I still make plenty of mistakes each time I play. Comes with the game. The deal is how you respond to mistakes once you make them. Good luck out there!
Thanks for making mistakes, so that we can learn from them! Also thanks for making a video which points out your own mistakes. Sometimes it takes a lot of humility to point out your own mistakes. Don’t let negative comments bother you! You’re doing great and I love the sea power videos regardless of the outcome or mistakes.
Think of how many times you got your arse handed to you playing UAD, until you learned the tricks and tips. Sea Power just has the same problems with learning those things, but with a lot of added systems and platforms. I'm really looking forward to this going into proper release, because it already looks really good.
Stealth, i hate to bring this up publicly but as an enjoyer of your content; your usage of AI has me a bit concerned. I am not one of the people who oppose the use of AI categorically, but i have noticed that more recently, many of the premises and intros of your videos have begun to echo eachother in tone and content. Not directly, mind you, but they frequently remind one of Book Summations or Back-of-the-CD-Box "hooks". While exploring a more cinematic and narrative approach is a respectable endeavor, i usually prefer a more grounded and player-experience-focused intro. Perhaps you could try out, if you would like, prefacing a video with a more general summation of the game and scenario you have selected, including points like why certain ships are where they are, and your personal motivation for why you wished to explore a particular scenario. I really enjoy a larger ratio of "Stealth17", it is why i watch your videos as opposed to more theatrical or more analytical RUclipsrs. AI may water down that element of individuality into the lowest common denominator, i fear. And if you would like some more Inspiration, why not collect some Ideas from the Community and put them to a poll? Anyway, thank you for your work and have a good day!
Same thing with real fighter pilots playing all the combat sims, a lot of them are now taking after one guy taking a different approach, he switched away from "this isn't accurate, that's not realistic" and more into the "let's just have fun". He's absolutely right, because these sims are never gonna be the same as the real thing.
The no. 1 mistake is: To listen people who start quarreling about "That's not what would happen in real life...." or "In real life....", it was made clear long ago that scenarios on this channel are not accurate representation of reality, yet I have seen people still quarreling over who sank who, who got the better suite, or worst case, straight up defending their fav ships and going to extreme levels of argument for the same.
I think tone is a big part of this issue. One of the unwritten rules of the internet is discussions very rarely remain discussions and quickly descend into arguments. Discussions like, "That's not what would happen in real life...." or "In real life....", are quite useful **if** they presented well and it doesn't turn into a hill to die on. I fully agree on the idea that games like this are at their most fun and instructive when played as a sandbox. However, given the games are actually based on things that are real, discussing those things within the context of the game is still valid. As you rightly point out, quarreling about it is not. "The smart man learns from his mistakes. The wise man learns from the mistakes of others."
@@kdog3908Thank you for putting my thoughts into words- there is interesting discussion to be had around these hypothetical scenarios, but they all-too often devolve into speculative games of trump cards.
this is a simulator, so let's simulate a few scenarios to see [.../why this would be a bad idea/ what it takes] also irl, both sides would have a well trained AG commander in charge who is backed up by strategic intelligence. so who and what is already known, only where and when to figure out. but then every comment is engagement...
They have to keep in mind that even if you're favorite ship has been lost in battle in doesn't mean it didn't lost IRL, and speaking of that, you can literally just retry the game 100x and it'll still be there.
8. position your ships correctly. if you are protecting a merchant ship, your warship should between it and and where you expected to be attacked from. layered defences, missiles ranges. long range further out, short range is the last chance
That's actually a good one. With ranges of the SAMs these ships have, even the shortest "point defense" missiles like Sea Sparrows and Geckos have ranges of 8-10 nmi, so it doesn't make too much difference spacing them out further. Not to mention the advantages of a picket line (early warning and willing sacrifices).
@@adamtruong1759 i've seen a few videos of people starting to play this game and they do nothing with the formations, just accept the default start positions. then the game plays and bang.
A good basic guide for this game is Red Storm Rising by Tom Clancy (1986). This game is made by Microprose who made the Red Storm Rising game back in 1988 and, to me, seems like an update of that game. The novel will seem rather outdated by current technology and our knowledge of it, but the book , while having some faults, was a pretty good representation of the Cold War turning hot AT THAT TIME. Tom Clancy's lead researcher was a guy named Larry Bond, who created the original Harpoon game, which originally was developed as a training tool for the US Navy. As mentioned, none of this will make you an instant expert in THIS game.
A correction: It is published by Microprose, and developed by a Studio formed relatively recently from members of other naval game projects. Red Storm Rising does share themes and material accuracy, but the scope of the game is far larger, as exemplified by various non-USSR mission options you have.
@@acceptablecasualty5319 everything I've seen so far is NATO vs Pact. Must be other content no one has shown me so far, which is about normal really lol.
@@TheCaptainbeefylogThere are engagements available regarding the NVA and Iran, afaik. The game even included the respective aircraft liveries, really cool stuff!
Red storm rising the game and the book are very very different. The BOOK is an AMAZING DETAILED description of a step by step how a world war could suddenly ignite.
It has been really interesting to follow your journey these last few weeks, learning lessons the hard way. Acknowledging your mistakes in this manner and trying again is absolutely the way to go about it. Modern naval combat is complex and dynamic, with many different aspects to handle simultaneously. Your tips here are all sound advice. Allow me to add a few more, expanding upon some of your themes: Be proactive. Never just wait for enemy contacts to show up, look for them. Send your pickets out, use helicopters and AWACS and towed arrays, drop sonobuoys, send CAP-flights into likely enemy attack vectors. Be systematic. Work your contacts in a systematic manner, using something like the F2T2EA model (Find, Fix, Track, Target, Engage, Assess). It is easy to be caught up in the frenzy and focus too much or too little on something. Having a systematic approach to fall back on will help you to make rational decisions under fire. Consider radiating sensors intermittently. You don’t have to be EMCON or all-in, you can switch your radars on for a short duration once every ten minutes or so. This will offer some ESM information to the enemy, but not much, and can be a tool in retaining initiative. I expect this to be even more useful in the campaign or larger/longer scenarios. It applies to helos as well, especially when you don't have air superiority. Fly them out low, pop up to 3000 feet, switch on radar, note what you see, switch off radar, drop down to sea level, fly to another location, rinse and repeat. Mass your firepower. If you can, wait until all ships in a group are in range. Fire the long-range TASMs with the medium-range Harpoons, trying to overwhelm enemy defenses. Some will miss, some will go for chaff, some will be fooled by ECM, some will be shot down by SAMs, some will be shot down by AAA, some will hit doing little damage. Keeping missiles “in reserve” is generally not a good idea. Consider firing arcs. An Oliver Hazard Perry frigate has a 76 mm naval gun and a Phalanx CIWS. None of them can fire straight ahead, so you want to face enemy missiles/ships/aircrafts at an angle. Other ships have similar issues.
