ARE NUKES STILL POSSIBLE ??? - Space Engineers
HTML-код
- Опубликовано: 8 сен 2024
- What is the first thing that comes to mind when someone says there building a nuke in space engineers. Let's get testing and see if we can still do it.
#spaceengineers #gaming #videogames #nuke #gameplay
Nuclear Weapons
steamcommunity...
[ Social Links ]
➜ LSG Discord / discord
➜ LSG Patreon / laststandgameryt
➜Steam Group - steamcommunity....
➜Twitter - / laststandgamers
➜Facebook Page - / laststandgamers
➜Twitch - / laststandgamers
➜ Airsoft Instagram: / lsgairsoft
➜ Server Sponsor serverblend.com/
This video didn't start with your signature "heeeLLO THERE" and now I don't know what's real anymore
General Kenobi. Edit:sorry for this joke
Welcome to reality it is full of disappointment 🙃 🙂
@@ThePolish_Crusader what do you mean sorry. That meme is awesome and it has the high ground
Haha will be saving the HeLLO tHERE for when it fits in with the video or more linear series.
@@Anakinvoorhees I just think it is overused
*I worry that the hydrogen men will turn themselves into suicide drones by equipping a bomber vest with 7 620 pistol mags to set of a nuke in your ship.*
Say that sentence in any situation and they'll think you've lost it haha
There was an actual weapon of mass destruction in SE based on some clang mechanics. In a nutshell, it was a cargo container filled with many heavy stacks of stone or iron ore and when this container gets destroyer in a specific way, it ejects these stack with crazy speed which causes massive damage to fairly big surrounding area- both voxels and structures.
@@angeltensey It's what the reaper missile is based off of
@@angeltensey Just a large stack of each ore type (because ore grows in size to a point), and when the container breaks, all the ore is released and immediately tries to "push" away from each other. Boom.
@@EnjoyCocaColaLight👁️👁️
@@addisonpage1 It's meh now, though.
This... actually explained something quite crucial.
I have had the bad habit of placing turrets with their own battery and ammo filled cargo container. Just in case the conveyors gets knocked out, you know... Well, sometimes, I have gotten some really big craters in my bases/ships, craters that really shouldnt have been that big considering what was shooting at me... this explains alot. And it really will affect how I build storage.
Glad we could help, let us know if you come up with a good solution the first thing that pops to mind his having collectors under cargo containers but that sounds a little un practical.
@LastStandGamers In a large warship debris vacuums are probably viable, since they can reroute loose items and hazards to other cargo containers that are still armored, or simply disposed of by dumping out of a port(unconnected from the storage system)
Magazine detonations are a pain. I have a similar problem on some of my Cosmoteer ships only those are reactor detonations and for some ships I have to keep them close together to power everything but if one goes the other(s) chain react and on like two of my early designs can cut the ship into quarters if I'm lucky. And if it's not reactors being a bit too close (Although I do use the Bulkhead mod to try and contain them from fires and damage, but I probably should try a design incorporating armor inside the hull and surrounding them in armor) I can't seem to shake making my designs have Superfiring Turrets.
Do blowout panels work in SE? Would be really nice if they did
No blowout panels, I'm afraid. Surround your explosive stuff with blass doors or heavy armor. Seems to prevent the worst of the collateral damage
as a modder i can say that space engineers has a max explosion radius of 250 meters for like a missle projectile, the game hard caps explosions due to the sim impact, i have no doubt Arron knows this but incase anyone new or otherwise not as experienced is watching.
i see a simple solution: cluster bombs
@Bullslayer yes and no... there were multiple Moders that got around it in the past. Large Torpedo Parts has a war head with 3km radius and than there is the Bigger Explosions mod in combination with Nuclear Warheads wich let's you chose the size of possible Explosions.
Well the vallina limit is 250, but can be increased by external modifications
Oh god I can see it already, you return to your base, and there's just pistol mags everywhere, then somewhere hidden in the base there's a small grid Gatling gun, hooked to a proximity sensor, aimed at a stack of ammo.
oh my
Thankfully lose items despawn, haha.
