Sir to get the rail gun crew to work you need to move the priority for cockpit down, as the cockpit and rail gun have equal priority the rail gun crew will just stay there, and no crew doesn’t get relieved when in the cockpit
an asymmetrical design on small ships gives you much more flexibility. less corridors would be needed. you would benefit greatly from a shall shield to protect the railgun. also the half size quarters aren't as space efficient as the full size. 2 tiles for 2 beds, vs 4 tiles for 6 beds. you can move the cockpit in blueprint mode.
problem is the crew hired is calculated in the baseprice of the ship (as are the costs of every blueprint of non starter items) and crew is expensive xD I too build a railgun starter arround a week ago. oneshot the first pirate which in turn allowed me to afford some armor and a better booster (i only had a single 3 side one in the back). The most annoying thing for me was to stay at distance as the base AI always tried to go for ramming attack...
so far i've only played the demo, but a big railgun ship was my first idea when i skimmed through the parts, so i'd be happy to see this series continue
24:36 no the crew amount was ok ish for the craft, your issue is that you didn’t have any secondary weapons to offset the reload time of the rail gun, rail guns are a very scary weapon at the early to mid game transition, but they are made long, armor and shields will catch rail gun fire so they are supplemented by missiles, most things around the 7-9 mark have missiles, what you need are good secondaries to grind down armor and also engage multiple enemies, and the rail gun can be used to attack the last layer of armor and go straight through modules and corridors to eliminate enemy reactors or control centers, one large gun won’t work, do supplement it with weaker faster firing ones like blasters or heavy blasters, and disrupters for shields, you need a variety of weapons, the ones I mentioned use power and not ammunition, if you have ammunition to spare, missiles work wonders to support and weapons platform, and you can put them on the side of a craft, or flak guns are just better point defense but eat alot of ammunition and deals good damage, cannons can be viable, but you need a lot of them
So a few things here. Obviously as others have pointed out, blueprint mode is indeed your friend and you should make use of it where you can. But beyond that, a railgun's biggest advantage is it's absolutely insane range. 600 meters, meaning you want to sneak up on enemies, not the other way around. If you've only got a rail gun you'll want to set your attack defaults to try and keep the ship at it's max weapon's range as nothing in the level 1-3 zones actually has anything that can fire 600 meters, even missiles cap out at ~400 and you don't see enemy ships with railguns until levels 7-9. As goofy as it might seem a sensor might actually have been a good early buy so you can more easily outrange and out snipe your opponent.
Was thinking of a sensor package of some sort in the future. This was mainly a test of if it's possible - and effective - for a starting ship. Tests inconclusive...
You just do not know how to use a rail gun. Right after first 2 missions you can make one that will never get in enemy weapon range, also learn about fanning. Make changes to the ship in blueprint mode, especially if you need to move cockpit when low on processors for a spare one.
he needs to learn more than fanning. He needs to learn about all the basics like crew assignment, crew movement, fighting tactics, door placement ect ect
Some suggestions: 1. Use 2 large thrusters at back only and have 2 medium thrusters on sides and front. Can also use a two way small thruster for added maneuverability. 2. Have crew quarters and use them as shield around the front to cut down on cost and weight. 3. Have 2 point defense (or small lasers) around front sides. Railgun is slow so it needs all the help it can get. Otherwise I think this is genuinely a good start
Most successful ship i ever made was just a +312% Railgun with Engines and a Sensor. That's destroying anything until ~lvl11 Areas where many have too much Shields. That's when i started to use it as a Backup for my main Cruiser. The most important thing for a Railgun ship is that you have enough reverse thrust to stay at range. Hint: You can mount the railgun in reverse. And then spin around for the final attack run. (If you save as "standard attack pattern", it'll do it automatically from then on)
Starting rail gun was stupidly op when it was introduced in demo. If you off set the rail gun on your ship, you would induce a ridiculous amount of spin in you target. Even if you didn't kill your target, the had no way of fighting back, and every shot only made it worse
I'll repeat what others have said, use blueprint mode its the only way to move the cockpit after it has been built, also it allows you to design a ship without spending resources.
