You have to be in the right mind for it, true. If it doesn't last long, try making small things. I have a bunch of tiny canoes and hovercraft that I made for giggles because I wanted to build something but didn't feel like being ambitious.
Time Stamps: 0:00 - Ze Beginning 0:20 - The Siege Marauder! 0:59 - DoomCRAM Definition and Explanation 3:43 - DoomCRAM Example Numbers 4:56 - Reasons to DoomCRAM 9:00 - Best DoomCRAM Flavours + Demonstrations 11:28 - The HE DoomCRAM 12:42 - The Frag DoomCRAM 13:38 - Kingstead Critical Existence Failure 14:56 - The Pure-AP DoomCRAM 16:57 - The Pen-Depth DoomCRAM 19:19 - The EMP DoomCRAM 23:26 - Bastion Critical Existence Failure 23:51 - Example DoomCRAM Number One: 'The Hole-Punch' 29:40 - Wait, What? 30:34 - Example DoomCRAM Number Two: 'The DoomWaffle' 34:01 - Tyr Instant Lobotomy (WARNING:GRAPHIC AS HECK) 37:11 - Australian Tyr (Hur hur) 39:12 - The CRAMbold 42:24 - Ouch... 42:56 - Scuba-Diving Bulwark (Hur hur again)
Update!: I overdone myself... I made the Gustav as a fortress can one shot ships if it hits center mass. And made an H41 class doom cram battleship mounting 8 almost doom crams. The h41 is armed with ring shields and simple weapons to defend itself, managed to one salvo an Excalibur on some tests.
The God of CRAM gives us another CRAM tutorial, with all the sorts of useful info CRAMmed in it! Thanks A LOT for this, I found some really cost efficient 6 connections to HE way of building, and while I really like building things my way even if its a worse way (no hate pls) I will definitely use some of the tips and tricks on 'shell flavoring' and relations such as AP/HE and general CRAM building. Not to mention, some of these battles were incredibly satisfying, CRAMbold is just awesome :D
Now you can make some serious glass cannons out of this. I never knew how powerful CRAM Frag like that can be, also those turrets you built looked really good, the waffle iron made me hungry, so now I find myself with brownies in the oven. Time to make a DWG Nuker with this now that I figured out how to do it. Thanks Borderwise!
You can refill ammo (and other stuff) in the designer by holding q on the craft and following the menus. A reason why pure HE doom crams seem underwhelming might be because the explosion radius is capped at 30m (if the wiki article is still correct (search for damage)). It just deletes everything at 30m radius and nothing else and therefore only reaches 15 meters into the ship if it detonates on the hull. It needs to travel at least 15m after hitting the hull for maximum destruction. Also, airburst doom frag CRAM mortars...
Sadly hard to do because the low altitude fuse doesn't have a sensible safety feature and if the barrel is below the detonation altitude it explodes the instant it leaves the barrel. Really dumb.
@@dr.robertnick9599 you can use timed fuses, but the issue is that the flight time will vary by more than the time offset so some of them will still explode below the water whilst others will go off so early they don't affect the target any. With such high trajectories even small differences in the flight trajectory from slight inaccuracy in the initial aim produce large changes in flight time.
*@BorderWise* 27:50 -ish. What happens if you use a timed fuse and explode the shell BEFORE it hits the target? So the frag-cone (like 30 - 60 angle?) have plenty of time to fan out & "shotgun" through most of the target?
Yup. Time from first impact is slightly more reliable, as it always gets the same distance into a target and doesn't rely on armour thickness to trigger the fuse. Penetration depth fuse shells have an annoying habit of over or under penetrating the target.
You should build a craft that has both a single barrel doom turret, and a multi-barreled monstrosity on it, just for laughs. Might even be pretty effective!
Pendepth is actually extremely powerful if you make the shell like 75% frag (with max spread) and no HE. If you can fine tune this to fragment at the right time, you can basically hollow out an entire ship instantly.
