I love how Aavak found out that he could throw his allies into the sun for profit and was like "that's a bit too dark" meanwhile Lathrix found out and almost immediately said "I'll be right back after I've committed some warcrimes.
I'm for a heavily shielded cannon ship. From my experience it still is the most satisfying to watch a lot of cannons shredding through the enemy, while receiving shield fire.
Whilst I do love the idea of a sun miner, and think you should definitely eventually make one... I can’t pass up those juicy deck guns ripping apart enemy ships. It’s too alluring, I gotta see it
Sun miners are just not worth resources and crew in my opinion. You can get enough materials scrapping high level ships that fight each other + it also takes a very long time to extract an asteroid from the damage zone to enable your crew to get the materials without dying.
a good idea to use in long range rail guns is to put some mine launchers in the front of the ship (or back in this case) so the enemy will try to close the gap between you and him so his ship can fire but in the way he will not only beign sniped from distance but will be crossing a entire mine field.
Hey Aavak, if you decide to look into mods, I highly recommend the cabled corridors and substations mod. You can literally pipe power between stations that then direct it into a section of components instead of having a massive number of crew to run power around. There are also armored cables, so you can run power through armor. The larger crew quarters is also a great one, with options for 16x or 32x bunks.
Also the one that makes storage hold 10 times the amount, makes it so you dont have to make a massive brick of cargo to hold stuff, so a Hercules like ship can keep up. And for his QoL, the mod that lets you speed up to x15 for when he is idling off camera. And the ones that makes the lines when assigning crew and power directions thinner so its easier to parse when there are many.
@@Runetrantor There is one more that I find to be good on top of that one though. The normal weapons turret mod, which gives you a turret version of all the non-spinal weapons. So a laser turret, heavy laser turret, cannon turret, and large cannon turret.
In later zones you mean? Oh, I certainly assume so. Anything my ship can do, an enemy ship can, the ones here just don't seem to have the range to deal with it.
rail guns sure are to be beelined to early and mid game if only for ourtanging and ourDPSing most things till mid-game. do not bet too much on rail guns, because they are easily outgunned by lasers/missiles in the late game, and the long railgun is a weak spot that splits all the space ships in 2, and no amount of shielding prevents this. rail guns need to have much more sideways thrusters on one side to be viable, making them an evasive-orbiter. without evasive thrusters on the side, they are a glass cannon, that ends up being single-use in late game, or just EMP-stunned continuously, because it is such a large target. the laser prism at least can rotate prisms to keep hitting a moving target while both ships rotate.
@@ollllj Which lategame ships can deal with railguns on the _second_ player ship, the one they _aren't_ chasing and constantly firing at? The Fire Ant can already hammer things with impunity, only between point defence, higher rate of fire and worse accuracy that one might actually run out of ammo against a 600 crew behemoth. Obviously that will never work in PvP because even without rules against it a decent player won't chase after the heavily shielded bait with a ton of reverse thrusters when they can bumrush the glass railgun first instead.
@@ollllj I'm currently around lvl 15-16 and railguns are still working great for me. That said my strategy is a bit different to Aavak's. I've got a fleet of medium sized ships with very powerful thrusters (smaller ships are quicker: surface area vs volume). So far I can outrun (backwards) everything that's being thrown at me, which means I can keep the enemy at the extreme edge of railgun range and plink away with impunity. The enemy will tend to lock on to one ship and so they're pretty easy to flank as well and then you can snipe away at critical systems from the sides/rear. Engines are often the first thing to get sniped to ensure I retain the speed advantage. In many ways I think I'm going to have to ban myself from using this strategy next play through as it seems to make the game kinda easy, even on a pretty punishing difficulty setting (Admiral + Scarce Crew).
I'm on board with this one. Something designed to to be fast enough to race past and fire a huge volley at one side, than loop around and do it to the other just sounds crazy fun. Key would be to be fast enough to outrace most things though so that may be tricky.
honestly, at later stages, a combat utility ship would serve this fleet well, so as of right now having a tractor beam ship would be the smartest option for future modification just so we are clear, i am not suggesting a ship that plunges enemies into the local sun, just something that can keep them still while shutting off any active defenses
As much as I love your reverse fighting direction to the normal flight direction, it has one comfort problem when fanning for the rails. Normally you can keep looking at the enemy and rotate with R by clicking left from the ship and then click to the right. All while not moving your camera away from the enemy ship.
It would be super cool and interesting if you made a broadside deck cannon ship with enough super shields to allow you to sit right next to the enemy, with railguns without actually taking any damage.
A dedicated brawler with deck guns and disruptors would be a deadly combination. All of that shield and armor - blasting capability could really complement the more far-range ships in your fleet. Maybe a permanently diagonal ship with a spiked nose?
Would be interesting to see how this fleet is compared to @Nilaus giant railgun ship (with perfected railgun fanning), which also has some nice deck cannons. Regarding the sun: @Lathland kinda went sun-pushing with stations ;) You apparently only need good shields, the sun is kinda like a damage coming from the core. All of this just to say: it's really interesting to see the different approaches, but it would also be interesting to see a merged approach. You can also apparently rotate (railgun fanning) while looking at the enemy, so you can directly see where the railguns would shoot at, making it more precise and easier.
The issue with the firing display when rotating is that it is drawn from the _target_ position rather than your _current_ position. This also includes any misalignment from bumping into asteroids not just having inadequate thrust to match the target's movement or rotation.
