"Pausing way too much"? With a game as detailed and in-depth with as much managing that's required, I expected you to pause more than you're doing! Keep up the spectacular work Stealth!
Pausing is what this game seems to be made for! Don't listen to the nay-sayers. Without pausing any player would quickly lose situational awareness which WILL lead to a lost battle. I love my pause buttons! They wouldn't be available in so many games if they weren't meant to be used.
Seriously people gripe about too much. These types of games you're doing the job of at least 40 people or MORE depending on how you micromanage. Get over thyselves nerds. Pause as much as you want, get the orders out!
Bro you're directing several warships, a submarine, a carrier, some ground units, dozens of aircraft AND an airbase in this mission! It's okay to pause lol.
@@Stealth17Gaming Pausing in an RTS is king. The only time you shouldn't go for it is if you are imposing some sort of "Ironman mode" levels of battle realism on yourself (I personally think these people are masochists, lol).
Never expected to see my hometown here. It is all very wrong, but I don't expect urban geography to be very detailed in a navy/air strategy game. One note I have, the NATO base in Iceland is in Keflavík, not Reykjavík. It is a small town on the end of the peninsula to the west of Reykjavík, the base is in the international airport. The airstrip in Reykjavík is a domestic airport and has not been used by NATO as far as I know, I think the runway's are too short for non-stol fighter jets. If you are open to suggestions about tweaks to the scenario, I think incorporating the Keflavík base into it would be a cool idea. A Russian invasion would most likely focus on two main targets, Keflavík first and Reykjavík second. Love the scenario nontheless, really happy to see it.
There are also two other airports in Iceland that have airstrips long enough for fighter jets, in Akureyri and Egilsstaðir. The regular NATO fighter jet stations in Iceland train to use them as well. I don't know if ground radars are modelled in this game, but there are four of them here, on four separate corners of the island.
B-52 harpoons eaten by land is a training issue. Land attack issues with air units needs more information on unit behavior with certain ordinance. I suggest creating test scenario to establish known unit/weapon behavior against land targets. That will give you more clear data to report bugs or request tweaks to make better.
16:58 the AGM-62 is TV guided so it doesn't require a lase from the host aircraft or from anyone else. Also you might want to manually select the weapons to have them engage ground units, however I am unsure as I haven't played the game.
concerning pausing: I think for reading info it's okay to pause. also when you have to micromanage stuff that would be one order like patterns, courses etc and ofc initial orientation and setup
Cluster Bombs have a min altitude to deploy, your planes were flying below 1500 feet which makes for invalid fusing. That is the reason why they would not drop them.
I'm really looking forwards to this game but it looks like the AI needs a LOT of work. The A7s with cluster bombs for example: if they're ingressing at below safe release altitude for CBUs then I'd expect them to be smart enough to conduct popup attacks rather than just noping out & going for gun runs. WAY too much micromanagement needed as it appears now.
yep. Game needs smarter AI, a mission/task system to just tell a group of units to "go here and do this within this area", and a "time on target" strike tool so that all of the units you add to the strike mission will fire their missiles/munitions to hit at the same time.
@@mavor101 Exactly. I pray that everybody with early versions of this game is giving this exact feedback to the devs. It needs Macro-Order where you assign an area, a mission to fullfill there and then maybe a few parameters like height or ROE. Launching a Wing, Sending it off and Having it execute an order should need 3-4 Mouse clicks at most, everything above that will become hellish micromanagement if we are talking about missions like in this video where there are dozens of ships and possibly hundreds of aircraft.
Hey man, FYI all your ground units were weapons tight so they weren't even fighting back. Probably would have gone different otherwise. Love your content.
Hey Stealth, been hanging around your channel for a few years now and even had a span where I wasn't jumping on all your videos but I wanted to send my support your way with these videos! I think you are doing a fantastic job with this game and ICBM, I'm enjoying them a lot and seeing you improve has been fun. Upload frequency and video length has been perfect for me, I've been looking forward to them throughout the week. Thanks :)
Would be interesting to see how well the game handles something more realistic, like Baltic landing operations. Marine brigades trained to hit Starfighter airbases and Harpoon coastal troops in Denmark while paratroopers attacked Copenhagen. Zubr would take 90 minutes from scramble out of the Baltic SSRs. British Royal Marines had special radio call signs and would have been immediately hit by chemical weapons (sarin) if identified iirc. I forgot their codeword, but several NATO units had one, and Foreign Legion were another I think.