@@mleise8292 lol not always
Or just a breadcrumb trail of pistol mags leading through all the corridors up to your reactor. And then you hear someone load a rifle in the far distance...
@@mleise8292 Well, there are ways around that. Have them in a cargo container that is about to break, destroy it with a thruster triggered by a sensor. The thruster will also set off the pistol mags (verified). Note that even cheap atmospheric thrusters do damage. Need the parts? Bolt a spare thruster to whatever vehicle you use to get there and disassemble it to do it.
7:49 no no this is lore correct!
In Star Wars they used exactly 7 620 pistol mags to blow up the death star :)
... then vader got mad but it's ok cuz the death star was using a clang drive so admins we're cool with it lol
From someone who's made explosive stacking torps since early days of SE: Every 100 explosives adds 1m to the blast radius. There used to be no upper limit (albeit going past 25k per stack used to crash any server, be it local or dedicated), but now it seems to be at 10 000 units for 100m radius. To make the all-destroying nuke you need ~30-40 stacks of 10k explosives, and it pretty much vaporizes everything in the 100m radius.
There is a mod in the workshop, "Nuclear Weapons". It works just fine. It makes awesome explosions.
Got it linked in the description.
That's exactly what he is using in the video... sheesh...
That's my go-to mod for player-made missile warheads. The custom anti-ship missiles i designed and their launchers just wouldn't have been worth building without it. They are huge 20m long, 2.5m wide monsters. Their size is their main drawback, but the tradeoff is that just one can delete anything up to a battlecruiser, and fatally damage anything else.
Missed opportunity to call that mod "Earth-Shattering Kabooms".
When most of us say Nuke, we usually mean an item or klang nuke, not a conventional explosion. It's also been used to describe cluster weapons such as the Lotus or any other weapon of mass destruction.
As I recall there was originally an interaction between the warheads and loose explosives which caused an increase in the explosion radius. It was later patched out. I had a test world where I managed a 1KM crater. Required a large amount of RAM for the sim to calculate and was prone to crashing the physics engine.
Process for the really big explosions involved a multi-warhead, cargo, timer setup. Warhead 1 cracked the cargo container loaded with explosives then warhead 2 was amplified by the freed components.
Timing was tricky and it wasn't reliable so deploying them wasn't worth the effort. Plus they were prone to failure induced from turret fire.
Hasn't been viable for years. I forget which patch changed the behavior.
.huh why does that remind me of an actual nuclear weapon
thermonuclear/fusion type, technically
@@JNJNRobin1337 because thats what they do. Use 1 nuke to start chain reaction in order to react more effectively with the other core.
"takes notes for an orbital bomber" great video thank you!
it's raining pistol mags ... pistol mags everywhere
I was thinking of making a weapon that could fire a lot of pistol mags into a ship and them release them so that they spread throughout the ship from the inside then boom
@@BrotherChaplainKorvax maybe start with a pidgeon clay shooter of pistol mags ... PULL ... *BANG*
@@BrotherChaplainKorvax Will enemy turrets target pistol mags if you throw some on them? Or can you set your own turrets to target them and act like flak?
@@Stoney3K only manually controlled turrets would work as I've seen so far but testing is still ongoing so I'm not 100% sure
god had nostalgia hit me with this experiment, cause in one of your first survival series you and your friends had to use the explosives as a trap for an enemy that was after you...... good times
Haha that was along time ago luckly back then we did't stack the explosives to much or the whole base would have been destroyed.
I know someone called Isler, she spends her days on the server developing WMD's. Her current weapon can destroy 40,000 blocks in an instant.
Hey, I know them, they are an server admin on the space engineers mayhem server steam
I honestly miss the more chaotic and "dangerous" SE days. Putting a limit on a explosion size just sounds like putting a limit on fun to me. Like most other circumstances, I think the explosion limit should be able to changed to suit the preferences (and hardware) of the player or server.
Omg I remember being obsessed with your videos in highschool back in 2013- 2016 and I love how you still keep the passion for the game alive.
Or 2012 actually in freshman year
Someone: Drops a pistol mag
Everyone nearby: "HIT THE DECK!"
I feel like a large warhead is nuke enough to make people pissy. This, this is just next level shenanigans!
