Dont you dare worry about these episodes being too slow and methodical, that's why they are honestly the best High-fleet content i've seen yet. Its a joy to see someone live themselves into the role of a fleet commander and not make rushed decisions because they feel pressured to put action on the screen.
I still feel the pressure when the fur is flying, it's very hard to step back and take a deep breath when your ELINT is spiking and someone is out of position.
Dont you worry about "not exciting". Every series need some filler episodes :D. Besides, we came for the good gameplay, if we wanted to see a speed run, we would have just typed that in. We are here for your playstyle. Great episode!
I waited all weekend for the new video, and then when it dropped I was too busy to watch it till now. It's a relief to see you shrugging off the loss of Tears of Isi, and getting back into the fight so quickly. I was really impressed with how you brought down what was left of the Lonely Badger.
The Zero Sum has some active protection on the top. I've never used it in campaign before, but I have tested it in the ship designer and it seems quite effective. It isn't 100% reliable and it doesn't really work against missiles or proximity fuze, but it might be necessary to get the most out of the zero sum (in combat it is displayed as a yellow semi-circle around the ship until it fires). The gladiator also uses APS however for the gladiator it covers the bottom where the armor terminates. (the APS should also reload in combat so you will have multiple uses) You could also swap the weapons, the twin 180 is in my opinion not as good as 2 single 180s which can fire at the same time. It might work to load the guns with armor piercing and to use the ship exclusively against enemy tactical fleets. I find 180s awkward against smaller targets but with AP at short range they will destroy whatever component you target. Nice landing on the lonely badger by the way, I would've assumed it impossible but that was pretty good. In regards to Shaeli It might be the case that it has an aircraft carrier as part of it's garrison. It's a dangerous situation if the garrisons can launch strikes like that. That said aircraft carrier wrecks can sometimes be looted for fighters which is extremely profitable. Also, I think you may have destroyed that nimrod by knocking out its engines on one side. You should consider checking engines when looking for weaknesses, that's something I regret never paying attention to in my own campaign. - I edited this comment to correct a typo
The ZeroSum has PALASH active protection, which is great against standard shells. All the big enemy cruisers use Prox Fuse (until the next patch hits) and it's pretty useless against that ammo type. Additionally, once it is gone it doesn't regenerate - which it does for enemies. If it could 'reload' it's deterrent it would make it much more attractive. It is a very expensive module as well. The amount of protection it gives being only once per fight doesn't make it a great investment for me.
@@Phrosphor I agree entirely, I didn't realize that it would only reload when the ai used it. That ship is an awkward mix (maybe its intended to function as a hybrid). The 180s are best against large ships but half of its defense is designed to ward off weapons more common to medium ships. I suppose the real function of APS is to save on weight for a ship intended to fight mediums. Though I always avoided using palash because of the high cost you mentioned. I keep thinking that 130s are more balanced outside of fighting large ships. The 100s feel good against small ships and can function as point defense against missiles. But, 180s feel too slow and too high precision for smaller targets. What are your thoughts on the role of 180s?
The dual 180 is nice on a faster ship because you can position it for a shot against a weakspot and dodge during the long reload. The 130 has a much bigger magazine however so it is a lot more forgiving and up until now it has performed extremally well on our Lightnings. Honestly I would prefer a massed 100 or 130 approach going forward. Really sad I didn't claim that Gladiator :(
@@Phrosphor Yup that makes sense, for use en mass I recommend trying the 57mm. They're extremely cheap, highly effective as point defense, and unlike the 37mm they can tear up enemy ships pretty well at a distance. If you get enough of them you can completely suppress an enemy by shooting down all of their shells.
Are you sure that the fuel in the cities is limited? As far as I understood, the max fuel you can buy is the max fuel you can store in the planes you currently have located at the respective city. Or did I completely misunderstand that element of the gameplay?
I know this is coming three months later, but for anyone who reads these comments after me, I'm pretty sure the fuel is finite based on my past playthroughs. I have experienced cities running out of fuel when I tried to ferry fuel back and forth from the cheap fuel stations. Since I kept going to the same spots to grab fuel for cheap, they ran out and I ended up with a skylark that couldn't meet back up with the rest of the fleet since it didn't have enough fuel to get to them, and they didn't have enough fuel to get back to the skylark. I think they restock over time, however, similar to how intel regenerates at intel cities.
When connecting to the damaged fleet at the beginning of the episode you only gave the skylark enough foul to make the journey both ways, not enough fuel for the other 2 ships added
Dont you dare worry about these episodes being too slow and methodical, that's why they are honestly the best High-fleet content i've seen yet.
Its a joy to see someone live themselves into the role of a fleet commander and not make rushed decisions because they feel pressured to put action on the screen.
I still feel the pressure when the fur is flying, it's very hard to step back and take a deep breath when your ELINT is spiking and someone is out of position.
@@Phrosphor your decision-making has pulled you through it so far. Lets see how it holds up, there is a long way to Khiva still.
