It's fun and entertaining watching you become annoyed and disgusted with the AI, expecting it to be changed when deep down, you know it's likely never going to happen. But I have to confess, I think boat crew is my new favorite game.
I don't know if you've seen it or not but there's an "Armour quality in penetration data" slider in the general settings menu. I always thought it was annoying that guns displayed penetration against 100% armour quality and we had to convert everything. Turns out, that's what the slider is for lol
That was hilarious. All those shots over and over and over and over missing. And finally one hit and *boom*. LOL. And 23 shots where you kept seeing 30/40/50% chance to hit and nothing would hit. It's as if the first gun fires, the ship starts rolling due to that kick, and every other shot goes wide instantly even if fired with a 1/2 second of the first. I think there is something off with the recoil mechanics.
Reminds me of another game, where I estimated, that missing so often with so high hit chances I was in the 1:13000 something area in how unlikely it was to miss so often with such good chances.
Congratulations Stealth on your "win." BUT....I knew you were in trouble when you made 2 decisions with your ship that could have been MAJOR mistakes. Your first was choosing 20" guns. The second was extending your barrels to the max. Both of these choices culminated into one fatal flaw for your ship....Reload time. It is withuot queestion that the 20" gun is the most destructive weapon you can place on any ship in the game. But as has been learned from past battles, the 20" armament ALREADY has an extremely long reload time in it's base form. Adding the longer barrels only increases that wait time. For this outing, your reload ability was a staggering 92.2 (or 4) seconds!!! And that includes the max auto loading upgrade! That's an eternity when being shot at!! IF I'm not mistaken, your opponent was able to fire off 4 salvos to your one. That 4:1 ratio was almost catastrophic to your cause. You're only lucky that your ship's armor was able to hold out long enough for you to get into range for a kill shot. IMO, the guns to have used for this would have been either the 17"-18" Mk 4 varients. The reasonings are legion. First off, the 17-18" guns would have saved you a FRIK ton of weight! As both guns are vastly lghter than the 20"s you used. Second, even though they are both smaller calibers than the 20's, they still hit with just about as much awesome power as your 20's. Finally, the reload times and the amount of salvos you could have sent at the enemy, would have been far better than what your 20's were able to do. Perhaps this is something you can try offline and see the results of? I don't know...just my opinion. Try it out. Have fun. See you on the waves!!
I dont think the reload time was that much of an issue considering the challenge was fire as few shots as possible, maximizing accuracy and damage per individual shot was very much the goal, even if it lead to really slow firing rates that he could potentially be killed between.
Well, and that is why the really large calibers tend to suck. The 15" got 3 salvos for each of the 20.9", at ranges where volume of fire is usually more important. The risk of losing the ship is really high when you have to sit there and tank 2 dozen full salvos while the guns reload. As funny as the sniper builds are, they are extremely situational.
Your 20,9" shells cost $ 28.500,- each. Risking a $ 6 billion ship to save on ammo cost is a very Brexit thing to do. Love it. Torpedo's seem to cost nothing ( no ammo cost listed ) but require an upfront investment as the price of the launcher increases with added torps. The price differs depending on the launcher. 18" torps (including storage racks?) would cost about the same as a shell when in single tubes ($ 25-30k) and a lot more in quintuple tubes ( $ 100-240k each torp ). Don't know if the campaign handles ammo cost for torpedo's but seeing the AI-torpedo-spammers, I think it doesn't......
definitely needs to be a toggle to allow for staggered firing instead of always requiring a full salvo to fire >< otherwise bringing back frankensteins monster ship is our only option!
Lol that's why I love really big HE shells, set the ship on fire from stem to stern with a single shot, still honestly surprised you didn't get sunk though
I'd have made a brawler and started at minimum range, and staying as close as I can. If the entire challenge is to minimize shell count used, taking the gamble to be/get close instead of running away would be a higher risk, higher reward tactic.
The most terrifying stat in the world... Modern western main battle tanks have frontal armor equivalent to over 60"... this ship couldn't pen the frontal armor of an Abram's but the Abram, which can pen over 70", can pen it!
Did you consider steering straight at the target? Limiting the amount of guns you fire while getting closer would actually be a benefit and it should limit the effects of recoil.
Im wondering if it might have been quicker if you didnt have the guns on safe for that ladt engagement as i thought one or both the other two modes allowed the guns to fire as soon as they were ready. Just with you saying why are you waiting for one gun to reload.
It's fun and entertaining watching you become annoyed and disgusted with the AI, expecting it to be changed when deep down, you know it's likely never going to happen. But I have to confess, I think boat crew is my new favorite game.
Yeah I know. It's sad.
Boat crew is boring.
@@TexasGTO well, that's your opinion man.
I don't know if you've seen it or not but there's an "Armour quality in penetration data" slider in the general settings menu. I always thought it was annoying that guns displayed penetration against 100% armour quality and we had to convert everything. Turns out, that's what the slider is for lol
Oh I had no idea that existed. Thanks!
This scenario had one of the most realistic backstories i heared
Imagine being absolutely deleted by a 20.9 inch gun
Honestly surprised you didnt max speed, armor, and have like 2 MASSIVE guns and YOLO straight at the enemy with guns turned off until point blank.
[Looks at 20.9" gun]
[Looks at 533mm torpedo]
...Hmm...
British BC One Punch Man is in flash fire (24:22)
That was hilarious. All those shots over and over and over and over missing. And finally one hit and *boom*. LOL. And 23 shots where you kept seeing 30/40/50% chance to hit and nothing would hit. It's as if the first gun fires, the ship starts rolling due to that kick, and every other shot goes wide instantly even if fired with a 1/2 second of the first. I think there is something off with the recoil mechanics.
