At 20:38, the Collingwood's top right section of armour was taken off by the wreck of the Glatiator MRL you previously destroyed. It was scary how you didn't seem to notice the gaping hole in the ship's shell at first. After the fight, the accidental wrong leg repair had my heart racing until you noticed and fixed it, heh.
So much to track in combat it is very easy to miss stuff like that - especially when you are under heavy fire. Those ships were tough to crack. I am glad I managed to get through it. And yes I am so glad I caught the wrong leg situation or I would have been so embarrassed!
There's an old saying in aviation. Aviate, navigate, communicate. Make sure you know what's up with your plane, then worry about what's going on around you and then worry about interacting with your surroundings.
The ships in this game always give me that vibe of playing a Mechwarrior game, or designing a mech in Battletech with mods that have internal combustion engines. They are always really funny conceptually to slap a car engine in a Firestarter and hoping it works. The ships in this game just have that same vibe of "this is incredibly inefficient but it works" where you're flying around on volatile pressurized methane fueled rocket engines strapped to the equivalence of WW2 battleships potentially armed with nukes.
Believe in the FAB-1000 power. I usually buy rooks just to get the fabs and equip them on my bomber designs. Now that you can rotate D30's it's even more rad. A combo of lighting + some kind of agile bomb hauler will do miracles for you on late game, this late rush to take cities around khiva is a breeze with that killer combo. Also: be careful about falling wrecks, those make nasty NASTY damage on your ship.
I am such a convert to the FAB-1000. I hope the 1000 stands for KG. I hope it is actually a 1 ton bomb. And yes, I have taken a LOT of damage to falling wrecks in the past. I am paranoid about flying into them now but sometimes they are really hard to see.
Sounds too simple but, maybe rotating the Collingwood so it's upside down during combat may help with sudden strikes, although I'm pretty sure that'll also invert your controls
I have tried this in testing. The problem is the ship heavily relies on the static vertical thrusters to remain airborne. Flipping it over means it loses over 50% of it's vertical thrust capability and it plummets. It's a huge design flaw. Something to discuss in my AAR.
Ship in combat gravitates towards upwards position, so it would a huge pain in the a$$ to maintain it upside down like the combat itself wasn't enough.
It would be a fantastic idea. It would also stop situations like the first Collingwood fight where I deployed it into battle by accident. I used to do this, I need to start doing it again.
Likewise a cheap air defense escort might be a good idea for your next play through if you are going to add a difficulty mod. Detach from the fleet and place it between the fleet and the threat like you do with fighters. I think the Fenek would be more effective ahead of the fleet ripple firing sprints at incoming planes etc. You got kind of lucky with the ships that did get hit remaining mission effective. I'd imagine lucky like that is something a difficulty mod aims to change.
Thank you very much. I get a lot of flak in comments for my inaccurate fire usually! Well done on finishing the game, it's a huge achievement no matter what difficulty you play on!
IDK how I got jebaited by CG (carrier group). I raised alert attacking a city near a CG. Immediately launched CAP (combat air patrol) of 2 T-7s. When T-7s burned through their fuel I launched another CAP of 2 La-29s. And after an in-game hour after they returned I got an airstrike.
That is weird. Usually what happens is as soon as the alert is raised all CG's in range launch all of their fighters at the target. It's possible that one was damaged by an airstrike/missile strike and had lost it's flight decks and had to repair them before launch, or there was another CG on the edge of the planes range that took longer to get to you? They will launch even if it is too far for them to make the return flight!
At 20:38, the Collingwood's top right section of armour was taken off by the wreck of the Glatiator MRL you previously destroyed. It was scary how you didn't seem to notice the gaping hole in the ship's shell at first. After the fight, the accidental wrong leg repair had my heart racing until you noticed and fixed it, heh.
So much to track in combat it is very easy to miss stuff like that - especially when you are under heavy fire. Those ships were tough to crack. I am glad I managed to get through it.
And yes I am so glad I caught the wrong leg situation or I would have been so embarrassed!
The travails of the Colling-leg have put me in the market for ship designs with asymmetric landing gear. Could be fun! 😂
There's an old saying in aviation. Aviate, navigate, communicate.
Make sure you know what's up with your plane, then worry about what's going on around you and then worry about interacting with your surroundings.
