3:16 I'm absolutely taken aback by how you just rolled out of the way of that missile. If that were me, i'd be heavily boosting and wasting a quarter of my fuel. You'r a real ace pilot, cap'n.
In my opinion, the 100mm guns would be better for the MK3. The faster reload and lower cost of ammo could be enough to finish a damaged missile and the spread isn't an issue at those close ranges.
The MK-3 is very close to my own way of using second Lightning in the same fleet. The first lightning is pretty much MK-2 armed with 4 Palash on steel reinforcements (because Palash has 100HP, so it needs steel platform to survive) and has D-80 cannons (130mm). The secondary Lightning is armed with 100mm guns proximity fuse or HE. It is used as additional firepower in case just one Lightning won't be enough to finish the convoy, and in order to interdict enemy convoy at the same speed as the first Lightning to be able to deflect enemy planes or missiles which are coming at you from the moment of interdiction (1.16). Proximity fuse will make sure that no plane will survive attack, and P-9 sprint is 1 missile per 1 cruise missile and then proximity fuse fire can stop missile if that P-9 wasn't enough. That way i can continue salvaging loot and i can deflect attack using second lightning and it's FCR capability. You can use Fenek for this, sure, but Fenek doesn't reach 400m/s speed (1.16) to interdict convoy and doesn't pack a punch to be additional help in combat. You would be surprised to know how effective this design is in practice. Because with FCR on Lightning you even have luxury of being able to aim missiles from your fleet directly onto enemy fleet or convoy if you know that it's armed. Because of FCR, Kh-15 will have aiming trajectory to hit your target. Very effective during ambushes on Strike groups as well.
in my opinion, if you replace the D80 Molots with CIWS miniguns, the Mk3 would actually make a better air defense missile interceptor. On the other hand, the D80 Molots loaded with prox shells would definitely do the trick. I would also remove the Zenith missiles and put more Sprints in their place to make it a dedicated AA defense ship. I mean, the way i would go about it is, the moment the IRST lights up on the Sevastopol, I'd send the Mk3 out ahead of my main fleet. If there is a cruise missile, I'd take it out with the CIWS and R9s while using the Lightnings speed and agility to avoid getting roll'd. Great analysis, nonetheless. I'm definitely taking the Lightning along for my next journey to Khiva. Happy Highfleet, Tarkhan Beans.
Я сначала поставил на Молнию молоты (я вообще фанат молотов), обмазал её КАЗами и прошёл так парочку кампаний (сейчас на харде проходить начал, добавил ещё Гладиатор mk2, обвешанный бронёй и КАЗами вкруг, с д-80). А потом в файлы игры залез и очень удивился
@@kaptainbeans кстати, не знаешь, Новороссийск у Наместника можно получить? А то очень лень опять на веру и доброту проходить, но Варяг намекает, что оно того стоит
Mk 2 only trouble is... this ammo box placement. Like - make it lower and D80 going to shoot 360 with not restrictions. (Welp, vanilla design need some adjustment - never was the case and here we are again) 12:09 - "Ok captain, your task is interception of missile" "From which direction?" "From main task force" "The. What?"
@@kaptainbeans Next time in Top Thruster: - James making battlecarrier from pair of Skylarks - Jeremy trying to land Wanderer in a new place - and Richard participating in air-strike exercise on Grumble (For some reason all that reminding me Top Gear, so, here we go)
It's not the ammo box that's blocking the molots, it's the gun blocking each other. So we'll just have to live with that until the dev make cannons not blocking other cannons again.
I am playing 1.11, and I re-named my Lightning to Lightning Mk2 after putting some 130mm guns on it. When I started new campaing, I found same Lightning Mk2 as in this vid just sitting there.
@@kaptainbeans You should be able to unlock every ship this way, including enemy ships such as courageous. I am unsure about 1.16, but it should work in the older versions.
I'm playing 1.13 and yes you can unlock ship by renaming the ship with the hidden ship name. It's how I unlock the Novorossibysk and the Typhon. It's also the only way you can unlock the Gryphon, variant of the Gladiator and variant of the Jaguar.
