Wow... you've really made those ships cheaper! A few thoughts, though mostly nitpicks since you've started the campaign. Missile Carrier: I'd say that adding a few more sprints - especailly since you've removed CIWS - wouldn't really break the bank. Could make the radar tower prettier while also giving function for a little weight and maybe 1k? Aircraft Carrier: Adding another airport deck to fit one more T7 is a valid option, but also an easy fit mid-campaign. Don't even need to add ammo! Flagship: An IRST scanner costs 2k - landing gear costs, what, maybe 400 extra to reconfigure? And you have the power for it - it's definetly doable. Brawler: With all the budget cuts, I'm not certain about the gun removal. It's 16k now or later; but you also have to consider the fuel costs (the jammer cheapens this, but takeoff/landing and the brawler's movement both need fuel) and time cost (time the brawler isn't doing anything). I haven't tried hard mode yet, but I think you could've afforded the 16k and still be fine. Jammer: I would consider adding another static engine and fuel tank. This would bring speed to 1400km/h while also increasing the range to 4000km. No extra fuel tank would give a speed of ~1700km/h with a range of 3000km. This would let you both travel faster and evade missiles somewhat easier, all for the low low cost of 1020 (and a few more tonnes of fuel). As an aside, the 2x2 hull piece holding the fuel could be four 1x1s - gotta save that weight somehow!
I want to come back to this to address your other concerns but: Brawler: Plan is to salvage the guns, I already have one. Three to go. Jammer: I am pretty certain the piece I used to hold the fuel weighs less than 4 1x1's. I will check next time I get a chance to play.
Was aware about the salvage plan; its just selling the 4 guns would've gotten you back 16k by the time the brawler would be armed. EDIT: another option could've been to use AK-100s and replace in Molots later. Save 8k but a functioning ship with respectible power. A full 2x2 piece is 25.8T; four 1x1 pieces are 22.4T. Things like crew cabins have more efficent full-hull pieces, though oil tanks obvously don't have that.
I think the other use for the Screamers which I'm hoping you'll consider is seeking out a few more hidden cities. There are several large open areas in your early map that are almost guaranteed to have hidden cities in them... I've found so many more than I've expected just by looking. The extra funds and safe harbours will be incredibly valuable for you throughout the campaign.
I liked your Skylark idea with Lightnings so much that I actually made what I call a Skyhawk which is about 4000 more expensive but it's armed with two 37mm guns for self-defence and I even made a version with a pair of ASMs that can stand off light ships if you mess up a bit.
I was just thinking about a hypothetical game, which combines submarine simulations with games like Homeworld and/or Starsector. Manage your fleet, move forwards, strike from the shadows when possible. Suddenly I'm exposed to Highfleet and I don't even remember how. Call it a lucky find ... or maybe Google is already reading our minds. Highfleet isn't the game I was expecting, but it totally speaks my language. As a flight sim veteran I love the inclusion of the SPO-15 and other concepts like SARH, IRST and jammers. It's not science fantasy like many other games, it's science fiction based on currently available technology. Somebody on the development team did his homework and I appreciate it! I know you've heard this before, but your playthroughs pushed me over the edge and made me buy it. Everybody can make a shitty "let's play", but you understand the game mechanics and present them in a digestible manner. If you wanted to make your videos even more approachable, you'd be making tutorials on how to engage N-fleets and A-fleets. In conclusion, thank you for your videos. The few people who watch them are seriously appreciating your input.
Thanks for the kind words, and I totally get what you mean about discovering HighFleet and realizing it was 'my' game even though it didn't look like. I love all the different interacting systems and situations that arise. It's complicated and confusing and stressful and so satisfying to win.
You know with how fast those ships are, anything that does attack them would be relatively small. You could probably ram whatever it is out of the sky.
Sadly the game punishes you really harshly for ramming enemy ships. You can get away with it once with a slap on the wrist but i you keep going you get pulled into a really nasty moral spiral.
