There’s a setting you can toggle to disable harpoons being fired on weapons free, but you have to go into the menu to do that (wish it was on by default!)
Wait what? Then why did they make the distinction between air defence and weapons free? The toggles are joined now and they shouldn't be. I think it's a bug
Hi @BrotherMunro, thanks for all of your hard work on this game and on Dreadnoughts :) Just a thought about creating scenarios for this game. Most scenario creators start their scenarios with the enemy in contact, often about to launch an attack, but without any friendly planes airborne. This seems unrealistic. Unless it's a Pearl Harbour-style surprise attack, wouldn't the player's side already have a CAP and possibly an AEW plane up in the air at all times?
@@Stealth17Gaming I have no idea 😅 after I enabled that option ships stopped wasting harpoons at any rate. I think the text ‘air defence’ state is a misleading string, as by default it’s just ‘all weapon protocol’
@ I do often have scenarios with AEW/CAP’s etc up already, indeed a few of the Pearl of the Orient missions are like that, and if I don’t then the enemy usually isn’t in contact or I add some reason that nothing is airborne. Of course if you do add extra aircraft at mission start (and no where for them to land) they don’t have fuel/range so they can be a little broken
@@ChaosphereIX there's a reason why harpoon constantly interrupts you with prompts when your units are within A2A missile range, and has surface to air launches taken out of your hands completely apart from setting a light/normal/heavy SAM fire rate. If a ship sees a missile or plane in range it will shoot it if it capable.
hmm.. define alot of kills!! no guns and 4 long range and 4 short range misiles... if gun bods les misiles... well .. if you take an enemy down with all its misiles.. that would be 8 enemys down with one plane.. that would be a lot!!
Something is definitely wonky with the AI with so many AtA /StA missiles falling for chaff. Chaff was not that effective. Serious adjustments NEED to be made.
I wonder if your planes would be more effective if you used them at higher altitude. Attacking enemy planes flying at 20,000 ft when you're at 2,000 ft isn't how it's done in real life.
I am glad they modified the Tigerfish range, it did have some legs (although 20nm is perhaps a bit generous) but it was unreliable and mediocre in speed (game says 24knts, that was its approach speed, it actually was 35knts in "high" speed mode for terminal guidane)
I literally laughed out loud at 17:12 with that " Fucc you " . That came fron Stealth's soul . I get your frustration with the AI going all limp, but regardless it makes for great videos with your reactions. Once they fix it , this game will be so much smoother
if sam's were as bad IRL as they are in this game the US navy would have been completely sunk by the houthis by now. the tailguns on the bombers have a better kill chance than SM2s that cost 2 million USD each.
@@Stealth17Gaming I feel you, it's so needlessly laborious. Jive Turkey got frustrated over invincible enemy planes the other day, and my ships got sunk by an invisible AA tank.
I don't understand the skepticism on 76mm guns, modernized guns in this period were intended as CIWS anti missile weapons too (look at italian navy massive use of 76mm and fast forty guns as ciws instead of lower caliber ciws)
Any idea when or if they're going to add helicopter launched air to air missiles? And didn't the Iowa or Missouri's 5-in battery take down a couple missiles in a previous video?
