Looks like FQ has to do with the "launch profile" of the craft. When launching there's a brief moment where you see a red circle with a green zone in it (11:46 for example). In the naval game Dangerous waters that's the launch envelope that your ship must be heading in for the helicopter to take off. Looks like you can't launch aircraft while running at flank speed. I'd imagine the devs implemented a similar system in this game so you avoid the World of Warships situation where chasing down a carrier is suicide because they can outrun you all while constantly bombing the crap out of you.
if you pause exactly at 11:14 you can see what WRTB is but basically its return to base by weapon status which seems to have two modes SKOSH which is when all standoff muntions are gone and WINCH which means all muntions including guns
yeah in NATO Brevity codes, Skosh means no active missiles or no longer able to use active missiles, and Winchester means out of everything including guns. My guess is WRTB is "When Return to Base"
my guess for Throttle FQ means "Flight Quarters" so they're doing carrier ops. IRL, an aircraft carrier can be moving in such a way that it can't launch and recover the planes. It can be combat maneuvering aggressively to avoid missiles or torpedoes, or just they're trying to get somewhere real fast.
@@poppyhaze6613 I have some experience of this from paying carrier command 2 on stream a couple of years ago. I remember us having to align and set speed for takeout and landing operations.
The WRTB is your settings for return to base, Skosh is for radar/active seekers, Winchester is when payload is expended. And as a default, Bingo is your fuel required to return. In game terms, I imagine that skosh would send fighters with no missiles back, where as another options might keep them on station until guns were dry.
As it is in real life, they'd make for great scouts as well, at least for visual idents, and to help guide friendly munitions, as was the purpose of the floatplanes in cruisers and battleships during world war 2. The applications of aircraft are so numerous. Makes you wonder why people thought it would never catch on back in the day.
You put in effort to produce excellent content that scratches the itch where my obsessions with Science Fiction and Tom Clancy intersect, and I thank you.
In aviation crab is when the plane is pointing the nose into a crosswind on landing and crab angle in the angle of the nose to the runway. Maybe here it's the angle of the fighters to mother ship, just a guess
"Skosh" is a brevity code for "aircraft is out of or unable to employ active radar missiles." Seeing another option is Winch(hester), I'd assume Skosh is "out of external ordnance," Winchester adds gun ammo to that and maybe there's Bingo for hanging around until fuel runs out. Should probably just watch the video on a computer and read the text, heh
Looking forward to a battle of midway moment where one sides carriers get caught ass out because they had the wrong munitions loaded on their strike craft and decided to reload. Thanks for bringing this footage and especially analysis to us! 🙏🏾💪🏾
I remember in the dev log I think the ATGT was to do with attack groups; i.e. a group formation command to attack another fighter craft or ships in a group will have the formation engage all the targets in formation and not just the single one directly selected, disabling it would be for if you wanna all your torp bombers to drop on say a battleship and ignore the escorts. And no carrier craft can't capture points, also in dev log
No, Look at about 0:29 . The player switches ATGT from ALL to Engine. That indicates that the command controls what part of a ship a craft will try to shoot at. COHER is the one that decides if a craft splits fire or not
Looking at the amount of craft in the air, I wonder if the lighter OSP carrier was added to give the players a less overwhelming option that can be played alongside 1-3 other ships of varying complexity.
Crab might refer to a "crab" landing where a plane has to approach the runway from the side due to high wind. Obviously no wind in space, but if the ship is moving side to side a craft would have to fly sideways to get into the ship in a similar manner. So my guess is that the image shown when over "Flight" means a craft has to move 20 units of speed toward the ship and 45 units of speed to the side.
That makes a lot of sense, I think you are dead on the money here. There are quite a few posts that have similar theories so I am thinking you are dead on.
I'm so excited to test my Atlanta and Cleveland builds against strike craft. Nothing but dual purpose guns suplemented by flak and 20mm. Cleveland mounts some 250s with dual 120s while the Atlanta mounts only dual 120s. Mediocre against missiles, but flak makes mokey brain go brrrrrrt.