I wonder which would do more damage, an A-100 or a ramming screamer🤔. Take the jammer and antennas off and take like 20 at the beginning of the campaign as kamikaze ships? LOL
If it was me, I would throw one maneuvering engine on the top of the Screamer. Then if they need to they can reach the retreat point, and they can dodge missiles really well. I have a similar ship, but mine doesn't have ECM.
You could have used the 57mm cannons in place of the 37mm cwis for air defence, as they so much cheaper and need significantly fewer hits to kill aircraft (and cruiser missiles). Just I've found 37mm in campaign are hilariously poor in air defence situations unless you mount an obscene amount per ship (like 6 or 8) even then because the lack of stopping power and short range; aircraft will often get through even that.
I am now in this camp, I actually think on big shups AK100's with ProxFuse might be the optimum CIWS weapon for killing missiles and planes. 37mm is great for smaller ships to deal with zeniths, but nothing bigger than that.
Sadly they did nerf the engines quite heavily. If you check on steam there is an option to roll back to 1.15 if you want to go back to this balance patch.
Did you remove the ammunition? You may still have a lot of magazines aboard for ships that now have no guns or much fewer. I didn't notice because you are quite speedy with the building. Love the video and the ships
I removed the ammo on the big carriers but deliberately left it on the Collingwood so that once I get my hands on the Molots I can switch them in with the minimum of effort.
Doesn't CIWS fire when your fleet is under missile or air attack? Given that sprints need to be replaced at a dock from your stores, I'd really think you want the 37mm cannons on these ships. While it is aspirational to plan on having enough A-100's and jets to intercept anything incoming, as you learned in the last campaign... shit happens.
ok, i'm looking at the brawler and something is strange... i followed the build video for the brawler and then for the changes with armor i looked here... not i got a ship that looks the same, has the same fuel, ammo power, crew, armament, thrust etc. ... but is 300 tons lighter? idk maybe you put some extinguishers where i can't see them but even then it isn't enough to explain the difference. wtf?
You need to save them in the ship builder from the main menu. Then when you start a new campaign they will be available to buy with your starting cash. That's the only time you can add them.
Okay cant edit my new flagship as a flagship in the text file, it will broke the whole model and disapears in the campagne screen. if i load it in the ship builder der will no ship be shown *edit* found the problem, you have to search for "m_alignment=1" and have to put "m_flagship=true" under it, so this command moved away from m_mesh
Ive decided to give this series a look since the current one is a bit stressful for me lol. At a quick glance this game would likely benefit from a mirror function so you can place weapons and components on the opposite side of a ship easily like when you were trying to get the legs to work on the carrier
Did they patch speeds or something? When I build this I get 645km for cruise speed, 1771 on range, a lil less thrust, and 2x fuel consumption? Talking about the screamer at the end.
Wow... you've really made those ships cheaper! A few thoughts, though mostly nitpicks since you've started the campaign.
Missile Carrier: I'd say that adding a few more sprints - especailly since you've removed CIWS - wouldn't really break the bank. Could make the radar tower prettier while also giving function for a little weight and maybe 1k?
Aircraft Carrier: Adding another airport deck to fit one more T7 is a valid option, but also an easy fit mid-campaign. Don't even need to add ammo!
Flagship: An IRST scanner costs 2k - landing gear costs, what, maybe 400 extra to reconfigure? And you have the power for it - it's definetly doable.
Brawler: With all the budget cuts, I'm not certain about the gun removal. It's 16k now or later; but you also have to consider the fuel costs (the jammer cheapens this, but takeoff/landing and the brawler's movement both need fuel) and time cost (time the brawler isn't doing anything). I haven't tried hard mode yet, but I think you could've afforded the 16k and still be fine.
Jammer: I would consider adding another static engine and fuel tank. This would bring speed to 1400km/h while also increasing the range to 4000km. No extra fuel tank would give a speed of ~1700km/h with a range of 3000km. This would let you both travel faster and evade missiles somewhat easier, all for the low low cost of 1020 (and a few more tonnes of fuel).
As an aside, the 2x2 hull piece holding the fuel could be four 1x1s - gotta save that weight somehow!
