You'll forgive me if I don't apply for Snuggle Corp. Whilst the opportunity for rapid promotion seems to exist, so does the possibility of rapid extinction, which I find somewhat disconcerting.
Well deserved 1k. I'm pretty happy having found your channel that early (today). I'm about 1500 hours in and still have learned so much from your videos. Thanks for your awesome testing work!
I firmly believe that half the problems Players experience in Battles could be removed, if Egosoft would just make traditional Warships, rather than larger Fighters with Forward mounted Cannons. If the AI doesn't have to worry about targeting a specific Enemy than it could just move around and fire all Turrets anyways. I mean just take a look at the few Battle Videos of X Rebirth. They look and feel so much better.
This is the type of ballte I can on'y dream of. The Xenon in my last playthrough were sending in waves in to Hatikvah's Choice, but were stopped by my defense platform, but by the time I started interveneing, the other factions had pretty much taken over most of the Xenon sectors. This playthrough, (I restarted for 7.0), and the Xenon seem to be a lot more active. They're sending in fleets through every gate they can. Early days yet (about 4 days on the save clock), so we'll see what happens.
I think it's the shape of the ship. It's so long that its bow often protrudes into enemy firing range, and it's so thick that it's very easy to hit. Plus, it has weak shields and low maneuverability, so it can't absorb the hits or run away. A very unfortunate combination of traits. It's sad, because on paper it's a very good ship!
Great video as always! Would you mind explaining why you created two different groups of fighters, I mean the ones that are escorting the Behemoth? In your case, I would make 2 squadrons and put them on the same group like "Alpha Group with 2 Shih captains with 5 Shih escorts each", instead of 6 Shih on Alpha and 6 Shih on Beta. The same goes for the destroyers as you could've putted all 3 in one single group. And why use Bombard on the destroyers' group instead of attack? I normally use bombard with fighter bombers
The two fighter groups were just a remnant of an earlier test where I had one group on Defense and one on Attack. Setting up fighter squadrons as you described is certainly not a bad idea, especially with carriers. It gets a bit odd with destroyers because they lack the same auto-dock procedures as carriers, so I often like to keep things simple and only have one "layer" of subordinates under my destroyers. As for the destroyers, I put them in two groups to give the Coordinated Attack a little bit more flexibility, but I set them to Bombard to increase the likelihood that Coordinated Attack would send them against enemy capitals. None of this is fully optimized, it's just how I felt like setting it up in that moment.
Going to take the opportunity to ask. Does Coord Atk work best for Fleets? My destroyers despite being in fleets seem to rarely work together and almost never use main battery (Have installed mod recently to fix this little major hiccup.) Secondary Questions: Does Star rating benefit fleet during Coord Atk? Do Ships switch target before destroying the first target? (Without needing commander to die) Do ships take better firing positions, especially against Xenon? (will my ships fly below Xenon just to get pummelled.)
1. If you like to fully automate your fleets, Coord Atk is great for large engagements. If you like to micromanage during battles, it's less ideal. I have no idea how your mod will affect it though. 2. Yes, crew skill is still important with Coord Atk, although slightly less important than with individual attack orders. 3. They usually stick to their targets until it's destroyed, but they do switch sometimes, especially S/M escort ships. 4. When acting individually, capital ships with skilled crews will analyze their target and try to avoid its most powerful firing arcs. This does require them to be shot by the target, at which point some destroyers are too slow to successfully escape and reposition. Also, fleet orders override some individual maneuvering behaviors, so destroyers under a Coord Atk or other fleet order may not display that analysis/avoidance behavior at all.
@@CptSnuggles07 Thank you for the responses, useful to know as I usually have AI fight for themselves and occasionally join in on my Flagship. The AI being poop was putting a big bummer on capital ship combat for me though. 5 Destroyers lose to a single K because they didn't use their main guns and went below the K one at a time for no reason. Eventually I switched to using M Ships with Torps spam and just have a resupply sit back as they def a gate. Hopefully this with the mod will make my destroyers +XL ships fight better.
Nope, no difference whatsoever, as long as the ship is within your high-attention bubble (which is based on where your camera is, not where your character model is).
From my experience the AI almost always seem to suicide atleast 1-2 capitals even in what i would call an equal weight engagement. Shame OOS is broken in this patch, small ships dont deal damage in OOS so its hard to maintain sectors with typical fighter usage.
Awesome. I've played with mods from the start but maybe should play vanilla some time say for a few adjustments (i can't stand the highways for instance)
Just out of cadet school, and such an opportunity! I will hand in my application in a heartbeat
You'll forgive me if I don't apply for Snuggle Corp. Whilst the opportunity for rapid promotion seems to exist, so does the possibility of rapid extinction, which I find somewhat disconcerting.
Congrats on 1k!!
Well deserved 1k. I'm pretty happy having found your channel that early (today).
I'm about 1500 hours in and still have learned so much from your videos. Thanks for your awesome testing work!
Congratulations. Just found you and subbed because of your style. Keep it up!
i like the scenarios you choose for your videos.. really interesting and explained well. congrats on 1k :)
I love the E variants... That said, there are few things more satisfying than 1-shotting Xenon I with Asgard fusion beam.
