In my experience, unless you have a distinct reason to believe otherwise, go with the initial conversation option that has a thumbs-up icon next to it. That way, even if the NPC has a negative reaction, the worldview bonus will balance the choice out. Example at 6:39. There was a clue given in the second-to-last bubble of dialogue about the correct first choice to make.
Mate, that what's called content. I wish I knew about you a year ago when I just discovered Highfleet. Not a single video explaining non obvious mechanics, had to learn everything the hard way
In the repair screen you can flag parts for repair manually by right clicking on the individual components. They don't get tagged automatically unless their durability is under 75%. Also if you feather your throttle and slow down a little more before touchdown you might not damage your landing gear as often. 😆
I'm here cause I couldnt go over 19% of progress towards Khiva, just after reaching the first HQ city, in many attempts. Hopefully I will learn thanks to your vids, great content!
Sorry it's a little abrupt. I lost track of time when I recorded this session and ended up playing for an hour rather than 30 minutes. Part 5 will be the second half of this video. After that back to proper 30 minute recordings.
I am really glad it is helping. This was my first playthrough on the channel and it's a little bit bumpy. I am playing a hard mode campaign right now if you want to see something a little more polished but it is using custom ships rather than the vanilla ships here.
Your play-through is a real gem because it isn't just entertaining but also very informative. I've watched and read a lot of tutorials about this game but you also explain the bits and pieces in between and best practices. I'm really impressed how you analyzed the layout of the Sarma, chose the appropriate ammo type and bam. Kudos!! 👍
Thank you! I started the series after tutoring a couple of people on the official discord and I am really glad it has helped so many people out. The Sarma kill was very satisfying xD
This is a fantastic playthrough, not only for admiring your clean/lucky start, but how thoroughly you're describing the principles of the game. I picked it up last weekend and it's still easy to get pretty lost in the strategic weeds but watching this makes it seem much more approachable :)
Thanks! When I made these I was watching a lot of people stream the game and they were all blobbing their fleets with the 'Slow'vestapol. I really wanted to show them that there was another way to do things. Then it became a series and suddenly I have 1800 subs!?
Loving the content. I am waiting for the game to go on sale, and your videos have totally sold me on the fact that I want this game. Thanks for your insights!
That is a ton of loot. Still got the second half to watch. Loved the explanation about following the roads. I've heard others talk about hidden cities, but no one mentioned anything about the roads.
Hidden city mechanics are obtuse and frustrating. I have found several but sometimes you just miss it by a couple of hundred kilometres and you are out of luck. I might need to refit a fast ship with a radar to ground scan.
Nothing yet but I know the dev wants to continue the story - hopefully that means more weapons and components. There is an ammo type in the game that you can buy that doesn't have a gun to fire it with! (300mm rockets) so that is something that can be added.
Just picked this up in the Steam sale and the strategic layer has been the biggest curve. Don't feel like I'm learning enough from my eventual campaign failures - this playthrough has been fantastic for my understanding and enjoyment of the game
Getting your head around the concept that you are not the apex predator in the region, that you are actually prey and you need to keep moving and hiding is really hard to overcome as most games, even strategy games, are such a power fantasy. Once you get into that guerilla mindset it gets so much fun.
Thanks for nice Videos. I just stumbeled over the game, tested it and Im kind of stunned but i dont have clue how to do things but i learned a thing or two already.❤
If you made a lightning more manuverable (veteran pilot) Does that mean you can just put more stuff e.g Armor and guns and still have the same amount of manuverability?
I've been looking for a RUclipsr demonstrating the multiple strike group strategy rather than the blobbing around the Sevastopol that I was doing. It's wild how much faster the game moves with multiple lightning strikes going on! I'm constantly fast forwarding to get to where I'm going. I just thought that was the way it is.
@24:24 You can double the area coveree optically by splitten the 2 up. The fuel consumption doesnt change and they can rejoin once the nontanker guy runs low
Excellent videos :) Your play style seems like it would make good use of the types of ship edits I describe in my Early Starter Ship Edits guide on Steam, especially when trying to keep things vanilla and not go making all new designs. I was wondering if you've seen it or perhaps had any tips to share that I could add to it? A couple of people have asked about up-armoring a Lightning, and I haven't seen a good way to do it without defeating its purpose. Do you think you could take the +20% Maneuvering XP bonus and then add some more weight to it, to both avoid the crew blacking out and make it more durable?