Похоже, что мк3 лучше использовать как ПРО в составе небольших быстрых ударных групп, и в открытое столкновение выпускать уже после основных сил (например, тех же мк1 и мк2). It looks like it's better to use mk3 like a missile interceptor as part of fast strike groups, and it should join the fight only after main forces (probably mk1 and/or mk2 Lightnings).
They’re not *bad* per se, just inefficient and not specialised enough. The Sevastopol for example tries to do too many things at once, hence it is slow and fat but still bad at combat
@@kaptainbeans In my experience the smaller ships lack defences so I end up on fire and taking hits from missiles, the larger ones eat a stupid amount of fuel, and some of the others just confuse me because they don't seem useful in any particular way... Unfortunately I'm terrible at ship design when it comes to things like balancing the fuel capacity vs fuel USAGE. Seems like you can't just make an enormous fuel carrier then avoid putting the big tanks on your battleships for long distance travel? It's been a while since I tried.
I was going to send you a link to a video guide on silent strikes, but I could not find any so I'll explain: To strike a garrison silently, the ship(s) going in must be fast (I would say 200km/h minimum but research has to be done). The alarm should be calm, which is when the clock is not blinking red. Your ship's probability of silent strike should be at least 90% (shown on bottom right of the screen). Once you get in visual contact range of a garrison, a timer (yellow line above a garrison) will start which will raise the alarm once it finishes, so get into combat before it finishes. To avoid missiles from SGs, strike garrisons silently, and turn off your radars (to avoid enemy ELINT systems from detecting you). PRO TIP: at night, the range of visual contact is 75km and during the day it's 100km, so ideally you should attack a garrison at night, but daytime should be fine too. I might have to make a video on silent strikes because I just summarised the main points, and I feel like a video can explain better. It may take time to make the video if I decide to make it.
@@WarDaddy8917he silent strike probability is also correlated with the sizes of each ship in a fleet as well as all of them flying together; try and experiment in the Ship Builder to see what height and width of ship sizes results in your optimal preference of functional parts versus silent strike chance.
Interesting, but I don't think it's very useful, knowing that I can buy 2 Lightnings for the price of 1 of these. Интересный корабль, но я не думаю, что он полезен настолько, чтобы платить за него в 2 раза больше.
The artilary defense is what makes the price UP, is 2000 each, and i think that the mk2 had 6 of them, what is almost the price of a lightning, but you Cam Just modify a lightning to the way of mk2 in a city that had equip
В принципе, за двойной прайс можно обычную Молнию КАЗами обмазать гораздо эффективнее, чем mk2, и такой буст к выживаемости своих денег стоит. Но я обычно просто на старте кампании покупаю отредактированные молнии с д-80 и в процессе прохождения палаши на них цепляю. Ну, и про ЛТЦ надо не забыть
@@kaptainbeans I just can't understand why anyone in their right mind would design an ARTILLERY SHELL destruction system that couldn't shoot down guided missiles even easier. It's silly.
@@kaptainbeans Sad because my biggest problem right now is sending my strike group into a target location only to find 3-4 enemy ships blasting seemingly countless missiles at me while I have no way of defending myself against them except gatling guns.
3:16 I'm absolutely taken aback by how you just rolled out of the way of that missile. If that were me, i'd be heavily boosting and wasting a quarter of my fuel. You'r a real ace pilot, cap'n.
Watch my operation HARDFLEET playthrough
Lightning fights there are MAD
Kinda sad we dont encounter more of these designs like these during the campaign. Sure its easy to mod but still
In my opinion, the 100mm guns would be better for the MK3. The faster reload and lower cost of ammo could be enough to finish a damaged missile and the spread isn't an issue at those close ranges.
Totally agree. Plus 100mm prox fuse is way easier to find and cheaper to keep supplied. Plus you save 4k on the ship with AK100’s instead of Molots 😎
Man, the Highfleet UA-camrs are among the highest quality of gaming UA-camrs. You guys all rock
Thanks for this comment! Be sure to let other creators know as well! 👍
@@kaptainbeans I certainly will!!
Now make sense the spare space that lightning have, very nice video.