@@thedyingmeme6 in the subreddit someone made a sun-diver which was able to dive deeply inside by having a ton of stacked super shields, fun to watch also notable here: if you loose any crew, they're insta-dead
You can change the flight control (bow and stern) for the Scarab just before engaging (in ship menu). You can also use R to rotate the ship without using SHIFT.
Would love to see a cannon spam ship. Watching an rain of shells on any poor soul that happens to cross its path would definitely be a satisfying sight to see.
There's a video about railfanning, it involves directly targeting a set of modules in a ship by changing the railgun firing to fire at target, and then spinning your ship back and forth and during all those spins the railgun will fire consecutively and converge on a single target, very effective.
DRP-1? Derp-1? Mhmmmm :P Also, the tractor beam ship is one that you should take inspiration from. But I'm not going to tell you why, you can go for science that :P
I'd love to see a sun lifter, potentially inspired by a moth. With a tractor beam (or 2) and some huge thrusters and/or large boost thrusters (to make moving things easier), it could be used to easily move large objects around. Could even add some mining lasers to assist in rapid deconstruction of destroyed stations. Without the need for weapons on the exterior, you should have plenty of space for thrusters and some large shields.
Next time you upgrade the scarab, you could increase the length of the rails, and use the extra body mass to double your ion beams (to 16 emitters total), so they remain relevant...
Heavy tackle ship. Something to speed in and hold down the enemy ships. Cannons, maybe disruptors, and tractor beams, lots of PD? Ideally two sister ships that can work in tandem and cover each other’s flanks!
I am really happy with the insect theme you settled with for your ships. I once (Long ago, in fact. Back in the Cosmoteer ''Classic.'') made a faction with ships that looked like arthropods and your ship design is bringing back some neat memories. The Scarab looks gorgeous as well, even if it's logistically very flawed (Especially the upgraded one at the end of the episode. Railguns don't need this many reactors to work and if one goes down the entire system will collapse! It's really cool that a non-competitive player like you discovered the magic of railfanning though).
I used to watch around 7-9 years ago back when you did games like robocraft. That was back when I was a little kid, insane really. Still the same after all this time which I find mad. Love it man
First of all, thank you for your work. I love your ships and their aesthetic appearance. I like to recreate them. It's not easy though since you're jumping back and forth in your videos so quickly. It would be much easier for your fans who want to recreate the ships if you just scroll very slowly from top to bottom. Then I would be happy. Thanks and best regards Andrew
Would also be good to give a small ship with dedicated sensors for the idea of sun mining. Use it to scout out the targets so you can dedicate the diver for pure grabbing. Maybe give the Hercules sensors that you turn off when you don't need them?
Ions are not terribly useful on a railgun ship since the range nerf, upgrading them at this point would be polishing a turd. I'd advise removing them entirely. Putting ions on an entirely different ship however is not a bad idea, especially if this ship would be powerful enough to receive AI targeting priority. This would allow the railguns to bypass enemy defenses entirely which will be necessary at the highest threat levels.
Couple of idea's, deck guns on a giant freighter factory support ship. Like an absurd amount of deck guns. For the scarb more engines but increse the inner rail guns to be 2 250% and the outer to 200% just for fun design and astetic
Im very much looking forward to a single reactor on the scarab taking enough damage to blow up. The chain reaction turning the entire ship to dust will be glorious.
Really enjoying this series ( and the extra buildy stuff too ) Going back under my fuzzy blanket , only one more week until my pc is paid for and I can game again :)
i think u should either upgrade the hercules to double its storage, since stuff is gonna get quite big now. or just build a second one! be a true fleet commander!
You could make a "Railrunner" combat ship to take over the artillery role (call it a Lightning Bug (or Firefly depending on where you live)). This would basically free up the Scarab to become more of a brawler, combining more close range weaponry like Deck Cannons, Disruptors, and Heavy Lasers. In essence, you'd have a Missile Boat in the Fire Ant, a long tube of an Artillery Cannon with the Firefly, and a CQC monster with the Scarab. That way the other 2 can be more fire and forget, while you focus on what the Scarab is doing in the thick of it.
Personally I'm a fan of brawler, but until you hit a difficulty in which the scarub can't vaporize everything in your path it'd definitely feel a little needless. Still, I could see it's usefulness as a body guard for the hercules so it can be a bit more proactive about just travelling to astroids while your main fleet is taking out the more challenging pirates. Plus it'd be interesting to see how you design a 360 brawler, since a lot of your designs generally have a 'face the enemy' approach. Usually having incredibly durable front sections meant to take a hit, but massively vulnerable rears and thruster clusters that could be sniped off if they faced themselves. Maybe for the brawler you could play with a sort of centipede concept where all of it's thrusters are in some sort of empty middle section and it's body is always 'curled up' with it's defenses and weapons pointed out?
Great Ep Aavak, a combat supply ship might work out for you maybe? Just enough to help the Fire ant keep firing during long deployments and Brawl to boot, Cannon ships need to make alot of ammo anyways.
