Battlecruiser Guide - Ultimate Admiral Dreadnoughts Tutorial

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  • เผยแพร่เมื่อ 22 ก.ย. 2024
  • Battlecruisers outrun what they can't outshoot, and outshoot what they can't outrun. But there's more to them.
    This video is not intended for children.
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ความคิดเห็น • 53

  • @stephengalanis
    @stephengalanis ปีที่แล้ว +44

    Historically a dead end, but in UAD, the battlecruiser hulls can go stupid fast. And... it's the apex predator. There are no ghost battles with a 38kn, 16.9" BC. And I'll happily carry only 6 guns, 3x2 ABX, to achieve that. My favourite class.

    • @Pilvenuga
      @Pilvenuga ปีที่แล้ว +10

      the british Super Battlecruiser is silly good, 49 knots + enough tonnage left over for average armor and 16 inch turrets

    • @FlotationDevice101
      @FlotationDevice101 ปีที่แล้ว +4

      High hull form BC with lowest beam & drought is stupidly fast also can get you max speed along with Aux V and Oil III for super cheap. 93% accuracy reduction for enemies means you can brawl any ships from 1km and drift on their corpses with your 100% accuracy while there is nothing they can do with their measly 0.5-5% accuracy.

    • @tortenschachtel9498
      @tortenschachtel9498 ปีที่แล้ว +2

      My 40 knot DDs have trouble catching fleeing enemies, i had to resort to 46 knot BCs and even those are not always fast enough.

    • @stephengalanis
      @stephengalanis ปีที่แล้ว

      @@tortenschachtel9498 I know. I ran into some 40kn+ AI and it's nuts. I'll make BC in the high 30s, and that'll have to do.

    • @benlex5672
      @benlex5672 ปีที่แล้ว

      TBF, when you can build a battlecruiser with more armour than enemy battleships, more speed than enemy destroyers, and more firepower than just about anything, it removes just about all problems with historical battlecruisers.

  • @jenisryung2352
    @jenisryung2352 ปีที่แล้ว +16

    The battle cruiser which you built today is so beautiful and powerful.

  • @Truex007
    @Truex007 ปีที่แล้ว +2

    Also, it's ironic that you mentioned fast battleships in the battlecruiser section, and then proceeded to go and make what is basically a fast battleship.

  • @Tiglath-Pileser3
    @Tiglath-Pileser3 ปีที่แล้ว +15

    With the modern BC hull, which you can usually get around 1920, a (relatively) cost effective battlecruiser in the 40kt speed range is absolutely possible. In fact, they tend to be my go to. I only find BBs useful in the first few engagements of a campaign. After you inflict the initial losses on the AI, they never seem to recover to the point where you see more than one or two large ships at a time. My BCs tend to handle enemy BBs without issue.
    I tend to use triple 12s in 4 turrets. AP from these do plenty of damage while the HE can handle anything else. You get the mark IV and V 12" guns long before you get higher marks of late BB caliber guns. The accuracy and volume of fire devastate the mid-late game small ship rushes that the AI is so fond of.
    So you get a ship with a broadside weight of fire comparable to BBs, with higher accuracy, higher rate of fire, and enough speed to chase down running DDs.

    • @edhikurniawan
      @edhikurniawan ปีที่แล้ว

      BB should be more accurate with hull stability. Also BB is the most cost effective if Naval Power is what you're aim to. I mean the calculation to impose a naval blockade. It requires raw tonnage which BC usually is not the best pick.
      I also a BC primary user, but two points above is why not using all BC if you want to min max your fleet.
      40Kn BC, i also build them back then LoL. Chase those puny DDs, ramming speed.