In regards to the explosions feeling underwhelming- I suspect that's due to it being purely surface-based exposure. If you hit it on the surface, then most of the explosion is going to be flung into the ocean and air rather than hitting the ship- it's even worse if you hit a corner rather than a flat surface. If you add any penetration at all, then much less explosive damage is wasted on thin air because it's now hitting to the sides as well. Assuming a single-material target with no vacuum or weak points, you want just enough penetration that all of the explosive damage is absorbed before it reaches thin air. A big, pure explosion like that against a ship's hull is basically a 'bunker buster' with no ability to bust bunkers. However, IRL (and probably in FTD as well) explosives have one major weakness- they get weaker as they get further from the epicentre. A really big explosion will utterly devastate anything right in the middle, sure, but an IRL explosion that's twice as wide with the same force at the edge needs to be about 24 times more powerful (not including air resistance), and an explosion that's three times as wide needs to be about 108 times more powerful. It's why the Cold War led to more bombs with better range and speed, instead of bigger ones. Ideally, you use explosions either when you need to make a particular spot very dead or when you can fire precisely at your target but need a buffer against not quite hitting. Fragmentation, meanwhile, is a cone rather than a sphere. It's already designed to sidestep the issue of hitting thin air because it doesn't hit behind it. And since they're just a lot of fragments carrying on momentum, a bigger frag explosion will just result in bigger, badder fragments that only become inefficient when they start overpenetrating- perfect for shooting through a ship from fore to aft, but maybe not as effective as AP explosions that detonate right in the centre, or just multiple smaller shots of fragmentation. (Pure kinetic is just this but much more likely to actually have that overpenetration.) Against a ship, it's not quite the same- you want to either destroy the largest area of armour or the largest area of vital systems- but it's a similar concept. I'd be interested to see how AP explosives scale versus fragmentation, but from a purely physics-based guess fragmentation seems to be ideal for doomCRAMs.
@@BorderWise12 Hol up, even though that is satisfying like a pure ap advanced cannon SMG splitting a ship in half, i meant like a 60 barrel doom cram _think about it_
could you have the narrow angle frag cram explode 50m infront of the ship? - punch 40 holes through the ship on the front side, rather than blowing out the back - every frag that exits the back represents lost damage.
Okay but what about Doom mortars? Would they by viable as an artillery craft while you have a couple of other craft there to protect your Doom Mortar craft?
Here's a stupid idea if you really wanted to make sure the cram hit but a Doom cram on the front of a ramming vehicle and right before you Ram the enemy fire the cram
The issue with pure explosive is that the radius of the blast doesn't scale with the damage. eventually your just over killing everything in the blast radius. also you should do a guide for how to do this but with mortars. I can't imagine how obscene those kinds of crams are when they're landing on pathetic little deck armor, turret caps, and superstructure.
Yup, that's why HE CRAMs aren't great on a Doom level. :) Unfortunately mortars tend to miss a lot, so are best used en-masse. A DoomMortar is possible, but might be underwhelming due to its inaccuracy.
yo man its settings to make a ship destroy itself when for example, it looses its weapons, its made for design crafts, so they dont draw out the fight for too long
In fairness to the pure HE demonstrated early on, you put it against a thickly ARMORED target. Of course it isn't going to do as well as anything with any designed capability to pen armor.
Most targets you shoot at with CRAMs will probably be armoured, though. There's not much point making a giant CRAM that's only useful against soft targets.
My propellers keep forcefully removing themselves from the forward/back command, it's very frustrating, the AI won't use them when they're on main positive. Anybody got ideas as to why it's doing that?
@@BorderWise12 Either when I place them or when I load the vehicle in, it's totally bizzare. I set them to the forward/back command and it instantly tries to remove that command. I've got them set to main positive as well but it doesn't use them.
@@ThatGuy-vw6gc There are automatic backups made of every blueprint in your From the Depths document folder, but if your SSD is shot I'm not sure if that helps.
BorderWise Yeah, I’ve checked those. Literally everything was gone and I just checked the cloud, turns out it’s on by default but didn’t back up? So yay... I have lost everything.