You applied the Railgun Crew role to the quarters of the dude in the cockpit. The easiest way to fix that would've been to return that room to Redshirt, and designate another room to crewing the gun.^^ To be fair, crew management is rather unintuitive. You assign rooms to roles, NOT crew. XD One last tip: Move any operators to the most annoying spots for crew to walk to - if you have them assigned to only ever operate, they'll never leave their station, and thereby do not care about how far they'll have to walk. This frees up advantageous space for the rooms of roles that do need to walk between their jobs.
I've had some success with a rear mounted railgun starter ship, but I think the rear ion + shield is a better all-rounder for this job - no ammo anxiety..... You could start with some armour, thrusters and the 6 crew you need if you ditched those unneeded parts like the cargo bay and corridor. If you need a cargo bay to hold loot, you can just build one out of the loot. A starter ship doesn't need one, unless you pre-load it with ammo. Top priority for upgrades is thrusters to maintain distance, you're a sniper not a brawler.... :)
You can click on crew members, and then click on quarters to assign them to that role. It will kick the other person out of the role though. In that scenario you definitely could have made your second rail operator switch to the redshirt, or make someone in the railgun change roles to the rail operator. Alternatively, you can make your railgun operator have a lower priority for piloting the ship, since it defaults to max.
Items like the Railgun and Ion Laser can pass through a 1 block gap, but this gap is in the middle of two blocks. This can give the weapon cover if you put the Triangle blocks of armour above their exclusion zone on either side. Basically it'll look like sharp teeth. As your weapon will always fire directly through them and the enemy's would be slightly off this armour can catch many hits from the bad guys while allowing you to shoot. If you wanted to do a "Pure" railgun run you could use Point defense and/or Flak set to both attack and defend also mining lasers as backup weapons. These three weapons are listed as defensive or utility weapons by the game so imo are free game to use in "pure" builds. Flak is kinda grey area due to the amount of damage it can put out but it is meant for defense. Tips: Blueprint mode is your friend! lol You can grab the mirror line by the top or bottom where they have circles on it and move it side to side. For crew you want to stay put you need to turn off the priority's in the "Crew" section ie gathering resources, also lower the priority of things you don't want them to do ie command. You can do a set all to x by right clicking a number and selecting it in the dropdown menu that comes up. Then just set what you want to a higher level. I usually do it to priority 1 for all then set firefighting to 10, operation to 9 and supply battery to 8 for what I want them to do. To edit a weapon hold control and click on it outside of construction mode and you can edit any options for it ie point defense/flak being able to attack, defend or both and changing missile types. And last but totally not least... The only wrong way to play is one that makes you not have fun. So have fun! 😉
Just because you didn't pick up the bounty, doesn't mean they aren't out there. I mean... doesn't actually matter if you pick up the bounty or not. If you pick it up, you know where they are (so you can avoid them if you want). But, if you don't pick them up and happen across them (or a neutral takes them out) then you can pick up the bounty after and claim it. I personally prefer to pick up all the bounties so I can avoid flying into them before being ready... because there are other randoms that aren't tied to a bounty around. Basically, I'm just minimizing my odds of random encounters. Could argue that you don't plan on doing a full run with this save... so why clutter the screen with bounties. But then, you probably won't be continuing this save anyway, so why not pick them up to know where to avoid the asteroid defenders? But... whatever.
I just might build this thing. Though I think I'll forgo the storage for an extra bunk to have three in total. One for Pilot, one of Gunners, one for Power movers. Then work on the ammo problem.
You had plenty of maneuverability (after you bought engines) so you should have gone for more armor. Make a long, armored channel in front of the railgun and armor the front. Although secondary weapons would have been a good thing, perhaps a rear-facing laser to shoot following ships as you run away from combats you can't win if your RG is eliminated by a lucky shot.
I'd honestly just advise you to use small and medium thrusters instead. Large are great but slow to ramp up and expensive. Having the smaller ones, on a ship of this size just makes it more maneuverable
How can you come up with such interesting challenges and simultaniously don't know how to set up crew, do quests en masse and how to usw the Blueprintmode.
