Plenty of people have figured out the WRTB codes, but I'm trying to figure out the ATGT. I assume it has something to do with target, maybe attack target? Like how many craft of a group attack a target and how many make defensive action to target incoming missiles. Additionally, my guess is that after a carrier is destroyed all of their deployed craft can be controlled until they reach Bingo fuel, and at that point any pilots (if the craft are manned) would likely bail from the craft in a similar way to lifeboats, or they'll simply attempt to leave the battlespace without bailing.
@norsia19462 күн бұрын
I feel like the biggest mistakes you've made in this playthrough, at least up until this point, is all of your councilors are weak sauce. You spend too much of your resources to compensate for their ineptness, leaving you unable to maneuver strategically during events or purchase orgs that are actually worth a damn to make them better and much more. You haven't even begun to space. and you keep flopping between your geopolitical goals, meaning all of your long-term aspirations are nothing burgers. I personally would have ditched PNG and gone for a more valuable territory, such as any territory directly bordering China, so you can eventually work your way into it, then consolidate all of Asia Pacific. Your hopes at this point seem to be for China to 'wake up,' but even if it did at this point, it wouldn't be in YOUR favor.
@DecidedlyNinja2 күн бұрын
Cleaner agent thinks xenonauts traffic in weapons? Xenonauts would _never_ sell weapons and other dangerous materiel for profit! [/sarc]
@craig.a.glesner2 күн бұрын
I think ATGT is “Attack Targets”. In this case all targets but I suspect that there are modes for Attack Only Smallcraft or Attack Only Ships, in addition to Attack All.
@jackthehat10934 күн бұрын
I really like the concept of the game but it's frustrating. I need some advice if someone knows the problem. In my current playthrough I control America but every few turns the servants purge one of my control points even though they're all defended. They don't even use crackdown first and they never fail. I have good councillors so it's easy to take them back but it's just annoying. It kinda seems like the AI doesn't have the same limitations as me so they can just take what they want when they want regardless of my defences which have been completely useless for the entire game. AI hasn't failed a single purge against me. I'm not over my CP limit so that can't be the issue. EDIT- Scratch that. Now after performing a crackdown whilst having 70% public opinion, controlling Canada and Mexico and using all 64 influence points to boost it, I can only get an 11% success chance for purging back the 2 control points I just lost. The size of the national economy protects them from purges. Not me, just them. So forget about answering my question. I'm not wasting any more time on this BS game.
@rzu14745 күн бұрын
this is cool, but its gonna be frankly impossible to balance without straight up killing Capital ships
@Trog165 күн бұрын
Phros, I am watching after the stream and the whole stream is at 1440 for me. FYI. Sorry for the tech issues, it doesn't effect the stellar content for me.
@jasonheffer54345 күн бұрын
You should narrate more games like this! It’s enjoyable to watch you get excited and narrate live as well as informative because you knowledge helps us gain a greater understanding of what’s going on and for people like myself who don’t know the game well helps us to develop better strategy. Great work!
@angrystalin5 күн бұрын
FQ = Flight Quarters. Common Naval term for an aircraft launch/recovery. FQ evolutions restrict ships speed and manuvering.
@Geostationary0rbit5 күн бұрын
rain on the roof adds to the sfx, makes it sound like you are on the bridge while the engines are idling or something.
@HALO3SC0UT076 күн бұрын
I literaly just reatartes playing this game, still very new but I'm in love with thw carrier gameplay, I used alot of carriers in other games like EVE and X4 Foudations always enjoyed the deployment and using the correct fighter/bomber/scout for each situation. But here seems even more in detail of what the voidcraft do.