Building a 'better' Lightning is honestly an obsession for me and I have so many designs. There are some really interesting ones out there as well. I spoke to one player who swore by using one 180mm gun on their pseudo-Lightning. An Up-armoured Lightning is a little bit of a fallacy because the whole point of the ship is to not get hit. However, everyone gets hit eventually and a little armoured padding can make all the difference. The biggest problems with armour are the weight and the size increase of the ships profile. Have you tried Palash instead? I have been experimenting with it on my smaller designs and it works pretty nicely as ablative active armour, the only downside is that it does nothing when the enemy are using ProxFuse, which is the bane of all Lightings. I will definitely do some ship building at some point and cover some more of my ideas. I don't like to use 'cursed' building techniques, which limits my designs somewhat.
Biggest problem with Palash is the cost, but the weight is negligible and it doesn't require any components to be added. Cursed techniques are just manipulating the builder to do things that are technically legal but probably aren't intended. Overlapping modules, mounting equipment at angles it isn't supposed to be at like D30 thrusters on their side instead of vertically. I just like to keep it simple :)
You probably know this by now, but the 220 mm rounds belong to the unguided Rocket Launcher. Interesting that there would be Rounds in the shop to weapons that are not even available (yet?)
I like this game. I'm awful at it, absolutely garbage, but I like it. I do have to say though that in a game where most of it seems very skill based, be it the combat where honing your reflexes and learning to judge angles of attack and how to lead your shots with certain weapons, or the strategic map where you can mathematically calculate where a given convoy or strike group will be based on where it was and its speed and the known route and hit it with missiles and fighters accurately even without having LoS or radar contact, the recruitment minigame seems downright obnoxiously random and luck-based. I mean, I don't _think_ the different Tarkans change their personality traits between runs but that just means it becomes about playing multiple runs or, more likely, the player looking it up. I don't think there was any way to know just form looking at that lady that she loved peace and philanthropy and such. You had one hint, that she feared you, and hey that meant you could choose the fear option when it _happened to be there._ But you didn't seem to have any control over what arguments were available in a given round, there's no way to find out their traits except just picking an option and seeing how they respond. It just feels like complete trial and error which is weird in such an otherwise skill-based game. I think it would be better if you had the option to spend a turn "scouting" a Tarkan, as it were. Not gaining any points with them but uncovering some of their personality traits. It would still mean that the "gameplay" of it is to just take whatever options you know they'll support which is hardly a meaningful decision. But at least it's making an informed decision instead of just throwing your hands up and hoping you get lucky. There could at least then be an element of risk vs reward, do you spend your very limited number of turns figuring out what they're like or just press your luck, that sort of thing.
I agree what you are saying about the Tarkhan minigame. It is intended to be a little rouge-lite in that you learn their preferences over successive playthroughs BUT they randomize slightly each time within certain limits so you can still get caught out.
F'... You can restart fights?! That just ruined 20% of the fun for me. There goes the immersion because nothing is permanent. You can just go back in time and try again if you fail :( Edit: oh, ok. So everytime you do it, you lose moral. That's not that bad.
Damn dude, you keep saying you need to stop talking and concentrate on the game but you’re busy explaining that to us instead of following your own advice. If you need a couple seconds to focus, take them.
Please don't delete retries. The game is difficult and new players need to know this.
Absolutely agree! It also keeps the dogfights tense.
Pyotr was not complaining about fuel. He was a bit mad your ships still had 0.7 hours of repair to go through.
This is one of the reasons I slow things down for the next recording session after this. Just too much going on at once!
You don't need to explain things mid-fight, win the fight explain it after, its much better to see you concentrate atleast imo
After the next video I am switching to post-commentary for all the combats for this exact reason!
Watching you gut a whole fleet with one ship is a thing of high art.
It's nice when it goes to plan. It's a shame the ships I like to fire melt under concentrated fire!
In my experience, unless you have a distinct reason to believe otherwise, go with the initial conversation option that has a thumbs-up icon next to it. That way, even if the NPC has a negative reaction, the worldview bonus will balance the choice out. Example at 6:39. There was a clue given in the second-to-last bubble of dialogue about the correct first choice to make.
Thanks, that's a great piece of advice!
Mate, that what's called content. I wish I knew about you a year ago when I just discovered Highfleet. Not a single video explaining non obvious mechanics, had to learn everything the hard way
I made these series originally because I was helping people on the Highfleet Discord and thought this would make it easier to explain!
In the repair screen you can flag parts for repair manually by right clicking on the individual components. They don't get tagged automatically unless their durability is under 75%.