While deckgun sounds fun, I think a tractor beam ship would be more practical because: 1) juicy sun mining will let you get that brawler and other new ships that much faster 2) the Scarab's Achilles Heel is getting stuck on an asteroids; a tractor beam ship can move asteroids and with the Scarab biggest weakness 3) It can act as a freighter, shipping sulfur and missles from the Hercules to combat, so you don't have to stop mining or fighting to restock If you see this comment I'm thinking for a name a species of bee :)
For singleplayer the really broken setup is to split the Scarab: start off with a lazer/ion+shields kiting ship because it's very simple and has no running costs, then add a railgun sniper ASAP. Send the kiter/"tank" in first to hold aggro, let the enemy zoom past (even staying outside your own ion range just to reduce incoming damage) then pop the bridge or the main thrusters (then the bridge) with the railgun. Basically you can "fight" every single battle like the Onslaught at 18:30 and your kiter doesn't have a string of bombs running down its spine while the sniper can get away with only token shielding and some point defence. Most of this is due to the PvE ship design. Lots of enemies have tons of missiles, nukes and cannons and spawn in with a near-infinite supply of ammo "for free" while _you_ struggle to scrounge together enough uranium for reactors and can't really loot enough surviving nuke parts if you nuke the enemies carrying them. And more importantly almost all later ships seem to be designed around 1v1 combat: as "rocket ships" with loads of forward thrust, ridiculous amounts of armour and shields in the front and almost if not *literally nothing* defending their rear. Said rear usually also containing the bridge so you'd have to grind through the entire hull to reach it in a frontal 1v1. You already see this with the Lammergeier at 30:30 where a single pass with 2 railguns at roughly 120° would cleave through the thrusters and pop the bridge. One ship that's definitely worth getting as soon as the Hercules has recovered some of its crew complement is a scout. Basically just a sensor array and an engine room with 2-3 huge thrusters plus the bare minimum to keep that running. No weapons, minimal armour, just shift-click across the map to reveal everything while the rest of the fleet gets started on hunting and salvaging bounties.
What i did in my play through was to build a Station basiclly to hold the factories and storage and then had a hauler/miner then my fighting ships. If you built a station you could call it "The Hive" :D
@@Photoloss right, but the Hercules move so slow, might be better to have “smaller” mining ships to get wreaks and go to the belts and have all the storage and facilities just sit next to a npc station
@@Cjpaulbeck In my experience most of the time is spent hauling loot into cargo holds, if you invest the same total crew count splitting them over multiple salvage ships doesn't achieve much. Also increases the chance of you "forgetting" some of them and letting them sit idle where a single megahauler is easy to keep track of. Mind you a fleet of smaller ships shouldn't do _worse_ either, but it's probably better to specialise e.g. a scout ship you follow to tag valuable asteroids with map markers, having your combat ship crews do salvaging and crew-light "loot taxis" to just ferry goods back to the "station" being assisted by the combat crews on one end and the "station" crew on the other.
Seeing the battle in this episode made me wonder what it would look like if you assigned a different target to each rail and then fanned across that entire squadron of small fighters...
Go for a super battle ship specifically build to destroy powerful enemies and take the brunt of an enemy attack enemies using powerful laser system(more advanced and worked on then the scarab), nukes, a tractor beam and deck cannons and maybe heavy lasers, it will mostly use its powerfull laser system though
Cannon ships are extremely fun. My experience with them is be aware they are an absolute ammo muncher. I'm on my second system and I honestly run through 200-400 units of ammo for an equivalent fight. So make sure the Hercules is ready to keep the rounds flowing
Watching another streamer, i found out three things: 1. there are pretty scary enemy ships later, with lots of firepower 2. there are streamers with less knowledge about crew management, doing "fine" with brute forcing their ships to manage through battle :D 3. *you can rename your crew*, and i started to wonder why there are not yet Patreons commanding these ships and weapons :D
Cannons/deck guns with disruptors are a mean brawler combo, which would also give you a chance to use tractor beams to get in closer. With a heavy shielded brawler you could also probably asterpid pull.
So halfway through this, your fleet is quite strong, and while it’ll need to be stronger for later, what about adopting a fleet carrier group idea? You’ve got a brawler, you’ve got a missile ship, and a “supply carrier”. What about adding in a ship with carry capacity for mobile resupply of your combat ships, as well as capable of taking a fight. It would ship supplies from the DPR2 to a station, yet kick anyone in the mouth if intercepted. Who knows?
Allow me to take the tractor beam to another level. You can have two crystals fire at eachother and it makes a continuous beam that you can run things into. Use that setup with a tractor beam to suck things into your death ray and get torn apart.
Make a shield ship with rows and rows of laser cannons that tractors ships into the front and just lays into an enemy ship... and sometimes dives for pearls in suns.
I’ve mostly abandoned rails now. Currently cruising through an 11-13 system and loving my new brawler. Deck canon/heavy laser and ultra heavily shielded. It’s so fun to get in close and shred enemies.
I'd love to see a proper ship-of-the-line. A heavily armed and armoured/shielded brawler with deck gun cannons. It's job isn't to support like the missile-cruiser Fireant, or as a (starter) finisher like the Scarab but rather as a distraction/screen ship. It tanks the damage/attention to allow the Scarab the freedom to pew pew all her enemies into the void...You could even name it the 'Cockroach' b/c it's a survivor!
