Doing piecemeal SSM attacks is just asking for failure. Against a lonely patrol boat without SAMs, sure. But against a SAG escorting a high value target? It's all-in. And use your sonobuoys on the KA-25 Hormone. In deep water like this there will be convergence zones, where the sounds from a ship bounces of the seafloor and contacts can be picked up acoustically at long distances.
I have to say, for SAMs, they do a surprising amount of damage being able to burn down a ~3,500 ton Krivak w/ one hit and catastrophically detonate a 4,100 OHP (the latter I can understand as it hit under the 76mm mount). I'm also surprised the US ships decided not to counter-launch, because they basically won the first half of the engagement, they just failed to follow up.
They should really fix the damage model of ships. A 3000 tons frigate getting sunk by a single SM1 is a bit exaggerated. Fire spreads too fast and damage control teams don't do enough.
Yeah that SM-1 also didn’t appear to hit a good spot either, it looks like it detonated right on or above the bow. But it still sunk the Krivak somehow?
@@julekgorecki1102 In the case of the standard series, one standard is more than enough to sink frigate sized vessels due to the missile, when used against surface targets, using a delay fuse and detonate inside the ship. You pretty much have the equivalent warhead weight of a Mark 81 bomb going off inside a ship which is quite destructive.
@@lolman345_8given how the various Frigates in the Falklands War suffered, even with debatable fuzing, it is probably quite feasible to sink a Frigate with a single well placed SM-1
I know the game has a lot of work that needs to be done, but I can't get over how impressive of a showing it's been. And I can't help but imagine what it will be like in a year or two once we have a larger community in place for it with impressive mods, scenarios, custom campaigns, etc.. It's a great time to be a war gamer. Now if we can get some idea of when Task Force Admiral is getting released.. Yet another incredible looking naval command sim. PS. I really hope the developer or a fan sets up a community website where we can upload / download our custom scenarios
@@arnemalteStuff like being more aggressive in firing back is relatively easy tweaks. The devs themselves have said they're going to do a lot of tweaking for things like that. What's much harder is pathing, formation changes, speed changes, radar discipline and ROE. A lot of naval combat is judgement calls and dynamic reactions to limited information. It's extremely difficult to simulate some of these things with dynamic AI. That's why the best missions for games like this are always the ones with a lot of scripting.
@@gormros plus the dev team is tiny, we should be so lucky they even made the game this far, also i assume they will rely on modders to make pseudo patches that everyone will flock to like dotmod or epicmod for Coldwater's
@@C17H23NO2 I didn't even think of that! On their dev roadmap (their latest update on Steam) they say *"Upcoming: Improving Steam Workshop integration to cover more aspects of the game."* Speaking of Steam workshop -- I really can't wait for the modding scene to kick off. If the airspace can be used and isn't too restrictive... I can already imagine crap like Star Wars mods for it 🤣 And they'd probably be amazing!
I can only imagine a custom mission with heavy airliner presence where your goal is to successfully fend off an attack while NOT doing an Iran Air 655.
Average sink time of under 10 seconds does, too. Also, flying missiles in 3rd person from 15 feet away... yeah. Maybe the modders can fix it. I don't know how computer wargame designers keep messing this up. Tabletop wargame designers don't make this mistake. Stop making things less realistic because you think it would be more fun. That's not why we play these games. We get fun from realism.
@@Wolfpack345 The -14A and 14B are the two in-game variants, and indeed the -14A does not have that mode, but the -14B that Kerch had equipped definitely does unless there are two variants of the -14B.
@spudicous hmmm okay I probably just missed it then! I was thinking they were anti ship missile capable but I feel like I remember trying it and it not working, I recorded this mission a while back now...
@@Wolfpack345 even if thay cant hit the target you want them to hit there is oley so much interception the missile defince can output firing dummy missiles to ensure a real one gets throw is a valid albeit expensive stratagy.
Being a former Spruance class tin can sailor, I puckered when the Spruance took its first hit. But I also know that a midships hit by an antiaircraft missile would probably not have terribly diminished her combat capability with the possible exception of some engineering damage. The two main damage control teams are forward and aft so they would have been un-hurt and would have responded immediately. Her CIWS, guns, and radar would have still been fully functional methinks. I am honestly surprised the harpoons weren't flying the moment the fleet realized they were under fire. I guess the difference between an AI commander and a human one. Good video however, well done Kapitan 2-go ranga.
