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RESEARCH NOBODY DOES! And THIS Is Why 

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14 фев 2023

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Комментарии : 548   
@triersero2763
@triersero2763 Год назад
Fuel silos used to not take up building slots. They were like infrastructure, you could build fixed amount per state but they changed it and now I rarely build them.
@johngalt5166
@johngalt5166 Год назад
If they changed it back I would absolutely build them, even if they were like 2x as expensive as they are now. I want to play tall darn it!
@dreadbow2946
@dreadbow2946 Год назад
I make them to help keep extra fuel for tank spam
@TruePolishGuy
@TruePolishGuy Год назад
Really? Shame isn't still a thing
@johngalt5166
@johngalt5166 Год назад
@@maciejl20 sorry I’m not a coder nor do I want to open my HOI4 files and break my game😬
@NeoRageXYZ
@NeoRageXYZ Год назад
But then it is too op
@necromancer803
@necromancer803 Год назад
So you want to tell, that a WW1-style, 3 turret supertank doesn't worth it? Impossible
@typhoon0425
@typhoon0425 Год назад
Don't give Hobart any ideas lol
@jimtalbott9535
@jimtalbott9535 Год назад
IMPOSSIBRUUU!
@HerrLindstrom
@HerrLindstrom Год назад
The absurdity. The T-35 is the supreme example of proficient reliable engineering and ingenuity. Why have 5 tanks with one turret when you can have 1 tank with 5 turrets!?
@WILLIAN_1424
@WILLIAN_1424 Год назад
@@HerrLindstrom they should have made the tank even bigger, so they could have 5 commanders too. Also, change the name to Super TOG Eeit: and one turret should have a flamethrower, because hoi
@alexturnbackthearmy1907
@alexturnbackthearmy1907 Год назад
@@HerrLindstrom You dont get actually more then 1 turret in hoi. Secondary stats are complete crap.
@TSSmith
@TSSmith Год назад
Realistically the rockets for tanks shouldn't be the turret, as for example the shermans with rockets had an array on top, so it would make most sense for it to be a module that gives a reliability debuff and some breakthrough and soft attack
@arielbemeliahu8619
@arielbemeliahu8619 Год назад
It did make the gun unqble to operate so maybe thats why they did that ingame
@alistairsmith4297
@alistairsmith4297 Год назад
@@arielbemeliahu8619 in later versions the gun was entirely functional.
@arielbemeliahu8619
@arielbemeliahu8619 Год назад
@@alistairsmith4297 really? The only one I know of is calliope.
@attanathos8408
@attanathos8408 Год назад
@@arielbemeliahu8619 yes, and Calliope was modiefied by its crews to allow the use of the gun and the rocket launcher. A good example of: "why not both?" :)
@arielbemeliahu8619
@arielbemeliahu8619 Год назад
@@attanathos8408 Well I guess its like its 2 different roles and the cannon becomes more of a secondary armament so it changes the role of the tank a bit to rocket arty? But that might be me just talmuding or something idk.
@lecoutcritique8854
@lecoutcritique8854 Год назад
I love how much of the "nobody uses it" comes down to "the AI is so bad and ill-equiped to deal with players that they either have already won or already lost by the time you could even think of making these". Kind of like Civ's many renaissance+ techs (if you are slow playing)
@jonsouth1545
@jonsouth1545 Год назад
Floating Harbours are amazing It means you don't need to take ports on day one. It's great for doing an amphibious landing on Japan or a well-defended UK. That 30-days is usually enough time to build a basic port in captured territory and ferry in reinforcements if for some reason you fail to capture a port on day 1 (this can also be a deliberate tactic as it gives you the ability to invade a place away from the ports where you are not expected super effective against Germany as Germany not only needs to Garrison the ports but defend the entire coastline of Europe which is so much harder). They are the difference between a failed invasion and losing a bunch of divisions and a tough invasion that eventually breaks through. If you come against a Japan or UK player who has a functional home Army then this is a must for any hope of a successful invasion While against Germany now they have to actively defend every coastal tile in Europe regardless of the presence of a port nearby.
@youtuberobbedmeofmyname
@youtuberobbedmeofmyname Год назад
Floating Harbours make sense invading Africa, China late game, and the Far East as well as Libya if no ports exist.
@therealgaben5527
@therealgaben5527 Год назад
@@youtuberobbedmeofmyname I know a lot of players who just put troops on ports and no where else so against them it can be pretty good. Also it allows you to put more troops in a area
@Zack_Wester
@Zack_Wester Год назад
@@youtuberobbedmeofmyname and it let you starve the port authority garrison whit out having to pry them out of every single shipping container just ignore them and park your army in every single nearby fast food joint because you got portable ports next to there port delivering lunch. where by before you only hope was to get the port authority garrison out of the port before your army ran out of Lunchboxes. and if 30 days is not enough just do a second naval invasion somewhere closely to get a second flooting harbor when the first one collapses). that said I do wish you could press a bottom to automatically replace the first one when it runs out and maybe even have it so that if the game notis that you have serious supplies issues by not enough ports and you got lots of flooting harbor it would place more along the coast you captured. and maybe a function that you can use a disision or something to turn a flooting port into a permanent one (for some kind of cost) at the expense of using up let say 3 extra flooting ports.
@RaedwaldBretwalda
@RaedwaldBretwalda Год назад
When I have floating harbours, I naval invade against a port and use the floating harbours to invade the adjacent regions. If the adjacent invaders get ashore the can help capture the port from a landers direction without too much fear of getting out of supply.
@andrewwaldschmitt4757
@andrewwaldschmitt4757 Год назад
I use them all the time as Japan to make sure my initial attacks into southern China go well. Keeping a handful of marine divisions alive is hard enough already, and you do not need to place more than one naval factory on them to have enough to go through with it. They remain useful even in Indonesia while taking over puppets, as supply lines there suck. All that said, I only really ever use about a dozen of them in a game, so they are one of those things I can easily see people doing without, especially as the tech is kind of a pain to grab if naval invasions are not required for your country.
@Patriot3791
@Patriot3791 Год назад
In your scenario, of using the floating harbor, you still had supply problems because you had no supply route through the Danish Belts.