Hi Aavak, much enjoyment is being had form the series, so I wanted to let you know I've been constantly giggling over a butterfly gunship called the Schmettling..... all guns up front and halo style thruster clusters at the back, the perfect distracto-blaster
Another hauler ship to accompany the fleet and maybe convert resources would possibly be cool. I also really like the design of the existing one. A brawler is likely going to need more repair.
if you added slight asymmetry to your reversing thrusters would it add a bit of fanning to your rail guns on it's own, just slight shifts back and forth due to offset thrusters, either in size, or position off the center line? either way loving the series
I would love to see a Sun Lifter, but I haven't thought of a good insect to represent that. For the diver though you could have a dung beetle or a moth which do sound like great examples, even if I say so myself.
I would love to see a swarm of ion bees. I'm toying with the idea myself but I am new to the game and kind of using your videos as a tutorial. Thanks for the continued top quality content! Can't wait for the next episode already.
You know how you can tape banana clips together to get more ammo in a similar space? What if you flipped two of your rails and just 'spin to win?' By the time one set of rails has come aligned to fire, the other set would be reloaded! You could even build something similar to the space stations, but designed to spin four sets of rails. In addition, since no single shield would be oriented toward an enemy for long, they would probably never breach shield based armor, and even if they did, it'd be restored before it came back around. I situations with multiple single-shot enemies, you could individually select your rails and assign each one to a different enemy, so when you sweep through the whole crowd, it just annihilates them all!
The rail gun doesn't actually stop at 304% either. I built a ship that reached 336%, and the limitation was the grid. With large ship mode enabled the rail gun may just go on forever.
One thing that really breaks my immersion with this game is the "hiding engines inside closed rooms" thing. That's really, really dumb. And i really wish they would change it, so that you get a hefty penalty depending on how close the engine "stream" is to a wall. (Beyond the current 'no build' zone obviously)
my railbrick now is at 16 rail modules and 3 stages of engine boosters. getting a speed of 97 so i can outrun everything. 8 railmodules werent enugh to go through defence systems and shields of most ships. but yeah rails are awsome. range and speed is all you need against most enemies
"Anybody know how to build a rail gun?" "A rail gun? That's practically stone age." "Well, which would you prefer; a non-existent laser weapon or a well aimed rock?" How 'bout four well aimed rocks?
Make a ship to combo with the Hercules, like with tractor beams and production for the materials that get you the most bang for your work so you dont have to always wait to get the funds necessary to build more ships.
I love how Aavak found out that he could throw his allies into the sun for profit and was like "that's a bit too dark" meanwhile Lathrix found out and almost immediately said "I'll be right back after I've committed some warcrimes.
P.s. Lathrix's channel name is Lathland
to one it is the Geneva convention, to the other it is the Geneva suggestion
@@B0TFrosty Make that "Geneva checklist", instead.
Lathland literally committed warcrimes for fun
Those two have very, VERY different playstyles. Both are great to watch
I'm for a heavily shielded cannon ship. From my experience it still is the most satisfying to watch a lot of cannons shredding through the enemy, while receiving shield fire.
Yes exactly this, a frontal assault tank with artillery support is excellent
@@Cazelous😊😊😊😊😊😊
😊😊😊
😊😊
@Christoffer Good Bäckängsgymnasiet ES20C 😊😊
Whilst I do love the idea of a sun miner, and think you should definitely eventually make one... I can’t pass up those juicy deck guns ripping apart enemy ships. It’s too alluring, I gotta see it
Sun miners are just not worth resources and crew in my opinion. You can get enough materials scrapping high level ships that fight each other + it also takes a very long time to extract an asteroid from the damage zone to enable your crew to get the materials without dying.
I love knowing exactly the circumstances that caused people to act a certain way. Shout out to the other Lathland fans in the audience
Yes, we shall slowly push our enemies into the sun (:
@@thedyingmeme6 Friends, please. No need to be aggressive over a nice sun pushing.
Yeah, i watched that video yesterday. What Aavak calls "Dark Aavak supercheese", Lathland calls tuesday :-) Love both of them.
I love seeing avaak and lathrix intersecting. They scratch similar itches for me
a good idea to use in long range rail guns is to put some mine launchers in the front of the ship (or back in this case) so the enemy will try to close the gap between you and him so his ship can fire but in the way he will not only beign sniped from distance but will be crossing a entire mine field.
Hey Aavak, if you decide to look into mods, I highly recommend the cabled corridors and substations mod. You can literally pipe power between stations that then direct it into a section of components instead of having a massive number of crew to run power around. There are also armored cables, so you can run power through armor. The larger crew quarters is also a great one, with options for 16x or 32x bunks.
Hi where do you get those mods?
Also the one that makes storage hold 10 times the amount, makes it so you dont have to make a massive brick of cargo to hold stuff, so a Hercules like ship can keep up.
And for his QoL, the mod that lets you speed up to x15 for when he is idling off camera. And the ones that makes the lines when assigning crew and power directions thinner so its easier to parse when there are many.
@@Lance_Knight Steam Workshop
@@HiImKyle lol dont I feel silly for not thinking that lol
@@Runetrantor There is one more that I find to be good on top of that one though. The normal weapons turret mod, which gives you a turret version of all the non-spinal weapons. So a laser turret, heavy laser turret, cannon turret, and large cannon turret.
