Cutting Things In Half With Angry Light in Cosmoteer!
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- Опубликовано: 11 сен 2024
- Welcome to Episode 11 of my Cosmoteer Let's Play! Ever wanted to manage your own starship? How about building and upgrading it too? And what about more than one ship, your own fleet even? Cosmoteer has it all and more!
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#LetsPlay #Cosmoteer #EarlyAccess
Cosmoteer Playlist: • Let's Play: Cosmoteer ...
Cosmoteer on Steam: store.steampow...
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3rd party music attribution:
Music from filmmusic.io
By Kevin Macleod (incompetech.com)
License: CC BY (creativecommons...)
End screen background music - "Frost Waltz"
End screen & character art:
Jackie Musto - www.kayandp.com/
So, I got tired of having chunks of my ship missing after getting smacked with the Nuclear bat, I'm sure all Cosmoteers can relate. But I've found a (near) 100% decline in Nuclear related face-beatings if you simply amputate the nuke with super angry light before it gets launched.
For maximum effect, I suggest you stick your light in a box and shake vigorously prior to use, to make sure it's properly motivated to ruin someone's day.
"Super angry light" I mean I feel like that would be a better way to describe ionizing radiation (gamma rays x-rays high frequency light in general) than a giant death laser of Doom but it fits both pretty well
Based
Why can't you use nukes 🙂🙂🙂
So your saying you like you ION shaken.... not stirred.....
Aavak, have you tried emp missile launchers to kill shields? I have 2 on my ship for just that. :) Also, it's your fault I got this game. :p
The Scarab somehow coming through that horrific beating with it's entire ion array miraculously fully functional was an epic moment!
They managed to take out every thing on the front of the ship, except for the one thing they REALLY needed to take out.
LOL, yurp. If it had happened in reverse, and they'd ONLY taken out the ion beam prisms, I'd have been buggered.
well everything got optimized for defending the io beams, I'd say it worked ;)
@@User-md3ul That's a good point. If you have one critical system that cannot be allowed to fail and, when stressed, literally everything else fails before that system, your defenses have done their job.
You still, probably, don't want to let things get to that point.
That was easily the best campaign fight I have ween on YT in this game. And $20k for repair feels pretty reasonable if you think about it..
The Scarab has 2 storages without any doors. Also for the Fireant adding some more emp to shut down any ships and then nuking them seems like an idea.
Yeah, he keeps discounting the really useful ability of the EMPs to shut down engine blocks and similar that allow him to burrow through armor and get to his targets.
Storages don’t need doors. Crew can pick up and rescources from them when they are outside of the ship.
@@lavaleopard2961 yes, but moving the resources internally is an issue if it doesn't have doors
@@lavaleopard2961 Storages need doors for crew to travel inside the ship and deposit the resources into factories or other parts of your ship that need material input.
@@lavaleopard2961 Storages not having doors on a combat ship isn't much of an issue (except in the case of ammo). However, on factory ships or ship that produce their own ammo, it's a massive issue.
No one :
Aavak : "Whoever designed this base needs to be shot"
One of the best lines ever.
The shielded ship at 9:30 actually had incredibly good shielding because the shield generators were so close to a medium reactor
Same for the one at 51:46. The shield generator was right next to a reactor, and the crew were entirely undistracted, so they could just focus on delivering power to the shields. The moment that that DPR-1 got close enough that they had to also supply ammunition to the remaining guns was the moment that the shield weakened enough for DPR-1 to penetrate.
Indeed. The closer a module is to the power source (And to a lesser extent, the closer the crew is), the quicker it charges. That's why it's so frequent to see shields and energy stuff be supported by an energy storage if the reactor happens to be far enough away from them.
You might try placing 2 focusing crystals side by side so that you have 2 beams of 4 instead of 1 beam of 8 (one from each side), yes it would split the damage but the increase in efficiency should more than make up for it
After the big battle, half of our ship is destoyed, what should we do?
Captain: Let's do a hyper speed jump drive with our barrely holding hull and brittle structural integrity.
Would be a nice feature that you need a certain % of your ships total hp intact to be able to use the hyper jump.
That would be pretty good to be fair.