@tunganhnguyen909
@tunganhnguyen909 Год назад
How can you provid a supply route? Would a port in northern Germany not do it?
@Patriot3791
@Patriot3791 Год назад
@@tunganhnguyen909 you’d think, but I think it’s a new bug. It happened to me yesterday. No matter if I blocked the zone off or not.
@melfice999
@melfice999 Год назад
​@@tunganhnguyen909 Sea supply's pathfinding, as well as Naval trade route pathfinding is a weird thing indeed. It has some magical moments and wonderful paths it may want to take.
@t2force212
@t2force212 Год назад
He was also naval mining the sea region with his only open sea ports and was out of fuel. Not sure if either of those affect supply delivery I would have to test it but it would make sens3 if they do
@Elenrai
@Elenrai 9 месяцев назад
​@@melfice999😂 I once helped win a game as axis because the soviet supply officers ate too much glue, I had 14 bulgarian mech LARPing seelow heights, dday is popping off, we are on the verge of defeat, and the entire supply just....vanishes...we have no idea where it went, and then the soviets got rolled back, and the worst thing is; none of us quite understand why
@Uraniu-qc9sg
@Uraniu-qc9sg Год назад
The purpose of the floating harbor is to buy time to build a level one harbor. It's very useful when you are in trouble with taking those existing harbors.
@lostsapphire4971
@lostsapphire4971 Год назад
Floating harbors are actually useful and I highly recommend to split one or two dockyards to build some if you're planning for future naval invasions.
@M_Mitz
@M_Mitz Год назад
I agree I think he was too harsh and didn’t use the floating harbor properly in an actual naval invasion against divisions
@tbeller80
@tbeller80 Год назад
The funny thing about building them is just one factory is usually enough to build the number that you'll need for the rest of the war
@lostsapphire4971
@lostsapphire4971 Год назад
@@tbeller80 quite funny thing is that these harbors exist whenever you commence a successful naval invasion order, so doing dramatic Operation Sealion on every single UK's coastal province is actually quite effective imo.
@DarkSnake49542
@DarkSnake49542 Год назад
He's not harsh, just doing generalities! Look the video's title! Did he do a survey with every hoi4 player or just what he believes to be true based on his MP games? (when every paradox survey point the fact that most player do single only, but the game balancing is done for MP only... While MP players use mods doing balancing for themselves to prevent MP abuses, since they don't want to spend their time policing every player because for example, they did antitank before a certain time, making Germany's blitzkrieg useless)
@deeznoots6241
@deeznoots6241 2 месяца назад
@@tbeller80its funny how cheap they are when in reality the two mulberry harbours took a massive amount of production to build, they were practically a mega project just for D-day
@gfdx3214
@gfdx3214 Год назад
Object 1: Fuel silos can be handy depending on how easily you can get new oil. Allied nations usually generate enough of their own fuel, or have secured shipping to get more elsewhere. But if your country has issues getting more quickly (average non-cheese runs of Germany Italy or Japan for example) it COULD be worthwhile (but I understand why most don't)
@Kandall05161
@Kandall05161 Год назад
I could be wrong because I haven't heard about them in a long time, but I believe they're also (just like real life) incredibly vulnerable to enemy bombers. So you're investing nearly a military factory's worth of building into them, giving up a building slot for them, trading for extra fuel to fill them (often buying from the people that are going to be your enemies), and then devoting a massive amount of AA and fighters to protect them, when instead you could just...build a synthetic refinery. Or better yet, invade somewhere with natural oil and become impervious to enemy bombers. They have a very, very specific niche and even within that niche they struggle against better alternatives. It's also worth noting that the AI absolutely *loves* these things. If you're doing any invading chances are pretty good you'll get a few free ones anyways, which makes it even less worth it to build your own.
@bigbenhgy
@bigbenhgy Год назад
Depending on your country just 1 or 2 fuel silos can't hold enough oil for long and sacrificing a lot of building slots to have a big oil bank is just not worth it. I think once I built 3 fuel silos in every state with Germany and then from the start of the war I had enough oil for a couple years. Building refineries is a lot better.
@youtuberobbedmeofmyname
@youtuberobbedmeofmyname Год назад
Maybe useful as Italy in a historical mp since they have a HUGE fleet and no easy way to get fuel in the big war.
@melfice999
@melfice999 Год назад
@@youtuberobbedmeofmyname if you build Silos in MP and Allies spot you doing that you can loose them with few TACs targetting them. Its better to just rely on Romanian Lend Lease as Italy.
@youtuberobbedmeofmyname
@youtuberobbedmeofmyname Год назад
@@melfice999 I forgot that tbh.
@walker1tnranger
@walker1tnranger Год назад
Fuel silos used to be the meta for MP Japan. Build your stockpile of fuel to like 2-3M and when you go to war with the allies you have enough to use your fleet and airforce
@Toxic_bnnuy
@Toxic_bnnuy Год назад
Rocket silo constantly pump out rockets out of thin air, like you could build a factory instead of it to make a fighter every... Month or so, or get rocket a day... Something between V2 and V3 with like 1K+ kms range would be nice tho (AND LET US NUKE SHIT WITH IT PARADOX, THE NUKE ICON BEEN HERE FOR AGES)
@AmericanCaesarian
@AmericanCaesarian Год назад
When general MacArthur drops an, atomic bomb
@glauberglousger6643
@glauberglousger6643 9 месяцев назад
I do find it a bit odd, but considering the tech tree goes to 1945, It sorta makes sense that only bombers can launch nukes
@AnthonyA1995
@AnthonyA1995 3 месяца назад
Rocket Silos admittedly are pretty bad, but there is a trick to using them - rocket silos can dump out their rockets VERY fast.So instead of setting them to a region then leaving them to fire at production rate, you're better to build up to the max stock of missiles at multiple bases, then unleash them all at once to overwhelm air defenses in a specific region, then once stocks have run out, hold fire and build up stocks for the next attack.