The MK-3 is very close to my own way of using second Lightning in the same fleet. The first lightning is pretty much MK-2 armed with 4 Palash on steel reinforcements (because Palash has 100HP, so it needs steel platform to survive) and has D-80 cannons (130mm). The secondary Lightning is armed with 100mm guns proximity fuse or HE. It is used as additional firepower in case just one Lightning won't be enough to finish the convoy, and in order to interdict enemy convoy at the same speed as the first Lightning to be able to deflect enemy planes or missiles which are coming at you from the moment of interdiction (1.16). Proximity fuse will make sure that no plane will survive attack, and P-9 sprint is 1 missile per 1 cruise missile and then proximity fuse fire can stop missile if that P-9 wasn't enough.
That way i can continue salvaging loot and i can deflect attack using second lightning and it's FCR capability. You can use Fenek for this, sure, but Fenek doesn't reach 400m/s speed (1.16) to interdict convoy and doesn't pack a punch to be additional help in combat. You would be surprised to know how effective this design is in practice. Because with FCR on Lightning you even have luxury of being able to aim missiles from your fleet directly onto enemy fleet or convoy if you know that it's armed. Because of FCR, Kh-15 will have aiming trajectory to hit your target. Very effective during ambushes on Strike groups as well.
in my opinion, if you replace the D80 Molots with CIWS miniguns, the Mk3 would actually make a better air defense missile interceptor. On the other hand, the D80 Molots loaded with prox shells would definitely do the trick. I would also remove the Zenith missiles and put more Sprints in their place to make it a dedicated AA defense ship. I mean, the way i would go about it is, the moment the IRST lights up on the Sevastopol, I'd send the Mk3 out ahead of my main fleet. If there is a cruise missile, I'd take it out with the CIWS and R9s while using the Lightnings speed and agility to avoid getting roll'd. Great analysis, nonetheless. I'm definitely taking the Lightning along for my next journey to Khiva. Happy Highfleet, Tarkhan Beans.
I thought so too but I forgot to say in the video
Я сначала поставил на Молнию молоты (я вообще фанат молотов), обмазал её КАЗами и прошёл так парочку кампаний (сейчас на харде проходить начал, добавил ещё Гладиатор mk2, обвешанный бронёй и КАЗами вкруг, с д-80). А потом в файлы игры залез и очень удивился
там в файлах достаточно интересные кораблики
@@kaptainbeans да я теперь уже знаю)
@@kaptainbeans кстати, не знаешь, Новороссийск у Наместника можно получить? А то очень лень опять на веру и доброту проходить, но Варяг намекает, что оно того стоит
@@riflemen9057 не знаю
Mk 2 only trouble is... this ammo box placement. Like - make it lower and D80 going to shoot 360 with not restrictions. (Welp, vanilla design need some adjustment - never was the case and here we are again)
12:09 -
"Ok captain, your task is interception of missile"
"From which direction?"
"From main task force"
"The. What?"
“Don’t worry, it’s just a military exercise…”
@@kaptainbeans
Next time in Top Thruster:
- James making battlecarrier from pair of Skylarks
- Jeremy trying to land Wanderer in a new place
- and Richard participating in air-strike exercise on Grumble
(For some reason all that reminding me Top Gear, so, here we go)
It's not the ammo box that's blocking the molots, it's the gun blocking each other. So we'll just have to live with that until the dev make cannons not blocking other cannons again.
@@crappyshorehen8201 are you sure that Lightning mk 1 have same fire arcs?
There is a secret design, named Crab, try ulocking it in the game files. You won't be disappointed.
I might make a video on it but idk
But its the most fun weapon in the game at least. Even funnier than chassis’s ramming. Makes SG’s pointless however.
I am playing 1.11, and I re-named my Lightning to Lightning Mk2 after putting some 130mm guns on it. When I started new campaing, I found same Lightning Mk2 as in this vid just sitting there.
That’s cool! I never saw these guys in a campaign. Just some small ships like the mockingbird and voskhod
@@kaptainbeans You should be able to unlock every ship this way, including enemy ships such as courageous.
I am unsure about 1.16, but it should work in the older versions.
I'm playing 1.13 and yes you can unlock ship by renaming the ship with the hidden ship name.
It's how I unlock the Novorossibysk and the Typhon. It's also the only way you can unlock the Gryphon, variant of the Gladiator and variant of the Jaguar.