    • @NotTheBomb
      @NotTheBomb ปีที่แล้ว +1

      You basically made an Alaska Class but with one extra triple and more speed. Noice

    • @logo7289
      @logo7289 ปีที่แล้ว

      @@edhikurniawan Currently with all the world wars going on the AI is beginning to make 22kt BB's ... I'm cruising along with 30kt BC's, they's catch up but rn its the best hahaha

    • @ludwificentvr6958
      @ludwificentvr6958 ปีที่แล้ว

      For even more broadside weight you can increase the 12" to 12.5" or 12.8"usually without a penalty to the excellent base accuracy and use heavy shells. With those normally one doesnt need to fear any BB and is able to really pen even the most armoured.

  • @MegaHawk9999
    @MegaHawk9999 ปีที่แล้ว +14

    I often use BCs as my only capital ships mid to late game as I can get what I would need on a BB from a BC, while having a faster and smaller ship

  • @BrigadierBill
    @BrigadierBill ปีที่แล้ว +5

    30:00 for the most valuable tip I have heard for this entire game, and something I feel really dumb for not knowing: how to force-place turrets when the game is snapping the placement to a preset location.
    Maybe not the most important tip in retrospect, but the most meaningful.

    • @gettingby365
      @gettingby365 ปีที่แล้ว

      Yeah I used that all the time but it does make me wonder, what's the point in the hardpoints at all? I mean if you can ignore them, why have them? I have a 1906 Italian BB with 13 dual 6" secondaries to deal with the CL/CA spam I'm seeing in the Med. atm. Honestly looks ridiculous with the main guns, fore and aft towers, then 4 DDs worth of secondary turrets, then the aft main gun. It's a serious question about the hardpoints though. I wonder if at some point the ctrl key will be patched out.

  • @xxbeastmode-sh3iv
    @xxbeastmode-sh3iv ปีที่แล้ว +3

    May we all have a moment of silence for the best ship stealth has built, the Mars. Gone because of updates but never forgotten.

    • @Extracord
      @Extracord 6 หลายเดือนก่อน

      RIP BC Mars

  • @CommanderNissan
    @CommanderNissan ปีที่แล้ว +7

    Stealth:
    7.5 km, or 7500m
    “7.5m. No, wait!”

    • @advorak8529
      @advorak8529 ปีที่แล้ว +1

      “Out cutlasses and board!”

  • @Toast_Mcgee
    @Toast_Mcgee ปีที่แล้ว +8

    Still says battleship stealth, Gotta watch those titles

  • @Genmok101
    @Genmok101 2 หลายเดือนก่อน +1

    42:18 "This thing turns like a brick" Bricks can swim? Made my day 👍👏👏👏
    And thank you very much for this guide and all the details you have to think about, if you want to build a ship 👍
    Greetings from the north of Germany

  • @advorak8529
    @advorak8529 ปีที่แล้ว +1

    Couple of points:
    Personally I start with the armour, get the protection I want, so I am not just going “well, got another 200t, give it 3/10th of an inch more …” but that is my design style.
    Forced draft gives you the most exhaust in the smallest (deck) space, but balanced is usually cheaper and weights less, if you can afford the space.
    The game does show you long-range bonuses:
    Select your ship and then move the mouse around. Watch the top of the buffs and debuffs windows to see the long range buff helping out for the distance your mouse pointer is at from your ship.
    And if you mouse over an identified enemy, you get to see angle on bow, ricochet chance, chance for side/deck hit, shell penetration h/v under these circumstances and effective armour to be penetrated h/v at the current moment.

  • @pennysteam
    @pennysteam 16 วันที่ผ่านมา

    Funnels, I lean to more but smaller,lighter in most designs so if one is hit or knocked out it does not have as much of a negative effect.

  • @TheManofthecross
    @TheManofthecross ปีที่แล้ว +3

    For batrlecrusers I tend to arm and set up mine to be the “pocket battleships” and formidable to outshoot battleships so they can dog fight the lot. Hell I even got battlecrusers to take out battleships by firepower alone. Aka jack of all trades is how I build the lot. Well I try for all of the classes so they can pull off upset kills and the whole works.

