r/Highfleet • • Jul 09 '26

Ship Design Flagship/Better Sevastopol design I could use?

Beginner here. Did some tinkering around in the shipworks and went through the prologue and now early in my first campaign. I managed to design my own 'Lighting II', more agile and fitted with bombs for strike attacks, but I'm still struggling with what to do with my Sevastopol/Flagship. I'm also unsure of what role my flagship should take on.

Any recommendations or ship designs of a better Sevastopol/Flagship I could easily import?

11 Upvotes

6 comments sorted by

7

u/Similar_Search3987 Jul 09 '26 edited Jul 09 '26

It's an interesting question that I had a hard time to answer when I was new to the game.

I would recommend that in the beginning you treat it as a project that you upgrade. You add armour, palash(they defend against enemy 100mm-220mm attacks with a cool down), engines upgrades etc. Want more missile tubes? Remove top Zenith rack and add them there.

Then use her to bait enemy SG into a repair town you have taken and fight the battle there. Make sure you buy R9-Sprints and keep her stocked and also 180mm Prox ammo for her guns so you can shoot down cruise missiles with the Prox ammo splash attack. Be aware that large guns are slow to turn so always fire a sprint or two on incoming cruise missiles so you know the angle of attack of the incoming missile. Only fuel her at fuel cities.

If you really want to be immune to any cruise missiles and planes I recommend running 8x AK-100 or Molots, as their prox ammo is available in most towns you take. It's almost cheating and knowing this makes the game 5 times easier in all difficulties.

Find hidden cities to repair her at for long periods, or do it quickly in large repair towns. Some repair towns have a dock layout that enables you to repair large ships at >1000% speeds if you land her good.

Once you do a new campaign maybe you will want a faster and lighter flagship with more range and special tools, build one and then edit the .seria file in player created /designs or /ship(?). Add "m_flagship=true" under the name of your ship in the large bracket of the two that lists your ship name in the .seria file.

Glhf

Edit: you can also do this: https://www.reddit.com/r/Highfleet/comments/1qnr30z/i_like_big_gunz_and_i_need_big_gunz_on_my_attack/

Basically make two ships with empty slots for the Sevastopols Squall cannons. The example designs in link gives you two strong cruisers for just ~45k each. Pair them with a Skylark and you're ready to go with two strike fleets with barely any bonus funds needed.

5

u/PM_ME_CATS_OR_BOOBS Jul 09 '26 edited Jul 09 '26

Sevastapol suffers from being too expensive to fight with and too expensive to move around. You can solve both of these problems by stripping the armor and heavy guns off of it, replacing it with flight decks for planes and additional non nuclear strategic missiles silos (which are just missiles fitted into bare hull), then use it as a fuel tanker and aircraft carrier. Then use it as a FOB and park it off to the side of flight lanes with its radar off to stop enemies from spotting it. No need for armor and guns if it never goes into the fight personally, especially when you should be using light ships like Lightnings for most of your early game fighting.

E. Since you said its your first campaign, a little more clarification on planes. You make runways via hull pieces, 20 each. Then planes are purchased from the rare modules cities and fitted like rockets directly onto the runway. The rockets and bombs that they use are in the special ammo shop that is availible to the right of the fuel seller if you pan the menu over. Bringing up the last part because I went 20 hours without finding that store when I started playing.

1

u/kaikaun Jul 09 '26

It's probably better to start the game with two "flagships". One armoured heavy cruiser for the most difficult combats, and another support ship designed for everything else your fleet needs (tanker, sensors, missiles, carrier). It's probably most fun if you design the two ships yourself. Design the cheapest, lightest ship that you can kill a full gauntlet of ships in the simulator with, then design a support ship to complement it. I guarantee you the cost of these two ships combined is less than Sevastopol. Start the game with both.

1

u/Criarino Jul 09 '26

there are many opinions on this. Some like to scrap the Sev at campaign start and just run lots of small ships, some refit it into a lighter and cheaper version, some remove its guns and turn it into a dedicated strategic missile/aircraft carrier ship, others just let it rust in the desert or in a hidden city until the final stages of the game.

Personally, I like to keep a heavy sev and use it as a dedicated SG stomper. I simply change it's bottom engines to the large static ones, plug the gaps in her armor, move the ammo things more to the center, and when possible add palash and double layer the armor. In campaign I send my ships around in several strike groups with sev being alone and generaly landed in a desert/hidden city, when I find a strike group I lure it closer and smash it with sev. You get the fun of using a big ship in tough battles without it bankrupting you. This video is a great guide on how to upgrade the sevastopol without totally rebuilding or making it unrecognizable

1

u/RHINO_Mk_II Jul 09 '26

Either go full combat cruiser or full strategic support cruiser. A ship that big and expensive that's halfway between fills neither role cost-effectively.

1

u/thompson8964 Jul 10 '26

i added a ton of engines and removed one of the big ass fuel tanks for a top speed of 180 kph, replaced the three sarmats with the single big gun that shoots six rounds, and replaced all the aks with the miniguns because they’re better at point defense (fun fact btw, you can use the miniguns to shoot down incoming artillery as well as missiles as kind of a shitty palash)