Also if you feather your throttle and slow down a little more before touchdown you might not damage your landing gear as often. 😆
I'm really digging this game. You explain things very well and are a good pilot. I'm looking forward to seeing more.
Thanks! It's pretty unique as a game and I am really happy to share it.
I'm here cause I couldnt go over 19% of progress towards Khiva, just after reaching the first HQ city, in many attempts. Hopefully I will learn thanks to your vids, great content!
I hope this helping!
Real interesting so far. A very abrupt ending, though!
Sorry it's a little abrupt. I lost track of time when I recorded this session and ended up playing for an hour rather than 30 minutes. Part 5 will be the second half of this video. After that back to proper 30 minute recordings.
This series has helped me get a lot better at the game, thank you! I still haven't gotten far but I'm making progress lol
I am really glad it is helping. This was my first playthrough on the channel and it's a little bit bumpy. I am playing a hard mode campaign right now if you want to see something a little more polished but it is using custom ships rather than the vanilla ships here.
Your play-through is a real gem because it isn't just entertaining but also very informative. I've watched and read a lot of tutorials about this game but you also explain the bits and pieces in between and best practices.
I'm really impressed how you analyzed the layout of the Sarma, chose the appropriate ammo type and bam. Kudos!! 👍
Thank you! I started the series after tutoring a couple of people on the official discord and I am really glad it has helped so many people out.
The Sarma kill was very satisfying xD
This is such an amazing game! Can't believe Id never seen it before! Thank you mate for a fantastic run so far. Loving this
Awesome! Did you make it to The End?
This is a fantastic playthrough, not only for admiring your clean/lucky start, but how thoroughly you're describing the principles of the game. I picked it up last weekend and it's still easy to get pretty lost in the strategic weeds but watching this makes it seem much more approachable :)
Thanks! When I made these I was watching a lot of people stream the game and they were all blobbing their fleets with the 'Slow'vestapol. I really wanted to show them that there was another way to do things. Then it became a series and suddenly I have 1800 subs!?
Loving the content. I am waiting for the game to go on sale, and your videos have totally sold me on the fact that I want this game. Thanks for your insights!
Damn, I must have subscribed a very very long time ago
That is a ton of loot. Still got the second half to watch. Loved the explanation about following the roads. I've heard others talk about hidden cities, but no one mentioned anything about the roads.
Hidden city mechanics are obtuse and frustrating. I have found several but sometimes you just miss it by a couple of hundred kilometres and you are out of luck. I might need to refit a fast ship with a radar to ground scan.
Very late for this, but I like this playthrough.
Hope that it received more content in the future, with more ship classes and weapons.
Nothing yet but I know the dev wants to continue the story - hopefully that means more weapons and components. There is an ammo type in the game that you can buy that doesn't have a gun to fire it with! (300mm rockets) so that is something that can be added.
Thank you for setting this let's play. Really helps me personally understand how the game works. Keep up the good work!
Just picked this up in the Steam sale and the strategic layer has been the biggest curve. Don't feel like I'm learning enough from my eventual campaign failures - this playthrough has been fantastic for my understanding and enjoyment of the game
Getting your head around the concept that you are not the apex predator in the region, that you are actually prey and you need to keep moving and hiding is really hard to overcome as most games, even strategy games, are such a power fantasy. Once you get into that guerilla mindset it gets so much fun.
@@Phrosphor fair play. Just about to stick ep11 on, getting intense
Thanks for nice Videos. I just stumbeled over the game, tested it and Im kind of stunned but i dont have clue how to do things but i learned a thing or two already.❤
Dude you are a badass! Thanks for all these videos! Very well done, and I like you showing your mistakes, that helps just as much if not more!
Glad you like them! I am happy these videos are proving useful to the community!
If you made a lightning more manuverable (veteran pilot) Does that mean you can just put more stuff e.g Armor and guns and still have the same amount of manuverability?
I've been looking for a RUclipsr demonstrating the multiple strike group strategy rather than the blobbing around the Sevastopol that I was doing. It's wild how much faster the game moves with multiple lightning strikes going on! I'm constantly fast forwarding to get to where I'm going. I just thought that was the way it is.
It's 100% ok to focus on fighting and not talk at all.
@24:24 You can double the area coveree optically by splitten the 2 up. The fuel consumption doesnt change and they can rejoin once the nontanker guy runs low
Nice tip! Thanks.
