I really enjoyed both of your videos and look forward to the possibility of multiplayer campaigns or custom battles. Could you please do a similar battle, but with a fleet of 2 battle cruisers, 2 heavy cruisers, 4 lights and 4 destroyers. 1940s tech, but whichever nations you want, at some point?
Can't wait to see more people fight against each other like this one person's design against another that's what's going to be so amazing about this game when it's done I hope that people can have whole entire campaigns against each other
Given the fact you can get twelve, more accurate 18" guns for the same weight as Munro's 20" and I followed the cost limit rather than the weight one, I think the best of both worlds is taking the gun quantity from Stealth, but going up to four triple 18" so you get the pen to deal with ridiculous levels of armour (As 18-20" guns get similar enough pens to where it stops mattering. and the weights check out.) Both were good designs and even though I feel like Munro would have ben served better by quad 18s he had the better anti-capital design by far, having all three categories covered: Speed, protection and firepower. Update: After I got curious I built the ship and it utterly demolished Munro's ship- I wasn't even trying to HE spam and still won on extensive fires. However, I was significantly winning on hull integrity the entire time. Afterwards I got curious and let it run rampant against an AI design I upgraded somewhat- a 120k ton monster of a ship and this boat still won.
Good choice of guns, but eventually Munro's armor design proved superior. I wasn't expecting that, but yeah over-pens are better than awkwardly trying to defend against 400mm shells. He weathered the rain despite having half the accuracy. I really thought you would win. Good lesson there.
Closer with higher rate of fire on my ship means more pen + more damage. It's not always a mistake. Sometimes it is a plan. Not a great one but I needed to do something.
@@Stealth17Gaming in Brother Munro's and your battles with the same ships, Bro Munro's ship began damaging your ship only when they got closer to one another. But at the beginning of both battles when the distances were greater, your design was peppering away Bro Munro's ship from a distance and slowly chipping away and you said you'd be happy to keep doing this. Its a tactic created by your impatience or desire for excitement outweighting your desire for victory. Even though you lost, thank you for putting up the video and looking forward to seeing your Italian ships now being built unleash their power on the Austro-Hungarian fleet.
Apparently Br. Munro was just throwing them on to add aft weight to help balance the ship; personally I'd have gone with a single internal tube of the biggest possible and max reloads and then maybe put some secondaries on the aft tower - at least they have *some* armor.
hello stealth, the displacement bar is divided into segments, each of which has its own length, so you have the smallest ship where you can still move the displacement bar and keep your shortest length. hope this helps
I have been watching UA:D Videos for 3 Years, now; beginning with "Stealth17 Gaming". Only recently did I learn about the A.I. Tactics & Strategy; and, that was from watching another RU-vidr "godspeedthunder" UA:D Videos. I don't watch "Spartan Elite" Videos; because, he cusses too much for no reason at all. The A.I. likes to stay around Maximum Range; and, is very Pro-Torpedo when attacking Player-Controlled Warships. For example, if the A.I. has a 20K Range Warship and the Player has a 15K Range Warship; then, the A.I. would have the Computer-Controlled Warship hover around the 15K Range to attack the Player-Controlled Warship. The A.I. may, or may not, attack the Player-Controlled Warship at the 16K thru 20K Ranges. I don't have UA:D; so, I don't have the Hands-On Experience with battling Computer-Controlled Warships to determine whether, or not, the A.I. would attack at the 16K thru 20K Ranges. Even if the Player would Custom Design a Battleship specifically for engaging in Close-In Combat Ranges where "Stealth17 Gaming" likes to be, the A.I. would control that Player-Created Warship at Maximal Ranges in relation to Player-Controlled Warship Maximum Weapon Ranges that the Computer-Controlled Warships are going up against. The exception to staying at Maximal Ranges is when the Computer-Controlled Warship has Torpedoes to fire. The A.I. likes to fire Torpedoes at the Player Warships regardless of Warship Type and Weapon System Load Out. So, you need to design your Battleship as a Long-Range Combatant with a Torpedo Load for Close-In Combat Opportunities; even if, you ideally want to use the Battleship Design as a Close-In Brawler. Or, you could try to incorporate your own Long-Range Battleship Design Concept that includes how the A.I. controls the Computer-Controlled Warships. Also, the A.I. has zero concept of Transport Protection; but, this is more of a Campaign Game Issue than a Random/Custom Battle Scenario Issue.
from my experience, if the AI can out-run and out-range you, it will stay just out of the edge of your range. The AI will also start engaging as so as it enters range. So a close-range brawler needs a significant speed advantage to chase after the AI that will start fleeing
@@CouchPotator ... The AI won't utilize a Close-Range Brawler as a Close-Range Brawler; even if, the AI generates a Warship that was designed to be a Close-Range Brawler; unless, that Warship had Torpedo Tubes. UA:D Battleships tend to be 35 Knots at maximum; especially, with 1930s & WW2 Tech. For Pre-WW2 Battles and WW2 Battles, 35 Knot Player-Controlled Battleships are Good Close-Range Brawler Designs. The AI will use a 35 Knot Torpedo-Less Battleship as a Long-Range Artillery Platform. This also applies to ... -- AI BC Versus Player BC -- AI CA Versus Player CA -- AI CL Versus Player CL -- AI DD Versus Player DD -- AI TB Versus Player TB Basically, if I had the ULTIMATE ADMIRAL: DREADNOUGHTS Game, I wouldn't be afraid of AI Campaign Fleets; even, when outmatched 3+ AI Warships to 1 Player Warship; unless, my Player-Created Warship Designs were failures as a Warship Type and/or for Mission Role Application. I would be questioning the quality of my Player-Controlled Warship if it were an AI Generated Warship that I didn't tweek afterwards.
🤨 Of course he used the no torp blister option since he REACTED to your design. That's what i would call cheating since he made his ship AFTER he examined your ship's weaknesses.
Screaming internally when you just ran away leaving half your batteries ineffective. Really should have leaned in with that barrel advantage when you had it.
Funny how both battles went the same way. Stealth had early accuracy and did early damage. Then Brothermunro got deadly accurate and Stealth couldn't hit a mountain. On paper, Stealth should have won but that's why you fight battles.
In today’s episode, Stealth is Russiang to beat BrotherMunro in a fight. Let’s hope his Battleship can bridge the Span-ish of the ability difference between their ship building skills.
@@Damaddok82 Actually, an easier version is to just back up your own custom battle save file, then replace it with the other person's, which comes with all their ships but none of yours. Then, make your ship using their save file without looking at theirs first (since you need to decide who gets which nation ahead of time anyway, its easy enough to just not look at the other person's nation till you make your ship(s) anyway). The downside of the method is that you then have to send their save back to them so that they can do their run with the same ships.
Btw, I don't know if it's a bug or not but the Modern Tower IV and Modern Tower II have the same stats except for crew, cost, and weight. It would have saved you a few hundred tons.
Stealth why don’t you use different gun sizes on the ship like 1 18 inch gun on the back and a few lighter guns for faster reload and accuracy on the front? 🛳