In a real war, this tactical/strategic situation would hardly be concerning. A Soviet landing force takes Iceland... And gets stranded there because the USN outnumbers and outguns whatever assets the soviets have there. Spare a CV to conduct BARCAP around Iceland for a couple of weeks and the Soviet-captured airbase is essentially neutered.
@@Stealth17Gaming are you imagining I said something negative about you personally? This isn't meant as an attack or anything, I'm just making an observation man.
One thing to double-check: in games I've played similar to this, such as Jane's Fleet Command and Naval War: Arctic Circle, an 'anti-surface' weapon was one that could target *surface ships;* one that could target buildings was called 'anti-land' or 'anti-ground'. And while a bomb obviously ought to be able to do both, there are certainly missiles that can target ships but are useless against land targets. So maybe those bombs have been mistakenly coded as anti-ship-only weapons, and so the aircraft refuse to fire them at invalid targets?
Ayyyyyy! My old ship, USS Nimitz, showing up again! Air Threat red, surface threat red, sub surface threat red. Weapons tight. Excellent job getting your AEW and E/A aircraft up quickly! There is so much going on at the same time and your are quickly getting the hang of it! I am curious to see if they have added HARMs to the game yet. If they have then your SEAD aircraft should have a couple. Maybe consider popping a couple in the direction of the small landing force to either foce them to go EMCON or lose a RADAR. You would probably have to send multiple to ensure the air search and firecontrol RADARS are hit. I would keep fighters in the air at all times with some pushing toward the large task force approaching Iceland. Both from the base and the Nimitz. Soon as the small landing force was located launch a strike. Head them north until formed up at altitude then move to launch position. Ideally in concert with a SEAD aircraft. You can designate (in your head) two marshaling areas for aircraft. Maybe N/W of the base for ASuW aircraft and N/E of the base for ground support aircraft. That way you can easily pull something with an appropriate loadout for the developing situation on the ground. I wish I knew why they refused to use the rockeyes on those T72s. That is exactly what they were meant to destroy. They are unguided so no LASER designation should be necessary. I am looking forward to seeing you catching that large task force in a pincer! Remember that aggression is the name of the game. When the we fight we don't go it alone. We bring our friends. Overkill is best kill.
Just a quick question: I know that HARPOONs are sea-skimming missiles, not cruise missiles, so will they work if fired above land, or do you have to fire them above the sea? I seem to recall that in Fleet Command you had to have your aircraft above the sea.
The Hawkeye E-2C should have ~2500ft/min climb performance, this looks like twice as much. (And I really love if games with real units get the real stats at least mostly right.) However a ~800m (~2700 ft) take-off run is realistic.
If you need, then just pause and asses the situation. It's better to pause and look at the map for few seconds than not and then losing several assets.
If people complain about excessive pausing, they don't understand what this game is. Especially when dealing with carrier and/or airbase ops, you can't just be doing it in real time. Pausing is essential to avoid tunnelvision and information overload. Don't listen to them: at worst, you might try to apply some more aggressive editing to cut out some of the longer pauses
Pausing is fine and I wish it would auto pause whenever you open a menu to select weapons or aircraft and unpause when you close it. Perhaps recording and doing voice over on the replay with pauses edited out would allow a faster more narrative video.
its interesting that they have a RA-5C in a 1989 scenario when it was retired from service in 1979. I'm curious how historical they will have the aircraft and ship database as far as entry of service and retirement year.
i think if you click on a plane and then middle mouse button you select the whole formation, so then you order the whole formation to fire with the selected weapon
The S3 Viking was probably the best ASW hunter ever developed. Even the Poseidon is inferior compared to how versatile the Viking really was. I hope they modernize them and bring them back.
I'd have like to read the manual of this game, to understand some of the gaming mecanics, like jamming, or to know how group orders prevail to units order for (non-exhaustive) examples...
Since planes like F-15C are in the game i wonder if they will add more soviet stuff like MiG-29/Su-27, since they fall within the games allowed time frames (1983/84 respectively), and i think they would be very nice to have since the best fighter the soviets have is a MiG-23, and yes they also do have the MiG-25 which gameplay wise is fine but i think it would still be cool tro have more jets, either as an update further on or whatever.
It seems to me that the reason your tanks didn't really accomplish anything was that they were weapons tight. While weapons free seems to cause stupidity with the planes, it meant the T-72s always got off the first shot on the Abrams, and those 125s are lethal.