@deeznoots6241
@deeznoots6241 2 месяца назад
The rockets of the time were not big enough to carry the early atomic bombs, a theoretical nuclear rocket possible at the time would have a very low range(like 100km tops)
@pocketgroyper9301
@pocketgroyper9301 Год назад
I sometimes use naval mines when playing minor powers, the 10-13% naval supremecy they give is very helpful for getting naval invasions off against naval powers like britain/japan. They require very minimal investment, simply refit 10-20 submarines that you start with with mine laying tubes(takes like 30 days max for all of them combined). Assign them to an admiral who has the minelayer trait for extra 20% minelaying(concealment expert is also worth taking and it branches off the same trait) and have them mine key regions like the Sea of Japan, Mediterranean, Black sea, etc. On subs they are difficult to detect so they will rarely take losses, they can just do their thing all game for a small amount of fuel and can give that 10% or so supremacy that tends to be what you're lacking when you don't have a real navy, like China, Turkey, Austria Hungary etc.
@DarkSnake49542
@DarkSnake49542 Год назад
Mines are great, too bad I rarely do all the research (and I don't check the result, if some ships sank due to my mines)
@malcolmeaston5639
@malcolmeaston5639 Год назад
When I use mines, since they only "at war" deployment, I start a small war what doesn't kick off a world war and use it to mine areas that need to mined, eg Mining the Channel and North Sea, "to protect my nation from a naval invasion by "
@joku232
@joku232 Год назад
i build floating harbors when i got extra dockyards and steel and use that floating harbor invasion instead of regular naval invasion to give some leeway at start of invasion
@jonsouth1545
@jonsouth1545 Год назад
The also mean you can have a lot more freedom where you invade, as if you are invading German Occupied Europe you can literally invade in a 1000 different possible places and Germany not only has to defend all the major ports but every coastal tile as 30 days is more than enough time to build a permanent port behind your advancing ports who just caught the Germans napping by invading somewhere unexpected.
@derrickbiedermann9802
@derrickbiedermann9802 Год назад
I find mine laying subs are very useful for maintaining naval superiority on your coast lines as Germany and other middling naval powers. The reduced speed (seems) to make naval strikes against ships way better and because subs are so cheap and get as much mine laying as a destroyer with one mine rack (20% more once you get torpedo mines) you can really spam them. Add to the fact that the subs need to be actively targeted, rather than the destoryer escorts able to wait for subs to attack convoys, and I find it a good way to use my subs as I wait to get a critical mass, or make it impossible for enemy navies to reinforce or retreat from a bad naval combat (against AI. A real player will just... avoid naval mine areas or deploy like 3 mine sweepers)
@DarkHairedOne
@DarkHairedOne Год назад
Yes. All those junky early subs that Italy and Germany have are far better used to lay mines, given that their navies operate in coastal waters close by for much of the war, than for sinking convoys. For every handful you get, it often costs much of the early sub fleet to do it. Not worth, imo.
@GoodbyeBabylon
@GoodbyeBabylon Год назад
I often refit all of my T-1 Subs with mines because it's very cheap and gives the bathtubs some utility. I notice if I use my T-1 subs for anything else they just get sunk.
@sld1776
@sld1776 Год назад
I refit initial destroyers with two mine-laying racks. Give them their own admiral and set them to 'do not engage'. They rarely get targeted, and are more efficient than the subs.
@pa_alia
@pa_alia Год назад
Also as Italy in the Med I find it quite useful for the IC.
@scavenger6268
@scavenger6268 Год назад
I use it exactly as you described but for ireland since the british navy deploys their entire navy on my coast.
@FuelDropforthewin
@FuelDropforthewin Год назад
I love how pretty much every "wonder weapon" the Nazis actually proposed/developed during the war is instantly dismissed as either a meme choice, or as only viable when you have already won.
@forrestsory1893
@forrestsory1893 9 месяцев назад
That is what caused the war in Europe to end sooner. They Germans were unfocused in their approach. V1 and V2 were expensive throw away bombs. A conventional bomber could do the same thing and return for another mission. Better to build bombers. A surface to air missile battery might have been worthwhile. The Nazis built those too. But not enough to matter. Something like that on the German coast might have impacted the war. But building such a battery meant that they were admitting they lost control of the air and it might put fighter pilots out of a job. So gorieng , head of the German air force and a former fighter pilot was unenthusiastic about the project even though several B17s had been shot down. Ego and poor judgement played a role. Super tanks cost as much a 3 tiger tanks.
@Neomalthusiano
@Neomalthusiano 7 месяцев назад
@@forrestsory1893 yes, but it was more of Hitler's ego steering efforts from areas with better cost ration prospects and Germany being pressured in resources than actually lack of judgment or foresight. You can only rate results after all the research and design has been done. Science is a gamble and Germans also had their share of successes like the me 262 and the stg 44. But unfortunately for them, not even a dozen of f 22 could really make them hold for longer, much less turn the tables. The v2 was a disaster, but jet engines became a new standard after a few years.
@dannyzero692
@dannyzero692 4 месяца назад
@@forrestsory1893to be fair, everyone in the German high command and R&D was desperate. The generals don’t want to displease Hitler even with his increasingly delusional and deteriorating mind, the scientists and engineers don’t want to be conscripted into the military so they kept making up bullcrap projects like Super Heavies and early jet fighters even if they’re no where near ready for service and their reliability can only be considered uncooked meat in a fancy restaurant.
@RocketHarry865
@RocketHarry865 3 месяца назад
@@forrestsory1893 maybe make it that Rockets can get through despite the enemy air superiority, whilst bombers need effective escort to reach their targets otherwise enemy fighters just swat them down
@benlewis4241
@benlewis4241 Месяц назад
@@forrestsory1893 The "Baby Blitz" with bombers of 1943 had horrible casualty rates, so going disposable actually was not a bad deal. The real failure was using the conventional bombers, V1 and V2 in waves rather than all at the same time, as the UK was able to adapt to each threat. That all said strategic bombing outside the harassment value was suboptimal in WW2, all these resources would have been far better used on the Russian front or gaining air superiority in the Med.
@melfice999
@melfice999 Год назад
Of note is, that Russian Empire in game, can get -20% cost reduction on Super Heavies. that I think stacks with the merge plants decision for -3% armor cost reduction, for total of 23% cheaper SH tanks. Viable? Definitely Not. But it is a meme you can do if you rush through the required focuses and cheese the civil war to win as fast as possible and research cycle to get them in time for you to actually start to produce Something.