@voidshard436 күн бұрын
maybe the ATGT means available targets to engage? It's set to all, so maybe if it has weapons it'll go after ships, fighters, bombers, skiffs, etc. and then the player can cycle through what it wants to engage? could be useful for ensuring bombers dont avoid targets, or for ensuring interceptors target bombers, and not a possible escort
@2020Max16 күн бұрын
The W in WRTB likely stands for Winchester which is the radio code for out of mission capable weapons. For instance a Fighter on an air interdiction mission would call Winchester once they have expended all of their long range air to air missiles. A button for this would make sense in the game as its likely that your strike craft will expend their ammunition long before they reach Bingo fuel.
@delphi886 күн бұрын
that game need more real graphics
@leexgx6 күн бұрын
The omg ships are out of fuel (turned ships into LDAS with mass rocket spam)
@Trog167 күн бұрын
I am very curious about all the 'You can't win this one!' talk. It kind of feels like people are used to ROFL stomping the AI and when they see a game that is actually being played and not dominated it feels like losing. I agree it seems like a rough spot, but I am not sure you are losing too much ground. Super fun campaign either way, excited to see how it plays out.
@lemeon-x6e7 күн бұрын
It may be worth spamming a bunch of cheap stations it reduce alien hate level, though it may be a bit cheesy.
@HungryHunter7 күн бұрын
Elint muss be a realy powerfull tool to catch scauts after patch. Will be a fun mess to counter and counter counter all this new toys.
@Alexandragon17 күн бұрын
I'm a little curious how many hours it takes to make Gundam mods. Thanks for the video!
@Marinealver7 күн бұрын
Skoosh: out of missiles Winchester: out of ammo Bingo: Low Fuel
@danialzkz65947 күн бұрын
I need it , I need it now
@whale28708 күн бұрын
Looking at the amount of craft in the air, I wonder if the lighter OSP carrier was added to give the players a less overwhelming option that can be played alongside 1-3 other ships of varying complexity.
@The_Viscount8 күн бұрын
I'm so excited to test my Atlanta and Cleveland builds against strike craft. Nothing but dual purpose guns suplemented by flak and 20mm. Cleveland mounts some 250s with dual 120s while the Atlanta mounts only dual 120s. Mediocre against missiles, but flak makes mokey brain go brrrrrrt.
@LrdBxRck8 күн бұрын
Personally would love to see this engage in a sci-fi debate of starfighters vs Mecha. Where one side uses starfighters/siege tanks (using anti ship weapons) and the other side using Mecha/shuttles(bomber/ewac/transport). The fighters should be classified into two types interceptor(GM) and endurance(GUNDAM).
@Valkyrie_Yukikaze7 күн бұрын
And then you got lawyer letter directly from Bandai XDDD. But thb I think only MA is suit for the Nebulas and MS serves no actual advantage other then been the cool looking human shaped mech.
@YoutubeChannelOfSomeDescriptio6 күн бұрын
if you want to, you could make a mod for this
@mafuletrekkie8 күн бұрын
Crab might refer to a "crab" landing where a plane has to approach the runway from the side due to high wind. Obviously no wind in space, but if the ship is moving side to side a craft would have to fly sideways to get into the ship in a similar manner. So my guess is that the image shown when over "Flight" means a craft has to move 20 units of speed toward the ship and 45 units of speed to the side.
@Phrosphor8 күн бұрын
That makes a lot of sense, I think you are dead on the money here. There are quite a few posts that have similar theories so I am thinking you are dead on.
@Nortonius_8 күн бұрын
Looking forward to a battle of midway moment where one sides carriers get caught ass out because they had the wrong munitions loaded on their strike craft and decided to reload. Thanks for bringing this footage and especially analysis to us! 🙏🏾💪🏾
@Phrosphor8 күн бұрын
I can't wait to see what happens when the new ships get into a full-blown battle.
@brn4meplz8 күн бұрын
The WRTB is your settings for return to base, Skosh is for radar/active seekers, Winchester is when payload is expended. And as a default, Bingo is your fuel required to return. In game terms, I imagine that skosh would send fighters with no missiles back, where as another options might keep them on station until guns were dry.
