it would be nice if the cannons would roll back with the blast and only move forward when they were loaded. it would add an element of realism and it would be nice to know if that person to your rear was loaded or not :D
What struck me (pun) was starting at 35:20 where Ram, using Manual Sail, pivots left to deal with Fent. While pivoting, Ram idly pops 2 forward guns (35:33) at a stray enemy ship in front of him. Still pivoting, Ram takes raking starboard bow fire from Fent (which Ram survives). But now Ram is positioned to put a starboard broadside raking stern fire on Fent (36:03) as Fent passes Ram and tries to turn away. Not content, Ram, using Manual Sail yet again, starts pivoting right, in doing so taking a punishing left broadside from Klava on Ram's right. But Ram ignores Klava (for now) to reload his left and get another left port broadside raking stern fire on Fent that (soon) causes Fent to sink. But surprise! Not done, Ram has positioned himself so that his fully loaded right broadside already bears on the Klava to his right and boom Ram gives it to them. The Klava replies (which Ram survives). Ram Manual Sail pivots yet again, left, while Klava gets off another left broadside (which Ram survives) but by then Ram presents Klava with Ram's own, fast reloading 4 port gun batteries, each of Ram fires in turn, and Klava is sunk (at about 38:37). Said another way, Ram used precision sail control to allow him to a) minimize damage from enemy fire, b) use both sides of his ship guns to deal with enemies on both sides, c) just for fun used his front side guns to pop a few at a third enemy ship. If I hadn't watched a few of Ram's tutorials on manual sails and maneuvering I would have had no idea or appreciation of what he was doing in this and other parts of the battle! PS Fent is no slouch at Manual Sail either. You can tell Manual Sail when the front sails are aimed independently of the middle and back sails. Sort of like \ // or / \\, instead of all in line like \ \\ or / //.
This game looks stupidly good. I will definitely buy it when it comes out. I just hope that the devs don't make the same mistakes that Wargaming made, and that Gaijin are making.
as far as I get, this is not going to be a free to play, like WoT or WT, so the average player level will be significantly better. Note however that this kind of battle is just one part of a huge game that is still under a lot of development
This is a suggestion regarding text commentary; speaking as a person who has spent a significant number of hours working with video and overlaying text elements. One of the best features of RUclips is the annotations system; this allows the content creator to push some of the post-production to later in the pipeline, saving re-render time. And, a side benefit is the viewer has the option of turning them on or off, much like a subtitles or commentary audio track. Now, there's a feature I'd like to see on YT - optional audio commentary track.
Nelson actually ran two lines of ships and not the traditional single line. The smaller ships were in the 2nd line being protected by the larger ships. Then smaller, more agile ships, would all turn perpendicular swing around while the French and Spanish had volleyed and caught them while reload, then would turn back into their own line of larger ships and by that time the larger ships had reloaded. It was a route against French and Spanish ships
I haven't played this game before so sorry if this seems like a noobish question but what is that high pitch whistle mean? It comes up every 30 sec or minute. It goes from a low pitch to a high pitch to a middle pitch.
basically 'sail' orders. It coincides with every time he either lowers some sail or raises them or changes course sufficiently that the wind would be coming over the other bow and the sails needed adjustment. They used whistle signals to the sailors in the rigging because shouted orders were pretty hard to hear somwhat high up, wind in your ears and cannons going off everywhere edit - just rewatched the video and nope. Some of the whistles are from that. Others may be reloaded cannons and more. If you listen close, there are multiple signals used
As1anBeasTagE if you watched any naval battle movies, you have seen a remnant of this *pfoooo-eeeeee* "captain on the bridge!" or wherever the captain is. Nowadays most people would hear a shout since the ships are much more quiet (unless it is the mess, or the engine room or... you get my point). It was the easiest way to get everyone to pay attention and, with some training, they'd immidiately know what was expected of them too
o> Sidestrafe! RamJB, do you prefer the Santisima or the Victory? I know the Santi has more guns, but is it also more of a brick than Victory? I haven't researched any of them myself yet.