The SAMs performing better than the dedicated Anti Ship missiles makes me wonder why they have those giant tubes on deck in the first place instead of more Arm launchers and magazine space
I mean that's what the Americans did and it worked out for them. There is the range argument, bigger missiles can go further in theory, but in this case it didn't matter because the enemies Showed Up close enough
It's because Wolf didn't shoot all of them at once and overwhelm the enemy defenses, and the SAMs in this game do way too much damage and ships are too fragile (as of now).
I guess I'm watching enough Wolfpack345 videos that I need to subscribe. Sea Power reminds me of Harpoon from the 1980s, but with all the expected graphical upgrades. SP is a very pretty game. (7:00) Nice lens flare. (17:20) I believe that "missile spam" was (and maybe still is) Russian doctrine when trying to hit NATO ships with lots of missile-defense.
Worth noting that a US Standard surface to air missile has approximately as much warhead as a 16" HE shell has filler, plus unburned fuel (which is basically napalm)
@@KcTriesUSS New Jersey vs the Nowaki would say otherwise as just straddling shots caused enough damage to her to be incapacitated and had to be towed. Maikaze was also outright sunk by New Jersey’s opening volley.
But that only applies if it hits in midships, and take out critical components. It's not going to cause enough damage to sink a whole frigate in an airburst detonation on it's bow.
I think that Soviet naval doctrine was to attack with force while still having the element of surprise. In other words, I think that they believed that once a hostile contact was in range they would fire a good size salvo of missile to try to overwhelm the ship's defenses and soften it up for follow up attacks.
The surface missiles were more easily taken out as they stayed high for too long. Had they begun sea skimming earlier, there wouldve been a much greater chance of them getting through.
I noticed that the AI in this game seems to be extremely conservative with their missiles. Seems like they just try to shoot down your missiles without shooting at your ships. Other creator's videos show the same as well.
I feel like you should have launched a mix of small and large missiles, forcing the AI to select what it stops, hopefully allowing the big missiles to get through
yeah me too, they must've changed the AI to be very agressive, and in this mission you have very few missiles compared to your enemies which makes it very difficult
I’d like to see far more wave dynamics. It seems really odd to be in the middle of an ocean and the water is calm and smooth sailing all the time. It makes the ships seem static with a bow wave animation. Seeing the ships curl up and list on serious ocean waves in weather would add a massive amount of immersion. UBoat does this fairly well.
Janky damage models of missiles and ships aside, I'd love to see a proper surface attack, overwhelming the ships defenses with targets so the big ASMs can get through the defense bubble Also something like an Alfa vs. a Carrier or Hunter Killer Group would be awesome!
Seems like they the AI was never able to classify Wolf's ships as hostile, they only really fired at the missiles. Maybe the sunk Krivak was breifly identified, but then I don't know why more missiles weren't allocated or why the rest or the close-range ships weren't. Weird.
The way it hurts to watch these videos (and they're amazing videos, as always) so close to the release date. I want to play with that mission maker so bad...
Seems like they have fixed SA N-3! I have tried this scenario like 14 days ago and they have mostly splashed in water in front of target! Great news :)
I tried this mission on realism and at the ranges were i could clearly recognize them as enemies i already ate full salvo of harpoons. They also destroying my heli at a descent ranges. But here it looks so easily...
Wolfpack your videos are awesome. I know you might not appreciate it, but If I could I'd curse you with a spell that makes you upload 10 sea power videos a day... all 5 hours long 🤣
I remember reading in "Navy Times" back in the '80's about a number of port visits by Soviet ships. There were reciprocal visits by the ship's sailors. One of the things noticed by the American/UK side was a lack of fire fighting equipment on the Soviet ships. You can't tour an American ship without finding some kind of either a fire extinguisher or fire hose every 30 to 50 feet. I also remember a "Mingles with Jingles" story about a visit by one or more Soviet vessels to his port. The ships were in poor repair and the sailors were complaining that they had not been paid in 3 months. Jingles rounded up a bunch of his fellow sailors, had them pool some cash together, and had pizzas delivered to the Soviet sailors. That's diplomacy.
Those SS-N-14B are anti-surface weapons too, or at least they are supposed to be. Interesting to see the dual-purpose missiles outperforming the dedicated anti-shipping missiles though. Good stuff.