@@Aavak Ooh, have anything less than green take structural damage when you hyperjump, so actually ensuring that you have proper coverage is a bigger deal! Of course, will need at least a medium hyperdrive with that.
Good thing this isn't 40K because I would seriously pity the crew in that case.
@@jacthing1 pity? Haven't heard of it, JUMP!
I dislike the idea of "structural integrity" being a global ship-wide thing.
Sure my front end may be smashed to smithereens but why would the hull around the mid and rear be affected? If its airtight its airtight.
If they modelled damage for individual pieces and we lost low health bits off our ships that'd be fair. Anything else would put an already punishing game's difficulty curve into annoying.
Being able to run away when you've taken on more than you can chew, should be a viable option.
Having a few extra weapon systems helps a lot. There are diminishing returns with just relying on a single ion beam, not just in terms of each prism passing through less and less 'bang', but you are limited to a single attack aspect so if the enemy has 2 mega shields between your barrel and the cock pit/reactor, tough, you have to maw through it. One I found really effective as a secondary weapon system was a few side-firing missile launchers on the sides of the ship towards the rear, loaded with HE - on a mid-range brawler ship. When they fire, they usually overshoot the target. This however is a good thing - because HE missiles are homers, they turn around and all slam into the juicy rear end of the enemy ship, and they all explode as very few ships protect their rear with PD/flack. Often this means the enemy ships thrusters are toast, and best of all if facing one of the many cheesy ships with a cock pit right on its backside, the volley of missiles one-shots it.
I found this so effective I now have another ship flying just behind in combat, armed entirely with side firing PD/flack (to help against flankers) and TWELVE missile launchers shooting out the side, in addition to my broadside gunboat that is there to put hits on the aforementioned flankers.....
OMG that fight around the 20:00 mark war as exciting, nerve wracking and gruesome as the space battles in the Honor Harrington series. Nukes flying everwhere and i was on the edge of my seat. Awesome! XD
"If it's obscured in any way it does not work" leaves out the important distinction: they DO still work in areas that are not obscured. They just don't project the barrier along any arc segments which lack line of sight to the projector, much like a shadow cast by a light source. You can demonstrate this by building a bunch of structure out in front of the large shield projector and then place individual armor blocks in various spots between the projector and the barrier and watch what effect each block has on it.
Putting it like that it makes me realize that one could totally obscure the Large Shield in armor and then it would suddenly spring out of any holes made in it once under fire...
Might not work perfectly what with angles or what have you but could be interesting.
@@siennility4706 I've tested this and found it unreliable, buried smalls are much more effective as they protect the armour as it's being attacked. In my opinion. :)
Id love to see you build a multi-railgun ship. look up railgun fanning, making a ship centered around that would be awsome.
Make it fighter-sized, only one ultra-long railgun in the middle, and call it Hornet...
Yay railguns
@@rabenfuerst7332 there is one of those that starts appearing at level 10 called a "loomer" class ship (I think). They're basically just a self propelled rail gun I want to claim one so bad... But they're so flimsy that I always destroy them too badly to take them over
@@rabenfuerst7332 super lightweight rail fighters are a lot of fun for sniping from a long distance but they basically self destruct as soon as an enemy even looks at them
@@rabenfuerst7332 I'm doing relatively the same thing. Looks like vikavolt from Pokémon gen 8 (a bug type, so it'd be a fitting name)
Fucking love railguns. There's an art to loading a bullet into a giant mass driver then firing it towards your foe, ripping them in half. Them and ion beams are easily the best weapons in the game for style points.
Aaah! I am so tempted to watch this right now, but a more reasonable choice would be to leave it for later.
Night shift is dull and boring and I need something exciting to keep me awake at work! XD
When you get to reading this comment later: Enjoy your shift mate :)
@@Aavak Thank you, kind sir!
night shift is great for long-form content like vods, I wish Aavak streamed these and had a Vods channel myself, because I could atleast just listen to them do things.
generally for ME atleast multiplayer stuff helps more since theres multiple people chattin'.