Why do they have to use names for the ship types? Why say "Trincomalee" and not "Frigate" or "38-gun Frigate"? Especially since these ships appear to be used by opposing sides. I do understand naming unique ships like the 140-gun Stantisima, or Constitution; but standard, common, generic ships should be referred to by type, not specific name.
There are grades of ships. Frigates for example. Constitution is a 24 lb'er 44; Trincomalee is an 18 lb 38; Surprise is a 12 lb- about a 24 gun sloop or corvette. I expect later there will be added a 12 lb 32 gunner. Which I think was the most common run of the mill frigate.
I see that you often say how the action with all it's intricacy speaks louder than words etc. But for me, who haven't even played the game, yet, I don't see that much. I see ships of different sizes that try to maintain some speed and formation. I see hits and misses and the effects of armor and repair. I see some maneuvering depending on which side you wish to expose and opportunities for firing both broadsides. Beyond that, it all looks a bit random to me, though I assume it can't be if there are clear distinctions between the players. I guess what I'm trying to convey is the need for a more 'sailing for dummies' approach. I hope we can get some of that when you start commenting again. Assuming of course that there is that kind of depth in the way the mechanics play out.
Quale Qualeson There are many layers of complexity you might not graps if you don't give the game a try. Even those who play it sometimes fail at understanding them. Keep in mind we're talking about vehicles with limitations on how to move, fire arcs, firepower, ability to sail and maneouver, and very distinct handling differences depending on where the wind is coming from.As such thinking ahead is a must. Picturing the current situation lets you react to current threats, but in a game like this where your ships have a limited ability to reposition and aim given their arc of fire limits you want to plan ahead to avoid getting in bad spots or situations. In big fleet battles is even more important (specially since I usually carry the weight of command and leadership in a lot of them) as you have to plan ahead for your whole fleet, not just for your own ship, so you actually have to picture the situation of your fleet in the current moment, aswell as to predict the situation some minutes down the line, so you can give the proper orders to put your fleet at the best position possible once time goes by. What you see, and what you notice (ships keeping formation, firing, repairing and getting hit, maneouvering, double broadsides, etc) you are taking independently but each part is intricately connected with the other. Without proper maneouvering you won't be able to fire while you're fired at. Keeping formation increases the chances to focus fire on enemies and outmaneouver them as a group, while preventing being singled out as a target and being outmaneouvered on your own. Determining which way to go and which dangers you'll find down the line will help you form a plan of maneouvers to extract the best out of your ship while dealing maximum concentrated damage to the enemy. Getting the whole picture together allows you to be aware of potential weaknesses in the enemy to exploit (and on yourself, so you can prevent them with enough time) you can not only outfight your enemies but outsmart them doing something they don't see coming. A good instance of that is 33:30. A player without the ability to look at the situation and notice all the ongoing things would probably have followed the ship ahead keeping the expected line formation we had been holding for a good while. However I put together a series of facts: I had the wind in my favor to maneouver towards the enemy, the enemy Victory was likely out of repairs, they were moving at full speed as they had been chasing to catch up for a long time, and the geometry of the engagement meant that I had a good chance to put myself between the two first rates, splitting them apart, breaking their cohesion, and sink them in detail. So instead of keeping formation on the next ship ahead (what 90% of the players would've done, as is intrinsecally safe, simple, and correct to do), I dropped my speed to a standstill ,let them pass, achieved two consecutive doubleshot rakes on the Victory which almost instantly sank him, to then double-broadsiding the Santisima Trinidad in his already weakened side essentially executing and sinking him before he could even try to repair the damage. And the best part is: they never saw it coming at all for it was a totally unexpected move so their reaction was very poor and panicked, and I got out of a 2v1 first rate close quarter engagement very lightly as their counter fire was rushed instead of planned. Two minutes before, that chance didn't exist and had I broken formation, I'd been sunk without achieving anything. Two minutes later that chance would've been gone as the geometry of the engagement would've been much different. That's only an instance of how many factors run at the same time in a battle like this and how important is to be aware of the current situation and how to predict the way the battle will develop. This game is almost 1 hour long - and until the last enemy 1st rate was sunk (3/4 of it) It was just a constant mind challenge of planning. And not only in what regards to my ship - but in what regards to the ships that were around me (I was given command of my section of the line once Demerzel couldn't see what was going on in our side of things, so I had to do the planning for the ships under my responsability aswell) There's a lot going on in each of this battles. Each move has a why, and a reason to be done, and in some times you can't really see the effects of that move until several minutes have passed by. So...yes, there's a lot of things going on in any battle of Naval Action. Even in 1v1s, but much more in huge sized battles as this one :). And that's why I love it to bits! :D
ramjb Thank you very much for an informative response. I can't say that I grasp the full extent of everything you touch upon here, though I suspect that the explanation might lie in that it's probably much harder to multitask all of these things than it seems from the comfort of my armchair. I will keep my eyes peeled and thanks again for the explanation.
