That full on cosmic battle that ensued against the Renegade Imperium ships and the actual Imperium was genuinely an epic massacre. Makes me want to wish reach this high of a level in Career as well.
I would like to see u clear 18 Stage. Was so happy to see u play Cosmoteer again and hope u finish it in the next days/weeks if u want. BTW .. wish u all nice holidays :)
Nice to see you fixed your fixation with boosters. You might still want to work on increasing your reverse thrust even though they can't catch you for the most parts, but you're not stopping quite fast enough. And you need to watch your radar and those red blips and plan your path in reverse. 6 full railguns is excessively OP for captain/admiral difficulty. Your ship is obscenely heavy because you have so much excess weaponry. Railguns are in a complete class of its own.
@@mozismobile , 80m/s is more than adequate for a kite. His ship doesn't have that. I don't know the actual difference in weight between his ship and mine, but mine has 8 more huge thrusters firing in reverse, and mine reaches 80m/s. I've already beaten grand admiral with it solo. And by beaten, I mean all the 16-18 zones for all factions.
Maybe time for a 20+ railgun volley? I've found that 7-10 accelerators is the sweat-spot for movement-speed/damage on a death-cube. (though even 5 accelerators is plenty for a small carefully piloted rail-fan) That's enough damage that you can 1-volley an Anizu by aiming for the cockpit through it's frontal shield, but short enough for heavy forward armor and lots of rear thrust. Fyi, standard and large thrusters are far more responsive so you don't over-shoot range as much. (but hard to use them on a death-cube) Alternatively, you CAN snipe with HE missiles (and nukes) if you set them to only fire at a target. How they face on a ship then determines how far and what direction they miss the target. (this can be gamed to extend range) Finally, shields drop too quickly to >lvl14 foes, best to build hybrids of armor and shields or use great gobs of armor.
Go for level 18 missions. I want to see your ship go up against All for Ones. Also, since you're only using 1 ship, you should turn on the mod which lets you build bigger ships. The mod is downloaded as part of the base game, it's just not turned on by default. You're only using about 600 crew but with your fame, you should be able to use something like 1200. Having a bigger grid size will allow you to do that.
I think your main ship would be far more powerful if you only left minimal storage on it and had a dedicated storage ship that follows it around. It would help you maximize space used, but your ship is definitely strong. Your strategy already works, so need to fix it.
Nice, the guide line i used for defence was building a ship that could withstand being nearly in the sun and being able to survive, after that no ship could get through my shields/defences
I actually think the prisms are a good fall-back damage source for when people manage to get up in your face anyway, they don't get slain the same way rail guns do. If anything I would consider adding an extra lateral rack of them to focus on things coming in from the sides.
At this point, you might want to look in to covering the ship with point defense and armor in place of the shield and everything else. Just run the sensor, factories, point defense, rail gun, and the tractor beams.
You might want to have a second ship, if only because they can't target two at the time, and you're heavily reliant on hitting the right spot, as we've seen at the two Anzus
This is what I've been doing, admittedly I'm not as far along, but the ability of a second ship to flank and hit hard makes a major difference. My 2nd ship is a lot smaller than my "main" ship but when they concentrate on the main ship, the second can often snipe command rooms from a better angle.
@@s.scottstaten1852 Honestly even sniping certain thrusters instead of always going for the core / bridge / railgun, which are heavily guarded, can already help a lot
He should turn on the plugin to increase the grid size for building. It will let him build a massive ship and fully utilize all the crew that's available to him. He's only using 600 but with his fame, he could probably hire another 600 on top of that.
if you want to continue, maybe make a couple or three mobile defensive platforms that can keep up with your main, and run a fleet formation with 3 flank guardians using the ion beams and missiles.
you really should build a barge/storage ship and haul stuff in it instead of hauling it in the combat ship - this would make your ship lighter and thus faster and more agile.
Hi Nilhaus! Thanks a lot for the video and explanations. Probably someone else asked in other posts... but would it be possible for you to share the in-game blueprints of this ship or the newest versions? Thank you in advance! :)
In high level zone``` If something would go wrong, there were no trunning back. I'm at level 13 now, hoping they would treat my little railgun ship nice..