I wonder if can still get shields mod time got back into this game x box s and pc though my desktop version won't save for some reason maybe time for some kind gaming type laptop
@@thomas.parnell7365 I have played SE on multiple both bad and good laptops. Juust be ready to turn down the setting to medium or low to get the performance needed for bigger things :)
@@Grevsnes thankyou is their some way to access mods and workshop on X box version iv just about figured keyboard mode again
I get why you don't want people to use the mag-breach strategy on your server, but I'd be curious to see some sort of PvP breach-and-clear mission, kind of like the game Ready or Not. Maybe it could be clearing out a base, or even a large ship in space to make the environment more unique? The breaching team has to destroy several target systems, and the defenders have to survive a certain amount of time!
i think they moreso meant the pistol mag nuke?
I think they should have an anti grinder mod installed, so that hand tools have significantly reduced efficiency against an enemy grid. But still allow large/small grid grinders to work normally.
Unless everyone playing agrees to try and play as tactically as possible then it would be an absolute mess. Space engineers on foot combat lack a lot of features that a normal shooter would have or balance.
Haven't played in a while, but the old technique used to be to use gravel to enhance clang, which gave massive explosions. Gravity launched gravel weapons were a thing.
Ok, here is a slightly more terrifying weapon. I made the chassis for one of these, but never got it programmed.
The concept is a worm, 20-50 segments long, where each segment is able to drill & build new segments for itself. Once a worm reaches the desired amount of segments, each segment breaks off and starts hunting for ore, in turn increasing it's own size. In other words, self-sufficient self-multiplying smart miners. Leave them for a week and they take out a planet.
I found a way to use this as a boobytrap or time bomb. You put the pistol mags in a small cargo container and put a small thruster with the nozzle directly on it. Grind the cargo container down until it's nearly destroyed. Turn off the thruster and set thrust override to max. Then set it up to trigger with a sensor. Alternatively, leave the cargo container with some health, turn on the thruster and run. The thruster breaks the container then detonates the magazines.
ah i miss reactor bombs.
they were a blast
It used to be super fun before it was patched, able to cripple very large ships with a single hit. I had a missile design with a sensor, warhead and small cargo container full of explosives. When it got very close to the enemy ship, the sensor would detonate the warhead, which would explode the cargo container, releasing the explosives and allowing them to slam into the enemy hull and explode.
Having a very large stack of explosives would do lots of light damage over a large radius, but having multiple smaller stacks would concentrate that energy into a smaller radius. It allowed for a strong control over the way the missile behaved, like firing birdshot, buckshot or slug.
As for blowing up ammo in cargo containers, I heard this became a big thing after Warfare 2. Some ship designs had to be changed to avoid magazine detonations from a large central point. Even when the ship's ammunition was distributed in many small cargo containers, you had to be careful to ensure that one ammo cargo container couldn't cause a chain reaction and explode nearby turret magazines, which would create an internal explosion right down the length of a ship.
Pistol magazines being as explosive as they are currently definitely seems like a bug.
It seem there trying to run an interesting balance between player made turrets standard weapons and custom weapons one that's tough to balance.
You are also right blowing up ammo in cargo containers caused many players to have to completely rebuild.
Can we talk about how beautifully polished those craters are? They are so perfectly round. Like a ceramic bowl.
I miss those gravity acclerated waste rock cannons, which could rip ships apart. SHooting explosives with them was nasty. Now components just bounce off :(
you are correct that Pistol & Rifle ammo is too potent when it explodes given how little actual explosive material is in them compared to a pack of C-4.
in fact
if one were to shoot a clip or magazine of pistol or rifle ammo, the most that would happen would be to fling said clip or mag across the room.
if you threw that clip into a fire the only real risk would be character scale injury from flying bits as the bullets cook off.
damage from ammunition should be based on the amount of explosive material in them.
as such, an Artillery Shell will damage blocks and components and kill a nearby character outright.
Railgun Ammunition is not explosive in any way = it won't go BLAMMO if you shoot it with anything.
it's a solid metal slug that delivers it's damage via pure kinetic impact and nothing else.
damage from this will only progress so far before the Slug dissolves into a molten mass that can damage internal components but will not poke a hole clean through a large Warship like a Battleship.