The usual deal with my comments, edits and spoilers below, to whatever extent spoilers even matter with this kind of thing. 1:30 I don't recall the Moorline having any mounts big enough for a T30 cannon prior to the update, that's the quad-barrel 100mm and it could also fit plasma into that mount. Wonder if it's getting a bit more actual fighting capability. Not much obviously. 4:00 it's 38 seconds to fit out that Halberd, and from the previous video, almost 2 minutes to fit out a Barracuda and presumably even longer for a bomber. I wonder why there's 20 Halberd loadouts on the ship and only 6 or so actual halberds, it doesn't seem like sensors would be consumables. I wonder if modules can get shot off of craft easily. Even so, 14 spare sensor blobs seems like a lot, unless those sensors are also usable by the other types 7:00 Looks like maybe Sturgeons DON'T take longer than 'Cudas to fit. Probably worth it to sync prep time if you're trying to launch combined fighter/bomber waves 7:54 I believe that is in fact the front of the ship and it is braking/reversing, since Neb ships fly into the battlespace backwards 8:07 There was never a button between "fit loadout" and "launch" so I guess you can't fit ships with a loadout and then have them just vibe in the hangar until you need them, you're stuck with the prep time and can't have anything ready to launch without notice. Except unfitted craft I guess 9:17 That's more gun and missile than I was expecting for a sensor skiff 10:30 According to previous devlogs, fighters are meant to be the only thing able to target specific ship components ("kill all PD turrets" or "target maneuvering thrusters" or what have you) and I THINK I saw in one of them the ATGT button being used to control which ship modules the planes went for. Fits with the ATGT as "Attack TarGeT" as well, though it is working off half-remembered and possibly obsolete information. 11:00 that's four hours of skiff flight time. Which I guess makes sense if it's meant to lurk somewhere with a radar somewhere. But given how much it changes during the subsequent HBURN I wonder if flight time is keyed to throttle usage and throttle usage is very low during takeoff and landing 12:30 Yep. The Barracuda squadron has 40 minutes of flight time at "idle" status that drops to 13 minutes at "cruise" 13:50 Skiff 3 Chaplain is yellow despite not having made any actual enemy contact - I wonder if HBURN causes damage to the ship like flank speed does 14:40 we've discussed in the discord the possibility of fake-RTBing planes to deceive the enemy as to where your very vulnerable carrier is, which this player doesn't seem to be doing here with the HBURN into combat. Be interesting to see if that changes later, because right now there's friendly ships in the way that prevent RTB following and block enemies from getting to the carrier, but having to do silly maneuvers to avoid getting caught and killed later might slow down the carrier's operations significantly later. 16:41 Could also be plausible cluster munition behaviour 17:30 Fighters are set to MNVR "Juke" which explains the dodging of missiles (guess anti-fighter missiles need high maneuverability, and probably no terminal maneuvers) and also implies the existence of a second evasive maneuver type 18:30 all the skiffs are a little bit broken now, so I think there is something damaging them over time that isn't enemy fire. Doesn't seem to be effecting the assorted battle fish though. 19:08 Or not, since groups 9 and 10 also have damage and I don't recall combat with them. Could have missed a fight though. My guess though is HBURN damage, and fighters resist better than bombers resist better than skiffs. 19:34 aaand they all died to gunfire. Maybe it wasn't HBURN that did it. 22:00 yep there's MNVR for "direct" "juke" and "evade" 23:40 Not only are there only 3 AN ships there, they're marked as Claymores, so they're helpless little bombers and very nice to kill off 24:10 I really hope we get to set the name list for squadrons, but I've not seen any evidence for or against it, it'd be a fleet designer thing I guess Given the effectiveness earlier of Barracudas fighting off missile strikes and their long flight time, I'd imagine using them as PD escorts for proper ships is a valid role that frees up PD mounts on capital ships for useful things like EWAR. And of course that EWAR makes the fighters a lot better if they want to attack something nearby 26:40ish I have a pedantic quibble. "ANS" stands for Alliance Naval Ship or something like that, and is a prefix for a ship name, not a name for the faction (which would be just AN). Same as "USS" is United States Ship and associated with