What a special game this is. On the surface the gameplay elements seem reasonably straightforward but there are so many additional layers that only become apparent when you play for longer. Already ploughed 48 hours into it and it’s sooo good and always discovering something new
I think what makes this game so fun is that it extracts some of the sensors gameplay you get in flight simulators and combines it with an accessible asteroids-type game.
Hey great video as the others. However I want to add a little something on your notes. "Lost control" actually refers to the loss of all thrusters on ONE side of the ship (either starboard or port). In your exemple, the nomad lost both the fixed and manoeuvre starboard thrusters. Dynamic is referred to a loss of mobility/manoeuvrability but I am not sure yet if that's because for loss of electricity, thrusters or both. The cruiser you one shoted was because you hit the ammo boxes that exploded to which was attached...the bridge. Fire in this game is actually OP for 2 reasons: 1- it damages all components quite quickly which can wreck ships very fast 2- fire makes thrusters overheat very fast. IA ships are not shooting or aiming properly when they are on fire which makes for much easier fights. For this reasons incendiary is actually on of the best rounds when you see how cheap small calibers can be. I would recommend all players to take an intrepid ship in the editor and let it catch fire and try to use it without extinguishers. What happens is very eye opening. Finally I would disagree with you on the fuel tanks question concerning larger ships. It's actually possible that fire is so spread out that you can't extinguish it anymore, no matter how many FFS you still have on board. I actually got the situation twice and could comfirm it on AI ship a third. Hitting those big tanks is actually a very efficient way to keep the fire coming (remember that a ship on fire will actually do nothing until it can extinguish). It's although a slower one compared to critical hits using AP or guided. Hope this can help other players to reach Khiva :)
About fires and overheat, I recall spraying a Nomad (the ships that look like the Sevastopol however smaller with one less tank), and one of the main trhusters appeared to fail and the ship started sinking. However it was not dead, shortly before the ground it was stabilizing and gaining altitude again. That might have been a main thruster overheating.
@@caracal3892 Yes I noticed the AI pretending to be dead or ar least waiting the very last moment to reignite. I often have that happening with smaller ships like Courageous or Navarin. The remaining mystery for myself is how to properly use the 220mm MLRS... If you ever find the way to aim that stuff properly I would gladly watch your guide ✌🏻
@@tovsteh First you need to buy them in the supplies menu. Second, once you're in the ship selection for fighting, you need to click on the ammo icon and select the ammo type you want. Once in battle, the ship will use all the ammos of that type available unless you choose to revert back to HE (using R key IIRC)
Thank you for the video! As for proximity rounds - I am new player but found them to be quite effective against small unarmored ships - much easier to hit, and without armor protection airburst rounds shred them.
For laser guided ammo, the benefit largely comes from the fact that all rounds focus on a point target. Normal ammo will fan out the further it travels and hit a ship all over it's surface. Laser ammo will hit the same spot with every shell in a single salvo, thus the first few rounds will remove the armor, and the following shells will enter the breach created. Normal ammo does not consistently hit the exact same spot on the targeted ship
@@Zlonk7You would get that impression if the rounds were better focused too. The first shell strips armor, The second blows open the chassis and the third detonates fuel/ammo. Whereas the three HE rounds each damaged a different part of armor.
8:55 In the frame-by-frame you can see the nomad's remaining 7 ammo boxes disappear, which matches the Ammo Explosion - 7 on the kill notification. I think what happened is your 57mm snuck through the armor gap in the nomad's center bottom R-5 rack and detonated one of the ammo boxes. Not sure why it didn't explode the damage R-5 sitting in the way.
AP ammo from 180mm can penetrate straight through smaller ships and hit a 2nd target behind it, if lined up correctly, I've done it a few times however penetration is greatly reduced on 2nd target, which makes sense, round is traveling slower after first ship
There has been some major armor rebalancing in the beta branch. Interested to see what's that all about. Sadly, no specifics were provided, only that it's substantial.
What a special game this is.
On the surface the gameplay elements seem reasonably straightforward but there are so many additional layers that only become apparent when you play for longer.
Already ploughed 48 hours into it and it’s sooo good and always discovering something new
I think what makes this game so fun is that it extracts some of the sensors gameplay you get in flight simulators and combines it with an accessible asteroids-type game.
I really like your concise, no nonsense style! Helps me tons!
Thanks.
Hey great video as the others.
However I want to add a little something on your notes.
"Lost control" actually refers to the loss of all thrusters on ONE side of the ship (either starboard or port). In your exemple, the nomad lost both the fixed and manoeuvre starboard thrusters.
