Should use CLs against the TBs and use the CAs on the Transports and enemy CL. Also look at you fire control solution, all your constant manoeuvering destroys your accuracy. And final pro tip, always drop to real time x 1 as soon as you are about to go into battle.
I find the first thing to look for when starting designs is whether they have compound armor. If they don't, it's often worth updating. I was able to make a good starting year light cruiser for the British with six 6" and four or six (can't remember) 4" secondaries. It had compound armor with citadel, 19 knots, standard bulkheads, and standard crew quarters. Armor was the same as the AI designed light cruiser that just had thirteen 4" guns.
Could you inform the devs that Flevoland and the Noord Oostpolder didn't exist until 1950/60's? Kind of silly to see that on the map in 1890. There are plenty of historically accurate maps available for them to correct that.
I'm sorta digging the campaign. Kinda sad we won't be able to make submarines. But I wonder how ship losses going to be. Like the name, location and crew losses. Plus if it's salvaged or not.
Only gripe I have is how many battles end up with never seeing the enemy at all and just steaming around. I guess that is going to happen at this level of tech but I wish they would scale it to the tech/visibility range so that in earlier years you actually start more in visual range and not having to sail forever to MAYBE find them even when heading towards their smoke sighting
I mean historically they where very mutch what would be considered OP in a game, their only real drawback was low range and lack of bombardment ability There was a reason why the British in WW2 didn't just coastal bombard Germany 24/7
Time stamp 17:21 You were using the Seydlitz, CA template for the cruiser you were building. Appears the game tonnage limit was 3500t - normal for a German light cruiser CL pre WW1. The actual Seydlitz was a Battle Cruiser laid down in 1910 (earliest Seydlitz I could find info for - there may have been an earlier one prior to 1890 or shortly there after but I doubt it). the tonnage for that Seydlitz was just a bit shy of 25K long tons so your gut feeling that 3500 was too light was spot on 👍. Probably a database error that needs to be reported to the devs. That said: I occasionally watch your videos because I primarily play historical wargames. Your selections for the primary subject of your videos is excellent. The presentation of your videos is well done. Unfortunately in almost every video (since I 1st discovered you years ago the issues still exist) it appears that 1) you barely have any experience with the game that is being presented so spend a bit more time learning the game before you present and 2) your knowledge of the real history behind the game event is lacking or worse it seems like you're learning your history from the game. 🤦♂️ Previous comments by a few of the other commenters support points 1 and 2. I suggest you do some research on the historical events a game covers, using credible sources, instead of what appears to be a reliance on the game's version of history and learn the game play prior to demonstrating it to the viewing public. Stumbling through what you're trying to present and being surprised in some cases by what happens is very damaging to credibility. I wish I could apologize for being what must seem to be so very harsh and critical a stance but I see a lot of unrealized potential in the videos you produce because the "Historical" part is unfortunately rarely "Historical".
You are absolutely right, actually the whole list of ships is historically incorrect - there were no "Prinz Eugen" and "Bismarck" in the imperial German navy either - not to speak of "Admiral Scheer" as the namegiver was an active admiral in exactly that imperial navy.....
you are playing a scenario where britain has embraced the jeune ecole, in which battleships do not play a role but masses of torpedo baods and cruisers. so it is rather realitstic but fictional
15:58 By the look of it you already have a dry dock capable of building a ship with a much larger displacement than 9,000 tonnes already as any vessel with a similar displacement as the dock it is in would fit snuggly and would not have so much water in front of it and behind it as your 8,700 tonne BB does. I'm guessing we won't get to see the dry dock increase in size as you upgrade it, it looks like the dock/designer screen will be one-size-fits-all, which obviously won't affect gameplay but it's a bit of a let down for those of us that love attention to detail. Either that or we will only see the designer screen change in increments of 5,000 or 10,000 tonnes, because there is no way that is a 9,000 tonne dry dock, that is around 15,000 tonne displacement.