The ships in this game always give me that vibe of playing a Mechwarrior game, or designing a mech in Battletech with mods that have internal combustion engines. They are always really funny conceptually to slap a car engine in a Firestarter and hoping it works.
The ships in this game just have that same vibe of "this is incredibly inefficient but it works" where you're flying around on volatile pressurized methane fueled rocket engines strapped to the equivalence of WW2 battleships potentially armed with nukes.
I love that style of 'if it works, it works!'. Scrappy barely working hulks all the way!
Believe in the FAB-1000 power. I usually buy rooks just to get the fabs and equip them on my bomber designs. Now that you can rotate D30's it's even more rad.
A combo of lighting + some kind of agile bomb hauler will do miracles for you on late game, this late rush to take cities around khiva is a breeze with that killer combo.
Also: be careful about falling wrecks, those make nasty NASTY damage on your ship.
I am such a convert to the FAB-1000. I hope the 1000 stands for KG. I hope it is actually a 1 ton bomb.
And yes, I have taken a LOT of damage to falling wrecks in the past. I am paranoid about flying into them now but sometimes they are really hard to see.
@@Phrosphor I believe so, yes. It's 1 ton of TNT 😁
Falling wrecks and Sloggers, the worst for light ships 🤣
@@rododavico It's 1 ton of full weight. About 500 kg of explosive
Is that so?, Well gugul says there's even a 5000 version, that surely has at least a ton of TNT 😁
Sounds too simple but, maybe rotating the Collingwood so it's upside down during combat may help with sudden strikes, although I'm pretty sure that'll also invert your controls
I have tried this in testing. The problem is the ship heavily relies on the static vertical thrusters to remain airborne. Flipping it over means it loses over 50% of it's vertical thrust capability and it plummets. It's a huge design flaw. Something to discuss in my AAR.
Ship in combat gravitates towards upwards position, so it would a huge pain in the a$$ to maintain it upside down like the combat itself wasn't enough.
12:45 the 136 goes back and forth to 86. Glitch? It’s happened before. Loving this series! 🚀👍🏾
Wow, great spot! I went back and watched and it does flick back and forth. That is crazy! The game is baiting me!
Would it be a good idea to detach the starfish before going into a fight, so it doesn't take the moral penalty alongside your fighting ships?
It would be a fantastic idea. It would also stop situations like the first Collingwood fight where I deployed it into battle by accident. I used to do this, I need to start doing it again.
Likewise a cheap air defense escort might be a good idea for your next play through if you are going to add a difficulty mod. Detach from the fleet and place it between the fleet and the threat like you do with fighters. I think the Fenek would be more effective ahead of the fleet ripple firing sprints at incoming planes etc.
You got kind of lucky with the ships that did get hit remaining mission effective. I'd imagine lucky like that is something a difficulty mod aims to change.
Your flying is really good! I finished the game on easy and can tell you, it'd take me far more attempts to take a city with 6 defenders.
Thank you very much. I get a lot of flak in comments for my inaccurate fire usually! Well done on finishing the game, it's a huge achievement no matter what difficulty you play on!
IDK how I got jebaited by CG (carrier group). I raised alert attacking a city near a CG. Immediately launched CAP (combat air patrol) of 2 T-7s. When T-7s burned through their fuel I launched another CAP of 2 La-29s. And after an in-game hour after they returned I got an airstrike.
That is weird. Usually what happens is as soon as the alert is raised all CG's in range launch all of their fighters at the target. It's possible that one was damaged by an airstrike/missile strike and had lost it's flight decks and had to repair them before launch, or there was another CG on the edge of the planes range that took longer to get to you? They will launch even if it is too far for them to make the return flight!
I actually want to try an MRL based cruiser killer.
Really neat idea! Bottom fighter, top sniper, or other?
I want to do this too. The big problem with MRL's is the amount of ammo each gun needs makes the ship have to be pretty big,
I don't know if you have any interest in a non-hard mode game down the road but with all the changes made I wonder how hard the differences are.
It might be worth doing a speed run to test ship designs.
Lol I like how the pronunciation of shahrihan just kinda devolved the more you said it, I mean fair enough.
I was trying REALLY hard to get it right.