The way the Brimstone Rain fires its missiles always makes me laugh. The way they slowly rise straight up into the air in a staggered formation before doing their turn looks just like the "Ascension of the Jackdaw".
Drakky's biggest flaw is lack of DPS when seriously damaged. One good RNG and the battle is determined. I'd personally make a version with six slightly smaller turrets. Gimle is so good because she can do soild damage very late into the fight. Doom CRAMs are cool, but they're nearly useless in a lot of situations and you really can't afford that. Anything you can do to improve the hit rate would help even at the cost of de-dooming them quite a lot. Her lasers are also quite vulnerable, you either need more emitters or to armor them better.
Number one change you could do is start using tiered weapon controllers on your turrets. That way whenever you lose an AI the turrets can keep firing, just with less efficiency.
Oh sweet, I am the creator of the Brimstone Rain and I saw this pop up in my feed after a bit of hiatus from the game. A couple notes, the missiles main damage comes from frag, the thumper heads are for higher hp and faster speed. The breadboard movement changes broadside every 2 minutes or so and tries to maintain something like 2300m. Regarding the missiles stopping working in some situations, I think the LUA occasionally breaks and they just fly into space and also I do most testing at 100% detection so the detection components is somewhat of an afterthought. Aside the times it loses to various technicalities, its very reliable though. The saying works 100% of the time, 'most' of the time comes to mind. :P
I think on your channel I saw a design for a land vehicle with a rotary cram cannon , a large one like 9 barrels I've searched RUclips and haven't been able to find any similar designs maybe you could try your hand at it also love the content.
I am wondering if a few large EMP torpedoes would have helped. For craft that need propellers to float, taking out said propellers would be diasterous.
It has plenty of redundant propellers, 'almost' neutral bouyancy (when undamaged atleast) and is dead end emp protected with heavy armour cunductor paths. So it is effectively immune to EMP unless all you did was launch emp at it. It might help to increase the PID altitude set point by 1 block or so to reduce the bobbing into the 80% and sinking threshold. Im pretty sure the time it sunk in the second battle was more due to it chilling too low a little too long due to settings, not inability to float/push back up.
I feel like Drakky III needs to have a breadboard AI rather than use the standard broadside logic. That's the one most significant improvement I can see affecting her performance.
If you put 2 weapon controllers, one attached to different ai channels, and one with a lower priority then you can keep your guns going if you lose one of your ai
You can just use a single controller on 1 channel and 2 AIs transmitting on the same channel with identical settings. One AI will be unused until the other is destroyed where it then takes over.
Is it possible to make the ships spawn outside of each other's range to start the battle? Longer ranged vehicles are at a disadvantage if they are guaranteed to be hit seconds after spawning.
Just out of curiosity, I put together a defense platform to see if I could stave off the Brimstone Rain's barrage. I have a LAM system with 44000 dps @ over 100 AP and 120 Firepower in CIWS at a total cost of about half a million. I am dead. I'm beginning to think that large and huge missiles might need a nerf. If you seriously need almost a million resources in defense just to prevent yourself being killed, there might be a problem. Heck, at least Elon Musk couldn't afford Plasma Cannons... Put another way, the best counter to the Brimstone Rain is... the Brimstone Rain.
The best counter to the Brimstone rain is speed (if you have enough of it as a flyer for example), range over 3km if you can maintain it, and high powered ECM jamming. Having designs that do not rely on deck turrets for example like frontsiders also helps because you can have more armour on the top and less chance of turret cap damage. In essence, it is very easy to counter, just so many designs happen to be weak to it's top down missile spam strategy (which is why I made it in the first place). Also, expecting to 100% counter a craft that goes all-in on missiles by investing substantially less than it's investment in your countermeasures would make missiles completely useless, especially for craft that don't go all-in. In short, because the spam is so extreme, to counter it your forced to reduce your effectiveness against other vehicles, which is not a choice many designs take.
Ah, by the way- ruclips.net/p/PLi7dtpj5U7dOoQT0pJxLSE3XQclq59Pt2 Drakenslang has more battles ahead, but I thought you might be interested in seeing how things have gone so far. :)
The way the Brimstone Rain fires its missiles always makes me laugh.
The way they slowly rise straight up into the air in a staggered formation before doing their turn looks just like the "Ascension of the Jackdaw".
Drakky's biggest flaw is lack of DPS when seriously damaged. One good RNG and the battle is determined. I'd personally make a version with six slightly smaller turrets. Gimle is so good because she can do soild damage very late into the fight.
Doom CRAMs are cool, but they're nearly useless in a lot of situations and you really can't afford that. Anything you can do to improve the hit rate would help even at the cost of de-dooming them quite a lot.
Her lasers are also quite vulnerable, you either need more emitters or to armor them better.
19:00 super structure is great real estate for point defence while being armour. a 3^3 flak deck gun is only weak until you have 20 of them.
Number one change you could do is start using tiered weapon controllers on your turrets. That way whenever you lose an AI the turrets can keep firing, just with less efficiency.
