Cluster Missiles = Best Missiles? - From The Depths

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  • Опубликовано: 20 окт 2024
  • Back into From The Depths, this time we try to build huge cluster missiles that destroys as much as possible with some good tips we got from the last video!
    Enjoy and stay tuned!
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Комментарии • 27

  • @nicopence3148
    @nicopence3148 2 года назад +8

    Overall loved the video and glad you appreciated my advice. So here is some more.
    For the first half of the video your problems seem to be cost and overpenetration. I have 2 possible solutions. Huge missiles components cost twice as much as all other per volume so using large missiles would solve both at the cost of much lower health (besides thump damage and cost per volume all missiles stats have a 5/4 stat increase each time the width goes up) due to the size and size multiplier. On the other hand you can load the missile with a variety of payload types (you can even use multiple controllers to release them at a variable distance (spacing sections with fuel or something can help with this)) to make it effective against more target (and more parts of the target) without wasting so much to over penetration. For this I would release the thumpers first, then the guided and heat, and lastly the mines. Once the square root of the cluster missiles length over the square root of the munitions length is large enough (AKA reload time of munitions is much smaller than missile) you can use less munitions to power multiple missiles. This is how lathrics' probably worked as the small missiles reloaded before they needed to be shot from the huge missile again.
    For the second half, a variety of munitions helps mitigate weakness and explosion knockback. Using larger munitions also helps do so with a 5/4 times effectiveness but has less coverage and less space for payload (because magnet is larger). However this may be good as magnet range scales with the square root of missile width and magnet strength scales with the proportion of the missile being a magnet. SO using a greater proportion of magnet can help trach faster targets. As far as your depth charges go, they are targeted by an entirely different system than what is used to destroy the missile itself. Basically the missile doesn't tank for the munitions which can be a problem against certain targets so I recommend a cluster torpedo for these circumstances. The best part of cluster mines in general is that of their defenses are strong enough to destroy the missile/torpedo you don't waist materials on the munitions and it tanking hits can often cost less than what is used to take it out. Unrelated but if you want your mine ring to be much smaller you can use multiple controllers (as the mines are released from the controller location) to keep the missiles from being launched as far.
    Hope this helps with the next test.

    • @GMODISM
      @GMODISM  2 года назад

      Thanks again for your answer, love to have an expert coming with some extra tips and tricks! It might even help more people in future as can give more valuable tips in the future for my tutorials.
      Large missiles might be better sure, but I just like them huge ones sorry XD, but for future smaller crafts I should stop at large... maybe...
      Cool, for our next video I will try and tinker with multiple compartments, didn't even know you could do that to be honest.
      I think this is how lathrix did indeed, lots of small ones. I tried using different munitions offline and failed miserably, but they all was released at the same time so go figure haha, for the current rig I ended up making a really cool system that destroys the undersides of enemy ships. Only usable against boats but alas, it works kinda well!
      Oh, then it seems I need to try some huge mines then!
      Good idea with the way to make them spread out less, anyways I will not tell you the plan for the next system, I was a bit inspired by your latest comment on my CRAM video I have yet to read and respond to properly.
      tell me this however, can small thumpers be acceptable or are they a complete waste of resources?
      the plan:
      huge missile is a slow thumper, cut carries large thumpers AND small thumpers (radar controlled long distance) that flood out of it constantly!
      the large thumpers carries medium thumpers
      the medium carries fast small thumpers with no guidance
      the idea is that the containers themselves add to the damage and I dont have to have lots of reinfoced bodies!

    • @nicopence3148
      @nicopence3148 2 года назад

      @@GMODISM Sorry to say but I just recreated my kinetic rockets and you plan will not work.
      Only reinforced body's and thumper heads (an aerodynamic reinforced body) increase thump damage per speed.
      The optimum kinetic rocket is created by a short range thruster, a fuel tank, some reinforced bodies, and a thumper head.
      The amount of reinforced bodies is the largest amount which keeps the missile above 400m/s at sea level. Or 9 for small, 7 for medium, 5 for large, and 3 for huge. They all reach max speed (400 for large 380 for others) at about 800m when being launched at 100m/s (which is doable with speed inherit) but slow down soon after that.. Their max damage per materials are: s=1342, m=1615, l=2000, h=1702 not factoring the cost to transport the rocket to 800m from the target (up to double).
      To summarize I recommend launching large or medium missiles from a cluster at 800m away. And yes small thumpers are worse as the others are 20 to 49% more efficient. Keep in mind you can launch a single huge rocket from a huge cluster missile except it is only a tad more cost efficient than hollow point cram against lightly armored targets. And what thing made of wood but can be hit by this? The crossbones which it does 4 shot but that is about it. The real advantage of it is the enemy has 3 seconds to do 300k damage to it or they get hit and it has a much higher effective range than crams. Essentially use crams at close range and this at far ranges. Also you can either replace the fuel or a reinforced body with the cluster ejector just remember to set the free space as what you replaced.