@@ThatGuy-vw6gc Aw, bugger. Sorry to hear that. :( On the other hand, you're still a few hundred hours more experienced than you were. No system crash can take that from you! 👍
Lathrix: builds a cram ship
BorderWise: makes doom cannon
Lathrix: I can milk you
doom cannon make big boom, big boom make man happy , simple as
Ah yes, obviously a man of culture.
I only wish I could actually sustain a creative mood long enough to actually play ftd properly because this sort of thing is beautiful
You have to be in the right mind for it, true. If it doesn't last long, try making small things. I have a bunch of tiny canoes and hovercraft that I made for giggles because I wanted to build something but didn't feel like being ambitious.
Try doing a scout tank or recon airplane
I usually play ftd when I am in a destructive mood.
Like today, I made a base defence emplacement with a doomgun of my own
Go the easy way. a giant cube on wheels underwater with the worlds largest particle beam.
One of the most impressive things about his videos is that he records it all in one go
No cuts
Accept if he gets a call
Or page
But this is amazing
You're the first person to actually compliment me on that. Thanks! 😄
@@BorderWise12 totally agree with that. That's why I enjoy these videos so much. So much easier to follow!
Time Stamps:
0:00 - Ze Beginning
0:20 - The Siege Marauder!
0:59 - DoomCRAM Definition and Explanation
3:43 - DoomCRAM Example Numbers
4:56 - Reasons to DoomCRAM
9:00 - Best DoomCRAM Flavours + Demonstrations
11:28 - The HE DoomCRAM
12:42 - The Frag DoomCRAM
13:38 - Kingstead Critical Existence Failure
14:56 - The Pure-AP DoomCRAM
16:57 - The Pen-Depth DoomCRAM
19:19 - The EMP DoomCRAM
23:26 - Bastion Critical Existence Failure
23:51 - Example DoomCRAM Number One: 'The Hole-Punch'
29:40 - Wait, What?
30:34 - Example DoomCRAM Number Two: 'The DoomWaffle'
34:01 - Tyr Instant Lobotomy (WARNING:GRAPHIC AS HECK)
37:11 - Australian Tyr (Hur hur)
39:12 - The CRAMbold
42:24 - Ouch...
42:56 - Scuba-Diving Bulwark (Hur hur again)
That's a lot of time stamps
You have the time stamps I the video.
@@josiahong5177 Bloody hell, so that's what that one comment meant. XD
Ah so this is how the marauder deleted the tyr in that april fools most wanted video a while ago....
I second resdhv cfchxs, could you provide a link or maybe a hint on the title?
@@ilike8590 They are most likely talking about borderwise's "Most Wanted: Marauder".
Makes me want to make a gustav gun with floats.
Update!: I overdone myself... I made the Gustav as a fortress can one shot ships if it hits center mass. And made an H41 class doom cram battleship mounting 8 almost doom crams. The h41 is armed with ring shields and simple weapons to defend itself, managed to one salvo an Excalibur on some tests.
@Henrik Freitag at best I can pull off a +4 but coupled with the thick armor will do well.
@Henrik Freitag really? explain
replace schields and armor with custom jet engibes and go sonic.
The God of CRAM gives us another CRAM tutorial, with all the sorts of useful info CRAMmed in it! Thanks A LOT for this, I found some really cost efficient 6 connections to HE way of building, and while I really like building things my way even if its a worse way (no hate pls) I will definitely use some of the tips and tricks on 'shell flavoring' and relations such as AP/HE and general CRAM building. Not to mention, some of these battles were incredibly satisfying, CRAMbold is just awesome :D
Now you can make some serious glass cannons out of this. I never knew how powerful CRAM Frag like that can be, also those turrets you built looked really good, the waffle iron made me hungry, so now I find myself with brownies in the oven. Time to make a DWG Nuker with this now that I figured out how to do it. Thanks Borderwise!
You can refill ammo (and other stuff) in the designer by holding q on the craft and following the menus.
A reason why pure HE doom crams seem underwhelming might be because the explosion radius is capped at 30m (if the wiki article is still correct (search for damage)). It just deletes everything at 30m radius and nothing else and therefore only reaches 15 meters into the ship if it detonates on the hull. It needs to travel at least 15m after hitting the hull for maximum destruction.
