Missiles vs. CRAMs! 🚀🆚🚌 From the Depths Combat Testing

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  • Опубликовано: 30 июл 2024
  • WHOOSH versus KABOOM
    Time Stamps!
    0:00 - Ze Beginning!
    11:35 - Fights Begin!
    Channel Membership: / @borderwise12
    BorderWise Twitch: / borderwise
    BorderWise Twitter: / borderwiseweta
    BorderWise Patreon: / borderwise
    Outro Music: Different Heaven: OMG: • Different Heaven - OMG...
    Other music used:
    Dan Bodan - Bike Sharing to Paradise
    Doug Maxwell - Baroque Coffee House
    Doug Maxwell - Invitation to the Castle Ball
    Dan Lebowitz - Lone Wolf
    Dan Lebowitz - March On
    Dusty Fingers - DJ Williams
    Ethan Meixsell - Thor's Hammer
    Frame of Mine - Freedom Trail Studio
    Hanu Dixit - Impala Returns
    Iron Fist - DJ Williams
    Josh Lippi & The Overtimers - The Saloon
    Listen to the Radio - JHS Pedals
    Modern Situations - Unicorn Heads
    My Train's A Comin' - Unicorn Heads
    Quincas Moreira - Shoelace
    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 #Missiles #CRAM
  • ИгрыИгры

Комментарии • 35

  • @nocturnalpulse6720
    @nocturnalpulse6720 5 месяцев назад +19

    Borderwise: "Don't take that out of context."
    Me: "Hey guys, he has a 'pencil ship'!"

  • @joebob694
    @joebob694 5 месяцев назад +18

    Delay the activation of CRAM weapon controllers for 5-7 seconds when the battle starts to avoid enemy acceleration at the start of the battle causing the CRAM alpha strike to miss.

    • @maramanasa
      @maramanasa 4 месяца назад

      Sorry for the necro but how do you delay cram activation?

    • @joebob694
      @joebob694 4 месяца назад +3

      @@maramanasa I put my CRAM cannons under the control of a second mainframe on a separate frequency and use an ACB to set it to Ceasefire at the start of battle. A second ACB sets it back to Allow Fire after a delay of 7 seconds.

    • @maramanasa
      @maramanasa 4 месяца назад +1

      @joebob694 Thanks for the response and I'll try that for craft later. Always hated how crams would fire at the start and miss horribly.

    • @JohnMcFist
      @JohnMcFist 28 дней назад

      The way I do it is to use breadboard to set max fire rate to 0 on the LWCs controlling crams at the start, then back to 40 (max) after a few seconds.

  • @nickjohnson410
    @nickjohnson410 5 месяцев назад +20

    I'm digging your excursion into the world of the UnCanoe. Those ships look AWESOME! Bravo!
    I can't wait to see what you come up with in the future.
    After months of playing I didn't know about the steam wheel stacking! *FACE PALMS*

    • @BorderWise12
      @BorderWise12  5 месяцев назад

      Cheers! I played for years before learning about the steam wheel stacking! 😆

  • @darwinism8181
    @darwinism8181 5 месяцев назад +8

    The main reason I tend to stay away from crams because unless I'm building something very spikey I tend to set my engagement distance to at least 2km, and that makes crams only useful against big, slow targets.

  • @GTalon5
    @GTalon5 5 месяцев назад +6

    I'm going to say that the EMP gave the missiles a distinct advantage. Shutting off the detection so the guns can't aim when the missiles themselves have their own detection.
    If CRAMs were faster but inaccurate I think they would be useless. I would have no reason to use them over APS for anything. Unless absurdly long barrels made them accurate again. Then I'm just spending more to get what I already had.
    Instead of trying to use CRAMs as APSs, use them as they are to fulfill their role, pulverizing large slow things. Instead of using expensive lasers and missiles to knock down a building, send in a CRAM ship. I have one that sits 3km away and makes short work of HQs.

  • @Sentinel2k6
    @Sentinel2k6 5 месяцев назад +4

    8:45 I didn't know you yould use Crank Motors like that. :O

  • @ethanrichards3268
    @ethanrichards3268 5 месяцев назад +7

    I have an idea I’ve been experimenting with and it would be cool if you could test it (I’m not amazing at this game but still love it).
    Now this may exist, but I’ve never seen anything talking about it so who knows
    Anyway I’ve been experimenting with APS bombers, but not the traditional aps. They are railguns with really low charge, super high caliber and no gunpowder, and what happens is then you can fire 20, 30, even 40 500 mm shells right on top of the enemy with in a second or two, though only at 20-30 m/s
    My testing shows promise, though the weapon and craft it’s on are quite primitive (It’s both the first combat capable plane and example of this weapon I’ve made). And it’s really fun but my lack of experience is definitely holding back the combat effectiveness of the weapon.
    I’ll try to get an example out on the workshop for you to download and try out if interested, which I’ll link in a comment if so. I don’t intend to make this a showcase for myself, but I think it is a really cool concept I wanted to share.