  • @jamielonsdale3018
    @jamielonsdale3018 ปีที่แล้ว

    My favourite design philosophy eith the BC1 is to build them to around 32kn, 9.2", or 12" if I'm going for a heavier build. I place a bunch of 3.1"/[45/45/42/40/40 depending on mk variance] along the beam tight to the superstructure, then narrow the beam to improve the efficiency, increase the draught to increase the range, and if there is space in my doctrine for it, give them a pair of forward firing torps either side of B turret. Weight balancing is fixed with tenths of an inch of fore/aft belt/deck armour if the value is less than 2%, and moving turrets etc is too much hassle. Adding extra armour to one end of the ship can be a very handy way to fix the offset and get an increase in protection.
    My idea with the 9" BC1 layout is to up armour the bow and always stay bow in to anything that can hurt me while I obliterate everything that can't. Then I switch to quick-fusing, high-yield HE and blow huge holes in superstructure, towers, secondaries, and turret tops if they're thin enough. If there is no backup I wait until their ability to perform fire-control is sufficiently degraded by HE, and if they somehow haven't burnt to death or taken a flooding hit to their extended sections, I close to finish with high-penetration AP designed for killing very heavily armoured cruisers from medium-range. The bonus with a 32kt ship is you can go 24kts at 2/3rds, which is the optimal engagement speed, and also happens to be the speed of a fast BB in this era. As soon as you get into optimal range for your ideal armour/firepower profile interaction with the enemy ship, you can cut a ton of speed and in turn gain a huge sailing speed bonus. Alternatively you can keep going zoom and make use of the enemies debuff due to high target speed if there are multiple credible threats which could engage you. Blap the supporting vessels that require attention from the main guns first, leaving the rest to the 3.1"/40-45s and battering the battleships. A decisive shaping operating makes it much easier to invade the enemies citadel with 9.2" AP. Never under-estimate the power of careful attrition against a battleship to facilitate a victory. Caution is advised regarding your armour profile relationship at all times.

  • @kineuhansen8629
    @kineuhansen8629 ปีที่แล้ว +5

    could use a pen tutorial like what type of shells is the best to pen cruisers special light cruises since they seem to be imune to pen

    • @Pilvenuga
      @Pilvenuga ปีที่แล้ว

      SAP/SAPBC or high pen HE deletes them easily enough

    • @CatNibbles
      @CatNibbles ปีที่แล้ว

      Usually you want to stick to one spectrum of shell type so you can have a broad range of armor schemes to pen/damage. So I'd you go for something like ballistic capped ap you usually want to stick with ballistic capped he as well so if you run into anything with a lighter or mid strength armor you can still pen and do damage without overpening since ballistic capped really is only needed against really well armored opponents. If you go sap on your AP to kill cruisers and destroyers better then going low pen he can be really useful for fire starting on armored ships. If you go high pen he and low pen ap then you're narrowing your penetration width by a lot and making both your ammos designed to take on the same opponent when that's not necessary.

    • @kermitthefrog1176
      @kermitthefrog1176 ปีที่แล้ว

      i found a way to cheese the 1940 era, there is the biggest japanese experimental ca hull, spam it absolutely full with 5 inch triple guns, maxed out reload, light shells, incemdiary HE, and since these turrets are ridiculously light, and have 7km range, max out turtlebeck armor scheme, and everything on the ship generally. if anything gets in range, it will either melt to the insane HE dpm, or just dies bc extensive fire

    • @advorak8529
      @advorak8529 ปีที่แล้ว

      … and that is when you torp spam them from just outside gun range. Fast DDs in a long line on each side, each sending 10-20 fishes from all directions.
      Or you use a long range sniper and radar and rain shells on them from 40+km away, making your deck act as a colander.

