I find the easiest way to deal with TG mechs and other multi-part repair tentacles craft is (if not targeting manually) setting your target priority to look primarily for propulsion, and probably your aimpoint to hot blocks. The "mothership" that holds everything else has to be the one with the jets, and once those are dead the whole thing usually falls into the water and dies. Bonus points for piercing PAC/laser/railgun that can take them out quickly and/or through those little shield drones.
I had my first encounter with TG Curiocity a few weeks back in an adventure run with freinds. We won. but it left its mark, I am VERY awear that it was more luck than judgment, I was able to get a clean broadside of 250mm and 300m APHE shells at a 45. impact along its back left side. What ever we hit took it out of the sky and we were able to topredo it into oblivion. Our ship was reduced in total to around 65% and its carcass was not enough to cover the repair costs, we managed to limp to a nearby recource zone and effect repairs, but we were very lucky.
i think this video is a confidence booster for me. i love small PACs, i love APS, and i love tons and tons of sensors of all types in every direction. i also actually pay attention to fine tuning targeting for the AI, and love tons of extra mainframes. my main problem against them will be that i love stupidly expensive highly armored craft, with tons of point defense and flares/radar decoys. i am liking that the Twin guard actually encourages different specializations. i enjoy combined arms and the idea of building different specializations for different roles. nice video, been wanting to see this one since i heard it will come out
These faction overviews are great for preparing for the campaign... At least when I get further than DWG before getting distracted by something shiny elsewhere.
I feel like small CRAM shells should get buffed. Like in terms of HP and speed. I don't see a single reason to go low gauge currently. If smaller shells could travel significantly faster than the large ones, then you could in theory make an anti-air CRAM.
@@WretchedEgg528 smaller gauge crams do benefit from increased fire rate and reduced detection range, but for what CRAM is, generally I agree that it's 2000mm all day every day. That said, not every weapon choice has to be perfectly balanced, there are loads of bad options for many weapon systems. Mixed payloads, small HE, sabot+payload, smoke shells, the list goes on. Cram gauge is actually one of the less egregious examples of "why would you ever use that" in FTD, imo.
@@JohnMcFist Mixed payloads aren't too bad. You give your shell additional utility, allowing it to deal damage against things that would otherwise fully coutner it. Sometimes it's worth it, sometimes it's not. Smoke shells aren't too bad either. They CAN be useful. Can small gauge CRAM be useful though? I've put 2 decent CRAM cannons on my hovercraft and spawned the SS Victoria. None of my small gauge shells were reaching the target even when i replaced most of my pellets with "hardener". I even placed more packers in places where gauge increasers were, but it didn't help at all. The bigger gauge however was hitting the target, even though they had 2 fuses and less hardeners and compactors. Even if the target didn't have defences, small shells don't pierce that deep and don't deal much damage. Big shells gonna be taking out guns and defences and engines with every shot, while small shells will only shave the external mimics off... There's no point making your gun shoot faster, if your real bullets turn into nerf gun bullets in the process.
@@WretchedEgg528 Rapid-firing CRAM cannons have at least 2 uses, which some experienced players have told me about. It's a narrow application, but it's there. 1. CRAM air defence cannon. This variant requires some black magic in mixing gun parts, as we need a projectile with timefuse and a huge stuffing speed. It is desirable to achieve a maximum rate of fire of 20 rounds per minute for this class of weapon. Such a gun, if it's filled with enough pellets, is used to hit targets that more elegant types of anti-aircraft weapons cannot handle, such as super large armoured missiles or very dense CRAM projectiles. 2. White noise to enemy air defences. As we know, CRAM cannons are very cheap to build and operate, unlike countering them. So it would be cost effective to force enemy air defences to constantly shoot down lots of cheap and durable 1000mm projectiles made of pure hardener and maybe with an expansive tip. Especially if you have other, more valuable projectiles that you don't want to lose to enemy air defences.
i think that the best counter for some buildings of twin guardians is actually plasma bc most of they have weak points like the mechas base that can be one shoted by a very well charged plasma
80mm APS incendiary turns out to work wildly well against most of the TG drones. It only takes a few hits to cripple a drone, and anything that weakens the heavy armor before your plasma rips into it pays substantial dividends.
@@BorderWise12 also please show off the Timid, not just because its amazing to look at but also because it is one of those things that will mess you up if you dont know they exist
I find the easiest way to deal with TG mechs and other multi-part repair tentacles craft is (if not targeting manually) setting your target priority to look primarily for propulsion, and probably your aimpoint to hot blocks. The "mothership" that holds everything else has to be the one with the jets, and once those are dead the whole thing usually falls into the water and dies. Bonus points for piercing PAC/laser/railgun that can take them out quickly and/or through those little shield drones.
Can they repair while outside their territory?
