Regarding fuel efficiency, the cruise altitude is always the 2nd highest option-you put it at cruise speed, reduce turns as much as possible, and put it at cruise altitude for the longest range.
I personally don't mind the longer form videos. I can always watch it in multiple sittings if it gets really long. It might be a good idea to edit out long periods of 'skipping time' or where nothing of note happens, like in this video where you are waiting for the T-LAM's to run out of range. I do like your refreshing take (to me) on this game, a large number of videos I have seen are made by people who don't seem to have knowledge of any of the weapons.
@@Yakovlev_Norris thank you! This is excellent feedback and I’ll try to cut out long periods of in between. I have a problem where I am filming and recording my voice as I play and because I don’t know how long some down time might between the action. I’ll try to be better at this.
@@ryu1940If you are recording your mic in a separate track from the game audio it would make for easier editing, you can cut and splice the video game image/audio to match the action, and let your talking voiceover do it's own thing instead of being locked to the moment on screen, meaning if you were mid sentence you could jump the game forward and let your VO complete the thought without having two sets of game sounds overlap. Kind of a hybrid between real-time commentary and an after the fact voiceover. When you start and when you end your recording you can also record yourself making a few transition audio sound bites like "jumping forward here" "back to the action" etc., to insert in the final video as jump cut transitions (or you could always go with the SpongeBob SquarePants "Twelllve miiinuttteess laaater" intermissions), then you will have a library to use that sounds natural in the video; you'd be shocked how much different people sound from day to day, hour to hour, is gravely in the AM, gets hoarse from talking a long time, etc. You could also run it through any standard or more advanced/new AI/ML audio filters (high-pass filter/vocal base boost, remove plosives, remove "umm"s, cut out background noise) that can give you a podcaster/TH-camr quality mic sound without having to invest in the physical gear (just fix it in post!). Or you can run it through a speech to text output before editing so you can read your commentary as a written script, and more quickly see which bits you want to keep and what is yapping, which need to be time locked to the action on the screen, and what is your Ted Talk exposition that can be cut down or moved around if needed. Or just record it straight, push the upload button and call it a day, both extremes are perfectly valid, do what you enjoy, cheers mate 🍻
Yeah that really messed me up one time when I first discovered that with the air defense bubble I drew around one of the hostile ships dropping off when the track faded. My P-3 crew did not appreciate that.
@@ryu1940 They really should change it so that if the attached contact fades, the circle/line/etc remains in the last known position and becomes dotted or something like that
26:57 I have seen other cruisers do similar things. I think when they are launching helos they will get stuck on their last navigation action until the helo launch sequence is completed. I changed formations while launching a helo and a Tico just sailed in a random direction until it finished launching.
I see a lot of "Iowa Class Battleship vs X" and ppl surprised when the battleship loses, which is weird, because it was refit to be a glass cannon, and can't defend itself vs modern weapons for shit.
I think a large part of that comes down to people both severely underestimating how powerful anti-ship missiles can be, and thinking that the Iowa's armor would be able to shrug off any and all antiship missiles.
I also had a weird experience with this one. First I tried to shoot down the recon aircraft but it had perfect countermeasures and all 8-10 SM2's I fired at it were decoyed. Then I got hit by 3 waves of P-700's at about their max range which sank New Jersey leaving me with just Yorktown but Kirov was out of anti ship missiles. I had Yorktown close in and volley off all her harpoons but none got through. So I closed in, crossed the Kirov's T and engaged her with the 5 inch guns. After a long gun battle Yorktown won but was very beat up. I never even knew the other destroyer existed as it played zero part in the combat and wasn't picked up by Yorktown or the one P3 which didn't eat a naval S300. I guess you just never know what's going to happen :)
I'm going to have to check out that F10 tip next time I play. Totally agree on the inconsistency of units of measure. I prefer nautical miles (and yards) myself, for the reasons you give. Hopefully the dev team will address that in a future release. I would say 1 Tico for 1 Kirov is slightly better than 1:1, as the Kirov class were are quire formidable ships in their own right. Plus we have/had more Ticos than the Soviets had Kirovs :)
Seems like the AI just totally bugged out at the end there, shame. Pretty sure the AI didn't fire at long range because you never radiated and the Tu-95 didn't VID you. The AI won't fire at unidentified contacts. They can't do the kind of logic that you can to fire on non identified contacts when they fit the profile of a known hostile force. Really wish the devs would make multiplayer a priority for this game, playing against an actual human would be so much more interesting.
You can actually sink both enemy ships with the TASMs in this if you use your TLAMs as decoys. I tried it once firing two TLAMs for every TASM and since they have the same top speed they'll arrive at the target simultaneously.
Using TLAM as decoy is awfully gamey…those are really expensive and there’s only a limited amount available to that fleet. You’re a pro…you know there’s no way that’s happening unless sinking that ship is a war winner!
Oh yeah I totally agree with you there but I felt like using this because I wouldn't be cruising around with the New Jersey without more TASMs over TLAMs if I was expecting a surface battle. Also, I really wanted to see how this plays out in the game because I'm always curious to see how the enemy AI would react to situations.