Excellent videos :)
Your play style seems like it would make good use of the types of ship edits I describe in my Early Starter Ship Edits guide on Steam, especially when trying to keep things vanilla and not go making all new designs. I was wondering if you've seen it or perhaps had any tips to share that I could add to it?
A couple of people have asked about up-armoring a Lightning, and I haven't seen a good way to do it without defeating its purpose. Do you think you could take the +20% Maneuvering XP bonus and then add some more weight to it, to both avoid the crew blacking out and make it more durable?
Building a 'better' Lightning is honestly an obsession for me and I have so many designs. There are some really interesting ones out there as well. I spoke to one player who swore by using one 180mm gun on their pseudo-Lightning.
An Up-armoured Lightning is a little bit of a fallacy because the whole point of the ship is to not get hit. However, everyone gets hit eventually and a little armoured padding can make all the difference. The biggest problems with armour are the weight and the size increase of the ships profile.
Have you tried Palash instead? I have been experimenting with it on my smaller designs and it works pretty nicely as ablative active armour, the only downside is that it does nothing when the enemy are using ProxFuse, which is the bane of all Lightings. I will definitely do some ship building at some point and cover some more of my ideas.
I don't like to use 'cursed' building techniques, which limits my designs somewhat.
@@Phrosphor I like the Palash APS idea.
What do you consider 'cursed' building techniques?
Biggest problem with Palash is the cost, but the weight is negligible and it doesn't require any components to be added.
Cursed techniques are just manipulating the builder to do things that are technically legal but probably aren't intended. Overlapping modules, mounting equipment at angles it isn't supposed to be at like D30 thrusters on their side instead of vertically.
I just like to keep it simple :)
@@Phrosphor Oh ok. None of my designs do any of those things. :)
Have you seen the Early Starting Ship Edits guide?
You probably know this by now, but the 220 mm rounds belong to the unguided Rocket Launcher.
Interesting that there would be Rounds in the shop to weapons that are not even available (yet?)
I want to get my hands on that 300mm monster that's for sure!
I like this game. I'm awful at it, absolutely garbage, but I like it. I do have to say though that in a game where most of it seems very skill based, be it the combat where honing your reflexes and learning to judge angles of attack and how to lead your shots with certain weapons, or the strategic map where you can mathematically calculate where a given convoy or strike group will be based on where it was and its speed and the known route and hit it with missiles and fighters accurately even without having LoS or radar contact, the recruitment minigame seems downright obnoxiously random and luck-based. I mean, I don't _think_ the different Tarkans change their personality traits between runs but that just means it becomes about playing multiple runs or, more likely, the player looking it up.
I don't think there was any way to know just form looking at that lady that she loved peace and philanthropy and such. You had one hint, that she feared you, and hey that meant you could choose the fear option when it _happened to be there._ But you didn't seem to have any control over what arguments were available in a given round, there's no way to find out their traits except just picking an option and seeing how they respond. It just feels like complete trial and error which is weird in such an otherwise skill-based game. I think it would be better if you had the option to spend a turn "scouting" a Tarkan, as it were. Not gaining any points with them but uncovering some of their personality traits. It would still mean that the "gameplay" of it is to just take whatever options you know they'll support which is hardly a meaningful decision. But at least it's making an informed decision instead of just throwing your hands up and hoping you get lucky. There could at least then be an element of risk vs reward, do you spend your very limited number of turns figuring out what they're like or just press your luck, that sort of thing.
I agree what you are saying about the Tarkhan minigame. It is intended to be a little rouge-lite in that you learn their preferences over successive playthroughs BUT they randomize slightly each time within certain limits so you can still get caught out.
@@Phrosphor It doesn't help that this isn't a short game.
what does the 13 -> 12 number mean on the screen right before you enter combat ?
If you have another Lightning to rename, please name it ZeroSum. thanks, also the videos are amazing and im loving them, keep em coming :)
How would you feel about the Jag2 being renamed ZeroSum?
@@Phrosphor sounds great
sounds like a differant person o,o
Yeah I switch back don't worry.
You should play barotrauma
F'... You can restart fights?! That just ruined 20% of the fun for me. There goes the immersion because nothing is permanent. You can just go back in time and try again if you fail :(
Edit: oh, ok. So everytime you do it, you lose moral. That's not that bad.
Damn dude, you keep saying you need to stop talking and concentrate on the game but you’re busy explaining that to us instead of following your own advice. If you need a couple seconds to focus, take them.
I get it's frustrating, especially in these early videos. The good news is info start taking my own advice!