The staring was great, but a lack of understanding of the logistics, priorities, and building, shows that you need to spend more time learning this game. Also an under standing of the enemy A.I. as priority bounties, know or unknow will chase you as soon as you are spotted in the target area.
I had to ruin your perfect number of 777 likes by adding one.. just letting you know it was me heheheh. I really am appreciating your various videos on diverse subjects Cosmoteer.
Actually I tried making the railgun start work, but I didn't get far before the entire thing explodes because it can easily get overwhelmed and if one part blows up, say goodbye to everything.
Maybe use the big bunk room and move the cargo room over to the side? This will give you 2 extra crew though I'm not sure how much more expensive it will be
Funny starting ship... I am surprised that it works that good. If you are in Construction menu, you can turn on blueprint mode, that gives you the ability to move the command control and beds without constraints. You can toggle the blueprint mode with the second button in the lower left corner ine bottom row.
this is only possible in builder eco difficulty, i think it's impossible for it to work on arquitect or the harder one, the budgets are too lot (65k, 70k and finally 75k)
mainly because that time he played semms to be within the BETA afaik. Things have changed since then (balanced). So not everything you see is up to date
Watching this was physically painful, some advice I would give is: Rail guns have no damage falloff over range, so you always want to stay just within your weapons range, and have more reverse thrust than forward Generally early game you will only need storage for ammo, not resource, and since railguns are efficient in ammo usage you could have started without that storage module and had more credits to spend Railguns work way better when accompanied with another long ranged weapon, starting with a single missile launcher replacing the storage may have made it easier Armour is really heavy, and with your low speed at the start of the game, you really shouldn’t have gotten any as railguns are really long range and can outrange practically every threat 1-5 ship without issue
Also you really acted like an idiot at the end there, you could have destroyed that cannon ship easily if you just stayed out of their range, cannons are short range weapons and experience inaccuracy at the edge of their range, so a rail ship is literally the perfect ship to attack one
about a year late with this lol :) on the rail gun crew set the rail gun to max AND everything else to the lowest priority , that wat the crew will stay in the gun.
unfortunatley one cannot "start" with this ship as a clean save anymore, now the setup would cost 76.524 creds to place in :( Due to the blueprints purchases.
so with the ship at the start, 3 minutes into the vid... I just have to ask... Why did you not make one 4x4 crew room for the +2 free crewmen slots.. and just move the storage/ammo room off centre a notch? The 2x1 crew rooms absolutely have their use when trying to squeeze a couple more crew into a cramped design.. but other than that there's not much reason to use them and this did not seem like a time to do so.
You pissed away all your money on steel plates when you had a boatload floating in space that you could have just gotten by bolting a temp storage on the rear
your starter ship kind of, sucks for cost, so much wasted moneys, first of all, put your "stuff" to the side of the railgun eliminating the paths, use the cockpit reactor and storage as your walkway, ditch the 2 small rooms and find somewhere to slap a crew quarters, you don't need sideways thrusters for strafing this early into the game, swap out the 3 way thrusters for just forwards and back, you ship can still rotate using differential thrusting, but it is much more important to have reverse thrust while fighting with a long range ship, last of all, when engaging the enemy after targeting them, hold shift and move your distance target in such a way that you are at your max range, this lets you attack the enemy without them attacking you as soon as you kill a single ship steal their resources and use that to build rather then wasting your money at the station, you can even build from items on the ground if you can't pick everything up
Yuh, frustrating... Also, a starter ship doesn't need to waste any cash on a cargo bay, you can always build new ones from loot, they are just steel plate... Starter railgun ships can be pretty decent with 75k to spend. :)
@@EveryoneWhoUsesThisTV good suggestion, actually i forgot you don't need storage to build something in the first place if you just use the loot on the ground
: It has partially to do with me having a six bunk quarters and two three-way thrusters but I have no corridors and now airlock yet it's more expensive...
mainly because that time he played semms to be within the BETA afaik. Things have changed since then (balanced). So not everything you see is up to date
you know, that you can use the blueprint mode to move Beds or the Control room? so you can shift it that way. And also you need to lower the priority of the other staff so they not get in there
12:50 "It split it in two!" No, you miscounted. It split it in zero.
