THE MOST POWERFUL WEAPON IN SPACE ENGINEERS!!!

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  • Опубликовано: 2 окт 2024

Комментарии • 845

  • @lastfirst5863
    @lastfirst5863 2 года назад +808

    Interior turret should be higher on the list, it’s very good at the exact thing it’s designed for: killing players inside your ship with minimal collateral damage to the vessel.

    • @derdrache0512
      @derdrache0512 Год назад +52

      I usually use interior turrets to protect blindspots from hydromen

    • @lvl10cooking
      @lvl10cooking Год назад +6

      I like using them for CIWS. They can hit rockets and meteors pretty well.

    • @TheWarlock97
      @TheWarlock97 Год назад +4

      Personally, I think there should be a static pistol / AR weapon people can make custom turrets with using the new AI blocks which wouldn’t damage your own structures compared to the assault rifle. Not to mention pretty sure you can make more pistol bullets per batch than the AR.

    • @Johnny_200
      @Johnny_200 Год назад +2

      You clearly haven't seen the interior ball turret. Same space, auto reloads and is four miniguns strapped to a rotor and a hinge. Plus it's way better armored

    • @casualspawnpeeking3680
      @casualspawnpeeking3680 Год назад +2

      @@Johnny_200 cwis but to the power of four lol

  • @lukab826
    @lukab826 2 года назад +503

    Something people seen to overlook when judging the new weapons is that the artillery and assault cannon turret has wayy more health than the original turrets. I mean building a gatling costs like 40 plates or something and an assault cannon something around 200. This means that even if it outputs less damage, its lifespan is probably gonna be longer in a fight, witch would result in more damage overall

    • @Zer0sLegion
      @Zer0sLegion  2 года назад +96

      I was looking at that the other day, the arty turret has higher health than the railgun!

    • @noneofyourbusiness4133
      @noneofyourbusiness4133 2 года назад +78

      @@Zer0sLegion “Space engineer used to have only four different types of weapons”
      *me who’s seen gameplay when ramming was the only option and engines could be put behind covered panels* “am I a joke to you?”

    • @zakgrubb7512
      @zakgrubb7512 2 года назад +20

      @@noneofyourbusiness4133 heavy armor missile spear raming things is pretty effect if it's used properly and dose not miss the target you can use the turret block gyros and roter with rc blocks and cameras to make rc missiles gravity propelled heavy armor is all so pretty good.

    • @wyattelliott2274
      @wyattelliott2274 2 года назад +15

      You could use the war head for extreme ranges trumping 2000 meters as they can be built into their own ships making it a great weapon for sneak attacks but other than that they do almost become useless

    • @System0Error0Message
      @System0Error0Message 2 года назад +5

      @@noneofyourbusiness4133 you still can put engines behind panels, just make sure you have 6 blocks of gaps

  • @chad8742
    @chad8742 2 года назад +355

    I feel like warheads weren’t made so that you could make custom missiles or bombs but rather that they were made so that you could plant them onto enemy bases sort of like C4.

    • @SignalRaptor_
      @SignalRaptor_ Год назад +51

      That's _if_ the interior turrets don't kill you first. Or the enemy themselves.
      I could see someone doing something master chief like from halo 2 though

    • @joshuawaldron5929
      @joshuawaldron5929 Год назад +23

      I think that's certainly the implied idea with a control panel on the block, while the small grid warheads seem to be intended to be used as a weapon instead

    • @oliverdickens3219
      @oliverdickens3219 Год назад +6

      Idk I always wanted to use them as cheap bombs to drop or throw at enemy’s

    • @rhaskia7807
      @rhaskia7807 Год назад +17

      They're also very good to hide in a ship, let your friend fly test it, and then remotely blow them up midair

    • @hadeshades2365
      @hadeshades2365 Год назад +6

      Have you looked into piston guns? A pistongun transforms every object into a projectile with a velocity of up to 1000m/s. That works with warheads as well. Missed your target? Slap a sensor on that detects enemy grids for non direct hits even in space.
      Greetings Kendoka2

  • @dragonf1recdn
    @dragonf1recdn 2 года назад +276

    The railgun would be better as a combat opening weapon over a continuous combat weapon. 1 or 2 railguns on the front of your main battle ship would be good to surprise the enemy with a strong shot. on top of this, the railgun's impulse is strong enough to turn a ship, so you could use it more strategically to get the enemy ship to face in a certain way where it's more vulnerable. Another good use is to strike weak spots. With the addition of turret controllers, we gained the ability to tell turrets what to aim at. Putting a railgun turret down with instructions to attack only power generators would be a very good strategic option for a few railgun turrets on a high armoured creation. This would allow for the periodic destruction of reactors during combat, due to the overall damage per shot of the railgun, over the other weapons, which could be used to target armament of the enemy ship, engines, control systems, fighters, the latter. This makes the railgun the best for a support ship's armaments, or as a support armament for a combat oriented ship.
    tl;dr:
    So, as a main weapon, the railgun does suck. But as a support weapon, used to assist in combat by targeting essential systems, it surpasses all the other weapons by a long way.

    • @Zer0sLegion
      @Zer0sLegion  2 года назад +66

      Yeah, I have no problem with using the railguns, the best overall strategy is to have a variety of guns. Just overall, i'd recommend less railguns.

    • @zackallen6084
      @zackallen6084 2 года назад +4

      I bet he plays German bb's in WOWS 😂

    • @Democratic_Goose
      @Democratic_Goose 2 года назад +9

      Or put a few rail guns big or small on a fast and humble ship for hit and run or sniping strats

    • @kirtrex
      @kirtrex 2 года назад +7

      The railgun has a really nice use, you can get rid of all the turrets and go in and take the ship. It's actually rather good at acquiring ships without taking out too much of the internals.

    • @nickgennady
      @nickgennady 2 года назад +2

      Yha, like in “The Expanse”.

  • @kaymarx9677
    @kaymarx9677 2 года назад +614

    Looking at railguns, an idea (that might be impossible) to simulate their effects and also make them more worthwhile: Every time they hit a block they also send out a cone of damage in the direction of travel based on their residual energy and the mass of the struck block.

    • @Zer0sLegion
      @Zer0sLegion  2 года назад +123

      I think what the railguns do is fine, they serve their purpose to the T and aren't too overpowered, I just don't think there purpose is very good.

    • @cavemanbonk8320
      @cavemanbonk8320 2 года назад +41

      I kinda of agree, widening the cone of damaged after initial impact could really step them up to be one of the best weapons you could use on a fighter type ship, although I'd personally always recommend still have either auto or assault cannons to back it up

    • @danburrykerman6826
      @danburrykerman6826 2 года назад +44

      @@Zer0sLegion They could be used as spinal weapons for motherships as they can create holes for infiltrators and drones to work their way through the inside, or a window to a subsystem. Not very useful on their own, but they can be strategically abused

    • @crobopulusmichael9097
      @crobopulusmichael9097 2 года назад +29

      @@Zer0sLegion you forgot to mention the greatest weapon of them all, the clang gun.
      I also wonder if you have seen the gatling rail gun.....