  • @marctardif9756
    @marctardif9756 ปีที่แล้ว +1

    I think the long range accuracy bonus % from Stereoscopic RFs is the increased chances to hit at maximum weapon range. The chance to hit bonus thus starts at zero % from point blank range and increases up to max range, hopefully beating the total accuracy of a Coincindence RF at some range point before max range. That's how I see it.

    • @IIIJG52
      @IIIJG52 ปีที่แล้ว +1

      That is indeed how it works. Only works if 1. you have spotting to see them, and 2. actually have long enough range. They are only really useful starting the the late 1910s i find so far.

  • @hanz5555
    @hanz5555 ปีที่แล้ว +3

    AFAIK Battlecruiser should be Battleship weaponry on smaller,faster but less protected hull.. I use them like that. If i have a BB with 16 inch guns, sh*t ton of armor and survivability i´ll made a BC with the same 16 inch guns (less of them) but with less armor and faster to escort it... I dont need BC to hunt small ships. I have my CL for that. I just want cheapper version of BB that can take on other heavy ships. But i must admit it migh be a job for heavy cruiser. I didnt see the reason to make one.yet.

    • @advorak8529
      @advorak8529 ปีที่แล้ว +1

      Ah, so you go by the Admiral Fisher method of BCs. Remove armour and maybe some barrels for the increased speed. “Speed is armour”.
      Well, to bad that a hit will easily mess up your speed … the Superb found out that some things (enemy air cover, for example) do not care that much about speed, and even in a “fair fight” a few hits can do real damage if you got armour just to trigger the shell fuses!
      Personally, I prefer the German way: you keep the BB armour, but downsize the guns for the speed gain. Not ideal, but survivability is very important as you *will* get hit. Eggshells on speed with giant hammers do not really work out all that well in my experience.

  • @kineuhansen8629
    @kineuhansen8629 ปีที่แล้ว +3

    really hate that battlecruiser hull

  • @RunicRhino22
    @RunicRhino22 ปีที่แล้ว

    For my Battlecruisers, I tend to go for armour and speed and sacrifice large guns for smaller guns (11 inch) to target CA’s or other battlecruisers with less armour.

    • @tortenschachtel9498
      @tortenschachtel9498 ปีที่แล้ว

      I prefer to do that with CAs instead. They are not as fast, but can carry up to 3x2 11'' plus some smaller stuff and still be reasonably well armored. Fighting a BB with one of them is risky, but they support your own BBs well and do some real work on cruisers. Also, given the tech tree progression the 11'' tend to be of comparable or even better range than battleship main artillery for a good while. Although in the later years 8'' spammer may be better against cruisers.

  • @Jam3sA
    @Jam3sA ปีที่แล้ว

    My view on an effective battlecruiser desgn is that it needs to outpace a heavy/armoured cruiser (depending on time period) by 2-3 knots, but have larger guns than fitted typically to said cruisers. Given you get AI cruisers with 9+ inch guns, I'd want at least 11s. Armour, again should at least match contemporary heavy/armoured cruisers.

  • @Truex007
    @Truex007 ปีที่แล้ว

    The best thing I can say about this game is read the tool tips. Just cause you watch naval historians and read naval books doesn't mean you know stuff. For instance, I had NO IDEA that each hull had a recommended speed until I watched these videos, and as a result, I was just pulling speeds out of my ass. Every day, I find out something new and go home and redesign a whole bunch of ships.

  • @ludwificentvr6958
    @ludwificentvr6958 ปีที่แล้ว

    In my experience the BC/Large cruiser hulles are good foundations if you try to win a campaign with a universal ship. I have not yet done it in v1.3 BETA as i do a normal playthrough with a somewhat balanced fleet containing all assets.
    Yet from what see available i think it is still possible with v1.3 to go the universal ship route. Basic rule of thumb, make is as fast as efficiently possible - indicated by the the jump in weight increase you notice while increasing the ship speed. Than add most accurate high caliber guns available, increase their diameter as far as no negative effect on base accuracy is shown. Next add solid tower with good +base acc, also add good rangefinder. Protection as high as possible but only as long as neither speed, guns or +acc boni are negatively effected. Usually doesnt need all def tech like barbettes/anti torp/citadell being top end. Secondaries are least important, if space allows.
    Could say realize what the germans tried with the Deutschland-class of Pocket battleships. Stronger than anything faster and faster than anything stronger. Have done walkthroughts on multiple nations and starting dates with just one such universal ship.