Dont you worry about "not exciting". Every series need some filler episodes :D. Besides, we came for the good gameplay, if we wanted to see a speed run, we would have just typed that in.
We are here for your playstyle.
Great episode!
Thanks for support, I really appreciate it. We have some excitement coming soon anyway!
Absolutely right!
I waited all weekend for the new video, and then when it dropped I was too busy to watch it till now.
It's a relief to see you shrugging off the loss of Tears of Isi, and getting back into the fight so quickly. I was really impressed with how you brought down what was left of the Lonely Badger.
Name for the skylark? if it gets fixed. Blackeye. Because its your spotter and it got hit really hard.
Done, though it will take a couple of videos to appear.
@@Phrosphor Cool! No worries, I look forward to more videos.
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Not exciting? Not a problem! Could use a breather from the madness of last time!
It picks up speed again very quickly..
The Zero Sum has some active protection on the top. I've never used it in campaign before, but I have tested it in the ship designer and it seems quite effective. It isn't 100% reliable and it doesn't really work against missiles or proximity fuze, but it might be necessary to get the most out of the zero sum (in combat it is displayed as a yellow semi-circle around the ship until it fires). The gladiator also uses APS however for the gladiator it covers the bottom where the armor terminates. (the APS should also reload in combat so you will have multiple uses)
You could also swap the weapons, the twin 180 is in my opinion not as good as 2 single 180s which can fire at the same time. It might work to load the guns with armor piercing and to use the ship exclusively against enemy tactical fleets. I find 180s awkward against smaller targets but with AP at short range they will destroy whatever component you target. Nice landing on the lonely badger by the way, I would've assumed it impossible but that was pretty good.
In regards to Shaeli It might be the case that it has an aircraft carrier as part of it's garrison. It's a dangerous situation if the garrisons can launch strikes like that. That said aircraft carrier wrecks can sometimes be looted for fighters which is extremely profitable. Also, I think you may have destroyed that nimrod by knocking out its engines on one side. You should consider checking engines when looking for weaknesses, that's something I regret never paying attention to in my own campaign.
- I edited this comment to correct a typo
The ZeroSum has PALASH active protection, which is great against standard shells. All the big enemy cruisers use Prox Fuse (until the next patch hits) and it's pretty useless against that ammo type. Additionally, once it is gone it doesn't regenerate - which it does for enemies. If it could 'reload' it's deterrent it would make it much more attractive. It is a very expensive module as well. The amount of protection it gives being only once per fight doesn't make it a great investment for me.
@@Phrosphor I agree entirely, I didn't realize that it would only reload when the ai used it. That ship is an awkward mix (maybe its intended to function as a hybrid). The 180s are best against large ships but half of its defense is designed to ward off weapons more common to medium ships. I suppose the real function of APS is to save on weight for a ship intended to fight mediums. Though I always avoided using palash because of the high cost you mentioned.
I keep thinking that 130s are more balanced outside of fighting large ships. The 100s feel good against small ships and can function as point defense against missiles. But, 180s feel too slow and too high precision for smaller targets. What are your thoughts on the role of 180s?
The dual 180 is nice on a faster ship because you can position it for a shot against a weakspot and dodge during the long reload. The 130 has a much bigger magazine however so it is a lot more forgiving and up until now it has performed extremally well on our Lightnings. Honestly I would prefer a massed 100 or 130 approach going forward. Really sad I didn't claim that Gladiator :(
@@Phrosphor Yup that makes sense, for use en mass I recommend trying the 57mm. They're extremely cheap, highly effective as point defense, and unlike the 37mm they can tear up enemy ships pretty well at a distance. If you get enough of them you can completely suppress an enemy by shooting down all of their shells.
Very exciting. Encryption HYPE
Oh there's a place called Jaffa? I guess Teal'C is there :)
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LOL The Lonely Badger needs repairs.. that craft is more like for spares or repairs.
Are you sure that the fuel in the cities is limited? As far as I understood, the max fuel you can buy is the max fuel you can store in the planes you currently have located at the respective city. Or did I completely misunderstand that element of the gameplay?
Let's check and confirm, I have always assumed it was finite.
I know this is coming three months later, but for anyone who reads these comments after me, I'm pretty sure the fuel is finite based on my past playthroughs.
I have experienced cities running out of fuel when I tried to ferry fuel back and forth from the cheap fuel stations. Since I kept going to the same spots to grab fuel for cheap, they ran out and I ended up with a skylark that couldn't meet back up with the rest of the fleet since it didn't have enough fuel to get to them, and they didn't have enough fuel to get back to the skylark.
I think they restock over time, however, similar to how intel regenerates at intel cities.
@@clovermite Cool input. Thanks for posting it! :)
@@clovermite Very valuable info. If hidden cities restock as well, that's great for the sevastopol
When connecting to the damaged fleet at the beginning of the episode you only gave the skylark enough foul to make the journey both ways, not enough fuel for the other 2 ships added