@qsal305
@qsal305 Год назад
Who is the girl in your pfp ?
@maxwhite4177
@maxwhite4177 Год назад
Papal Italy gets an even bigger one.
@melfice999
@melfice999 Год назад
@@qsal305 Tanya from Youjo Senki.
@qsal305
@qsal305 Год назад
@@melfice999 That's what I guessed . It is a cute picture, could you send it to me ?
@pixelydaddyo2127
@pixelydaddyo2127 Год назад
I did that strat first successful run of the Empire and really the only downside you run into is just keeping them supplied. Russian production can produce more than you’ll ever need, and they rip through German lines, but the steppes aren’t friendly to them
@frozenflame5858
@frozenflame5858 Год назад
I always build 2 super heavy battleships when I play Japan, because they did irl. 🤷🏻‍♂️ I also build floating harbors sometimes when I know I’m about to do some big naval invades and have some extra dockyards with nothing better to use them on. The rest of the examples in your video I never build though.
@SouthParkCows88
@SouthParkCows88 Год назад
I build one as Germany and make it the Joy of the fleet....she always rekts.
@thespiritphoenix3798
@thespiritphoenix3798 Год назад
I occasionaly do the same as the UK but most of the time I try to make the G3 or Incomparable class Battlecruisers.
@waterking1013
@waterking1013 3 месяца назад
Doesnt japan have afocus that starts them off partially built
@TheArklyte
@TheArklyte Год назад
The part that I like is that Rt56 does develop those techs further. It allows to develop ballistic missiles to true ICBMs, it develops superheavy tanks into one of the two ways you can get MBTs with final one being basically a mix of MBT-70 and Chieftain, it adds ability to mix superheavy battleship hull with nuclear powered capital ships propulsion and battleship missile silo projects like "missile Iowa" and so on. Basically it loops into semi-useful territory in the late game IF you can afford it. But such highly expensive equipment truly becomes worth it if you have national spirits that buff it. For example free range for strategic bombers for USA or CAS on steroids for Mexico.
@KingofDiamonds117
@KingofDiamonds117 Год назад
odd I haven't been able to make nuclear powered ships since the naval update. I assumed they never bothered to fix it.
@TheArklyte
@TheArklyte Год назад
@@KingofDiamonds117 have you tried designing it, it's under propulsion tab in ship designer, no?
@suxix7312
@suxix7312 Год назад
@@TheArklyte I have never seen or heard of what you are talking about?
@guncolony
@guncolony Год назад
Too bad that the game is effectively over before these late game techs can make a difference. What i find in Hoi4 is that if you can hold your defensive line, you've already won, there are so many ways to break through the enemy line such as OP tanks, paratroopers, air superiority with planes that trade 1v10 against the AI, etc
@TheArklyte
@TheArklyte Год назад
@@guncolony or allowing enemy to pocket themselves[HappyChinaPlayerNoizes]
@Tommuli_Haudankaivaja
@Tommuli_Haudankaivaja Год назад
The real problem with super-heavy battleships is that they can't really be upgraded much. 1944 battleship is whole lot cheaper and nearly on the same level.
@nikolaspinneo5066
@nikolaspinneo5066 Год назад
but you cant realistically build them until 1940 unless youre rushing tech, at least you can build sh battleships day 1 as britain or usa as long as you research the tech
@Tommuli_Haudankaivaja
@Tommuli_Haudankaivaja Год назад
@@nikolaspinneo5066 Sure, I can start bulding them early on, but they take ages to complete. I also prefer having ships with more speed than 30.
@andrewgreenwood9068
@andrewgreenwood9068 Год назад
When I build them they usually complete in mid to late 1939 at which point they will absolutely crush any opposing capital ships.
@ImperadorLucius
@ImperadorLucius Месяц назад
Super heavy tanks: "if you can aford it, you kinda won the war alread" Germany: "Are you sure about that ?"
@gyarurespecter3386
@gyarurespecter3386 Год назад
I know this is not be relevant to the vanilla meta, but if you use mods that add tech from the 50s and above like Ultimate Tech Tree, researching rockets is important because it often leads to better artillery and rocket artillery templates.
@walkingwolf01
@walkingwolf01 10 месяцев назад
It would be nice for Paradox to expand the game into more modern wars where the style of fighting was similar such as what you are saying. 😊
@iamacatperson7226
@iamacatperson7226 Месяц назад
​@@walkingwolf01sounds like a 60 dollar dlc!
@romainandrieux5948
@romainandrieux5948 Год назад
Rockets interceptor use almost no fuel at all, and can be abused on modern plane to get the wonderwaffe of Goering : 1000 kmh / 1000 km range / 90ish attack or 90 ish agility. I always use those when possible to keep my fuel to move my bizilion tanks.
@KingofDiamonds117
@KingofDiamonds117 Год назад
I remember playing as italy and I had to invest heavily into fuel silos due to a lack of fuel to trade with. Then I had to invest in rockets because I was fighting late game US and bombers were expensive. germany always stole my airports so that didn't help me either. I always invest most of my military on fighter planes so silos always made sense to me.
@MrBulldog855
@MrBulldog855 Год назад
I found super heavies on defensive units to be a viable strat. Also makes it easy cause you don't need to produce an ungodly amount of them, and your divisions can never be pushed. Kinda role playee but making an immovable iron curtain along the Russian border works quite nice.
@Notmyname1593
@Notmyname1593 Год назад
I imagine making them casemates would make them fair bit cheaper too. Especially as in this role the breakthrough isn`t a relevant stat.
@the_tactician9858
@the_tactician9858 Год назад
​@@Notmyname1593 I can remember Bokoen1 using pre-NSB heavy TD's in (some of) his infantry divisions, it worked very well in his MP game. I can imagine super heavy tanks in your infantry division could be a lot of fun, but you have to be able to afford them and at that point you may as well declare yourself the winner anyway.
@egor-grigoryev
@egor-grigoryev Год назад
I agree with almost everything voiced here, except mining. The mined sea not only gives a number of debuffs, but, it seems, quietly drowns the fleet. I have noticed many times that my armada of destroyers evaporates somewhere when operating in mined waters.