@Wolfpack345 Aye probably a typo and meant an earlier type, the 14 and 14A were the usual ASW types but the 14B used a shaped charge warhead specifically for antishipping purposes. I'm still amazed at how effective those SAMs were though with those comparatively small warheads.
I'd like to see the devs add keyboard shortcuts, especially for the drawing tools, if that's not a thing yet. It seems like there's so much unnecessary clicking.
Are airliners actual useable assets in this game? Could someone theoretically create a mission that puts the player in charge of the USS Vincennes, Sides, and Elmer Montgomery during the engagement that led to the shootdown of Iran Air 655? It would be interesting to see how many people make the same decisions as the crew of the Vincennes in that situation.
It might be tricky to replicate the Aegis identifier re-use that contributed to the confusion when the UI is much clearer here. It's not really possible to ask for the status of "TN4474" and only get "unknown, closing in" and then 5 minutes later asking again and getting "fighter, descending" referring to a completely unrelated aircraft.
The game is quite barebones right now and considering it's a small team - it will take a while for the game to get 'there'. But I have hope that, since Microprose has a nice track record thus far, it will see Triassic through to full release.
Yeah i had to sink adams here with same missiles, took about 8. Btw kerch has 8 sn-9s they are remotely guided and seem to pretty reliably defeat the air defenses. Tho you only can fire 2 at a time(thats what these two rotaty antennae are for) They are controlled via map and and via direct control That time when sm1 didnt acquire perry when you directed it it was because it was in remote guidance. To release it just give it a waypoint through the map
As others have said, damage modelling and damage control really seems to need some work in this game. Not much point carrying large calibre anti ship missiles when even something like a Spruance can be overwhelmed pretty easily by a few surface to air missiles and sunk in minutes
It wasn't trying to defect. The political officer wanted to sail from Riga to Leningrad and broadcast denunciations of the Soviet leadership for straying from Leninist principles.
have tried this mission already four times but failed every time. even with emcon on, they start engaging me with hamrs before I get into sm4 range, and my chopper got shot down twice by an f-14 before being able to spot the targets
They really need to decrease the effectiveness of SAMs vs *subsonic* ASMs, probably by changing their flight dynamics. I dunno. … although apparently SAMs do the job just fine! Which seems absolutely absurd, although it may be ‘realistic’…
Crazy amount of antennas on that Kerch, if the guns didn't work you could have gone in close and given them all cancer.
RADAR is non-ionizing...
@@TheSpleenrippa Anything's ionizing if you give it enough power lol
(But yes, normal radar is orders of magnitude below anything dangerous)
@@TheSpleenrippa True. But not necessarily relevant. RF EMF is classified 2B by IARC, so it's not nearly in the clear.
@@TheSpleenrippaanti radiation missiles: what am I to you? A joke?
Microwave some insides with some HF
Anti-Ship Missiles: *It's not very effective...*
Anti-Air Missiles: *MISSION ACCOMPLISHED*
Well done Wolfpack345 c:
Stealth had a vid where he used ARMs on SEAD equipped land-based planes to attack a ship.
Creative problems require creative solutions 👍
Doing piecemeal SSM attacks is just asking for failure. Against a lonely patrol boat without SAMs, sure. But against a SAG escorting a high value target? It's all-in. And use your sonobuoys on the KA-25 Hormone. In deep water like this there will be convergence zones, where the sounds from a ship bounces of the seafloor and contacts can be picked up acoustically at long distances.
I have to say, for SAMs, they do a surprising amount of damage being able to burn down a ~3,500 ton Krivak w/ one hit and catastrophically detonate a 4,100 OHP (the latter I can understand as it hit under the 76mm mount).
I'm also surprised the US ships decided not to counter-launch, because they basically won the first half of the engagement, they just failed to follow up.
The Devs have stated that they are not happy with how damage and damage control is currently working, and are going to revisit it after EA launch.
@spudicous I see
@@spudicousGood thing! From what I've seen so far, it's either "5000 hits do nothing" or "1 Penguin hits a Kirov and it's burning bow to stern".
Fire spreads a bit too well rn
I think the issue is that the AI damage control prioritises flooding and lets fire just spread
They should really fix the damage model of ships. A 3000 tons frigate getting sunk by a single SM1 is a bit exaggerated. Fire spreads too fast and damage control teams don't do enough.