the USN United States Navy, or HMS is His/Her Majesty's Ship associated with the RN Royal Navy. Feel free to ignore me and carry on with your life. OSPN is proper though, since that's the Outer Systems Protectorate Navy and they seem to not bother slapping an S on the end for their ship prefixes 28:12 for all the talk at the start about the huge amount of craft on the Moorline, every last combat fighter just got deployed at once 29:20 Hitman (5) is not low on ammo, but group 9 is. They've got the same little green/orange/red bullet icon as ships for that 30:54 only one gunpod per fighter, could be a PD effort. Doesn't seem to be a dedicated gunrun build So our glorious hero here didn't make any effort to hide the carrier via RTB deception and is now getting attacked. 34:08 Carrier isn't even detected right now. 37:28 IIRC, S1 missiles can't fit two seekers but S2H can. Wonder if anti-fighter ACT/HOJ El Frag S2H will end up being of use. Our carrier player here seems to have been all HBURN all the time, which has restricted their flight time a lot. That doesn't seem to have hurt the barracudas too much, but I think the bombers have struggled because of it - they haven't had the maneuver time to get good attack angles and have therefore had to launch at long range directly into PD nets and a lot of their attacks have failed. They were very effective in supporting other OSPN ships but were not terribly effective on their own - I wonder if going a bit slower, and having some of the EO pods showing visual tracks to get orientation data so you can attack from outside good PD angles would do more damage and/or keep the bombers alive. They've also lost a LOT of craft, dunno if that was avoidable. The Moorline has enough planes to remain useful despite that for the duration of the game, but a longer game would be a struggle, and playing a smaller carrier like this seems like it would run out of craft halfway through the game. 43:20 KBU-22s are bombs, so I'd imagine they don't move terribly quickly
from the looks of it, the sensors don't appear to matter, it's the craft crasher missiles that are showing the limit, as all the barracudas also use them, and even when they ran out they were still able to refit to the radar/wake sensor variant
I hope they know that "flank speed" does not mean "full speed". "Flank Speed" is a speed higher than the engines are capable of maintaining for more than a short time. Usually used in emergencies, or in the old days, to try to get around the flanks of an enemy ship. On a fighter, I would think this would mean afterburners.
Not only that but even thought your DC teams can repair the engines as they flank, they will never get them back to 100% so they degrade the longer your flank even with repairs. Though some hulls and specific engine types have built in hardening to this type of damage as a tradeoff for other things.
The W in WRTB likely stands for Winchester which is the radio code for out of mission capable weapons. For instance a Fighter on an air interdiction mission would call Winchester once they have expended all of their long range air to air missiles. A button for this would make sense in the game as its likely that your strike craft will expend their ammunition long before they reach Bingo fuel.
WRTB could mean waypoint return to base. I think it means if a craft will return to the carrier directly or if it will follow waypoints (Edit: it doesn't)
For a moment, the tooltip for WRTB is visible: "Defines when this flight will return to base automatically based on the remaining weapon load. WINCH will return when all members are completely empty on weapons. SKOSH will return when all standoff weapons such as missiles have been expended, even if gun ammo remains."
I literaly just reatartes playing this game, still very new but I'm in love with thw carrier gameplay, I used alot of carriers in other games like EVE and X4 Foudations always enjoyed the deployment and using the correct fighter/bomber/scout for each situation. But here seems even more in detail of what the voidcraft do.
maybe the ATGT means available targets to engage? It's set to all, so maybe if it has weapons it'll go after ships, fighters, bombers, skiffs, etc. and then the player can cycle through what it wants to engage? could be useful for ensuring bombers dont avoid targets, or for ensuring interceptors target bombers, and not a possible escort
Bombs just ‘glide’ in a straight line and have to be aimed by the craft itself before launching. They have no guidance, steering, or evasive maneuvers but they’re cheap, can be dropped in huge numbers, can’t be softkilled and do good damage for their size is what I’m thinking.