@furens-aru
@furens-aru Год назад
Fuel silos help for me, especially on JP. Just spam buy oil with like 16 civ for 2-5 days until full, then stop import.
@Arthion
@Arthion Год назад
If you take a tech you can make submarines minelay without needing a dedicated module. Secondly making dedicated minelaying subs isn't all that bad, they're a little less effective at convoy raiding but they're pretty cheap to refit anyhow if you so wish. You can even make cheap minimum cost sub 1 bathtubs. Using it on surface vessels unless they had the module from the start is a waste of a slot. Although from my understanding minelaying slows down the game by causing lag. The Rocket module on tanks confuses me though. Is it supposed to represent the Sturmtiger? Or something like the Sherman Calliope? Because most "rocket tanks" didn't have rockets as their main armament, the more crude ones essentially just being launch rails mounted on the side of the turret, they were more an additional weapon suitable for one of the module slots rather than a main gun, although probably at a cost of a hefty relibility penalty. Although maybe they would be better suited as something similar to flame tanks
@FeedbackIRL
@FeedbackIRL Год назад
Wow I didn't know that
@Zagskrag
@Zagskrag Год назад
I'm pretty sure the rocket module is meant to represent mechanized MLRS systems like the Panzerwerfer. There is also a motorized rocket artillery tech derived from trucks. For Germany that used to be called "Panzerwerfer", but when No Step Back came out, they changed it to a generic "Motorized Rocket Artillery".
@RobsRedHotSpot
@RobsRedHotSpot Год назад
2:08 I would never build new minelayers, but many starting navies have a bunch. As UK, if I take Poland's navy, I'll make a minelaying fleet with exile ships and lay mines in Shallow Seas where they are most effective. This allows me to reallocate ships to other theatres in the long run.
@efulmer8675
@efulmer8675 Год назад
1:30 It's actually worse than that because regular Infrastructure increases your fuel capacity and building up Infrastructure increases your factory construction speed in that state so while you're making a more long term investment in your factory construction speed, you're also increasing your fuel capacity and for much less construction cost.
@kindasimpson9704
@kindasimpson9704 Год назад
Naval mine is sort of okay, if you can spare some attention to do it properly, it randomly sunk ships but it’s not noticeable like naval battle results.
@TESI303
@TESI303 Год назад
I've tried mines recently. The only ships they sunk were my ships.
@romanbezvikonny2717
@romanbezvikonny2717 Год назад
Something you may want to review. Signal Companies are usually regarded as ineffective at it's best. Most of the time I see people describing SC I see them just add an SC to a division and demonstrate how it does nothing. I may be wrong, but I think they are meant to be used in conjunction with radars. If you are withing the range of a radar, SC's start making wonders. I've seen regular 7-2s winning against a force that is 2-3 times bigger in multiple games.
@RedSander_BR
@RedSander_BR Год назад
Signal companies are meant to be used with grand battleplan because they buff the planning speed, and because grand battleplan and mass assault are the worst doctrines, people tend to not use them.
@pewterschmidt23lord99
@pewterschmidt23lord99 Год назад
@@RedSander_BR yep why use battleplan or mass assault when you can make either uber doom tanks or uber doom artillery
@RedSander_BR
@RedSander_BR Год назад
@@pewterschmidt23lord99 Yeah, Battleplan is only useful during defenses where you literally can´t retreat, because if you do, you lose the entrenchment bonus, and mass assault is for supply use.
@glauberglousger956
@glauberglousger956 6 месяцев назад
​@@RedSander_BRTo be fair, grand battleplan has the potential of being the strongest due to the planning bonus Although waiting for max planning is boring, so I just ignore it unless I need to break through the Maginot for whatever reason Mass assault is, uh, well if you want pure infantry and guns, it works gloriously, but why would you choose to limit yourself like that?
@markhendrickson2610
@markhendrickson2610 Месяц назад
They are not. Use them on armored divisions to make them faster in battle (initiative). Speed kills and signal companies help in this.
@kindasimpson9704
@kindasimpson9704 Год назад
About late games, to some countries it will be a new start after WW2, still some alternative history to explore, for example, as Soviet Union, you can experience the Cold War that breaks into WW3; as China, you just defeated Japan and unified the country, on the way to be a new super power; As Japan, you just controlled the whole Asia now you have the power to challenge the Europeans and Americans on their homeland. Late game can still be fun
@knpark2025
@knpark2025 Год назад
ngl, all of them are either niche functions, wonder weapon fever dreams, or what only winning side would do with impunity just to add salt to the injury. Those things being bad looks like an intended feature.
@justanotherdayinwherever
@justanotherdayinwherever Год назад
I've done some rocket interceptor games when I had 0 fuel because they didn't use fuel. I'm not sure if that has changed. I did it because it was a challenge to see if it would work. :)
@RedSander_BR
@RedSander_BR Год назад
Yeah, playing Japan 1945 in the endsieg mod, no access to fuel, and loads of enemy bombing, building rocket interceptors is a actual legitmate strategy.
@ninny65
@ninny65 3 месяца назад
I always build at least 4 fuel silos as Germany, cause yes, you do use up a building slot that could be a civ or mil but you're saving fuel that'll help prevent the need to trade for fuel in the future, which will save you multiple civs for other constructions. I usually play road to 56 too so building slots aren't usually an issue
@ryanmurphy1662
@ryanmurphy1662 Год назад
Only time i ever use mines is Italy - you start with like 12 minelayers and having an edge in the medi to naval invade alexandria is worth it. Pushing it on land is painful.
@SlimTheydy
@SlimTheydy Год назад
Plus if you can get docking rights from Spain or Portugal, you can turn all of Africa into the Royal navy's worst nightmare, and cut off their colonial forces
@willfischer4604
@willfischer4604 Год назад
There still a lot of work to do in other parts of the game, but I think a lot of these techs would benefit from Paradox making an update/DLC that adds more post-WW2 content where researching these techs will actually be relevant to the game
@barrycabbageM34
@barrycabbageM34 Год назад
I honestly do make Minelaying ships, they're great for making kill-zones and for assisting in coastal protection, just a super cheap Destroyer usually wont hinder you enough for it not to be worth it it also makes Super BB's semi-ish-kinda worthwhile since minefields slow the enemy enough to catch anything. I also use the Floating Harbor a lot, It's fuckin' useful if you're playing a nation or a style that envolves lots of Naval landings, being able to land on gibraltar and have supply for 30 days is totally worth it and lowers the bar for taking it.
