Reverse Carrier – Episode 53 – Dreadnought Improvement Project Japanese Campaign



It is certainly a bold choice to design an aircraft carrier in a world with no warplanes. Possibly the most useless ship I’ve ever seen the AI make!

Want use the mod? Well now you can! https://www.nexusmods.com/ultimateadmiraldreadnoughts/mods/7

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Do you want to help develop the Dreadnought Improvement Project? Perhaps you just want to join a friendly Dreadnought obsessed community? Maybe you want to send in a ship design for this campaign? Well I have a discord server! https://discord.gg/4eDfzd9

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Captain of the 1st Company: Treefrog
Veteran Sergeants: 1stplaceonion, LCG Canyon, Welshy, Rui
Sergeants: Jackie, Twitchyknees
Veterans: Telemonian Dan, Sunless Sky Nova, Threadoflength, Darth Vendar.
Battle Siblings: Jacky Chan, nagebenfro, scurvekano, Cpt Graftin, Icd, Iroey, Zadrias, JT Bismarck, Documentleaker.

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20 thoughts on “Reverse Carrier – Episode 53 – Dreadnought Improvement Project Japanese Campaign”

  1. Russell was a decent concept for a NI ship, except the guns were on the front instead of the back … and the barbettes/cordite issue. It was supposed to run away. A player can use something like this as an operational as opposed to tactical asset, the AI not so much.

    In vanilla, Helgoland is an ideal post for mine laying subs.

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  2. BrotherMunro, Dude! You are making this WAAAAAY to difficult!! Look at your home fleet again. Your yards are fill to bursting with CA's from 1900!!! Decommission and scrap these vessels. That will not only cure your man power problem. but you just MIGHT get a few minor countries to BUY the darn things and put a few more coins in your pocket. If nothing else, you will stop paying for the manning and upkeep of these ships that are WAAAAAY past their effectiveness.

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  3. BTW, can anyone eplain something to me? How is it that when engaging transports, at no matter what range, ships can hammer away and hit every volley without fail. Yet when engaging warships that are almost twice as big, they waste 3-4 salvos before they hit the ship with 2-3 effective hits?

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  4. UK — Belgium, we are your friends, right? We have always worked hand and hand with you to protect yours lands. Well to show our love for you we have this lovely BB for you at a discount price. Imagine a nation like yours with it's own BB. You will be the talk of the continent. Built to exactly British standards, for the best quality, while crew space to a minimum to reduce maintenance costs. And with only six guns to maintain you have that impressive firepower you need without all the cost of all those other differing calibers. Friends, right? LOL

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  5. I hope UAD adds planes to some degree someday. Yes yes i know, air power ruins the theme of the game, but i dont mean carriers. Just seaplanes and flying boats. Have them implemented like submarines where you dont control them and they just kind of work. Maybe they can just give you intel about which way fleets are moving in a certain radius of its host ship or dock, or give you greater detail as to what a fleet is compromised of (with advancing the tech giving you specific details beyond just a guess at the ship type and the number of ships), or give you an increase in accuracy and slight increase in range in battle. In vanilla, like real life, they could also help reduce the incidents with submarines immensely. It'd also give you more reason to mount a bunch of smaller guns for more than just looks or anti-boat duties (RNG for the bonus to range and accuracy, if it gets shot down you get none).

    Also seaplanes influenced many ship designs since their invention and it annoys the piss out of me that we cant create the bulk of historical designs for cruisers, battlecruisers and battleships because there are no seaplane launchers, or ships have them built into the aft tower and they are some kind of hodgepodge fictional aft tower with something resembling seaplane launchers or hangars.

    An excellent example would be the Yamato and Kongo class battlecruisers. Yamato's floatplanes were indispensable for observing her fall of shot and adjusting her aim, and the Kongo class battlecruisers had a HUGE space between her two aft turrets for seaplane launchers that you cant replicate ingame because there are no seaplane launchers .

    I get that its not a ship simulator and entirely historical, i just wish they'd add them. I want seaplane launchers for my Kongo. I want a vague boost to accuracy for my Yamato. I want more intel that an admiral would actually receive and find useful.

    Also it'd give the devs more premise for adding important but otherwise often forgotten hulls. Seaplane tenders, submarine tenders, hell it even opens up the floodgates for troop transport ships and depot ships to make invasions have a greater chance of success, and gives you something to defend in a fleet action vs just do or die or defend the cargo ships.

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  6. Please stop spending 30 minutes of your 35 minute videos complaining about the bugs of the game you are streaming. Please take your issues up with the developers directly. Otherwise content is pretty viewable

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  7. Thanks for the mod though. Used to play on highest difficulty and it didn't really matter what nation I played, it got pretty boring. Unplayable even. I'm now 15 years into an Austrian campaign and are actually loosing some ships, on medium. That's not only refreshing but actually saved the game for me. Just wish the devs would implement the wraparound map properly, can't play Japan with how it works now.

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