Rapid Disassembly – Episode 50 – DIP v2 Legendary US Campaign



The invasion of mainland Italy begins and boy are the Italians not happy about that as they throw large numbers of ships at us in a vain attempt to slow us down.

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31 thoughts on “Rapid Disassembly – Episode 50 – DIP v2 Legendary US Campaign”

  1. Your radar operators must be absolute aces at their job if they can distinguish anything in their screens, what with the number of enemy ships and the endless hail of doom your crews are shooting downrange!
    And yes, you do have to Pennsylvania battleships, you can see them in the same screen too.

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  2. The Fail with Multiplayer is simple. The Key aspect of this game is Ship Design, and the Campaign.

    Literally everyone wanted a Multiplayer Campaign. Sure you get the ship design aspect in the current multiplayer, but it's pretty limited. The Campaign, you are only limited by your naval funds, so its a balancing act, well, until you snowball.

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  3. Vanilla was always a joke with….a potential. Your version seems to eliminate major and less major problems with the game. It is a shame, because I cannot play it. Moving a lot with a laptop is very frustrating. Keep up what you are doing, outstanding job, thank you !
    PS
    I never cared much about multiplayer options. I'm one of these antisocial introverts, I guess 😉

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  4. Battle Report

    From: CINCUSBATDIV1

    To: CINCMED

    February 15 1953

    Spotted enormous enemy fleet. Composition: 3BB, 3BC, 6CA, 9CL and 27DD.

    Engaged at close distance. Only 2 enemy CL managed to disengage, the others are on the bottom of the sea.

    Heavy damage on Pennsilvanya and Tennessee. Need Dockyard ready for them at their arrival in port.

    Admiral Lorenzo Ferrari

    Reply
  5. With multiplayer, it seems simple enough to me: A player generates a game, whether it be a cooperative campaign or PvP battle, and then the player is given a code, which they can share with whomever they want to invite to join. Simple

    Reply
  6. To be clear, I do not own a version of UAD (wish I did). However, I have disagree with your take on 1.6. I have watched both you and Stealth play this game in all its variations for a few years now, and to be honest, this version is perhaps the CLOSEST competitive gameplay I have seen so far. I can't possibly think of anyone who can complain about HE spam in this version. As past versions have literally shown a small clump of DD's burn a BB to the ground in a matter of minutes because of all the fires set throughout a ship. Meanwhile here, ships can expel every HE round in their stash and the computer will still be afloat. Not to mention the nerfing of AP from smaller to bigger, as many ships will be left still afloat with .01% structural integrity. And will fight on even after it has sustained several more hits AFTER the fact! And personally I like the mechanic of territorial acquisition. In past variants, it was only a select few provinces that you could take over and gain additional funding. In this one, practically the entire world is up for grabs (including territory in the interior of continents and countries) that slowly add GDP and funding to your forces. Add to this I have watched the differences between your campaigns and Stealth's, as you take over vast swaths of territory and come away with vast economic funding to power your war machine and keep up with your competition. Meanwhile Stealth has had 2 recent campaigns where he was so hamstrung by his economy, he quickly fell behind so far in tech and money, the campaign was over before it started!! Lastly, I have actually seen the effectiveness of torpedoes be used in your recent campaign. In the past, I would see you fling torps out to a ship and almost as soon as they hit the water, the computer maneuvers out of the way making torps (and the coat of upgrading them) useless. Now, the more funding and tech discovery you put into torps, the more effective and consistent their use has become. It used to gaul me when you would have MK5 torps set out at less than 8,000 yds and they would miss entirely. Regardless of the high detection tech (or lack thereof) of your opponent. Meanwhile your ships could be outfitted with the latest sonar tech and be manned by Uber veteran crews, and the comp would hit your ships for massive damage!!! All in all, I will say that while I hear you that UAD is NOT a perfect game (then again, what game ever is), I find watching your content quite entertaining and fun! Hope to see you continue bringing such fun and excitement to us poor land lubbers with your awesome tales of the waves!!!

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  7. One last thing, you may want to take a thorough look through your fleet and decommission any ships on your roster before say 1930. Reason being, while they MIGHT add to your total tonnage, they also suck up a good portion of your GDP by existing. Not to mention, many of their hull forms are obsolete and simply can't be improved enough to be of any use to you. Getting rid of these ships would also open up tonnage in your shipyards and ports for newer, much more effective vessels comparable to the time. And even if you choose not to scrap them, imagine the addition to your economy if you sold them. Just a thought.

