Комментарии:
I guess I'm gonna spam the production menu with same ships, but different purposes instead of putting all modules for a specific task in one thing
Still gets an 11k Production Cost on an Imperial carrier which will take a year to make one
"Za fak?"
Swears in German
I've heard an LC stacked with spotting planes and stripped downed to max speed is the best for patrols. Against the AI, this seemed to be true. Any comment?
ОтветитьWait I'm still confused....
I tried to upgrade old British DD, lets say the ABCD Class.... I try to update the old design, but when I tried to save it, it became a new template of ship design (its called 1940 DD Hull II) , rather than updating the old ABCD.
Still trying my best to understand the mechanism tho..Please help
Wow just when I thought I was getti g competent at this game....
ОтветитьYou can spam out naval experience by doing some naval training as long as you have the oil
ОтветитьI always load my BC’s down with AA with maybe 1 to 2 to maxed guns. They need the extra Gun range to be good raiders, and the AA Is extremely important Incase you get hunted by a Carrier. They’re a main stay of my German Raider fleet that an the panzerschiff also the added gun range helps with fighting off heavy cruisers and other BCs, otherwise the lvl 1 guns would be sufficient to deal with the light cruisers I just like my BC and Panzerschiff to be able to fight like a cornered dog. Battleships I usually try and go all out.
What’s your opinion on building lightly armed but massed produced cruisers? For a country like Germany I think building ships with only 1 main gun either light or medium, backed with a minimum AA, torp, is maybe a viable option. Atleast until sufficient numbers of them have been built. Maybe even doing a DD version. Just to soak up the fire, and give cheap capitals. I’m not sure if they’d be good surface raiders, but I’m thinking they’re be decent fleets in being, or just decent ships of the line. Think about it, let’s say you have 500 medium gun attack, on 25 ships you could easily dwendle that down but 500 medium on 50 ships you’d have to take down twice as many. The only problem is if they’d be cost effective, as. They’re still relatively costly. But that’s just a random number because 25 heavy cruisers is a fuck ton for 1 fleet.
How many turrets can you put on your super grave battleship
ОтветитьMeanwhile I'm just sitting here like bro how the fuck do I make my guys attack
ОтветитьIn all honesty. Most of your builds are.. kind of bad.
But for 1 reason. There is really no point in building ANY lighter ship in the game (Or heavy for that matter, your just going to have to refit them)
Before you have Dual Purpose Battaries. After that a DP-DD Gun is basically a much better option for AA then anything else. You can make DD's with 1/2 the AA of a full out AA cruiser at 20-25% the cost. And you can get AA cruisers up to AA so high they can basically deck wipe most CV's by themselves.
This is Some Advice to hide from the public and use it to destroy Britain and France 🔥🇬🇧🔥🇫🇷🔥🇷🇺🔥. 👑🇩🇪👑🇦🇹👑🇹🇷👑
ОтветитьDD=Destroyer
CL=Light Cruiser
CA=Heavy Cruiser
BC=Battlecruiser
BB=Battleship
SHBB=Super Heavy Battleship
CVE=Escort Carrier
CV=Aircraft Carrier
Is this video still valid? I noticed how you only had lv 2 AA guns and with all the nerfs... naval warfare help
ОтветитьDunno if you know, but the code for submarines is SS.
ОтветитьGreat stuff! It really helped a lot. One question, you always use level II hulls in your video.
Should I upgrade to level IV hull when I have the tech?
Submarine Template: 2 level two torpedo tubes and 1 level two engine
Destroyer Template: 1 level two sonar, 1 level two aa, 1 level two battery, 2 level two torpedoes, 1 level one depth charge, 1 level two engine
Light Cruisers: 4 level two batteries, 2 level two aa, 1 level two armor, 1 level one engine, 1 level one secondary battery, 1 fire control system
AA Light Cruisers: 1 level one armor, 5 level two aa, 1 level two battery, 1 fire control system, 1 level one engine, 1 level two secondary battery,
Heavy Cruisers: 1 level three armor, 1 level two secondary battery, 1 level one engine, 1 fire control system, 2 level one aa, 3 level two batteries, 1 level two catapult
Battlecrusier: 3 level one heavy batteries, 1 level one catapult, 1 level one aa, 1 fire control system, 1 level one engine, 1 level one secondary battery, 1 level two armor
Battleships: 3 level two heavy batteries, 1 level two catapult, 2 level two anti-aircraft, 1 fire control system, 1 level one engine, 1 level two secondary battery, 1 level two armor
Main Aircraft Carrier: 3 open hangar decks, 1 level two aa, 1 level two engine, 1 level two secondary battery
Escort Carrier: Same as main, but 2 less deckspace
Just wanted to point out something about the Fire Control Radars. The basic FC's don't add anything to LC's or DD's but the higher levels do give bonuses to AA and higher bonuses to light attack. It might not be much, especially at the earlier stages of FC, but later on the bonuses really do add up. Just means that for every X number of your Atlanta class you can remove 1 from the Fleet and still have the same AA power. Used X, just cause I don't have the game open to actually do the math. (and I'm lazy) :)
Does it make that much difference? Maybe, maybe not. Depends on the player. It would allow you to put out more taskforces with the same stats since you need less of a given type of ship. Or, for people that, for one reason or another, have to build smaller taskforces and still achieve the same results. Afterall, Putting FC on 10 Atlanta's is cheaper than building that 11th one (I think?!) if you achieve the same results. Again though, that is only for the higher tier FC's. The base FC just sucks.
How can you het 3 lvl 2 med battery s for CAs?