ramjb That maneuver on the 2 SOL was epic, I ended up being a target for their lead in this because the gap grew too wide between me and the van, to be fair it was mostly because a frigate forced me into dropping sails at one point early on, to avoid a collision. and then the frig who Dem collided with forced me wide into their other group. Having said that I need to work on keeping a better cohesion with friendlies, having got used to the frigate role with more freedom to play around the SOL, I'm still adjusting to the Bellona :)
ramjb Out of interest in 33:30 what should the victory have done to get out of that situation? should he have turned to starboard instead of following the Santisima? Thereby presenting his best armor to you and also sandwiching you between both of them?
mercenarieboy what should the victory have done?. Pray a prayer, say his last will and enjoy his last moments afloat. At that moment they both were already boned. They had gone too far, too unsupported and without the wind gage. My turn caught them off guard and soon they found them raked from behind and overwhelmed from the side (from the other 1st rates of my team). They both were already dead the second I started my move, they just had not noticed it yet. They were going to get raked no matter what, either from me or from the other SOLs in my group. No turn would save them, as turning left (what they did) was dying, but turning right would put them nose right into the wind at slow speed with their asses wide open for us to massacre them...which was also dying. They simply were out of options as soon as the trap was sprung. When I speak about planning ahead to not get stuck in situations that will get you killed I speak of being in their position. Once you're in such a bad spot there's no reaction that will save your ass.
actually the message was meant to be to "turn right to 315", as Demerzel had said. I thought the turn was a bit too acute, as I personally would've adjusted for 330-345 to win a bit more of separation from the enemy and give our fleet, which was a bit spread, a bit more of time to come closer together, but he was the fleet lead and I was just confirming his orders to make sure nobody went under 315 and strayed too close to the enemy, because there's no room to debate with the lead in the middle of a fight. then in the heat of action I skipped typing the "to" as I had a battle to fight. Of course on reflection and reviewing that part, it might seem confusing, but that's what happened :P.
it would be nice if the cannons would roll back with the blast and only move forward when they were loaded. it would add an element of realism and it would be nice to know if that person to your rear was loaded or not :D
I believe they are working on all those little animations for a future release
awesome! that will be so amazing
love this game such beautifulships. How did you manage to get hms victory and such a large battle?
What struck me (pun) was starting at 35:20 where Ram, using Manual Sail, pivots left to deal with Fent. While pivoting, Ram idly pops 2 forward guns (35:33) at a stray enemy ship in front of him. Still pivoting, Ram takes raking starboard bow fire from Fent (which Ram survives). But now Ram is positioned to put a starboard broadside raking stern fire on Fent (36:03) as Fent passes Ram and tries to turn away. Not content, Ram, using Manual Sail yet again, starts pivoting right, in doing so taking a punishing left broadside from Klava on Ram's right. But Ram ignores Klava (for now) to reload his left and get another left port broadside raking stern fire on Fent that (soon) causes Fent to sink.
But surprise! Not done, Ram has positioned himself so that his fully loaded right broadside already bears on the Klava to his right and boom Ram gives it to them. The Klava replies (which Ram survives). Ram Manual Sail pivots yet again, left, while Klava gets off another left broadside (which Ram survives) but by then Ram presents Klava with Ram's own, fast reloading 4 port gun batteries, each of Ram fires in turn, and Klava is sunk (at about 38:37).
