I love in this whole series that the father into the campaign you went the less towns you could take in a video, and when I first started watching I was really bummed that I didn't see the Collingwood fight anything, and now it's one of the primary ships you use
The enemy resistance is getting harder and harder. So many Archangel's in garrisons and I am running out of special ammo to deal with them - AND taking a lot of damage that need extensive repairs. It's sad we lost the other Audacity ships as they would be great for this stage by just buzzing garrisons and seeing what they have.
20:08 - If you click on Cancel, you can do the repairs without creating a new preset. That way you can only create presets that you actually want, like different missile loadouts for your cruise missile ship(s). Also, instead of placing the missing legs manually, you might try selecting a preset, moving the repair slider all the way to the left, and then moving it to the right slightly until the leg gets replaced. I don't have the game installed at the moment, so I can't check to make sure what I'm saying here is accurate.
Really happy to see you are still enjoying these. It's very tense right now, and I can see that I can't afford to play if I am not in top shape to make sure that I don't make mistakes.
The irst/radar switches are labelled... just look above them. "Sudden Strike Probability". Not detection probability, the inverse, sudden strike probability. In other words you have an 88% chance of sudden strike (12% of detected) if there are no sensors, and 0% chance of sudden strike (100% detected) if they have IRST, short-range radar, or long-range radar. Note that this is just the base chance and is affected by the day/night cycle. edit: AA trucks seem a pretty effective counter to bottom fighters. Gotta watch out for them. edit2: And just use the slider to repair leg pieces, it will put them on first. Manually repairing is a good way to ruin your ship completely.
Makes perfect sense. My confusion came from an assumption that all cities have IRST and ELINT, so I assumed the numbers were cooked as we would never be able to silent strike them! I realize now that is for silent striking trade fleets and strike fleets in the air - so that you can take them out without an alarm being raised. As for the repair situation, yeah I totally cooked the goose with that one. I am getting myself into a frustrating place with partial repairs where I overthink and assume it doesn't work the way it does, causing issues like this. The Collingwood is a design fail when it comes to landed garrisons, it's very hard to get it the deck before it takes fire. It's hard to communicate how unresponsive it is to incoming fire. The bottom has no armor so even a single shot can ruin it.
@@Phrosphor maybe some HF vocation is in order? don't force yourself to play it when you are frustrated come back when you feel like it sure this is essentially a job for you but even in blue collar jobs you are advised to return to a problem at a later date when you feel like you are stuck helps to reset every now and then :D (or be like me and build exclusively hangar queens and never get to play lol)
I bet those garrisons heard about the rooster's exploits and decided to break out the good missiles. Man, those things just did not let up. I'd say a minor refit for the rooster would be the smart call, but when you're already this close to Kiva, I doubt mounting flares and 130mm guns would be worth the time. Great video as always.
Those were like Rooster seeking missiles, they were on a mission. I have never seen them keep lock after such hard turns before. The Rooster had flares! A long time ago.. they just got blown off and I haven't landed anywhere selling them! The 130mm was actually planned for the Rooster, but I never got around to it. The 100mm have performed extremally well.
Been going through your series and love it. Starting with the vanilla. Been doing my own play through. Something I just happened upon the other day playing was that you can use the ground radar to find hidden cities. Makes it way easier to see through the fog of war without expending so much fuel. This game is awesome with all the details.
Awesome! I know about the ground radar thing but I am so averse to turning on radar I always forget when playing! It's a nice feature though, shame there isn't more to find with ground radar. Would be cool if there were secret installations or fuel depots hidden in the desert.
@@Phrosphor I agree, this game has so much potential. I thinking it needs some type of surveillance helicopter or spy plane, or a one time use probe/drone, maybe even to be able to put a spy on a trade fleet to get info on the city garrisons the fleet visits.
Those set backs at least reminded me not to take this too casually. We are deep in the strongest resistance of the enemy and we need to push through, but we can't take undue risks.
I'm having serious trouble with total war... managing so many ships is difficult! I try keeping aircraft carriers / missile carriers in each of the 4 corners around khiva but if one gets taken out and they nuke the cities with parked ships.......... hard stuff
Total War is a huge concern for me. It's different if you pick up the fleets early but if they sneak up on you... My plan is to have picket ships with ELINT near all the areas I think the fleets will spawn in and hopefully pick them up while the Howler zooms around picking up as many free ships as possible. It might work? Fingers crossed.
