In my walkthrough, I'm refitting Sevastopol purely for close-range artillery combat - I'm removing unnecessary electronics, missiles (except interception), and hanging up a bunch of armor. So it becomes a powerful attack battleship with a speed of 130 km/h. Due to its initially high firepower, it is capable of single-handedly resisting missile and air strikes, and single-handedly destroying a complete enemy combat group. The rest of the fleet is engaged in clearing enemy cities and reconnaissance, and when Sevostopol is not nearby, it fires missiles at strike groups.
I loved your Imgur defense video. Thanks for the contrast with vanilla ships. I have a question: tldr - does crew quarters (in build) and having crew (in game) make any difference at all ? (by ver 1.163) Long version- When building large ships I end up adding dedicated power generators just for crew quarters. Different sources claim different outcomes of having low crew. Some say, your guns wont load fast, some say ships wont be agile. If you lose Generators, the above are true. Especially the maneuverability and turret rotation drops bad. The thing is, Armaments, Generators and Autoloaders all require crew yet, in my tests they work just fine even if i didnt attach a single crew quarter in addition to the bridge crew. Is it currently not simulated in shipworks tester? (like fuel, in 1.15) or has the mechanism not been implemented within game at all? Does It have to do with the difficulty setting you play on? (Like the ship morale drain [-1] when retrying battles in hard mode)
Finaly!!!
I like the video!
Pozdrowienia z Polski🇵🇱👍
It seems that i wasn't the only one who was using Sevastopol in it's definitive role whenever possible.
Great video!
Clever Jammer work when your KH-15 missed at first!
In my walkthrough, I'm refitting Sevastopol purely for close-range artillery combat - I'm removing unnecessary electronics, missiles (except interception), and hanging up a bunch of armor. So it becomes a powerful attack battleship with a speed of 130 km/h. Due to its initially high firepower, it is capable of single-handedly resisting missile and air strikes, and single-handedly destroying a complete enemy combat group. The rest of the fleet is engaged in clearing enemy cities and reconnaissance, and when Sevostopol is not nearby, it fires missiles at strike groups.
Hello, welcome back xD
спасибо!!!
I loved your Imgur defense video. Thanks for the contrast with vanilla ships.
I have a question:
tldr - does crew quarters (in build) and having crew (in game) make any difference at all ? (by ver 1.163)
Long version- When building large ships I end up adding dedicated power generators just for crew quarters.
Different sources claim different outcomes of having low crew. Some say, your guns wont load fast, some say ships wont be agile.
If you lose Generators, the above are true. Especially the maneuverability and turret rotation drops bad.
The thing is, Armaments, Generators and Autoloaders all require crew yet, in my tests they work just fine even if i didnt attach a single crew quarter in addition to the bridge crew.
Is it currently not simulated in shipworks tester? (like fuel, in 1.15) or has the mechanism not been implemented within game at all? Does It have to do with the difficulty setting you play on? (Like the ship morale drain [-1] when retrying battles in hard mode)
crew is completely irrelevant cut mechanic just ignore it
Thank you sir, have a nice day! @@courier-sf6ze
great video make more of them
23:00 LMAO