@@Trifler500 Guided bombs in atmosphere rely on winglets activating to try and guide the path of the ordinance using the rushing air, but in near or total vacuum you'd need to interact with magnetic fields or activate thrusters to do that. At that point, the bomb is practically a guided missile
Personally would love to see this engage in a sci-fi debate of starfighters vs Mecha. Where one side uses starfighters/siege tanks (using anti ship weapons) and the other side using Mecha/shuttles(bomber/ewac/transport). The fighters should be classified into two types interceptor(GM) and endurance(GUNDAM).
And then you got lawyer letter directly from Bandai XDDD. But thb I think only MA is suit for the Nebulas and MS serves no actual advantage other then been the cool looking human shaped mech.
SKOSH: Aircraft is out of or unable to employ active radar missiles.
Looks like FQ has to do with the "launch profile" of the craft.
When launching there's a brief moment where you see a red circle with a green zone in it (11:46 for example). In the naval game Dangerous waters that's the launch envelope that your ship must be heading in for the helicopter to take off. Looks like you can't launch aircraft while running at flank speed.
I'd imagine the devs implemented a similar system in this game so you avoid the World of Warships situation where chasing down a carrier is suicide because they can outrun you all while constantly bombing the crap out of you.
FQ - "Flight Quarters" maybe?
This could also be the speed 20 on the flight radar? Or whatever as in what speed the carrier has to be moving for flight ops
if you pause exactly at 11:14 you can see what WRTB is but basically its return to base by weapon status which seems to have two modes SKOSH which is when all standoff muntions are gone and WINCH which means all muntions including guns
yeah in NATO Brevity codes, Skosh means no active missiles or no longer able to use active missiles, and Winchester means out of everything including guns. My guess is WRTB is "When Return to Base"
my guess for Throttle FQ means "Flight Quarters" so they're doing carrier ops. IRL, an aircraft carrier can be moving in such a way that it can't launch and recover the planes. It can be combat maneuvering aggressively to avoid missiles or torpedoes, or just they're trying to get somewhere real fast.
@@poppyhaze6613 I have some experience of this from paying carrier command 2 on stream a couple of years ago. I remember us having to align and set speed for takeout and landing operations.
The WRTB is your settings for return to base, Skosh is for radar/active seekers, Winchester is when payload is expended. And as a default, Bingo is your fuel required to return.
In game terms, I imagine that skosh would send fighters with no missiles back, where as another options might keep them on station until guns were dry.
As it is in real life, they'd make for great scouts as well, at least for visual idents, and to help guide friendly munitions, as was the purpose of the floatplanes in cruisers and battleships during world war 2.
The applications of aircraft are so numerous. Makes you wonder why people thought it would never catch on back in the day.
Thank you for explaining this, I'm sad my google-fu wasn't strong enough to get the SKOSH acronym meaning!
You put in effort to produce excellent content that scratches the itch where my obsessions with Science Fiction and Tom Clancy intersect, and I thank you.
In aviation crab is when the plane is pointing the nose into a crosswind on landing and crab angle in the angle of the nose to the runway. Maybe here it's the angle of the fighters to mother ship, just a guess
Probably has something to do with the engine settings. I'd assume you can't Flank somewhere while launching?
It seems to be the allowed movement of the carrier while launching crafts. You can go full forward but you're limited in your sideways movement.
“Winchester”
Out of weapons. (“Tomcat 102 is winchester and RTB.”)
Was about to wonder.
"Skosh" is a brevity code for "aircraft is out of or unable to employ active radar missiles." Seeing another option is Winch(hester), I'd assume Skosh is "out of external ordnance," Winchester adds gun ammo to that and maybe there's Bingo for hanging around until fuel runs out.
Should probably just watch the video on a computer and read the text, heh
Looking forward to a battle of midway moment where one sides carriers get caught ass out because they had the wrong munitions loaded on their strike craft and decided to reload. Thanks for bringing this footage and especially analysis to us! 🙏🏾💪🏾
I can't wait to see what happens when the new ships get into a full-blown battle.
Oh my god, the CVLN is insane, that’s so many craft!
I know i cant wait!