Oh sweet, I am the creator of the Brimstone Rain and I saw this pop up in my feed after a bit of hiatus from the game. A couple notes, the missiles main damage comes from frag, the thumper heads are for higher hp and faster speed. The breadboard movement changes broadside every 2 minutes or so and tries to maintain something like 2300m. Regarding the missiles stopping working in some situations, I think the LUA occasionally breaks and they just fly into space and also I do most testing at 100% detection so the detection components is somewhat of an afterthought. Aside the times it loses to various technicalities, its very reliable though.
The saying works 100% of the time, 'most' of the time comes to mind. :P
Cheers! Thanks for the details. Gorgeous craft you've made here. 😁👍
Awesome ship mate, it's darn good!
Do the Drakenslang against Crabulon the Resurrected, another craft that went against Brenzo’s ragnarok.
Crabulon is a masterpiece and needs more videos!
I think on your channel I saw a design for a land vehicle with a rotary cram cannon , a large one like 9 barrels I've searched RUclips and haven't been able to find any similar designs maybe you could try your hand at it also love the content.
Cheers! I also seem to vaguely recall that... I have no idea where it is, though. Maybe in the Ashes campaign? 🤔
I think it was a submission for your campaign
Congrats on one victory! It is a insane ship and very hard to survive!
Cheers! I've seen how the Gimle handles it. Those supercav sniper cannons work a treat against things which are actually in the water! :D
@@BorderWise12 Indeed, one of few times they do what they should! Anyhow the Brimstone is a big motivator to my defensive strategies on the Gimle!
I am wondering if a few large EMP torpedoes would have helped. For craft that need propellers to float, taking out said propellers would be diasterous.
It has plenty of redundant propellers, 'almost' neutral bouyancy (when undamaged atleast) and is dead end emp protected with heavy armour cunductor paths. So it is effectively immune to EMP unless all you did was launch emp at it. It might help to increase the PID altitude set point by 1 block or so to reduce the bobbing into the 80% and sinking threshold. Im pretty sure the time it sunk in the second battle was more due to it chilling too low a little too long due to settings, not inability to float/push back up.
Love borderwise
I feel like Drakky III needs to have a breadboard AI rather than use the standard broadside logic. That's the one most significant improvement I can see affecting her performance.
you should make a Video how many crossbones can one drakenslang beat, my guess is 8
My poor PC... XD
indeed
Cope cages on top of the turrets. Cheap, tacky looking, but it can help against top attacks. Maybe a mesh that also has rubber on it.
Rubber isn't thump-proof these days, but I still like that idea!
If you put 2 weapon controllers, one attached to different ai channels, and one with a lower priority then you can keep your guns going if you lose one of your ai
Yup yup. Already implemented that on the MK3. 👍
You can just use a single controller on 1 channel and 2 AIs transmitting on the same channel with identical settings. One AI will be unused until the other is destroyed where it then takes over.
6:28 cluster aimpoint spoofing
Is it possible to make the ships spawn outside of each other's range to start the battle? Longer ranged vehicles are at a disadvantage if they are guaranteed to be hit seconds after spawning.
2000m is what I consider medium range, and any vehicle should be able to get itself to an advantageous distance even if it doesn't start there.
Just out of curiosity, I put together a defense platform to see if I could stave off the Brimstone Rain's barrage. I have a LAM system with 44000 dps @ over 100 AP and 120 Firepower in CIWS at a total cost of about half a million. I am dead. I'm beginning to think that large and huge missiles might need a nerf. If you seriously need almost a million resources in defense just to prevent yourself being killed, there might be a problem. Heck, at least Elon Musk couldn't afford Plasma Cannons...
Put another way, the best counter to the Brimstone Rain is... the Brimstone Rain.
For large missiles, medium interceptors are the way to go. Drakky 3 has beaten the Brimstone primarily because she has them. 👍
The best counter to the Brimstone rain is speed (if you have enough of it as a flyer for example), range over 3km if you can maintain it, and high powered ECM jamming. Having designs that do not rely on deck turrets for example like frontsiders also helps because you can have more armour on the top and less chance of turret cap damage. In essence, it is very easy to counter, just so many designs happen to be weak to it's top down missile spam strategy (which is why I made it in the first place).
Also, expecting to 100% counter a craft that goes all-in on missiles by investing substantially less than it's investment in your countermeasures would make missiles completely useless, especially for craft that don't go all-in. In short, because the spam is so extreme, to counter it your forced to reduce your effectiveness against other vehicles, which is not a choice many designs take.
Hehe, you should have seen it before thump missiles were nerfed and it used purely kinetic thump.@@BorderWise12
I love both ships. I am new a struggling to get into the swing of the game.
We've all been there. 😅
Persist, and you will succeed! ✊
@@BorderWise12 Thank you!
Good show. I admit i prefere missile ships and big lasers.
Put a ciws on the turrets
Ah, by the way- ruclips.net/p/PLi7dtpj5U7dOoQT0pJxLSE3XQclq59Pt2 Drakenslang has more battles ahead, but I thought you might be interested in seeing how things have gone so far. :)
More totally scientific combat testing!!!