Introducing the Ninja Airship! 🥷🎈 From the Depths Collab Build (Part 1)
HTML-код
- Опубликовано: 30 май 2024
- Aw yeah, it's Ninja-collaboration time!
Gmodism's Davidos: • Superior Davidos Class...
Second Channel! / @borderrrr
Channel Membership: / @borderwise12
BorderWise Twitch: / borderwise
BorderWise Twitter: / borderwiseweta
BorderWise Patreon: / borderwise
Outro Music: Different Heaven: OMG: • Different Heaven - OMG...
Other music used:
Chris Haugen - Front Porch Blues
Dan Lebowitz - Tiptoe Out the Back
Frank Rawel - Up And Down
From the Depths on Steam: store.steampowered.com/app/26...
I had nothing to do with the development of this game. All rights to From the Depths belong to Brilliant Skies Limited. Please do not upload this video elsewhere without my permission.
#FromTheDepths #Airship #collab Игры
Finally... air canoe
I'm not normally a fan of cram cannons... but I do have to admit your airship is frightingly effective. And here I thought I was insane... :)
Cheers! CRAM airships can be pretty darn good. 😁
You inow its gonna be a good video when it opens with exploding mauraders
hey borderwise i have just started playing around with FTD and really like *REALLY* have problems with scaling my builds. they either feel too big but turn out too small or feel too small and turn out way too big. do maybe have tips on how to choose the propper scaling for your shipps/ other vehicles like for example "x length, x height, x depth makes a ship than can really carry big scary guns but will be slow and combersome"? how do you normally start your builds? do you start your builds with first building a main gun and building arround it or do you first build the hull and do everything after? and i know there are things like cost of the craft and blockcount but id need to nail my build pretty much as i want it to get these and thats where my problem lies: i cant seem to get there.
With his rubber rail gunner build, he does say to start with the gun first.
And it's probably best to do so. If you make a gun with an attached turret well/armour, you can choose the width of the main compartment accordingly, and then choose the amount of armour you need depending on the cost of the ship.
But best to choose like:
Role first (interceptor like some of the White Flayer godlies, or a big bruiser like the Megalodon)
Main gun (both size and number) (have an idea of vague cost of the ship)
Then choose armour and length depending on what you need
@@Brolord56 well thank you ill try that build order!
@@imperialspacemarine1539 I think that the game also has a few pre-built hulls in the new vehicle tab of the build menu, so you can also try using that as a starting point.
Basically what Brolord said. Building internals first or hull first can both work, so really you just got to to try both and keep building vehicles as practice.
I've made videos on this before:
How To Build Small: ruclips.net/video/afecu8tVN_I/видео.htmlsi=ElAhIDpkD5M16SAn
How To Build Big: ruclips.net/video/q-o93LV_4y0/видео.htmlsi=c258W3EQg8ayNiAx
The usual process starts with an idea, what should your ship be able to do? Then you choose the weapon system(s) you want to use to get it to do what you want it to for APS you start with the shel, then build a gun suited for that shel and then build a boat arround the gun.
Shouldn't the aim of the cram take the base velocity into account?
It does, but since the projectile is slower if you're moving away from the target? It's way, WAY more likely to miss.