  • @kangraxx
    @kangraxx ปีที่แล้ว

    The barbette armor width in the turret armor section was not increased much for the second ship. Is that due to the high likelihood of plunging fire and less chance of flat hits? If that's the case then why is the belt armor so high? Just trying to understand so that I can improve my future ships...

  • @wgrundmeier
    @wgrundmeier ปีที่แล้ว +1

    What background music are you using?

  • @phelyxz
    @phelyxz ปีที่แล้ว +1

    Why is matching different calibres in the nation guns bad for accuracy?

    • @advorak8529
      @advorak8529 ปีที่แล้ว

      Shell splashes.
      Pre-Dreadnoughts were based on the following idea:
      - at close ranges, the smaller middle artillery (on each side of the ship) is fast-firing and despite lacking the Oomph of the large guns, the DPS (damage per second, as modern gamers use the term) would be larger and win out.
      At long range, you want to be able to shoot (back), or face the fate of the USS Essex[1]. So you’d have a turret at either end of the ship with long ranged and heavy guns.
      Problem: when the middle artillery opened up, it was hard to distinguish between large and middle artillery splashes - too similar in for proper detection with the eye. Hence you would have to stop the middle artillery to know these next splashes would be from the big guns. Which kind of negated much of the middle artilleries’ increased fire rate.
      But if all of them were the same calibre, they all could set for the same elevation and any big splashes would be the one single type of gun, making observation and correction easy.
      The same problem with splashes from other ships exists, too. In WWII the IJN used different colours for their largest guns so the splashes could be easier distinguished by the colour of the splash …
      [1] sailing frigate mainly armed with 40 deadly (but short barrelled and short ranged) 32 pounder carronades and 6 12 pounder cannons. Was captured using a 18 pounder cannon broadside … from outside the carronades’ range.

  • @mikelaponte2832
    @mikelaponte2832 ปีที่แล้ว

    I am in a 1910 campaign, year 1927. I can build the modern US BCs in my campaign. Money is not the problem, the 3 sliders are at maximum and I increase the size my shipyard everytime it finishes. My Naval funds in the bank are increasing by $2 billion each month. My GDP is greater than all other countries combined or very close to that. My problem is total capacity. I am always very close to maximum with new production, repairs and refits. What is the trick to increasing total shipyard capacity so I can make more of these monsters?

