-battleships
Working on it today. Burst out into a coughing fit so it'll have to wait until I recover.
Easiest thing to accomplish. I do this in campaign mode regularly. It requires a lot of micro managing and about 6 to 10 fast destroyers. Swarm in, swarm out. Reload torps. Swarm back in.
I sonehow managed to get 2-3 of a group of 12 of my DDs to go 200kn (game bug obv) only slowing down w/ their standard 0.1kn/s.. made for some interesting attack runs.
@stealth17gaming I believe I have run into this issue once before, and I think it comes down to which version on Unity engine the devs chose to use.
The later builds of Unity have multi core functionality, but many smaller games choose to use other builds I believe due to licensing costs.
It sucks, as Ultimate Admiral and many similar games performance are hampered by such a myopic development choice.
Computers haven't been focused on single threaded applications for many years now.
@@krayzeebyker Nothing about Unity versions. It is all up to developer to implement a game using multithreading. And it is not simple toggle-in option. Multithreading increases code complepxity by a lot, especially for simulator kind of games. And not having multitheading allow developers to implement complex game simulations.
29:35 they are rockin that "nothing or nothing" setup. Truly Revolutionary
Hi Stealth, to get back to your acceleration question at 34:18:
1 knot equals approximately 0.5061 m/s.
Accelerating 34.5 knots in 6 seconds gives you an acceleration of 0 to 17.4632m/s over 6 seconds or 2.91053 m/s². This comes down to about 0.296G. Which is not too bad.
A modern car does a 0-100kph in aprox 9 seconds, which comes down to 3.086m/s² or 0.315G. So it's slower than a modern gas powered car.
Math for the people who want to prove me wrong:
34.5 knots * 0.5061 = 17.4632m/s
17.4632m/s / 6s = 2.91053m/s²
1G = 9.81m/s²
2.91053m/s² / 9.81m/s² = 0.296G
But a car doesn't weigh 95000 tons. A ship like this would need monstrous engines to do something like that and it would probably put a lot of stress on things.
@@102ndsmirnov7F = ma
So 95,000,000 kg x 2.91 m/s^2 = 276,450,000 N or 276 MN
Even if a torpedo salvo didn't knock out many of them, it would probably seriously disrupt their formation. Maybe buy you some room and open the distance up?
With how dense the formation was, and the torpedo avoidance AI is, a 10 torp salvo would probably result in 7 or 8 ships sunk or badly damaged, and the rest in a mess of ramming/ hugging ships.
nice 58 seconds in, a new personal record
3 minutes.
Loving the return of the meme ship battles. And I agree the game should have a 'realism off' mode that just lets you go crazy - even if that means you can't share the design it would be fun
Agreed. Why can't I put quadruple 18 inch guns on a destroyer?
Honestly, one thing they could change with the surrender mechanic that would VASTLY improve it is making surrender optional. Have a choice show up once a ship reaches 45% crew loss, and get to choose whether you surrender or fight on to the last man! That would significantly improve things, imo.
I might have looked into using quad 12" mains and set the B & X pair on barbettes so they superfire over the A & Y pair putting more shells downrange per salvo.
running away might not always be fun, but when outnumbered 50-1, it keeps you alive longer.
8:10 WOW!! Stealth throwing shade, Nice😂
Ah you caught that 😄
@@Stealth17Gaming Of course 😄
One interesting challenge could be you design their CL (and doing it as best as you can) in shared design and use in game settings the "always use share design option".
It s a tip, I use to play my all human design fleet vs an other all human design fleet (DD, CL,CA,BC and BB), it works well.
Tried the same scenario with UK BB vs Spanish CLs. Barely survived with 10% structural integrity remaining and 40% crew loss. All CLs were sunk though, with quite a few due to fires (cough 7" secondaries cough).
I thought you need to set the guns to 'Aggressive' for them to open fire with every turret that can hit something?
I think your crew picked up some shells from the rear magazines and suddenly found themselves loading the forward guns lol.
Could of just made a really wide ship like the Bismarck then just loaded it with secondary guns
minimum calibre main guns campaign (for BB and CA only), can only use the minimum size guns at the start (so 9inch for 1890-1900) then add 1 inch more every 10 years. 10 inch 1900-1910, 11 inch 1910-20, 12 inch 1920-30, 13 inch 1930-40, 14 inch 1940-50. So you can still upgrade later in the campaign, but still keeps guns smaller than normal for each period
i have been dreaming of making a ship with a catemeran style hull, i imagine it would be neat for torpedo protection... but then i kinda also want to add hydofoil stuff and it just goes off the rails at that point
Have you looked into a game called "From The Depths"? Sounds like what you might be looking for.
They should add an option of what type of weapons you want. Like say, if your not using a destroyer that requires torps, you can turn off torps and no side can use them. You can pick what type of shell to use. If you want to only use AP, then select that, and no ship will be a fire spammer.
Or just an option to remove the mandatory torpedo launcher from a DD.
@@kiritotheabridgedgod4178 I guess. But the AI would never do that.
8:10😂😂😂
You should do 1 1950 Japanese battleship vs 99 torpedo boats
Nahh... TB are just really bad so late in the game, plus they fall over immediately.