Absolutely, the damage of ligh missiles in general is quite overturned right now
Yeah that SM-1 also didn’t appear to hit a good spot either, it looks like it detonated right on or above the bow. But it still sunk the Krivak somehow?
@@julekgorecki1102 In the case of the standard series, one standard is more than enough to sink frigate sized vessels due to the missile, when used against surface targets, using a delay fuse and detonate inside the ship. You pretty much have the equivalent warhead weight of a Mark 81 bomb going off inside a ship which is quite destructive.
@@lolman345_8given how the various Frigates in the Falklands War suffered, even with debatable fuzing, it is probably quite feasible to sink a Frigate with a single well placed SM-1
@@lolman345_8 But does it make sense for a freighter to be sunk with a few Soviet surface to air missiles?
I know the game has a lot of work that needs to be done, but I can't get over how impressive of a showing it's been. And I can't help but imagine what it will be like in a year or two once we have a larger community in place for it with impressive mods, scenarios, custom campaigns, etc.. It's a great time to be a war gamer.
Now if we can get some idea of when Task Force Admiral is getting released.. Yet another incredible looking naval command sim.
PS. I really hope the developer or a fan sets up a community website where we can upload / download our custom scenarios
Steam Workshop will be available to share with scenarious at EA release
@@itslvted Excellent -- great to know! Thanks for the heads up
The AI needs work on this game. The adversary isn't aggressive enough. They don't fire back enough.
Just a minor tweak, the right things are present
@@Floris_VI AI is sadly never a "minor tweak", the AI is pretty bad at this Moment in the game.
@@arnemalteStuff like being more aggressive in firing back is relatively easy tweaks. The devs themselves have said they're going to do a lot of tweaking for things like that. What's much harder is pathing, formation changes, speed changes, radar discipline and ROE. A lot of naval combat is judgement calls and dynamic reactions to limited information. It's extremely difficult to simulate some of these things with dynamic AI. That's why the best missions for games like this are always the ones with a lot of scripting.
@@gormros plus the dev team is tiny, we should be so lucky they even made the game this far, also i assume they will rely on modders to make pseudo patches that everyone will flock to like dotmod or epicmod for Coldwater's
Shouldnt be lucky they should make the good best possible@@bruhbruh13968
4 Days left boys and girls!
Only 4 more days!
Do we know how much it will cost?
No not yet.
Christmas comes early this year! I said it in another comment, but I hope someone sets up a community site where we can share our custom scenarios!
Oh, yea, that is a great Idea. But maybe it will have Steam Workshop support, so you can share anything for the game there.
@@C17H23NO2 I didn't even think of that! On their dev roadmap (their latest update on Steam) they say *"Upcoming: Improving Steam Workshop integration to cover more aspects of the game."*
Speaking of Steam workshop -- I really can't wait for the modding scene to kick off. If the airspace can be used and isn't too restrictive... I can already imagine crap like Star Wars mods for it 🤣 And they'd probably be amazing!
I can only imagine a custom mission with heavy airliner presence where your goal is to successfully fend off an attack while NOT doing an Iran Air 655.
If it was me that American Airlines plane would have been toast...
Airliners flying formation at FL100, that makes total sense lmao
They're out there testing Airbus' "FelloFly". ✈️✈️✈️
Average sink time of under 10 seconds does, too. Also, flying missiles in 3rd person from 15 feet away... yeah. Maybe the modders can fix it. I don't know how computer wargame designers keep messing this up. Tabletop wargame designers don't make this mistake. Stop making things less realistic because you think it would be more fun. That's not why we play these games. We get fun from realism.
@@horrido666You do understand the concept that Camera Control ≠ Unit Control, yes?
It was probably meant to mean 10,000 Meters which would be around 30,000 feet.
You just spectate the missile and if you dont want to spectatw it then you can just not spectate it?@@horrido666
The Kerch's SS-N-14B also have a ~20 mile anti-surface ship mode, fyi.
Not the early version, which I belive I had. The Unit reference said there was no secondary targeting mode. I could have missed it though
@@Wolfpack345 The -14A and 14B are the two in-game variants, and indeed the -14A does not have that mode, but the -14B that Kerch had equipped definitely does unless there are two variants of the -14B.
@spudicous hmmm okay I probably just missed it then! I was thinking they were anti ship missile capable but I feel like I remember trying it and it not working, I recorded this mission a while back now...
