I wish they used this feature to rework Flak. As of right now, flak is in direct competition with HE in having a larger radius but ridiculously low AP. This means it’s sort of only usable in large caliber when you can stack enough damage to mitigate the AP issue. Historically anti air filler usually is composed of a “low explosive” such as gunpowder that, when burst, had both a shrapnel and incendiary effect. It would be cool to see Flak in game have some sort of incendiary effect. Perhaps fuel scales with payload and, like fragmentation, there is a slider that allows you to exchange blast radius for greater intensity.
I think flak is mostly useful for ciws actually, while they can be used against airplanes to a good effect lasers are better, but big flak is awesom against cram shells
@@GMODISM I understand that flak is a CIWS shell currently and from what I told this was intended by the developers. And while it’s ultimately the developer’s discretion, I don’t like the fact that flak is a designed in a way that seems to disincentivize any other use. With the introduction of incendiary, heavy heads, which were also mostly just a CIWS round, feels more viable since oxidized fire has a tendency cause over pen on high AP rounds. 100mm heavy head + incendiary sandblaster is actually quite strong. I just want something similar for flak.
It’s a shame they didn’t add incendiary pellets to cram cannons. I think it’s funny that aps and lasers both got pretty substantially impacted by the new damage type but crams were forgotten. I feel like it would be so cool to have an ap incendiary cram cannon that detonates inside and starts internal fires
Funny how an experimental Alpha Test addition wasn't immediately shipped affecting every viable weapon candidate. Almost as if... they were testing a new mechanic... on a testing branch of the game... hmmmm.
We’re gonna need sprinklers and fire-poppers (like ERA for a fire) or incendiary rounds are going to act like a terminal illness. Maybe hit and run incendiary tactics will pay off, but otherwise it seems like the kind of thing that sucks to fight against, but at the same time might not be very effective for the user because it takes so long to deal its damage.
I did not expect this change! Very cool, a strong counter to wood spam. To be honest, I kinda want to build some laser craft now; the fact that they ignite fires now makes them so much more interesting visually! And because fires do more damage at high speeds, incendiary bodies might be very useful against planes.
Seems like they re-balanced the fire damage. Those CRAMs quickly melted when I did a candle test a few days ago.... that laser on the other hand really ignited them. On your max damage fire test it completely ate the inside of that CRAM turret. So not as vulnerable as before but single blocks are still appear to be very bad against fire. For fuel tanks you either need to have it under the water line or surrounded by stone. I'm going to have to use/take into account fire for the Purgatory Mk3. Also it's torps received a tiny buff since thump damage under water has been improved (and all missiles/torps deal some thump damage).
Since AP-I was a round used IRL for shooting planes and igniting fuel I wonder if it will make good AA ammo. Smaller planes using fuel tanks will definetly get smacked real quick. APS incendiary not working at small calibers may kill the idea though.
Disappointed that fire is just another damage making weapon just like the others. It would be better if it created heat and if a block reaches its melting point for metals, stone and glass, it would melt and the block gets destroyed regardless of its hps. The current system would only work on materials that burns like wood and rubber. Heat would also make ammo and certain weapon components blow up. Boilers would be very vulnerable to heat, especially if you do not have an emergency exhaust pipe. Fire should introduce new mechanics, not just be a copy of other weapons with a burning gimmick.
Well as explained if you make your fire intense enough, alloy and heavy armour burns too, I feel fire is not really yet another damage system and it also changed lasers making them more fun
@@GMODISM Fire just needs its own mechanic. Otherwise, it is just another hp damager which we already yave too many of. And rock or metals do not burn, makes the game sily. Like stone not sinking like... well... like a rock.
I don't like the addition of the flamethrowers. I do think the incendiary ammo and ect is a great idea but flamethrowers just feels out of place on a battlefield out in the ocean.
Flamethrower ships were used in the Vietnam war, so flamethrowers on ships aren't that implausible, and apparently Greek fire was used during naval battles, and was basically an ancient incendiary weapon.
Don't forget damage now is better than damage later. Also it's surface damage which has no important bit. Flamers are prolly gonna be mostly complementary weapons for melee craft. APS and missle incendiary will be interesting to see.
*looks nervously at the wooden deck of the Drakenslang*
*it's getting very hot in the golden hall*
Nice, a new way to bully the Marauder.
I wish they used this feature to rework Flak. As of right now, flak is in direct competition with HE in having a larger radius but ridiculously low AP. This means it’s sort of only usable in large caliber when you can stack enough damage to mitigate the AP issue. Historically anti air filler usually is composed of a “low explosive” such as gunpowder that, when burst, had both a shrapnel and incendiary effect. It would be cool to see Flak in game have some sort of incendiary effect. Perhaps fuel scales with payload and, like fragmentation, there is a slider that allows you to exchange blast radius for greater intensity.
I think flak is mostly useful for ciws actually, while they can be used against airplanes to a good effect lasers are better, but big flak is awesom against cram shells
@@GMODISM I understand that flak is a CIWS shell currently and from what I told this was intended by the developers. And while it’s ultimately the developer’s discretion, I don’t like the fact that flak is a designed in a way that seems to disincentivize any other use. With the introduction of incendiary, heavy heads, which were also mostly just a CIWS round, feels more viable since oxidized fire has a tendency cause over pen on high AP rounds. 100mm heavy head + incendiary sandblaster is actually quite strong. I just want something similar for flak.