I'd be interested to hear your take on the actual effectiveness of modern missiles vs that much armor. Those BB's were built to shrug off an equivalent amount of explosives but fired from a gun instead of a launch rail. Looking at the sinking of the Musashi and Yamato. The amount of ordnance required to actually sink one of these ships seems to me to be way in excess of what the Kirov and/or Sov carries. Specifically armor piercing and below water line type damage. Maybe a mission kill by rendering the fire control radars and optics useless... idk. In my mind it seems that the only real option those soviet ships would have is to launch everything and hope New Jersey doesn't chose to hunt them down. Tell me why i am wrong.
What I miss is more when you were discussing the tactics of such a thing. People ask to see larger surface combat because they want to know how to manage a large number of heavy ships.
Poor Sovremeny, suffers an engineering/propulsion casualty and her buddy just leaves her bobbing in the waves at 2 knots all by her lonesome to face a hail of 16in out of the fog...
I'm curious if you can make the TLAMs inadvertently hit a ship by dumb launching them essentially like a WW2 torpedo spread. Wait, imagine the effectiveness of such an attack on a large formation of ships. Of course it depends on what altitude they fly at. Also, I'm mildly disappointed with AEGIS and somewhat questioning the effectiveness of Soviet CIWS.
i think you should check out the NTU mod, though that mod does kinda throw balancing out the window but thats i think sorta just what happened irl in the late 80s
First of all, why would he do that, what is enjoyable about playing with US ships that have technology from 1995, I know not every ships has tech from 1995 but some do and how could it be enjoyable to dominate soviet early 1980s ships which did not receive any upgrades in late 1980s due to economic situation in the USSR
Regarding fuel efficiency, the cruise altitude is always the 2nd highest option-you put it at cruise speed, reduce turns as much as possible, and put it at cruise altitude for the longest range.
Didn’t expect to see you here :D
I personally don't mind the longer form videos. I can always watch it in multiple sittings if it gets really long.
It might be a good idea to edit out long periods of 'skipping time' or where nothing of note happens, like in this video where you are waiting for the T-LAM's to run out of range.
I do like your refreshing take (to me) on this game, a large number of videos I have seen are made by people who don't seem to have knowledge of any of the weapons.
@@Yakovlev_Norris thank you! This is excellent feedback and I’ll try to cut out long periods of in between. I have a problem where I am filming and recording my voice as I play and because I don’t know how long some down time might between the action. I’ll try to be better at this.
@@ryu1940If you are recording your mic in a separate track from the game audio it would make for easier editing, you can cut and splice the video game image/audio to match the action, and let your talking voiceover do it's own thing instead of being locked to the moment on screen, meaning if you were mid sentence you could jump the game forward and let your VO complete the thought without having two sets of game sounds overlap.
Kind of a hybrid between real-time commentary and an after the fact voiceover.
When you start and when you end your recording you can also record yourself making a few transition audio sound bites like "jumping forward here" "back to the action" etc., to insert in the final video as jump cut transitions (or you could always go with the SpongeBob SquarePants "Twelllve miiinuttteess laaater" intermissions), then you will have a library to use that sounds natural in the video; you'd be shocked how much different people sound from day to day, hour to hour, is gravely in the AM, gets hoarse from talking a long time, etc.
You could also run it through any standard or more advanced/new AI/ML audio filters (high-pass filter/vocal base boost, remove plosives, remove "umm"s, cut out background noise) that can give you a podcaster/TH-camr quality mic sound without having to invest in the physical gear (just fix it in post!).
Or you can run it through a speech to text output before editing so you can read your commentary as a written script, and more quickly see which bits you want to keep and what is yapping, which need to be time locked to the action on the screen, and what is your Ted Talk exposition that can be cut down or moved around if needed.
Or just record it straight, push the upload button and call it a day, both extremes are perfectly valid, do what you enjoy, cheers mate 🍻
You can lock the circles on ships by clicking the tool on the ship in question. It will dissappear if you lose the contact, though.
Yeah that really messed me up one time when I first discovered that with the air defense bubble I drew around one of the hostile ships dropping off when the track faded. My P-3 crew did not appreciate that.
@@ryu1940 They really should change it so that if the attached contact fades, the circle/line/etc remains in the last known position and becomes dotted or something like that
26:57 I have seen other cruisers do similar things. I think when they are launching helos they will get stuck on their last navigation action until the helo launch sequence is completed. I changed formations while launching a helo and a Tico just sailed in a random direction until it finished launching.
I see a lot of "Iowa Class Battleship vs X" and ppl surprised when the battleship loses, which is weird, because it was refit to be a glass cannon, and can't defend itself vs modern weapons for shit.
oh yeah absolutely, you really cant rely on ciws to defend against missile spam, you have to have a picket intercept that stuff at range.
I think a large part of that comes down to people both severely underestimating how powerful anti-ship missiles can be, and thinking that the Iowa's armor would be able to shrug off any and all antiship missiles.