Ehh... Your aware that this is 1890? Fire control hasn't been invented yet. Also, it's 1890, ships were slooow. This is barely 20 years since sails stopped being used...
Weight issues are that Armoured Cruisers were not Heavy Cruisers, but basically Light Cruisers which sacrificed speed and firepower for more armour, hence the title... You also have to consider that ships in 1890 were really quite small compared to those of even WW1 and quickly dwarfed over the next couple decades...
both light and heavy cruisers were later developments of the protected cruiser, while the armored cruiser was developed into the battle cruiser. Armored cruisers were among the largest warships around. They didn't have any smaller or larger guns than most protected cruisers.
One cool thing is you can switch between your design and other designs to reference them, without having to save your design first (it's uneditable once saved).
One thing I wished these games did was introduce the concept of training your crews up, or the effects if having crews at all. A ship responding immediately to the commands of one man with a mouse and keyboard are very arcade like compared to the reality of transmitting orders from the Captain through several other people, including the response times to acknowledge the order. A sort of OODA loop simulation. It makes the difference between a ship that is wet behind the ears and an ace crew such as that of USS West Virginia or Warspite.
I wish they would add territory control with their games like Total War or a Paradox game, they took a decent step towards that with UG:Civil War but they needed to take the final step to let us have some fun with the "what ifs" of the wars.
I love the nickname thehistoricalgamer. It sounds like "thehystericalgamer" but I never hear agitated voices. Great to have a look into the game campaign
Campaign looks good. I'm glad they started in 1890. I really like the closer, pre dreadnought brawls that occur at 1.5 kms and miss every shot. Feels like more strategy is required than using plunging fire from 25 km in 1935 tech
Intresting approach. Game loads fast for me, maybe they fixed that in one of the patches. In battle you see the weather in the shoot info. "Night Time" "Cloudy Weather" results into reducing the already bad 1890 sight range to eaven less.
The battlemap doesn't really show conditions very well, but you were fighting at night (-30% accuracy) and a cloudy day (-10%) with some waves. Thats what somewhat killed your accuracy.
So… believe it or not, the hit rates for low freeboard torpedo boats are not that far from actual history around this time period. However, one would expect splinter and near miss damage, and I do not believe that was modeled. Historically the initial plan for TBs was a combination of a ton of small guns and more importantly large TBs armed for killing, by guns or ramming, other TBs. (Torpedo Boa Destroyers).
The damage model and damage control abilities are all out of whack. They have been for as long as I've been playing, and that's 2 YEARS. If you jack up the bulkheads to 'MAX' your ships become all but unkillable zombies. Which is why the FIRST thing you do when designing a ship is shove the bulkheads all the way up.
It's hard to believe they wouldn't obliterate that TB with only a few salvos of these 6 inchers from 500 meters distance. In fact it seems unthinkable the could actually miss that often while being so close... Still waiting for my Ultimate Admiral Dreadnoughts steam key since 2 years. Btw, new microphone?
Congrats on the daughter, kids are awesome, mine (twins) are 7 and I don’t have the same time to game as I used to but I can say I don’t feel cheated at all.
I also bought the game 2 years ago. They promised alot but so far it is nothing more only some Alpha version. This campaign is a joke in this status. Very disappointed for me after so long time. I don't have more much hope.
@Betnovate well there is no diplomacy or deeper management side of things. Yes, you can build ships, you can have battles, but it was there before. You now have a map, but it seems it's there just for a backgrund and actually does nothing.
calls himself historical gamer yet has no idea of the subject history that the game is based on. Light cruisers in the period of time was absolutely that sort of weight class and took that long to build. Please stop telling the developers to fix things when its not anything on their side that needs fixing just your knowledge of he time period.
Armored cruisers were closer to 3 times that weight class so maybe don’t call someone out when you don’t know what you are calling out. Look out SMS Blücher for reference even SMS Emden who was a light cruiser was heavier than 3,500 tons
The British start in 1890 with no battleships! What utter historical nonsense. Lmao... This still needs a LOT of work. It also needs historic ships option for the campaign. Needing to be at close range is fine for 1890-1904. The transports ships look way too modern.