Good video, I like this game! Dont know how much contraol you have over the Abrams and Bradleys, but they dont seem to fight back? Are they on "weapons tight", waiting for you to micromanage them? For realism, they should have made short work of a few platoons of T72 from prepared defensive positions...
Could you please turn up the game volume a bit, i love hearing the callouts, helicopter rotors thudding, jets whining, sonars sounding, and weapons exploding. Makes me feel immersed and interested.
Cool to see an integrated air/land battle to show how that works. Can't wait to see the outcome. Seemed to me the M1s got defeated too easily. The only one I saw you select was set to Weapons Tight. Do they even defend themselves when set that way? As for pausing, I don't have a problem with it when things get overwhelming, and for a new game that seems to want some micromanagement, that can happen. Not just you, but I've noticed in a lot of these Sea Power videos, the players are missing important things happening on occasion. Keep up the videos, I'm pretty anxious for this release.
I would judt like to mention that tbe area you highligted as soviet landing ground would be impossible for tanks to cross and total nightmare for infantry
You said the Abram tanks will fight for themselves. But they just sat there and got, well, slaughtered. Is it possible that ground units also need instructions to engaged the enemy? It might be primarily a naval game but the Abrams was supposed to make short work of the 1980s to mid-1990s era Soviet tanks. Your tanks didn't take out a single Soviet unit.
Stealth, please, be less strickt with radars, fighters might use them all the time, at the very least lead aircraft in group as it is basically the point of CAP to show your enemy that he is not welcomed here and you see him? also you forget about sensors on your aircrafts in general, like RA-5C got only visual on tanks in the start because they basically was only allowed to use eyes
@@Stealth17Gaming i mean, in this scenarios, when you know something will come your way there is no point of hiding, enemy goes to you regardless of you having or not having radar up, but you lose a lot of situational awareness. And it goes for other things, just watching how RA-5C loitering and trying to find tanks literally looking up the window is painful, it is specific reconnaissance aircraft, it probably has ground radar and other sensor to easily find tanks while being very high up and fast. Also check capabilities of different weapon system in a free time so you don't need to guess what you should use in X situation. Ifc it's a game still in development, and you have as much experience as we all do, not much, so it's okay to make mistakes, just learn on it. Also, I'm more of a plane nerd, so there is something about planes. AWACS can search constantly, nobody gonna miss it as it is a pretty big thing and you just lose on SA. Fighters generally want to stay high and fast, same goes for SEAD and to some extent EW in context of SEAD. Everything with laser guided bombs also needs to be high to have clear LOS for laser, essentially everything air needs to be as high as possible. There are no real attack helicopters for now, or at least i didn't saw one yet, so only thing that can go really low is anti-ship planes
Not sure the land part of the game makes sense. It's a naval game. It's nighttime, those T-72's would have got absolutely shredded by the Abrams because of the enormous difference in IR / thermal vision equipment. As it is, they cut through the Abrams like a hot knife through butter. It's just not realistic.
Daylight would make videos much better for your viewers to actually see what's happening. When making a scenario for broadcast, perhaps adjusting the time of day would be beneficial.
Did you place the airport or does the game have it placed in the wrong place? Also, Keflavík airport is the airbase. The airport in Reykjavík hasn't been used for military since ww2. Good video though :)
and lastly the game's audio seems like it's a bit too low, it's great to hear you but hearing the sound effect like the older videos would definitely make the video better
@@Stealth17Gaming Much as I would like to have a whole world with all the units therein, I fear the meltdown of the CPUs and GPUs or the FPS of 0.0001 … However, if they do manage to get that running, the militaries of the world will all want to run them all …
I felt like in your very first missions you were maybe pausing too much, but too *often* I think describes it better. You'd pause, take an action, move the camera, pause, take an action, and so on in a pretty 'staccato' sort of way which was a little jaring because it was rapid pretty short pauses. Since then though you'd stopped doing it nearly as much and the last couple missions I thought your pauses were fine to be honest. In fact I wish you sometimes paused for longer when you felt the need, took *everything* in and then unpaused when you were ready. I do think it's sort've like a 'challenge mode' to not pause since you can't pause real life but then again you're sort've representing multiple people/commanders in this game, at least right now. I would like to see it develop to the point where you *can* play as the overall commander of a force and only have to make decisions at the absolute top level such that a single person IRL could reasonably be expected to make, and that you have virtual officers below you that execute on those orders properly and somewhat realistically and, critically, competantly, but that's going to be a real difficult goal to crack for the devs if they go that route.The way you've been handling things has been great, though, and you're clearly learning as you go which is very enjoyable
@@Stealth17Gaming by the way, thanks for setting this scenario up, I was curious to see how the game was handling land warfare... it seems it is not ready yet
Im Icelandic and i live in Keflavik where the USAF base was located and where our international airport is, very interesting scenario, thank you for uploading
Hi stealth, is there still a chance for finishing Warno? While I like you as a content creator your other projects just dont interest me as much and I just would like to know I should keep waiting for it. Thanks :)
Uhh the land combat looks very rought. I hope the improve the graphics and AI in that department. It would be a shame if such a big chunk of the game is this bad...
