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The story's script will be written faster the higher this thread remains.
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>>1431011
What story script?
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>>1431029
something about killing rebels and taking their capital city. It's basically just the ukraine war.
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No it's not, it's the afghan war.
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Anyway this guy is cursed. In three campaigns he got bonked by a cruise missile early on and died instantly.
I keep him like this and always laugh at him. I wanted to post his picture so you can make fun of him too.
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>>1431038
actually it's the Vietnam War.
>>
Never ever.
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I wish the endgame was a bit longer.
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I just want an expansion where you're a Tarkhan fleet patrolling the Empire's borders. It'd just be an open ended campaign where you'd have to deal with crises and trying to politique with the local people.
>>
This game would be great for a sandbox mode where you can customise things. Apparently the Dev said in a Russian stream that walkers are coming and cruisers will be able to shoot at very long distances.
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>>1436707
The hell, mechs? That's what highfleet really needs next?
Not making jammers useful?
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>>1436636
I wish endgame didn't just end at "hey check it out! THE END", like dev ran out of vodka and entered rebound hibernation before pushing it on Steam.
Or at least make it ad extra waves at higher difficulty
>>
>>1431254
Nah it's the Golf War.
>>
>>1437375
embrace the carrier meta
https://www.youtube.com/watch?v=f684RjG6f9Y
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>>1438534
this video is so weird compared to literally everything else on this dude's channel, what gives
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>>1437375
Actually it's the other Afghan War.
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>>1431011
HIGHER
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>>1439100
You have killed a lot of sand.
The sand was... very evil.
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>>1440403
LOWER?
What did KK mean by picrel?
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>>1442975
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>>1436975
Not inventory management? But i guess i'm playing the game wrong. Not supposed to have inventory ships flying between detachments, too logistical.
>>
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I wanted to like this game but as it develop the gameplay is only going backward.
Developer removed features like elevation, simplified fighter/bombers, then put arbitrary rules to discourage creative design until the only design that work are tightly packed dodge-build murderbox, or armor-build tanker-fortress if they can one-shot enemies before taking too much damage.

It doesn't help that you'll always play Arcades fight 1 vs 3 against enemies who can snipe you from outside of the screen.
You can't have specialized design like long range artillery ship when there's no other ship to keep enemies always, and since you only field one murderbox you don't have to armor anything else, just put most radar/jammer duty on minmaxed tanker.
At most you use a fast tanker as a decoy against missiles.
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>>1446156
My turrets can shoot in all directions even though their line of sight is supposed to be blocked so i'm not sure about the elevation changes.
I do agree with slower ships, no need to fly so fast. I wish jammers could jam communications by making a lot of noise on all frequencies so that going fast wouldn't be a requirement for sneaking around.
Man did the dev hate armor.
>>
>>1431032
but the rebels are sandniggers therefore it's Afghanistan
>>
>>1447479
>My turrets can shoot in all directions even though their line of sight is supposed to be blocked so i'm not sure about the elevation changes.
Last I checked it boiled down to "you no longer control elevation and I say that big tank, engine&other turrets will forever block your sight". Highfleet

But I'm seeing a contradictory messages right now, I'd love to have confirmation on that.
https://steamcommunity.com/app/1434950/discussions/0/3823034639973609850/

>I wish jammers could jam communications by making a lot of noise on all frequencies so that going fast wouldn't be a requirement for sneaking around.
I fear you might have a misunderstanding of what jammer do.
Making "noise" mean you are easily detectable and clearly hostile.
Jammer are the equivalent of pointing a flashlight in someone's eyes so he can't tell what is around that blinding light, or for anti-rad missile focus on smashing the flashlight.
>>
>>1447557
Actually the rebels are a bunch of nobles who didn't agree with tzar's rule and rallied around that one guy who was installed by the tzar to rule the sandniggers, after they got their asses kicked by other sandniggers, who apparently are now on our side...
It's complicated.
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>>1447563
Aw shit koshutin is coming for your ships once again.

Yes jammers in real life but what about jammers in the game? Percentage chance sucks, i get the idea and we're lucky only missile groups are equipped with IRST instead of random ass garrisons. The result being: they got irst or radar = sudden strike fucked. Not interesting. I would prefer to feel smart because i, yet again, used a strategic option to succeed.
If i jam during an attack i would still emit the radius, nearby SGs could come investigate or launch a missile, other transports could flee the area, some planes could come. The point would be that i would alert nearby forces 100% of the time without alerting the entirety of Gerat or take chances. Seems to me like a balanced idea and i see one caveat.
Now the meta would be to have as small a jamming range as possible by partially blocking the jammer with blocks and that would be stupid.