Also, airburst doom frag CRAM mortars...
Sadly hard to do because the low altitude fuse doesn't have a sensible safety feature and if the barrel is below the detonation altitude it explodes the instant it leaves the barrel. Really dumb.
@@darthkarl99 Timed fuses should do the trick. Though I am not sure if you can set the timing offset high enough.
@@dr.robertnick9599 you can use timed fuses, but the issue is that the flight time will vary by more than the time offset so some of them will still explode below the water whilst others will go off so early they don't affect the target any. With such high trajectories even small differences in the flight trajectory from slight inaccuracy in the initial aim produce large changes in flight time.
60 degree, explode above....dear god....
imo Doomcram is >1000 pellets :)
ALSO: at 36:10 you can actually see that the fragments made a hole at the bottom of the Tyr :D
That's a reasonable definition, yeah.
And yes, that DoomCRAM puts holes straight through battleships. >:D
I loved watching this because not once did it occur to Borderwise that his FragCRAM Hole-Punch is literally just HEAT but for crams lmao
It did occur to me. I just didn't say it. :)
@@BorderWise12 Ah, hehe. You should have said it, it would have been quite humorous
*@BorderWise*
27:50 -ish. What happens if you use a timed fuse and explode the shell BEFORE it hits the target?
So the frag-cone (like 30 - 60 angle?) have plenty of time to fan out & "shotgun" through most of the target?
Is there a reason at 16:42 that you use the "Time from first impact" fuse instead of the "penetration depth" fuse?
Yup. Time from first impact is slightly more reliable, as it always gets the same distance into a target and doesn't rely on armour thickness to trigger the fuse. Penetration depth fuse shells have an annoying habit of over or under penetrating the target.
@@BorderWise12 that's a really good thing to know
@@BorderWise12 lol I don't even play the game
crazy short range frag doom cram on a ship w/ rams
Finally! This is EPIC!
You should build a craft that has both a single barrel doom turret, and a multi-barreled monstrosity on it, just for laughs. Might even be pretty effective!
Good plan. 👍
Frag doom guns are amazing
Another great video 👍
Out of curiosity, what button are you pressing to strip away blocks and only leave sub systems?
Regards
Shift + p, you need to hit it a few times though.
Alex Chindris Thanks much for the info! 😊 🙏🏽
Now i have no excuse not to make a massive orbital platform armed with massive artillery guns
Will be perfect against bases.
Pendepth is actually extremely powerful if you make the shell like 75% frag (with max spread) and no HE. If you can fine tune this to fragment at the right time, you can basically hollow out an entire ship instantly.
Yup. I guess the point I was trying to make is that you need a lower percentage of hardener pellets overall the bigger the CRAM gets.
Someone just told me about doom crams and now I'm scared and am going back to warpdrive-sama
Nothing has 10 layer of armour. *Laughs in Polaris*
Yeah, custom campaigns are indeed a different story. 😅
The Onyx Watch: Is it possible to learn this power?
Yes. Yes it is.
*cue DoomCRAM Bulwark*
@@BorderWise12 Dumb idea: Bulwark but all the empty internals are replaced with A SINGLE DOOMCRAM.
@@beanlord4347 You call it dumb. I call it...
INSPIRED
@@BorderWise12 There's no such thing as too much CRAM
somebody has a craft with 8 doom crams and each cram can and will take a turret of the megalodon and it drilled a hole trough it lengthwise.
This is scary in theory one lucky shot from this could kill my current largest battleships because this doesn't care about the armor lay out
Most people: "Frag has low AP, therefore its bad against anything that isn't wood."
BorderWise: "...this FRAG CRAM kills turrets on the other side."
6 AP matters a lot less when you're tossing pieces of 150,000 kinetic damage around. 😛
Tru that
Make a doom cannon space ship please
Good idea!
Wow. Frag doomCRAM looks like pre-nerf frag.
personally i find that low angle frags do better when they trigger infront of the target via laser targeter.
They do great when doing that, yes. The only problem is that they can trigger too early, like when a craft is yawing away from the shell.