First rule of ship design in this game? PUT MAX BULKHEADS. They turn anything into near unkillable zombies. You can sink a pre-dread BB with a few hits that cause flooding through the bows and stern (outside main armour belt) while a CL with max bulkheads can take vast punishment. It's dopey as hell, and it's not as though the feedback hasn't been provided for the past 2+ YEARS. While it remains true, however, it's very ill advised NOT to do it.
My biggest issue with this game is the ship design. Unlike Rule the Waves 1 & 2, I feel like everything is extremely restrictive. I mean why the hell can't you put those 5 inch guns in turrets on both the front and back of the ship if that is the design you think would be best? Why do you have to fit a specific tower to the ship? Why can't you design a different one that is shorter and weighs less if you need it to while accepting the shorter spotting distances? To me that is the whole point, having massive flexibility, within the scope of what can be accomplished with your technology, not be limited to a specific hull that only fits stuff in a very specific manner. Honestly this lack of flexibility is what may cause me to not play the game.
The game was intended to have that building system where you build parts of the ship but they steered away from that because the dev wanted the AI to make their own random designs. Its restrictive because the AI is not capable of making competent ships and devs are still trying to make it work.
The holy trinity of combat vehicles at work in this video. Also Is it painful to anyone else that armored cruisers are classified as heavy cruisers or is that just me.
Armored Cruisers are the father of the Battlecruiser which evolved into the Heavy Cruiser thanks mostly to treaty limitations but they largely serve the same purpose as a heavy cruiser.
@@thehistoricalgamer First there were Protected Cruisers, which these cruisers from 1890 were probably classified. These sort of evolved fairly straightforwardly into Armored Cruisers, which came in a wide variety of types and sizes, unlike their big brother Pre-Dreadnought Battleships which were much more uniform. Then as part of the Dreadnought revolution the Brits also developed the Battlecruiser to COUNTER the Armored Cruiser. Battlecruisers owe far more of their lineage to Dreadnought Battleships, as they were essentially armed with the same main guns (but fewer), with less armor but more speed. Heavy Cruisers were the result of the Washington Treaty which restricted ships over 10,000 tons, and in no way were an evolution of Battlecruisers, which were topping 30,000 tons by the end of their development in the late 1910s. Missions of BCs and those of CAs were quite different, both in conception and in practice. By the way, congrats on your daughter!
I am by no means good at this game or any other ship game but a sound defense against Torpedoes is number one never across their bow or they're asked if you can help it that's Prime torpedo area except for Cruisers and destroyers but torpedo boats and submarines trying to stay out of the bow or their aft period and rotate on your speed as often as you can speed up Slow Down Speed Up slow down as often as possible and if you have to try and keep either your bowel facing the enemy or your ass facing the enemy so that you have a smaller silhouette to be hit.
Now you can move ships to another Port - and SUPRISE , in next Turn they are right back in the Harbour from wich you sent them to another one . That is not the solution - and it destroyed my next Campaign , because still you cant see this on Map . You just wonder why there are no battles and why you los 17 Transport in one Turn ...
It is funny to see people spoiled by the no campaign mode strugglign to notice 22 knots for a CA in late 1800 is VERY fast and will take most of its mass.
Its a nice idea for a game and I will play it but not this one, torpedo boat almost destroys two light cruisers?!?!? What a joke and cruisers cannot hit him also the need for 1000 shells to sink just one cargo ship? This is so unrealistic to say the least
dude...not your fault...im not one bit mad at you or anything...i love you...but holy crap this game is not in a good state its buggy and slow and clunky and its frustrating...i cant play it in this state at all...and its sad because its been so long and this is what we get :( i want this to be good but im not going to lie to myself or to everyone else to not hurt anyones feelings...im calling a spade a spade this needs a lot of work done to it...im questioning who is working on this? is it just 1 guy who does this as a hobbie once every blue moon or what?
