![Plaine](/img/default-banner.jpg)
- Видео 20
- Просмотров 26 137
Plaine
Добавлен 10 ноя 2017
Just a plain plane… that may upload a video every once in a while.
Видео
Automatic Shuttle Missile
Просмотров 3,5 тыс.2 месяца назад
Automatic Shuttle Missile Now 7.81818181x Safer!
Astroneer Military Projects Compilation
Просмотров 2663 месяца назад
All my military projects in one short video
Interplanetary Railroad Demonstration. Des → Syl → Nov
Просмотров 3558 месяцев назад
Soon all the planets will be connected
Every Card (and Enhancement) in Fights in Tight Spaces Ranked (Full Tierlist)
Просмотров 63211 месяцев назад
This took way too long.
What Explosives are the Best to Use for Weapons in Astroneer?
Просмотров 1,2 тыс.Год назад
I tested a bunch of shells
How to do the Invisible Glitch (and illegal upgrades) in Arras.io Skinwalkers (Patched)
Просмотров 15 тыс.Год назад
How to do the Invisible Glitch (and illegal upgrades) in Arras.io Skinwalkers (Patched)
Overrun is Fair and Balanced - Total Tank Generals
Просмотров 244Год назад
Overrun is Fair and Balanced - Total Tank Generals
nice video
Seeing the explosion while in orbit was ludicrous 😂😂😂
You forgot sulfur gas
@@varakzeitlian7970 intentional because sulfur would function the same as hydrogen. I see your point tho.
Why are there war engineers on astroneer 😭😭
Lol
*HATE*
I used to just put an auto arm on an extended platform with a medium storage and storage sensor on. Then the storage sensor pin into a load of dynamite. Only works if there is an empty storage slot on a player or vehicle, but it takes any resource from the medium storage, making it empty and triggering the sensor and dynamite.
@@troy2957 I also thought of this exactly. I called it “Detonation Zone Theory.” While it does work, it does not fit what I was going for. Assuming the target vehicle is traveling at normal speed, the time it takes for the auto arm to place the item, turn around, grab the item to trigger the storage sensor, and then start the dynamite fuse which is longer than the entire auto arm process, the area that would have to be covered by dynamite to guarantee that the target is destroyed would have to be massive because the target would be so far away from the auto arm at that point. In this, I was trying to go for a minefield that can remain effective for a long time, so I designed it in a way that one mine being activated would not destroy the entire field. I thought about making another video talking about Detonation Zone Theory because it is what most people immediately think of, myself included.
@Plaine Found a solution, you can trap players within the radius and works 100% of the time. I did some testing and found out auto arms can place winched items. If a vehicle has a winched item placed on it, it becomes completely tethered and there is plenty of time for any delay of explosive. You just have to attach a winch to a platform next to the auto arm and the end of the winch to the item in the auto arm. Its like a snare trap
Works at any car speed
@@troy2957 Wow, I didn’t even consider winches. I guess they are the key to destruction in this game. I’ll test this out myself. I want to cover this, I’ll show your comment in the video if it works.
Exo dynamics when they’ve had enough of me trying to escape the system on a train:
This is crazy
Hehe boom.
Cool
Sorry mate, but you forgot a very simple fact: you can place the pin of a storage sensor on dynamite itself, making the mine simpler.
I tried this. The auto arm takes too much time to loop all the way around and activate the storage sensor. Assuming the vehicle is traveling at the normal speed, the pin would get detatched before it could activate the dynamite. There is also another lengthy explanation as to why that doesn't work, but I don't want to type it all out unless you want to know.
Some men just want to watch the world burn
What happens if it gos off in orbit, wouldn’t that be better. Like an orbital cannon
I don’t understand.
I love this, time to build it on a server
I want to know how that goes :P
Does Hydrazine have a larger explosion size than a full small Hydrogen canister? If not, then try some full small Hydrogen canisters in place of some hydrazine on the medium storage silos.
I believe they are mostly the same. This was done in creative and hydrazine is just what I already had from prior testing.
awesome
Oh yeah, hit-and-run type of missile. I LOVE it!
found on redit love it gonna do this in my game with my friend
I bet they will never expect this. I want to know how it goes :P
Huh, so now you are safe from the explosion. Hard to control, but once you do it right, man is it gonna hurt.
Yep. The original bomber is actually pretty safe, the explosion looks dangerously close but most of the time you’re actually fine. I just got an unlucky drop that pushed me down. Still, the winch bomber(as I’ve taken to calling it) is much safer.
YOU ACTUALLY DID IT! YOOOOOOOOOOOOOOO
The very problem that restricted the altitude of the VTOL bomber, now turned against it and ensures its demise.
Oh damn, that's cool.
Yo this is sick as fuck. I have always wanted to militarize the world of astroneer. You have gone and done it!
Isn’t it great? I’ve got some more in the works too, look out for those.
@@PlaineGreat!
plaine on their astroneer militant arc
Suplex and tackle can "push" enemies that can't be moved. It makes bosses incredibly easy, if you know what to do.
Jumping ground punch is one of the worst cards in my opinion You have to put an enemy on the ground AND be 2 tiles away. You can only use a move card (that depletes combo, what this card needs for damage), because you can't shove a grounded enemy or put an enemy two tiles away to the ground And the damage isn't even high, just use stomp, it's better in every way
>:(
Imagine you killed rogue
you can pass with chair
Pass over to Atrox? I know. The point of the train is to go from Sylva to Atrox.