@ebonheart730
@ebonheart730 Год назад
When playing Germany I usually make extremely cheap destroyers with mine layers to just mine the shit out of my coasts after taking France to make naval invasions practically impossible
@suxix7312
@suxix7312 Год назад
If you play as the USA and you have enough screen ships (100+) and carriers then I found the super heavy battle ships very effective. Also shore bombardment. They are extremely expensive tho. I will add I didn't defeat the rest of the world until 1961. The war lasted very long for me in my last play through.
@6th_Army
@6th_Army Год назад
Turns out I'm nobody.
@FeedbackIRL
@FeedbackIRL Год назад
Welcome to the 0.001%
@clayd4488
@clayd4488 Год назад
You don't mine-lay to damage fleets, you mine-lay because the speed reduction to enemy allows you to grind down their fleets a lot more effectively.
@guncolony
@guncolony Год назад
One cool thing with super-heavy tanks is that you can build Heavy Tank Destroyers with the super heavy cannon which will pierce everything in the game
@polishscribe674
@polishscribe674 3 месяца назад
Considering there's only that much armor you can put on a tank until it becomes immobile/super unreliable then medium cannon does practically the same until 1943 when it's replaced with improved medium cannon.
@pasanaator9874
@pasanaator9874 Год назад
You forgot the guided anti-ship missile in the final rocketry research
@FeedbackIRL
@FeedbackIRL Год назад
That's good
@TESI303
@TESI303 Год назад
Rocket engines need some gimmick or buff. Maybe a buff when only on interception. Maybe a buff to agility when only on intercept...? Basically have your rocket interceptors be fast/agile enough to intercept the bombers but not be intercepted or engaged (or have decreased chance to) by any escort fighters - if anything like that is currently possible.
@user-jc8ox4dz6p
@user-jc8ox4dz6p Год назад
But what about using them for carrier's planes? I suppose in this case their short range doesn't matter if we use carrier planes only in naval battles
@TapdotWater
@TapdotWater Год назад
Some time relatively soon after release (like my second or third save on the game after release) I did a Communist States of America run where I rushed rocket tech as soon as possible. The beauty of rocket technology is that it gives motorized rocket artillery an incredible boost in its stats on every tier. My divisions were just 3 lines of motorized rocket artillery with a line of mechanized infantry and a full set of support units, and they demolished everything they went up against
@InfiniteDeckhand
@InfiniteDeckhand Год назад
Never stop making this videos, Dave. Because, my personal impression is that if you point out the game's flaws long enough, PDX will actually listen and do something about it. I mean, that's probably also why they are now doing monthly patches instead of waiting it out until the next DLC.
@DarkSnake49542
@DarkSnake49542 Год назад
The question is where does he get his stats? Did every player answer his survey or does he get to decide what every player (single and multi) never use? For my part, I didn't get his survey so his video is just generalities based on his few MP games, not based on players. (how many dozen of players out of thousands is this based on?) For my part, I stopped his video at fuel silo, I always build those to get a good reserve. (and because if not, I only do civil&military and rubber and shipyard, and late game, some rocket to destroy buildings at little cost since rockets are built from air and only their bad range is the default)
@shishkabob984
@shishkabob984 Месяц назад
floating harbors worked for me recently. I used them to land a bunch of medium tank divisions on Cuba as the USA, where without them I lost a bunch due to immediately running out of supply and failing to take the port
@dahakaprod6519
@dahakaprod6519 Год назад
tried playing with V1-3 rockets, even max ones do so little logistical damage it's insanely bad compared to how many building slots and research you're doing. Which is a shame, I'd enjoy a feature to basically bomb someone into submission, cripple them to the point they have to surrender
@TalonAshlar
@TalonAshlar Год назад
rocket munitions for tanks should be an extra weapon module like machine guns that still gives you a base gun as well.
@bishyaler
@bishyaler Год назад
Minelaying would be so much better if you could either do it out of war/certain warsupport/world tension
@LopsidedKitten
@LopsidedKitten Год назад
I like doing floating harbors in areas that are rough to invade, and then pushing out. I find that it gives me enough time to build a port in the area I took and bring supply in traditionally, though admittedly it's mostly good against AI that aren't doing full coastline defense and MP games where 1 port per province rules aren't in play. It can be a sneaky way to blindside someone and take resources away from another front.
@williamday9628
@williamday9628 Год назад
The floating harbour is really strong if you know an enemy has stacked divisions on a port tile, you can use marines to invade that tile, whilst using non marines with floating harbours on the adjacent tiles (which are lightly defended or empty), you can then encircle the port tile with supply. You can also stagger the floating harbour naval invasions to ensure you always have supply. Granted a bit gimmicky but definitely has potential! I really like the idea of the hot/cold acclimatization, but agree at it's current stats it's not even something you think about. It would be really cool if they made it more impactful and added tech related to it (such as winter uniforms, or desert uniforms). I know they did buff the weather effects of tiles back in No Step Back, but I still feel it's not enough, winter during Barbarossa should really have the effect of grinding any advance to a halt (having the weather impact things like diesel engines freezing as well would be cool). I think Road to 56 did have some tech such as the clothes which was cool, it also had Jungle divisions but I must confess I haven't played it in a while.
@TheJackHood
@TheJackHood Год назад
I love the aerial minelaying, esspecially if you have some obsolete aircraft doing nothing, just convert them into minelayers and use them for that
@raxsavvage
@raxsavvage 11 месяцев назад
typically in bigger nations i like to actually have a couple fuel silos never know when ya gonna spike usage suddenly and change from good to pissing out dry fast
@fireironthesecond2909
@fireironthesecond2909 11 месяцев назад
Why don’t you use those civs on buying fuel?