Yup, keeping missiles in reserve is never a good idea. It reminds me of that one episode where he kept skimping on missiles with one of his Virginia class cruisers, until it finally took a hit and went to the bottom with the majority of his AAW’s.
Mistakes are made, were made and will always be made in future, they are a part of learning, what's important that what you learn from it and do apply your learnings in the future. I for example, will be making a lot less mistakes when I play the game, because I learn from the mistakes you make. So yeah, keep making mistakes and keep learning!! After all, we (the community) are here for possible solutions. 😃
If you are in the market for more mission ideas/more missions I just saw one from a german language creator named Klausberger that could be cool. It revolves around using an impromptu international force to stop an aggressive invasion in the baltic. It requires maximizing the capability's of under powered platforms like Harriers and attack helicopters and could be an interesting challange.
Thank you for the great and helpful video. In my opinion, one of your greatest strengths is that you are willing to learn and continue to learn. With every video you make, you can see that you are avoiding making mistakes more and more. That’s what makes your videos so worth watching. I hope to see many more interesting videos from you.
@9:00 Wow, that reminds me of an old friend who was a pilot in our NZ navy. He was tasked to perform a fly-over event for the dawn parade on ANZAC day and he described to me the planning behind it. I attended the dawn parade, and I couldn't help but be impressed with the pinpoint accuracy of the timing. The Last Post started, and the helicopter was set to fly over as the bugle on the ground played the final note. So to plan this they took the speed and course of the helicopter, gave him waypoints with a dogleg so the pilot could speed up or slow down if his timing was out. He was to arrive at a certain waypoint which matched the start of the song, and timed to fly NE to SW over the memorial at the exact moment, which they lined up perfectly. An interesting thing about the Seahawks is you can't really hear them coming. Even knowing it was coming I didn't hear the helicopter approach until it had just passed over us and we were to the rear of its engines. My point is the Navy in every country (I presume) has exceptional timing. 😊
Yeah, CMANO definitely gives you the idea, but what i don't see in sea power, YET... is a mission platform, cause micro managing more than 10 assets becomes very heavy workload when actions starts getting hot...
I have literally been reading about this stuff in every non-classified source I could get my hands on since the 80s. Also been playing Harpoon since pencil & paper editions. That said, I expect to loose tens of billions of dollars worth of aircraft carriers in the next few months getting used to how the game works and thinks. The only thing I’m concerned about is how command and control works out. Your play throughs have alleviated a lot of my concerns but I’m still suffering PTSD from Jane’s Fighting Ships Modern Combat (I think it was called) back in the late 90s. That game made you take control of every position in the fleet from Admiral to aircraft crew chief. And if you weren’t actively engaging in a job, well, your planes wouldn’t launch and your Aegis Cruiser wouldn’t defend the fleet. It was as bad as “Battlehawks 1942”. Horrible micromanaging.
I appreciate this succinct video of common mistakes! I’ve been watching for a while because I’ve had Sea Power on my wishlist FOREVER, but this is the video that made me subscribe. Thank you!
I so can't wait for this game! I noticed that Microprose is re-releasing Harpoon 97 as well which I feel is about the closest spiritual predecessor to this game.
CMO is more the spiritual successor to Harpoon. Sea Power is the spiritual successor to Jane's Fleet Command. Both having 3d platform views. They all have a lot in common though.
Great tutorial, thank you!!! My top problem always is the patience ;-). Do you know, if Sea Power simulates sonar sensitivy depending on ship/sub speed? A slowly moving ship/sub can hear very good with it's passive sonar. With increasing speed the flow noise of the own hull superimposes incomung sounds more and more up to hearing only your own noise. And your own noise depens on how "clean" the shape of your own hull is.
Seapower simulates or accounts for a huge range of additional ASW factors, including water temperatures, layers/thermocline, wave action, weather conditions, and the unique acoustic profiles of each vessel type. It also models the distinct characteristics and capabilities of various sonar systems (including towed arrays) and other detection methods, like sonobuoys and Magnetic Anomaly Detection (MAD). Aside from the RTS gameplay constraint that acoustic intel is available in real-time to all controlled units, even those without a data link or that are submerged, the simulation is complex enough to require (and allow for) tactically accurate actions. For an even more precise (A)SW simulation in a current game, consider checking out Cold Waters or Command: Modern Operations (C:MO).
When I took the Naval Intelligence Officer advanced course in 1985 we had the former Naval Attache to the Soviet Union, a Captain, come and speak with us for the entire day. During the question period I asked what about American naval officers most annoyed the Soviets. He replied, "What most annoys them is that most of our naval officers haven't read their doctrine and those that have don't feel compelled to follow it." Essentially this meant that they couldn't predict what a US commander would do in a given situation. We knew that better than nine times out of ten the Soviets would follow their doctrine even if that might not be the best course of action.
Great video, it will help a lot of new players. Also it was great to see the evolution of your playstyle, I learned so much form it, I really thought it was an unfair game from the first two vids, until I realised I also had no clue on how warfare worked.
Excellent advice and summary! Tactic suggestion. If you're protecting civilian/cargo assets keep a unit with surface to air close to them. Hormuz scenario. Keep the Frigate or Spruance close to the tankers for last chance missile defense.
I am a bit disapointed that the AI doesnt have any other options other than weapons tight, hold fire and fire at will. It needs an option like fire at will only intercept missile contacts, because if you are under attack and dont want to fire your offensive missiles yet but you want to deffend yourself you must leave weapons tight and click on the missiles little icon every time if you dont want to waste ammo shooting at the enemy with only a few missiles that came out umcommanded because you use fire at will just because this way they auto intercept incoming and reduces micro.
Great video! Genuinely one of the best game vids I've seen. I've been hoping the game would play as you describe, so it was great to have it all confirmed (and more) in this vid. If I had a criticism, I'd let you know!
I hope there is a coop campaign and some kind of PvP skirmish mode in the future. It would be fun to have up to 5v5 skirmishes, but even 3v3 or 2v2 would be amazing. And having a campaign, either head to head or coop where you both control different fleets or nations or whatever, would be amazing as well. Make it a paid DLC if you need to. Id buy it.