While battles are so predictable (if you've played enough and understand the mechanics they are) then a campaign generating them is hardly going to matter. Until they address the crucial core functions (which many have been on and on about for a few YEARS now) then the rest is seems pretty irrelevant. True, getting the core correct is of little value for some players at least without a campaign to put battles in a more meaningful context, but if they DON'T address the former the latter is pointless. It's not clear they ARE going to address those core issues. If they don't, there's no way I'd recommend this game to anyone. Put differently, would you care about playing a campaign if the core mechanics of BATTLES aren't addressed?
@@felipe-cx7nb What would YOU consider core? The gunnery model (all the different things that flow into your chance to hit)? Or the damage model? How about damage control? The Zombie effects of "max bulkheads", both in terms of minimising damage and then recovery, is a very good illustration of the sorts of things I've seen mentioned in other YT videos. I imagine anyone who's been spending significant time in the forum or playing, or possibly even watching other YT videos, would know all these and more.
Congratulations on your daughter. I truly hope she grows to be happy and successful, surrounded by a loving family
The torpedo boats served the crown with distinction
Should use CLs against the TBs and use the CAs on the Transports and enemy CL. Also look at you fire control solution, all your constant manoeuvering destroys your accuracy. And final pro tip, always drop to real time x 1 as soon as you are about to go into battle.
Yeah, I was going to say screening vessels are meant to protect your big bad ships against those tiny little gnats with very deadly torpedoes.
I find the first thing to look for when starting designs is whether they have compound armor. If they don't, it's often worth updating.
I was able to make a good starting year light cruiser for the British with six 6" and four or six (can't remember) 4" secondaries. It had compound armor with citadel, 19 knots, standard bulkheads, and standard crew quarters. Armor was the same as the AI designed light cruiser that just had thirteen 4" guns.
Could you inform the devs that Flevoland and the Noord Oostpolder didn't exist until 1950/60's? Kind of silly to see that on the map in 1890. There are plenty of historically accurate maps available for them to correct that.
The word you were searching for was tumblehome.
45:02
_sad __-tumblehome-__ trombone noises_
🤣🤣🤣🤣🤣🤣
I'm sorta digging the campaign. Kinda sad we won't be able to make submarines. But I wonder how ship losses going to be. Like the name, location and crew losses. Plus if it's salvaged or not.
Me too. Can't wait for the ability to save though!
Only gripe I have is how many battles end up with never seeing the enemy at all and just steaming around. I guess that is going to happen at this level of tech but I wish they would scale it to the tech/visibility range so that in earlier years you actually start more in visual range and not having to sail forever to MAYBE find them even when heading towards their smoke sighting
Torpedo boats are obviously way to OP. If they don't get nerfed, I would build an entire navy of cheap TB.
I mean historically they where very mutch what would be considered OP in a game, their only real drawback was low range and lack of bombardment ability
There was a reason why the British in WW2 didn't just coastal bombard Germany 24/7
@@TheSlazzer Don't forget planes. The allies lost about the same number of ships to german planes as the japanese lost to american planes.
Jeune Ecole moment?
Maybe if we had a ship to destroy torpedo boats. We could call it a...
Easy, build torpedo boat destroyers to counter the torpedo boats.
Time stamp 17:21 You were using the Seydlitz, CA template for the cruiser you were building. Appears the game tonnage limit was 3500t - normal for a German light cruiser CL pre WW1. The actual Seydlitz was a Battle Cruiser laid down in 1910 (earliest Seydlitz I could find info for - there may have been an earlier one prior to 1890 or shortly there after but I doubt it). the tonnage for that Seydlitz was just a bit shy of 25K long tons so your gut feeling that 3500 was too light was spot on 👍. Probably a database error that needs to be reported to the devs.