@HungarianPatriotGaming
@HungarianPatriotGaming Год назад
Mine laying has a niche role for nations that have a very small coastline, bordering only one seazone, and want to give an edge to their proportionately small fleet defending that zone. Retrofitting crappy old ships that would only get sunk in an engagement to be mine layers has its boons. Similarly, putting like 3 mine sweepers on a crappy old destroyer and having 8 -10 of those can clear out a sea zone very quickly - useful for axis to invade the American continent, as the AI loves to plant mines around there. As for the rocket engines, they used to have one major advantage: they consumed no fuel at all. Since BBA, they do consume some, but still very little. BBA also made them extremely useless in an actual fight, because you can't stack armor on rocket interceptors, due to the armor's additional range penalty -it can actually reduce range to 0.
@NominatusLP
@NominatusLP Год назад
I already said that in one of your videos but these explanatory videos are so helpfull, especially because im not a Hoi4 main (i mostly play EU4 and once every month or two Hoi4). so watching your videos always helps me to get better at least a little bit and another thing, you have a really relaxing voice. Strange that the V2 rockets can shoot down, this makes absolutley no sense, the allies couldnt shoot down the V2 irl. Nice video as always, greetings from germany :)
@DeathEatsCurry
@DeathEatsCurry 9 месяцев назад
Fuel silos are such a weird investment when synthetics exist.
@Redstoneghost133
@Redstoneghost133 Месяц назад
Super Battleships are honestly fantastic for naval invasion and coastal bombardment. They hit super hard and can have less troops in battle on the coast
@lucasfoldesi4265
@lucasfoldesi4265 2 месяца назад
Minelaying is amazing, helps with naval supremacy, gets you more favorable engagements due to speed limitations and can send enemy ships straight to the repai dock while they patrol
@blootheraven2396
@blootheraven2396 9 месяцев назад
1:33 Most of the time, AI mexico's opener is: Construct Fuel Silo, Import 8 oil
@PierceSexingtonIV
@PierceSexingtonIV Год назад
I got that annoying achievment about sinking the British flagship with a mine- don't diss them xD
@ryeo9907
@ryeo9907 Год назад
To be honest, I find mine layers quite potent. I recall using them as Greece against Turkey and they excelled at that.
@user-wj8hn2yk8y
@user-wj8hn2yk8y Год назад
it seems like 1100km range was implied for rocket 3, but somebody made a typo.
@blootheraven2396
@blootheraven2396 9 месяцев назад
5:50 This was because, historically, planes would intercept and shoot down rockets!
@joemcmahon206
@joemcmahon206 Год назад
I have built super heavies before, albiet in more fantasy-esque games that drag on until 44/45 and involve me fighting the entire world. They're pretty good at dislodging large stacks of infantry in plains provinces that can build up insane defense bonuses.
@cloudkelsey
@cloudkelsey Год назад
Honestly the bigger problem with module equipment is that its largely hidden in the tech interface. The research buttons need to be expanded to show what you get for each research button instead of searching through them to find what you are looking for. The research could be greatly improved by making the details more front and center.
@wojtekpolska1013
@wojtekpolska1013 27 дней назад
with fuel silo, i honestly might just built 1 or 2 of them and its more than enough for almost everything i needed. i sometimes build them, but only like 3 of them max, its more than enough for most purposes
@rkortak
@rkortak Год назад
thanks for teaching me the mine laying gives naval supremacy percantage bonus thing
@rekire___
@rekire___ Год назад
When I'm playing for the first time, I remember build super heavy tank division only and send them to the Himalayan mountain for lols and giggles.
@samh.6788
@samh.6788 Год назад
If hoi4 was more playable past 8 years ig then I could definitely see the floating harbors being used more.
@pohorex6834
@pohorex6834 Год назад
In single player when I play as an allied nation I will build mine laying subs and mine sweeping destroyers just because I’m bored, and there really isn’t much of a threat at sea
@LT_Silver
@LT_Silver Год назад
Super heavy battleships can be incredibly good if you invest research into anti air, get the anti air light cannons and have a good screening portion of the navy and they won't get damaged easily
@Vagabond820
@Vagabond820 Год назад
I agree with everything but floating harbors. Though, I do like to refit tier 1 and 2 subs as minelayers when playing the US. They get found so quickly as raiders that its a better use imho.
@doucettealexander98
@doucettealexander98 2 месяца назад
the funny thing is the US Marines Actually did the thing with the super heavy tanks. in 1957 the M103 Heavy tank entered service with the US Army and Marine Corps. the Army quickly replaced it with the M60 Tank as the benifits of incresed fuel range and relibility outweighed the firepower of it's 120mm gun. the US marines on the other hand wanted a heavy tank to land with the troops to provide fire support, bunker busting and defense from enemy armored counter attacks. Eventually though it was replaced in Marine Service by M60s as well as by 1974 there were plenty of M60s to spare and the M103s relibility issues and age were causing more problems then they were worth
@firstcynic92
@firstcynic92 8 месяцев назад
The recent patch that made it possible to have super heavies as a support company has made them worth the cost.
@raxsavvage
@raxsavvage 11 месяцев назад
super heavy battleships as naval invasion vessals are where they shine for me, but pretty much outside of stupid grind downs, cant build them fast enough to matter , but if they wind up needed, they great
@MacLachlan
@MacLachlan Год назад
Glad to see we can still intercept ICBMs like in Hoi2
@willbentley8856
@willbentley8856 Год назад
9:12 This is the thing, 90% of every game comes down to either trying to overcomme mountains or short-supply..
@TheKonkaman
@TheKonkaman Год назад
The floating harbours are good for marine minors like aus/nzl and rom
@douglasraines7987
@douglasraines7987 Год назад
Looking good with that natural burst of gray coming through.
@Wanys123
@Wanys123 11 месяцев назад
Gas Turbine engine is today used on exactly of 2 serving tanks. M1 Abrams - and the AbramsX demonstrator replaces it with diesel-electric for fuel efficiency T-80 - If it hadn't been for arctic divisions, Russia would have stepped away from gas turbine-powered T-80 to T-80UD style tank with diesel. However GT engine is solid for extreme cold enviroment. Third tank that is no longer in service and the first tank to use GT engine was Strv103. One thing that I would find interesting is alternative fuel possibility. T-80 can in crisis "run on anything that burns" - out of diesel? Slap barrel of "samohonka" into it and it will go.