@@Wolfpack345The Kerch has SS-N-14b, the krivak frigates have the 14a
@@Wolfpack345 even if thay cant hit the target you want them to hit there is oley so much interception the missile defince can output firing dummy missiles to ensure a real one gets throw is a valid albeit expensive stratagy.
This is on my wishlist on steam can't wait for it - but somehow I still don't think it will be as good as watching Wolfpack play with his commentary
Great video. A lot of these scenarios seem like they are built as “no lose” but this was a more of a slugfest.
Man I can’t wait for this game to come out! Sea Power and Cold Waters are an absolutely epic pairing!
the more videos i see from Wolfpack and this Game the more i want it,so thx for your service haha
Being a former Spruance class tin can sailor, I puckered when the Spruance took its first hit. But I also know that a midships hit by an antiaircraft missile would probably not have terribly diminished her combat capability with the possible exception of some engineering damage. The two main damage control teams are forward and aft so they would have been un-hurt and would have responded immediately. Her CIWS, guns, and radar would have still been fully functional methinks. I am honestly surprised the harpoons weren't flying the moment the fleet realized they were under fire. I guess the difference between an AI commander and a human one. Good video however, well done Kapitan 2-go ranga.
The SAMs performing better than the dedicated Anti Ship missiles makes me wonder why they have those giant tubes on deck in the first place instead of more Arm launchers and magazine space
They're for shooting at Carriers.
I mean that's what the Americans did and it worked out for them.
There is the range argument, bigger missiles can go further in theory, but in this case it didn't matter because the enemies Showed Up close enough
Faster missiles in a salvo larger than 2 are more efficient at causing damage than 2 slow anti ship missiles in a salvo of 4
It's because Wolf didn't shoot all of them at once and overwhelm the enemy defenses, and the SAMs in this game do way too much damage and ships are too fragile (as of now).
The Grozny was the early missile cruiser design and in later designs they came to the same conclusion with Kresta and Kara classes.
I guess I'm watching enough Wolfpack345 videos that I need to subscribe. Sea Power reminds me of Harpoon from the 1980s, but with all the expected graphical upgrades. SP is a very pretty game.
(7:00) Nice lens flare.
(17:20) I believe that "missile spam" was (and maybe still is) Russian doctrine when trying to hit NATO ships with lots of missile-defense.
Worth noting that a US Standard surface to air missile has approximately as much warhead as a 16" HE shell has filler, plus unburned fuel (which is basically napalm)
Thats still far from enough to sink a 3 n a half ton Krivak from an airburst off its bow
@@KcTriesUSS New Jersey vs the Nowaki would say otherwise as just straddling shots caused enough damage to her to be incapacitated and had to be towed. Maikaze was also outright sunk by New Jersey’s opening volley.
But that only applies if it hits in midships, and take out critical components. It's not going to cause enough damage to sink a whole frigate in an airburst detonation on it's bow.
There likely wouldn’t be unburned fuel as the solid rocket motor burns out early in flight
😂😂😂😂😂😂 you're telling me a 64kg warhead on standard missiles has the same amount of HE as 16" shell??
Yeah you're not fooling anyone buddy
Yay another Wolfpack Sea Power video!
The fact that anti air missile can be used to sink ships is awesome
Just finished watching the Cuban missile crisis video, and wolfpack uploads another video! Happy days! 😊
I think that Soviet naval doctrine was to attack with force while still having the element of surprise. In other words, I think that they believed that once a hostile contact was in range they would fire a good size salvo of missile to try to overwhelm the ship's defenses and soften it up for follow up attacks.
Instead of popping up with the radar, you can also use the helo’s dipping sonar (above layer) to identify contacts from a safe distance.
when the SA-N-3 hits so hard, it deploys the lifeboats...
The surface missiles were more easily taken out as they stayed high for too long. Had they begun sea skimming earlier, there wouldve been a much greater chance of them getting through.
I noticed that the AI in this game seems to be extremely conservative with their missiles. Seems like they just try to shoot down your missiles without shooting at your ships. Other creator's videos show the same as well.
They are still tweaking the ai to be super aggressive
Might wanna keep an eye on that Krivak in case he goes and makes a run for it to Leningrad. 🤣
Wow, that was a duel. Very intense, well done.
First time I noticed how beautiful the clouds are in this game.