It's just full of angry bees!
I remember in the dev log I think the ATGT was to do with attack groups; i.e. a group formation command to attack another fighter craft or ships in a group will have the formation engage all the targets in formation and not just the single one directly selected, disabling it would be for if you wanna all your torp bombers to drop on say a battleship and ignore the escorts. And no carrier craft can't capture points, also in dev log
No, Look at about 0:29 . The player switches ATGT from ALL to Engine. That indicates that the command controls what part of a ship a craft will try to shoot at. COHER is the one that decides if a craft splits fire or not
Looking at the amount of craft in the air, I wonder if the lighter OSP carrier was added to give the players a less overwhelming option that can be played alongside 1-3 other ships of varying complexity.
Crab might refer to a "crab" landing where a plane has to approach the runway from the side due to high wind. Obviously no wind in space, but if the ship is moving side to side a craft would have to fly sideways to get into the ship in a similar manner. So my guess is that the image shown when over "Flight" means a craft has to move 20 units of speed toward the ship and 45 units of speed to the side.
That makes a lot of sense, I think you are dead on the money here. There are quite a few posts that have similar theories so I am thinking you are dead on.
Great video, can't wait for this update!
I'm so excited to test my Atlanta and Cleveland builds against strike craft. Nothing but dual purpose guns suplemented by flak and 20mm. Cleveland mounts some 250s with dual 120s while the Atlanta mounts only dual 120s. Mediocre against missiles, but flak makes mokey brain go brrrrrrt.
WRTB most likely is Winchester RTB, as opposed to Bingo RTB, or when to RTB based on the ordanence left on the craft.
I think you are bang on, thanks for the confirmation!
The usual deal with my comments, edits and spoilers below, to whatever extent spoilers even matter with this kind of thing.
1:30 I don't recall the Moorline having any mounts big enough for a T30 cannon prior to the update, that's the quad-barrel 100mm and it could also fit plasma into that mount. Wonder if it's getting a bit more actual fighting capability. Not much obviously.
4:00 it's 38 seconds to fit out that Halberd, and from the previous video, almost 2 minutes to fit out a Barracuda and presumably even longer for a bomber.
I wonder why there's 20 Halberd loadouts on the ship and only 6 or so actual halberds, it doesn't seem like sensors would be consumables. I wonder if modules can get shot off of craft easily. Even so, 14 spare sensor blobs seems like a lot, unless those sensors are also usable by the other types
7:00 Looks like maybe Sturgeons DON'T take longer than 'Cudas to fit. Probably worth it to sync prep time if you're trying to launch combined fighter/bomber waves
7:54 I believe that is in fact the front of the ship and it is braking/reversing, since Neb ships fly into the battlespace backwards
8:07 There was never a button between "fit loadout" and "launch" so I guess you can't fit ships with a loadout and then have them just vibe in the hangar until you need them, you're stuck with the prep time and can't have anything ready to launch without notice. Except unfitted craft I guess
9:17 That's more gun and missile than I was expecting for a sensor skiff
10:30 According to previous devlogs, fighters are meant to be the only thing able to target specific ship components ("kill all PD turrets" or "target maneuvering thrusters" or what have you) and I THINK I saw in one of them the ATGT button being used to control which ship modules the planes went for. Fits with the ATGT as "Attack TarGeT" as well, though it is working off half-remembered and possibly obsolete information.
11:00 that's four hours of skiff flight time. Which I guess makes sense if it's meant to lurk somewhere with a radar somewhere. But given how much it changes during the subsequent HBURN I wonder if flight time is keyed to throttle usage and throttle usage is very low during takeoff and landing
12:30 Yep. The Barracuda squadron has 40 minutes of flight time at "idle" status that drops to 13 minutes at "cruise"
13:50 Skiff 3 Chaplain is yellow despite not having made any actual enemy contact - I wonder if HBURN causes damage to the ship like flank speed does
14:40 we've discussed in the discord the possibility of fake-RTBing planes to deceive the enemy as to where your very vulnerable carrier is, which this player doesn't seem to be doing here with the HBURN into combat. Be interesting to see if that changes later, because right now there's friendly ships in the way that prevent RTB following and block enemies from getting to the carrier, but having to do silly maneuvers to avoid getting caught and killed later might slow down the carrier's operations significantly later.