Alarmed foreshadowing. That thing is the single scariest thing I’ve ever encountered
I had my first encounter with TG Curiocity a few weeks back in an adventure run with freinds. We won. but it left its mark, I am VERY awear that it was more luck than judgment, I was able to get a clean broadside of 250mm and 300m APHE shells at a 45. impact along its back left side. What ever we hit took it out of the sky and we were able to topredo it into oblivion. Our ship was reduced in total to around 65% and its carcass was not enough to cover the repair costs, we managed to limp to a nearby recource zone and effect repairs, but we were very lucky.
i think this video is a confidence booster for me. i love small PACs, i love APS, and i love tons and tons of sensors of all types in every direction. i also actually pay attention to fine tuning targeting for the AI, and love tons of extra mainframes. my main problem against them will be that i love stupidly expensive highly armored craft, with tons of point defense and flares/radar decoys.
i am liking that the Twin guard actually encourages different specializations. i enjoy combined arms and the idea of building different specializations for different roles.
nice video, been wanting to see this one since i heard it will come out
@@cosmicbananas8084 Glad to hear that, cheers! :D
oh boy you know a factions good when its a multi-part series
These faction overviews are great for preparing for the campaign... At least when I get further than DWG before getting distracted by something shiny elsewhere.
I had no idea the scarlet dawn made the twin guard or that that the factions had lore to begin with. Hope to see faction lore discussed more
I feel like small CRAM shells should get buffed. Like in terms of HP and speed. I don't see a single reason to go low gauge currently. If smaller shells could travel significantly faster than the large ones, then you could in theory make an anti-air CRAM.
Nice idea, I agree the small calibers should get more use.
Agreed, only current use is as distraction crams to trigger dif flak.
@@WretchedEgg528 smaller gauge crams do benefit from increased fire rate and reduced detection range, but for what CRAM is, generally I agree that it's 2000mm all day every day. That said, not every weapon choice has to be perfectly balanced, there are loads of bad options for many weapon systems. Mixed payloads, small HE, sabot+payload, smoke shells, the list goes on. Cram gauge is actually one of the less egregious examples of "why would you ever use that" in FTD, imo.
@@JohnMcFist Mixed payloads aren't too bad. You give your shell additional utility, allowing it to deal damage against things that would otherwise fully coutner it. Sometimes it's worth it, sometimes it's not. Smoke shells aren't too bad either. They CAN be useful. Can small gauge CRAM be useful though?
I've put 2 decent CRAM cannons on my hovercraft and spawned the SS Victoria. None of my small gauge shells were reaching the target even when i replaced most of my pellets with "hardener". I even placed more packers in places where gauge increasers were, but it didn't help at all. The bigger gauge however was hitting the target, even though they had 2 fuses and less hardeners and compactors.
Even if the target didn't have defences, small shells don't pierce that deep and don't deal much damage. Big shells gonna be taking out guns and defences and engines with every shot, while small shells will only shave the external mimics off...
There's no point making your gun shoot faster, if your real bullets turn into nerf gun bullets in the process.
@@WretchedEgg528
Rapid-firing CRAM cannons have at least 2 uses, which some experienced players have told me about. It's a narrow application, but it's there.
1. CRAM air defence cannon. This variant requires some black magic in mixing gun parts, as we need a projectile with timefuse and a huge stuffing speed. It is desirable to achieve a maximum rate of fire of 20 rounds per minute for this class of weapon. Such a gun, if it's filled with enough pellets, is used to hit targets that more elegant types of anti-aircraft weapons cannot handle, such as super large armoured missiles or very dense CRAM projectiles.
2. White noise to enemy air defences. As we know, CRAM cannons are very cheap to build and operate, unlike countering them. So it would be cost effective to force enemy air defences to constantly shoot down lots of cheap and durable 1000mm projectiles made of pure hardener and maybe with an expansive tip. Especially if you have other, more valuable projectiles that you don't want to lose to enemy air defences.
6:50 nuke-jutsu.
i think that the best counter for some buildings of twin guardians is actually plasma bc most of they have weak points like the mechas base that can be one shoted by a very well charged plasma
80mm APS incendiary turns out to work wildly well against most of the TG drones. It only takes a few hits to cripple a drone, and anything that weakens the heavy armor before your plasma rips into it pays substantial dividends.
@@jaymorrison2419 Really? Only 80mm? Gonna have to test some burny miniguns, cheers!
I feel like a big, piercing incendiary laser could be quite effective against the Twin Guard's surface and air units.
some of the best looking crafts in my opinion
though a good counter is well armored drones or just spamable hesh/heat drones
👀 cant wait to short more circuits
I wish some one would make a Space Mod/world for FTD
agreed
I wonder, would taking after the twin guard and using your own repair cheese be a viable counter to the twin guard
At least there be no space craft.
@@dripwastaken7884 True, at least they don't do that. XD
@@BorderWise12 also please show off the Timid, not just because its amazing to look at but also because it is one of those things that will mess you up if you dont know they exist
@@dripwastaken7884 Part two has already been recorded, but I'll keep it mind!
Nice man
How do I hook the camera to a moving craft like that?
Ctrl + Capslock when you r cursor is aimed at the vehicle. 👍
First
Second ☝🤓