I feel like you should have launched a mix of small and large missiles, forcing the AI to select what it stops, hopefully allowing the big missiles to get through
The missile knows where it is at all times.
this went the opposite of when i played it. got swarmed by over a dozen harpoons and the kerch died almost immediately lol
yeah me too, they must've changed the AI to be very agressive, and in this mission you have very few missiles compared to your enemies which makes it very difficult
22:17 an absolutely gorgeous shot that was
Thanks!
I’d like to see far more wave dynamics. It seems really odd to be in the middle of an ocean and the water is calm and smooth sailing all the time. It makes the ships seem static with a bow wave animation. Seeing the ships curl up and list on serious ocean waves in weather would add a massive amount of immersion. UBoat does this fairly well.
This was the most Rule the Waves 3 missile engagement ever. The few Heavy SSM all fail and then you spam the SAMs instead.
Hi from France, keep the good work !!!
Oui!
On espère bientôt voir La Royale sur nos écrans, mais déjà un Daphné et quelques Mirage F1 suffiront à mon bonheur !!!
Hey, thanks!
Love the work you put in your videos, I was wondering if you planned on making another war on the sea series!
Wolfpack's got me so hyped for this game!
Wish the game would just drop already. Im ready to play!
Just about 3 more days to go! Hang in there, buddy!
And another one from the Wolf and the 345 crew!!
Janky damage models of missiles and ships aside, I'd love to see a proper surface attack, overwhelming the ships defenses with targets so the big ASMs can get through the defense bubble
Also something like an Alfa vs. a Carrier or Hunter Killer Group would be awesome!
i'm just here for the missile wiggle
Oddly the US warships took no real offensive action against the Soviet ships which bearing in mind the onslaught they received as somewhat unrealistic
Where exactly were the USN helos? AI needs serious work.
Seems like they the AI was never able to classify Wolf's ships as hostile, they only really fired at the missiles. Maybe the sunk Krivak was breifly identified, but then I don't know why more missiles weren't allocated or why the rest or the close-range ships weren't. Weird.
The way it hurts to watch these videos (and they're amazing videos, as always) so close to the release date. I want to play with that mission maker so bad...
Seems like they have fixed SA N-3! I have tried this scenario like 14 days ago and they have mostly splashed in water in front of target! Great news :)
I tried this mission on realism and at the ranges were i could clearly recognize them as enemies i already ate full salvo of harpoons. They also destroying my heli at a descent ranges. But here it looks so easily...
Yeah who needs SS-Ns when there are SA-Ns available 😂. Nice content man !! KEEP UP !!
Wolfpack your videos are awesome. I know you might not appreciate it, but If I could I'd curse you with a spell that makes you upload 10 sea power videos a day... all 5 hours long 🤣
10 5 hour videos? Theres only 24 hours in a day bro 😂
@@Jarhead1086 I live on Mars mate... the days are longer here!
@@fubar3886 *barks in Martian* Ak akk akkKkk!
That was exciting Wolf ! Thank You Sir !
Excellent series, enjoying it wolfpack
Isn’t storozhevoy the ship that had an uprising irl?
Yep. The real life inspiration for Hunt for Red October.
The Kara has a Variant of the Silex that can engage ships
Hey Wolfpack are u gonna do a full series when sea power fully comes out?
I remember reading in "Navy Times" back in the '80's about a number of port visits by Soviet ships. There were reciprocal visits by the ship's sailors. One of the things noticed by the American/UK side was a lack of fire fighting equipment on the Soviet ships. You can't tour an American ship without finding some kind of either a fire extinguisher or fire hose every 30 to 50 feet. I also remember a "Mingles with Jingles" story about a visit by one or more Soviet vessels to his port. The ships were in poor repair and the sailors were complaining that they had not been paid in 3 months. Jingles rounded up a bunch of his fellow sailors, had them pool some cash together, and had pizzas delivered to the Soviet sailors. That's diplomacy.
You should try and recreate the Storozhevoy mutiny, I think it could be a challenging mission to play.
Hi Wolfpack. When will you do the Japanese campaign of Defense of the East mod?
Honestly how cool would a mission that would use all 4 Iowa battleships for a major assault be?
Those SS-N-14B are anti-surface weapons too, or at least they are supposed to be. Interesting to see the dual-purpose missiles outperforming the dedicated anti-shipping missiles though. Good stuff.
I think these are the earlier version and were only an ASW weapon. The unit reference page said ASW with no secondary engagement mode.