• Men matter most. • Doctrine is the glue of tactics. • To know tactics, know technology. • The seat of purpose is on the land. • Attack effectively first.
i feel pretty good about my sub play as i play cold waters when a campaign comes in a year or so i hope they allow a free roam world map so i can engage what enemy targets i want unlike cold waters that forces you to do missions
Good advice...Can't wait to put all I've learned into practice. I hope the game gives us a training mode like in Cold Waters. You missed out on #8...Expect bugs to appear. No matter how good the developers are they will miss something.
The gameplay and UI is similar (so similar its like re-skin) to Jane's Fleet Command, especially the while passive/active detection thing. From what i've seen in this video, this is the exact same modus operandi as Jane's Fleet Command. Send AWACS > Sent EW's > Send ASWs attack from opposite directions Oh also, if you have it, always have an attack sub away from your fleet, usually in front, you can triangulate the passive cons in open sea between the sub and the main fleet.
I'll help you out. You're close but not quite the correct order arrangement. CAP -> AEW (Airborne early warning/AWACS) -> Recon -> EW-> ASUW/STRIKE -> ASW. It is in that order. By the time ASW becomes a factor, air units able to search and find or attack will already determining offensive and defensive actions. This is coming from someone with +3 years of hardened multiplayer experience against some of the best Fleet Command players in the world.
The closer we are getting to the release, the harder the wait feels. I've been waiting for this game ever since it was announced and I already know I'll spend way too much time with this game
I'd really like a dogfight tutorial. I'm finding it difficult to know what tricks transition from DCS to this game. Can you crank? Do missiles have longer ranges if you are flying high and fast?
It's funny to me to see this game. I used to sit in the library reading in the government section and getting the Jane's Identification Books, big thick ones. I literally memorized them all from 1954 to 1994. It's funny because it gave me the ability to identify any platform and its purpose. So I know the doctrine by book, and I always dreamed of running a Fleet Great information that only scratches the surface of these war machines.
It would be nice if we had some sort of sense in game for how sensitive or passive sensors are and what affects them. For example how does sea state affect my hull mounted passive sonar? How much sensitivity do I lose or gain at different speeds? I know that militaries work hard to figure that sort of thing out because it is critical, but fur now it seems hidden from us under the hood, although it appears to exist. A passively tracked submarine that slows down can fade, for example.
I'm watching this right after learning the hardway that Russia has some extremely long range and capable missiles..... learning that hurt..... a lot......
7:17 Russian Carrier-borne AEW&C aircraft? I didn't know that existed. Considering what I know of Soviet Air Forces is that they had an over-reliance on Ground Controlled Stations directing Intercept.
Another great video, plenty to keep in mind when we finally get access to the game. If I could make a small request… I saw someone using an assault carrier that had Harriers and Attack helicopters but they were not as proficient with the game as you. Would it be possible to make a scenario with those units so we can see what they are capable of?
Just to clarify, the RWR will detect enemy radar regardless of whether you have your own radar on or not? If so, is there any point in turning it on at all unless you detect missiles coming in like you suggest? - I'm watching all your videos at the moment to get a better grip of this game, have been for a few weeks but just got a hold of it on release yesterday. Absolutely loving it, it's everything I've wanted from a modern naval sim :)
17 minutes later and I've found the answer to my question on your detection and stealth video! Thanks for the great videos again Stealth, these are fantastic
Have you tried telling them to Cease Fire/Weapons Hold when that happens? Usually the reason a unit stops responding is because the AI is hung up trying to continue an attack on something that may already be dead.
Especially when attacking identified carriers, which were one of the Soviet's primary targets. The Soviets would fire them all in that situation, it's the best means of killing an important asset.
On point 5, be too patient and the game will memory leak you out of existence. How that issue got past any sort of testing process they have is beyond me, I mean do the QA guys not play the game for more than 30 minutes?
@Stealth17Gaming cool. I hope so. The a6s and a7s can buddy store and refuel for longer strikes or patrols. I remember in harpoon and cmno that s3 vikings were great for asw sanitation within the formation, too. Seapower looks great
If possible, don't tell more than one squadron to land at the same time The game gets not happy with you when you do this Had one guy go in for landibg the wrong way, kept flying away into tge sunset, and nobody else could use the airfield because he was supposed to be using it Then we got hit with fighters snd missiles when everyone waiting ran out of fuel...
Red Storm Rising is not just a book. It was an Amiga 500 game three decades ago. Cold Waters seems like a remastered Windows version of it. Best of all for Cold Waters is mods that allow a Soviet campaign.
I dont understand the formation controls I click a formation tell them to attack and only the leader will shoot. I also feel like I constantly have to switch between weapons free and tight
The whole formation system needs an overhaul as far as I'm concerned. You can use the formation menu to go Weapons Free and everybody will lose their minds shooting everything so that's not ideal either
I mean if the US navy is modeled accurately you should have your radar on all the time like they do IRL. Like have you ever seen a US navy ship with it's radar not active IRL or in videos aka the radar dish not spinning? Because it's one of their biggest advantages so why not abuse it?
Hey Stealth, You mentioned Patience. Have you seen Jive Turkey's LA Flt. 1 vs. Alfa? A 1v1 that took an hour. But, he did it textbook. He was a sonar man, so...
question how much does your rig effect your ability to play the game ? my GPU only has 4gb which is minimum requirement will that make actual playing harder or just the visuals lesser? thanks in advance for any advice
According to the developers stated in their official Discord channel, the game DOES support ultrawide monitor resolutions. However, as stated by Stealth17, multiple monitors support is not yet available per the developers.
Tom Clancy's Red Storm Rising. For both sides, the fundamental choice was whether or not to radiate, to use their radar transmitters. Either choice carried benefits and dangers, and there was no "best" solution to the problem. Nearly every American ship carried powerful air-search radars that could locate the raid two hundred or more miles away. But those radar signals could be detected at an even greater range, generating a return signal, that would potentially allow the Soviets to circle the formation, pinpoint it, then converge in from all points of the compass. ruclips.net/video/zo8FhChnyq0/видео.htmlsi=RVo7Ity15Sntkaup&t=435 Great Video, I am really looking forward to this game.
Enemy can "see" you, when he switches his radar to active. With a range of i.e. 30 nm. (Range depends on height of radar above sea level and heights of yourself above sealevel, among other things). If you switch your radar to active, you can "see" the enemy up to i.e. 30 nm away. But the enemy can sense your radar signal from a much longer distance away (i.e. four or five times farther away). For this, the enemy needs no active radar, only a passive receiver (like a radio).