"This Ship Might Be TOO Powerful..." .....It won't be mate
In later zones you mean? Oh, I certainly assume so. Anything my ship can do, an enemy ship can, the ones here just don't seem to have the range to deal with it.
rail guns sure are to be beelined to early and mid game if only for ourtanging and ourDPSing most things till mid-game.
do not bet too much on rail guns, because they are easily outgunned by lasers/missiles in the late game, and the long railgun is a weak spot that splits all the space ships in 2, and no amount of shielding prevents this.
rail guns need to have much more sideways thrusters on one side to be viable, making them an evasive-orbiter.
without evasive thrusters on the side, they are a glass cannon, that ends up being single-use in late game, or just EMP-stunned continuously, because it is such a large target.
the laser prism at least can rotate prisms to keep hitting a moving target while both ships rotate.
@@ollllj Which lategame ships can deal with railguns on the _second_ player ship, the one they _aren't_ chasing and constantly firing at? The Fire Ant can already hammer things with impunity, only between point defence, higher rate of fire and worse accuracy that one might actually run out of ammo against a 600 crew behemoth.
Obviously that will never work in PvP because even without rules against it a decent player won't chase after the heavily shielded bait with a ton of reverse thrusters when they can bumrush the glass railgun first instead.
@@ollllj I'm currently around lvl 15-16 and railguns are still working great for me. That said my strategy is a bit different to Aavak's. I've got a fleet of medium sized ships with very powerful thrusters (smaller ships are quicker: surface area vs volume). So far I can outrun (backwards) everything that's being thrown at me, which means I can keep the enemy at the extreme edge of railgun range and plink away with impunity. The enemy will tend to lock on to one ship and so they're pretty easy to flank as well and then you can snipe away at critical systems from the sides/rear. Engines are often the first thing to get sniped to ensure I retain the speed advantage. In many ways I think I'm going to have to ban myself from using this strategy next play through as it seems to make the game kinda easy, even on a pretty punishing difficulty setting (Admiral + Scarce Crew).
I like the idea of deck guns. But also a traditional "broadside" style of brawler might be fun!
I'm on board with this one. Something designed to to be fast enough to race past and fire a huge volley at one side, than loop around and do it to the other just sounds crazy fun. Key would be to be fast enough to outrace most things though so that may be tricky.
honestly, at later stages, a combat utility ship would serve this fleet well, so as of right now having a tractor beam ship would be the smartest option for future modification
just so we are clear, i am not suggesting a ship that plunges enemies into the local sun, just something that can keep them still while shutting off any active defenses
As much as I love your reverse fighting direction to the normal flight direction, it has one comfort problem when fanning for the rails. Normally you can keep looking at the enemy and rotate with R by clicking left from the ship and then click to the right. All while not moving your camera away from the enemy ship.
I'd like to see tractor beams. It's the only component we haven't seen yet
It would be super cool and interesting if you made a broadside deck cannon ship with enough super shields to allow you to sit right next to the enemy, with railguns without actually taking any damage.
1:10 Not only that, spikes have the quirk to attract EMP shocks and to bring 'em far from your main ship. It mitigates early volley's burst damage.
A dedicated brawler with deck guns and disruptors would be a deadly combination. All of that shield and armor - blasting capability could really complement the more far-range ships in your fleet. Maybe a permanently diagonal ship with a spiked nose?
glad you brought the intro back in
Would be interesting to see how this fleet is compared to @Nilaus giant railgun ship (with perfected railgun fanning), which also has some nice deck cannons. Regarding the sun: @Lathland kinda went sun-pushing with stations ;) You apparently only need good shields, the sun is kinda like a damage coming from the core. All of this just to say: it's really interesting to see the different approaches, but it would also be interesting to see a merged approach.
You can also apparently rotate (railgun fanning) while looking at the enemy, so you can directly see where the railguns would shoot at, making it more precise and easier.
The issue with the firing display when rotating is that it is drawn from the _target_ position rather than your _current_ position. This also includes any misalignment from bumping into asteroids not just having inadequate thrust to match the target's movement or rotation.
Lathrix did indeed mercilessly push his enemies into the sun :)
@@thedyingmeme6 in the subreddit someone made a sun-diver which was able to dive deeply inside by having a ton of stacked super shields, fun to watch
also notable here: if you loose any crew, they're insta-dead
If you do that “sun diver” idea please name it The Kraken after Kerbal Space Program’s physics glitch that tares ships apart!!
You can change the flight control (bow and stern) for the Scarab just before engaging (in ship menu). You can also use R to rotate the ship without using SHIFT.
Double the railgun, double the railfun!
Aavak:lets not do that
Lathrix: GENEVA CONVENTION?? *MORE LIKE GENEVA **_SUGGESTION!!!!!_* KILL MAIM BURN!!!!
Would love to see a cannon spam ship. Watching an rain of shells on any poor soul that happens to cross its path would definitely be a satisfying sight to see.
There's a video about railfanning, it involves directly targeting a set of modules in a ship by changing the railgun firing to fire at target, and then spinning your ship back and forth and during all those spins the railgun will fire consecutively and converge on a single target, very effective.
DRP-1? Derp-1? Mhmmmm :P Also, the tractor beam ship is one that you should take inspiration from. But I'm not going to tell you why, you can go for science that :P
It's a dapper ship, not?
I'd love to see deck guns. A layer of shields and a wall of deck guns flying at people sounds like heaven
I'd love to see a sun lifter, potentially inspired by a moth. With a tractor beam (or 2) and some huge thrusters and/or large boost thrusters (to make moving things easier), it could be used to easily move large objects around. Could even add some mining lasers to assist in rapid deconstruction of destroyed stations. Without the need for weapons on the exterior, you should have plenty of space for thrusters and some large shields.
