Yeah, the inventory changes were implemented after I did the video if I'm not mistaken (just like they added the spotter seat after I finished half of the edit) . Luckily the mechanics of the gunboats are still the same
Not to my knowledge. But I wouldn't be surprised if there's a combination of perfectly timed actions that makes you do something like that (Like the cruisecontrol trick in trucks)
I tend to pick up small amounts of components from component mines when they are not being camped and just keep the rmats in the refinery queue until I have enough rmats to make the stuff I want to make. Only issue with this is that you need keep resetting your refinery queue. Alternativly you can put rmats in a personal stockpile until you have enough but then again you need to hop on every two days to reset the expiry timer
@@FreerkHoltes I found a comp field with a cool guy running it who let me take anything the harvesters weren't getting, and I remembered about comp mines
NOTE: The warden gunboat now has the same inventory capacity as the Colonial one (i.e. 100 of all mortar shells, except for flare which is 30)
Yeah, the inventory changes were implemented after I did the video if I'm not mistaken (just like they added the spotter seat after I finished half of the edit) . Luckily the mechanics of the gunboats are still the same
Freerk used the diesel I put by the seaport in a video! What an honor
:D. Thank you for the diesel!
@@FreerkHoltes I learned a lot of my logi powers watching your videos years ago, I guess we've come full circle
Awesome exactly what we were looking for!
Happy to hear!
Colonial turret has 280° arc, Warden 360°.
That figures.
do they intentionally make one of the factions weaker or is that just a meme?
@@marinecor23 Depends who you ask, but there's a notable trend.
Didn't the colonial gunboat originally have a 40mm turret instead of a mortar?
@@jackhipp5370 One 120mm turret, one MG turret. Wardens had the same, plus an option to build one without the MG but with a second 120mm turret.
Bro collies get to have 100 ammo in their mortars while wardens only get 30 and you are saying that we have a slightly higher arc is more op
love u freerk!
*blushes
Is there a way to maintain a specific speed without accelerating or decelerating?
For example, maintaining 5kns even though the maximun is 15kns.
Not to my knowledge. But I wouldn't be surprised if there's a combination of perfectly timed actions that makes you do something like that (Like the cruisecontrol trick in trucks)
Freerk is amazing 😊
Nice to know!
Can a listning device be mounted on the gunboats?
No but you should suggest that
Can i repeiring the gun boat with hamer in the battel?
No.
Nope, I forgot to put that in, but the ONLY way to repair a gunboat now is in a shipyard
Thx for the vid
The hardest part is getting the rmats lmao those things are not easy to get solo
I tend to pick up small amounts of components from component mines when they are not being camped and just keep the rmats in the refinery queue until I have enough rmats to make the stuff I want to make. Only issue with this is that you need keep resetting your refinery queue.
Alternativly you can put rmats in a personal stockpile until you have enough but then again you need to hop on every two days to reset the expiry timer
@@FreerkHoltes I found a comp field with a cool guy running it who let me take anything the harvesters weren't getting, and I remembered about comp mines
@@saudade7842 Thta's good to hear!
so OP that I uninstalled 1 day making base 30 seconds from a boat and it is gone #($% this game