Said another way, Ram used precision sail control to allow him to a) minimize damage from enemy fire, b) use both sides of his ship guns to deal with enemies on both sides, c) just for fun used his front side guns to pop a few at a third enemy ship.
If I hadn't watched a few of Ram's tutorials on manual sails and maneuvering I would have had no idea or appreciation of what he was doing in this and other parts of the battle!
PS Fent is no slouch at Manual Sail either. You can tell Manual Sail when the front sails are aimed independently of the middle and back sails. Sort of like \ // or / \\, instead of all in line like \ \\ or / //.
Santísima Trinidad, the best boat ever made, terrific!
Awesome game! Must have been very satisfying.
gthreesix hi
Epic fight!my favorite shop is santissima
This game looks stupidly good. I will definitely buy it when it comes out. I just hope that the devs don't make the same mistakes that Wargaming made, and that Gaijin are making.
as far as I get, this is not going to be a free to play, like WoT or WT, so the average player level will be significantly better. Note however that this kind of battle is just one part of a huge game that is still under a lot of development
oh my god this is amazing. the rakes! ahadfasdkfhasdfkh
Why does your graphics sooo good?
This is a suggestion regarding text commentary; speaking as a person who has spent a significant number of hours working with video and overlaying text elements. One of the best features of RUclips is the annotations system; this allows the content creator to push some of the post-production to later in the pipeline, saving re-render time. And, a side benefit is the viewer has the option of turning them on or off, much like a subtitles or commentary audio track.
Now, there's a feature I'd like to see on YT - optional audio commentary track.
Ahhh back when the game was good and simple
Damn, I may have to actually buy this game.
And this is why I need to grind my way up to a frigate like the Suprise.
Nice move. Epic!
Nelson actually ran two lines of ships and not the traditional single line. The smaller ships were in the 2nd line being protected by the larger ships. Then smaller, more agile ships, would all turn perpendicular swing around while the French and Spanish had volleyed and caught them while reload, then would turn back into their own line of larger ships and by that time the larger ships had reloaded. It was a route against French and Spanish ships
I haven't played this game before so sorry if this seems like a noobish question but what is that high pitch whistle mean? It comes up every 30 sec or minute. It goes from a low pitch to a high pitch to a middle pitch.
basically 'sail' orders. It coincides with every time he either lowers some sail or raises them or changes course sufficiently that the wind would be coming over the other bow and the sails needed adjustment. They used whistle signals to the sailors in the rigging because shouted orders were pretty hard to hear somwhat high up, wind in your ears and cannons going off everywhere
edit - just rewatched the video and nope. Some of the whistles are from that. Others may be reloaded cannons and more. If you listen close, there are multiple signals used
Gerrit Valkering Alright. Thank you for letting me know. Have never gotten involved with naval warfare until World War II and past.
As1anBeasTagE if you watched any naval battle movies, you have seen a remnant of this *pfoooo-eeeeee* "captain on the bridge!" or wherever the captain is. Nowadays most people would hear a shout since the ships are much more quiet (unless it is the mess, or the engine room or... you get my point). It was the easiest way to get everyone to pay attention and, with some training, they'd immidiately know what was expected of them too
o> Sidestrafe!
RamJB, do you prefer the Santisima or the Victory? I know the Santi has more guns, but is it also more of a brick than Victory? I haven't researched any of them myself yet.
I haven't sailed either yet, but the Santi maneuvers like a brick with a keel, which is supposed to reflect it's real life lack of handling. :)
I spy a sidestrafe! :D
are these fights 2 years later still in the game with such less players? And is the game still worth it? :)
Hey. Would you be able to send me some files which are responsible for flags? I would like to re-edit them for Age of Pirates 2.
Valium They're mostly historical naval jacks. You should be able to find them online.
how long time did it take you to get this mighty ship?
Is this Demerzel on youtube ?
dude u got a man o' war
what is the name of the red coloured victory?