    • @BorderWise12
      @BorderWise12  5 месяцев назад +4

      Ah yes, the railgun shotgun! I've messed with them, but never made a bomber out of 'em before. Worth a shot! :D

    • @ethanrichards3268
      @ethanrichards3268 5 месяцев назад

      @@BorderWise12 Yeah, I think when I completely cored a crossbones out in about half a second a couple of years ago, I fell in love. Now of course, it took me that whole couple of years to make a functional craft, sooo…

  • @Driver2806
    @Driver2806 5 месяцев назад +1

    I gotta say those main turrets look quite nice! The rubber mantlets make it look so much better!

  • @resonance01
    @resonance01 5 месяцев назад +15

    Its long, skinny, and full of seamen... sorry BorderWise I really could not help myself XD

  • @anamerican1054
    @anamerican1054 5 месяцев назад +1

    The missile ship is in the 900,000 range. Any ship that high would have heavy armor. For this battle to be even they would have to be in the same price range. You made a missile ship with much higher alpha strike. Take 300,000 of missiles out of the missile ship.

  • @CrayvenCarnage
    @CrayvenCarnage 5 месяцев назад +2

    Should have gave the missiles different trail colors so you can tell them apart.
    I feel a bit better about the fact that I can't get the AI to do what I want it to do as I have that problem all the time (why do they always want to turn their back to the enemy?).
    When I use frag on missiles I angle the frags down so they more spray down into deck of a ship.
    CRAMS unspoken disadvantage is that they are heavy. Nearly every part weighs the same as a metal block, so you have to expend a lot of engine power just to stay afloat or use a lot of alloy. Also the not great fp per a volume means more area you have to armor.... which means even more weight.
    Huge missiles just seem to be bad. They are way too slow and easy to counter compared to an equal cost in large. They look impressive when they hit but I just don't like them.

    • @ItsJoKeZ
      @ItsJoKeZ 5 месяцев назад

      medium and large missles are the way. love small ones for swarms and blinding enemies. i only do jet builds though.
      but my ship killing missles are med cruise, large is too big and bulky for the anount of damage / rate of fire vs. med. and you get a higher chance of a successful alpha (needed with jets)

    • @ItsJoKeZ
      @ItsJoKeZ 5 месяцев назад

      you can also do a shaped charge frag that pops through and throws bits. it works very oddly. high super high cone on the frag makes it cut stuff up wildly.

  • @YEAHKINDA
    @YEAHKINDA 5 месяцев назад +13

    CRAM:
    Completely, Really awful munitions

  • @HedgeHogMan650
    @HedgeHogMan650 5 месяцев назад +2

    CRap Accuracy Management

  • @gunbuckybucketman4578
    @gunbuckybucketman4578 4 месяца назад +1

    They should add velocity modifier in a form of "pack" to Cram already, they're too easy to counter.

  • @SuwinTzi
    @SuwinTzi 4 месяца назад

    Borderwise, i think having similar firepower stats instead of material costs would make more sense for testing.

  • @Garethaxz
    @Garethaxz 5 месяцев назад +1

    I feel like if'n ya' just got rid of the two rear huge missiles the ship's woulda' been even cost lol

    • @ItsJoKeZ
      @ItsJoKeZ 5 месяцев назад +2

      yeah weird to build ships that are meant to be equal than make one 300k more than the other 😂

  • @kolaarami8897
    @kolaarami8897 5 месяцев назад

    main menu > setting > options > config > cram speed slider

  • @IainDoherty51
    @IainDoherty51 5 месяцев назад

    *Recoils in pain from the 2D CRAM Tetris* 🤣

  • @HedgeHogMan650
    @HedgeHogMan650 5 месяцев назад

    29:04 - barbettes

  • @JohnSmith-tg5li
    @JohnSmith-tg5li 3 месяца назад

    Cram mortar.

  • @snowfish7294
    @snowfish7294 5 месяцев назад

    i have eaten a burrito, its now inside me
    that's something

  • @sethgilcrist8088
    @sethgilcrist8088 5 месяцев назад

    Can't Really Aim Much
    There you go

  • @michaelbecker8394
    @michaelbecker8394 4 месяца назад +1

    Boat

  • @ItsJoKeZ
    @ItsJoKeZ 5 месяцев назад

    it feels like you really know one and spent the time then didn't really care about missles and just threw as many as possible onto a ship. way, way more optimization, trails and missle types would've done a better job at a cheaper price. unsure why one ship is 300k more in a versus testing video!
    I love the testing vids but it also just isn't testing anymore 😂 just blowing stuff up

    • @BorderWise12
      @BorderWise12  5 месяцев назад +2

      It's because cost is hard to keep consistent and balanced between weapon types, but volume is. Both ships have their weapons occupy roughly the same volume.