    • @IAA2152
      @IAA2152 2 года назад +3

      Sounds dope

  • @GhostOfSnuffles
    @GhostOfSnuffles 2 года назад +128

    For single player the small grid fixed assault cannon is panacea for taking over SPRT station and ships as you can hang outside turret range and pick off all of it's turrets and antenna with precision. The 2km range of it outclasses anything the space pirates currently have and the ammo is dirt cheap.

    • @ceilyurie856
      @ceilyurie856 2 года назад +7

      assuming the SPRT ship would even fire at you to begin with. Some, like the RUST, are broken and WILL NOT FIRE BACK, not even the interior turrets. Meaning all ya gotta do is snip the antennas.

    • @GhostOfSnuffles
      @GhostOfSnuffles 2 года назад +10

      @@ceilyurie856 It's because Keen never updated the magazine inventory for the new turrets. They're still putting the 5.56NATO magazines in the turrets which are so outdated you can't even build/deconstruct them in an assembler.

    • @angeltensey
      @angeltensey 2 года назад +12

      The ultimate weapon in the game are custom kinetic missiles, preferrably with script control. This thing, loaded with hangar door blocks or container with stacks of stone can bork the game and punch moon-sized holes in any kind of armor. Cant be effectively intercepted, since there are no explosives as main source of damage. If this kind of missile uses glitch drive, it also even doesnt give any time for turrets to take it out.

    • @gamerelite3989
      @gamerelite3989 2 года назад +8

      that is until keen updates the space pirate weaponry ( i know if ever ) but still havin sprt ships updated would be the nightmare of many o.O

  • @Mothlord03
    @Mothlord03 2 года назад +65

    I like the railgun for the concept of using it to disable a ship. It can accurately target a ship's power systems, which is very nice

    • @hadeshades2365
      @hadeshades2365 Год назад +3

      I use it to target thrusters. It’s easier to hit a target that can’t move.

    • @Mothlord03
      @Mothlord03 Год назад +1

      @@hadeshades2365 unless you destroy the front ones on accident and it doesn't stop lol. Not that that SHOULD happen, just a thought is all

  • @ForgeofAule
    @ForgeofAule 2 года назад +54

    The thing about the railgun is that its one line. You don't have to hit the same place multiple times to reach a component, its one shot and it goes through most ships

  • @ratharder894
    @ratharder894 2 года назад +112

    Playermade weapons are also something of note. Piston guns have come very far as far as size and speed, and mobious industries weapons (most notably swarm missiles) are all terrifying and a garunteed kill basically. The inenginuity of the community knows no bounds.

    • @mistermidnight1823
      @mistermidnight1823 2 года назад +6

      I'd like to make a custom railgun that would fire a pallet of armed warheads

    • @System0Error0Message
      @System0Error0Message 2 года назад +4

      @@mistermidnight1823 already have a few ships in construction for that. They have multi purpose tubes, so you can build your own projectiles/missile. The only difficulty is adding the small grid together in a legit manner (docking not supergridding) while trying to stay compact.

    • @antonioscendrategattico2302
      @antonioscendrategattico2302 8 месяцев назад +2

      If you count clang guns you'd have to downgrade literally every other weapon to D tier. I've personally seen piston guns that shot things at twice the max speed and split 10k block ships in two with one shot.

    • @VestedUTuber
      @VestedUTuber 6 месяцев назад

      @@System0Error0Message
      Large grid hinge -> remove hinge head -> add small grid head -> lock hinge. Easy.

  • @tophattechpriest6218
    @tophattechpriest6218 2 года назад +52

    The first thing I ever built was a fighter I named the “beautiful boy”. It had 20 railguns. When I shot it, it sent me backwards and took away all my power. I still have that design saved and enjoy terrorizing my friend with it sometimes.

    • @I-Stole-Your-Toast700
      @I-Stole-Your-Toast700 7 месяцев назад +3

      "Beautiful Boy, what a odd ship na-"

    • @mrmirchiTheCodGuy
      @mrmirchiTheCodGuy 5 месяцев назад +3

      @@I-Stole-Your-Toast700 **gets obliterated out of existence**

    • @WParham
      @WParham 3 месяца назад +4

      I've got a cruiser class called broadside that has 15 large railguns mounted to the port side. When in doubt return to 18th century naval stratagy.

  • @pocarski
    @pocarski 2 года назад +78

    I think it would be worthwhile to consider pure kinetic weapons. Building a missile with a warhead is expensive, placing a drill on a hydrogen tank and a thruster is braindead easy and cheap. The damage output is massive as well, because collisions are just that destructive.
    Speaking of warheads, you're also forgetting that decoys exist. They're stupid cheap (decoy + battery + merge block is all you need) and they're very helpful in getting your missiles to the target without them getting shot down. Custom missiles also have unlimited range, and with clever use of scripts and camera raycasting you can aim them from thousands of meters away. I think warheads deserve to be higher up, maybe C or B tier; besides, you don't have to put warheads on missiles, you can just board a ship, build a warhead in it, start its timer and run.

    • @yamatokurusaki5790
      @yamatokurusaki5790 2 года назад +1

      Yes and artillery at least A since it is very powerful and move up even assault cuz man one hit can be kill and that applies even to railgun judging weapon by how faster it fires isn't really the thing to aim for

    • @gozzilla177
      @gozzilla177 2 года назад +3

      Using a hydrogen tank as a weapon 🤣🤣 I gotta try that haha

    • @The-lr4zo
      @The-lr4zo 2 года назад +2

      @@yamatokurusaki5790 it was already discussed: even railgun rounds can ricochet, finding the weakspot on an enemy ship is difficult at best, and different ship internal designs can remove the central weakspot altogether.

    • @yamatokurusaki5790
      @yamatokurusaki5790 2 года назад +2

      @@The-lr4zo trust me every ship has weak spot
      It is hard to spot weak spot yea on some ships not really

    • @The-lr4zo
      @The-lr4zo 2 года назад +3

      @@yamatokurusaki5790 you can scatter 27 small containers over the entire ship instead of having a central large container. This means losing a container doesn't also mean that your ENTIRE ammo load gets turned right back at you. Same with hydrogen tanks and power production.

  • @josephdeliz3455
    @josephdeliz3455 2 года назад +58

    For the missile launcher, use timer blocks to Salvo. Basically you'll have a missile machine gun. Set 9 timer blocks attached to 9 rockets all set to start at 1 second. They will fire 9 rockets separately in the course of 1 second. All my vehicles have this for their rocket Turrets and it decimates all grids.