Not to mention,have you seen what 51 ships does to the framerate? 1v99 could be released as a powerpoint presentation...
@@Kr0noZ I mean like a 1900 TB
Speaking of unique Hall designs of pickle fork design would be pretty interesting.
to get the two sides to target different ships they need to be incapable of hitting the primary target. if you have a ship that is targeted that the turret can't hit it looks for another target. this means that going after different targets really only happens when surrounded and your own ship is blocking some of the turrets (at least for turrets that are the same).
I mean it was a brilliant battle, I enjoyed it very much, good work as always Stealth.
Hmm... I'm undecided whether you like the sailor barbecue or barbecued sailors more...
stealth: the smoke is kind of making it hard to see
me: jeez ok ill put the vape down
Going against CLs with this hull, I'd suggest 11" quads with long barrells and then fill the sides with a mix of 4" and 7" mounts. B and X should be super-firing. I'd then look at the best stats you can get from an 8" gun and defend against that, as the CLs won't carry anything heavier. This way you can shave a LOT of armour off your hull weight.
For the fight I'd keep her mostly broadside on and at about 15k range.
For torpedoes - I don't expect a hit, but tend to use them to create confusion amongst the enemy formations. Any hits are a pleasant bonus.
33:40 the ship just pulled an uno reverse on momentum
33:40 _insert tire screech sound effect_
You should try to protect and enormous convoy of 80 transport ships against 10 enemy ships with whatever you think is necessary to defend your supplies!
I just tried something like this, with triple 11 inch and 8 inch guns. It went well at first - I guess I had more luck with the AI generated cruisers - but at the end I shot all my shells while a dozen or so enemy ships left unsinked, so I failed. 50 ships are much more than I imagined.
"In 6 seconds I reversed a hull this big?"
Me imagining the crew flying to the next wall on each turn... >_
Someone else already did the math, the acceleration is under 0.3G's, most modern cars extert a greater acceleration force on the occupants. The real kicker, is the sheer force required to do it. That should legitimately buckle the hull.
It only runs on ONE CORE??? Wow, the performance is actually way better than I thought then! That also explains a LOT.
weirdest part isn't that your crew handles 5 mph deceleration no issue. It's that even as they are sinking, they still try to shoot you. :D
You forgot: Speed is armor! You don't lose crew if you never get hit.
hmm, I was thinking something american, just to get stuff it with highly accurate 6 inc guns to deal with LC. or a british super-battlecruiser to take advantage of their insane hull form to keep out of range. Perhaps even russian though the secondaries they can fit are probably too small do any noticeable damage.
the 13" don't seem to have quite the killing power to take down ships with a single volley, perhaps a 14" or 15" might put them and anyone else in the crossfire down faster. I completely agree that a 20" or similar would be overkill, not shoot at all fast enough, and also have far too few shells.
That battleship accelerates to 30mph faster than some cars do...
Reversing to avoid the torpedoes was your undoing.
Your FPS during this battle ?
crew loss surrender should be a function of training i. e. rookies surrender sooner, elite never surrender
Can you create one superbattleship so, that it prefer for example the starboard, so the mainguns on the backboard can sit on higher barbettes and fire over the mainguns on the starboard, so all 8 x 4 mainguns can always fire at the enemy.
i wish there was an actual iowa/montana style hull and that less barrels on main turrets make them smaller
Why did you not think of the option of faster ship and 12 inch guns with max barrel length to outrange, outrun and outgun these firebugs?
So it looks like you could have traded all that torp protection for more speed. And some 8" secondary's.
Hell of a lot more comfortable than eating a torp
Can you do 1 Yamato vs 4 to 7 US Standard battleships?
Does any optimization mods exist?
Not to my knowledge
Your BB become a truck because from reversing to accelerating forward is as fast as a truck doing a reverse to get out from it parking space
1 BB vs 50 CL at 20km+ distance? Easy, use German with "unreal" guns (biggest gun as many as possible). I was using 4x4 barrel 20" with maximum caliber and length (20,9" & I forget the max percentage of guns lengthening).
Can you try a battle of 20 light cruisers vs 20 heavy cruisers from a decade earlier?
I'm sorry, there is no way that this is weirder than the Thuringas. Oh, boy, I miss those days. I might go have to watch some of that campaign, because its been a long time since I saw those beautiful ships
Interesting challenge.
Same again but you have to attack your designed ship using 50 AI designed ships.
i tried this with 4 turrets 20" double barrels (41.9 sec reload) .it was a massacre.won quit easy.1-2 salvos per kill sometimes 2 kills.most off the time one shell was enough to kill.0 secondary guns.from what i seen 20" guns more effective then smaller guns.i finished earlier and with a win.
and i had 49% ammo left.
long time ago i tested this fight with a similar setup and with the same result.
i dont understand why the must use small guns thinking......use what works the best and from what i have seen and tested 20" massacre light cruisers.its a win everytime.
Hello, you don't need many torpedoes, just 1-3 will force the AI to change its course to the opposite one to yours. More 11" guns instead of 13" + a few 8". The number of surrendering crew should depend on the level of training: veterans 60%, greens 35%
The game does need to have a few silly or unusual ships like for the British a battleship Habakkuk
I'm wondering if another big guns campaign but with the French. Napoleon something compensating for Yada Yada.