I want to come back to this to address your other concerns but:
Brawler: Plan is to salvage the guns, I already have one. Three to go.
Jammer: I am pretty certain the piece I used to hold the fuel weighs less than 4 1x1's. I will check next time I get a chance to play.
Was aware about the salvage plan; its just selling the 4 guns would've gotten you back 16k by the time the brawler would be armed.
EDIT: another option could've been to use AK-100s and replace in Molots later. Save 8k but a functioning ship with respectible power.
A full 2x2 piece is 25.8T; four 1x1 pieces are 22.4T. Things like crew cabins have more efficent full-hull pieces, though oil tanks obvously don't have that.
I think the other use for the Screamers which I'm hoping you'll consider is seeking out a few more hidden cities. There are several large open areas in your early map that are almost guaranteed to have hidden cities in them... I've found so many more than I've expected just by looking. The extra funds and safe harbours will be incredibly valuable for you throughout the campaign.
Yes this is 100% the plan. They will be doing scouting and finding of hidden cities as well as courier work.
I liked your Skylark idea with Lightnings so much that I actually made what I call a Skyhawk which is about 4000 more expensive but it's armed with two 37mm guns for self-defence and I even made a version with a pair of ASMs that can stand off light ships if you mess up a bit.
That is awesome! I am glad it worked out for you! the Skylark is easily one of the best Vanilla ships and a great platform for experimentation.
I think I'd add a small elint to the screamer just so you can keep track of the rough enemy location when you're pulling them away.
That is a great idea. They might get a little refit as we go.
Hooray for the screamers!! I'm so looking forward to you guiding enemy cruize missiles back to their motherships :D
Or more likely right into my flagship
I was just thinking about a hypothetical game, which combines submarine simulations with games like Homeworld and/or Starsector. Manage your fleet, move forwards, strike from the shadows when possible. Suddenly I'm exposed to Highfleet and I don't even remember how. Call it a lucky find ... or maybe Google is already reading our minds.
Highfleet isn't the game I was expecting, but it totally speaks my language. As a flight sim veteran I love the inclusion of the SPO-15 and other concepts like SARH, IRST and jammers. It's not science fantasy like many other games, it's science fiction based on currently available technology. Somebody on the development team did his homework and I appreciate it!
I know you've heard this before, but your playthroughs pushed me over the edge and made me buy it.
Everybody can make a shitty "let's play", but you understand the game mechanics and present them in a digestible manner. If you wanted to make your videos even more approachable, you'd be making tutorials on how to engage N-fleets and A-fleets.
In conclusion, thank you for your videos. The few people who watch them are seriously appreciating your input.
Thanks for the kind words, and I totally get what you mean about discovering HighFleet and realizing it was 'my' game even though it didn't look like. I love all the different interacting systems and situations that arise. It's complicated and confusing and stressful and so satisfying to win.
CHANGELOG:
Made the Audacity, Starfish, Missile AND Aircraft Carrier more eco friendly
You know with how fast those ships are, anything that does attack them would be relatively small. You could probably ram whatever it is out of the sky.
Sadly the game punishes you really harshly for ramming enemy ships. You can get away with it once with a slap on the wrist but i you keep going you get pulled into a really nasty moral spiral.
Hehehe... didn't change those missiles on the audacity.
And suffered for it...
@@Phrosphor at least it is an easy fix
I wonder which would do more damage, an A-100 or a ramming screamer🤔. Take the jammer and antennas off and take like 20 at the beginning of the campaign as kamikaze ships? LOL
Sadly the ramming screamer would come with a lot of moral loss as Pyotr is NOT impressed with your throwing crewmans lives away.
If it was me, I would throw one maneuvering engine on the top of the Screamer. Then if they need to they can reach the retreat point, and they can dodge missiles really well. I have a similar ship, but mine doesn't have ECM.
That is a good idea, there is no way you can escape with two statics. Other option is in 1.15 have one D80 pointed down and one facing each side.
You could have used the 57mm cannons in place of the 37mm cwis for air defence, as they so much cheaper and need significantly fewer hits to kill aircraft (and cruiser missiles).