    • @subzero1456
      @subzero1456 6 месяцев назад +1

      Should do this with the autocannon or assault cannon as its shots can't be shot down and you can shoot further than 800m.

  • @Valykry
    @Valykry 2 года назад +31

    As for the warhead, I will have to disagree with the D ranking. Sure, it has the flaws of it CAN be shot down and you have to build your own delivery system, but a good delivery system can be 98% printed, has ways to avoid being targeted effectively, and can cause massive damage.
    And I rarely take "cost" into consideration, because after 3 or so hours, enough resource locations have been mapped/mined that cost is rarely an issue.
    I would at least give the warhead a C.

  • @dazedream2392
    @dazedream2392 2 года назад +12

    Warheads are amazing if you have a good method of getting them on target like missiles and clang cannons, easily the best weapon in the game to the point of being overpowered. Small warheads not so much, but large warheads can split a battleship in half in one shot.
    Other details you missed is the velocity of the railgun, its fast, its important. Also turrets vs custom turrets, the normal turrets for assault cannons and artillery have ludicrous amounts of health, thats an important factor in fights.

  • @agoddamnferret
    @agoddamnferret 2 года назад +4

    I think the whole purpose of stuff like the rail gun is that they want them to be used in combinations. Railgun being used as a kind of "hit them upfront and gut them stem to stern" sort of deal while other weapons are meant to deal wide range of damage. warheads need a bit of an upgrade but would be good as mines.

  • @mindlessmrawesome
    @mindlessmrawesome 2 года назад +75

    One thing to consider for the penetrative weapons though- if you hit a hydrogen tank or cargo container with explosive items in it, it can potentially score a critical hit that decimates the target. Even though it doesn't deal nearly as much damage over time, that penetrative power can potentially be enough to one-shot an enemy ship. That gives the railgun, artillery cannon, and assault cannon a solid leg-up against the gatling and assault cannon, especially on large grid ships.
    One thing I've also noticed is that while rockets do suck, they are REALLY good at downing smaller grids due to their explosive AOE damage being able to shred even heavy small-grid armor. I think that their munitions move way too slow to be practical atm, and their range is just pathetic (and I hope that keen fixes both of these issues), but even with those drawbacks they're still pretty solid at quickly disabling an incoming small grid fighter. (Though I do agree that all-in-all they are the worst weapon)

    • @Zer0sLegion
      @Zer0sLegion  2 года назад +9

      Yeah, that's fine but you still have to hit. The slow fire rate is a bigger factor imo as you shoot less often making hitting more important.
      And for rockets, the AOE is very handy, I just wish the weapon itself was more reliable. And, whilst not mentioned in the video, they also have the slowest projectiles as well, making the even more difficult to aim.

    • @vadernation1233
      @vadernation1233 2 года назад +4

      What would make rockets more worthwhile would be to make them home in on targets like in weapon corps tbh.

    • @vadernation1233
      @vadernation1233 2 года назад +2

      @@Zer0sLegion it’s in that case that you gotta have the mix. You use the faster firing weapons to keep the pressure on the enemy and dealing damage to the hull and weapon systems while the massive penetrating weapons take out the more integral systems and fuel.

    • @SpacemanSpraggz
      @SpacemanSpraggz 2 года назад +13

      @@Zer0sLegion you've got it backwards on slow firing weapons. Missing 60% of shots on a slow weapons is the same damage loss as missing 60% if shots on a fast weapon. The difference is with the slower fire weapon you're able to spend all your time between shots focusing purely on evading your opponent. Gatlings or autos you have to focus both on evading and keeping your nose on target at the same time.

    • @xendakakorva3267
      @xendakakorva3267 2 года назад +3

      @@vadernation1233 I very much agree, mainly because the turret version IS LEGIT CALLED A MISSILE TURRET
      Missiles are not DUMBFIRE weapons! XD

  • @Zenas521
    @Zenas521 Год назад +4

    It really comes down to tactics, strategy, and logistics. You want plentiful and easy access to (logistics), the right weapon (tactics), for the mission at hand (strategy).

  • @windexwafflestm
    @windexwafflestm Год назад +6

    I think a lot of the lower tier weapons can easily be fixed by lowering the base cost of ammunition and making more expensive ammo alternatives that pack a much larger punch (uranium tipped rounds, warheads with larger payloads, dirty bombs...)

  • @roberthill5805
    @roberthill5805 2 года назад +5

    I use the Warhead as a finisher weapon on the server I'm on. We have a more atmosphere fights so if you can take out their engines a single warhead will destroy them. Granted we also have modded thrusters that are cheap and are for stabilization and slight coarse adjustments so we strap those on it to make it more likely to hit.

  • @redman7775
    @redman7775 2 года назад +4

    I think a way to make the missiles worth it would be to crank the damage up. Have it deal something like 5000 damage at ground zero, with diminishing damage the farther the target is from impact. That would make them terrifying to go against as they would just punch craters in you ship if you don't waste ammo shooting them down

  • @McCbobbish
    @McCbobbish 2 года назад +40

    The only thing I'll say for the Missile launchers is that if your enemy's galling guns are shooting down missiles, they aren't shooting you.
    Though the expense over-offsets that I suppose

    • @ShuRugal
      @ShuRugal Год назад +5

      for general purpose fighting, definitely. but you can use them to give cover for things like deploying dropships or screening a warhead-laden torpedo salvo

  • @thecheshire2334
    @thecheshire2334 Год назад +2

    So rail gun is even worse than that for two reasons:
    1) the rail gun is a high penetrator but over penetrates. Meaning your damage is a thin line that cuts through and easily misses.
    2) they have enormous energy cost meaning small ships can actually disable themselves which leaves you vulnerable

  • @dwavenminer
    @dwavenminer 2 года назад +66

    Huh, surprised that the original weapon, that's been in since the start, hasn't been included: Ramming
    Ah good fun in the very early stages of game development when there were no weapons, building specialist blade ramming ships to cut other ships in half
    Also, what about the second weapon in the game:
    Gravity propelled rock cannons

    • @-_Dawg_-
      @-_Dawg_- 2 года назад +5

      Unfortunately gravity based rock and ore cannons no longer work. The damage against floating ore was patched out a long time ago

    • @beanman853
      @beanman853 Год назад +3

      Ramming but mounting a warhead on a spar is godly

    • @guillaumerattaire290
      @guillaumerattaire290 Год назад +1

      im gonna ask you the question cause you seemed to have played the game, i always wonder when i watch youtube video about it...why arent they doing some sort of pod that they launch at ennemie whit a shit load of gatling on it....if the main ship is far away from the actual battle and that the ennemie is occupied whith shoting down the pod that are blocking his ways and shoting him, it meaning that the main ship could have artilery or laser canon to support from afar...but i dont know i never played the game maybe this strat sucks