Fantastic video as always! I love seeing how you play and you take us through it really well.
I like your breakdowns lots but just you doing commentary on large fleet vs fleet battles is amazing.
I firmly believe that half the problems Players experience in Battles could be removed, if Egosoft would just make traditional Warships, rather than larger Fighters with Forward mounted Cannons. If the AI doesn't have to worry about targeting a specific Enemy than it could just move around and fire all Turrets anyways.
I mean just take a look at the few Battle Videos of X Rebirth. They look and feel so much better.
To be fair those rattlesnakes look like they did good damage.
This is the type of ballte I can on'y dream of. The Xenon in my last playthrough were sending in waves in to Hatikvah's Choice, but were stopped by my defense platform, but by the time I started interveneing, the other factions had pretty much taken over most of the Xenon sectors. This playthrough, (I restarted for 7.0), and the Xenon seem to be a lot more active. They're sending in fleets through every gate they can. Early days yet (about 4 days on the save clock), so we'll see what happens.
The randomness of Xenon aggression can be a little frustrating. Hope you get some good fights in your current run!
1k subs?
Time to open the space fuel.
Fun stuff!
You doing better that odysseys that's for sure
Always wondering what's that ship problem
It's always a "special " boy
I think it's the shape of the ship. It's so long that its bow often protrudes into enemy firing range, and it's so thick that it's very easy to hit. Plus, it has weak shields and low maneuverability, so it can't absorb the hits or run away. A very unfortunate combination of traits. It's sad, because on paper it's a very good ship!
Great video as always!
Would you mind explaining why you created two different groups of fighters, I mean the ones that are escorting the Behemoth? In your case, I would make 2 squadrons and put them on the same group like "Alpha Group with 2 Shih captains with 5 Shih escorts each", instead of 6 Shih on Alpha and 6 Shih on Beta. The same goes for the destroyers as you could've putted all 3 in one single group. And why use Bombard on the destroyers' group instead of attack? I normally use bombard with fighter bombers
The two fighter groups were just a remnant of an earlier test where I had one group on Defense and one on Attack. Setting up fighter squadrons as you described is certainly not a bad idea, especially with carriers. It gets a bit odd with destroyers because they lack the same auto-dock procedures as carriers, so I often like to keep things simple and only have one "layer" of subordinates under my destroyers. As for the destroyers, I put them in two groups to give the Coordinated Attack a little bit more flexibility, but I set them to Bombard to increase the likelihood that Coordinated Attack would send them against enemy capitals. None of this is fully optimized, it's just how I felt like setting it up in that moment.
I see now! Thanks for the answer and the content
Well you've just hit 1k subscribers. Have another one!.
TAKE MY RESUME!
I thought that was quite impressive honestly
Going to take the opportunity to ask. Does Coord Atk work best for Fleets? My destroyers despite being in fleets seem to rarely work together and almost never use main battery (Have installed mod recently to fix this little major hiccup.)
Secondary Questions:
Does Star rating benefit fleet during Coord Atk?
Do Ships switch target before destroying the first target? (Without needing commander to die)
Do ships take better firing positions, especially against Xenon? (will my ships fly below Xenon just to get pummelled.)
1. If you like to fully automate your fleets, Coord Atk is great for large engagements. If you like to micromanage during battles, it's less ideal. I have no idea how your mod will affect it though.
2. Yes, crew skill is still important with Coord Atk, although slightly less important than with individual attack orders.
3. They usually stick to their targets until it's destroyed, but they do switch sometimes, especially S/M escort ships.
4. When acting individually, capital ships with skilled crews will analyze their target and try to avoid its most powerful firing arcs. This does require them to be shot by the target, at which point some destroyers are too slow to successfully escape and reposition. Also, fleet orders override some individual maneuvering behaviors, so destroyers under a Coord Atk or other fleet order may not display that analysis/avoidance behavior at all.
@@CptSnuggles07 Thank you for the responses, useful to know as I usually have AI fight for themselves and occasionally join in on my Flagship. The AI being poop was putting a big bummer on capital ship combat for me though.
5 Destroyers lose to a single K because they didn't use their main guns and went below the K one at a time for no reason.
Eventually I switched to using M Ships with Torps spam and just have a resupply sit back as they def a gate.
Hopefully this with the mod will make my destroyers +XL ships fight better.
is there any difference in NPC behaviour if you're in a nearby ship vs standing on the bridge while the NPC captain drives?
Nope, no difference whatsoever, as long as the ship is within your high-attention bubble (which is based on where your camera is, not where your character model is).
From my experience the AI almost always seem to suicide atleast 1-2 capitals even in what i would call an equal weight engagement. Shame OOS is broken in this patch, small ships dont deal damage in OOS so its hard to maintain sectors with typical fighter usage.
Love your videos! Are these all vanilla?
Yep, entirely vanilla.
Awesome. I've played with mods from the start but maybe should play vanilla some time say for a few adjustments (i can't stand the highways for instance)