@edwardbailey2570
@edwardbailey2570 11 месяцев назад
One very niche edge case for minefields? Is that it slows down the enemy trying to flee, allowing them to be chased and destroyed. So. If the enemy fleet keeps fleeing and you can't pin them down. Then bait them into attacking a small force, then send massive reinforcements, and you can kill a bunch of ships while they're trying to flee. But that basically only works if you already have naval supremacy and outnumber/overpower the enemy fleet anyway. So yeah. Most of the time it's not worth it.
@cosarciprian7187
@cosarciprian7187 Год назад
Rocket tech applies to the Rocket artillery so if you want rocket arties those bonuses are really helpful
@Svabre
@Svabre Месяц назад
Rockets 3 does nukes, but to drop nukes you still need air superiority, so if there’s one fighter there you can’t drop and it’s also bugged so you can’t do it anyway🤣
@JimboobSherwood
@JimboobSherwood Год назад
The only times I’ve ever used rockets is in my first couple of games. I wasn’t good enough to cap the allies as Germany before the US joined and so rocket 3s just bombarded the east coast lol.
@theotocard1166
@theotocard1166 Год назад
Also we need to keep in mind for fuel silos and rocket sites m, while the costs are similar to the one of a mil, in your usual game you'll often end up getting a significant construction boost for mills making them an even better option
@101jir
@101jir 5 месяцев назад
Coming back to this after a few months, played a game with Japan recently and even late game superheavy battleships are working out nicely. Look at it this way: your superheavy takes about 10% damage and takes like 6 months in dockyard (just throwing out numbers, focus on the principle). It faces either two solid, nonsuperheavy battleships on the enemy side or 3 crap ones. Of the three crap ones, chances are at least one gets sunk, and the other two will be competing for repair as they are both repairing for about the same amount of time (each) for being almost sunk. Meanwhile your ship takes no damage at all and doesn't end up in dockyard. vs two solid battleships you might take like 15% damage or so, maybe a little more if unlucky or they have carriers or something. However their battleships might take like 60%-80% damage, if they don't get sunk. They will spend about the same amount of time in dockyard as you recovering from more damage than you took. Of course, this is with the new companies system, so with naval refit and Kure set to really up the armor, you just go from battle to battle not taking damage in the first place.
@daveriddell3704
@daveriddell3704 Год назад
As Germany, I convert my old subs into minelayers and convert a few older DD’s into minesweepers.
@hatimzeineddine8723
@hatimzeineddine8723 Год назад
Aerial minesweeping is so much easier than designing a whole ass ship. Tbf it was even easier before you had to put modules on planes.
@atomicLord97
@atomicLord97 Год назад
I swear I have made a fleet of subs as Australia here recently outfitted just for mine laying. I had 4 groups of 15 subs each. I managed to cripple japans navy with submarine mine layers and it took out a large portion, somewhere between 1/4 to a 1/3 of japans ships over 2 or 3 in game years. it is because of said game that I now only use submarines in a mine laying role. while im talking bout ships, legit question. Is it really worth it to build anything heavier than a heavy cruiser? It kinda seems that as long as you have naval bombers to support your fleet and enough cheap destroyers to screen them then having massed heavy cruisers with 3-5 heavy batteries on them is just as effective as using battleships. mix in a couple handfuls of light cruisers with a similar amount of light batteries to the heavy cruiser if your really worried about countering enemy screens.
@joskarifinaukr6503
@joskarifinaukr6503 9 месяцев назад
Five shipyards is no big deal if you're pumping out subs and destroyers as your main fleet, especially as a major power. When I unlock them I run one line of them just to make invasions a little less of a hassle. I'm terrible at planning naval invasions, so any edge I can get is welcome. Here's how bad I am. Down the War Powers tree for the United States, you get a war goal on Cuba. Aside from Guantanamo Bay, Cuba is only one province thick, so there are no encirclements to be had, only pushing to Havana. I lost an entire fully-equipped Space Marine army to a single cavalry brigade because it counterattacked at just the right time and overran them because they were too slow to retreat. I learned my lesson. Now I'll only invade with disposable expeditionary troops from the Philippines.
@stevenhedtmann7244
@stevenhedtmann7244 11 месяцев назад
Me who used to built Silos, Rocket Sites, Fleets just for Minelaying and created 1 Superheavy Battleships for each fleet.. but I do havent played since some years
@FrogiMen13
@FrogiMen13 8 месяцев назад
floating harbor is very useful to invade El Alamain. I am surprised you didn't mention rockets for CAS planes as you did put it on with rocket engine but did not mention
@TheArklyte
@TheArklyte Год назад
Fuel supply should be moved to the same building type as supply hubs. Then the price can remain. Otherwise nobody is going to use it.
@suxix7312
@suxix7312 Год назад
I used floating harbors in my last play through as USA and I used them on every naval invasion I did and really didn't notice a difference.
@Vaelosh466
@Vaelosh466 Год назад
Floating harbors are great for invading Australia since they have hardly any naval bases on the northern coast. Just pick a spot where your marines can defend one tile away and it gives you 15 days of 30 required for a level 1 naval base. You can also plan a second naval invasion with a floating harbor and fire it off to land and finish out the last 15 days needed.
@mattanderson1178
@mattanderson1178 Год назад
The super heavy battleship is an amazing damage sponge and fly swatter. Max out the AA on it, chance of naval targeting is proportional to total HP so the super heavy is > 2x more likely than the other capitals to be targeted by plane attacks. I always like to build at least 1 for the main fleet
@lumberjack9155
@lumberjack9155 3 месяца назад
Fuel silos you wanna use if you want your offesnsive to go longer, after extensive use of air and navy you gonna need refuel so fuel silos can make combat go longer before refuel-ing
@ThundrRblx
@ThundrRblx 9 месяцев назад
with minelaying i was fighting japan as UK or about too, and i had a while until the justify justifies and since i had minelayers equiped and lot of spare fuel i did minelay the japanese coast and surrounding areas to 100%, when i eventually went to war alot of there ships were damaged and later destroyed by the fleet. its not practical but can be handy if you have spare time
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