Don't forget lesson number 1. If you get into a fair fight, you F'd up. Helicopter pilots are great people but they know they are expendable targets. They also get annoyed when beaten in recognition tests by lowly gunners. @Bot101101 sounds like he's read the manual too.
How can you go back to main menu after completing a scenario.?. After I finish a scenario I cannot go back to main menu I dont know what key to press. Hope someone will tell me
ARMA 3 is good in every thing except in navy still in beta mode and mod improving staging years after years! War thunder was good but lack of electronic warfare DCS is good but not good modeling in Navy Cold water good in sub sim but again lack of Eletronicwarfae and more air units Dangerous water was good in his own time it was father of all this mil sim games so some respect i played that in 2008 so its very old game.. but still some of its features was good! and still is ! Seapower is more unit control focus and battlegroup management instead of sonar analyzing or per unit focus every thing is just a on/off Switch for player but some of new tech in this sim like Electronics warfare and radar is interesting .. but still need improvement with mods and community by the way thanks from the you to explain this too new Sim Players too have time and test everything on the game to learn it deep in mind one of my rules: for this type of games : always i use Ruler and range circle why ? because i want know total area of battlefield- range to enemy and compare it with my units and weapons range So. i suggest you using this Measuring tools to improve your gameplay and decision fast!!!
Having played DCS is great because I already have a good understanding of carriers and the various planes they can deploy, such as having an AWACS going at all times. Also the radar on/off thing is very much a thing in DCS - It's better to use data links and get guided by other radar sources (like awacs)
8. Being addicted to ship porn. If you are mesmerized at planes landing or taking off from an aircraft carrier, then you will not see the incoming AShM spam!
5:00 or if you have a some type of military or design background in the area..... You will know what a SARH is compared to ARH ... This game can if the designers want too be VERY hard. The player is basically asked to educated and train in multiple tasks which in a real setting would be the work of .... 10 people ? Though the demands on multitasking in the game is less so.
11:23:00 A Carrier based Mig 23????? what the f*ck even is that??? Not to mention a soviet carrier that can launch them. Did I miss something in the last 47 years I've been alive? Because I don't remember the ruskies having such weapons.
The game took a Soviet plan to build a Forrestal-esque supercarrier - Orel - and made it available, with a comparable air wing. As far as I know that's the only thing the game has that isn't real. The game also has the Kiev-class cruisers, which did exist and carried Yak-38s and helicopters.
The biggest issue I see with the game is the belief that we don’t run radar constant. As a Capt onboard a LHA we care more about seeing a threat as early as possible over worried about being seen. We can defend ourselves from being seen. But we can’t provide proper defense if waiting till our close proximity detectors go off
Ah, all lessons well learned and seasoned/experienced from +20 years ago. Long long ago. Still fresh in my mind when I recently resumed the genre due to Sea Power. Not mentioning the two closest games to Sea Power that should have been mentioned did not start this video off on a good footing. These would be clearcut references/choices: #1 in the genre. Janes/SCS Fleet Command. I fail to understand why this isn't first being mentioned. The only conclusion I can say is lack of experience in this genre with multiple titles. #2 in the genre. Harpoon. Less commonly purchased/played but still very close to Sea Power. To the streamer's credit, the main points were well explained and unfortunately often fall on deaf ears or ears that resist learning or change more often than not.
Is this another Russian game? I'm asking because it looks as if the Soviets are getting stuff they never had in reality (like a super carrier), while NATO only gets stuff that actually existed.
Not worth 50 not worth 45 on steam sale. A rushed product with over bearing mechanics. Love naval warfare but I don't need this. Wow no thanks. 5 tuts over 20 min. Just to get you past return time.
I still make plenty of mistakes each time I play. Comes with the game. The deal is how you respond to mistakes once you make them. Good luck out there!
Thanks for making mistakes, so that we can learn from them! Also thanks for making a video which points out your own mistakes. Sometimes it takes a lot of humility to point out your own mistakes. Don’t let negative comments bother you! You’re doing great and I love the sea power videos regardless of the outcome or mistakes.
Think of how many times you got your arse handed to you playing UAD, until you learned the tricks and tips. Sea Power just has the same problems with learning those things, but with a lot of added systems and platforms. I'm really looking forward to this going into proper release, because it already looks really good.
I mean you take the job of 10+ people on each ship mistakes will happen 😂
Stealth, i hate to bring this up publicly but as an enjoyer of your content; your usage of AI has me a bit concerned.
I am not one of the people who oppose the use of AI categorically, but i have noticed that more recently, many of the premises and intros of your videos have begun to echo eachother in tone and content. Not directly, mind you, but they frequently remind one of Book Summations or Back-of-the-CD-Box "hooks".
While exploring a more cinematic and narrative approach is a respectable endeavor, i usually prefer a more grounded and player-experience-focused intro.
Perhaps you could try out, if you would like, prefacing a video with a more general summation of the game and scenario you have selected, including points like why certain ships are where they are, and your personal motivation for why you wished to explore a particular scenario.
I really enjoy a larger ratio of "Stealth17", it is why i watch your videos as opposed to more theatrical or more analytical RUclipsrs. AI may water down that element of individuality into the lowest common denominator, i fear.
And if you would like some more Inspiration, why not collect some Ideas from the Community and put them to a poll?
Anyway, thank you for your work and have a good day!
@@acceptablecasualty5319 Thanks for the feedback. I've noticed it too. I'll change it up
One of my favourite youtubers said (paraphrased): "when it comes to playing games, the most important thing to remember is to have fun"
The quickest way to do that in the old Harpoon games in the 90's was to use the shortcut keys "CTRL N" for nuclear release. 😂
Same thing with real fighter pilots playing all the combat sims, a lot of them are now taking after one guy taking a different approach, he switched away from "this isn't accurate, that's not realistic" and more into the "let's just have fun".
He's absolutely right, because these sims are never gonna be the same as the real thing.
"it's only game. Y U hav 2 B mad?"
The no. 1 mistake is: To listen people who start quarreling about "That's not what would happen in real life...." or "In real life....", it was made clear long ago that scenarios on this channel are not accurate representation of reality, yet I have seen people still quarreling over who sank who, who got the better suite, or worst case, straight up defending their fav ships and going to extreme levels of argument for the same.