It looks like the main problem with those encounters of multiple lvl 17 ships is that (although your railguns out-range them) you can not properly keep them at range. I think you should add thrust (especially reversing thrust) to the point where you are faster than anything you encounter. Assuming you can ditch enough of the useless secondary weapon modules that your thrust-to-weight ratio exceeds that of any enemy, their only way to get into the range of your secondary weapons would be to approach from your rear/ side. Have a hard think which weapons systems would be most effective at disabling such a threat and rip out everything else. --- For example, your current ion prism configuration makes the opposite assumption, i.e. that everything it engages is in a +-45° cone to the front. You'd have to ditch those spiky armor panels on your prisms if you wanted ions to become useful. --- Deck guns might still be viable secondary weapons, as long as their DPS-to-weight ratio is better than that of the ion beam modules. But you'll probably want to place them more towards the left and right edge of the ship than the front edge. (Their 35% lower range than the ion beam shouldn't matter too much, because of the assumptions that the enemy makes it within their engagement range, and that your speed is larger than theirs.) --- And finally, most of the EMP missiles you are launching look like they are wasted on ships that are within seconds of being pierced by your rail guns anyways. If you keep them, I'd place them in the rear corners to decrease the chance of them firing at enemies in the front.
you can't tank one rail shot i predict at 2:47 and a nuke ship would crack this design in one salvo. the big generators so close to the edges are a huge issue
why you no do 18 yet o_o xD I love this game tbh, played it through 3 times and me and my friend are doing a one ship, one life challenge that we have restarted 4 times so far xD
In the older alpha release, this was possible. You'd set the missiles to fire manually, and have them launch in the direction of an enemy. Once the missile entered effective range it used to auto-lock to the enemy at that point, and usually its rocket fuel reserves were enough to still allow it to strike, giving it almost 2-3x the normal range. It appears that mechanic was removed by forcing a target lock only at the time of firing.
I guess it all boils down to flanking with a railgun. Grace us with one more video just to show the weapon spam horrors of level 18. A tragic conclusion.
That full on cosmic battle that ensued against the Renegade Imperium ships and the actual Imperium was genuinely an epic massacre. Makes me want to wish reach this high of a level in Career as well.
I would like to see u clear 18 Stage. Was so happy to see u play Cosmoteer again and hope u finish it in the next days/weeks if u want. BTW .. wish u all nice holidays :)
To get a real challenge don't fight pirates. Do some mess pirating yourself. Attack station and destroy "police" forces incoming.
Nice to see you fixed your fixation with boosters. You might still want to work on increasing your reverse thrust even though they can't catch you for the most parts, but you're not stopping quite fast enough.
And you need to watch your radar and those red blips and plan your path in reverse.
6 full railguns is excessively OP for captain/admiral difficulty. Your ship is obscenely heavy because you have so much excess weaponry. Railguns are in a complete class of its own.
yeah, 80m/s is adequate but not good for a kite. Way to easy to get caught in a pack and then those soft sides and rear become a real problem.
@@mozismobile , 80m/s is more than adequate for a kite. His ship doesn't have that. I don't know the actual difference in weight between his ship and mine, but mine has 8 more huge thrusters firing in reverse, and mine reaches 80m/s. I've already beaten grand admiral with it solo. And by beaten, I mean all the 16-18 zones for all factions.
Maybe time for a 20+ railgun volley? I've found that 7-10 accelerators is the sweat-spot for movement-speed/damage on a death-cube. (though even 5 accelerators is plenty for a small carefully piloted rail-fan) That's enough damage that you can 1-volley an Anizu by aiming for the cockpit through it's frontal shield, but short enough for heavy forward armor and lots of rear thrust. Fyi, standard and large thrusters are far more responsive so you don't over-shoot range as much. (but hard to use them on a death-cube) Alternatively, you CAN snipe with HE missiles (and nukes) if you set them to only fire at a target. How they face on a ship then determines how far and what direction they miss the target. (this can be gamed to extend range) Finally, shields drop too quickly to >lvl14 foes, best to build hybrids of armor and shields or use great gobs of armor.
34:31 oh, that enemy is actually the enemy of my enemy is still my enemy. Nilaus - 2022
Go for level 18 missions. I want to see your ship go up against All for Ones.
Also, since you're only using 1 ship, you should turn on the mod which lets you build bigger ships. The mod is downloaded as part of the base game, it's just not turned on by default. You're only using about 600 crew but with your fame, you should be able to use something like 1200. Having a bigger grid size will allow you to do that.
He said he doesn’t want to use that mod yet, he’s tryin g to challenge himself to optimize his ship with the space he has
Hi Dude, I watched all your vids.
Thanks for publishing.
🎉🎉🎉
I think your main ship would be far more powerful if you only left minimal storage on it and had a dedicated storage ship that follows it around. It would help you maximize space used, but your ship is definitely strong. Your strategy already works, so need to fix it.
Nice, the guide line i used for defence was building a ship that could withstand being nearly in the sun and being able to survive, after that no ship could get through my shields/defences
Sounds good, but what armament can you fit after putting in all that shield infrastructure?
I actually think the prisms are a good fall-back damage source for when people manage to get up in your face anyway, they don't get slain the same way rail guns do. If anything I would consider adding an extra lateral rack of them to focus on things coming in from the sides.
