You ordered large caliber cannon without knowing you needed Bears to mount them. You should do the research, this game requires use of the wiki to figure out what works. The 160mm ammo is a high priority for taking out AA units. On the plus side, you really know how to pilot the razorbills with chain guns. I need to practice a lot to approach your ability. I'm learning a lot from your videos, although some of the lessons are from your mistakes. Thanks for your videos.
Having now watched (and enjoyed) all 12 of these episodes, my takeaway is this game is fun (perhaps even meditative) and the gameplay is relatively deep but also that the campaign is slow and fairly repetitive. Perhaps it's that a single strategy appears to work on all islands of a given shield strength or lower? If there were more types of islands maybe that would help: e.g. tons of anti-air but no ground defense, or cliff islands that can only be captured by airlift, or tiny islands where all the defense is ship-based, or islands that can only be captured during the night. Another option would be once you capture say 3 one-shield islands you could then "auto-resolve" further one-shield islands by sending a task force and accepting that you'll lose more forces than if you controlled it manually. That'd let the player continually focus on the most challenging islands but still be able to claim weaker islands in a time-efficient manner.
That makes sense. As much as I love the game, I think the biggest issue is that it's designed for multiplayer but most people will end up playing single player. For me there are 2 problems which, if addressed, would make the gameplay more varied: 1) It takes very long to launch aircraft. 2) The AI struggles to use most weapons. There's only one vehicle elevator and one runway, and since it takes so long to get planes in the air that imposes a very high time cost on the player for sending out a new unit. If another unit is in the pattern for landing, that more than doubles the time to get your plane or helicopter airborne. Since the AI really struggles with bombing and strafing runs when using aircraft, there's almost no point wasting time doing that. So after a while it becomes clear that manual control is far superior and you'll always want to use whatever weapon can get the most kills before having to rearm, because rearming takes so long. If the player could rearm faster, and have more options when sending the AI into combat, that would naturally lead to more varied gameplay. Having more varied island defenses would also help, but of course this would need to account for the fact that you don't start off with all weapons and vehicles.
Thanks excellent comments. I am of opinion need to experiment with single player uses on island on manual and having AI as a second/third enabler. Like to see posts of campaigns mere recently. Please and thanks
Excellent comments. If you continue to show CC2 campaign I would definitely subscribe, watch, like and comment. I cannot play my iPad or iPhone eh? Really appreciate it thanks from Canada
Most of what I know about this game is watching this series up to this episode and finishing the tutorial just minutes ago so maybe I'm missing something. However I suspect the biggest problem you've had with this island is you kept drawing overly-conservative waypoints for your scout. Its box around the island was in some areas more than 2 km off of the coast, while maintaining 1300 m altitude. That was probably the biggest factor to not being able to spot so many units and turrets. It was so far, in fact, that when you pushed the carrier closer to the island it was closer to the shore by about half a km than the scout's western patrol section.
I think that when you're getting ready to attack an island that may have turrets at the main base, it would be a good policy to saturate the base with 160mm just on the chance that there are turrets there. If you do this as a matter of course, you can avoid those nasty surprises. As to standalone turrets, is it possible that IR missiles would provide the aircraft camera with IR capability? I don't know, but possible I suppose. With that capability spotting them would be much easier.
Yeah 160mm would definitely work, only thing is the 160mm ammunition is very pricey to produce. The turrets that are easiest to miss are usually in the trees somewhere outside the base. On IR missiles that could be a good solution, I haven't experimented with it much yet
Logistics is the reason for this app. All the parts your cutting out are there for logistics and other things so that it’s possible to single player. Thanks for explaining the things and excellent service. By time management one player should be able to get ahead of the AI or keep up? You could work 2 or 3 etc.. islands. Pleasure thanks bud
CIWS has a range of 800m (you can test with your CIWS Walrus) - you should be safe flying closer with your scout, once the AA missile threat is removed. not able to play the game for a couple days, but I'd be curious what height the AI flies at during a bombing run? will it stay at 1300m when the initial point is set to that height?
I think the AI will likely drop its altitude when doing a bombing run. The bigger problem however is that the AI has very poor accuracy when it comes to dropping bombs or strafing with autocannons. In my experience it's not worth letting the AI take care of bombing, not sure if this is something that'll change with updates though.
@@ChucksIndieGalaxy my previous experience with Autocannons so far is: Albatross starts strafing at decent safish distance but uses a LOT of ammo doing so, killing the target in the process. Trying with Mantas netted poor results as they entered into AA bubbles during strafing runs. I will try to see how mantas perform with bombs (I am a very poor pilot…)
You ordered large caliber cannon without knowing you needed Bears to mount them. You should do the research, this game requires use of the wiki to figure out what works. The 160mm ammo is a high priority for taking out AA units. On the plus side, you really know how to pilot the razorbills with chain guns. I need to practice a lot to approach your ability. I'm learning a lot from your videos, although some of the lessons are from your mistakes. Thanks for your videos.