16:41 Could also be plausible cluster munition behaviour
17:30 Fighters are set to MNVR "Juke" which explains the dodging of missiles (guess anti-fighter missiles need high maneuverability, and probably no terminal maneuvers) and also implies the existence of a second evasive maneuver type
18:30 all the skiffs are a little bit broken now, so I think there is something damaging them over time that isn't enemy fire. Doesn't seem to be effecting the assorted battle fish though.
19:08 Or not, since groups 9 and 10 also have damage and I don't recall combat with them. Could have missed a fight though. My guess though is HBURN damage, and fighters resist better than bombers resist better than skiffs.
19:34 aaand they all died to gunfire. Maybe it wasn't HBURN that did it.
22:00 yep there's MNVR for "direct" "juke" and "evade"
23:40 Not only are there only 3 AN ships there, they're marked as Claymores, so they're helpless little bombers and very nice to kill off
24:10 I really hope we get to set the name list for squadrons, but I've not seen any evidence for or against it, it'd be a fleet designer thing I guess
Given the effectiveness earlier of Barracudas fighting off missile strikes and their long flight time, I'd imagine using them as PD escorts for proper ships is a valid role that frees up PD mounts on capital ships for useful things like EWAR. And of course that EWAR makes the fighters a lot better if they want to attack something nearby
26:40ish I have a pedantic quibble. "ANS" stands for Alliance Naval Ship or something like that, and is a prefix for a ship name, not a name for the faction (which would be just AN). Same as "USS" is United States Ship and associated with the USN United States Navy, or HMS is His/Her Majesty's Ship associated with the RN Royal Navy. Feel free to ignore me and carry on with your life.
OSPN is proper though, since that's the Outer Systems Protectorate Navy and they seem to not bother slapping an S on the end for their ship prefixes
28:12 for all the talk at the start about the huge amount of craft on the Moorline, every last combat fighter just got deployed at once
29:20 Hitman (5) is not low on ammo, but group 9 is. They've got the same little green/orange/red bullet icon as ships for that
30:54 only one gunpod per fighter, could be a PD effort. Doesn't seem to be a dedicated gunrun build
So our glorious hero here didn't make any effort to hide the carrier via RTB deception and is now getting attacked.
34:08 Carrier isn't even detected right now.
37:28 IIRC, S1 missiles can't fit two seekers but S2H can. Wonder if anti-fighter ACT/HOJ El Frag S2H will end up being of use.
Our carrier player here seems to have been all HBURN all the time, which has restricted their flight time a lot. That doesn't seem to have hurt the barracudas too much, but I think the bombers have struggled because of it - they haven't had the maneuver time to get good attack angles and have therefore had to launch at long range directly into PD nets and a lot of their attacks have failed. They were very effective in supporting other OSPN ships but were not terribly effective on their own - I wonder if going a bit slower, and having some of the EO pods showing visual tracks to get orientation data so you can attack from outside good PD angles would do more damage and/or keep the bombers alive. They've also lost a LOT of craft, dunno if that was avoidable. The Moorline has enough planes to remain useful despite that for the duration of the game, but a longer game would be a struggle, and playing a smaller carrier like this seems like it would run out of craft halfway through the game.
43:20 KBU-22s are bombs, so I'd imagine they don't move terribly quickly
from the looks of it, the sensors don't appear to matter, it's the craft crasher missiles that are showing the limit, as all the barracudas also use them, and even when they ran out they were still able to refit to the radar/wake sensor variant
Great analysis!
Skoosh: out of missiles
Winchester: out of ammo
Bingo: Low Fuel
I hope they know that "flank speed" does not mean "full speed". "Flank Speed" is a speed higher than the engines are capable of maintaining for more than a short time. Usually used in emergencies, or in the old days, to try to get around the flanks of an enemy ship. On a fighter, I would think this would mean afterburners.