After playing the game my self for a wile now, I can say that AI is really not great. Ships aren't that bad, but planes are broken. Giving orders to air formation is basically impossible without splitting it to individual units. Either you give induvidual target to wingmen or to formation leader. Latter only works well with tomcats and AIM-54s, first one makes your leader useless because any order you give to him he will force on rest of the formation and they abbondon orders they was given earlier (example. you have 4 F-4s targeting 4 air targets. You manually spilt engagment order to individual planes, but they still will launch on same target leader engaging, and if you try to first engage with numbers 2-4 they will literally drop target lock second you give order to formation leader). WVR combat is a total mess by any standarts, I had F-15s failing to get on the 6 of Su-24 that was barely maneuvering for straigt 15 minutes until I got enough, manually disengaged one of them and vectored for actual 9L attack, and I can't remeber a single time gun worked on anything that is not hovering helicopter. ASuW with anything that is not Harpoon is also a joke. Pilots can't see shit from more than 2-3 miles on sunny day with zero clouds cover, and I'm talking about large transport ships, engaging anything smaller with AGM-62/ 65 is basically impossible becasue even if there is pin point location of target confirmed by 2 AWACS and whole surface group radars planes still wouldn't see it visually until being literally on top of it (you can see such short engagment range is a problem in "...Naval Combat in *Missile Age*"). After some testing I found out that AGM-123 also works more or less fine, but it's a pretty short range weapon (it is literally rocket-propelled GBU-12) and A-6 isn't the greatest platform to go deep into enemy air defense. Also some general grievances with the game: 1. Cold war naval game with no Essex-class (my firstidea on a custom mission was "Second battle of Midway" but this time with CVN-65, CV-10 and CV-12 and some escort against massive soviet/ chinise task force) 2. Well, no campaing in either missin based style no in "war on the seas" style 3. UI is junky, and a lot of features just annoying, like map not remembering size it was open if you accidentally or purposle close it, bad formation editing ect. 4. A lot of inaccuracies in weapon systems. TASM probably the biggest one
I have a few questions and suggestions. Wouldn't it be better to attack bombers and other aircraft from above or at least co altitude instead of firing from way below them and making your missles work that much harder to climb and kill targets(or completely miss every single time) and at the very bad angle of approach more easily spoofed by chaff and flares. and then simetimes you keep doing that and other unfruitful decisions over and over again and expect it to go differently than the last time. Also, you know the bombers have incredibly accurate tail gunners so Wouldn't it be wise to engage them out of arc of their defensive guns? I wonder how high those guns can aim up. I understand it takes a lot of micromanagement don't be afraid to pause the game. You can always edit stuff out later if you need to. Do you play this game off camera and experiment to see how things behave in different scenarios? You should experiment with intercepting missles as well as attacking bombers and other aircraft. Try different angles of approach, different altitudes, missles, weapon platforms and observe how it all works and which angle, altitude, missle, and weapon platform fired from that has a higher success rate and more often get the kills. When you find out what works best and equally important, what doesn't work, then implement those new tactics Into your gameplay
I wonder why in the beginning the ai seemed fine with the scenarios done by the devs but now it’s really disappointing, planes doing absolutely non sense
Thank you for another video. Why got so many missiles got spoofed? ECM? I don't belive so. You have used some heatseakers as well and you got almost no kills. This is kinda odd...
Uh no they didn't, they already have harpoon. They recently fired the first NSM they have acquired off one of their ships though and yes they have more.
Great looking game, reminds me of Fleet Command, but AI is literally non existant in it's current state. It just takes a beating and does nothing unless it's explicitely preprogrammed by scenario creator.
God the aircraft AI are either the bane of my existence or somehow the skynet Also jesus christ the AIM-7E is aweful😂 ive seen forks hit things further away with better accuracy than those stupid missles
So much micro. The graphics are great, but the gameplay is far inferior to Command. I'm sure the game will improve over time, allowing for missions and engagement areas.
I really want to like this game however the AI and constant micro micro management just to see if a unit is actually doing what was ordered several; times already before. What a huge turn off. not to mention the missiles from F-4's dont see to work at all.
There’s a setting you can toggle to disable harpoons being fired on weapons free, but you have to go into the menu to do that (wish it was on by default!)
Wait what? Then why did they make the distinction between air defence and weapons free? The toggles are joined now and they shouldn't be. I think it's a bug
Hi @BrotherMunro, thanks for all of your hard work on this game and on Dreadnoughts :) Just a thought about creating scenarios for this game. Most scenario creators start their scenarios with the enemy in contact, often about to launch an attack, but without any friendly planes airborne. This seems unrealistic. Unless it's a Pearl Harbour-style surprise attack, wouldn't the player's side already have a CAP and possibly an AEW plane up in the air at all times?
@@Stealth17Gaming I have no idea 😅 after I enabled that option ships stopped wasting harpoons at any rate. I think the text ‘air defence’ state is a misleading string, as by default it’s just ‘all weapon protocol’
@ I do often have scenarios with AEW/CAP’s etc up already, indeed a few of the Pearl of the Orient missions are like that, and if I don’t then the enemy usually isn’t in contact or I add some reason that nothing is airborne. Of course if you do add extra aircraft at mission start (and no where for them to land) they don’t have fuel/range so they can be a little broken
@@BrotherMunro oh, didn't realise they didn't have range :) Anyway, keep up the good work!