Everytime you say Air fix i imagine the guys flying from the city into a 600m off the ground trying to evade being burned to a crisp with Jetpacks while they fix bit by bit with dificulty
You dont have to manually put the legs on, the game will automatically put legs back on then engines when repairing out of dock. It would have saved you 10 hours on the Collingwood
Doh! I have had SO many issues with partial repairs this campaign to the extent that I am unconsciously frightened of doing ANY when I am recording because I always mess it up. Stuff like this is so embaressing. Thank you for letting me know how it should work, I will make a note of it and remember for next time.
You know that you can land on 2 pads to stack the repair speed bonus, right? So, instead of 118 for collingwood at the end you could have gone for 109+59 on the left
Yes I do know, but under pressure it's easy to forget these things! Especially when you have already made an idiot of yourself by affixing the landing legs of your ship to the wrong support strut...
That's probably fair. I have over 200 hours of Highfleet played at this point, I don't know if there is anything I can do to improve my aim if it hasn't already improved through so much play.
@@Phrosphor just more aim practice. The game has a lot of mechanics to master so there is a lot of hours of fun and learning. When you miss your whole HE barrage of 5 molots e.g. with the colinwood then it does get harder than it needs to be. You really can do damage with the free ammo with good aim especially with molots. The strategic situation is difficult so the tactical combat needs to relieve it as much as possible. Repairs, ammo expenditure, losses and amount of ships you need to attack a garrison really add up. Keep up the good work!
I love in this whole series that the father into the campaign you went the less towns you could take in a video, and when I first started watching I was really bummed that I didn't see the Collingwood fight anything, and now it's one of the primary ships you use
The enemy resistance is getting harder and harder. So many Archangel's in garrisons and I am running out of special ammo to deal with them - AND taking a lot of damage that need extensive repairs. It's sad we lost the other Audacity ships as they would be great for this stage by just buzzing garrisons and seeing what they have.
20:08 - If you click on Cancel, you can do the repairs without creating a new preset. That way you can only create presets that you actually want, like different missile loadouts for your cruise missile ship(s).
Also, instead of placing the missing legs manually, you might try selecting a preset, moving the repair slider all the way to the left, and then moving it to the right slightly until the leg gets replaced. I don't have the game installed at the moment, so I can't check to make sure what I'm saying here is accurate.
Yes, I really messed up that partial repair. Many many comments the same as yours on how to do it! Feel very stupid!
This is still my favorite series. This game builds really good, tense moments.
Really happy to see you are still enjoying these. It's very tense right now, and I can see that I can't afford to play if I am not in top shape to make sure that I don't make mistakes.
The irst/radar switches are labelled... just look above them. "Sudden Strike Probability". Not detection probability, the inverse, sudden strike probability. In other words you have an 88% chance of sudden strike (12% of detected) if there are no sensors, and 0% chance of sudden strike (100% detected) if they have IRST, short-range radar, or long-range radar. Note that this is just the base chance and is affected by the day/night cycle.
edit: AA trucks seem a pretty effective counter to bottom fighters. Gotta watch out for them.
edit2: And just use the slider to repair leg pieces, it will put them on first. Manually repairing is a good way to ruin your ship completely.
+1
Makes perfect sense. My confusion came from an assumption that all cities have IRST and ELINT, so I assumed the numbers were cooked as we would never be able to silent strike them! I realize now that is for silent striking trade fleets and strike fleets in the air - so that you can take them out without an alarm being raised.
As for the repair situation, yeah I totally cooked the goose with that one. I am getting myself into a frustrating place with partial repairs where I overthink and assume it doesn't work the way it does, causing issues like this.
The Collingwood is a design fail when it comes to landed garrisons, it's very hard to get it the deck before it takes fire. It's hard to communicate how unresponsive it is to incoming fire. The bottom has no armor so even a single shot can ruin it.
@@Phrosphor maybe some HF vocation is in order?
don't force yourself to play it when you are frustrated
come back when you feel like it
sure this is essentially a job for you
but even in blue collar jobs you are advised to return to a problem at a later date when you feel like you are stuck
helps to reset every now and then :D
(or be like me and build exclusively hangar queens and never get to play
lol)
I bet those garrisons heard about the rooster's exploits and decided to break out the good missiles. Man, those things just did not let up.