Flank speed actively burns out your thrusters and engines for it, so I would say that's well accounted for.
They know. Flank speed will gradually damage your thrusters and engines (although your damage teams can repair it)
@@henryhamilton4087 Sounds good. :)
Not only that but even thought your DC teams can repair the engines as they flank, they will never get them back to 100% so they degrade the longer your flank even with repairs. Though some hulls and specific engine types have built in hardening to this type of damage as a tradeoff for other things.
The W in WRTB likely stands for Winchester which is the radio code for out of mission capable weapons. For instance a Fighter on an air interdiction mission would call Winchester once they have expended all of their long range air to air missiles. A button for this would make sense in the game as its likely that your strike craft will expend their ammunition long before they reach Bingo fuel.
excited!
Thank you !
WRTB could mean waypoint return to base. I think it means if a craft will return to the carrier directly or if it will follow waypoints
(Edit: it doesn't)
Isn’t it Winchester Return to Base? Winchester being that the craft has expended its mission related munitions?
11:22
For a moment, the tooltip for WRTB is visible:
"Defines when this flight will return to base automatically based on the remaining weapon load. WINCH will return when all members are completely empty on weapons. SKOSH will return when all standoff weapons such as missiles have been expended, even if gun ammo remains."
@@DecidedlyNinja thank you for pointing that out. When I wrote the comment, the best quality was 360p ¯\_(ツ)_/¯
I literaly just reatartes playing this game, still very new but I'm in love with thw carrier gameplay, I used alot of carriers in other games like EVE and X4 Foudations always enjoyed the deployment and using the correct fighter/bomber/scout for each situation.
But here seems even more in detail of what the voidcraft do.
I just want my liner PD, and for good measure ill also take a PD focues escort carrier
So early quality is still 360p
yes youtube takes time to process the hd version its in hd now
maybe the ATGT means available targets to engage? It's set to all, so maybe if it has weapons it'll go after ships, fighters, bombers, skiffs, etc. and then the player can cycle through what it wants to engage? could be useful for ensuring bombers dont avoid targets, or for ensuring interceptors target bombers, and not a possible escort
I need it , I need it now
Elint muss be a realy powerfull tool to catch scauts after patch. Will be a fun mess to counter and counter counter all this new toys.
I am honestly pretty terrifyed of carrier gameplay.
I'm a little curious how many hours it takes to make Gundam mods.
Thanks for the video!
pretty sure ATGT is auto target
How do the guided bombs differ from torpedoes on the craft?
Bombs just ‘glide’ in a straight line and have to be aimed by the craft itself before launching. They have no guidance, steering, or evasive maneuvers but they’re cheap, can be dropped in huge numbers, can’t be softkilled and do good damage for their size is what I’m thinking.
@@Cris-xy2gi So... when he said "guided" bombs, he was mistaken?
KKV?
@@Trifler500 Guided bombs in atmosphere rely on winglets activating to try and guide the path of the ordinance using the rushing air, but in near or total vacuum you'd need to interact with magnetic fields or activate thrusters to do that. At that point, the bomb is practically a guided missile
@@tylerphuoc2653 I get that, but are they guided in the game, or not? Or is that not really known yet?
360p gang
No start of game missile spam?
Replaced by start of game fighter spam :)
I see ship mounted omni comms jam on osp, nice to see. Also giving clns a pair of c4 mounts is whacky
It's on the Ocellos
They always had that
lets go 360p
that game need more real graphics
Personally would love to see this engage in a sci-fi debate of starfighters vs Mecha. Where one side uses starfighters/siege tanks (using anti ship weapons) and the other side using Mecha/shuttles(bomber/ewac/transport). The fighters should be classified into two types interceptor(GM) and endurance(GUNDAM).
And then you got lawyer letter directly from Bandai XDDD. But thb I think only MA is suit for the Nebulas and MS serves no actual advantage other then been the cool looking human shaped mech.
if you want to, you could make a mod for this
No e video just one point the music is so loud 📢📢📢 sometimes I just can't understand you because of it 😅