RNJesus really gave you the middle finger with those initial accuracy rolls! That was wild.
It was interesting to see the similarities and differences of our ships, the AI definitely did you wrong with those shots!
Reminds me of another game, where I estimated, that missing so often with so high hit chances I was in the 1:13000 something area in how unlikely it was to miss so often with such good chances.
Congratulations Stealth on your "win." BUT....I knew you were in trouble when you made 2 decisions with your ship that could have been MAJOR mistakes. Your first was choosing 20" guns. The second was extending your barrels to the max. Both of these choices culminated into one fatal flaw for your ship....Reload time. It is withuot queestion that the 20" gun is the most destructive weapon you can place on any ship in the game. But as has been learned from past battles, the 20" armament ALREADY has an extremely long reload time in it's base form. Adding the longer barrels only increases that wait time. For this outing, your reload ability was a staggering 92.2 (or 4) seconds!!! And that includes the max auto loading upgrade! That's an eternity when being shot at!! IF I'm not mistaken, your opponent was able to fire off 4 salvos to your one. That 4:1 ratio was almost catastrophic to your cause. You're only lucky that your ship's armor was able to hold out long enough for you to get into range for a kill shot.
IMO, the guns to have used for this would have been either the 17"-18" Mk 4 varients. The reasonings are legion. First off, the 17-18" guns would have saved you a FRIK ton of weight! As both guns are vastly lghter than the 20"s you used. Second, even though they are both smaller calibers than the 20's, they still hit with just about as much awesome power as your 20's. Finally, the reload times and the amount of salvos you could have sent at the enemy, would have been far better than what your 20's were able to do. Perhaps this is something you can try offline and see the results of? I don't know...just my opinion. Try it out. Have fun. See you on the waves!!
I dont think the reload time was that much of an issue considering the challenge was fire as few shots as possible, maximizing accuracy and damage per individual shot was very much the goal, even if it lead to really slow firing rates that he could potentially be killed between.
Well, and that is why the really large calibers tend to suck.
The 15" got 3 salvos for each of the 20.9", at ranges where volume of fire is usually more important. The risk of losing the ship is really high when you have to sit there and tank 2 dozen full salvos while the guns reload.
As funny as the sniper builds are, they are extremely situational.
Recently had fun with the large cruiser hull.
Managed to fit 7 x 17".
😃
Imperium of Man Navy: "You heard the man. RAMMING SPEED!"
Your 20,9" shells cost $ 28.500,- each.
Risking a $ 6 billion ship to save on ammo cost is a very Brexit thing to do. Love it.
Torpedo's seem to cost nothing ( no ammo cost listed ) but require an upfront investment as the price of the launcher increases with added torps. The price differs depending on the launcher.
18" torps (including storage racks?) would cost about the same as a shell when in single tubes ($ 25-30k) and a lot more in quintuple tubes ( $ 100-240k each torp ).
Don't know if the campaign handles ammo cost for torpedo's but seeing the AI-torpedo-spammers, I think it doesn't......
definitely needs to be a toggle to allow for staggered firing instead of always requiring a full salvo to fire >< otherwise bringing back frankensteins monster ship is our only option!
Consecutive normal shells😂
As few shells as possible?...Ramming Speed!
lol lets go brandon whispers "..thats a lot of pen..." out of context
Lol that's why I love really big HE shells, set the ship on fire from stem to stern with a single shot, still honestly surprised you didn't get sunk though
This isn’t a Battle Cruiser, but an ocean going Monitor. ;)
I’ve found that increasing main deck armour is the best way to improve pitch and roll.
The Memes!! Killer Meme selection. :D
I'd have made a brawler and started at minimum range, and staying as close as I can. If the entire challenge is to minimize shell count used, taking the gamble to be/get close instead of running away would be a higher risk, higher reward tactic.
The most terrifying stat in the world... Modern western main battle tanks have frontal armor equivalent to over 60"... this ship couldn't pen the frontal armor of an Abram's but the Abram, which can pen over 70", can pen it!
Doesn't *really* matter when the Abrams has been bodily hurled twenty feet into the air from a frontal impact though. Gonna ARMA physics that shit XD
Coulndt you do like a shared design that everyone usese as enemy? So you could also do the repeat battle with the same ship
Yes I could have done that
its a shame we dont get the philadelphia experiment since the ai is getting the superior klingon cloaking device
Did you consider steering straight at the target? Limiting the amount of guns you fire while getting closer would actually be a benefit and it should limit the effects of recoil.
Im wondering if it might have been quicker if you didnt have the guns on safe for that ladt engagement as i thought one or both the other two modes allowed the guns to fire as soon as they were ready. Just with you saying why are you waiting for one gun to reload.
I think you reduced your accuracy, because of the draft, that gives you a accuracy penalty at cruising speed... And you sailed at cruising speed
Nope. Just look at the footage. 16:22 is before any damage is taken. Own Cruise Speed: +33.7% accuracy.
I do have one that has 20.9 inch guns in camp
Men in black moment 24:29
This is exactly why ive uninstalled the game. Id constantly get 50% - 80% accuracy and all of my shells would wiff.
HOOD has left the chat... lol
Holy hell what you built was a fast Yamato lol
I hate to say it stealth but you make some really questionable ships lol, 4 single barrels and expecting to hit often. You need more barrels man.
I don't expect to hit often. I need to hit once, maybe twice.
Is anyone able to send these in? Cause in my campaign as the RN I think I’ve made a decent cruiser
Just wondering where we can find the results for everyone is at or how to access it
More boat crew please!
Coming Wednesday
Penus yay 4 th comment