Having now watched (and enjoyed) all 12 of these episodes, my takeaway is this game is fun (perhaps even meditative) and the gameplay is relatively deep but also that the campaign is slow and fairly repetitive. Perhaps it's that a single strategy appears to work on all islands of a given shield strength or lower? If there were more types of islands maybe that would help: e.g. tons of anti-air but no ground defense, or cliff islands that can only be captured by airlift, or tiny islands where all the defense is ship-based, or islands that can only be captured during the night. Another option would be once you capture say 3 one-shield islands you could then "auto-resolve" further one-shield islands by sending a task force and accepting that you'll lose more forces than if you controlled it manually. That'd let the player continually focus on the most challenging islands but still be able to claim weaker islands in a time-efficient manner.
That makes sense. As much as I love the game, I think the biggest issue is that it's designed for multiplayer but most people will end up playing single player. For me there are 2 problems which, if addressed, would make the gameplay more varied:
1) It takes very long to launch aircraft.
2) The AI struggles to use most weapons.
There's only one vehicle elevator and one runway, and since it takes so long to get planes in the air that imposes a very high time cost on the player for sending out a new unit. If another unit is in the pattern for landing, that more than doubles the time to get your plane or helicopter airborne.
Since the AI really struggles with bombing and strafing runs when using aircraft, there's almost no point wasting time doing that. So after a while it becomes clear that manual control is far superior and you'll always want to use whatever weapon can get the most kills before having to rearm, because rearming takes so long.
If the player could rearm faster, and have more options when sending the AI into combat, that would naturally lead to more varied gameplay. Having more varied island defenses would also help, but of course this would need to account for the fact that you don't start off with all weapons and vehicles.
Thanks excellent comments. I am of opinion need to experiment with single player uses on island on manual and having AI as a second/third enabler. Like to see posts of campaigns mere recently. Please and thanks
Excellent comments. If you continue to show CC2 campaign I would definitely subscribe, watch, like and comment. I cannot play my iPad or iPhone eh? Really appreciate it thanks from Canada
"Oh no! The Ground!"
-LT. LaunchPad
8th Robo Air Wing
The flares can be used as counter measures for heat seeking missiles
Most of what I know about this game is watching this series up to this episode and finishing the tutorial just minutes ago so maybe I'm missing something. However I suspect the biggest problem you've had with this island is you kept drawing overly-conservative waypoints for your scout. Its box around the island was in some areas more than 2 km off of the coast, while maintaining 1300 m altitude. That was probably the biggest factor to not being able to spot so many units and turrets.
It was so far, in fact, that when you pushed the carrier closer to the island it was closer to the shore by about half a km than the scout's western patrol section.
I like the longer videos
I would enjoy if you did full campaigns without cuts thanks. Please do your best to do 1 island at a time but please save.
I think that when you're getting ready to attack an island that may have turrets at the main base, it would be a good policy to saturate the base with 160mm just on the chance that there are turrets there. If you do this as a matter of course, you can avoid those nasty surprises.
As to standalone turrets, is it possible that IR missiles would provide the aircraft camera with IR capability? I don't know, but possible I suppose. With that capability spotting them would be much easier.
Yeah 160mm would definitely work, only thing is the 160mm ammunition is very pricey to produce. The turrets that are easiest to miss are usually in the trees somewhere outside the base.
On IR missiles that could be a good solution, I haven't experimented with it much yet
@@ChucksIndieGalaxy Well.. as they say a hearse has no luggage rack. Can't take that ammo with you when you die.
Logistics is the reason for this app. All the parts your cutting out are there for logistics and other things so that it’s possible to single player. Thanks for explaining the things and excellent service. By time management one player should be able to get ahead of the AI or keep up? You could work 2 or 3 etc.. islands. Pleasure thanks bud
CIWS has a range of 800m (you can test with your CIWS Walrus) - you should be safe flying closer with your scout, once the AA missile threat is removed. not able to play the game for a couple days, but I'd be curious what height the AI flies at during a bombing run? will it stay at 1300m when the initial point is set to that height?
I think the AI will likely drop its altitude when doing a bombing run. The bigger problem however is that the AI has very poor accuracy when it comes to dropping bombs or strafing with autocannons.
In my experience it's not worth letting the AI take care of bombing, not sure if this is something that'll change with updates though.
@@ChucksIndieGalaxy my previous experience with Autocannons so far is: Albatross starts strafing at decent safish distance but uses a LOT of ammo doing so, killing the target in the process. Trying with Mantas netted poor results as they entered into AA bubbles during strafing runs. I will try to see how mantas perform with bombs (I am a very poor pilot…)