YES !
In regards to the explosions feeling underwhelming- I suspect that's due to it being purely surface-based exposure.
If you hit it on the surface, then most of the explosion is going to be flung into the ocean and air rather than hitting the ship- it's even worse if you hit a corner rather than a flat surface. If you add any penetration at all, then much less explosive damage is wasted on thin air because it's now hitting to the sides as well. Assuming a single-material target with no vacuum or weak points, you want just enough penetration that all of the explosive damage is absorbed before it reaches thin air. A big, pure explosion like that against a ship's hull is basically a 'bunker buster' with no ability to bust bunkers.
However, IRL (and probably in FTD as well) explosives have one major weakness- they get weaker as they get further from the epicentre. A really big explosion will utterly devastate anything right in the middle, sure, but an IRL explosion that's twice as wide with the same force at the edge needs to be about 24 times more powerful (not including air resistance), and an explosion that's three times as wide needs to be about 108 times more powerful. It's why the Cold War led to more bombs with better range and speed, instead of bigger ones. Ideally, you use explosions either when you need to make a particular spot very dead or when you can fire precisely at your target but need a buffer against not quite hitting.
Fragmentation, meanwhile, is a cone rather than a sphere. It's already designed to sidestep the issue of hitting thin air because it doesn't hit behind it. And since they're just a lot of fragments carrying on momentum, a bigger frag explosion will just result in bigger, badder fragments that only become inefficient when they start overpenetrating- perfect for shooting through a ship from fore to aft, but maybe not as effective as AP explosions that detonate right in the centre, or just multiple smaller shots of fragmentation. (Pure kinetic is just this but much more likely to actually have that overpenetration.)
Against a ship, it's not quite the same- you want to either destroy the largest area of armour or the largest area of vital systems- but it's a similar concept. I'd be interested to see how AP explosives scale versus fragmentation, but from a purely physics-based guess fragmentation seems to be ideal for doomCRAMs.
New idea: SuperDoomCrap, all ya do, is combine supercrap, and doom
The DoomWaffle is exactly that. I was too lazy to build another 23x23 turret from scratch. XD
@@BorderWise12 This is why FTD is fun
@@fredk4745 Exactly. 😁
@@BorderWise12 Hol up, even though that is satisfying like a pure ap advanced cannon SMG splitting a ship in half, i meant like a 60 barrel doom cram
_think about it_
@@fredk4745 That would probably be so big that it would crash my pc...
could you have the narrow angle frag cram explode 50m infront of the ship? - punch 40 holes through the ship on the front side, rather than blowing out the back - every frag that exits the back represents lost damage.
You could, but that would open up the possibility for that early timed fuse to missing completely.
please make a video about the new wings
Borderwise can you do a efficient advanced cannon
Okay but what about Doom mortars? Would they by viable as an artillery craft while you have a couple of other craft there to protect your Doom Mortar craft?
Maybe. Haven't tried it myself. Mortars seem to work best when they fire in large volleys that can saturate a whole area, though.
Bombers are just upsidedown artillery
Here's a stupid idea if you really wanted to make sure the cram hit but a Doom cram on the front of a ramming vehicle and right before you Ram the enemy fire the cram
Make large missile torpedo planes to spam at tyr and make it sink like yamato
I actually prefer the look of smaller turret. The big turret make the Tetris under it look tiny in comparison.
31:27 RUclips bit rate: NOPE.
Big Boom Stick!
Cram is kinda underrated in my opinion. I think people prefer advanced cannons over crams.
APS is more generally useful. But yeah, people who never use CRAM get to miss out on damage numbers like in this video. 😛
@@BorderWise12 I'm this person. I never really understood how to use cram. My crams are always... Bad.
The issue with pure explosive is that the radius of the blast doesn't scale with the damage. eventually your just over killing everything in the blast radius. also you should do a guide for how to do this but with mortars. I can't imagine how obscene those kinds of crams are when they're landing on pathetic little deck armor, turret caps, and superstructure.
Yup, that's why HE CRAMs aren't great on a Doom level. :)
Unfortunately mortars tend to miss a lot, so are best used en-masse. A DoomMortar is possible, but might be underwhelming due to its inaccuracy.