Dear Allah that some sexy lighting design you got here
How did you equip your lightnings with prox fuses for missile defence?
I just bought them at a town. In strategic defense like this, it automatically equips proximity fuses
Похоже, что мк3 лучше использовать как ПРО в составе небольших быстрых ударных групп, и в открытое столкновение выпускать уже после основных сил (например, тех же мк1 и мк2).
It looks like it's better to use mk3 like a missile interceptor as part of fast strike groups, and it should join the fight only after main forces (probably mk1 and/or mk2 Lightnings).
Second question has to be why are the default ships in the actual game without ship creator all so bad based on what I've found so far?
They’re not *bad* per se, just inefficient and not specialised enough. The Sevastopol for example tries to do too many things at once, hence it is slow and fat but still bad at combat
@@kaptainbeans In my experience the smaller ships lack defences so I end up on fire and taking hits from missiles, the larger ones eat a stupid amount of fuel, and some of the others just confuse me because they don't seem useful in any particular way...
Unfortunately I'm terrible at ship design when it comes to things like balancing the fuel capacity vs fuel USAGE. Seems like you can't just make an enormous fuel carrier then avoid putting the big tanks on your battleships for long distance travel? It's been a while since I tried.
how to avoid getting bombarded by cruise missiles?
Not raise the alarm and reveal your position to a nearby missile carrier group or strike group 👍
@@kaptainbeans im gonna sound like a broken record, but how lmao
I was going to send you a link to a video guide on silent strikes, but I could not find any so I'll explain:
To strike a garrison silently, the ship(s) going in must be fast (I would say 200km/h minimum but research has to be done).
The alarm should be calm, which is when the clock is not blinking red. Your ship's probability of silent strike should be at least 90% (shown on bottom right of the screen). Once you get in visual contact range of a garrison, a timer (yellow line above a garrison) will start which will raise the alarm once it finishes, so get into combat before it finishes.
To avoid missiles from SGs, strike garrisons silently, and turn off your radars (to avoid enemy ELINT systems from detecting you).
PRO TIP: at night, the range of visual contact is 75km and during the day it's 100km, so ideally you should attack a garrison at night, but daytime should be fine too.
I might have to make a video on silent strikes because I just summarised the main points, and I feel like a video can explain better. It may take time to make the video if I decide to make it.
@@kaptainbeans Damn thank you, any other channels wouldve ignored this, keep it up.
@@WarDaddy8917he silent strike probability is also correlated with the sizes of each ship in a fleet as well as all of them flying together; try and experiment in the Ship Builder to see what height and width of ship sizes results in your optimal preference of functional parts versus silent strike chance.
Interesting, but I don't think it's very useful, knowing that I can buy 2 Lightnings for the price of 1 of these.
Интересный корабль, но я не думаю, что он полезен настолько, чтобы платить за него в 2 раза больше.
The artilary defense is what makes the price UP, is 2000 each, and i think that the mk2 had 6 of them, what is almost the price of a lightning, but you Cam Just modify a lightning to the way of mk2 in a city that had equip
В принципе, за двойной прайс можно обычную Молнию КАЗами обмазать гораздо эффективнее, чем mk2, и такой буст к выживаемости своих денег стоит. Но я обычно просто на старте кампании покупаю отредактированные молнии с д-80 и в процессе прохождения палаши на них цепляю. Ну, и про ЛТЦ надо не забыть
Молния с приличным количеством КАЗов такое прощает, что мне иногда страшно становится
Why in the hell do Palash systems not shoot down missiles!?
It’s version 1.163. In older versions, Palash did disrupt Zenith missiles
@@kaptainbeans I just can't understand why anyone in their right mind would design an ARTILLERY SHELL destruction system that couldn't shoot down guided missiles even easier. It's silly.
@@DGneoseeker1 game balancing I guess *shrug*
@@kaptainbeans Sad because my biggest problem right now is sending my strike group into a target location only to find 3-4 enemy ships blasting seemingly countless missiles at me while I have no way of defending myself against them except gatling guns.
I think it's possible to buy these in some cities
Idk about this so I’ll probably check