"Pausing way too much"? With a game as detailed and in-depth with as much managing that's required, I expected you to pause more than you're doing! Keep up the spectacular work Stealth!
Agree, withou SOME pausing, we will soon loose overview, Stealth17 will loose overview and soon after probably loose fight...
Same. Non-pvp RTS games with a tactical pause function like this is a blessing and everyone should use it
Pausing is what this game seems to be made for! Don't listen to the nay-sayers. Without pausing any player would quickly lose situational awareness which WILL lead to a lost battle.
I love my pause buttons! They wouldn't be available in so many games if they weren't meant to be used.
Agreed
Seriously people gripe about too much. These types of games you're doing the job of at least 40 people or MORE depending on how you micromanage. Get over thyselves nerds.
Pause as much as you want, get the orders out!
Bro you're directing several warships, a submarine, a carrier, some ground units, dozens of aircraft AND an airbase in this mission! It's okay to pause lol.
yes, please use pause and coordinate such a in depth game. we want you to succeed, not to suffer.
Lol thanks man. When I pause a lot my viewers will suffer, or so some claim.
@@Stealth17Gaming Pausing in an RTS is king. The only time you shouldn't go for it is if you are imposing some sort of "Ironman mode" levels of battle realism on yourself (I personally think these people are masochists, lol).
@@Stealth17Gaming There is probably a happy medium somewhere.
Never expected to see my hometown here. It is all very wrong, but I don't expect urban geography to be very detailed in a navy/air strategy game. One note I have, the NATO base in Iceland is in Keflavík, not Reykjavík. It is a small town on the end of the peninsula to the west of Reykjavík, the base is in the international airport. The airstrip in Reykjavík is a domestic airport and has not been used by NATO as far as I know, I think the runway's are too short for non-stol fighter jets. If you are open to suggestions about tweaks to the scenario, I think incorporating the Keflavík base into it would be a cool idea. A Russian invasion would most likely focus on two main targets, Keflavík first and Reykjavík second. Love the scenario nontheless, really happy to see it.
There are also two other airports in Iceland that have airstrips long enough for fighter jets, in Akureyri and Egilsstaðir. The regular NATO fighter jet stations in Iceland train to use them as well. I don't know if ground radars are modelled in this game, but there are four of them here, on four separate corners of the island.
@@legogaur08 In a hot WW3 Reykjavík would probably have hosted an anti-submarine helicopter squadron and taken C-130 cargo/passenger flights.
@@bigpoppa1234 Yeah, probably. Also plenty of stol aircraft that cpuld be based there. Harriers and other carrier based aircraft, f-35 (b or c) today.
Well, this is basically inspired by Red Storm Rising
@@xxxm981 in red storm rising, the action takes place in Keflavik
B-52 harpoons eaten by land is a training issue.
Land attack issues with air units needs more information on unit behavior with certain ordinance.
I suggest creating test scenario to establish known unit/weapon behavior against land targets.
That will give you more clear data to report bugs or request tweaks to make better.
16:58 the AGM-62 is TV guided so it doesn't require a lase from the host aircraft or from anyone else. Also you might want to manually select the weapons to have them engage ground units, however I am unsure as I haven't played the game.
9:53 lol it’s hard to detect anything when you’re at 2000 ft emcon and out of visual range of all radar contacts XD
concerning pausing:
I think for reading info it's okay to pause.
also when you have to micromanage stuff that would be one order like patterns, courses etc
and ofc initial orientation and setup
5:34 “COMMAND SAID GET EYES IN THE SKY NOW STRAP THE ROCKET BOOSTERS ON”
I bet the animation is meant for a catapult-assisted carrier takeoff, and they just didn't make a separate one for a land runway...