    • @someroboguy
      @someroboguy Год назад +1

      @@guillaumerattaire290 i think i've seen a video of someone doing something similar with explosives

    • @generalshock4359
      @generalshock4359 Год назад +2

      @@guillaumerattaire290 someone did exactly what you said but like 10 times deadlier imagine that pod had ai and a drill on it and when it touches i ship it drills to its reactor and drops small turret drones in random areas inside the ship (it was a very old video and i dont remember what it was even called. the guy made several versions of it too i think he even made a hacking variant of it)

  • @CASA-dy4vs
    @CASA-dy4vs Год назад +3

    I combine all of these weapons (besides warhead ) into ships I make (Gatling gun for AA and stuff) interior for bridge defence missiles for ground strikes, auto cannons as main turrets on smaller ships, the attack turret thing for bigger ships with primary, artillery for long range strikes on ground and destroying enemy ships bridges, railgun for wreaking havoc on enemy ships and bases if I want a quick run.😅

  • @Em.P14
    @Em.P14 2 года назад +15

    i actually think the warhead is a verry effective weapon if used the right way! the one i got for mine: is a huge gravity accellerator launcher and space balls+warhead+merge block as 1 projectile (why no armor piece in front ? faster reloading ... like 2 a sec almost) 4 welders per projectile block and voala you gotten yourself a super rapid firing weapon that absolutely can overwhelm enemy defences with pure firerate projectile spamming, and the damage output once they hit ... gargantuan

  • @lastfirst5863
    @lastfirst5863 2 года назад +9

    Honestly if they added any form of stealth systems I think warheads would be a lot more viable.

  • @mekafinchi
    @mekafinchi 2 года назад +57

    the warhead is in an interesting position where it's only as effective as you can make it but it's only limited by what you can create. it's hard to use but it can form the core of devastating large-scale weapons, whereas all the other weapon types are limited by their immutability.

    • @deathstreak1156
      @deathstreak1156 2 года назад +7

      Thing like cluster missile designs come to mind.

    • @thomasallen9974
      @thomasallen9974 2 года назад +8

      @@deathstreak1156 One can easily drop dozens of warhead bombs on a base. Or lay a minefield with them. But thats the thing, it requires bigger thinking on deployment.

    • @niklai1178
      @niklai1178 Год назад +6

      As soon as I saw it I immediately knew it for what it was: the SE version of plastic explosives. You take a group of dudes, infiltrate a base via the basement, plant that thing on something that goes boom, and it’s infinitely worth it, because the cost of building one single warhead is well outweighed by the cost of a base. And, using the rail gun, you could make a hole in an enemy ship/station for the infiltration team to go through to plant it.

    • @pyroball602
      @pyroball602 Год назад +2

      @@niklai1178 Even better. Make a drop pod with a battering ram to exploit the breach. The drop pod is going to cleave through the breached armor and reach inside the ship.

  • @christophsouthwell7518
    @christophsouthwell7518 Год назад +3

    How I might improve Missiles and Warheads is make the missiles homing, so they're less likely to miss, and maybe add more variants to the Warheads and maybe rename it to something like Mines ore Explosives

  • @terrakross5376
    @terrakross5376 Год назад +2

    I only use missiles as a "door knocker" breaching weapon for smaller ships. The idea is to quickly knock out something like a window or door so you can get inside a ship more easily/quickly. But I wouldn't use them them for pretty much anything else.

  • @dogweapon3748
    @dogweapon3748 2 года назад +24

    Late to this but one of the multi-uses for the interior turret's turning and shooting speed is that it is quite effective for warhead and meteor screening.

    • @Zer0sLegion
      @Zer0sLegion  2 года назад +4

      Yeah, it's the most accurate weapon in SE by far

  • @stephenconway2696
    @stephenconway2696 Год назад +2

    warheads are excellent for planetary mining. Place it around 25-30 meters from the ore being indicated and it blows a great big open hole to it so you can reach it easily.

  • @RangerOfTheOrder
    @RangerOfTheOrder Год назад +1

    I use interior turrets on the exterior of my ships for missile defense. It frees up the main turrets to focus on the enemy ship, and because they have such a small foot print and don't need a conveyor I can slap them anywhere.

  • @TarsonTalon
    @TarsonTalon 2 года назад +13

    I'd use railguns on fighter bombers, since a fighter is likely to get closer to the enemy than a large ship will, and you can flick your wrist while flying it. It'd be used to specifically target enemy guns and engines.

  • @ritzcracka411
    @ritzcracka411 2 года назад +2

    Because of the fact that missiles can be shot down they actually make a fairly good decoy rather then a straight up weapon. If the enemy turrets are firing at the swarm of missiles coming towards them then they aren't shooting at you and if they do not have missile turrets themselves then all of your turrets are going to do damage to their ship which will end with you having a massive DPS advantage over the enemy ship plus the missiles themselves will do damage if they don't end up getting shot down which will boost the DPS advantage over your opponent even more.

  • @pineberry212
    @pineberry212 2 года назад +8

    Please cover the copy target function, it allows for the ai to shoot at the weapons max distance.
    I love using it with custom turrets. And for custom turret missiles.
    (For that matter I noticed the small custom turret controller has a shorter ai max auto fire distance, compared to the large block version)

  • @ferrofeles2063
    @ferrofeles2063 Год назад +2

    the war head is the most fun in my opinion its an easy way to self destruct your ship or base to prevent enemy players from taking it and it can be used as a era system if done right i designed a ship that ejects sections of its armor if they become too beat up thus making the ship lighter and leaving the equivalent of the alley way garbage can and if you do it right you can get a whole mini ship installed and literally launch it towards your enemy as a weapon in and of itself or just that really aggressive ship defense lol

  • @littlep0d087
    @littlep0d087 Год назад +1

    What I do for the warheads is just shove a load of explosive components in a grinded down cargo container (medium - large container) and I have a warhead behind that container, and the large blast radius of the explosive components damages large ships really well and gives small grids or light armour builds a hard time surviving or existing after a blast

  • @kevinquintana2647
    @kevinquintana2647 2 года назад +3

    I wonder how effective it would be to make a sort of railgun bomber swarm, with lighter fighters deploying decoys as a screen. Put one or two railguns on each bomber, then fly them in close enough under the screen to make accurate shots at weapons engines the bridge or other vulnerable areas. Since the recharge time is 15 seconds you may be able to rotate them out, fly a few in to shoot then they turn around to recharge while the next few follow up behind.