ОтветитьI have always had tons of confusion with naval stuff in this game. Plus I'll admit I am a little irked hulls can't upgrade, I understand why, still annoying imo
ОтветитьHey Dustin one question if you can help me. These templates can be used until the endgame? Or rather change it according to the time and new tech? Thanks man, your videos helped me a lot.
ОтветитьI want you to explain every single thing on the ships please. I need to know what works for good ship design. So please, TAKE A FREAKING HOUR!
ОтветитьWhat about radar??? Which ships is it worth putting it on?
ОтветитьI like having the plane catapults on light cruisers because I use them in my patrol task forces. I don’t want them to directly engage anything, I want them to tell my strike fleets where to strike. If the extra spotting range keeps them out of harm’s way, that’s what I want.
ОтветитьHow do make Tier 3 Light Cruisers? I can make a variant of a heavy cruiser with light weapons, but it is still classified as a capital ship.
Ответитьare these ship designs just good for multiplayer?
ОтветитьDo you have to have 4 different specializations of the same ship? Or can you just have one specialization that fits most situations?
Ответитьanyone else see that most of these ships are extremely slow compared to their irl counterparts. The cleveland he has designed is 26 kn while irl the top speed for the cleveland was 32.5 kn. Just something to think about. Oh also the yamato or in other words super heavy battleship had a speed of 27 kn irl
ОтветитьDual secondary is better than aa
ОтветитьInstruction unclear, turned submarine hull to super heavy battleship.
ОтветитьIs speed somthing to go for I constructed a BC that has 3×level 2 heavy batteries rest 1944 tech, 2 dp batteries rest AA that goas 38.7 kn with the uk and the "Sun never sets" focuse I could ajust it a bit added tier 4 guns and got it to 39.9 kn
Is that even neccesary or useful ?
By the way the basic form can take out everything exept for BB's with tier 3 armor and SHBB's but ypu don't see thes in SP
I know this is a really late comment, but would these ships work for any of the major naval powers?
ОтветитьEscort carriers weren’t really supposed to fight. They were made to hunt subs, support naval landings and ferry planes
ОтветитьWhy does your AA Cruiser have no Radar? Shouldn‘t it have Radar?
ОтветитьWhat dose the symbols mean on the ship designers?
ОтветитьUuuuh
ОтветитьIt’s not that I completely disagree with the designs, but I think some improvements have to be made. Forts is the speed of every ship. From my experience speed matters a lot in combat, for example the whole retreating speed of the fleet, the interception speed of the fleet etc. You won’t get anywhere with a ship that’s 25 knots. The second thing is that I really don’t recommend task specified ships, instead I’d rather prefer all rounded ships. This make your fleet very flexible and you can easily substitute other ships into your fleet without really caring much about the roles of the ships. For example a standard 1936 light cruiser hull I go for is 3 level 2 batteries, 1 level 1 torpedo and 2 level 2 AA, a level 0/1 fire control, level 2 engine and a level 1 armor. This makes the ship at a sturdy 34 knots, and can really participate in any roles. It can be a destroyer leader, it can do fleet escort, it’s basically suitable for everything. Also it’s rather cheap sitting at just over 4000 cost. Now you won’t have to make different kinds of ships and messing around with all the classification and stuff
ОтветитьIn my experience I design "majority equipment destroyer" - like Torpedo attack destroyer ( 1936 hull with 3 torpedo launcher ) or Artillery attack destroyer ( light batteries to the maximum the hull can support ). They are good for their roles but give a headache when having them all grouped and needing to select specific number of those for each individual task force.
ОтветитьI know this video is pretty damn old, but the reason Fire Control did nothing for you is because that was level 0. If it is say level 1 or 2, it does increase attack.
ОтветитьCould someone teach me how to make a 1940 Battleship hull, like the Bismarck, into a battleship and not a battlecruiser?
ОтветитьHigh level fire control can reduce the amount of guns needed while not reducing its attacking potential. In effect reducing the cost of certain ship types enabling you to produce a lot more. Fire control level 3 gives a 15% boost to light and heavy attack. Thats nothing to sneeze at imo.
ОтветитьI feel like a child, who likes to ask his grandfather to tell the same stories again. I literally rised on your videos on hoi4 about year ago. After some break I rewatching good chunk of them to refresh my knowledge
ОтветитьHow did you have so much naval experience to start with?
ОтветитьI don't have these details in my game - do you use a mod? - there is no such ship designer on my game..
ОтветитьIs it worth putting on radars to ships?
ОтветитьI would like to add that dual-purpose guns are an excellent addition to any design, and also act as a superior main armament for destroyers. Light battery IV gives: 3.0 Light Attack and 2.5 Light Piercing at 175 production cost while Dual-Purpose battery gives 3.0 Light Attack, 2.0 Light Piercing AND 3.0 Anti-Air at 300 production which makes it the better option in my books. Also, if you are struggling for research, it may be a viable option to stack DP guns instead of Anti-Air.
I also don't understand why you're putting floatplanes on your heavies, they're mostly useful for spotting fleets and your heavies are most likely to be sitting in port on strike fleet duty. Even if you're adding heavies on spotting fleets you're still limited by the range of your screens, as sending unsupported heavy ships out makes them little better than torpedo bait. Also, your heavies are most likely SLOW, reducing the overall effectiveness of your spotters.
Roses are red,
Violets are blue,
I am not first
Neither are you.
[launches HOI4]
[picks UK]
[builds ships]
[war kicks in]
[plays "Pirates of the Caribbean"]
[owns German fleet]
"That was the best naval battle I've ever seen."
Since I am literally first to comment ("0 comments" while I was making this comment), I want to ask:
I saw three different access zones for convoys but I can't see them in vanilla game. Is it a part of MTG DLC?