@@JulieanGalak you might be right
Cluster Bombs have a min altitude to deploy, your planes were flying below 1500 feet which makes for invalid fusing. That is the reason why they would not drop them.
I’m gonna pause like crazy when the game comes out myself lmfao
I'm really looking forwards to this game but it looks like the AI needs a LOT of work. The A7s with cluster bombs for example: if they're ingressing at below safe release altitude for CBUs then I'd expect them to be smart enough to conduct popup attacks rather than just noping out & going for gun runs. WAY too much micromanagement needed as it appears now.
yep. Game needs smarter AI, a mission/task system to just tell a group of units to "go here and do this within this area", and a "time on target" strike tool so that all of the units you add to the strike mission will fire their missiles/munitions to hit at the same time.
@@mavor101ToT strikes exist apparently but I haven’t seen any youtubers use it
@@mavor101 Exactly. I pray that everybody with early versions of this game is giving this exact feedback to the devs. It needs Macro-Order where you assign an area, a mission to fullfill there and then maybe a few parameters like height or ROE. Launching a Wing, Sending it off and Having it execute an order should need 3-4 Mouse clicks at most, everything above that will become hellish micromanagement if we are talking about missions like in this video where there are dozens of ships and possibly hundreds of aircraft.
SH.3H using Soviet S-8 rocket pods :D ? alright xD
Curious isn't it?
I thought that too, but it's early access, and this game is detail heavy, so there's going to be small things that slip through
i mean... rocket pods like that are easily adaptable as long as your mechanics know how to literally conect 1 cable and 1 switch
if at all they should have used 70mm hydra pods from Cobras/Apaches...
Well, if it fits on the pylon, and if the bird can carry it. We put Hellfires and Penguins on our Seahawks, along with torps.
nono please pause whenever you need that gives you the time to set up attack and give cinematic shoots
If it’s not too much trouble please make this into an 8 hour long episode along with the rest of the series I loved that for UAD!
Finally a video featuring Uncle Chester! Absolutely awesome 👌
Just a tip .when u make a wing of aircraft to launch to can rename them to what ever u want to not get confused ofln what squad is doing what.
How can you rename then? I can't change their callsign
@@Stealth17Gaming Isn´t there a button called "callsign" right next to the launch button? Could be wrong though.
@@LWTUA120609 Yes there is. It's a dropdown menu. You can't rename your flights currently.
@@Stealth17Gaming Thanks a lot, I don`t have the game, yet. :) Let`s hope they`ll add this feature in the future!
Hey man, FYI all your ground units were weapons tight so they weren't even fighting back. Probably would have gone different otherwise.
Love your content.
Hey Stealth, been hanging around your channel for a few years now and even had a span where I wasn't jumping on all your videos but I wanted to send my support your way with these videos! I think you are doing a fantastic job with this game and ICBM, I'm enjoying them a lot and seeing you improve has been fun. Upload frequency and video length has been perfect for me, I've been looking forward to them throughout the week. Thanks :)
Thanks man!
This is perfect scenerio which can tell how complex things can get in a real war. people usually dont have any idea about it
Well now I know what ill be doing come November..
Sounds like “red storm rising”.
Would be interesting to see how well the game handles something more realistic, like Baltic landing operations. Marine brigades trained to hit Starfighter airbases and Harpoon coastal troops in Denmark while paratroopers attacked Copenhagen. Zubr would take 90 minutes from scramble out of the Baltic SSRs.
British Royal Marines had special radio call signs and would have been immediately hit by chemical weapons (sarin) if identified iirc. I forgot their codeword, but several NATO units had one, and Foreign Legion were another I think.
In a real war, this tactical/strategic situation would hardly be concerning. A Soviet landing force takes Iceland... And gets stranded there because the USN outnumbers and outguns whatever assets the soviets have there. Spare a CV to conduct BARCAP around Iceland for a couple of weeks and the Soviet-captured airbase is essentially neutered.
You must be fun at parties.
@@Stealth17Gaming I read his comment in Carl Spackler's voice from Caddyshack.
"In a real war [...] spare a CV"
Seems non-trivial.
@@TheFirstIcon With 8 of them? Pretty trivial for the US.
@@Stealth17Gaming are you imagining I said something negative about you personally? This isn't meant as an attack or anything, I'm just making an observation man.
multiplayer pve and pvp would be amazing. Imagine teams of 3-6 going against each other. No pausing just good team and information management
Love that glowing tree at the opening
Should point out to the devs :D
@@ilvaporizzatore Already fixed. :)
Maybe the E-2 launched like it was on a carrier?