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  8. I do feel like there should be a penalty for stacking too many ships in one place

    Mainly to prevent doom stacks that easily beat the AI's one or two divisions (or just have the ai build bigger fleets and less one or two ships, unless it's convoy defense, but even then…)

    Also, I have no issues with anything in the game, or multiplayer, it's just, I don't think the devs have enough people to actually work on the game

    If it had the entire World of Warships dev team behind it, I can see everything going smoothly, but a dozen people trying to make an accurate naval simulator is just not enough

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  9. It's honestly starting to feel like the devs think the playerbase is playing the game wrong and are trying to force the players to play the game the way they want it to play it.

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  10. Still playing Vanilla, still loving it… People who are happy tend to not complain about a thing, but, you asked 🙂 Loving it, fave current game, I haven't even touched Muilti, and never will I suspect, as it sits in current form. Naval warfare should be very NOT accurate, but I get why you did the mod. It is incredibly fun to watch, and I pay you occasionally to continue to do it, but, sadly, I will never play your mod. That being said, ALL streamers should be forced to use your mod 🙂 It makes great videos! I'm sure you'll get 1.6 figured out, just a bit more elbow grease.. Keep up the good work, you do really good content, and I appreciate it.

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  11. Come to think of it I shouldn't say I wouldn't ever play your mod, because if I ever stream a session or two, your mod would be a must install, to make it watchable! It can get slow in Vanilla, this is known.

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  12. i have no interest in any kind of multiplayer, after 13 years of World of Tanks, and its descent into the cesspit of toxicity it is today, I am very happy with PVE and 0 muppets…except the AI ! .

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  13. Speaking of 1.6, is it within the scope of DIP to make the AI less cowardly? Probably the least enjoyable part of the game for me. War is never balanced and usually sailors do their duty. Maybe with a cadet crew in a bad war condition against bad odds, but the AI seems to try to run every time it thinks the battle odds are less than 50%.

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  14. I haven't tried DIP yet, but only cuz I wanted to finish a campaign and get a feel for the base game first, so I can tell the difference when I do use the mod. I couldn't care less about MP, so I would have preferred they use that time to work on the campaign. It needs features and polish still. My first playthru got updated, so when the stars realign, one of these days I will try out DIP.

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  15. A few things about 1.6 that do seem like improvements over the previous version to me:

    Minor nations refit ships again, it seems. One of my minor allies contributed a -9 torpedo cursier and -3 armored crusier of my designs to a battle, with them definitely not being mothball sales as both of those refits were after the hull was officially obsolete.

    Gun splashes from other ships seem to hurt accuracy a bit more, discouraging at least a little the un historical focus fire that is more common in game.

    Army land invasions seem to respond better to army logistcis levels.

    Bug with guns and/or torp launchers not properly engaging even when set to agressive hasnt happened to me yet in 1.6.

    Things that seem worse:

    Some part or combination of hull stability effects on accuracy, base accuracy, or wind and wave and weather modifiers have made accuracy in bad weather, especially early game, absolutely horrible. Sitting less than 2km away and missing a transport every shot.

    Torpedo "save" logic seems a bit looser, closer to the previous "normal" logic, which can make massed torpedo runs a bit more.. complicated. Otoh, the aforementioned accuracy issues does seem to make such attacks less risky, from only mildly safer to very safe depending on weather and tech level of the target. Also, "nornal" seems more aggressive than previously, though not close to the old "aggressive".

    Things that remain problems even if changes were made to them.

    Ottomans remain non playable, despite being a major power of the late 1800s, probably considered more powerful on paper at least than the spanish.

    Penatration vs armor effectiveness remains a mess.

    Tech unlock order still seems a bit hapazard in some trees.

    Still issues with forcing battle, especially annoying in narrow straights where for instance 2 destoyers can block multiple crusiers, but the cursiers can't force the engagement or sinply steam past.

    Much od this is based on what it feels like than rather than actual data, though, so take with proper salt levels.

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  16. You know, in previous episodes, I was questioning how crew casualties were calculated. Like "so if the ship sinks from flooding/structure, it automatically is lost with all hands?" thinking that was unrealistic. However, seeing the sheer amount of 14 and 16 inch molten metal is being flung into some of these ships, I no longer have such doubts.

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  17. Know you're going to the 18+ guns, but sure would have liked to see a 4 triple 16" ship like the historical Montana design. The USN really concluded in the 1930s that going past a 16" superheavy was an exercise in diminishing returns, with the loss of rate of fire and the problems of ammunition storage and movement not worth the marginal gains.

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