  • @TimSmith-vl4qk
    @TimSmith-vl4qk ปีที่แล้ว

    1895 Battleship

  • @stevequerin2504
    @stevequerin2504 ปีที่แล้ว

    AMMUNITION DESIGN
    Having Studied Real Life Military Technology History as a Personal Hobby, for my own Naval Warfare Combat Theory, I like to have "Heavy" High Explosive Shells and "Light" Armor Piercing Shells.
    ULTIMATE ADMIRAL: DREADNOUGHTS doesn't allow for such Mix Ammunition Designs.
    The "Heavy" High Explosive Shells will have different Velocity Speed, and different Trajectory Angle, than the "Light" Armor Piercing Shells.
    - - - - - - - - - -
    I have been watching "Stealth17 Gaming" UA:D Videos for almost as long as "Stealth17 Gaming" has been downloading his UA:D Videos on TH-cam (actually, around 6 Months after his first download).
    With the New Update being do recent, I can't say this; but, based on previous Versions of UA:D, both "Stealth17 Gaming" and "BrotherMunro" have had issues with HE Shells Overpenetrating AI Warships regardless of Gun Size.
    Each Custom Battle Scenario is different from each other.
    Each Campaign Game is different from each other.
    Therefore, what one can expect from the AI Warships will be different from Game to Game.
    As a New UA:D Player (I have yet to play UA:D), I would create HE Ammunition that focuses on Starting Fires and having No Armor Penetration; and, create AP Ammunition that focuses on Maximumizing Armor Penetration and having No Fire Starting Capability; then, based my Gameplay Experience, I would adjust the HE Ammunition Design and AP Ammunition Design.
    However, AP Shell, and HE Shell, Penetration and Fire Starting Capability are dependent upon your Gun Size & Gun Caliber Versus AI Warship Armor; more than, your AP Shell Design, and your HE Shell Design, versus AI Warship Type.
    Thus, I would focus on finding the Gun Sizes that work against the AI Warships before trying to perfect AP Shell Design and HE Shell Design.
    That is me.
    = = = = = = = = = =
    AP SHELL AND HE SHELL LOADOUT
    The Ratio of AP Shells to HE Shells that I would use is dependent upon the Warship Type, and the Gun Size, that I am designing.
    Even though the 1940 Battlecruiser is designed for going up against AI Battleships, that Battlecruiser (especially, in Campaign Game Scenarios) will being going up against every Warship Type at one time or another.
    The ratio of AI Battleships and AI Battlecruisers and AI Armored/Heavy Cruisers and AI Light/Protected Cruisers and AI Destroyers and AI Torpedo Boats will vary based on each AI Nation's In-Game Strategy (which varies from Campaign Game to Campaign Game).
    Therefore, I would have the Main Turret Armament AP Shell-to-HE Shell Ratio being at 50%; or, Favoring more HE Shells.
    With Custom Scenario Battles, you could create this Battlecruiser; then, pit it against a Random AI Battleship; thus, you could forego HE Shell Design altogether; if, you wish.
    I wouldn't; but, that is me.
    Within the Campaign Game, chances of this Battlecruiser Design going Mono Y Mono against an AI Battleship is very small; while, chances of going up against AI CAs and AI CLs and AI DDs and AI TBs are very high; especially, in masse.
    Having a Secondary Armament is a good idea; especially, for warding off AI DDs and AI TBs.
    With the Secondary Armament Battlecruiser Design, I would have the Secondary Armament be 100% HE Shells; or, Favoring HE Shells over AP Shells.
    AP SHELL & HE SHELL USAGE
    I prefer using HE Shells for Long Range Combat; while, using AP Shells for Short Range Combat.
    "Stealth17 Gaming" asks, "¿What is Long Range Combat?"
    All Guns have a Point Black Range and a Short Range and a Long Range and Extreme Long Range.
    Extreme Long Range is the Maximum Distance that a Gun can hit a Target; but, won't do any Significant Damage. This is typically considered as being Non-Combat Range; and, shooting at an Enemy at this range is wasting Valuable Ammunition.
    Long Range is Maximum Combat Range down to 50% Maximum Combat Range.
    Point Blank Range is from Gun Barrel Tip to some distance within which you can directly point the Gun at the Target and hit the Target.
    Short Range occupies the distance between Point Blank Range and Long Range.
    A Gun with a Maximum Combat Range of 1,000km will have a Long Range between 500km and 1,000km; while, the Short Range will be under 500km; while, Point Blank Range may max out somewhere between 50km and 100km.
    Naval Artillery Gun Maximum Combat Range is dependent upon Gun Size Barrel Caliber and Ammunition Design.

  • @davidrossi5096
    @davidrossi5096 ปีที่แล้ว

    20:13 ; Stealth17: “MY PEN** TOO GOOD”
    Shame on you sharing such filth on a platform with children present!

  • @MegaHalofan343
    @MegaHalofan343 ปีที่แล้ว +3

    I think the titel is a bit off or is it intended? @Stealth17Gaming