Maybe with a jamming slider in the UI instead of a switch to adjust the strength of it, maybe my position seeps through if i don't set them high enough, maybe it could merely slow down the detection timer so that 100km/h battle barges remain unable to do it.
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>>1447557
No its Dune, idiot! The sand people are Fremen and the Gathering are House Harkonnen. And you are Atreides
>>
>>1448516
>Yes jammers in real life but what about jammers in the game?
Good point,
I feel it would be too easy to cheese if there was an easy component-based way to cancel all alarm,
Sudden-strike give a role for small vessels, it's only a shame bombs are impractical and airplane are fragile as fuck.
So you want to sacrifice the bonus of the "sudden strike" but still keep the ability to reduce reinforcement.

>The point would be that i would alert nearby forces 100% of the time without alerting the entirety of Gerat or take chances. Seems to me like a balanced idea and i see one caveat.
>Now the meta would be to have as small a jamming range as possible by partially blocking the jammer with blocks and that would be stupid.
...if the jamming chance is linked to its strength you'd not be encouraged to block it.

Jamming does also mean fucking up with enemy radio-based communication.
Even if you miss the "sudden strike", the enemy may try to broadcast:
>"We are under enemy attack, here is the exhaustive list of their ships and where they are coming from, they might try to capture our communication relay so do not trust any further transmission that do not use a cypher."
instead
"NOISENOISENOISENOISENOISENOISENOISENOISENOISENOISENOISE"
Followed by
>"Sorry for the noise friends! Our evil warmongering enemy tried to jam us but we have flawlessly destroyed their army, you do not need to send any ship to help us. Oh and this message wasn't ciphered because a stray shot destroyed the machines, bad luck."
>>
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>>1448914
>you do not need to send any ship to help us. Oh and this message wasn't ciphered because a stray shot destroyed the machines

Jammers are great as they are. I simply dream like many others of catching transports silently. We probably take this game more seriously than konstantin does anyway.
More strategy is good, realistic "war is a clusterfuck" feels good and though i have pleasant memories of dealing with unexpected shitstorms i don't think it's a good idea to birth these situations from either random number generation or equipments a target way have without a practical way of discovering which equipment i'm up against exactly.
Send a plane and squint at the models? Please. Wether the tac group has a tarantul or tarantul ARM can mean life or death so please Imlan Harish you must tell me which missile they're going to fire.

Then later on the merchants start being escorted by radar kormorans and it's straight to the bin with sneaky lightnings so let me jam.
>>
Does normal or hard affect the enemy AI?
>>
>>1449229
>We probably take this game more seriously than konstantin does anyway.
Some of his choices show a high-level of autism (the good kind)
But his "non-optimal choices" (aka "we players are entitled to better") are mostly of game design nature.
Like making extremely dangerous missiles, giving the enemy a fucktons of them, but you can only intercept them with painful autism and luck.

I've seen many developers who are certainly genius as coders, but you wish they had a proper game designer with them.

Now I get my fix of rocket autism with "ΔV Rings of Saturn".
>>
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Made a somewhat quick, battle carrier. Want to try a vanilla looking play through.
>>
>>1449553
Huh neat, I had never heard of this game. Surprising since it's 4 years old. Looks neat, wishlisted.
>>
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>>1449663
And a main battleship.
>>
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This thing is really unstable.
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>>1449724
Vomit comet, lul. Try switching two top thrusters with the bottom molots it'll spin less.
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Here's mine it's a beefed up Varyag, don't look at the price.
And don't tell KK.
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>>1449724
My brother in Ishu
In thrust we trust
>>
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Can't have a fleet anymore without a handful of these guys around
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It is an original game
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How does the ship designer compare to the one in Airships.Conquer.the.Skies?

It was fairly easy to design viable ships in that one.
>>
Im a brainlet, how do I into building ships?
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Is stacking and spamming reinforced hull still better than armour?
>>
>>1448546
So it's Lawrence of Arabia.
>>
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>>1455780
Sort of is too. It's a story everyone loves for some reason. Weaboos maybe but there are also Araboos.
>>
>>1455173
Spend a lot of time in the shipwork.
>bzzz bzzzzeee
>clang clang clang
>bzzrrr
>bzzrr
>cashing
>bzzz brrr



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