I'd say a minor refit for the rooster would be the smart call, but when you're already this close to Kiva, I doubt mounting flares and 130mm guns would be worth the time. Great video as always.
Those were like Rooster seeking missiles, they were on a mission. I have never seen them keep lock after such hard turns before.
The Rooster had flares! A long time ago.. they just got blown off and I haven't landed anywhere selling them!
The 130mm was actually planned for the Rooster, but I never got around to it. The 100mm have performed extremally well.
Those were some insane missiles. They wouldn't lose lock after doing entire loops around the Rooster!
They wouldn't lose lock nor would they stop being fired! It was crazy.
Been going through your series and love it. Starting with the vanilla. Been doing my own play through. Something I just happened upon the other day playing was that you can use the ground radar to find hidden cities. Makes it way easier to see through the fog of war without expending so much fuel. This game is awesome with all the details.
Awesome! I know about the ground radar thing but I am so averse to turning on radar I always forget when playing! It's a nice feature though, shame there isn't more to find with ground radar. Would be cool if there were secret installations or fuel depots hidden in the desert.
@@Phrosphor I agree, this game has so much potential. I thinking it needs some type of surveillance helicopter or spy plane, or a one time use probe/drone, maybe even to be able to put a spy on a trade fleet to get info on the city garrisons the fleet visits.
@@angelsegarra8842 we have a big discussion on this line on my discord!
@@Phrosphor awesome, Ill have to come check it out
Wooo, more highfleet. The mouse battery did show up in the recording.
Fear not, the mouse has been fed. I didn't even know it could do that!
It went decently even with those set backs...
Those set backs at least reminded me not to take this too casually. We are deep in the strongest resistance of the enemy and we need to push through, but we can't take undue risks.
I'm having serious trouble with total war... managing so many ships is difficult! I try keeping aircraft carriers / missile carriers in each of the 4 corners around khiva but if one gets taken out and they nuke the cities with parked ships.......... hard stuff
Total War is a huge concern for me. It's different if you pick up the fleets early but if they sneak up on you...
My plan is to have picket ships with ELINT near all the areas I think the fleets will spawn in and hopefully pick them up while the Howler zooms around picking up as many free ships as possible. It might work? Fingers crossed.
Everytime you say Air fix i imagine the guys flying from the city into a 600m off the ground trying to evade being burned to a crisp with Jetpacks while they fix bit by bit with dificulty
oh noo I caught up to current in this series
New video every Thursday if that helps! Thanks for watching along!
You dont have to manually put the legs on, the game will automatically put legs back on then engines when repairing out of dock. It would have saved you 10 hours on the Collingwood
Doh! I have had SO many issues with partial repairs this campaign to the extent that I am unconsciously frightened of doing ANY when I am recording because I always mess it up. Stuff like this is so embaressing.
Thank you for letting me know how it should work, I will make a note of it and remember for next time.
You know that you can land on 2 pads to stack the repair speed bonus, right? So, instead of 118 for collingwood at the end you could have gone for 109+59 on the left
I figure he knows, it just happens to slip the mind of players a lot of the time
Yes I do know, but under pressure it's easy to forget these things! Especially when you have already made an idiot of yourself by affixing the landing legs of your ship to the wrong support strut...
will you be taking salmon before Khiva in this playthrough?
I think we will be smoking it!
Ι think if you spend 2 3 hours on shipwork test with high difficulty and HE only you will improve your aim and then have a much better time.
That's probably fair. I have over 200 hours of Highfleet played at this point, I don't know if there is anything I can do to improve my aim if it hasn't already improved through so much play.
@@Phrosphor just more aim practice. The game has a lot of mechanics to master so there is a lot of hours of fun and learning. When you miss your whole HE barrage of 5 molots e.g. with the colinwood then it does get harder than it needs to be. You really can do damage with the free ammo with good aim especially with molots. The strategic situation is difficult so the tactical combat needs to relieve it as much as possible. Repairs, ammo expenditure, losses and amount of ships you need to attack a garrison really add up. Keep up the good work!