Highfleet 1.16 - Hard campaign battle with standard ships - "Threats all around us"

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  • Опубликовано: 26 дек 2024

Комментарии • 12

  • @polishman730
    @polishman730 Год назад +7

    Finaly!!!
    I like the video!
    Pozdrowienia z Polski🇵🇱👍

  • @MrZlocktar
    @MrZlocktar 11 месяцев назад +3

    It seems that i wasn't the only one who was using Sevastopol in it's definitive role whenever possible.

  • @sors3631
    @sors3631 Год назад +5

    Great video!

  • @jakzine540
    @jakzine540 7 месяцев назад +2

    Clever Jammer work when your KH-15 missed at first!

  • @user-gi3xn9nz7z
    @user-gi3xn9nz7z 10 месяцев назад +2

    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.

  • @bereserved3251
    @bereserved3251 Год назад +3

    Hello, welcome back xD

  • @irisyoon5540
    @irisyoon5540 Год назад +3

    спасибо!!!

  • @homelanduniversitypress1150
    @homelanduniversitypress1150 Год назад +7

    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)

  • @Xodok.
    @Xodok. 5 месяцев назад +1

    great video make more of them

  • @Rick_Steel
    @Rick_Steel Месяц назад

    23:00 LMAO