Just I've found 37mm in campaign are hilariously poor in air defence situations unless you mount an obscene amount per ship (like 6 or 8) even then because the lack of stopping power and short range; aircraft will often get through even that.
I am now in this camp, I actually think on big shups AK100's with ProxFuse might be the optimum CIWS weapon for killing missiles and planes. 37mm is great for smaller ships to deal with zeniths, but nothing bigger than that.
I'm like 99% sure that atm, radio antenna do nothing whatsoever
I tried deliberately removing every single antenna from my fleet, and it did nothing
I was under the impression they were required for radio message interception. I shall have to run some tests.
Did they nerf the engines? because i just made a Screamer and its 1/2 the speed
Sadly they did nerf the engines quite heavily. If you check on steam there is an option to roll back to 1.15 if you want to go back to this balance patch.
@@Phrosphor Thanks mate appreciate the info.
Did you remove the ammunition? You may still have a lot of magazines aboard for ships that now have no guns or much fewer. I didn't notice because you are quite speedy with the building.
Love the video and the ships
I removed the ammo on the big carriers but deliberately left it on the Collingwood so that once I get my hands on the Molots I can switch them in with the minimum of effort.
@@Phrosphor thanks, I'm learning a lot from you. I'm going to try a fleet on your blueprint
Doesn't CIWS fire when your fleet is under missile or air attack? Given that sprints need to be replaced at a dock from your stores, I'd really think you want the 37mm cannons on these ships. While it is aspirational to plan on having enough A-100's and jets to intercept anything incoming, as you learned in the last campaign... shit happens.
Shit does indeed happen, ESPECIALLY in this game, but I am keen to try this out. If it fails then it's totally on me.
My Like and Comment
What does mean the ping from a middle of nowhere? I am getting a ping from the same point each time I recon for TG or SG.
I am not sure exactly what you are referring to here, could you give me a little more info?
@@Phrosphor The wave what shows you what you just found also comes out from about the middle of a big gap between cities 3 times in a row.
Huh, I didn't notice, I will go back and check.
@@Phrosphor I reached for it. It's nothing.
ok, i'm looking at the brawler and something is strange... i followed the build video for the brawler and then for the changes with armor i looked here... not i got a ship that looks the same, has the same fuel, ammo power, crew, armament, thrust etc. ... but is 300 tons lighter? idk maybe you put some extinguishers where i can't see them but even then it isn't enough to explain the difference. wtf?
Are you on patch 1.15? The beta patch is out at the moment. If so you will find your ships a lot lighter.
I really have to put these screemers in my squadron. If it really works, that would greatly help my campaign.
The Screamers are MVP's of the hardmode campaign, they do so many cool things.
@@Phrosphor I have to learn these things. 🤔 If exist a trick or something to avoid those damn missiles, I need to know it.
I'm a noob and I can't figure out how to make my own ships for the campaign. Is this a mod? Or something that works in game+ or something?
You need to save them in the ship builder from the main menu. Then when you start a new campaign they will be available to buy with your starting cash. That's the only time you can add them.
Okay cant edit my new flagship as a flagship in the text file, it will broke the whole model and disapears in the campagne screen. if i load it in the ship builder der will no ship be shown *edit* found the problem, you have to search for "m_alignment=1" and have to put "m_flagship=true" under it, so this command moved away from m_mesh
I put it under the 'm_type=creature' flag if that helps. Maybe I need to make a quick video for people on how to do it as a few have had some issues.
@@Phrosphor a video of it would help others :) and looking towards your hardcore videos
Do you have files for the ships you built?
I do, but they were all built for 1.13 and don't work very well in 1.15 these days.
Ive decided to give this series a look since the current one is a bit stressful for me lol. At a quick glance this game would likely benefit from a mirror function so you can place weapons and components on the opposite side of a ship easily like when you were trying to get the legs to work on the carrier
Did they patch speeds or something? When I build this I get 645km for cruise speed, 1771 on range, a lil less thrust, and 2x fuel consumption? Talking about the screamer at the end.
Yeah this is for an older version of the game, everything weighs more now :(