That said: I occasionally watch your videos because I primarily play historical wargames. Your selections for the primary subject of your videos is excellent. The presentation of your videos is well done. Unfortunately in almost every video (since I 1st discovered you years ago the issues still exist) it appears that 1) you barely have any experience with the game that is being presented so spend a bit more time learning the game before you present and 2) your knowledge of the real history behind the game event is lacking or worse it seems like you're learning your history from the game. 🤦♂️ Previous comments by a few of the other commenters support points 1 and 2. I suggest you do some research on the historical events a game covers, using credible sources, instead of what appears to be a reliance on the game's version of history and learn the game play prior to demonstrating it to the viewing public. Stumbling through what you're trying to present and being surprised in some cases by what happens is very damaging to credibility.
I wish I could apologize for being what must seem to be so very harsh and critical a stance but I see a lot of unrealized potential in the videos you produce because the "Historical" part is unfortunately rarely "Historical".
You are absolutely right, actually the whole list of ships is historically incorrect - there were no "Prinz Eugen" and "Bismarck" in the imperial German navy either - not to speak of "Admiral Scheer" as the namegiver was an active admiral in exactly that imperial navy.....
you are playing a scenario where britain has embraced the jeune ecole, in which battleships do not play a role but masses of torpedo baods and cruisers. so it is rather realitstic but fictional
FINALLY A CAMPAGIN! I was starting to get worried it would just stay a battle simulator.
15:58 By the look of it you already have a dry dock capable of building a ship with a much larger displacement than 9,000 tonnes already as any vessel with a similar displacement as the dock it is in would fit snuggly and would not have so much water in front of it and behind it as your 8,700 tonne BB does. I'm guessing we won't get to see the dry dock increase in size as you upgrade it, it looks like the dock/designer screen will be one-size-fits-all, which obviously won't affect gameplay but it's a bit of a let down for those of us that love attention to detail.
Either that or we will only see the designer screen change in increments of 5,000 or 10,000 tonnes, because there is no way that is a 9,000 tonne dry dock, that is around 15,000 tonne displacement.
Ehh...
Your aware that this is 1890? Fire control hasn't been invented yet.
Also, it's 1890, ships were slooow.
This is barely 20 years since sails stopped being used...
In fact sails were still in use at these times as a backup propulsion system.
Weight issues are that Armoured Cruisers were not Heavy Cruisers, but basically Light Cruisers which sacrificed speed and firepower for more armour, hence the title... You also have to consider that ships in 1890 were really quite small compared to those of even WW1 and quickly dwarfed over the next couple decades...
both light and heavy cruisers were later developments of the protected cruiser, while the armored cruiser was developed into the battle cruiser. Armored cruisers were among the largest warships around. They didn't have any smaller or larger guns than most protected cruisers.
One cool thing is you can switch between your design and other designs to reference them, without having to save your design first (it's uneditable once saved).
The origin of name destroyer for a ship type is from Torpedo boat destroyer :D
Hey...congrats with your new family. Always enjoyed this channel and long may it continue.
One thing I wished these games did was introduce the concept of training your crews up, or the effects if having crews at all.
A ship responding immediately to the commands of one man with a mouse and keyboard are very arcade like compared to the reality of transmitting orders from the Captain through several other people, including the response times to acknowledge the order. A sort of OODA loop simulation. It makes the difference between a ship that is wet behind the ears and an ace crew such as that of USS West Virginia or Warspite.
Nice , been waiting for this
I wish they would add territory control with their games like Total War or a Paradox game, they took a decent step towards that with UG:Civil War but they needed to take the final step to let us have some fun with the "what ifs" of the wars.
I love the nickname thehistoricalgamer. It sounds like "thehystericalgamer" but I never hear agitated voices. Great to have a look into the game campaign
Campaign looks good. I'm glad they started in 1890. I really like the closer, pre dreadnought brawls that occur at 1.5 kms and miss every shot. Feels like more strategy is required than using plunging fire from 25 km in 1935 tech
Intresting approach. Game loads fast for me, maybe they fixed that in one of the patches. In battle you see the weather in the shoot info. "Night Time" "Cloudy Weather" results into reducing the already bad 1890 sight range to eaven less.