20:23 go in blue print mode to move stuff like that around without having to build a second command room
+1 Generic Advice Appreciation Point
@@OfficialStuffPlus Is the ship on steam?
@@jaideepshekhar4621 its fine if it's not, if you haven't already you could either pause the video and copy it or if you want try to make your own
yo
Sir to get the rail gun crew to work you need to move the priority for cockpit down, as the cockpit and rail gun have equal priority the rail gun crew will just stay there, and no crew doesn’t get relieved when in the cockpit
or use the button with the arrows to desegnate a bunk to *just* work in the railgun
@@sirplay8519 yeah I just realized that you can do that today, still learning, but I think I do ok
Love the redcon commander icon I dont think anyone knows that *edit spelling
@@berzerkerlygames6256 you would be surprised at how many replies I get
Love redcon
an asymmetrical design on small ships gives you much more flexibility. less corridors would be needed. you would benefit greatly from a shall shield to protect the railgun. also the half size quarters aren't as space efficient as the full size. 2 tiles for 2 beds, vs 4 tiles for 6 beds. you can move the cockpit in blueprint mode.
Shield 100%!
the 2 half size bunks weight the same as 1 full size one
problem is the crew hired is calculated in the baseprice of the ship (as are the costs of every blueprint of non starter items) and crew is expensive xD I too build a railgun starter arround a week ago. oneshot the first pirate which in turn allowed me to afford some armor and a better booster (i only had a single 3 side one in the back). The most annoying thing for me was to stay at distance as the base AI always tried to go for ramming attack...
20:53 the reason it didn’t work is that you would have automatically bought the item from the station, but you need more than that station held
so far i've only played the demo, but a big railgun ship was my first idea when i skimmed through the parts, so i'd be happy to see this series continue
24:36 no the crew amount was ok ish for the craft, your issue is that you didn’t have any secondary weapons to offset the reload time of the rail gun, rail guns are a very scary weapon at the early to mid game transition, but they are made long, armor and shields will catch rail gun fire so they are supplemented by missiles, most things around the 7-9 mark have missiles, what you need are good secondaries to grind down armor and also engage multiple enemies, and the rail gun can be used to attack the last layer of armor and go straight through modules and corridors to eliminate enemy reactors or control centers, one large gun won’t work, do supplement it with weaker faster firing ones like blasters or heavy blasters, and disrupters for shields, you need a variety of weapons, the ones I mentioned use power and not ammunition, if you have ammunition to spare, missiles work wonders to support and weapons platform, and you can put them on the side of a craft, or flak guns are just better point defense but eat alot of ammunition and deals good damage, cannons can be viable, but you need a lot of them
Redcon PFP, wonderful
20:00 build in blueprint mode! Wasted so much material here
you need to assign the railcrew to the gun,then they´ll never leave their post
So a few things here.
Obviously as others have pointed out, blueprint mode is indeed your friend and you should make use of it where you can. But beyond that, a railgun's biggest advantage is it's absolutely insane range. 600 meters, meaning you want to sneak up on enemies, not the other way around. If you've only got a rail gun you'll want to set your attack defaults to try and keep the ship at it's max weapon's range as nothing in the level 1-3 zones actually has anything that can fire 600 meters, even missiles cap out at ~400 and you don't see enemy ships with railguns until levels 7-9. As goofy as it might seem a sensor might actually have been a good early buy so you can more easily outrange and out snipe your opponent.
Was thinking of a sensor package of some sort in the future. This was mainly a test of if it's possible - and effective - for a starting ship. Tests inconclusive...
You just do not know how to use a rail gun. Right after first 2 missions you can make one that will never get in enemy weapon range, also learn about fanning. Make changes to the ship in blueprint mode, especially if you need to move cockpit when low on processors for a spare one.
he needs to learn more than fanning. He needs to learn about all the basics like crew assignment, crew movement, fighting tactics, door placement ect ect
Some suggestions:
1. Use 2 large thrusters at back only and have 2 medium thrusters on sides and front. Can also use a two way small thruster for added maneuverability.