  • @ph11p3540
    @ph11p3540 2 года назад +14

    You missed the part where artillery guns have steep firing arc. This may make them a bit more difficult to use but it is the only weapon that allows you to engage targets over a berm or ridge or when attacking from a hidden depression. Of course you have to be on a planet for this to work but it works beautifully. If you can range like in World of Warships then this is your weapon of choice. So now I like building self propelled howitzers. I will start off with a large grid gun assembly and then have it mated on top of a small grid chassis. This gives you a lower profile while maintaining that large grid splash damage. The Assault gun is not bad for arcing fire but it's more flat trajectory.

  • @hellothere_1257
    @hellothere_1257 2 года назад +20

    What I find really funny is that the areas these weapons are the most effective is basically exactly opposite to what you'd expect.
    Normally you'd think that small caliber weapons are best suited for anti-air purposes, while the heavier weapons are really good against capital ships.
    However the reality is that gatling guns are really well suited for stripping a heavy enemy ship of weapons, while assault and artillery canons are really good for taking out fighters because of their higher bullet velocity and the fact that it usually only takes a single lucky hit to completely cripple whatever small ship they hit.

  • @little_lord_tam
    @little_lord_tam 27 дней назад +1

    The great thing about the assault cannon: It can put a small grid large hydrogen tank on fire even through 2 heavy armor blocks in one single shot

  • @chriseash6497
    @chriseash6497 2 года назад +11

    Another nail in the Railgun’s coffin is that after you charged it you still have to aim it, spin it up and fire. Realistically the large grid is firing more like every 70-80 secs.

  • @evangold4748
    @evangold4748 2 года назад +10

    It’s great that the video factors in the cost of the ammo types, as many other videos of it’s like don’t consider such things, but I think the cost of the turrets themselves and the real-estate they take up should also be considered as well.
    DPS is a great starting point for determining how effective a weapon is for a space engineers, as combat tends to be long and drawn out. However, it doesn’t tell the whole story. The rail gun for example has great alpha strike potential, and therefore must have a poor DPS to maintain game balance. They still suck compared to how much Real-estate and energy they need tho!

  • @daheroweneed2169
    @daheroweneed2169 2 года назад +9

    Obviously, the best weapon is using all weapons on a ship to cover any scenario you come across as they have their own strengths and weaknesses when fighting ships.
    I would rank the railgun higher. The one thing you forgot to mention is velocity. When shooting at ships farther away, the higher muzzle velocity means you have to lead the target less and there will be a lot less drop from gravity (main issue with artillery at a distance).

  • @eanschaan9392
    @eanschaan9392 2 года назад +2

    I find it hard to accurately class weapons for Space Engineers as they each fill a specific niche. To think of each being used as the sole weapon on a ship ignores the fact that they are not meant to be used that way. Railguns and Artillery take a long time to rechamber, but lighter weapons can cover while they reload. Light weapons are consistent, but struggle to punch through thick armor like heavies.

    • @Zer0sLegion
      @Zer0sLegion  2 года назад

      Yes, they struggle per shot to break through armour, but every weapon in the game has higher dps than the railgun so in the same amount of time they do more damage.

    • @eanschaan9392
      @eanschaan9392 2 года назад

      @@Zer0sLegion As a flat number, yes. The point is, why have just one when you can exploit the strengths of both?

  • @sirghostington6305
    @sirghostington6305 2 года назад +2

    There's a mod I Always use called "Vanilla homing missiles" which bumps missiles up to C or even B tear in my book. It makes fighter crafts a lot more effective

  • @fishyfinthing8854
    @fishyfinthing8854 8 месяцев назад +1

    I didn’t know how to use a warhead until my base was under siege by NPC. The dude keep sending wave of drones while I have no big ship to shoot him down safely.
    So I said screw it, I put warheads into a remote controlled grid. It become a cruise missile. Send that bastard a couple of those and he no longer my problem.

  • @ricokaboom_
    @ricokaboom_ 2 года назад +10

    How about projectile speed? To be honest I don’t have pvp experience but high projectile speed (like railgun) in conjunction with highest range gives more strong point that haven’t been mentioned in a video. 100m/s Moving target at 2km range can be hit by railgun and give possibility to make a first shot on enemy and with higher speed of projectile you need less lead to aim

    • @SpacemanSpraggz
      @SpacemanSpraggz 2 года назад +8

      You're completely correct. Range + projectile speed is king. Your dps doesn't matter if your opponent never comes into range.

    • @Zer0sLegion
      @Zer0sLegion  2 года назад +2

      I took it into consideration when making the rankings but for the most part, it's not that different between weapon.
      Missiles fire the slowest and Gatling's are the fastest as far as I'm aware, although the railgun is pretty fast.

    • @Gaaaaaame
      @Gaaaaaame 2 года назад +2

      @@Zer0sLegion IIRC the gatling gun moves at ~417 m/s and the railgun moves at 1000 m/s

  • @killianmiller6107
    @killianmiller6107 2 года назад +3

    What makes rockets even worse is their excessive PCU compared to the other weapons, since it has to calculate splash damage. All the artillery and rail guns just delete blocks in the projectile’s way.

    • @killianmiller6107
      @killianmiller6107 2 года назад

      Wait, I just remembered that the missile turret is 275 PCU, whereas the static racket launcher is 825 PCU. So maybe the splash calculation isn’t the main reason the static one is so high, still have to wonder why it is.

  • @SpacemanSpraggz
    @SpacemanSpraggz 2 года назад +16

    You don't give nearly enough value to weapon range. The gatling and autocannon do a lot of damage sure, but against a competent opponent you won't get a chance to even hit them for a significant amount of time. The game's low speed limit makes the 800m weapons effectively useless against players who are paying attention. For example, I could easily sit at 1000m with assault cannons and blast you over and over again. Even if I miss 90% of the shots, the 800m weapons will never hit a single shot unless I pass out while also happening to turn on my dampeners.

    • @DoremiFasolatido1979
      @DoremiFasolatido1979 2 года назад

      Maybe make them hit as if the rounds were warheads? Would be simpler, I think.

    • @Zer0sLegion
      @Zer0sLegion  2 года назад +4

      That's good in theory but in practice, no one is going to let you sit and plink you at 1000m. They're either going to get closer or run away.

    • @SpacemanSpraggz
      @SpacemanSpraggz 2 года назад +11

      @@Zer0sLegion the speed limit for the game is only 100m/s though. How are they going to close that gap when you hit the speed limit so quickly? Additionally, the longer range ship is always going to be able to accelerate faster to maintain range since they know they aren't going to be taking many hits, and can invest less into armor and more into thrusters. The only escape is a jump drive, but a well placed railgun or artillery volley can end that at any moment.

    • @krirub8166
      @krirub8166 2 года назад +5

      @@SpacemanSpraggz Also running away with the jump drive counts as a defeat.