Dynamic is referred to a loss of mobility/manoeuvrability but I am not sure yet if that's because for loss of electricity, thrusters or both.
The cruiser you one shoted was because you hit the ammo boxes that exploded to which was attached...the bridge.
Fire in this game is actually OP for 2 reasons:
1- it damages all components quite quickly which can wreck ships very fast
2- fire makes thrusters overheat very fast. IA ships are not shooting or aiming properly when they are on fire which makes for much easier fights.
For this reasons incendiary is actually on of the best rounds when you see how cheap small calibers can be.
I would recommend all players to take an intrepid ship in the editor and let it catch fire and try to use it without extinguishers. What happens is very eye opening.
Finally I would disagree with you on the fuel tanks question concerning larger ships. It's actually possible that fire is so spread out that you can't extinguish it anymore, no matter how many FFS you still have on board. I actually got the situation twice and could comfirm it on AI ship a third. Hitting those big tanks is actually a very efficient way to keep the fire coming (remember that a ship on fire will actually do nothing until it can extinguish). It's although a slower one compared to critical hits using AP or guided.
Hope this can help other players to reach Khiva :)
About fires and overheat, I recall spraying a Nomad (the ships that look like the Sevastopol however smaller with one less tank), and one of the main trhusters appeared to fail and the ship started sinking. However it was not dead, shortly before the ground it was stabilizing and gaining altitude again. That might have been a main thruster overheating.
@@caracal3892 Yes I noticed the AI pretending to be dead or ar least waiting the very last moment to reignite.
I often have that happening with smaller ships like Courageous or Navarin.
The remaining mystery for myself is how to properly use the 220mm MLRS... If you ever find the way to aim that stuff properly I would gladly watch your guide ✌🏻
@@Pr0g4m3m4s7eR Could you tell me how I fire the armor piercing/incendiary rounds? I just cant find a button for it.
@@tovsteh First you need to buy them in the supplies menu.
Second, once you're in the ship selection for fighting, you need to click on the ammo icon and select the ammo type you want.
Once in battle, the ship will use all the ammos of that type available unless you choose to revert back to HE (using R key IIRC)
@@Pr0g4m3m4s7eR Thank you so much! So effectively the R key enables/disables the special ammo?
Thank you for the video! As for proximity rounds - I am new player but found them to be quite effective against small unarmored ships - much easier to hit, and without armor protection airburst rounds shred them.
For laser guided ammo, the benefit largely comes from the fact that all rounds focus on a point target. Normal ammo will fan out the further it travels and hit a ship all over it's surface. Laser ammo will hit the same spot with every shell in a single salvo, thus the first few rounds will remove the armor, and the following shells will enter the breach created. Normal ammo does not consistently hit the exact same spot on the targeted ship
Pretty sure it also does more damage than HE. From testing 180mm laser guided has about the same damage potential as a zenith
@@Zlonk7You would get that impression if the rounds were better focused too. The first shell strips armor, The second blows open the chassis and the third detonates fuel/ammo.
Whereas the three HE rounds each damaged a different part of armor.
8:55 In the frame-by-frame you can see the nomad's remaining 7 ammo boxes disappear, which matches the Ammo Explosion - 7 on the kill notification. I think what happened is your 57mm snuck through the armor gap in the nomad's center bottom R-5 rack and detonated one of the ammo boxes. Not sure why it didn't explode the damage R-5 sitting in the way.
*For the love of God Allmighty - PLEASE LOUDER!!*
The newer videos should have clearer and louder audio.
Generators are also an extremely good target to destroy, if you hit enough the enemy doesn't have the power supply for the guns, hence it stops firing
Yes! Been waiting for this one! XD
AP ammo from 180mm can penetrate straight through smaller ships and hit a 2nd target behind it, if lined up correctly, I've done it a few times however penetration is greatly reduced on 2nd target, which makes sense, round is traveling slower after first ship
From my experience laser guided does more damage then HE (about comparable to a tac missile) all the other stuff seems good though
Appreciate your work! Can you update your guide about AP ammo? Because a lot of people say AP ammo is OP since the latest patch.
Proximity airburst is good for taking out missiles
Can you switch between all types of calibre specific munitions in your inventory during battle? Or just the special ammo you choose prior and HE?
I think you can only toggle between the one ammo type you select and explosive.
There has been some major armor rebalancing in the beta branch. Interested to see what's that all about. Sadly, no specifics were provided, only that it's substantial.
That intro!
you can turn the radar off?
Yeah, check out his tracking video
Special HECC Unit 😂😂😂