    • @GMODISM
      @GMODISM  2 года назад

      @@nicopence3148 Thanks for testing, then we can scrap that layout! Perhaps one should instead do huge rockets that releases a continuous steam of mediums or small rockets doing something reliable like frag damage... That is the plan now I guess, can be a cool feature to do!

    • @nicopence3148
      @nicopence3148 2 года назад

      @@GMODISM did small and it was underwhelming because it just takes too long to release all the rockets (or they miss if you don’t put a delay) So try the medium

    • @GMODISM
      @GMODISM  2 года назад

      @@nicopence3148 Okay will do!

  • @austinpeeck72
    @austinpeeck72 2 года назад +6

    I made a frame fixed cluster missile aa point-at-target hovertank. It ran on batteries and reactors. Stupid but fun and could take on a hake or two. Really good as a "mine," to leave dotted around on the map. Good at screening small forces.

    • @GMODISM
      @GMODISM  2 года назад +2

      Sounds like a cool and futuristic concept!
      I might steal the idea and make a point at tank with thumper clusters!

  • @jaymorrison2419
    @jaymorrison2419 2 года назад +2

    Just using a single 1 turn on your sub munitions works wonders. You get semi guided, and the damage ‘spreads’ a little more.

    • @jaymorrison2419
      @jaymorrison2419 2 года назад

      If you want 2 stage sub munitions, having 2 one turns set to different delays can get some really interesting results as well, as can some APN.

    • @GMODISM
      @GMODISM  2 года назад

      Thanks for the tip mate but I tried it and its not working, they are not turning!? IDK why because the AI is targeting...

  • @leandrogoethals6599
    @leandrogoethals6599 4 месяца назад +2

    16:07 UUhhhgg
    Proof that is watched this video attentifly ;)

    • @ddssrr1614
      @ddssrr1614 4 месяца назад

      I had to see if anyone else noticed someone nearly sharted emshelf. GMODISM flatmate i bet. 😆

  • @sgxbot
    @sgxbot Год назад

    I feel this could be kind of good if you programmed the main missile to behave like a javelin and release the sub munitions from above in a way they spread out actoss the enemy ship.
    Having the main missile behave like a javelin is doable with lua but idk about the submunitions how to spread them out if that’s possible with lua as well

    • @GMODISM
      @GMODISM  Год назад

      I literally had the same thought some hours ago!! so I'll probably make some little testing of that :)

  • @entar256
    @entar256 2 года назад

    Perhaps setting the aimpoint prio on the AI to target below water blocks, might help? Should make the missiles hit a more meaty target instead of the superstructure.

    • @GMODISM
      @GMODISM  2 года назад

      Worth a try but it might slow down the thumpers and decrease damage...

    • @GMODISM
      @GMODISM  2 года назад

      But great idea if I go for heat or frag sure!

  • @superminer1993
    @superminer1993 2 года назад

    The only reason to use Cluster is to counteract active defense systems

    • @GMODISM
      @GMODISM  2 года назад

      Seems to be working well, and only reason to use huge seems to be carrying clusters..

  • @theonlymann1485
    @theonlymann1485 2 года назад

    It's MPBM all over again...

    • @GMODISM
      @GMODISM  2 года назад

      But I wanted to have ICCMs

  • @troglodita9286
    @troglodita9286 2 года назад

    auuugh its 360p

    • @GMODISM
      @GMODISM  2 года назад

      now its HD
      magic!

  • @ironjavelin7482
    @ironjavelin7482 Год назад

    Clusters are broken imo especially with lua controls

    • @GMODISM
      @GMODISM  Год назад +1

      Do tell more lol!

    • @ironjavelin7482
      @ironjavelin7482 Год назад

      I mean lua means shorter missiles so less required components at least when i last used them and then more packed weapons per payload so..