    • @malcontender6319
      @malcontender6319 2 года назад +1

      @@Zer0sLegion It's not an issue to keep an an enemy at standoff distance, all you have to do is pay attention.
      Gatling guns belong on the bottom tier, next to interior turrets. Arty and railgun are top dogs. Missile launchers should not even be mentioned.

  • @letsgame9740
    @letsgame9740 2 месяца назад +1

    The warhead would be good for like a self-destruct Mechanism when your ship has a sustained fatal damage, so you can crash into The enemy ship and bring them down with you.

  • @cheese7844
    @cheese7844 2 года назад +1

    The whole point of real railguns is that they shoot through EVERYTHING. They're made more to precisely take out individual heavily armoured components rather than cause damage to the target as a whole. The SE ones are pretty underpowered, but that's probably to conserve the balance.

    • @Zer0sLegion
      @Zer0sLegion  2 года назад

      If you can hit

    • @cheese7844
      @cheese7844 2 года назад +1

      @@Zer0sLegion In real life we have much better targeting systems.

  • @evlkenevl2721
    @evlkenevl2721 2 года назад +10

    It's taken some effort to get used to the massive bullet drop the game has now. Also, I used to have fun downing Air Traffic ships with a fighter but the other day I hammered on a hunchback until I ran out of ammo (hard-mounted assaults and autos). Getting hits on the lift thrusters was almost impossible. I don't want to stick turrets on my fighter but I might have to go the auto-aim route.

    • @Zer0sLegion
      @Zer0sLegion  2 года назад +4

      If you lock onto ships, the lead indicator accounts for gravity.

    • @evlkenevl2721
      @evlkenevl2721 2 года назад +2

      @@Zer0sLegion Yep, did that. Didn't help much trying to hit specific components when both ships are maneuvering. Maybe I'll slap a railgun on it...

  • @delta8989
    @delta8989 Год назад

    I think that something you overlooked here is what roles plays every weapon, for example: the railgun.it’s obviously not meant to be your primary weapon, but rather a secondary weapon to use every now and then to give a crippling shot, or the interior turret, that is meant to act as a defense against intruders inside your ship whitout damaging the ship itself badly or whitout requiring too much space

    • @Zer0sLegion
      @Zer0sLegion  Год назад

      I pretty sure I said a mixture of all weapons is good, I just ranked then on the usefulness of each roll and how they perform in it.

  • @Hehomememan
    @Hehomememan 2 года назад +5

    the only time i found a good use for warheads was when I was playing a PvP multiplayer campaign thing where I literally tunneled under an enemy base, planted bombs and got out.
    originally I was planning on planting a bomb on the structural pieces of the base which was connected to the ground since it was from what I could tell at a distance it was on struts, I ended up finding their under ground storage and was able to blow that to high hell knocking the base into a non static structure

  • @mcklucker17
    @mcklucker17 2 года назад +12

    So a large grid custom ball turret packed full of autocannons would be SS tier?

    • @conflictZ0NE
      @conflictZ0NE 2 года назад +7

      1 of the best weapon setups I found to be 8 autocannons on a ball turret set to Target weapons. The enemy cannot resist

    • @Zer0sLegion
      @Zer0sLegion  2 года назад +5

      Basically yeah, the more firerate you have the better in my opinion

    • @SpacemanSpraggz
      @SpacemanSpraggz 2 года назад +1

      No, custom turrets are incredibly fragile and not PCU efficient once you factor in the numerous other components to make it work. You'd be better off with a well armored fixed subgrid of longer range weapons or the standard turrets.

    • @nathanbarrett213
      @nathanbarrett213 2 года назад

      @@SpacemanSpraggz after like 15 test designs I actually managed to create a custom turret that did not instantly get severed from my craft after getting shot and I have to say, once you have a functional one, they are absolutely devastating

  • @bolland83
    @bolland83 2 года назад +7

    I'd put missiles a little higher on the list, the splash damage is still useful. Also, a salvo of missiles can be a good decoy to keep enemy gattlings busy shooting at something else instead of your ship. Also, you have to take into consideration the fact that we have a hand held variant, which is just cool. Overall I'd say it's somewhere between b and c, it has it's uses but is expensive to make ammo, and it's more of a support weapon than a primary one.

  • @Alexthedragon18
    @Alexthedragon18 Год назад +1

    In defence of the missiles, they go above and beyond for gutting enemy interiors and ripping apart critical systems like jump drives and hydrogen tanks

  • @colinjoshi402
    @colinjoshi402 2 года назад +5

    Why use a rail gun when you could induce the power of Klang and make a piston jolt ;)

  • @noneyaonenoneyatwo2879
    @noneyaonenoneyatwo2879 2 года назад +1

    Auto cannon and assault cannon turrets belong in s class. My reason is I've built small grid ships with high acceleration and I turn off my gyros when fighting certain targets. My favorite combo is two auto turrets and 1 assault I set everything to target weapons systems and travel slightly slower than the ship pursuing me and take control of the assault cannon and start sniping around 1 km out and it hasn't failed me yet

  • @lordflashheart3680
    @lordflashheart3680 2 года назад +2

    The most powerful weapon in Space Engineers is between the Engineers ears!

  • @casheverett6300
    @casheverett6300 2 года назад +1

    imagine Artillery just strapped to the side of a large ship and then you you 1500 meters out and pelt their base outside of their range of fire… devastation.

  • @wildocado5376
    @wildocado5376 2 года назад +8

    i agree with everything except 2 things:
    1 warhead is B tier, super useful for sabotaging enemy ships, and does the most damage in the game, so if you build a missle swarm you can one shot every ship
    2 railgun is A tier, high accuracy shots mean you can destroy enemy turrets of a base before you are even in range. Also if you hit a long ship from the front you are gonna tear it in half

    • @Zer0sLegion
      @Zer0sLegion  2 года назад +1

      The cooldown on the railgun is a big oof

    • @wildocado5376
      @wildocado5376 2 года назад +1

      @@Zer0sLegion It is, but you use it just as the "opener shot" in a battle to destroy the interior modules, and then you go with Assault cannons and turrets

    • @pessimisticnihilist3691
      @pessimisticnihilist3691 2 года назад

      @@wildocado5376 A weapon that you can only use once or twice per fight must be able to end that fight consistently or at least cripple the enemy ship. The railgun does neither making it an ineffective weapon when compared with the other options that you could have built using the material.
      If you use it to chip away at an enemies defenses from a distance then they will likely launch a fighter or other ship to attack, and having a massive liability on your ship will make it certain that the fight will be more costly that if you had just used another weapon. And even if the enemy base does not have any fighters or is undefended, you have just built a weapon that is only usable in an incredibly rare situation and is ineffective in combat, this could have been better used to just make another ship that could fight other ships and bases, rather than be exclusive to attacking the few undefended bases you could come across.