I'm interested in seeing the Sundiver. I've been thinking about it for my own playthrough but I'm afraid to yeet my crew into the sun.
Next time you upgrade the scarab, you could increase the length of the rails, and use the extra body mass to double your ion beams (to 16 emitters total), so they remain relevant...
Heavy tackle ship. Something to speed in and hold down the enemy ships. Cannons, maybe disruptors, and tractor beams, lots of PD? Ideally two sister ships that can work in tandem and cover each other’s flanks!
I am really happy with the insect theme you settled with for your ships. I once (Long ago, in fact. Back in the Cosmoteer ''Classic.'') made a faction with ships that looked like arthropods and your ship design is bringing back some neat memories.
The Scarab looks gorgeous as well, even if it's logistically very flawed (Especially the upgraded one at the end of the episode. Railguns don't need this many reactors to work and if one goes down the entire system will collapse! It's really cool that a non-competitive player like you discovered the magic of railfanning though).
I used to watch around 7-9 years ago back when you did games like robocraft. That was back when I was a little kid, insane really. Still the same after all this time which I find mad. Love it man
First of all, thank you for your work. I love your ships and their aesthetic appearance. I like to recreate them. It's not easy though since you're jumping back and forth in your videos so quickly. It would be much easier for your fans who want to recreate the ships if you just scroll very slowly from top to bottom. Then I would be happy.
Thanks and best regards
Andrew
25:33 scarab
And 25:52 for the top part
Have fun
@@Redicule_research._ridiculous Thanks :-))
The Scarab looks sick in the thumbnail. Can't wait to watch the video.
Would also be good to give a small ship with dedicated sensors for the idea of sun mining. Use it to scout out the targets so you can dedicate the diver for pure grabbing. Maybe give the Hercules sensors that you turn off when you don't need them?
Final goal for an artillery ship: a Borg cube with maximum build size.
A sturdy brawler that can act as an escort to the scarab and peel off things that get too close might not be a terrible idea.
The scarab reminds me of a poisonous jungle frogs and bugs, loudly advertising it’s presence with that paint scheme.
Love the videos about Cosmoteer, got me hooked!
Yeah, either scrap them, or upgrade them to be useful. Currently they don't serve much of a role.
Ions are not terribly useful on a railgun ship since the range nerf, upgrading them at this point would be polishing a turd. I'd advise removing them entirely. Putting ions on an entirely different ship however is not a bad idea, especially if this ship would be powerful enough to receive AI targeting priority. This would allow the railguns to bypass enemy defenses entirely which will be necessary at the highest threat levels.
@@satannstuff Yeah, I know, but we know the next ship he makes isn't going to be an ion ship, and I miss the shiny death lasers...
The scaffolding effectively acted like a torpedo net.
Couple of idea's, deck guns on a giant freighter factory support ship. Like an absurd amount of deck guns.
For the scarb more engines but increse the inner rail guns to be 2 250% and the outer to 200% just for fun design and astetic
Im very much looking forward to a single reactor on the scarab taking enough damage to blow up. The chain reaction turning the entire ship to dust will be glorious.
missile ship using a tractor beam to drag around an asteroid as a shield sounds funny.
Really enjoying this series ( and the extra buildy stuff too ) Going back under my fuzzy blanket , only one more week until my pc is paid for and I can game again :)
Two thumbs up! Great video. Thanks!
You haven't watch it yet you commented a minute after it released 😆
Me neither
@@TP39_music It deserves pre-commenting LOL
27:34 "We need some sort of Asteroid de-clutterer device in front of our ships!"
You mean like a deflector dish?
i think u should either upgrade the hercules to double its storage, since stuff is gonna get quite big now. or just build a second one! be a true fleet commander!
Congrats on the new Spaced Space Armor.
Happy Thanksgiving from America
for the next level difficulty map, i suggest happy 30 accelerators and speed.
another great episode
for the scarab, i think you should remove the ions, and make it max length railguns. then make a brawler with tractor beams and deck guns.
You could make a "Railrunner" combat ship to take over the artillery role (call it a Lightning Bug (or Firefly depending on where you live)). This would basically free up the Scarab to become more of a brawler, combining more close range weaponry like Deck Cannons, Disruptors, and Heavy Lasers.
In essence, you'd have a Missile Boat in the Fire Ant, a long tube of an Artillery Cannon with the Firefly, and a CQC monster with the Scarab. That way the other 2 can be more fire and forget, while you focus on what the Scarab is doing in the thick of it.
Personally I'm a fan of brawler, but until you hit a difficulty in which the scarub can't vaporize everything in your path it'd definitely feel a little needless. Still, I could see it's usefulness as a body guard for the hercules so it can be a bit more proactive about just travelling to astroids while your main fleet is taking out the more challenging pirates. Plus it'd be interesting to see how you design a 360 brawler, since a lot of your designs generally have a 'face the enemy' approach. Usually having incredibly durable front sections meant to take a hit, but massively vulnerable rears and thruster clusters that could be sniped off if they faced themselves. Maybe for the brawler you could play with a sort of centipede concept where all of it's thrusters are in some sort of empty middle section and it's body is always 'curled up' with it's defenses and weapons pointed out?