Yes I will have to try the campaign in the morning.
The battlemap doesn't really show conditions very well, but you were fighting at night (-30% accuracy) and a cloudy day (-10%) with some waves. Thats what somewhat killed your accuracy.
yes, the game really shows of the night-conditions...
And crews start at cadets
So… believe it or not, the hit rates for low freeboard torpedo boats are not that far from actual history around this time period. However, one would expect splinter and near miss damage, and I do not believe that was modeled.
Historically the initial plan for TBs was a combination of a ton of small guns and more importantly large TBs armed for killing, by guns or ramming, other TBs. (Torpedo Boa Destroyers).
I think the TBs are so hard to kill because in earlier versions of the game they would all die before they could get in range to fire their torpedoes.
The damage model and damage control abilities are all out of whack. They have been for as long as I've been playing, and that's 2 YEARS.
If you jack up the bulkheads to 'MAX' your ships become all but unkillable zombies.
Which is why the FIRST thing you do when designing a ship is shove the bulkheads all the way up.
Looks like there is a bug in the HE rounds ….
So when this game coming out
THG your crews couldn't hit something setting still they are going to run into a problem against moving ships.
Happy Thanksgiving THG Butcher!
I wish it was real time but I get that turn based will always be easier for devs to do
Congrats on the new arrival. wish you all the best. you may have to give the targeting crew a good talking to. lol
Why in the WORLD does this stuff come out whenever I am on VACATION!?
It's hard to believe they wouldn't obliterate that TB with only a few salvos of these 6 inchers from 500 meters distance. In fact it seems unthinkable the could actually miss that often while being so close...
Still waiting for my Ultimate Admiral Dreadnoughts steam key since 2 years.
Btw, new microphone?
I don’t know about new microphone but he was pretty sick a while ago, lost his voice, and even own it sounds like he’s still recovering it.
The torpedo boats are fast and maneuverable, harder to hit
@@linuxgurugamer did you watch the video? It was basically dead in the water
@Betnovate
Watching torpedo boats mostly ignore hits from 8-12” guns is further proof the campaign mode was rushed even to the early access stage.
@14:38 I saw that and I thought. Oh, RTW's Active and Reserve!
Can’t wait for this series man great so far and great video man😀
Happy Thanksgiving, THG!
Gratz on the daughter. I bought this game so long ago and stopped getting updates on it, i forgot all about it.
Congrats on the daughter, kids are awesome, mine (twins) are 7 and I don’t have the same time to game as I used to but I can say I don’t feel cheated at all.
Why I have a strange feeling it's just Rule the Waves but in 3D? Kinda expected a bit more after those years tbh...
I also bought the game 2 years ago. They promised alot but so far it is nothing more only some Alpha version. This campaign is a joke in this status. Very disappointed for me after so long time. I don't have more much hope.
@@thelodrik2182 it isn’t a big team I think. I think they are some where on the small side.
That basically what it is.
@Betnovate well there is no diplomacy or deeper management side of things. Yes, you can build ships, you can have battles, but it was there before. You now have a map, but it seems it's there just for a backgrund and actually does nothing.
i am so hyped for this game. Did you btw played War on the sea?
Congratulations on the new addition. God bless your little girl
hello , i am looking at your playlists and you dont finish the games ..., it has been 2 months and only 7 episodes of close combat 2.....
calls himself historical gamer yet has no idea of the subject history that the game is based on. Light cruisers in the period of time was absolutely that sort of weight class and took that long to build. Please stop telling the developers to fix things when its not anything on their side that needs fixing just your knowledge of he time period.
Armored cruisers were closer to 3 times that weight class so maybe don’t call someone out when you don’t know what you are calling out. Look out SMS Blücher for reference even SMS Emden who was a light cruiser was heavier than 3,500 tons
Would love to get into the early access, but you cant through steam? Ideas on how to get in on this?