Cant wait for them to update the AI already. One f4 is enough to get a lot of kills.
agree with the ai need work
Yeah the AI for air combat specifically needs some work, it is nearly game breaking for some scenarios
@@ChaosphereIX there's a reason why harpoon constantly interrupts you with prompts when your units are within A2A missile range, and has surface to air launches taken out of your hands completely apart from setting a light/normal/heavy SAM fire rate. If a ship sees a missile or plane in range it will shoot it if it capable.
hmm.. define alot of kills!! no guns and 4 long range and 4 short range misiles... if gun bods les misiles... well .. if you take an enemy down with all its misiles.. that would be 8 enemys down with one plane.. that would be a lot!!
They didn’t do so well in Vietnam in the early part of the war
Something is definitely wonky with the AI with so many AtA /StA missiles falling for chaff. Chaff was not that effective. Serious adjustments NEED to be made.
I wonder if your planes would be more effective if you used them at higher altitude. Attacking enemy planes flying at 20,000 ft when you're at 2,000 ft isn't how it's done in real life.
I am glad they modified the Tigerfish range, it did have some legs (although 20nm is perhaps a bit generous) but it was unreliable and mediocre in speed (game says 24knts, that was its approach speed, it actually was 35knts in "high" speed mode for terminal guidane)
I don't think it's possible to mod in (the Tigerfish is a mod) torpedoes that change speed like that at the moment.
I literally laughed out loud at 17:12 with that " Fucc you " . That came fron Stealth's soul . I get your frustration with the AI going all limp, but regardless it makes for great videos with your reactions. Once they fix it , this game will be so much smoother
Planes cutting their drop tanks loose when they're anti-surface planes is silly.
You'd want more maneuverability when attacking ground targets. One reason: SAMs
@@donnym3415 I mean more the guys carrying harpoons & sea eagles from beyond SAM range.
@bigpoppa1234 yeah ik. But it's still for safety reasons. Goofy, but IRL that's why
if sam's were as bad IRL as they are in this game the US navy would have been completely sunk by the houthis by now. the tailguns on the bombers have a better kill chance than SM2s that cost 2 million USD each.
Except there's been about 40 years of development between then and now.
So sad to hear how frustrated all the influencer got with sea power
It was frustrating to manage the aircraft. Hopefully plane AI (and general AI) gets an update soon
@@Stealth17Gaming I feel you, it's so needlessly laborious.
Jive Turkey got frustrated over invincible enemy planes the other day, and my ships got sunk by an invisible AA tank.
The air AI still needs so much work....
As much as this game interests me, the kooky aircraft AI is really dissuading me from buying it. I'll wait until the bugs are worked out.
I don't understand the skepticism on 76mm guns, modernized guns in this period were intended as CIWS anti missile weapons too (look at italian navy massive use of 76mm and fast forty guns as ciws instead of lower caliber ciws)
26:50 I'm surprised that ship is still intact. 💥🚢💥
The air AI remains horrifying
Any idea when or if they're going to add helicopter launched air to air missiles? And didn't the Iowa or Missouri's 5-in battery take down a couple missiles in a previous video?
Thanks for saving the RAN :D
Stealth, regarding the thumbnails: if the bottom is red, I can no longer see the progress bar and if i have already watched the video.
The reason your ships and planes did not fire is because they were all on weapons tight
17:40 LOOOOOOL🤣🤣🤣🤣
What mods are you running to get your choppers with more loadout options?