2. Have crew quarters and use them as shield around the front to cut down on cost and weight.
3. Have 2 point defense (or small lasers) around front sides. Railgun is slow so it needs all the help it can get.
Otherwise I think this is genuinely a good start
Most successful ship i ever made was just a +312% Railgun with Engines and a Sensor. That's destroying anything until ~lvl11 Areas where many have too much Shields. That's when i started to use it as a Backup for my main Cruiser. The most important thing for a Railgun ship is that you have enough reverse thrust to stay at range. Hint: You can mount the railgun in reverse. And then spin around for the final attack run. (If you save as "standard attack pattern", it'll do it automatically from then on)
Starting rail gun was stupidly op when it was introduced in demo. If you off set the rail gun on your ship, you would induce a ridiculous amount of spin in you target. Even if you didn't kill your target, the had no way of fighting back, and every shot only made it worse
I'll repeat what others have said, use blueprint mode its the only way to move the cockpit after it has been built, also it allows you to design a ship without spending resources.
while you made a lot of beginner mistake that annoyed me , I would love to see the series continue
I love seeing new players try interesting challenges
You applied the Railgun Crew role to the quarters of the dude in the cockpit. The easiest way to fix that would've been to return that room to Redshirt, and designate another room to crewing the gun.^^
To be fair, crew management is rather unintuitive. You assign rooms to roles, NOT crew. XD
One last tip: Move any operators to the most annoying spots for crew to walk to - if you have them assigned to only ever operate, they'll never leave their station, and thereby do not care about how far they'll have to walk. This frees up advantageous space for the rooms of roles that do need to walk between their jobs.
Sir you can use the blueprint mode to move pieces of your ship without the lack of beds and not enough command warning
I love how everyone with an accent says "deck gun" like "death gun" because it works no matter how you hear it.
This reminds me of when I used to play Robocraft; I would slap a railgun sniper on a low point vehicle and one shot people 😂
Please, use blueprint mode.
Good testround!
Railgun ships are awesome!
...until they have no railgun.
Doesn't sound like a good first and only weapon.
"Railgun ships are awesome! ...until they have no railgun." - Words to live by.
I've had some success with a rear mounted railgun starter ship, but I think the rear ion + shield is a better all-rounder for this job - no ammo anxiety.....
You could start with some armour, thrusters and the 6 crew you need if you ditched those unneeded parts like the cargo bay and corridor.
If you need a cargo bay to hold loot, you can just build one out of the loot. A starter ship doesn't need one, unless you pre-load it with ammo.
Top priority for upgrades is thrusters to maintain distance, you're a sniper not a brawler.... :)
You can click on crew members, and then click on quarters to assign them to that role. It will kick the other person out of the role though. In that scenario you definitely could have made your second rail operator switch to the redshirt, or make someone in the railgun change roles to the rail operator. Alternatively, you can make your railgun operator have a lower priority for piloting the ship, since it defaults to max.
12:35 that's the money shot
Please consider using blueprint mode when building 😊
My man, blueprint mode is your friend
Just set two crew as gunners for the gun with no other priorities. They will never leave their post.
with mods its probably possible to have a well-defended and maneuverable rail starter
Items like the Railgun and Ion Laser can pass through a 1 block gap, but this gap is in the middle of two blocks. This can give the weapon cover if you put the Triangle blocks of armour above their exclusion zone on either side. Basically it'll look like sharp teeth. As your weapon will always fire directly through them and the enemy's would be slightly off this armour can catch many hits from the bad guys while allowing you to shoot.
If you wanted to do a "Pure" railgun run you could use Point defense and/or Flak set to both attack and defend also mining lasers as backup weapons. These three weapons are listed as defensive or utility weapons by the game so imo are free game to use in "pure" builds. Flak is kinda grey area due to the amount of damage it can put out but it is meant for defense.
Tips:
Blueprint mode is your friend! lol
You can grab the mirror line by the top or bottom where they have circles on it and move it side to side.
For crew you want to stay put you need to turn off the priority's in the "Crew" section ie gathering resources, also lower the priority of things you don't want them to do ie command.