Great Ep Aavak, a combat supply ship might work out for you maybe? Just enough to help the Fire ant keep firing during long deployments and Brawl to boot, Cannon ships need to make alot of ammo anyways.
While deckgun sounds fun, I think a tractor beam ship would be more practical because:
1) juicy sun mining will let you get that brawler and other new ships that much faster
2) the Scarab's Achilles Heel is getting stuck on an asteroids; a tractor beam ship can move asteroids and with the Scarab biggest weakness
3) It can act as a freighter, shipping sulfur and missles from the Hercules to combat, so you don't have to stop mining or fighting to restock
If you see this comment I'm thinking for a name a species of bee :)
For singleplayer the really broken setup is to split the Scarab: start off with a lazer/ion+shields kiting ship because it's very simple and has no running costs, then add a railgun sniper ASAP. Send the kiter/"tank" in first to hold aggro, let the enemy zoom past (even staying outside your own ion range just to reduce incoming damage) then pop the bridge or the main thrusters (then the bridge) with the railgun. Basically you can "fight" every single battle like the Onslaught at 18:30 and your kiter doesn't have a string of bombs running down its spine while the sniper can get away with only token shielding and some point defence.
Most of this is due to the PvE ship design. Lots of enemies have tons of missiles, nukes and cannons and spawn in with a near-infinite supply of ammo "for free" while _you_ struggle to scrounge together enough uranium for reactors and can't really loot enough surviving nuke parts if you nuke the enemies carrying them. And more importantly almost all later ships seem to be designed around 1v1 combat: as "rocket ships" with loads of forward thrust, ridiculous amounts of armour and shields in the front and almost if not *literally nothing* defending their rear. Said rear usually also containing the bridge so you'd have to grind through the entire hull to reach it in a frontal 1v1. You already see this with the Lammergeier at 30:30 where a single pass with 2 railguns at roughly 120° would cleave through the thrusters and pop the bridge.
One ship that's definitely worth getting as soon as the Hercules has recovered some of its crew complement is a scout. Basically just a sensor array and an engine room with 2-3 huge thrusters plus the bare minimum to keep that running. No weapons, minimal armour, just shift-click across the map to reveal everything while the rest of the fleet gets started on hunting and salvaging bounties.
What i did in my play through was to build a Station basiclly to hold the factories and storage and then had a hauler/miner then my fighting ships. If you built a station you could call it "The Hive" :D
The Hercules basically _is_ a base, recreating one of the NPC designs sadly won't make your base-ship eligible as a trading partner.
@@Photoloss right, but the Hercules move so slow, might be better to have “smaller” mining ships to get wreaks and go to the belts and have all the storage and facilities just sit next to a npc station
@@Cjpaulbeck In my experience most of the time is spent hauling loot into cargo holds, if you invest the same total crew count splitting them over multiple salvage ships doesn't achieve much. Also increases the chance of you "forgetting" some of them and letting them sit idle where a single megahauler is easy to keep track of.
Mind you a fleet of smaller ships shouldn't do _worse_ either, but it's probably better to specialise e.g. a scout ship you follow to tag valuable asteroids with map markers, having your combat ship crews do salvaging and crew-light "loot taxis" to just ferry goods back to the "station" being assisted by the combat crews on one end and the "station" crew on the other.
Seeing the battle in this episode made me wonder what it would look like if you assigned a different target to each rail and then fanned across that entire squadron of small fighters...
Go for a super battle ship specifically build to destroy powerful enemies and take the brunt of an enemy attack enemies using powerful laser system(more advanced and worked on then the scarab), nukes, a tractor beam and deck cannons and maybe heavy lasers, it will mostly use its powerfull laser system though
Cannon ships are extremely fun. My experience with them is be aware they are an absolute ammo muncher. I'm on my second system and I honestly run through 200-400 units of ammo for an equivalent fight. So make sure the Hercules is ready to keep the rounds flowing
5:40 "That's the sort of cheese that you don't just taste. You Breath it just by being in the same room as it..." x)
i love how the scarab uses butt weapons. Its like a true scarab using its rear legs for ... the most important task a scarab can do!!
someone has definetly seen the latest cosmoteer video from lathrix... and you can name him, i'm sure everyone would be fine with that ^^
Aavak has lathrix as one of his featured channels and vice versa so im sure he has
Watching another streamer, i found out three things:
1. there are pretty scary enemy ships later, with lots of firepower
2. there are streamers with less knowledge about crew management, doing "fine" with brute forcing their ships to manage through battle :D
3. *you can rename your crew*, and i started to wonder why there are not yet Patreons commanding these ships and weapons :D
Aavak: oh look a ship!
Aavak: and it's gone...
The rails do go beyond that 304% bonus if you just keep throwing more accelerators beyond 30.
i thought that limit was there due to the build grid limitation?
Holy shoot amazing timing! I think this is the earliest I've ever caught a video
Cannons/deck guns with disruptors are a mean brawler combo, which would also give you a chance to use tractor beams to get in closer. With a heavy shielded brawler you could also probably asterpid pull.
If you do end up making a ship that pushes around asteroids/big ships, there's really only one name for it:
The Dung Beetle
So halfway through this, your fleet is quite strong, and while it’ll need to be stronger for later, what about adopting a fleet carrier group idea?