The game despiratly need modding support for new hulls, as the devs probably don't have the time to make even all the historical hulls needed for all factions.
Ancient BB against 20 1920 destroyers, bet you won't sink even a single ship
They should expand the game past 1950 and into the modern era.
I mean the problem is distance scaling. Your dealing with all kinds of stuff like the horizon and how it interacts with radar and misses with 100s of kilometers of range. Like Oniks has a 600 kilometer range
Next part 50 US ship vs 1 Germany ship 🔥🔥🔥⚓
Love your videos from Iraq 🤎
Among the silly ships I'd like to see at some point in the game would be the Russian pancake ships. Basically a floating citadel that can drift casually towards the enemy.
Well... if you're lucky, it'll drift towards the enemy!
Should have used the Yashima class for this one lol.
Yeah the Editor is lacking... For example: German Control Towers up to 1920 are like two models in 6 versions... I hope there will be mods to mix all the nations parts again...
You shoud use barbetes so you can run and shoot at the same rate
If the game dosnt show you stats when you hover over a turret, just aim at something else and look at the turret again. than it shows
Some thing that would be fun to see is you go back to some old videos, take the ships you made and put them against another videos ship. Either in a 1v1 or something like a 5v5
yes my favourite video remade
It only uses one core? The fuck? No wonder it takes 2 minutes between turns.
Can we have a new British campaign considering it has been a while since you did a Brit campaign? Can it be from 1890 to 1940 or 50. Please
I had watched the Original Video when it was released.
I may, or may not, have made a Comment to that Video.
= = = = =
On this Warship Design; which I believe is totally different from The Original Video Warship Design, I would have used 12-Inch Guns.
-- 12-Inch Guns have a Faster Firing Rate than 13.5-Inch Guns (which you ended up begging for in this Video)
-- the Opposing Fleet didn't have any Battleship; therefore, 13-Inch, or greater, Gun Size weren't needed; and, would be too much Big Gun
Because of the Torpedo Threat by the Enemy Fleet, you should have targeted only The Closest Warships.
You should have changed Targets when an Enemy Warship was at 50% Structure and/or at 50% Flooding.
You could have finished off Damaged Enemy Warships; after, all had 50% Structure/Flooding; while, some would have been Sunk during the process.
With the entire Enemy Fleet at 50% Structure/Flooding, you would have been able to Sink every Enemy Warship at a Safe Distance (Beyond Secondary Gun Range and Beyond Torpedo Range).
If you had used Light 12-Inch Shells, you would have even more Ammunition to use; and, wouldn't have to worry about Ammunition Shortage.
This was a winnable fight.
How about one battle cruiser versus 15 lights and 15 heavy cruisers So 1 vs 30!!!
I dont think this gun scheme was a good idea, more read armour with many more smaller guns, say 12 incher guns in double or triple turrets with many supporting 8-9 incers in single mountings would allowe for higher volume while steaming away i fermly believe would make this tactic more sustainable
Mashing ships together to make bigger ships? Catamaran battleships? Sounds like you need to play Naval Ops. Not exactly realistic but hey, that's kind of impossible given the demands.
Referring to 18:58 that is.
I was thinking 15" less rate of fire but I think you would get full pene on HE so huge damage
We need the game to add AC
HMM. try other nations perhaps?
I have little over a thousand hours in game, and ive been playing since you had to give a sketchy website $50 for pre access. One of the things ive always hated about this game was the battle speeds. Watching this in 1x is absolutely heinous. I consider my self a patient man, but im not about to watch a 9 hour battle unfold in real time.
For the love of god, please hit the 3x button.
The crews in this game are absolute panzies. Give up at 45% crew? what is this BS. IRL crews would fight until they were in the low double digits and the ship was literally sinking on them
I'm currently 8 mins into this vid and i highly doubt your approach.. 4 guns bow and stern - all on the same level, so you can only fire 2 at the same time - except you're driving right through the horde... (ouchie)
So why not make this a one-way-8-gunner with starboard (main)guns on barbettes and the rest flush - so you can fight all things on portside with ALL the main guns instead only half of them all the time... just sayin' ^^
Sorry stealth, but your logic on having the side mount turrets doesn’t hold up. Yes, it would make sense if you had enemies on both sides, but that rarely happens. Especially when your opponent is light cruisers, for if they are on both sides, that means you sailed right into the middle of their formation. All of the incoming torpedos would negate your firing ability.
In essence you lost out on 6,280 tons of weight for nothing. Sure, you did get the ammo from those extra turrets, but I’m betting that would have been better used on armor. At the least you could have put superfiring turrets for and aft, then extra side mounts in the middle.
Yes that was a mistake. Sadly brawling is dead
It runs on one core because Unity is a terrible engine. Battletech fans made it multithread but it took years.
Every time I see how bad the torpedos are in this game (still) it just makes me want to uninstall the game (again) for another year :/
And yes.... many, many things about this game make no sense... so much potential wasted
Quad guns suck. End of
:)