You can do a set all to x by right clicking a number and selecting it in the dropdown menu that comes up. Then just set what you want to a higher level.
I usually do it to priority 1 for all then set firefighting to 10, operation to 9 and supply battery to 8 for what I want them to do.
To edit a weapon hold control and click on it outside of construction mode and you can edit any options for it ie point defense/flak being able to attack, defend or both and changing missile types.
And last but totally not least... The only wrong way to play is one that makes you not have fun. So have fun! 😉
I made a starting ion beam ship.
And it has plenty of armor, speed, and crew.
Just because you didn't pick up the bounty, doesn't mean they aren't out there. I mean... doesn't actually matter if you pick up the bounty or not. If you pick it up, you know where they are (so you can avoid them if you want). But, if you don't pick them up and happen across them (or a neutral takes them out) then you can pick up the bounty after and claim it.
I personally prefer to pick up all the bounties so I can avoid flying into them before being ready... because there are other randoms that aren't tied to a bounty around. Basically, I'm just minimizing my odds of random encounters.
Could argue that you don't plan on doing a full run with this save... so why clutter the screen with bounties. But then, you probably won't be continuing this save anyway, so why not pick them up to know where to avoid the asteroid defenders? But... whatever.
I just might build this thing. Though I think I'll forgo the storage for an extra bunk to have three in total. One for Pilot, one of Gunners, one for Power movers. Then work on the ammo problem.
I don't think I've ever been so frustrated watching someone play a game badly. Takes me back to the days of playing NES on the living room floor.
This is actually a great starting ship you just simply need to prioritize different things than normal
Btw, when you were starting to loot for the first time, you could have used the loose steel to create more storage.
Check your combat distance defaults. The railgun should be able to hit enemies way before they think about shooting at you.
You can build and repair in the wreckage of destroyed ships, could have gotten your additional boosters much faster
Regrettably, starting ship limits have been lowered.
In my playthrough I had a ship barely survive getting blown in half and now I'm starting to get into mining and crafting.
You had plenty of maneuverability (after you bought engines) so you should have gone for more armor. Make a long, armored channel in front of the railgun and armor the front. Although secondary weapons would have been a good thing, perhaps a rear-facing laser to shoot following ships as you run away from combats you can't win if your RG is eliminated by a lucky shot.
I'd honestly just advise you to use small and medium thrusters instead. Large are great but slow to ramp up and expensive. Having the smaller ones, on a ship of this size just makes it more maneuverable
How can you come up with such interesting challenges and simultaniously don't know how to set up crew, do quests en masse and how to usw the Blueprintmode.
12:40 bro turned into a poltergheist
The staring was great, but a lack of understanding of the logistics, priorities, and building, shows that you need to spend more time learning this game. Also an under standing of the enemy A.I. as priority bounties, know or unknow will chase you as soon as you are spotted in the target area.
Use blueprint mode
I had to ruin your perfect number of 777 likes by adding one.. just letting you know it was me heheheh. I really am appreciating your various videos on diverse subjects Cosmoteer.
A fun one to try would be starting with a mining laser.
F for Featherstone
4 bunks. Should've replaced those with 1-2 quarters
So much loot wasted, because you dont add cargo bays in the field with looted steel.
hell yeah, i love flass-canon builds and this is one id enjoy alot. Nice video i really liked it
Actually I tried making the railgun start work, but I didn't get far before the entire thing explodes because it can easily get overwhelmed and if one part blows up, say goodbye to everything.
Maybe use the big bunk room and move the cargo room over to the side? This will give you 2 extra crew though I'm not sure how much more expensive it will be
Funny starting ship... I am surprised that it works that good.
If you are in Construction menu, you can turn on blueprint mode, that gives you the ability to move the command control and beds without constraints. You can toggle the blueprint mode with the second button in the lower left corner ine bottom row.
Bro the second bounty target just kinda disappeared lmfao. Like he straight got folded. Implided even
For the railgun crew to operate only the railgun you need to turn down all the cockpits operation priority to 0 by default its 10
this is only possible in builder eco difficulty, i think it's impossible for it to work on arquitect or the harder one, the budgets are too lot (65k, 70k and finally 75k)
i used the space better before i find this video
thing is they are so weak that its dies to nearly everything
Wait a minute
i start career mode with 70.2 k ?