Absolutely
I think tone is a big part of this issue. One of the unwritten rules of the internet is discussions very rarely remain discussions and quickly descend into arguments. Discussions like, "That's not what would happen in real life...." or "In real life....", are quite useful **if** they presented well and it doesn't turn into a hill to die on. I fully agree on the idea that games like this are at their most fun and instructive when played as a sandbox. However, given the games are actually based on things that are real, discussing those things within the context of the game is still valid. As you rightly point out, quarreling about it is not.
"The smart man learns from his mistakes. The wise man learns from the mistakes of others."
@@kdog3908Thank you for putting my thoughts into words- there is interesting discussion to be had around these hypothetical scenarios, but they all-too often devolve into speculative games of trump cards.
this is a simulator, so let's simulate a few scenarios to see [.../why this would be a bad idea/ what it takes]
also irl, both sides would have a well trained AG commander in charge who is backed up by strategic intelligence. so who and what is already known, only where and when to figure out.
but then every comment is engagement...
They have to keep in mind that even if you're favorite ship has been lost in battle in doesn't mean it didn't lost IRL, and speaking of that, you can literally just retry the game 100x and it'll still be there.
8. position your ships correctly.
if you are protecting a merchant ship, your warship should between it and and where you expected to be attacked from.
layered defences, missiles ranges. long range further out, short range is the last chance
That's actually a good one. With ranges of the SAMs these ships have, even the shortest "point defense" missiles like Sea Sparrows and Geckos have ranges of 8-10 nmi, so it doesn't make too much difference spacing them out further. Not to mention the advantages of a picket line (early warning and willing sacrifices).
@@adamtruong1759 i've seen a few videos of people starting to play this game and they do nothing with the formations, just accept the default start positions.
then the game plays and bang.
A good basic guide for this game is Red Storm Rising by Tom Clancy (1986). This game is made by Microprose who made the Red Storm Rising game back in 1988 and, to me, seems like an update of that game. The novel will seem rather outdated by current technology and our knowledge of it, but the book , while having some faults, was a pretty good representation of the Cold War turning hot AT THAT TIME.
Tom Clancy's lead researcher was a guy named Larry Bond, who created the original Harpoon game, which originally was developed as a training tool for the US Navy.
As mentioned, none of this will make you an instant expert in THIS game.
A correction: It is published by Microprose, and developed by a Studio formed relatively recently from members of other naval game projects. Red Storm Rising does share themes and material accuracy, but the scope of the game is far larger, as exemplified by various non-USSR mission options you have.
@@acceptablecasualty5319 everything I've seen so far is NATO vs Pact. Must be other content no one has shown me so far, which is about normal really lol.
the UI, the game play etc, is almost identical to Jane's Fleet Command, if you've played that you can pretty much jump in this straight away.
@@TheCaptainbeefylogThere are engagements available regarding the NVA and Iran, afaik. The game even included the respective aircraft liveries, really cool stuff!
Red storm rising the game and the book are very very different. The BOOK is an AMAZING DETAILED description of a step by step how a world war could suddenly ignite.
It has been really interesting to follow your journey these last few weeks, learning lessons the hard way. Acknowledging your mistakes in this manner and trying again is absolutely the way to go about it. Modern naval combat is complex and dynamic, with many different aspects to handle simultaneously. Your tips here are all sound advice. Allow me to add a few more, expanding upon some of your themes:
Be proactive. Never just wait for enemy contacts to show up, look for them. Send your pickets out, use helicopters and AWACS and towed arrays, drop sonobuoys, send CAP-flights into likely enemy attack vectors.
Be systematic. Work your contacts in a systematic manner, using something like the F2T2EA model (Find, Fix, Track, Target, Engage, Assess). It is easy to be caught up in the frenzy and focus too much or too little on something. Having a systematic approach to fall back on will help you to make rational decisions under fire.
Consider radiating sensors intermittently. You don’t have to be EMCON or all-in, you can switch your radars on for a short duration once every ten minutes or so. This will offer some ESM information to the enemy, but not much, and can be a tool in retaining initiative. I expect this to be even more useful in the campaign or larger/longer scenarios. It applies to helos as well, especially when you don't have air superiority. Fly them out low, pop up to 3000 feet, switch on radar, note what you see, switch off radar, drop down to sea level, fly to another location, rinse and repeat.
Mass your firepower. If you can, wait until all ships in a group are in range. Fire the long-range TASMs with the medium-range Harpoons, trying to overwhelm enemy defenses. Some will miss, some will go for chaff, some will be fooled by ECM, some will be shot down by SAMs, some will be shot down by AAA, some will hit doing little damage. Keeping missiles “in reserve” is generally not a good idea.
Consider firing arcs. An Oliver Hazard Perry frigate has a 76 mm naval gun and a Phalanx CIWS. None of them can fire straight ahead, so you want to face enemy missiles/ships/aircrafts at an angle. Other ships have similar issues.
Yup, keeping missiles in reserve is never a good idea. It reminds me of that one episode where he kept skimping on missiles with one of his Virginia class cruisers, until it finally took a hit and went to the bottom with the majority of his AAW’s.
Mistakes are made, were made and will always be made in future, they are a part of learning, what's important that what you learn from it and do apply your learnings in the future. I for example, will be making a lot less mistakes when I play the game, because I learn from the mistakes you make. So yeah, keep making mistakes and keep learning!! After all, we (the community) are here for possible solutions. 😃
If you are in the market for more mission ideas/more missions I just saw one from a german language creator named Klausberger that could be cool. It revolves around using an impromptu international force to stop an aggressive invasion in the baltic. It requires maximizing the capability's of under powered platforms like Harriers and attack helicopters and could be an interesting challange.
And don't forget about Jane's Fleet Command!
@@cobra281985 I’d really like to. The micromanaging on that game put me off naval wargames for decades.
Thank you for the great and helpful video. In my opinion, one of your greatest strengths is that you are willing to learn and continue to learn. With every video you make, you can see that you are avoiding making mistakes more and more. That’s what makes your videos so worth watching. I hope to see many more interesting videos from you.
Thanks man!
@9:00 Wow, that reminds me of an old friend who was a pilot in our NZ navy. He was tasked to perform a fly-over event for the dawn parade on ANZAC day and he described to me the planning behind it. I attended the dawn parade, and I couldn't help but be impressed with the pinpoint accuracy of the timing.
The Last Post started, and the helicopter was set to fly over as the bugle on the ground played the final note. So to plan this they took the speed and course of the helicopter, gave him waypoints with a dogleg so the pilot could speed up or slow down if his timing was out. He was to arrive at a certain waypoint which matched the start of the song, and timed to fly NE to SW over the memorial at the exact moment, which they lined up perfectly. An interesting thing about the Seahawks is you can't really hear them coming. Even knowing it was coming I didn't hear the helicopter approach until it had just passed over us and we were to the rear of its engines.