Loved the video @LastStandGamers! Can't wait for the next video man! I didn't even think this was Possible before but now I think we all know to Build larger than either 206 Small Grid Blocks or 41.2 Large Grid Blocks, both of which equal to 103 Meters now.
Here's an Idea for you to have a look at. If someone were to Put a Small Grid Warhead and a Small Grid Cargo Container full of Explosive Components or Ammunition together, Flew over an Enemy Base at around 20,000 Feet (6,153 Meters) and at a Speed of 297 mph (482.5 kph or 134.0 m/s) and then dropped it on the Enemy Base in Level Flight, would the Base be Completely Obliterated by just one or would you need Multiple builds of that design to get any real damage to show?
So another fun thing you didn't test here, but ammo types will explode if they hit an object going fast enough, not just being shot. Meaning when the ammo is lose in your ship and hits a wall hard it goes boom. Which is usually what we see in most cases of large ship damage.
What you could do with this is make a system the grinds down containers max loaded with handgun ammo without collecting it, and launch the floating mag at an enemy ship, do a large amount of this is a stationary volly and an approaching enemy and totally wreck their ship
i knew about this, and have known about it for a while lol.
on a server i used to troll (as an Admin btw, with permission from the owner on special ocations) i went into THE largest ship on the server that was built by a MASSIVE clan, and i went into the INSANELY Heavily armored Ammo Storage area that had aprox 90 MILLION magazines of different ammo kinds for different weapons, both Turrets, Stationary Guns and HandHeld Guns, walked on in with around 7k Pistol Mags, dumped them all and shot it. after that, i dumped around 1k Pistol Mags again and shot it, setting off a chan reaction that ALMOST crashed the server! it took 8 hours before everything was shown as is, and nearly 14 hours for every player to be able to see what the results were.
we were going to purge the server, and the surviving clan would get a 200 Dollar Prize, so we had to eliminate the OP Clan's most dangerous ships, as it was WAY to unballanced on their side lol.
Well this is going to be great... breaching charges!
I remeber our first nukes... packing C4 in a cargo pod with a warhead in the front. It is glorious.
I use a mod for max explosion size and modded warheads that are as powerful as 10 normal warheads. It’s super fun to dig out base locations with super nukes. The mushroom cloud just barely breaks the atmosphere and if you are too close it will vaporize any grid in a 500m radius lol.
From what I remember , explosives in old version Space Engineers, used to stack damage infinitely, so , i guess it's better now.
I'm conceptualizing a devastating super weapon, utilizing a series of cargo containers, explosive components, and a timed dispersal system. Have a torpedo with a rotor which spins when the target comes within range of its sensor. Upon activation, have it detach the containers from the spinning section to allow centrifugal force to fling them across a wide area; maybe have two rotors on each end that spin at different rpms and directions to create an alternating dispersal pattern, maximizing the area covered by contained leaflets? Have two separate timers which can be programed to completely empty out and then detonate the containers, creating a chain reaction which should set off the ejected components just before they impact the ground. Imagine each leaflet has a bundle of around 7000 pistol mags spread out over hundreds of meters. If such a device were to work, I could see it becoming the nuclear option for some players; either way I'm sure there are some very evil ways to utilize this mechanic.
This video is so on point it's a thrill to watch. I'd thought keen had limited the diameter equal to a lg warhead. My new underground project just got an upgrade.
I learned the hard way not to try and grind down pistol magazines when i tried to get rid of the ones that come stock in the survival pod. Grinding ammo and explosives sets them off the same as shooting them.
Now that would have been funny to see. I bet next time you will just stick it in the assembler to disassemble.
You can get precise enough to create another explosion right after the cargo breaks and that will set the explosives off which can get pretty insane.
Do you have any suggestions? I've been able to pull this off once recently, but the issue seems to be breaking the cargo containers open and then detonating the explosives, I'm trying to use a small grid Gatling gun on a missile for this then war heads
@@jasongoodrich1 If you shoot the cargo it will trigger a cargo explosion and not release the items
you need to break it with a warhead or impact
there really should be a secret "formula" where you put a storage container crammed full of uranium ingots in the center of a ball of warheads and slam it into something it goes off like a nuke. that would be epic.