That was my first thought as well.
Great inclusion of the real life images of Iceland, gives some really nice context to the CGI graphics of the game itself. :)
One thing to double-check: in games I've played similar to this, such as Jane's Fleet Command and Naval War: Arctic Circle, an 'anti-surface' weapon was one that could target *surface ships;* one that could target buildings was called 'anti-land' or 'anti-ground'. And while a bomb obviously ought to be able to do both, there are certainly missiles that can target ships but are useless against land targets. So maybe those bombs have been mistakenly coded as anti-ship-only weapons, and so the aircraft refuse to fire them at invalid targets?
The fact that you can directly control the air bases is something I just wanted to see.
I agree, i don't see pausing as an issue. There is too much going on for one controller to manage.
Ayyyyyy! My old ship, USS Nimitz, showing up again!
Air Threat red, surface threat red, sub surface threat red. Weapons tight.
Excellent job getting your AEW and E/A aircraft up quickly! There is so much going on at the same time and your are quickly getting the hang of it!
I am curious to see if they have added HARMs to the game yet. If they have then your SEAD aircraft should have a couple. Maybe consider popping a couple in the direction of the small landing force to either foce them to go EMCON or lose a RADAR. You would probably have to send multiple to ensure the air search and firecontrol RADARS are hit.
I would keep fighters in the air at all times with some pushing toward the large task force approaching Iceland. Both from the base and the Nimitz.
Soon as the small landing force was located launch a strike. Head them north until formed up at altitude then move to launch position. Ideally in concert with a SEAD aircraft.
You can designate (in your head) two marshaling areas for aircraft. Maybe N/W of the base for ASuW aircraft and N/E of the base for ground support aircraft. That way you can easily pull something with an appropriate loadout for the developing situation on the ground.
I wish I knew why they refused to use the rockeyes on those T72s. That is exactly what they were meant to destroy. They are unguided so no LASER designation should be necessary.
I am looking forward to seeing you catching that large task force in a pincer!
Remember that aggression is the name of the game. When the we fight we don't go it alone. We bring our friends. Overkill is best kill.
Just a quick question: I know that HARPOONs are sea-skimming missiles, not cruise missiles, so will they work if fired above land, or do you have to fire them above the sea? I seem to recall that in Fleet Command you had to have your aircraft above the sea.
i knew the giant radar produced a bit of lift but damn!
The Hawkeye E-2C should have ~2500ft/min climb performance, this looks like twice as much. (And I really love if games with real units get the real stats at least mostly right.)
However a ~800m (~2700 ft) take-off run is realistic.
If you need, then just pause and asses the situation. It's better to pause and look at the map for few seconds than not and then losing several assets.
Incredible ! cant wait to play this game ! Another great vid !
Dealing with so many aircraft and so many loadouts seems really complicated. The pausing never seemed excessive, seemed necesarry for the game play.
The trees are glowing, must be a radiation leak.
If people complain about excessive pausing, they don't understand what this game is. Especially when dealing with carrier and/or airbase ops, you can't just be doing it in real time. Pausing is essential to avoid tunnelvision and information overload. Don't listen to them: at worst, you might try to apply some more aggressive editing to cut out some of the longer pauses
Pausing is fine and I wish it would auto pause whenever you open a menu to select weapons or aircraft and unpause when you close it. Perhaps recording and doing voice over on the replay with pauses edited out would allow a faster more narrative video.
its interesting that they have a RA-5C in a 1989 scenario when it was retired from service in 1979. I'm curious how historical they will have the aircraft and ship database as far as entry of service and retirement year.
Finally a partial Tom Clancy situation. Not a complete loss of Iceland but a situation hanging in the balance.
i think if you click on a plane and then middle mouse button you select the whole formation, so then you order the whole formation to fire with the selected weapon
It’s too dark for most tv guided weapons so it makes sense that a lot of your ground attackers didn’t do much against the tanks.
The S3 Viking was probably the best ASW hunter ever developed. Even the Poseidon is inferior compared to how versatile the Viking really was. I hope they modernize them and bring them back.
T72's scrapping Abrams. BWAAAAA HAAAAA HAAAAA HAAA.
Ya ground needs work
Nah bro. You pause as much as you want! I like the info sessions you provide.
Bro didn’t you know that the airbase has a built in catapult?
I'd have like to read the manual of this game, to understand some of the gaming mecanics, like jamming, or to know how group orders prevail to units order for (non-exhaustive) examples...