@@BorderWise12 funny you should mention en mass mortars. I'm actually building a huge mortar ship rn
But he go boom
I heard “assuming direct control”. Somebody count how many times Borderwise has said this phrase.
is it possible to have other doom thing (laser, missiles...) ? (and maybe make a video out of it :D)
Yup. Pretty much any single weapon that's massive and actually works well can be a 'doom' weapon.
@@BorderWise12 :D
*@BorderWise*
23:37 What does "Scuttle settings" mean here?
I tried googling it, but found nothing useful (tutorial opportunity? *hint hint*)
I guess under what circumstances the ship will commit not alive?
Please put these huge turrets in workshop
Good point, I forgot to do that. I will do that now...
I did it, here ya go: steamcommunity.com/sharedfiles/filedetails/?id=2184684221
Enjoy! :)
BorderWise Thanks
Make a doom cram to one-shot the bulwark using frag.
30 INCHES OF DOOM!
Does anyone know what the "skuttle settings" are?
yo man its settings to make a ship destroy itself when for example, it looses its weapons, its made for design crafts, so they dont draw out the fight for too long
@@thegamingcat3202 ok, so it's specific to the craft itself?
@@yomanxy yes.
@@thegamingcat3202 ok, thank you very much :)
this is why they want to have CIWS to be able to take out cram
In fairness to the pure HE demonstrated early on, you put it against a thickly ARMORED target. Of course it isn't going to do as well as anything with any designed capability to pen armor.
Most targets you shoot at with CRAMs will probably be armoured, though. There's not much point making a giant CRAM that's only useful against soft targets.
@@BorderWise12 pen depth tho ? The shell is so thick it has enoff ap
Australian Tyr. Because it's... DOWN UNDER!?
How is ur hud green? Looks smexy
You can customize many things (colours, font size etc.) in the options menu. I like the green look. :)
My propellers keep forcefully removing themselves from the forward/back command, it's very frustrating, the AI won't use them when they're on main positive. Anybody got ideas as to why it's doing that?
Have you built your craft backwards?
@@BorderWise12 I don't think so, I'll double check. I didn't see the usual warning it gives about propulsion
@@BorderWise12 just checked, facing the right direction so no idea what's going on there.
@@Kav. When does it happen? When you place them, when vehicle loads in or what exactly?
@@BorderWise12 Either when I place them or when I load the vehicle in, it's totally bizzare. I set them to the forward/back command and it instantly tries to remove that command. I've got them set to main positive as well but it doesn't use them.
sooooo... doom mortar next?
‘Ay borderwise, Is there any sort of FTD Steamcloud? My SSD kicked the bucket and I lost 475 hours of FTD...
I believe there is. You'll need to enable it in Steam cloud settings.
BorderWise
Oh ok, but there isn’t any way to recover my lost stuff is there?
@@ThatGuy-vw6gc There are automatic backups made of every blueprint in your From the Depths document folder, but if your SSD is shot I'm not sure if that helps.
BorderWise
Yeah, I’ve checked those. Literally everything was gone and I just checked the cloud, turns out it’s on by default but didn’t back up? So yay... I have lost everything.
@@ThatGuy-vw6gc Aw, bugger. Sorry to hear that. :(
On the other hand, you're still a few hundred hours more experienced than you were. No system crash can take that from you! 👍
Funny that not 1 single Fotress Tutorial exist
Do you want one?
Structure tutorial?
@@yellomonky4272 That... wouldn't be much of a tutorial. Structures don't have any of the extra complexities that vehicles or even fortresses have.
BorderWise it’s a joke lmao
@@yellomonky4272 Ah. For some strange reason that didn't come across via text. 😛
Halo borderwise
Yay I made it 100 likes!
Edit: laughs in 200k APS railgun
You have 2
Wow a 2m 200 ton CRAM shell has as much HP (80k) as a Meg torp. Actually a Meg torp has 84k HP
balans
Wo
Overkill? No such thing
Funny that not 1 single Fotress Tutorial exist