Virtual Miss Demeanour its a santisma Trinidad
Hey could you make a tutorial for naval action? Please and thank you :)
+Parker Dixon oh yeah I can ;). Be on the lookout, plenty of NA stuff incoming ;)
The santisima Trinidad was never in the Royal Navy it was a Spanish four decker which fought on the French side
If i had the money i would have this game as of yesterday. lol
16:50 Great shooting!
wow just wow good show Joly good show
is that a pc game or console?
I WANT TO PLAY THIS GAME SOOOOO BAD! But purchases are off for a while.... :(
What's a fucking lighthouse doing there?
Rip Nelson
You were packed like sardines at 22:50.....easy pickings for the enemy!
Well played though!
Why do they have to use names for the ship types? Why say "Trincomalee" and not "Frigate" or "38-gun Frigate"? Especially since these ships appear to be used by opposing sides. I do understand naming unique ships like the 140-gun Stantisima, or Constitution; but standard, common, generic ships should be referred to by type, not specific name.
There are grades of ships. Frigates for example. Constitution is a 24 lb'er 44; Trincomalee is an 18 lb 38; Surprise is a 12 lb- about a 24 gun sloop or corvette. I expect later there will be added a 12 lb 32 gunner. Which I think was the most common run of the mill frigate.
I see that you often say how the action with all it's intricacy speaks louder than words etc. But for me, who haven't even played the game, yet, I don't see that much. I see ships of different sizes that try to maintain some speed and formation. I see hits and misses and the effects of armor and repair. I see some maneuvering depending on which side you wish to expose and opportunities for firing both broadsides. Beyond that, it all looks a bit random to me, though I assume it can't be if there are clear distinctions between the players. I guess what I'm trying to convey is the need for a more 'sailing for dummies' approach. I hope we can get some of that when you start commenting again. Assuming of course that there is that kind of depth in the way the mechanics play out.
Quale Qualeson There are many layers of complexity you might not graps if you don't give the game a try. Even those who play it sometimes fail at understanding them.
Keep in mind we're talking about vehicles with limitations on how to move, fire arcs, firepower, ability to sail and maneouver, and very distinct handling differences depending on where the wind is coming from.As such thinking ahead is a must. Picturing the current situation lets you react to current threats, but in a game like this where your ships have a limited ability to reposition and aim given their arc of fire limits you want to plan ahead to avoid getting in bad spots or situations. In big fleet battles is even more important (specially since I usually carry the weight of command and leadership in a lot of them) as you have to plan ahead for your whole fleet, not just for your own ship, so you actually have to picture the situation of your fleet in the current moment, aswell as to predict the situation some minutes down the line, so you can give the proper orders to put your fleet at the best position possible once time goes by.
What you see, and what you notice (ships keeping formation, firing, repairing and getting hit, maneouvering, double broadsides, etc) you are taking independently but each part is intricately connected with the other. Without proper maneouvering you won't be able to fire while you're fired at. Keeping formation increases the chances to focus fire on enemies and outmaneouver them as a group, while preventing being singled out as a target and being outmaneouvered on your own. Determining which way to go and which dangers you'll find down the line will help you form a plan of maneouvers to extract the best out of your ship while dealing maximum concentrated damage to the enemy. Getting the whole picture together allows you to be aware of potential weaknesses in the enemy to exploit (and on yourself, so you can prevent them with enough time) you can not only outfight your enemies but outsmart them doing something they don't see coming.
A good instance of that is 33:30. A player without the ability to look at the situation and notice all the ongoing things would probably have followed the ship ahead keeping the expected line formation we had been holding for a good while. However I put together a series of facts: I had the wind in my favor to maneouver towards the enemy, the enemy Victory was likely out of repairs, they were moving at full speed as they had been chasing to catch up for a long time, and the geometry of the engagement meant that I had a good chance to put myself between the two first rates, splitting them apart, breaking their cohesion, and sink them in detail. So instead of keeping formation on the next ship ahead (what 90% of the players would've done, as is intrinsecally safe, simple, and correct to do), I dropped my speed to a standstill ,let them pass, achieved two consecutive doubleshot rakes on the Victory which almost instantly sank him, to then double-broadsiding the Santisima Trinidad in his already weakened side essentially executing and sinking him before he could even try to repair the damage. And the best part is: they never saw it coming at all for it was a totally unexpected move so their reaction was very poor and panicked, and I got out of a 2v1 first rate close quarter engagement very lightly as their counter fire was rushed instead of planned.