@DZ-19878 күн бұрын
As it is in real life, they'd make for great scouts as well, at least for visual idents, and to help guide friendly munitions, as was the purpose of the floatplanes in cruisers and battleships during world war 2. The applications of aircraft are so numerous. Makes you wonder why people thought it would never catch on back in the day.
@Phrosphor8 күн бұрын
Thank you for explaining this, I'm sad my google-fu wasn't strong enough to get the SKOSH acronym meaning!
@Toaster_The_Tall8 күн бұрын
WRTB most likely is Winchester RTB, as opposed to Bingo RTB, or when to RTB based on the ordanence left on the craft.
@Phrosphor8 күн бұрын
I think you are bang on, thanks for the confirmation!
@7isAnOddNumber8 күн бұрын
Oh my god, the CVLN is insane, that’s so many craft!
@damaskusseraph60468 күн бұрын
I know i cant wait!
@Phrosphor8 күн бұрын
It's just full of angry bees!
@bronco53348 күн бұрын
Google "NATO brevity codes". "Skosh" means out of active radar homing missiles.
@Phrosphor8 күн бұрын
Thank you :)
@denneledoe8738 күн бұрын
pretty sure ATGT is auto target
@mausklick16358 күн бұрын
I am honestly pretty terrifyed of carrier gameplay.
@higamerXD8 күн бұрын
I just want my liner PD, and for good measure ill also take a PD focues escort carrier
@jacksmith-vs4ct8 күн бұрын
if you pause exactly at 11:14 you can see what WRTB is but basically its return to base by weapon status which seems to have two modes SKOSH which is when all standoff muntions are gone and WINCH which means all muntions including guns
@poppyhaze66138 күн бұрын
yeah in NATO Brevity codes, Skosh means no active missiles or no longer able to use active missiles, and Winchester means out of everything including guns. My guess is WRTB is "When Return to Base"
@poppyhaze66138 күн бұрын
my guess for Throttle FQ means "Flight Quarters" so they're doing carrier ops. IRL, an aircraft carrier can be moving in such a way that it can't launch and recover the planes. It can be combat maneuvering aggressively to avoid missiles or torpedoes, or just they're trying to get somewhere real fast.
@Phrosphor8 күн бұрын
@@poppyhaze6613 I have some experience of this from paying carrier command 2 on stream a couple of years ago. I remember us having to align and set speed for takeout and landing operations.
@manyheadedmishaps61828 күн бұрын
The usual deal with my comments, edits and spoilers below, to whatever extent spoilers even matter with this kind of thing. 1:30 I don't recall the Moorline having any mounts big enough for a T30 cannon prior to the update, that's the quad-barrel 100mm and it could also fit plasma into that mount. Wonder if it's getting a bit more actual fighting capability. Not much obviously. 4:00 it's 38 seconds to fit out that Halberd, and from the previous video, almost 2 minutes to fit out a Barracuda and presumably even longer for a bomber. I wonder why there's 20 Halberd loadouts on the ship and only 6 or so actual halberds, it doesn't seem like sensors would be consumables. I wonder if modules can get shot off of craft easily. Even so, 14 spare sensor blobs seems like a lot, unless those sensors are also usable by the other types 7:00 Looks like maybe Sturgeons DON'T take longer than 'Cudas to fit. Probably worth it to sync prep time if you're trying to launch combined fighter/bomber waves 7:54 I believe that is in fact the front of the ship and it is braking/reversing, since Neb ships fly into the battlespace backwards 8:07 There was never a button between "fit loadout" and "launch" so I guess you can't fit ships with a loadout and then have them just vibe in the hangar until you need them, you're stuck with the prep time and can't have anything ready to launch without notice. Except unfitted craft I guess 9:17 That's more gun and missile than I was expecting for a sensor skiff 10:30 According to previous devlogs, fighters are meant to be the only thing able to target specific ship components ("kill all PD turrets" or "target maneuvering thrusters" or what have you) and I THINK I saw in one of them the ATGT button being used to control which ship modules the planes went for. Fits with the ATGT as "Attack TarGeT" as well, though it is working off half-remembered and possibly obsolete information. 