A few years ago you could make kilometer sized holes with this, however it basically DDOSd the server with terrain calculations, hence why they limit it now
Imagine a group of small ships that lays mines around bigger ones
meh just drop large ship warheads much higher damage to material cost efficiency
The question I would like answered now is:
If you launch a magazine at a surface hard enough will it explode?
If yes.. then we might see some use of this new fact in future weapons. Fightercraft armed with specially made shotguns that spray a target with magazines for instance
They could have the explosive value based on weight with a percent increase for actual explosive type ammunition such as missiles and any HE munitions.
... And I though the explosive component was for breaking doors. Now finds out ammo can do it anyway -_-
In my experience, detonating a large grid warhead next to a few thousand explosive components has a very powerful effect. Destroys huge sections of ships and creates a fragmentation effect in the surrounding area. Not ideal for destroying large ships, but good for disabling slow moving ships or crippling ground installations.
My standard HE warheads on missiles have small cargo containers with explosives in them. If the cargo container breaks due to impact, it'll send the components loose into the ship to be detonated in about a second by the warhead and it'll split cruisers in half with one go.
KPHE formula is as follows. H2gen at the head of the missile connector out one of side ports. Small cargo surrounded by thrusters. With explosives. Small h2 tank. 5 cargo containers. 5 forward thrusters. Central cargo containr also filled with explosive. Cargo containers around the center weighted down with stone or gravel.
Put your battery, gyro, ai block, warhead, and sensor/s around the h2 tank.
This means. On detonation. You not only have a chance, of getting a larger explosion. You also guarantee that the entire missile is destroyed, refunding you the pcu, so you can print and launch another
That might explain why some of my small grid ships are getting obliterated into nothing sometimes. It seems that the turrets do not only hit my hy´drogen tanks, but also my cargos with the ammunition inside.
Ammo cookoffs aren’t fun. Either make it so your ammo is somewhere enemy weapons can’t reach, or put it somewhere where it won’t harm anything important when it goes off.
I love it. what a great idea to break doors, toss out a damn explosives pack and give it a ding
I have an idea for a mod.
You can make nukes and Fusion nukes.
But to do that you will need a specific production line Ie you will need a few expensive machines that all make certain materials to make the final product. A nuclear warhead.
And for a final tech you can use that nuclear war head and use a new production line set up to make a fusion war head.
It will be even more expensive but both are worth it.
This way the cost will make it a end game tech. But won’t make small bases not viable. But will make deep underground bases a highly sought after commodity. So those who make and sell said bases or nukes. Well lets just say they will be very wealthy.
Thank you for showing it all.
No problem hope you found it useful.
if a six foot human turned into a 40ft wide crater, the word 'tiny' would not come outta you.
This used to work much better in the early days of the Space Engineers. The radius would scale a lot faster with number of explosive components and there was either no cap, or it was much higher. A nuke torpedo was entirely viable, consisting of a crate with about 100 explosive components and a warhead. The trick was to make sure the crate gets damaged from impact, spilling the components, before the warhead goes off. I never got it to work better than one time out of five, but given that it would completely take out pretty much any ship when it worked, that was good enough. Hitting an asteroid with one of these would produce a LOT of lag.
Simply setup a grinder to grind the large cargo and use gravity to push the “item” through a funnel to a magnetic plate (stops it from respawning in most servers) then all you need to do is weaponise the rest. You can make a cannon, torpedo, orbital bomb …etc
That won't work as grid-based grinders will pick up the contents of whatever they were grinding. Maybe if you stuffed the grinder's container full of gravel.
@@Stoney3K yes we did and select use conveyor off. Nowadays we just use a 2 stage detonator, no grinders required.
Video starts:
*Iran has joined the chat*
Gonna use this before it's patched, Thanks Aaron!
Dam you ;]
Got an add when he shot the 7k pistol ammo. Lost it laughing
Not allowed to build self welding deathbloom bombs anymore...
confirmed that it was not limited back then, it literally was able to remove a large lake on the earth planet and destroyed every powered component in that radius.