    • @wildocado5376
      @wildocado5376 2 года назад

      @Nic You can use railgun against AFK bases, and warhead for tunneling.
      But warheads are just fun to play with, not necessarily effective, it's cool to build missiles

    • @wildocado5376
      @wildocado5376 2 года назад

      @Nic they all have their specific use.

  • @krissybaglin9206
    @krissybaglin9206 Год назад

    I think the warhead has a usage that's overlooked.
    Post armour disabling missile. Breach the armour then bring in the warhead. It's also great for traps. You'd rather scuttle something than give resources to an enemy in war games

    • @Zer0sLegion
      @Zer0sLegion  Год назад

      As mines under ground, they're fine, but that's very difficult to set up.

  • @andrewx8888
    @andrewx8888 2 года назад +2

    Hear me out. Just use the railgun, and don't miss. You'll win every time since the shot isn't affected by gravity. 50k damage is basically a laser beam against any large grid ship, so long as it's not using heavy armor.

    • @Zer0sLegion
      @Zer0sLegion  2 года назад +2

      "Don't miss" is really good advice, I'll keep that in mind

    • @andrewx8888
      @andrewx8888 2 года назад

      @@Zer0sLegion Just point and click, how hard can it be? xD

  • @Rob-zz7bq
    @Rob-zz7bq 2 года назад +4

    I always use the small autocannons as really dope looking point defense on my capital ships.

    • @Zer0sLegion
      @Zer0sLegion  2 года назад +2

      They're my personal favourite, even if I do think the Gatling are the best

  • @tekneekenterprise207
    @tekneekenterprise207 2 года назад +13

    Your presentation and editing skills for this game is unmatched. Keep it up!!!

  • @ilovemugs
    @ilovemugs Год назад +1

    2:30 please tell me I am not the only one who saw "range: BOOM"

    • @Zer0sLegion
      @Zer0sLegion  Год назад

      Lol, that's why I changed the font in my later videos.

  • @zanderwhitcroft
    @zanderwhitcroft 2 года назад +5

    I remember when we were trying to make a railgun and ended up making a gravity drive. 0-100m/s in 1s. Good work with the stats!

  • @kerbalairforce8802
    @kerbalairforce8802 2 года назад

    I'd bump up the warhead for one reason: boarding action. You put the components for a warhead in your pocket, sneak on board, place it like a combat engineer, and set it off.

    • @Zer0sLegion
      @Zer0sLegion  2 года назад

      If you're able to get close enough to place and explode a warhead, you've probably already won.

  • @deathkorpofkriegguardsmen9355
    @deathkorpofkriegguardsmen9355 2 года назад +1

    I like using warheads as bombs on enemy ships instead of dropping them

  • @solidmoon8266
    @solidmoon8266 Год назад +1

    A custom turret of 4 Railguns is damn near stupidly excessive. Like that's 50k focused on a pretty precise area.
    I mean if it hits something square on, its getting obliterated, but how is anybody gonna justify needing that much high precision fire power for 1 shot every minute.

    • @Zer0sLegion
      @Zer0sLegion  Год назад

      "If it hits" the main problem with the railgun.

  • @Horesmi
    @Horesmi 2 года назад +1

    Autocannon does this weird smoke thing when it fires, and on a compact fighter with a lot of guns it ends up covering your camera. So I go for gatlings instead.

  • @trolly4233
    @trolly4233 2 года назад +2

    I thought it was gonna be clang guns. Infinite ammo and explosive impacts are pretty op

  • @FunkySpunky69
    @FunkySpunky69 4 месяца назад +1

    I made a autocannon custom gatling gun. Only downside being is it can’t be ai controlled.

  • @CMDRINC
    @CMDRINC 2 года назад +1

    for real maybe its not the strongest but the railgun has the most cool anomation and sound

  • @Guzy_B
    @Guzy_B 2 года назад

    What you're missing is not every combat situation is 2 ships/vehicles constantly shooting each other.
    The most effective way of combat is staying in cover, peaking, dealing damage and taking cover again.
    Gatling gun is great for defence/air combat, but its terrible in dealing with armoured vehicles with assault cannons and acces to cover.

    • @Zer0sLegion
      @Zer0sLegion  2 года назад

      Yeah, that's why I rated the weapons generally and not in niche scenarios

  • @penguingamer9882
    @penguingamer9882 2 года назад +1

    I really hate interior turrets in survival. I cannot count how many times I've been 1-tapped by those f***ers

  • @casualfluufy_nes7471
    @casualfluufy_nes7471 2 года назад +6

    Honestly, the artillery cannon would be perfect for a Swordfish II build due to it's profile, not to mention it's slow fire rate and damage output too.

  • @Davidenico01
    @Davidenico01 2 года назад +6

    I didn't like the fact that you didn't think or mention the HP that different weapons have, It's true that turrets made by the turret controller are op If well engineer but they are a lot weaker (hp talking) than a gatlingun turret, also because they cannot being entirely repaired thrue projectors and welders, If the rotor pops off It's done, also interior turret are worse than gatling gun turret for the same reason, you can peack an angle and deal little amount of damege until the turret luckally come down, but with big gating gun turrets it's far more difficult because of the hight hp, also because of portable missile launcher usable by characters 1 missile is enoth to disable an interior turret, and you can carry multiple on your body, rending interior turret far more useless, but If used outside of the ship by giving normal turret one less target to aim or focus at it's more effective, but they need to be reload manually, and you have to put multiple of them outside a ship to make the viable, Finally warheads, I think that the only viable solution (apart for building a massive missile that can spread various warheads safely and deal lots of damage on platforms and expecially on planets), they shoud be used in combination with drones to prevent an engineer to take control of a drone or a fighter for gather resources off them or even a big ship, simply by sticking a sensor that triggeres by a specific attempt of hacking or when a drone can no longer fire to crash and autodetonate on the target, obiusly making the drone more vulnerable, but If well engineerd I think that drone can even explode like granades, dealing lots of damage.
    For all the rest I have the same opinion as yours, and I liked this video like the others that you made because of the way that you create the video and also because of the always good quality (Space Engineers related video, I didn't wach the others)

  • @TrueMetalWarlord
    @TrueMetalWarlord 2 года назад +5

    As for large railgun, my way to increase their effectiveness is to add a rotor with a singe stack of blocks out like a fan blade and a circle of sensors each controlling fire now on each railgun to create a burst fire and give me a better shot spread in a critical area.

