Gimle VS. Capsized Catastrophe - From the Depths Battleship Battle

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  • Опубликовано: 12 дек 2024
  • The From the Depths AoG Gimle battleship battles continue with the Capsized Catastrophe by Shield Cat, which will be the stronger battleship? Select your winner in comments before the battle... 1, 2, 3: To BATTLE!
    ★ All big battles: • From the Depths Big Ba...
    ★ Gimle Battleship Build Episodes: • From the Depths: Build...
    Gimle Open Seas Build Rules (deadline is already past, join the Gmodist's Discord to catch the next tutorial):
    Naval ships or low flying airships. Your submission should work in a naval setting but cannot submerge, it also can't fly higher than 500m if it is an airship.
    No cheese, like no 1m tetra spam filled areas for aim spoof, no internal waterpropellers or azipods, no spincliping and all those other usual cheese tactics are banned.
    Max 100K blocks
    No extreme missile or interceptor spam (hint: use mediums and not so manny smalls)
    No waterpumps or heliumpumps what so ever, like not a single one can be present on your build.
    Under 2.2 million cost: that means 2.1XXX not 2.2XXX
    Max 2 Repair Bots
    No spawners/drones/docked crafts
    No extreme subobject spam (like 200 dif guns)
    No intentional melee
    No video screens and cameras present on the battleship (the one that makes captains see when there is no windows)
    Ship can not play video our audio sources during battle. (includes YT video players etc)
    When submitting the ship, any lights and smoke generators should be switched off and not activate during the battle since they cause unnecessary lag, if you have a decorated version with interiors etc we should check out please submit one "battle version" where laggy stuff is turned off and one "parade version" that looks cool with all its lights, video players or cameras and smoke effects etc enabled and working.
    Btw: if your ship lags too much I will not be able to use it. If your ship breaks the rules the battle will be cancelled.
    Deadline: After more than a year, new submissions are now closed.
    Ships must be submitted to me via Discord DM or Email, send the .blueprint file, not a workshop link.
    Battle Rules:
    The battles will be best of three.
    All ships will spawn with the bow towards Gimles bow, gimle is a one sider, but it still spawns nose to nose, make your ship manouverable enough to avoid a collission. This rule is because the ships will close in on eachother and that is much more entertaining than far away orbiting battles (thanks Menti!), if you want that, spend on manouverabillity and speed, because you are not getting optimal orbit for free.
    Given 500K materials.
    You need to be able to win within 15 minutes of ingame time per battle.
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Комментарии • 17

  • @PurpleShieldCat
    @PurpleShieldCat 11 часов назад +10

    Been waiting for this one for awhile. Knew she was gonna lose without alot of luck on her side
    The idea is solid atleast, exploit the fact that there is no real countermeasure against supercav aps to kill a ship from below
    Her biggest flaw, which is unintentionally fitting and not something I realized would be an issue till it was too late to fix, is that from the start she is classified as sinking, bring her below 80% and the countdown starts, and then the fight ends ... which is what killed the turrets in both fights, they're really the only part of the ship other than the ai that has actual armor ... in all my testing the Gimle only actually took out a turret base once, when all four crams hit the same spot, just gutted the entire thing
    Apart from that ... too much budget to the guns, they're like 400-500k each with the armor not counting energy generation and there is not real redundancy so if the barrels get clipped, or a cram shell blows up inside half the firepower basically dies right there
    And I had NO IDEA how to make an efficient engine when designing her, so she eats materials at an absurd rate ... small high power fuel engines are a very dumb idea for battery power gen, but in testing the original turbines where all disabled fairly quickly by sniper shots and cram frags
    The ducts everywhere where added mostly the keep the block count under 100k
    As for the hollowpoint heat shells. Pure hollowpoints failed to do sufficient internal dmg when testing, and the original shell idea of hollowpoint frag did not at all work out ... the fragments would only get spawned some of the time ... think it was the lack of chemical detonation causing it. Idea is a hourglass like dmg profile, blow away the armor on the outside, blow away the internals behind it
    Ofc, there is two other major fixable issues with the guns that are my own fault ... One, I forgot to check the setting the lets them fire while at partial charge thus defeating the entire purpose of making hybrid railguns
    And two, when testing different shell configurations I forgot to change one of the four barrels thus disabling half of one of the very VERY expensive and powerful railguns ... which one hand, bad, the other hand, she doesn't run out've materials before actually do anything ... with all four active she's capable of basically disabling the Gimle but then loses anyway due to running out've fuel
    I am happy she managed to kill one of your crams atleast, actually fairly good at doing that if targeting rng works out. Aims at underwater block clusters
    Oh, the missiles ... anti torp interceptors
    Detection, mostly sonar, but there are bunch of the 5m rangefinders? hidden withing the metallic rib structure that is above the water line.
    Noticed alot of the issues after the revision deadline passed so couldn't fix them. Some where easy fixes, other's where rebuild half the internals
    ABSOLUTELY made her too big though, original plan was four double barrel ~16 rpm dual barrel railguns firing shells like that ... might've work out better had I stuck with it, but the additional turret armor cost was too much
    Learned alot making her though, shame the fire update killed off my original wip submission though ... dense jet and battery powered airships did not survive that update at all 'x.D