Is iz the difficulty modifier ?
mainly because that time he played semms to be within the BETA afaik. Things have changed since then (balanced). So not everything you see is up to date
Watching this was physically painful, some advice I would give is:
Rail guns have no damage falloff over range, so you always want to stay just within your weapons range, and have more reverse thrust than forward
Generally early game you will only need storage for ammo, not resource, and since railguns are efficient in ammo usage you could have started without that storage module and had more credits to spend
Railguns work way better when accompanied with another long ranged weapon, starting with a single missile launcher replacing the storage may have made it easier
Armour is really heavy, and with your low speed at the start of the game, you really shouldn’t have gotten any as railguns are really long range and can outrange practically every threat 1-5 ship without issue
Also you really acted like an idiot at the end there, you could have destroyed that cannon ship easily if you just stayed out of their range, cannons are short range weapons and experience inaccuracy at the edge of their range, so a rail ship is literally the perfect ship to attack one
about a year late with this lol :) on the rail gun crew set the rail gun to max AND everything else to the lowest priority , that wat the crew will stay in the gun.
unfortunatley one cannot "start" with this ship as a clean save anymore, now the setup would cost 76.524 creds to place in :( Due to the blueprints purchases.
Just modify it slightly
its what I did
Remove the corridor and cargo bay, have 6 crew, good thrusters and armour instead.... ;)
so with the ship at the start, 3 minutes into the vid... I just have to ask... Why did you not make one 4x4 crew room for the +2 free crewmen slots.. and just move the storage/ammo room off centre a notch? The 2x1 crew rooms absolutely have their use when trying to squeeze a couple more crew into a cramped design.. but other than that there's not much reason to use them and this did not seem like a time to do so.
Should have kept it at range at the end
Well done!!
Finding this almost a year late but I’m copying a similar design to this calling the beautiful thing “Thunderclap”
Who do you think you are, the creator of Diffusion Shields?
The definition of not playing optimally
You pissed away all your money on steel plates when you had a boatload floating in space that you could have just gotten by bolting a temp storage on the rear
Try to stay at max range of your rail gun
your starter ship kind of, sucks for cost, so much wasted moneys, first of all, put your "stuff" to the side of the railgun eliminating the paths, use the cockpit reactor and storage as your walkway, ditch the 2 small rooms and find somewhere to slap a crew quarters, you don't need sideways thrusters for strafing this early into the game, swap out the 3 way thrusters for just forwards and back, you ship can still rotate using differential thrusting, but it is much more important to have reverse thrust while fighting with a long range ship, last of all, when engaging the enemy after targeting them, hold shift and move your distance target in such a way that you are at your max range, this lets you attack the enemy without them attacking you
as soon as you kill a single ship steal their resources and use that to build rather then wasting your money at the station, you can even build from items on the ground if you can't pick everything up
Yuh, frustrating...
Also, a starter ship doesn't need to waste any cash on a cargo bay, you can always build new ones from loot, they are just steel plate...
Starter railgun ships can be pretty decent with 75k to spend. :)
@@EveryoneWhoUsesThisTV good suggestion, actually i forgot you don't need storage to build something in the first place if you just use the loot on the ground
: Why is my starting budget in game only 70k and why does my ship cost more than yours even though I have less components?
: It has partially to do with me having a six bunk quarters and two three-way thrusters but I have no corridors and now airlock yet it's more expensive...
mainly because that time he played semms to be within the BETA afaik. Things have changed since then (balanced). So not everything you see is up to date
Not ideal the rate of fire is just too slow.
You would be better off with a shielded point defence shredder.
Posádka neměla nastavenou prioritu, chyba.
Good
That thing is damn cute
maybe before making videos about a game you should know how to play the game?
Thats not a ship! Thats a di-
Design is too expensive to play with.
One cant be that bad at game or?
you know, that you can use the blueprint mode to move Beds or the Control room? so you can shift it that way. And also you need to lower the priority of the other staff so they not get in there