The British start in 1890 with no battleships! What utter historical nonsense. Lmao... This still needs a LOT of work. It also needs historic ships option for the campaign. Needing to be at close range is fine for 1890-1904. The transports ships look way too modern.
I think it is auto for both sides.
Sub'd just cause your positivity, that was paid forward to all during the intro!! 😁👍🙏❤🇺🇲
For such a bare bones mode I had a lot of fun with it. Can't wait for more
It’s enjoyable but it also gets REALLY grindy.
Happy Thanksgiving!
THANKSyougotthis
still probably should not have run your CA's back and forth in front of the torpedo boat.
I am so excited for this game!!
Wait what? There's a campaign for this game?
The first campaign patch just came out Wed, but its only bare bones atm, still a lot of work to do to flesh it out.
Congratulations on the new daughter! Wishing You Much Happiness!
When is this game going to be released on steam? Oh and congratulations.
I think they said a Early Access version will be out before year end.
I think after another update. I am going off what I heard from other people:
a good tactic is to not sail in straight lines in front of torps
Looks like the game still has a long way to go,
Congratulations!
My 5 yo daughter’s birthday is on November 20. It makes Thanksgiving a lot of fun.
Does anyone know what is happening with Ultimate General 1775?
First rule of ship design in this game?
PUT MAX BULKHEADS.
They turn anything into near unkillable zombies.
You can sink a pre-dread BB with a few hits that cause flooding through the bows and stern (outside main armour belt) while a CL with max bulkheads can take vast punishment.
It's dopey as hell, and it's not as though the feedback hasn't been provided for the past 2+ YEARS.
While it remains true, however, it's very ill advised NOT to do it.
so when can we get it on steam?
The campaign is finally out!? That was a long wait. Another two years until full release, no doubt :(
this game reminds me a great game i used to play, Navyfield
Dude you're hitting your own ships. Have you ever thought about having an entire fleet of nothing but torpedo boats?
It's a victory.
My biggest issue with this game is the ship design. Unlike Rule the Waves 1 & 2, I feel like everything is extremely restrictive. I mean why the hell can't you put those 5 inch guns in turrets on both the front and back of the ship if that is the design you think would be best? Why do you have to fit a specific tower to the ship? Why can't you design a different one that is shorter and weighs less if you need it to while accepting the shorter spotting distances? To me that is the whole point, having massive flexibility, within the scope of what can be accomplished with your technology, not be limited to a specific hull that only fits stuff in a very specific manner. Honestly this lack of flexibility is what may cause me to not play the game.
The game was intended to have that building system where you build parts of the ship but they steered away from that because the dev wanted the AI to make their own random designs. Its restrictive because the AI is not capable of making competent ships and devs are still trying to make it work.
Jeune ecole for the win!
I can't wait until this game *truly* becomes a 3D Rule the Waves
Well that won’t happen if they don’t model aircraft and land combat as well as land based supply’s which I don’t think they ever intend.
@@thehistoricalgamer I can only hope lol
The holy trinity of combat vehicles at work in this video.
Also Is it painful to anyone else that armored cruisers are classified as heavy cruisers or is that just me.
This looks epic. Simplified RTW for casuals like me.
Congrats on new child !!
About Time.
campaign still needs a lot of work. But promising. reminds me of a mix of "war on the sea" and "rule the waves" or "rule the waves 2"
Slow your ship might help the accuracy, you only have 1.5% with constant turning.
Never mind, I found the sale page. I just can't justify $50 for it. 😞
load times correlate to your drive type.
A higher mic volume would be really helpful, please.
Since when was there a campaign
Since just this week
More Germany! Make the Bismarck but better, with the same guns 🥰 could be triples
Armored cruiser jesus.... not a heavy cruiser
Armored Cruisers are the father of the Battlecruiser which evolved into the Heavy Cruiser thanks mostly to treaty limitations but they largely serve the same purpose as a heavy cruiser.