It was never meant to be a lone wolf
34:49 the game actually interrupted the T-LAM salvo to fire off the T-ASM salvo, just fyi
@@schiefer1103 Yeah I didn’t realize that til later and it’s a good thing I’ll keep in mind in the future.
I also had a weird experience with this one. First I tried to shoot down the recon aircraft but it had perfect countermeasures and all 8-10 SM2's I fired at it were decoyed. Then I got hit by 3 waves of P-700's at about their max range which sank New Jersey leaving me with just Yorktown but Kirov was out of anti ship missiles. I had Yorktown close in and volley off all her harpoons but none got through. So I closed in, crossed the Kirov's T and engaged her with the 5 inch guns. After a long gun battle Yorktown won but was very beat up. I never even knew the other destroyer existed as it played zero part in the combat and wasn't picked up by Yorktown or the one P3 which didn't eat a naval S300.
I guess you just never know what's going to happen :)
It might be because without radar emissions enemy AI can't classify you as hostile. And without that it won't fire the shipwrecks.
I was surprised the other day to discover that ctrl+clicking the map to order a sonobouy drop places a pre-designed search pattern of sonobuys.
I'm going to have to check out that F10 tip next time I play.
Totally agree on the inconsistency of units of measure. I prefer nautical miles (and yards) myself, for the reasons you give. Hopefully the dev team will address that in a future release.
I would say 1 Tico for 1 Kirov is slightly better than 1:1, as the Kirov class were are quire formidable ships in their own right. Plus we have/had more Ticos than the Soviets had Kirovs :)
Really cool content! Keep it up ^^ Just subbed
Thank you!
Seems like the AI just totally bugged out at the end there, shame. Pretty sure the AI didn't fire at long range because you never radiated and the Tu-95 didn't VID you. The AI won't fire at unidentified contacts. They can't do the kind of logic that you can to fire on non identified contacts when they fit the profile of a known hostile force. Really wish the devs would make multiplayer a priority for this game, playing against an actual human would be so much more interesting.
You can actually sink both enemy ships with the TASMs in this if you use your TLAMs as decoys. I tried it once firing two TLAMs for every TASM and since they have the same top speed they'll arrive at the target simultaneously.
Using TLAM as decoy is awfully gamey…those are really expensive and there’s only a limited amount available to that fleet. You’re a pro…you know there’s no way that’s happening unless sinking that ship is a war winner!
Oh yeah I totally agree with you there but I felt like using this because I wouldn't be cruising around with the New Jersey without more TASMs over TLAMs if I was expecting a surface battle. Also, I really wanted to see how this plays out in the game because I'm always curious to see how the enemy AI would react to situations.
I'd be interested to hear your take on the actual effectiveness of modern missiles vs that much armor. Those BB's were built to shrug off an equivalent amount of explosives but fired from a gun instead of a launch rail. Looking at the sinking of the Musashi and Yamato. The amount of ordnance required to actually sink one of these ships seems to me to be way in excess of what the Kirov and/or Sov carries. Specifically armor piercing and below water line type damage. Maybe a mission kill by rendering the fire control radars and optics useless... idk. In my mind it seems that the only real option those soviet ships would have is to launch everything and hope New Jersey doesn't chose to hunt them down. Tell me why i am wrong.
One thing i’d be curious about is whether you can use the TLAM’s against a stationary ship like Sovremeny
What I miss is more when you were discussing the tactics of such a thing. People ask to see larger surface combat because they want to know how to manage a large number of heavy ships.
They could draw weapon range circles after the unit is recognised, just like Command has.
I assume that the bear sees you but cant id you as hostile due to emcon, a little disapointing for the ai but its kindve a difficult balance to strike
Poor Sovremeny, suffers an engineering/propulsion casualty and her buddy just leaves her bobbing in the waves at 2 knots all by her lonesome to face a hail of 16in out of the fog...
I'm curious if you can make the TLAMs inadvertently hit a ship by dumb launching them essentially like a WW2 torpedo spread. Wait, imagine the effectiveness of such an attack on a large formation of ships. Of course it depends on what altitude they fly at.
Also, I'm mildly disappointed with AEGIS and somewhat questioning the effectiveness of Soviet CIWS.
Cheers 🫡
Thank you!
I think if you shot down the helos you might have not been fired at. The AI is not smart enough to consider your contacts hostile based on that.
The last thing you want to see coming over the horizon is an Iowa class.
SM2-MR is more accurate than this game models for them.
contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact contact
basically my biggest pet peeve with the game atm
You forgot 'track track' 😂
i think you should check out the NTU mod, though that mod does kinda throw balancing out the window but thats i think sorta just what happened irl in the late 80s
First of all, why would he do that, what is enjoyable about playing with US ships that have technology from 1995, I know not every ships has tech from 1995 but some do and how could it be enjoyable to dominate soviet early 1980s ships which did not receive any upgrades in late 1980s due to economic situation in the USSR
-What kind of music are you in?
- Contact core.
ConConCon
ContacCon...
*build up*
Contact drop