@Wolfpack345 Aye probably a typo and meant an earlier type, the 14 and 14A were the usual ASW types but the 14B used a shaped charge warhead specifically for antishipping purposes. I'm still amazed at how effective those SAMs were though with those comparatively small warheads.
Hey Wolf, do you think you’ll make videos on how to play the game when it releases on the 12?
Yeah the AI didn't launch choppers to locate you or even blind fire harpoons in your direction which I assume is what it should do.
I'd like to see the devs add keyboard shortcuts, especially for the drawing tools, if that's not a thing yet. It seems like there's so much unnecessary clicking.
The US ships didn't put up any real counter attack - the only thing they ever did was try to shoot down the inbound. That is pretty weird.
big missiles make big targets!
Think the ss n 14 has a secondary anti surface ship role too. But those goblets rock3d!
before the game releases..IN ONLY 3 DAYS!.
hyped.
I would be happy if they put out a Falklands campaign.
Are airliners actual useable assets in this game? Could someone theoretically create a mission that puts the player in charge of the USS Vincennes, Sides, and Elmer Montgomery during the engagement that led to the shootdown of Iran Air 655? It would be interesting to see how many people make the same decisions as the crew of the Vincennes in that situation.
Yes, that is entirely possible to do.
It might be tricky to replicate the Aegis identifier re-use that contributed to the confusion when the UI is much clearer here. It's not really possible to ask for the status of "TN4474" and only get "unknown, closing in" and then 5 minutes later asking again and getting "fighter, descending" referring to a completely unrelated aircraft.
I thought the Kynda class ships have eight more re-loads?
Will the game have the metric system too?
Looks like you’re having too much fun
We wanna have fun too!!!
Send out a copy
The game is quite barebones right now and considering it's a small team - it will take a while for the game to get 'there'. But I have hope that, since Microprose has a nice track record thus far, it will see Triassic through to full release.
Yeah i had to sink adams here with same missiles, took about 8.
Btw kerch has 8 sn-9s they are remotely guided and seem to pretty reliably defeat the air defenses.
Tho you only can fire 2 at a time(thats what these two rotaty antennae are for)
They are controlled via map and and via direct control
That time when sm1 didnt acquire perry when you directed it it was because it was in remote guidance. To release it just give it a waypoint through the map
As others have said, damage modelling and damage control really seems to need some work in this game. Not much point carrying large calibre anti ship missiles when even something like a Spruance can be overwhelmed pretty easily by a few surface to air missiles and sunk in minutes
Huh, the Perry didn’t start shootings harpoons back at you even when you are within line of sight? Guess the AI needs some with still.
Imagine sinking from an SM-1 that detonated above your ship 💀
You didn't turn on your radars, that's why you lost the destroyer. It couldn't see the missile.
SS-N-14 in anti-surface mode?
Could have also used your ssn 14B to engage those ships.
wait that's the frigate Tom Clancy talked about, the one that tried to defect to Sweden. Storozhevoy !!!
It wasn't trying to defect. The political officer wanted to sail from Riga to Leningrad and broadcast denunciations of the Soviet leadership for straying from Leninist principles.
What was the reason the U.S. ships didn't engage with their Harpoons?
They didn't know where I was.
The enemy doesn't seem to be shooting back very much.
Oh look a civilian airliner
"Cod 25 is still alive so far".
2 seconds later:
OH SHITLMAOOO
The sheer emotion behind that "Oh No!"
I would probably drop bouys just in case. They tend to do a good job maintaining situational awareness. 7:10
have tried this mission already four times but failed every time. even with emcon on, they start engaging me with hamrs before I get into sm4 range, and my chopper got shot down twice by an f-14 before being able to spot the targets
Can you please increase UI scalling? All UI is very small, even if watched on a TV
I wish there was a multiplayer😅
Damage spread and damage control needs alot of work. Sm1 sinks an entire ship lol.
Four days to wait on release.
Storozhevoy took one impact by a SAM and sank? That doesn't seem right.
Easy enough when the enemy don't fire at you!
"probably an airliner, we might engage" extremely Russian of you
They really need to decrease the effectiveness of SAMs vs *subsonic* ASMs, probably by changing their flight dynamics. I dunno.
… although apparently SAMs do the job just fine!
Which seems absolutely absurd, although it may be ‘realistic’…
Looks amasing
Loved it Wolfie
Great Work!
Does anyone know how much the EA price is going to be? No preorder on Steam at the moment.
great scenario