Setting Air Defense orders to Free, sets all weapons to free, hence the multi harpoon launches
After playing the game my self for a wile now, I can say that AI is really not great. Ships aren't that bad, but planes are broken. Giving orders to air formation is basically impossible without splitting it to individual units. Either you give induvidual target to wingmen or to formation leader. Latter only works well with tomcats and AIM-54s, first one makes your leader useless because any order you give to him he will force on rest of the formation and they abbondon orders they was given earlier (example. you have 4 F-4s targeting 4 air targets. You manually spilt engagment order to individual planes, but they still will launch on same target leader engaging, and if you try to first engage with numbers 2-4 they will literally drop target lock second you give order to formation leader). WVR combat is a total mess by any standarts, I had F-15s failing to get on the 6 of Su-24 that was barely maneuvering for straigt 15 minutes until I got enough, manually disengaged one of them and vectored for actual 9L attack, and I can't remeber a single time gun worked on anything that is not hovering helicopter. ASuW with anything that is not Harpoon is also a joke. Pilots can't see shit from more than 2-3 miles on sunny day with zero clouds cover, and I'm talking about large transport ships, engaging anything smaller with AGM-62/ 65 is basically impossible becasue even if there is pin point location of target confirmed by 2 AWACS and whole surface group radars planes still wouldn't see it visually until being literally on top of it (you can see such short engagment range is a problem in "...Naval Combat in *Missile Age*"). After some testing I found out that AGM-123 also works more or less fine, but it's a pretty short range weapon (it is literally rocket-propelled GBU-12) and A-6 isn't the greatest platform to go deep into enemy air defense. Also some general grievances with the game:
1. Cold war naval game with no Essex-class (my firstidea on a custom mission was "Second battle of Midway" but this time with CVN-65, CV-10 and CV-12 and some escort against massive soviet/ chinise task force)
2. Well, no campaing in either missin based style no in "war on the seas" style
3. UI is junky, and a lot of features just annoying, like map not remembering size it was open if you accidentally or purposle close it, bad formation editing ect.
4. A lot of inaccuracies in weapon systems. TASM probably the biggest one
Yes the AI needs to get fixed soon. Based on comments I'd say it's driving people away from the game
I have a few questions and suggestions.
Wouldn't it be better to attack bombers and other aircraft from above or at least co altitude instead of firing from way below them and making your missles work that much harder to climb and kill targets(or completely miss every single time) and at the very bad angle of approach more easily spoofed by chaff and flares. and then simetimes you keep doing that and other unfruitful decisions over and over again and expect it to go differently than the last time. Also, you know the bombers have incredibly accurate tail gunners so Wouldn't it be wise to engage them out of arc of their defensive guns? I wonder how high those guns can aim up. I understand it takes a lot of micromanagement don't be afraid to pause the game. You can always edit stuff out later if you need to. Do you play this game off camera and experiment to see how things behave in different scenarios? You should experiment with intercepting missles as well as attacking bombers and other aircraft. Try different angles of approach, different altitudes, missles, weapon platforms and observe how it all works and which angle, altitude, missle, and weapon platform fired from that has a higher success rate and more often get the kills. When you find out what works best and equally important, what doesn't work, then implement those new tactics Into your gameplay
Don't f4's have GBU's or walleyes or mavericks in the strike precision loadout?
I wonder why in the beginning the ai seemed fine with the scenarios done by the devs but now it’s really disappointing, planes doing absolutely non sense
useless infomation, but my old man back in the day used to be the captain of the RFA Argus.
Tigerfish in game goes to 35Knts in terminal phase.
It does, but the game’s info card doesn’t tell you that
Still, the game is still in development. Still, the game is still in development.
Maybe the Phantoms should be on the same hight with their targets😉
I bet that would help xD
Thank you for another video. Why got so many missiles got spoofed? ECM? I don't belive so. You have used some heatseakers as well and you got almost no kills. This is kinda odd...
The enemy aircraft (and even some missiles) have ECM built in and they can use that to distract your missiles
recently Australia announced their navy just got US harpoons ... woop-ee , old Tech much.
Uh no they didn't, they already have harpoon. They recently fired the first NSM they have acquired off one of their ships though and yes they have more.
The AI is very frustrating
Is it not RFA Argus?
it is.
Great looking game, reminds me of Fleet Command, but AI is literally non existant in it's current state. It just takes a beating and does nothing unless it's explicitely preprogrammed by scenario creator.
AI countermeasures seem to always work while players rarely do. Hate games that just cheat to make the game seem more challenging.
God the aircraft AI are either the bane of my existence or somehow the skynet
Also jesus christ the AIM-7E is aweful😂 ive seen forks hit things further away with better accuracy than those stupid missles
The air combat is terrible
Yeah I'm mostly avoiding scenarios with the F-4s now
Wow
everything got jammed and spoofed by ecm
So much micro. The graphics are great, but the gameplay is far inferior to Command. I'm sure the game will improve over time, allowing for missions and engagement areas.
yeah , unfortunately Seacat is a bit garbo
I really want to like this game however the AI and constant micro micro management just to see if a unit is actually doing what was ordered several; times already before. What a huge turn off.
not to mention the missiles from F-4's dont see to work at all.
They completely screwed the game 😢 and thought it would be improved
Not enjoyable
How come?