You’ve got a brawler, you’ve got a missile ship, and a “supply carrier”. What about adding in a ship with carry capacity for mobile resupply of your combat ships, as well as capable of taking a fight. It would ship supplies from the DPR2 to a station, yet kick anyone in the mouth if intercepted. Who knows?
that idea might be better saved for when the game adds actual carrier ships with repair drones and combat drones...
@@arcanumelite4853 definitely better implemented when they exist, but could still be done limitedly currently.
Allow me to take the tractor beam to another level. You can have two crystals fire at eachother and it makes a continuous beam that you can run things into. Use that setup with a tractor beam to suck things into your death ray and get torn apart.
Make a shield ship with rows and rows of laser cannons that tractors ships into the front and just lays into an enemy ship... and sometimes dives for pearls in suns.
I’ve mostly abandoned rails now. Currently cruising through an 11-13 system and loving my new brawler. Deck canon/heavy laser and ultra heavily shielded. It’s so fun to get in close and shred enemies.
I'd love to see a proper ship-of-the-line. A heavily armed and armoured/shielded brawler with deck gun cannons. It's job isn't to support like the missile-cruiser Fireant, or as a (starter) finisher like the Scarab but rather as a distraction/screen ship. It tanks the damage/attention to allow the Scarab the freedom to pew pew all her enemies into the void...You could even name it the 'Cockroach' b/c it's a survivor!
I just learned this myself today, if you have the camera on the enemy ship and press 'r' targeting with rails becomes easy as pie
easy way to be able to rotate while zoomed on enemies is to do a quick switch of the flight direction as you enter combat.
ngl I find it insane that that whole ship is powered by 140 crew
Aavak considering the amount of scrap metal we can all collect, making a armor Dence Deathstar base is easy.
Hi Aavak, much enjoyment is being had form the series, so I wanted to let you know I've been constantly giggling over a butterfly gunship called the Schmettling..... all guns up front and halo style thruster clusters at the back, the perfect distracto-blaster
Another hauler ship to accompany the fleet and maybe convert resources would possibly be cool. I also really like the design of the existing one.
A brawler is likely going to need more repair.
I like the idea of one for converting resources, and another for either harvesting or hauling extra resources back to the station to sell.
if you added slight asymmetry to your reversing thrusters would it add a bit of fanning to your rail guns on it's own, just slight shifts back and forth due to offset thrusters, either in size, or position off the center line? either way loving the series
Tractorbeams n deck guns the hammer n anvil approach 🤔
I'm pretty sure Lathrix has tractor beamed stations and ships into the sun to "harvest" their internals/storages.
I would love to see a Sun Lifter, but I haven't thought of a good insect to represent that. For the diver though you could have a dung beetle or a moth which do sound like great examples, even if I say so myself.
A moth would work for a sun lifter too. After all, it's purpose is to work close to a "celestial lamp."
@@zarnox3071Maybe Sunset Moth?
I would love to see a swarm of ion bees. I'm toying with the idea myself but I am new to the game and kind of using your videos as a tutorial. Thanks for the continued top quality content! Can't wait for the next episode already.
Three vids in one day, this is crazy.
You know how you can tape banana clips together to get more ammo in a similar space? What if you flipped two of your rails and just 'spin to win?' By the time one set of rails has come aligned to fire, the other set would be reloaded! You could even build something similar to the space stations, but designed to spin four sets of rails. In addition, since no single shield would be oriented toward an enemy for long, they would probably never breach shield based armor, and even if they did, it'd be restored before it came back around.
I situations with multiple single-shot enemies, you could individually select your rails and assign each one to a different enemy, so when you sweep through the whole crowd, it just annihilates them all!
The rail gun doesn't actually stop at 304% either. I built a ship that reached 336%, and the limitation was the grid.
With large ship mode enabled the rail gun may just go on forever.
What I have learned is that Aavak is a grand capital ship guy, and not a swarm guy.
Stuffed on Turkey and an Aavak video? Today has been a good day.
I vote sunlifter next. Although, as it would already be heavily armored/shielded, you could whack a couple deck guns onto your sunlifter.
Did not know you could selectively salvage items 0.0
All I can say in regards to suggestions, EMPs and tractor beams to immobilize and abduct enemies.
Using the blood of your enemy to paint your equipment.
One thing that really breaks my immersion with this game is the "hiding engines inside closed rooms" thing. That's really, really dumb. And i really wish they would change it, so that you get a hefty penalty depending on how close the engine "stream" is to a wall. (Beyond the current 'no build' zone obviously)
my railbrick now is at 16 rail modules and 3 stages of engine boosters. getting a speed of 97 so i can outrun everything. 8 railmodules werent enugh to go through defence systems and shields of most ships. but yeah rails are awsome. range and speed is all you need against most enemies
"Anybody know how to build a rail gun?"
"A rail gun? That's practically stone age."
"Well, which would you prefer; a non-existent laser weapon or a well aimed rock?"
How 'bout four well aimed rocks?
While Railfanning if you hold R then you can look at the target closer then move the red beam over your target and watch the shot
Now you've gotta make a bullwark berserker ship with lots of armour and good firepower (deck guns I guess)
Make a ship to combo with the Hercules, like with tractor beams and production for the materials that get you the most bang for your work so you dont have to always wait to get the funds necessary to build more ships.
I must suggest creating a ship with the objective of transporting logistics quickly from 1 ship to an other, (Safely if possible)
i would love to see a fast, close-range brawler. Cannons, Heavy Laser Blasters, Disruptors... and a lot of speed.