Since planes like F-15C are in the game i wonder if they will add more soviet stuff like MiG-29/Su-27, since they fall within the games allowed time frames (1983/84 respectively), and i think they would be very nice to have since the best fighter the soviets have is a MiG-23, and yes they also do have the MiG-25 which gameplay wise is fine but i think it would still be cool tro have more jets, either as an update further on or whatever.
It seems to me that the reason your tanks didn't really accomplish anything was that they were weapons tight. While weapons free seems to cause stupidity with the planes, it meant the T-72s always got off the first shot on the Abrams, and those 125s are lethal.
Correct, I made a mistake there.
luminescent trees!
Santa has something to answer for …
Good video, I like this game! Dont know how much contraol you have over the Abrams and Bradleys, but they dont seem to fight back? Are they on "weapons tight", waiting for you to micromanage them? For realism, they should have made short work of a few platoons of T72 from prepared defensive positions...
Could you please turn up the game volume a bit, i love hearing the callouts, helicopter rotors thudding, jets whining, sonars sounding, and weapons exploding. Makes me feel immersed and interested.
Sure
5:33 haha i didnt know the e-2c was STOL
Bro, it's alright to pause. This many assets to manage? Pausing is fine.
Or the more work option is to edit it out.
Cool to see an integrated air/land battle to show how that works. Can't wait to see the outcome. Seemed to me the M1s got defeated too easily. The only one I saw you select was set to Weapons Tight. Do they even defend themselves when set that way? As for pausing, I don't have a problem with it when things get overwhelming, and for a new game that seems to want some micromanagement, that can happen. Not just you, but I've noticed in a lot of these Sea Power videos, the players are missing important things happening on occasion. Keep up the videos, I'm pretty anxious for this release.
Yes I forgot to tell them to go weapons free
I think it might be possible that your ground strike aircraft are flying too low to properly line up and launch their weapons?
keep on identifying those bugs 👍
Could we give order the ground assets (Abrams and Bradleys) to engange T-72s? or they defend themself?
Would've figured the airfield might've been a bit more lit up at night time, or is that incorrect?
Keep up the great work lad
I think your plane that is jamming the enemy units is also jamming friendly units makeing it difficult for your unit to fire at the enemy Tanks
Didn't know they had radioactive trees in Iceland
I would judt like to mention that tbe area you highligted as soviet landing ground would be impossible for tanks to cross and total nightmare for infantry
Eek! Hope they improve the on-land graphics.
You said the Abram tanks will fight for themselves. But they just sat there and got, well, slaughtered.
Is it possible that ground units also need instructions to engaged the enemy? It might be primarily a naval game but the Abrams was supposed to make short work of the 1980s to mid-1990s era Soviet tanks. Your tanks didn't take out a single Soviet unit.
Yes carrier gameplay again!
Stealth, please, be less strickt with radars, fighters might use them all the time, at the very least lead aircraft in group as it is basically the point of CAP to show your enemy that he is not welcomed here and you see him? also you forget about sensors on your aircrafts in general, like RA-5C got only visual on tanks in the start because they basically was only allowed to use eyes
Lol wow. Some people are telling me I'm too loose with radars, others are telling me I'm too strict. I just can't play this game right can I?
@@Stealth17Gaming i mean, in this scenarios, when you know something will come your way there is no point of hiding, enemy goes to you regardless of you having or not having radar up, but you lose a lot of situational awareness. And it goes for other things, just watching how RA-5C loitering and trying to find tanks literally looking up the window is painful, it is specific reconnaissance aircraft, it probably has ground radar and other sensor to easily find tanks while being very high up and fast. Also check capabilities of different weapon system in a free time so you don't need to guess what you should use in X situation. Ifc it's a game still in development, and you have as much experience as we all do, not much, so it's okay to make mistakes, just learn on it.
Also, I'm more of a plane nerd, so there is something about planes. AWACS can search constantly, nobody gonna miss it as it is a pretty big thing and you just lose on SA. Fighters generally want to stay high and fast, same goes for SEAD and to some extent EW in context of SEAD.