I think h.e. missiles are a much better option for that though and his ion setup is not optimal
I definitely pick my fights near friendly capitals flying by sometimes. AI friends are a valid tactic. :D
15:45 You shot alexander with missiles. now he ain't your friend no more. To think he was about to take out that beamer for you :)
i have never seen it switch side before and friendly fire is turned off.
At this point, you might want to look in to covering the ship with point defense and armor in place of the shield and everything else. Just run the sensor, factories, point defense, rail gun, and the tractor beams.
Want to see your ship fighting lv18 Apotheosis. Mine has only 4 rails can't do much on it. Defeat it with rails+beams.
I learned so much from this video thank you!
You might want to have a second ship, if only because they can't target two at the time, and you're heavily reliant on hitting the right spot, as we've seen at the two Anzus
This is what I've been doing, admittedly I'm not as far along, but the ability of a second ship to flank and hit hard makes a major difference. My 2nd ship is a lot smaller than my "main" ship but when they concentrate on the main ship, the second can often snipe command rooms from a better angle.
@@s.scottstaten1852 Honestly even sniping certain thrusters instead of always going for the core / bridge / railgun, which are heavily guarded, can already help a lot
It's part of Nilaus's self imposed challenges to be doing a single massive ship and not swarming things. Gives him more interesting challenges.
He should turn on the plugin to increase the grid size for building. It will let him build a massive ship and fully utilize all the crew that's available to him. He's only using 600 but with his fame, he could probably hire another 600 on top of that.
Nice to see cosmoteer again.
OMG, you play it like a champ!
if you want to continue, maybe make a couple or three mobile defensive platforms that can keep up with your main, and run a fleet formation with 3 flank guardians using the ion beams and missiles.
Ion beams are ineffective on small ships or platforms. Its best to have large laser for efficient use of space.
you really should build a barge/storage ship and haul stuff in it instead of hauling it in the combat ship - this would make your ship lighter and thus faster and more agile.
Hi Nilhaus! Thanks a lot for the video and explanations.
Probably someone else asked in other posts... but would it be possible for you to share the in-game blueprints of this ship or the newest versions?
Thank you in advance! :)
In high level zone``` If something would go wrong, there were no trunning back. I'm at level 13 now, hoping they would treat my little railgun ship nice..
It looks like the main problem with those encounters of multiple lvl 17 ships is that (although your railguns out-range them) you can not properly keep them at range. I think you should add thrust (especially reversing thrust) to the point where you are faster than anything you encounter. Assuming you can ditch enough of the useless secondary weapon modules that your thrust-to-weight ratio exceeds that of any enemy, their only way to get into the range of your secondary weapons would be to approach from your rear/ side. Have a hard think which weapons systems would be most effective at disabling such a threat and rip out everything else.
--- For example, your current ion prism configuration makes the opposite assumption, i.e. that everything it engages is in a +-45° cone to the front. You'd have to ditch those spiky armor panels on your prisms if you wanted ions to become useful.
--- Deck guns might still be viable secondary weapons, as long as their DPS-to-weight ratio is better than that of the ion beam modules. But you'll probably want to place them more towards the left and right edge of the ship than the front edge. (Their 35% lower range than the ion beam shouldn't matter too much, because of the assumptions that the enemy makes it within their engagement range, and that your speed is larger than theirs.)
--- And finally, most of the EMP missiles you are launching look like they are wasted on ships that are within seconds of being pierced by your rail guns anyways. If you keep them, I'd place them in the rear corners to decrease the chance of them firing at enemies in the front.
the best moment was when you're getting nuked from the back lol!
It was amazing that the ship still was able to function after a couple volleys!
your ship is really cool can you upload it to the steamworkshop so that we can try it out?
you can't tank one rail shot i predict at 2:47 and a nuke ship would crack this design in one salvo. the big generators so close to the edges are a huge issue
Do eet! Let's see the level 18 monstrosities.
alexander ship is so cool
why you no do 18 yet o_o xD I love this game tbh, played it through 3 times and me and my friend are doing a one ship, one life challenge that we have restarted 4 times so far xD
I think they need to increase th erange of all missiles to greater than rail gun range.
In the older alpha release, this was possible. You'd set the missiles to fire manually, and have them launch in the direction of an enemy. Once the missile entered effective range it used to auto-lock to the enemy at that point, and usually its rocket fuel reserves were enough to still allow it to strike, giving it almost 2-3x the normal range. It appears that mechanic was removed by forcing a target lock only at the time of firing.
I think it would help if you used your EMPs to target the enemy's thrusters.
29:50 = 52 ДА ЗДАРТВУЕТ САНКТ ПЕТЕРБУРГ
I guess it all boils down to flanking with a railgun. Grace us with one more video just to show the weapon spam horrors of level 18. A tragic conclusion.
Love you vids but can you post satisfactory again?
im first to comment and watch (:
Looks like ixon take away views.