    • @GMODISM
      @GMODISM  8 часов назад

      Well fought! fun concept and a tip that I always use, have one match where your ship is fighting another, and you have the speed to 0.1x and observe your ship only, that way I am able to catch many more errors before publishing final ;)

    • @Rafael_Fuchs
      @Rafael_Fuchs 5 часов назад

      I did a lot of testing with underwater battleship designs. Thump was always a major letdown, but secondary HEAT was always a showstopper. It only has to hit the inner layer of armor once to deal crippling damage. Leaning into the critical hit idea, trying to be more consistent with it ended me up on an AP head, with a little HE fill, and a secondary HEAT to end the shell's damage components. The shell would poke a hole, blow up on a inner layer of armor, and the profile of damage dealt would effectively deal significant critical hits on both slight under, and over penetrations. It effectively increased the acceptable window of penetration, and it would sandblast armor by stacking the entrapped HE and underwater damage bonuses.
      Is it meta? Nah. Is it a surprisingly effective concept? Yeah. Far less boring than the straight AP designs meant to put holes straight through things, hoping you hit something important along the way.

  • @StarReach54
    @StarReach54 Месяц назад +5

    12:40 there was a huge lagspike which meant the capsized catastrophe started despawnjng, thus the loss of both turrets

    • @GMODISM
      @GMODISM  Месяц назад

      Makes sense, however already being upside down it’s what we can expect 😹

  • @drecknathmagladery9118
    @drecknathmagladery9118 5 часов назад +2

    that upside down perspective is so cool

  • @cianduffy2206
    @cianduffy2206 11 часов назад +4

    What tier of thr membership allows for access of the templates and prefabs

    • @GMODISM
      @GMODISM  8 часов назад +2

      Any tier on patreon actually, so from $1 :)

  • @CrayvenCarnage
    @CrayvenCarnage Месяц назад +4

    I would say the main downfall of this one was the armor looks like it took up too much of the budget. If it had more optimized internal armor and budgeted to more firepower it would have won in the same way the Purgatory won (stripping out the underneath and making it sink).
    Hollowpoints are somewhat underestimated. They have the "hidden" ap in that they ignore stacked armor, they suffer no penalty from angled armor (and won't deflect off it), and they will deal their full damage. The HEAT however I think is making it a bit too weak as it also has super cav which reduces the payload even further. A pure kinetic HP "thumper" cannons I think would have worked better or just HP frag.
    The idea of an upside down ship was the original thought process behind the Purgatory.

    • @GMODISM
      @GMODISM  Месяц назад +1

      You know I must make the Arcuballista use some HP and se what damage it does, think it actually did decent damage! Hollowpoint damage is very cool looking damage when strong I think!

    • @PurpleShieldCat
      @PurpleShieldCat 10 часов назад

      Oh how I wish that was the case, that would've been fixable atleast, but as it stands, most of her armor outside of the turret armor is basically paper vs the power of the weaponry the Gimle has ... her gimmick of being a capsize ship that could still fight was her downfall
      Center of mass is to low in the water so the game flags her as sinking from the start of the fight, once her health drops below 80 the countdown to despawn starts, and then she dies.
      Didn't noticed it till only a few days before the submission deadline when doing the custom battle testing that wasn't possible without a mostly completed ship as designer mode doesn't apply such despawn mechanics to a ship that is part of a player's faction.
      Too late fix when noticed, would've necessitated a complete redesign the of entire ship's hull and I'd of basically been making a new ship and just transplanting the weaponry.

    • @PurpleShieldCat
      @PurpleShieldCat 10 часов назад

      @@GMODISM They're better than people give them credit for. Don't have the ability to just instant gut a ship with a lucky shot like timed frag crams and aps do, but vs a large bulky target that makes good use of empty space ... they'll tear it apart piece by piece without needing a lucky shot. The do work a bit better in bulk and with properly staggered fire and drill right through a ship just like kinetic missiles can ... really should've stuck with the original four double turret and pure hollowpoint shell design I was making ... that design just ate the Gemli's turrets ... why did I make them into two giant guns? ... that was so dumb 'x.D

    • @skipper.buchanan
      @skipper.buchanan 4 часа назад

      @CrayvenCarnage Real as those hollowpoints are, they come at a flat loss of roughly a third of the raw KDAP versus the other kinetic heads. The stacking immunity makes back 20% and the slope immunity can make back or even exceed the rest, but then you have to contend with the total loss of pierce. What you're left with is something that relies on blasting off chunks of armor, and payload/SAPpayload is substantially more efficient at that job.

  • @arthurg1425
    @arthurg1425 8 часов назад

    I'm not sure, but it didn't seem like the Heat was worth the rail draw this fight. It was through the armor it targeted almost as fast as the heat, so the added firerate would've worked well.
    Also, is there any way to prevent a ship despawning early? I've only noticed it while working on some old ships, but does it effect everything underwater?

  • @dripwastaken7884
    @dripwastaken7884 10 часов назад +1

    Proof that hollowpoint railguns are terrible

    • @GMODISM
      @GMODISM  8 часов назад

      ruclips.net/video/gPuW476lK34/видео.html except

    • @dripwastaken7884
      @dripwastaken7884 8 часов назад

      @@GMODISM exept of course for the funny shotgun