Two minutes before, that chance didn't exist and had I broken formation, I'd been sunk without achieving anything. Two minutes later that chance would've been gone as the geometry of the engagement would've been much different. That's only an instance of how many factors run at the same time in a battle like this and how important is to be aware of the current situation and how to predict the way the battle will develop.
This game is almost 1 hour long - and until the last enemy 1st rate was sunk (3/4 of it) It was just a constant mind challenge of planning. And not only in what regards to my ship - but in what regards to the ships that were around me (I was given command of my section of the line once Demerzel couldn't see what was going on in our side of things, so I had to do the planning for the ships under my responsability aswell)
There's a lot going on in each of this battles. Each move has a why, and a reason to be done, and in some times you can't really see the effects of that move until several minutes have passed by. So...yes, there's a lot of things going on in any battle of Naval Action. Even in 1v1s, but much more in huge sized battles as this one :). And that's why I love it to bits! :D
ramjb Thank you very much for an informative response. I can't say that I grasp the full extent of everything you touch upon here, though I suspect that the explanation might lie in that it's probably much harder to multitask all of these things than it seems from the comfort of my armchair. I will keep my eyes peeled and thanks again for the explanation.
ramjb
That maneuver on the 2 SOL was epic, I ended up being a target for their lead in this because the gap grew too wide between me and the van, to be fair it was mostly because a frigate forced me into dropping sails at one point early on, to avoid a collision. and then the frig who Dem collided with forced me wide into their other group. Having said that I need to work on keeping a better cohesion with friendlies, having got used to the frigate role with more freedom to play around the SOL, I'm still adjusting to the Bellona :)
ramjb Out of interest in 33:30 what should the victory have done to get out of that situation? should he have turned to starboard instead of following the Santisima? Thereby presenting his best armor to you and also sandwiching you between both of them?
mercenarieboy what should the victory have done?. Pray a prayer, say his last will and enjoy his last moments afloat.
At that moment they both were already boned. They had gone too far, too unsupported and without the wind gage. My turn caught them off guard and soon they found them raked from behind and overwhelmed from the side (from the other 1st rates of my team). They both were already dead the second I started my move, they just had not noticed it yet. They were going to get raked no matter what, either from me or from the other SOLs in my group. No turn would save them, as turning left (what they did) was dying, but turning right would put them nose right into the wind at slow speed with their asses wide open for us to massacre them...which was also dying. They simply were out of options as soon as the trap was sprung.
When I speak about planning ahead to not get stuck in situations that will get you killed I speak of being in their position. Once you're in such a bad spot there's no reaction that will save your ass.
Piet Heyn sailing under the English flag? This is an outrage! Go dutchies!
GG
Who else saw Sidestrafe in this
o time adiversario se matou
dont ask me how I know
I want to see Sweden :D
I really like this game but for now its not worth the 40 euros.
sidestrafe was inthis battle
This game with ships of WWII must be better...
Seein brits flags on Spanish ships takes me out of my nerves...
Dude says turn right 315... Then starts turning left haha down win
actually the message was meant to be to "turn right to 315", as Demerzel had said. I thought the turn was a bit too acute, as I personally would've adjusted for 330-345 to win a bit more of separation from the enemy and give our fleet, which was a bit spread, a bit more of time to come closer together, but he was the fleet lead and I was just confirming his orders to make sure nobody went under 315 and strayed too close to the enemy, because there's no room to debate with the lead in the middle of a fight.
then in the heat of action I skipped typing the "to" as I had a battle to fight. Of course on reflection and reviewing that part, it might seem confusing, but that's what happened :P.