My point is the Navy in every country (I presume) has exceptional timing. 😊
Yeah, CMANO definitely gives you the idea, but what i don't see in sea power, YET... is a mission platform, cause micro managing more than 10 assets becomes very heavy workload when actions starts getting hot...
I have literally been reading about this stuff in every non-classified source I could get my hands on since the 80s. Also been playing Harpoon since pencil & paper editions. That said, I expect to loose tens of billions of dollars worth of aircraft carriers in the next few months getting used to how the game works and thinks.
The only thing I’m concerned about is how command and control works out. Your play throughs have alleviated a lot of my concerns but I’m still suffering PTSD from Jane’s Fighting Ships Modern Combat (I think it was called) back in the late 90s. That game made you take control of every position in the fleet from Admiral to aircraft crew chief. And if you weren’t actively engaging in a job, well, your planes wouldn’t launch and your Aegis Cruiser wouldn’t defend the fleet. It was as bad as “Battlehawks 1942”. Horrible micromanaging.
Excessive micromanaging does appear to currently be an issue with air combat in Sea Power but otherwise looks reasonably manageable, so far.
Are you talking about Jane's Fleet Command?
@@stab74 Yeah. That’s the one. Sorry, it’s been 25yrs.
Great insights! Can't wait to get my hands on this game and put these to use.
I appreciate this succinct video of common mistakes! I’ve been watching for a while because I’ve had Sea Power on my wishlist FOREVER, but this is the video that made me subscribe. Thank you!
I so can't wait for this game! I noticed that Microprose is re-releasing Harpoon 97 as well which I feel is about the closest spiritual predecessor to this game.
I loved Harpoon 3.
CMO is more the spiritual successor to Harpoon. Sea Power is the spiritual successor to Jane's Fleet Command. Both having 3d platform views. They all have a lot in common though.
Great tutorial, thank you!!! My top problem always is the patience ;-).
Do you know, if Sea Power simulates sonar sensitivy depending on ship/sub speed?
A slowly moving ship/sub can hear very good with it's passive sonar. With increasing speed the flow noise of the own hull superimposes incomung sounds more and more up to hearing only your own noise. And your own noise depens on how "clean" the shape of your own hull is.
Yes faster ships definitely don't pick up subs nearly as good
Seapower simulates or accounts for a huge range of additional ASW factors, including water temperatures, layers/thermocline, wave action, weather conditions, and the unique acoustic profiles of each vessel type. It also models the distinct characteristics and capabilities of various sonar systems (including towed arrays) and other detection methods, like sonobuoys and Magnetic Anomaly Detection (MAD). Aside from the RTS gameplay constraint that acoustic intel is available in real-time to all controlled units, even those without a data link or that are submerged, the simulation is complex enough to require (and allow for) tactically accurate actions. For an even more precise (A)SW simulation in a current game, consider checking out Cold Waters or Command: Modern Operations (C:MO).
@@REFORGER_2023 Thank you for the information! I played C:MO with much fun.
When I took the Naval Intelligence Officer advanced course in 1985 we had the former Naval Attache to the Soviet Union, a Captain, come and speak with us for the entire day. During the question period I asked what about American naval officers most annoyed the Soviets. He replied, "What most annoys them is that most of our naval officers haven't read their doctrine and those that have don't feel compelled to follow it." Essentially this meant that they couldn't predict what a US commander would do in a given situation. We knew that better than nine times out of ten the Soviets would follow their doctrine even if that might not be the best course of action.
Great video, it will help a lot of new players. Also it was great to see the evolution of your playstyle, I learned so much form it, I really thought it was an unfair game from the first two vids, until I realised I also had no clue on how warfare worked.
Excellent advice and summary!
Tactic suggestion. If you're protecting civilian/cargo assets keep a unit with surface to air close to them. Hormuz scenario. Keep the Frigate or Spruance close to the tankers for last chance missile defense.
Not the Spruance. It’s an ASW destroyer with only self defense capability.
@@bobtank6318 If you got any Kidd classes laying around they'll work! 😉
I am a bit disapointed that the AI doesnt have any other options other than weapons tight, hold fire and fire at will. It needs an option like fire at will only intercept missile contacts, because if you are under attack and dont want to fire your offensive missiles yet but you want to deffend yourself you must leave weapons tight and click on the missiles little icon every time if you dont want to waste ammo shooting at the enemy with only a few missiles that came out umcommanded because you use fire at will just because this way they auto intercept incoming and reduces micro.
Great video!
Genuinely one of the best game vids I've seen. I've been hoping the game would play as you describe, so it was great to have it all confirmed (and more) in this vid.
If I had a criticism, I'd let you know!
I hope there is a coop campaign and some kind of PvP skirmish mode in the future. It would be fun to have up to 5v5 skirmishes, but even 3v3 or 2v2 would be amazing. And having a campaign, either head to head or coop where you both control different fleets or nations or whatever, would be amazing as well.
Make it a paid DLC if you need to. Id buy it.
• Men matter most.
• Doctrine is the glue of tactics.
• To know tactics, know technology.
• The seat of purpose is on the land.
• Attack effectively first.
i feel pretty good about my sub play as i play cold waters when a campaign comes in a year or so i hope they allow a free roam world map so i can engage what enemy targets i want unlike cold waters that forces you to do missions
Mistakes is part of life and many are made in war. Don't worry about making mistakes or losing, you'll figure it out and start to kick ass!
A good run-down, buddy. Subbed.
Good advice...Can't wait to put all I've learned into practice. I hope the game gives us a training mode like in Cold Waters. You missed out on #8...Expect bugs to appear. No matter how good the developers are they will miss something.
The gameplay and UI is similar (so similar its like re-skin) to Jane's Fleet Command, especially the while passive/active detection thing.
From what i've seen in this video, this is the exact same modus operandi as Jane's Fleet Command.
Send AWACS > Sent EW's > Send ASWs attack from opposite directions
Oh also, if you have it, always have an attack sub away from your fleet, usually in front, you can triangulate the passive cons in open sea between the sub and the main fleet.
I'll help you out. You're close but not quite the correct order arrangement.
CAP -> AEW (Airborne early warning/AWACS) -> Recon -> EW-> ASUW/STRIKE -> ASW.
It is in that order. By the time ASW becomes a factor, air units able to search and find or attack will already determining offensive and defensive actions.