How do you connect the rails like that in space?
I had to use a mod make the final connections between the planets. I am working on a tutorial video if you want to know how to do this.
@@Plaineplease do, cause this will get me back into the gane
@@Dragon-dz4dfI am finishing the full railroad and covering it first. Shortly after I will make the tutorial. Expect it some time in the next few weeks.
definitely an astroneer
Pocket Sand is easy Destruction: stuns even through Dodge, 0 Cost Stun would be incredible even without the Block-piercing, there’s no real condition attached to it-unlike the range requirements of Jumping Punch, the “needs the gun out” note for Near Miss or Warning Shot, or the 2-Momentum bit for Headbutt or again, Warning Shot-and is affected by Damage Modfier so can gain (Block-piercing!) benefits as a 2ndary chip dmg dealer like with purchased Jabs from Flurry or Three-Punch Combo. One of the very few cards I have no problem having two copies of on deck, and even more useful now given how the majority of enemies introduced in the DLC behave
I see your point. I really like pocket sand, but the main reason I didn’t put it in destruction is because it does t really do damage. I certainly has its advantages over cards like jumping punch, but jumping punch is also free if you have 5 combo, which is not hard to get, and it’s damage is enough to get through almost any block you will ever encounter. One think I didn’t think about is the dodge ignore, it basically negates dodge with the stun, but I had my reasons for putting it in A tier. Anyway, thats a big enough paragraph, thanks for watching enough to notice this!
I’m imagining forgis on the jeep playing in the background. My humor is broken 😅.
I'm looking forward to card tier vid of new dlc
Thinking about it. I need a bit more experience with the new cards first.
Now that the new dlc is out...
I could have waited, but I really wanted this out before the dlc. I’m considering a dlc part.
Step claims another victim. :( There's a lot of non-movement cards in this deck (Get Over Here, Throw, Tackle, Front Kick, etc.) that all would have helped a lot more than Step, so it might have been worth removing that at some point, even with the risk of only having three movement cards. EDIT: Actually I'm wrong, this is Special Agent mode (note the Trash icon on the Step, that's a temporary card). It might be Quick Strike that needs to go instead.
I just got the worst possible first hand for that situation. Upgraded quick strike, taunt, grapple, throat punch, tackle, throw, pocket sand, intimidate, uncontrolled power, punch kick combo. If I had gotten any one of those, I would have been able to escape. Maybe I should have upgraded/removed the other quick strike to ensure I would have enough damage in the first hand if I didnt get stuns, but how could I have known that I would get the worst possible spawn position? Thinking about it now, even if I was able to escape, I would have been fighting on 2 health, which isnt good anyway, although I would have intimidate for emergencies. I didn't have any push cards, so I literally wouldn't be able to attack the boss without dying. The only way I could see being able to win there is spamming rush of blood until I get enough damage to 1-shot, but thats a lot of time and chances are I would eventually get uncontrolled power and not be able to play it, resulting in me dying anyway. But still, that was the worst possible spawn position and the worst possible hand. Edit: I usually don't bother with movement cards except for basic essentials(slip and shift) on special agent because chanes are I won't even get them when I need them, so I use step and then spam all the attacks to kill whatever is attacking me. I also have shimmy so I can stack up and store dodge in case I can't escape. And I never take step, ever. It's too dangerous, every other movement card is better(except dynamic move in some situations).
It has been nerfed now
I noticed. I posted this video in the discord, glad I was able to bring this completely fair and balanced ability to the devs' attention.
it doesn't work for me!
It's been patched, sorry. I'll change the title soon.
They fixed it,go cry now
is this patched?
I don’t know. I haven’t played this in a while.
LOL the best way too die at the end of a video
:/
Maybe you can click respawn at your shelter
Finally something useful has come of the goofy winch physics. XD
You should see this in action if you haven't already. I hope the winch never changes.
@@Plaine Same. The winch can be annoying sometimes, but I've seen a lot of stuff people do with it lately, and it's hilariously awesome.
My idea is orbital cannon-like try making a plantery cannon that can make bigger holes and holds more bombs and hydrogen and hydriayze
Alright. This sounds like something that can be expanded from the existing built. Would it be in the sky firing down? That would make the most sense to me, but if you want something a bit different, I can do that too. (Note: I may not answer you reply right away, as it is pretty late where I am, but I will get back to you the next morning).
One time I saw a player that wasn’t a shape in was like tv static and there was a black rectangle in the corner and in all it was shaped like a rectangular shape
Ogyzku zdute i skoro vernysb
Taking notes taking notes😶 📝
Gotta be ready for the test.
gonna try this
Good luck! Remember you have to be in skinwalkers mode for it to work. Also remember that it could get patched eventually.
how come u became a stalker when you killed the stalker?
This is skinwalkers more. It’s a special mode not available all the time. You become the tank you kill in this mode.
that explains it, so this glitch is only doable in skinwalkers
or you can just get another tab as a stalker and kill that
Credit?
I’m not the first one to find it, but no one taught me how to do it, I figured it out on my own.
I see people invisible in dreadnoughts. how?
I don’t know, I don’t play dreadnaughts very much. But I would assume it might be someone who started as a stalker/manager becoming a dreadnaught. I really don’t know though.
@@Plaine w for answering on comments
imagine with Landmine
Why? Even if landmine was in skinwalkers, it goes invisible much slower than stalker and manager.