I guess over 70k~80k-ish it lit up the whole screen and sometimes crashed the game tho.. But I had some nice cruise missles for some tactical nuking of bases and huge ships :P
To be fair, dumping a few thousand components out of a drillship and igniting them could evaporate the vast majority of most cruiser sized vessels
Usually before i trow warheads i also trow stationary turrets to bait all gatling guns.
Ai railgun drones are are the worst tho 😂
Yes the are, drop a large nuclear reactor (large grid) from the sky. And it creates a explosion that looks like that it's around 50% of the hole size on the astroid (only use it on things that have a pretty good gravitational force. (Like the moon)
A bomb or torpedo made of a big container filed with ammo, that breaks the container on approach then detonates it once the ammo spreads out.
This makes a case for tandem warheads. The first explosion to pop containers and the second to hit the dropped explosive components ammo
hmmmm currently thinking of restarting my old gravidty cannon programm just with a cloud of pistol mags as my new projectiles XD
Dewit
The only place I could see the big explosives of explosive package is being used would be in space where they can act as a type of land mine that is very hard to detect that goes off when shot leave a cloud of them spaced apart so that when one goes off they all go off and make it an application where the enemy is going to group up at if you know where they're going to prove that before a fight then with flagrant start flying if they're still within the area there's a good chance of one of the round heading to massive and blowing up that would definitely be cheaper just to have warhead so that way while they could be spotted easier but would do more damage for less
People have seen mine over 1k range. In vinella. The secret is how each explosive spreads in a chain reaction. But you did hit on it. Just basicly carpet bomb with explosive or ammo with a warhead as the set off device. No its not cheap. But it is cheap in cpu cost! And devistating. I have completely striped outer layers and crinkled star destroyer size ships from a distance as thay shot it down. Even lost my owen ship from 1k away. Vinella, xbox. About a year ago(when this video was made)
Remember the old Antimatter Modpack that had an asteroid vaporizing nuclear missle that it was also wonderfully complex to create the fuel and components. 😀
I guess SE pistols are in fact Halo 1 magnums. Explains the scale of their ammo explosions.
I had a nuke pre-buff of warheads by exploding uranium with a primer that cracked a small container and a second that fired a second later to ignite the spread uranium.
TL;DR - This is 10 minutes to teach us an OLD ass technique, but one of which most players who employ this are banned, if they try it.
Hm. Seems counterintuitive that this is NOW posted, yet half the population LSG accused of using this were BANNED for it. So what is this? A 10 minute reason to rake in AD PLACEMENT?
SE Multiplayer is in pain.
Rip V01D. We lost him too soon.
Awareness.
I also remember setting small warheads through out my ship for self destruction. Hehehehehe.... was funny wqatching my ship get captured as I fled then smirking as it hit 0 and I watched my factory ship burn in space. Not a single comp left worth a good god damn.
that door exploding trick exists and is known to everyone for as long as Space Engineers were available to play.
That's the interesting thing about space engineers. Common knowledge to some is not known by others.
@@LastStandGamers Yeah i was honestly surprised how litle i knew about SE when i thought i knew everything XD
I feel like you could make a suicide drone or a pair of drones one to carry the ammo the second to blow the caro when you get to your destination (player base/ship.
.....I don't play this game, so I've no idea if this is feasible but.
Could you launch like a small automated vessel as a missile with like cargo pods full of pistol ammo?
And a warhead on the front?
Have them dump out the ammo on all four sides while spinning towards an enemy ship or structure to essentially make a cloud of explosives following behind the missile?
Or (again I don't know if this is possible) would there be a way to like rapid fire the ammo? Not like in the conventional sense but as an item drop?
Cause if you could, and if the game physics allow for it. You could maybe shoot the stream out then as it comes into contact with the enemy ship/unit, shoot the last ammo pack in the stream to set off a chain reaction from you all the way to the enemy.
Basically ntergalactic greek fire.
Yes it will I used it go ruin a event on my server I play on... deth star built out of imperium. Full interior big enough to drive in. I bring 38k explosives mag plated with warhead next to it to blow it up. Created a Droid looking well drone.... I fly it into main area with all reactors... boom whole grid done fell out of sky!