11:00 that's four hours of skiff flight time. Which I guess makes sense if it's meant to lurk somewhere with a radar somewhere. But given how much it changes during the subsequent HBURN I wonder if flight time is keyed to throttle usage and throttle usage is very low during takeoff and landing 12:30 Yep. The Barracuda squadron has 40 minutes of flight time at "idle" status that drops to 13 minutes at "cruise" 13:50 Skiff 3 Chaplain is yellow despite not having made any actual enemy contact - I wonder if HBURN causes damage to the ship like flank speed does 14:40 we've discussed in the discord the possibility of fake-RTBing planes to deceive the enemy as to where your very vulnerable carrier is, which this player doesn't seem to be doing here with the HBURN into combat. Be interesting to see if that changes later, because right now there's friendly ships in the way that prevent RTB following and block enemies from getting to the carrier, but having to do silly maneuvers to avoid getting caught and killed later might slow down the carrier's operations significantly later. 16:41 Could also be plausible cluster munition behaviour 17:30 Fighters are set to MNVR "Juke" which explains the dodging of missiles (guess anti-fighter missiles need high maneuverability, and probably no terminal maneuvers) and also implies the existence of a second evasive maneuver type 18:30 all the skiffs are a little bit broken now, so I think there is something damaging them over time that isn't enemy fire. Doesn't seem to be effecting the assorted battle fish though. 19:08 Or not, since groups 9 and 10 also have damage and I don't recall combat with them. Could have missed a fight though. My guess though is HBURN damage, and fighters resist better than bombers resist better than skiffs. 19:34 aaand they all died to gunfire. Maybe it wasn't HBURN that did it. 22:00 yep there's MNVR for "direct" "juke" and "evade" 23:40 Not only are there only 3 AN ships there, they're marked as Claymores, so they're helpless little bombers and very nice to kill off 24:10 I really hope we get to set the name list for squadrons, but I've not seen any evidence for or against it, it'd be a fleet designer thing I guess Given the effectiveness earlier of Barracudas fighting off missile strikes and their long flight time, I'd imagine using them as PD escorts for proper ships is a valid role that frees up PD mounts on capital ships for useful things like EWAR. And of course that EWAR makes the fighters a lot better if they want to attack something nearby 26:40ish I have a pedantic quibble. "ANS" stands for Alliance Naval Ship or something like that, and is a prefix for a ship name, not a name for the faction (which would be just AN). Same as "USS" is United States Ship and associated with the USN United States Navy, or HMS is His/Her Majesty's Ship associated with the RN Royal Navy. Feel free to ignore me and carry on with your life. OSPN is proper though, since that's the Outer Systems Protectorate Navy and they seem to not bother slapping an S on the end for their ship prefixes 28:12 for all the talk at the start about the huge amount of craft on the Moorline, every last combat fighter just got deployed at once 29:20 Hitman (5) is not low on ammo, but group 9 is. They've got the same little green/orange/red bullet icon as ships for that 30:54 only one gunpod per fighter, could be a PD effort. Doesn't seem to be a dedicated gunrun build So our glorious hero here didn't make any effort to hide the carrier via RTB deception and is now getting attacked. 34:08 Carrier isn't even detected right now. 37:28 IIRC, S1 missiles can't fit two seekers but S2H can. Wonder if anti-fighter ACT/HOJ El Frag S2H will end up being of use. Our carrier player here seems to have been all HBURN all the time, which has restricted their flight time a lot. That doesn't seem to have hurt the barracudas too much, but I think the bombers have struggled because of it - they haven't had the maneuver time to get good attack angles and have therefore had to launch at long range directly into PD nets and a lot of their attacks have failed. They were very effective in supporting other OSPN ships but were not terribly effective on their own - I wonder if going a bit slower, and having some of the EO pods showing visual tracks to get orientation data so you can attack from outside good PD angles would do more damage and/or keep the bombers alive. They've also lost a LOT of craft, dunno if that was avoidable. The Moorline has enough planes to remain useful despite that for the duration of the game, but a longer game would be a struggle, and playing a smaller carrier like this seems like it would run out of craft halfway through the game. 43:20 KBU-22s are bombs, so I'd imagine they don't move terribly quickly
@lightningcutey98528 күн бұрын
from the looks of it, the sensors don't appear to matter, it's the craft crasher missiles that are showing the limit, as all the barracudas also use them, and even when they ran out they were still able to refit to the radar/wake sensor variant
@kempwinkler23938 күн бұрын
Great analysis!