It’s a shame they didn’t add incendiary pellets to cram cannons. I think it’s funny that aps and lasers both got pretty substantially impacted by the new damage type but crams were forgotten. I feel like it would be so cool to have an ap incendiary cram cannon that detonates inside and starts internal fires
Funny how an experimental Alpha Test addition wasn't immediately shipped affecting every viable weapon candidate.
Almost as if... they were testing a new mechanic... on a testing branch of the game... hmmmm.
Not to worry anymore the crams have not been excluded :D
Btw, for aps there is a slider on the shell modifier for intensity/oxygen
Totally missed that, awesome!
We’re gonna need sprinklers and fire-poppers (like ERA for a fire) or incendiary rounds are going to act like a terminal illness. Maybe hit and run incendiary tactics will pay off, but otherwise it seems like the kind of thing that sucks to fight against, but at the same time might not be very effective for the user because it takes so long to deal its damage.
Yeah I feel some extinguishers would be great!
I did not expect this change! Very cool, a strong counter to wood spam.
To be honest, I kinda want to build some laser craft now; the fact that they ignite fires now makes them so much more interesting visually! And because fires do more damage at high speeds, incendiary bodies might be very useful against planes.
Incendiary is so cool, and will be as you say great against planes most likely!
However keep in mind wood got a health buff
You can use prefabs to delete the flamer pieces, that works too
Nice!
i want to fend off torpedoes with a flamethrower
Wonder if flames hit munitions....
@@GMODISM even if they do i don't think the missile or cram shell will stick around long enough to be burnt XD (altho I'd still like to see it happen)
Seems like they re-balanced the fire damage. Those CRAMs quickly melted when I did a candle test a few days ago.... that laser on the other hand really ignited them. On your max damage fire test it completely ate the inside of that CRAM turret. So not as vulnerable as before but single blocks are still appear to be very bad against fire.
For fuel tanks you either need to have it under the water line or surrounded by stone.
I'm going to have to use/take into account fire for the Purgatory Mk3. Also it's torps received a tiny buff since thump damage under water has been improved (and all missiles/torps deal some thump damage).
Yeah I think those little candles where cranked up to max too!
Awaiting the purgatory with suspense!
Since AP-I was a round used IRL for shooting planes and igniting fuel I wonder if it will make good AA ammo. Smaller planes using fuel tanks will definetly get smacked real quick. APS incendiary not working at small calibers may kill the idea though.
Also, I feel lasers are still the best aa weapon, and even better when it makes fires!
@GMODISM best yes but doesn't always fit the asthetic
Disappointed that fire is just another damage making weapon just like the others. It would be better if it created heat and if a block reaches its melting point for metals, stone and glass, it would melt and the block gets destroyed regardless of its hps. The current system would only work on materials that burns like wood and rubber. Heat would also make ammo and certain weapon components blow up. Boilers would be very vulnerable to heat, especially if you do not have an emergency exhaust pipe. Fire should introduce new mechanics, not just be a copy of other weapons with a burning gimmick.
Well as explained if you make your fire intense enough, alloy and heavy armour burns too, I feel fire is not really yet another damage system and it also changed lasers making them more fun
I like these for replica building, it lets us replicate sci-if flame/plasma throwers.
@@GMODISM Fire just needs its own mechanic. Otherwise, it is just another hp damager which we already yave too many of. And rock or metals do not burn, makes the game sily. Like stone not sinking like... well... like a rock.
Agreed
@@marystar1924 you absolutely can heat both rock and metal to the point they become molten and will set other things on fire.
Time to build a ship that can beat the AAS Normandie
Do it!
But how about detection, then craft on fire? Do fire increase a heat signature to infinity? 🤔
(sorry about my english)
Yes individual fires will be trackable by IR
I don't like the addition of the flamethrowers. I do think the incendiary ammo and ect is a great idea but flamethrowers just feels out of place on a battlefield out in the ocean.
well, imagen dive bombing ships with flames? But yeah, perhaps flamers fit better in the land campaign...
Flamethrower ships were used in the Vietnam war, so flamethrowers on ships aren't that implausible, and apparently Greek fire was used during naval battles, and was basically an ancient incendiary weapon.
Greek fire was used a long time ago, when we realised ships were made entirely of wood, thus being inflammable. Not so much out of place.
REIGN HELL LADS
It looks insanely over powered. The lasting firedamage is way beyond what any of the other weapons does.
Don't forget damage now is better than damage later. Also it's surface damage which has no important bit. Flamers are prolly gonna be mostly complementary weapons for melee craft. APS and missle incendiary will be interesting to see.
This is early alpha, I suspect changes.
400m max range makes it extremely difficult to use on most craft
Since fire will spread I think melee crafts can't use these safely though 😂
Lasers do less damage now if you watch Another video...
They do half the previous damage but smoke is weaker, so against properly set up targets lasers are now more effective