This is coming from someone with +3 years of hardened multiplayer experience against some of the best Fleet Command players in the world.
I appreciate the honesty in making this video, of "I made mistakes and here they are"
The closer we are getting to the release, the harder the wait feels. I've been waiting for this game ever since it was announced and I already know I'll spend way too much time with this game
I'd really like a dogfight tutorial. I'm finding it difficult to know what tricks transition from DCS to this game. Can you crank? Do missiles have longer ranges if you are flying high and fast?
It's funny to me to see this game.
I used to sit in the library reading in the government section and getting the Jane's Identification Books, big thick ones.
I literally memorized them all from 1954 to 1994. It's funny because it gave me the ability to identify any platform and its purpose. So I know the doctrine by book, and I always dreamed of running a Fleet
Great information that only scratches the surface of these war machines.
It would be nice if we had some sort of sense in game for how sensitive or passive sensors are and what affects them. For example how does sea state affect my hull mounted passive sonar? How much sensitivity do I lose or gain at different speeds? I know that militaries work hard to figure that sort of thing out because it is critical, but fur now it seems hidden from us under the hood, although it appears to exist. A passively tracked submarine that slows down can fade, for example.
I was an Operations Specialist on board USS Mississippi CGN-40. Is the 'Burn Through' mode for the SPS-48c modeled? USN 77-83.
Don't know about that
The game does model radar burn-through, but I don't know if that's a result of closing distance or specific radar modes.
Big fan and long time player of the Harpoon franchise. It should give me some help, especially when it comes to knowing the platforms.
@3:27 go active full emissions, pause, and fire everything. EVERYTHING! 😲
The other thing to be cognizant of is that the Earth is round. Your radars cannot detect objects below the horizon.
I like the game so far, can't wait for the Campaign mode, kinda wish the game started around WW2 or make a WW2 type game with this engine
Thanks for all your videos and heads-up
I'm watching this right after learning the hardway that Russia has some extremely long range and capable missiles..... learning that hurt..... a lot......
Now you know ;)
This is a fantastic game / Sim, far better than the kiddy alternatives.
7:17
Russian Carrier-borne AEW&C aircraft? I didn't know that existed. Considering what I know of Soviet Air Forces is that they had an over-reliance on Ground Controlled Stations directing Intercept.
Its a prototype aircraft
My lessons learned: Read the documentation , review and use the assets you are given and most importantly, subscribe to stealth17gaming
Another great video, plenty to keep in mind when we finally get access to the game. If I could make a small request… I saw someone using an assault carrier that had Harriers and Attack helicopters but they were not as proficient with the game as you. Would it be possible to make a scenario with those units so we can see what they are capable of?
I have exactly that coming up tomorrow with USS Tarawa
@@Stealth17Gaming Awesome, can’t wait!
im really hyped about this game
Just to clarify, the RWR will detect enemy radar regardless of whether you have your own radar on or not? If so, is there any point in turning it on at all unless you detect missiles coming in like you suggest? - I'm watching all your videos at the moment to get a better grip of this game, have been for a few weeks but just got a hold of it on release yesterday. Absolutely loving it, it's everything I've wanted from a modern naval sim :)
17 minutes later and I've found the answer to my question on your detection and stealth video! Thanks for the great videos again Stealth, these are fantastic
Game isn't even out and yet buddy has 80+ hours. Respect.
biggest thing ive found when playing, is that ships don't respond to commands. I'm forever crashing or losing ships because they wont turn on command
Have you tried telling them to Cease Fire/Weapons Hold when that happens? Usually the reason a unit stops responding is because the AI is hung up trying to continue an attack on something that may already be dead.
I noticed that in YT Sea Power videos; players fire their Shipwrecks in salvos, holding some in reserve. No! Fire them all!
Especially when attacking identified carriers, which were one of the Soviet's primary targets. The Soviets would fire them all in that situation, it's the best means of killing an important asset.
On point 5, be too patient and the game will memory leak you out of existence. How that issue got past any sort of testing process they have is beyond me, I mean do the QA guys not play the game for more than 30 minutes?
Regarding that flashlight: I'm trying to show your son the universe
Does seapower have tanker aircraft support? Also, can you add ASW helos and planes to the formations like Harpoon and CMNO?
There aren't any tanker aircraft at the moment. I do expect that they'll be added eventually
@Stealth17Gaming cool. I hope so. The a6s and a7s can buddy store and refuel for longer strikes or patrols. I remember in harpoon and cmno that s3 vikings were great for asw sanitation within the formation, too. Seapower looks great
If possible, don't tell more than one squadron to land at the same time
The game gets not happy with you when you do this
Had one guy go in for landibg the wrong way, kept flying away into tge sunset, and nobody else could use the airfield because he was supposed to be using it
Then we got hit with fighters snd missiles when everyone waiting ran out of fuel...
Red Storm Rising is not just a book. It was an Amiga 500 game three decades ago. Cold Waters seems like a remastered Windows version of it. Best of all for Cold Waters is mods that allow a Soviet campaign.
I dont understand the formation controls I click a formation tell them to attack and only the leader will shoot. I also feel like I constantly have to switch between weapons free and tight
The whole formation system needs an overhaul as far as I'm concerned. You can use the formation menu to go Weapons Free and everybody will lose their minds shooting everything so that's not ideal either
I saw someone put jets on alert 5. I can't figure out how though?
I mean if the US navy is modeled accurately you should have your radar on all the time like they do IRL. Like have you ever seen a US navy ship with it's radar not active IRL or in videos aka the radar dish not spinning? Because it's one of their biggest advantages so why not abuse it?
Because in this game that can end you
Hey Stealth,
You mentioned Patience.
Have you seen Jive Turkey's LA Flt. 1 vs. Alfa?
A 1v1 that took an hour. But, he did it textbook.
He was a sonar man, so...
No haven't seen it. He's the expert, I imagine him taking a lot longer than I would, or at least show. I wonder what his average view time is though.
@Stealth17Gaming Not sure about his analytics, but I found it to be a fascinating video.
question how much does your rig effect your ability to play the game ? my GPU only has 4gb which is minimum requirement will that make actual playing harder or just the visuals lesser? thanks in advance for any advice
No idea. I only have a sample size of 1
Mistake 0 - I'm still waiting for Sea Power
Sometimes I feel like this is a resource managment game against rng.
Not a bad description
I was wondering, can you use two monitors? When I'm playing CMO I can move those screens over to my other monitor and not clutter my main screen.
Not to my knowledge
According to the developers stated in their official Discord channel, the game DOES support ultrawide monitor resolutions.