@jonasg.73298 күн бұрын
excited!
@Citron-gb7sf8 күн бұрын
No e video just one point the music is so loud 📢📢📢 sometimes I just can't understand you because of it 😅
@Trifler5008 күн бұрын
How do the guided bombs differ from torpedoes on the craft?
@Cris-xy2gi8 күн бұрын
Bombs just ‘glide’ in a straight line and have to be aimed by the craft itself before launching. They have no guidance, steering, or evasive maneuvers but they’re cheap, can be dropped in huge numbers, can’t be softkilled and do good damage for their size is what I’m thinking.
@Trifler5008 күн бұрын
@@Cris-xy2gi So... when he said "guided" bombs, he was mistaken?
@xinguan26818 күн бұрын
KKV?
@tylerphuoc26537 күн бұрын
@@Trifler500 Guided bombs in atmosphere rely on winglets activating to try and guide the path of the ordinance using the rushing air, but in near or total vacuum you'd need to interact with magnetic fields or activate thrusters to do that. At that point, the bomb is practically a guided missile
@Trifler5007 күн бұрын
@@tylerphuoc2653 I get that, but are they guided in the game, or not? Or is that not really known yet?
@acenoble81978 күн бұрын
Thank you !
@sethhuff86578 күн бұрын
I see ship mounted omni comms jam on osp, nice to see. Also giving clns a pair of c4 mounts is whacky
@henryhamilton40878 күн бұрын
It's on the Ocellos They always had that
@morrogin59868 күн бұрын
SKOSH: Aircraft is out of or unable to employ active radar missiles.
@whale28708 күн бұрын
"Skosh" is a brevity code for "aircraft is out of or unable to employ active radar missiles." Seeing another option is Winch(hester), I'd assume Skosh is "out of external ordnance," Winchester adds gun ammo to that and maybe there's Bingo for hanging around until fuel runs out. Should probably just watch the video on a computer and read the text, heh
@thomocterly96098 күн бұрын
You put in effort to produce excellent content that scratches the itch where my obsessions with Science Fiction and Tom Clancy intersect, and I thank you.
@Clair3b3ar8 күн бұрын
“Winchester” Out of weapons. (“Tomcat 102 is winchester and RTB.”)
@CounterfeitDuck8 күн бұрын
Was about to wonder.
@JdeMonster8 күн бұрын
Looks like FQ has to do with the "launch profile" of the craft. When launching there's a brief moment where you see a red circle with a green zone in it (11:46 for example). In the naval game Dangerous waters that's the launch envelope that your ship must be heading in for the helicopter to take off. Looks like you can't launch aircraft while running at flank speed. I'd imagine the devs implemented a similar system in this game so you avoid the World of Warships situation where chasing down a carrier is suicide because they can outrun you all while constantly bombing the crap out of you.
@Skorch4488 күн бұрын
FQ - "Flight Quarters" maybe?
@dandafan8 күн бұрын
This could also be the speed 20 on the flight radar? Or whatever as in what speed the carrier has to be moving for flight ops
@thegauntlet8608 күн бұрын
Me EW dedicated fleet shall dominate the space battles once again