Everything with laser guided bombs also needs to be high to have clear LOS for laser, essentially everything air needs to be as high as possible. There are no real attack helicopters for now, or at least i didn't saw one yet, so only thing that can go really low is anti-ship planes
@@Stealth17Gaming I mean, you kinda lost your airfield to T72s attacking it, so yeah
Not sure the land part of the game makes sense. It's a naval game. It's nighttime, those T-72's would have got absolutely shredded by the Abrams because of the enormous difference in IR / thermal vision equipment. As it is, they cut through the Abrams like a hot knife through butter. It's just not realistic.
i think that he left them on weapons restricted
i never saw all these tress around Kevlavik 🙂
Daylight would make videos much better for your viewers to actually see what's happening. When making a scenario for broadcast, perhaps adjusting the time of day would be beneficial.
Yes I've gotten that a lot. Next videos will be brighter and/or in daylight
Did you place the airport or does the game have it placed in the wrong place? Also, Keflavík airport is the airbase. The airport in Reykjavík hasn't been used for military since ww2. Good video though :)
I have placed it myself.
i tried it, it was very intense but sadly the game crashed. Probably to my benefit tho, i was not doing too well. Thats ALOT of stuff
Over 35 years since I read Red Storm Rising 😁
Honestly I blame the bugs for allowing the T72s to get to the airbase. Not your fault
The S-8 is a rocket pod but it's a soviet rocket pod ;p
is the game cpu or gpu heavy? just curious
also i fucking love your intros. WAAAY better than the usual hello guys today we are defending iceland from a soviet invasion
Thanks! They're very interesting to make. I really try to spin a story around it
Not sure about GPU or CPU.
and lastly the game's audio seems like it's a bit too low, it's great to hear you but hearing the sound effect like the older videos would definitely make the video better
Definitely CPU intensive. Especially during large-scale engagements
Is there a unit cap in the editor? I'm just wondering what would happen if you made a scenario using every single warship class in the game.
I think your FPS would tank
@@Stealth17Gaming Much as I would like to have a whole world with all the units therein, I fear the meltdown of the CPUs and GPUs or the FPS of 0.0001 …
However, if they do manage to get that running, the militaries of the world will all want to run them all …
whats the betting from that intro that whoever designed this senario has only just finished reading Clancy's 'Red Storm Rising'?1?! 😅
I felt like in your very first missions you were maybe pausing too much, but too *often* I think describes it better. You'd pause, take an action, move the camera, pause, take an action, and so on in a pretty 'staccato' sort of way which was a little jaring because it was rapid pretty short pauses. Since then though you'd stopped doing it nearly as much and the last couple missions I thought your pauses were fine to be honest. In fact I wish you sometimes paused for longer when you felt the need, took *everything* in and then unpaused when you were ready.
I do think it's sort've like a 'challenge mode' to not pause since you can't pause real life but then again you're sort've representing multiple people/commanders in this game, at least right now. I would like to see it develop to the point where you *can* play as the overall commander of a force and only have to make decisions at the absolute top level such that a single person IRL could reasonably be expected to make, and that you have virtual officers below you that execute on those orders properly and somewhat realistically and, critically, competantly, but that's going to be a real difficult goal to crack for the devs if they go that route.The way you've been handling things has been great, though, and you're clearly learning as you go which is very enjoyable
Great video, great game.
Great!
Operation Polar Glory :)
In the previous video I was going to suggest to use pause more to control the whole scenario, and people think this game is an RTS?
Yes they seem to think so
@@Stealth17Gaming by the way, thanks for setting this scenario up, I was curious to see how the game was handling land warfare... it seems it is not ready yet
Im Icelandic and i live in Keflavik where the USAF base was located and where our international airport is, very interesting scenario, thank you for uploading
Hi stealth, is there still a chance for finishing Warno? While I like you as a content creator your other projects just dont interest me as much and I just would like to know I should keep waiting for it. Thanks :)
No sorry.
If I'm not mistaken, isn't this a scenario seen in Tom Clancy's Red Storm Rising?
True
BUFF is forever!
The Iowa would have been useful here
This game needs more work it’s frustrating to watch how the planes do what they want torpedoes doing weird things
Thank you for giving us videos early. Much appreciated
I'm glad I am a channel member
Would it be possible to do a video showing how you use the mission editor to create a new scenario?
ruclips.net/user/liveBVvn5bHGctk?feature=share
Thanks!
Seems like the AI aircraft are almost a pain to control properly
You forgot to tell the tanks to go weapons free...
Yes I did.
I love redstorm
Uhh the land combat looks very rought. I hope the improve the graphics and AI in that department. It would be a shame if such a big chunk of the game is this bad...
Operation Polar Glory
Bal-ham, gateway to the South.
Can you set waypoints for aircraft? IE a patrol route of sorts?