However, as stated by Stealth17, multiple monitors support is not yet available per the developers.
Tom Clancy's Red Storm Rising.
For both sides, the fundamental choice was whether or not to radiate, to use
their radar transmitters. Either choice carried benefits and dangers, and there
was no "best" solution to the problem. Nearly every American ship carried
powerful air-search radars that could locate the raid two hundred or more miles
away. But those radar signals could be detected at an even greater range,
generating a return signal, that would potentially allow the Soviets to circle the
formation, pinpoint it, then converge in from all points of the compass.
ruclips.net/video/zo8FhChnyq0/видео.htmlsi=RVo7Ity15Sntkaup&t=435
Great Video, I am really looking forward to this game.
It was a game of hide and seek played over a million square miles of ocean. The losers died.
gameplan:
1. load the game
2. ships emcom
3. put a heli away from the fleet at 20k ft blasting radar
4. profit
Enemy can only pick you at radar when they're own radar is ON right? Or Is it just like Passive Sonar?
Enemy can "see" you, when he switches his radar to active. With a range of i.e. 30 nm. (Range depends on height of radar above sea level and heights of yourself above sealevel, among other things). If you switch your radar to active, you can "see" the enemy up to i.e. 30 nm away. But the enemy can sense your radar signal from a much longer distance away (i.e. four or five times farther away). For this, the enemy needs no active radar, only a passive receiver (like a radio).
@@SiegfriedH58 And that is why God and Grumman invented Hawkeyes.
@@phluphie You are completely right!!!
Don't forget lesson number 1. If you get into a fair fight, you F'd up.
Helicopter pilots are great people but they know they are expendable targets. They also get annoyed when beaten in recognition tests by lowly gunners.
@Bot101101 sounds like he's read the manual too.
How can you go back to main menu after completing a scenario.?. After I finish a scenario I cannot go back to main menu I dont know what key to press. Hope someone will tell me
Did you say you played 'Simano'? What is that?
CMANO. Also knows as Command Modern Operations. Hardcore military sim.
I would love to play it but its not for sale yet :D
How can you get pre release ?beta copy...
Content creator access
@@Stealth17Gaming ill make content if it gets a beta!
@@RichieKeane Early access is coming on Nov 12th. Few weeks now.
No, you don't get it! I'm giving my fleet the secret Submarine ability!
ARMA 3 is good in every thing except in navy still in beta mode and mod improving staging years after years! War thunder was good but lack of electronic warfare DCS is good but not good modeling in Navy Cold water good in sub sim but again lack of Eletronicwarfae and more air units
Dangerous water was good in his own time it was father of all this mil sim games so some respect i played that in 2008 so its very old game.. but still some of its features was good! and still is !
Seapower is more unit control focus and battlegroup management instead of sonar analyzing or per unit focus every thing is just a on/off Switch for player but some of new tech in this sim like Electronics warfare and radar is interesting .. but still need improvement with mods and community by the way thanks from the you to explain this too new Sim Players too have time and test everything on the game to learn it deep in mind one of my rules: for this type of games :
always i use Ruler and range circle why ? because i want know total area of battlefield- range to enemy and compare it with my units and weapons range So. i suggest you using this Measuring tools to improve your gameplay and decision fast!!!
Having played DCS is great because I already have a good understanding of carriers and the various planes they can deploy, such as having an AWACS going at all times. Also the radar on/off thing is very much a thing in DCS - It's better to use data links and get guided by other radar sources (like awacs)
8. Being addicted to ship porn. If you are mesmerized at planes landing or taking off from an aircraft carrier, then you will not see the incoming AShM spam!
5:00 or if you have a some type of military or design background in the area..... You will know what a SARH is compared to ARH ...
This game can if the designers want too be VERY hard.
The player is basically asked to educated and train in multiple tasks which in a real setting would be the work of .... 10 people ?
Though the demands on multitasking in the game is less so.
Lol...this UI is like an Excel Nightmare.
I love you Stealth..
Watching to many videos for 1 about game .Even in real WARS there are lots of Mistakes
How you playin this
As a content creator I got invited by Microprose to early access
Does anyone know how much this sim will cost? Asking in case I have to sell the cat....................
Oy! You don't sell your cat. You've two kidneys, sell one of them instead.
11:23:00 A Carrier based Mig 23????? what the f*ck even is that??? Not to mention a soviet carrier that can launch them. Did I miss something in the last 47 years I've been alive? Because I don't remember the ruskies having such weapons.
The game took a Soviet plan to build a Forrestal-esque supercarrier - Orel - and made it available, with a comparable air wing. As far as I know that's the only thing the game has that isn't real. The game also has the Kiev-class cruisers, which did exist and carried Yak-38s and helicopters.
The biggest issue I see with the game is the belief that we don’t run radar constant. As a Capt onboard a LHA we care more about seeing a threat as early as possible over worried about being seen. We can defend ourselves from being seen. But we can’t provide proper defense if waiting till our close proximity detectors go off
Having an E-2 or E-3 in the neighborhood goes a long way towards maintaining surface unit EMCON.
Ah, all lessons well learned and seasoned/experienced from +20 years ago. Long long ago. Still fresh in my mind when I recently resumed the genre due to Sea Power.
Not mentioning the two closest games to Sea Power that should have been mentioned did not start this video off on a good footing.
These would be clearcut references/choices:
#1 in the genre. Janes/SCS Fleet Command. I fail to understand why this isn't first being mentioned. The only conclusion I can say is lack of experience in this genre with multiple titles.
#2 in the genre. Harpoon. Less commonly purchased/played but still very close to Sea Power.
To the streamer's credit, the main points were well explained and unfortunately often fall on deaf ears or ears that resist learning or change more often than not.
"Avoid These 7 Mistakes Playing Sea Power" Bish we wont even be able to play it for another couple weeks lol
You must be VERY young if you think a couple weeks is a long time. 🤣
Is this another Russian game? I'm asking because it looks as if the Soviets are getting stuff they never had in reality (like a super carrier), while NATO only gets stuff that actually existed.
Not worth 50 not worth 45 on steam sale. A rushed product with over bearing mechanics. Love naval warfare but I don't need this. Wow no thanks. 5 tuts over 20 min. Just to get you past return time.
American propaganda. Russians were always better. Who took your astronauts to space for you for 15 years? Just asking.
Mistake Nr.1 : buying an Early Access game for 50€
It's not complete and has lots of bugs and bias. The first mistake to not make is purchasing it.