@@thehistoricalgamer First there were Protected Cruisers, which these cruisers from 1890 were probably classified. These sort of evolved fairly straightforwardly into Armored Cruisers, which came in a wide variety of types and sizes, unlike their big brother Pre-Dreadnought Battleships which were much more uniform. Then as part of the Dreadnought revolution the Brits also developed the Battlecruiser to COUNTER the Armored Cruiser. Battlecruisers owe far more of their lineage to Dreadnought Battleships, as they were essentially armed with the same main guns (but fewer), with less armor but more speed. Heavy Cruisers were the result of the Washington Treaty which restricted ships over 10,000 tons, and in no way were an evolution of Battlecruisers, which were topping 30,000 tons by the end of their development in the late 1910s. Missions of BCs and those of CAs were quite different, both in conception and in practice.
By the way, congrats on your daughter!
i need this so much
I am by no means good at this game or any other ship game but a sound defense against Torpedoes is number one never across their bow or they're asked if you can help it that's Prime torpedo area except for Cruisers and destroyers but torpedo boats and submarines trying to stay out of the bow or their aft period and rotate on your speed as often as you can speed up Slow Down Speed Up slow down as often as possible and if you have to try and keep either your bowel facing the enemy or your ass facing the enemy so that you have a smaller silhouette to be hit.
Battle of Tsushima here we come!
Enjoy your Thanksgiving.
THANKS
Now you can move ships to another Port - and SUPRISE , in next Turn they are right back in the Harbour from wich you sent them to another one . That is not the solution - and it destroyed my next Campaign , because still you cant see this on Map . You just wonder why there are no battles and why you los 17 Transport in one Turn ...
It is funny to see people spoiled by the no campaign mode strugglign to notice 22 knots for a CA in late 1800 is VERY fast and will take most of its mass.
I mean I'm well aware of the limitations of the 1890s, doesn't mean I cant try to push it.
why are your videos so quiet?
Heavy cruisers didn’t exist in 1890
I find canned missions to be rather dull puzzle solving exercises.
Congratulations for the new born
Its a nice idea for a game and I will play it but not this one, torpedo boat almost destroys two light cruisers?!?!? What a joke and cruisers cannot hit him also the need for 1000 shells to sink just one cargo ship? This is so unrealistic to say the least
Tumblehome design
Happy Fake Thanksgiving from your canuck friend
dude...not your fault...im not one bit mad at you or anything...i love you...but holy crap this game is not in a good state
its buggy and slow and clunky and its frustrating...i cant play it in this state at all...and its sad because its been so long and this is what we get :(
i want this to be good but im not going to lie to myself or to everyone else to not hurt anyones feelings...im calling a spade a spade
this needs a lot of work done to it...im questioning who is working on this? is it just 1 guy who does this as a hobbie once every blue moon or what?
While battles are so predictable (if you've played enough and understand the mechanics they are) then a campaign generating them is hardly going to matter.
Until they address the crucial core functions (which many have been on and on about for a few YEARS now) then the rest is seems pretty irrelevant.
True, getting the core correct is of little value for some players at least without a campaign to put battles in a more meaningful context, but if they DON'T address the former the latter is pointless.
It's not clear they ARE going to address those core issues.
If they don't, there's no way I'd recommend this game to anyone.
Put differently, would you care about playing a campaign if the core mechanics of BATTLES aren't addressed?
You just said nothing. What core functions are you speaking of?
@@felipe-cx7nb What would YOU consider core?
The gunnery model (all the different things that flow into your chance to hit)?
Or the damage model? How about damage control? The Zombie effects of "max bulkheads", both in terms of minimising damage and then recovery, is a very good illustration of the sorts of things I've seen mentioned in other YT videos.
I imagine anyone who's been spending significant time in the forum or playing, or possibly even watching other YT videos, would know all these and more.
о наконец то.
God bless America guys! From an English cousin ;)
imagine the pre-WWI monarchies using dolla as their currency instead of whatever currency they used at the time....
Not gonna lie, the game at this stage looks boring as hell. Though, your videos are, as usual, fantastic!