  • @kylesellers3826
    @kylesellers3826 2 года назад +1

    Just an fyi if you have a ship and put like 100-300 interior turrets on it you can use them to shoot missiles or they shreed ships(not too good against heavy) not extremely practical but is funny to fight with

  • @lennonthomas1223
    @lennonthomas1223 2 года назад +1

    i wanna see a swarm of grinder missiles shred a cruiser lmao

  • @princesidon6606
    @princesidon6606 Год назад +1

    warheads have niche uses as you can fire the missiles from incredibly far distances

    • @Zer0sLegion
      @Zer0sLegion  Год назад +1

      Yeah and they're slower and more venerable that all other projectiles

    • @princesidon6606
      @princesidon6606 Год назад

      @@Zer0sLegion unless you're using that one mod that just removes the speedcap lol

  • @poliisi5
    @poliisi5 2 года назад +1

    I my self think warheads are quit good because you can use them in a missile and if you play pvp then you can use them for orbital strikes gps guided missiles or even as interplanetary weapons.

  • @lancejobs
    @lancejobs 2 года назад +1

    Wonder how that missile turret even reloads, you could never ammo train ordinance through that gyro pivot that links the weapon to the base.

  • @mtothem1337
    @mtothem1337 2 года назад

    8:29 - You can compensate for the drop. So you always hit where you are aiming. Look at how war planes calculate projectile paths.

    • @Zer0sLegion
      @Zer0sLegion  2 года назад

      You can compensate for the drop, sure. How many shots is that going to take? Enough to take out your enemy before they've destroyed you?

  • @archlorddestin
    @archlorddestin 2 года назад +5

    Hmmm has anyone looked into the mechanics of why railguns bounce off? It feels like that would be useful for ship design.

  • @raysandrarexxia941
    @raysandrarexxia941 2 года назад +11

    I think the Railgun should do some type of EMP effect, disabling a ship for a few seconds when hit

    • @Zer0sLegion
      @Zer0sLegion  2 года назад +6

      I feel that might be a bit too strong lol

    • @cavemanbonk8320
      @cavemanbonk8320 2 года назад +2

      Its a cool idea but it's still just a kinetic projectile, the projectile itself is very similar to what modern tanks fire, just faster (and probably bigger)
      That said, vanilla energy weapons would be really cool

    • @capslfern2555
      @capslfern2555 2 года назад

      It shoots a dense rod of uranium

  • @kcpir4te257
    @kcpir4te257 2 года назад +1

    Hehe *chuckles Stealthy Big Bertha noises.*

  • @grigoriygrim8190
    @grigoriygrim8190 Год назад +1

    i fell like the railgun should not be used a main weapon its way better to use it with the autocanons in emergency situation to suprise the enemy

  • @higeterfertoi8147
    @higeterfertoi8147 Год назад

    I built a gatling railgun thing, its a massive circle made of lots of railguns and a rotor, it fires about as fast as gatling gun, I think. I can't confirm cause if the game doesn't crash I'm getting 50 seconds a frame.

    • @Zer0sLegion
      @Zer0sLegion  Год назад +1

      I've got one of those as well, it's got two rings and fire 120 shots a second.

  • @tryorse8340
    @tryorse8340 2 года назад +3

    I use warheads as a bunker buster kind of thing. It's best used in creative but essentially a ship welds a merge block connected to a warhead with a sensor and when it falls it blows upm not the most practical and resource efficient but it's fun

  • @ultra_suchti3944
    @ultra_suchti3944 2 года назад +12

    The best weapons were and will always be Clang Cannons

    • @m4r00123
      @m4r00123 Год назад +1

      And you can launch warheads with it!

  • @comet.x
    @comet.x 2 года назад +1

    warheads aren't very scary, and then someone fires a depth penetration drone at you with grinders at the front. And hearing a drone grind it's way down into your hull is terrifying

    • @therealgaben5527
      @therealgaben5527 2 года назад

      well thats until you see a drone coming at you and just shoot at it or back up

    • @comet.x
      @comet.x 2 года назад

      @@therealgaben5527 see that's the thing.
      You often don't, especially fast drones. Especially if they're multiple, or fired at point blank.

    • @therealgaben5527
      @therealgaben5527 2 года назад

      @@comet.x so what I’m hearing is just use gravity drives on your ships(also if a ship is close enough to fire drones point blank you probably have bigger problems)

    • @comet.x
      @comet.x 2 года назад

      @@therealgaben5527 counterpoint:
      I shoot the drones with grav drives/clang cannons

    • @therealgaben5527
      @therealgaben5527 2 года назад

      @@comet.x in that case that sounds pretty cool could I see some of them

  • @connordalton4553
    @connordalton4553 Год назад +1

    With regards to the rocket launchers, I feel like with three relatively subtle changes, you could easily bump them into B tier.
    First, massively increase the rate of fire. Second, increase the reload time for all appropriate launchers. Third, remove the platinum and uranium from the production cost, or at least locate a cheaper substitute.
    This would make the rocket launcher into a sort of ship board shotgun. High fire rate with AOE plus the raw damage would give it insane burst damage potential, but a slower reload would mean that the weapon cannot sustain itself in combat. It's not a weapon you would use for say, sustained combat. However, if you managed to ambush an opponent and wanted to quickly knockout as many components on their surface as possible, it's perfect. Equally, if their turrets are configured for intercepts, you have a way to momentarily give yourself some breathing room mid combat. It would also make for an excellent strike asset.
    Want to bomb a base? RP as a katusha strapped to an aircraft, and rain bursty hell fire.
    A simple and effective fix.

    • @Zer0sLegion
      @Zer0sLegion  Год назад

      I think the removal of the platinum and uranium cost would be enough, the fact they are both bad and the most expensive ammo in the game is stupid.

  • @truesnakegod
    @truesnakegod 2 года назад +3

    Despite its drawbacks I feel that the rail gun probably benefits the most from building multiple especially in a broadside type of configuration. Yes they cost a lot but building multiple can decrease the cooldown time by staggering the shots or it can be used as a quick massive burst of damage to try to increase your chances of hitting critical systems.

    • @Zer0sLegion
      @Zer0sLegion  2 года назад +1

      I could just build artillery for nearly a third the cost and a much higher dps

  • @D513x
    @D513x Год назад

    In my oppinion the railgun should be the first shot you fire, cause it does huge dmg if hits and it gives you an advantage when you're far away and if maybe your opponent does not even know you're there.

    • @Zer0sLegion
      @Zer0sLegion  Год назад

      I think the problem with it is that it rarely does huge damage.

  • @wmayhugh
    @wmayhugh 2 года назад +2

    So this is a little off topic, but is the BAO Cloud Buster in the Steam Workshop🤔? I have been searching with no luck. I personally think it's a neat ship.

    • @Zer0sLegion
      @Zer0sLegion  2 года назад +1

      Yeah it is, it's here: steamcommunity.com/sharedfiles/filedetails/?id=2175086396

  • @TheGaurdian
    @TheGaurdian 2 года назад +1

    Honestly I would use the warhead for a longsword from halo