That's always the problem when programmers think let's do it this way, it's better for playability, or simpler to code. The moment you leave the path of physical rules, you create nothing but new problems you never expected. ;)
Powered blocks will be targeted by turrets. Just drop ammo from orbit, make it rain XD
Imagine loading 10,000 pistol ammunition into a missile and shooting it with a turret at the right time. Imagine what you could do with that...
I would like for handheld ammo in particular to cook off and not explode, aka shoot projectiles randomly in a sphere over the course of a few seconds, with duration based on ammo stack count. Perhaps also with gatling and autocannon ammo
Very interesting thing is that railgun shell explodes when projectle os launched magneticaly
The reason we don't use warheads is that those may be intercepted by turrets.
Ammo does not.
been playing spengies since before we had missile turrets. back in the day as little as a 200 explosive components would have wiped out most of an asteroid. keen has patched that several times now.
Have you tried breaking the cargo container with a spherical generator on reverse? Seems like it would spread out and do more damage
Not thought of that will have to give it a go.
still missing rocks and coponents flying around that damages blocks... It was fun making shrapnel bombs 😢
Anybody know where I can find that Rook ship at 7:56? That's a really cool design.
NOOOOOOO THEY FIGURED IT OUT
Ooooh. I remember one time when i 'surrendered' to a far superrior player pirate alliance of ships and i placed a nuke in my transport so instead of surrendering my resources i'd just detonate the nuke. I took out the carrier from the inside and the fragments of that hit and severely crippled the destroyer. The cruiser fled and 3 days later i heard a mining alliance hunted them down and finished them off to avenge me and all others who had fallen to them.
The nuke nerf was hands down the worst update imho.
7 months later now it's still possible just bit harder to detonate large ammounts max raidus is 150 meters I have this and have fancy smacy designs for max efficiency damage and put em on a missile credits go to my local clang man and a noice person for providing with this mass horror
They patched it with wasteland. You used to be able to have a 2 km range with scalable damage from spaghettification to complete annihilation.
The new system also damage scales from what you hit it with. A pistol will do the least a warhead do the most damage
Orbital bombardment of pistol mags fanned out like your orbital bombs followed by a few warheads to set off a chain reaction... this needs to be tested !
of course the entity limit is going to have to be high or they'll start auto deleting methinks unless mags are exempt.
I am sure we can sprinkle mags like manure but we still need a round for them to go off.
Theres a mod (non steam workshop)
That adds foldable chairs
If you put down 9 billion of them, and destroy them, it can remove a PLANET
Well a 12km one.
I have a far worse weapon, and the few souls I have shown it to fear my torpedo ships due to it :P
I think I saw this trick referred as "clang bomb" back in 2017.
Has many names then haha,
Theoretically speaking, you COULD use this information to shoot a bunch of "pellets" of explosives at a ship. Since they are not a grid, they won't be shot down. I think this would work bc they got rid of targeting items
The issue with this his the impact of throwing the ammo will not detonate it.
@@LastStandGamers ahhh why would they get rid of that :/
103 meters seems like an odd number to cap the radius at. It's probably just 100 meters.
You didn't mentioned that if you add 1 exlposive to cargo filled with pistol mag this automatically detonate them in once sequence creating a "nuke"
was it not the cargo crates filled with stone that would do the most amount of demage when spawning a large sphere? that would than collide with blocks and trying to get pulled by gravity to carve its way through a ship that could cause oversized explosions.
yes this was also a thing popping ore contains can also be deadly, but haven't seen the causes as much damage as they used too.
The difference is.. one gets targeted. Explosives don't, they're just items. I could see some weird strategy of dumping components out over a target and shooting them. Doubt they'd be effective in pvp scenarios
I love nuclear mod it does work just need one to make it through :P
When it first released on Xbox I was able to set off a few hundred thousand explosives and it damaged things 3 km away but it's been patched
Yes this was patched a long time ago. I destroyed 90% of a asteroid that we had our base on when i dropped a stack of explosives and told my friend to shoot it. LMAO! I did save the map first FYI Im not a total idiot. :P I tried to fly away in time to save myself and it still got me and the asteroid was pretty much gone. It was a HUGE HUGE explosion.