I feel you on the night shift, I'm over night stocking at a walmart. and boy howdy, is their "walmart radio" either boring as shyte, using sped up versions of some songs, the same songs over and over.
and the worst of all time now.
constant...constant,..christmas music *has started*
@@Laughing_Dragon he does, it is aavak after hours
@@Laughing_Dragon Aavak does both stream and has a channel for lenghty VODs. I don't personaly follow streams since it's not my cup of tea, but may check in on a few of the VODs. Check the links in the description.
I work on a laser engraving machine (not as fun as the funny Cosmoteer laser), and it's a Sunday night shift. That means I have zero work to do and I just sit here for 8 hours. Aavak's videos are good company.
The Scarab crew really decided to flex at the end their, flat out hitting them with the space invader tactics.
probably 3/4s of the people here don't know what you mean, but unfortunately I am :P
I'm proud that I got that reference. I should find a way to play space invaders....
just installed cosmoteer mainly because of this channel, and i just want to say, you make it look SO much easier than it is. the sheer creativity required to build ships in this game is almost beyond me.
I'm sure it's just a matter of practice, keep plugging at it :)
Yep my ships are always super well functioning, but they just look like giant white bricks
@@benja_mint I can't seem to get either of those, but I guess that just comes with practice
He has a LOT of practice in various other ship-design games, from Robocraft to From the Depths, to Avorion.
That being said I have the same issue. :)
52:45 I'm pretty sure that was corridor all the way down. For their crew to get around, those core arms are 3 corridor wide, with the conveyors on the outer edges. If you look at the end (pause at 52:48), there are 3 hatches at the end. You lined up with the softest part of the base and shot right down it. Apparently, because of the layout of the cannons on the base... the station aims best at you by presenting the soft corridor to you. But, since you rely on one central weapon, that means the Scarab is perfectly designed to take advantage of that and cut down the middle. Even a pair of center weapons wouldn't be as efficient at cutting through to the core. (52:15, you can watch the station turning the arm towards you.
The enemy crew who escape a ship when you defeat them don't get to live. They fly around until they run out of air.
Guess I have to wait another hour before doing my homework
Hmm... while I may be shooting myself in the foot here; don't use YT to distract yourself from things you need to do, like Study. The video isn't going anywhere, it'll still be here for you when you're done :)
... unless you've already been doing work for an hour or two, in which case sure, you're overdue for a break! Your brain is an axe, you can use the down-time to sharpen it ready for more work later :D
@@Aavak I'm new to the channel and this is my first time commenting, but that's such a wholesome and genuinely good thing for you to say. I seriously appreciate your sincerely caring and respectful attitude towards your viewers, and your content is absolutely fabulous. I'm looking forward to enjoying a great deal more of it! You've earned a sub.
Aavak do be super wholesome and dapper of all dapperlings. 😊
Aavak do be super wholesome and dapper of all dapperlings. 😊
i would love to see a spaceship like the fireant but stacked with just point defence and flake canons to just defend the scarab
In my playthrough, i have two meat-shield craft only pack with two small shield and lot of armour at front to cover my mothership vulnerable part. But i think game could have add some kind of gate or hatch system.
I have my main ship supported by a flak-ship, which main Focus is to attract rockets and to hit the enemy from behind lol
So a PD boat?
@@Jenna_Talia i wound love to see they add on some drone function, like in FTL, able to attack or defend or even mid battle repair
Thatd be nice to attach ships to other ships temporarily @felixchun1995
You might be able to have a large shield behind a bulk of armor so that the more the armor is destroyed, the more gaps the shield can use. Both conserving energy when useful and allowing emp resistance. Haven't tried this yet but Im pretty sure it will work based on my experience
Whilst watching this video I was thinking of trying the same .
Wont work vs a nuck.... the nuck will explode on the armour and the blast will take out the shield generator.
@@Debbiebabe69 Depends on how far back the shield generator is, but such a thing really is only appropriate for compartmentalized designs, eg. for the main core behind those forward sections on the Scarab Mk. III.
fun fact: most vanilla game ships can be completely manhandled with 4 tractor beams, yes even the massive ones
This! I have a three ship fleet that simply surround big boys and hold them in place to be dissected by ions. It's so good it's almost boring.
I was researching ion cores last night, and I discovered a tip you should implement: you should always have two sets of emitters facing each other, the beams will sneak between the other prisms, and nearly double your output power while not adding very much cost to the design.
But is it space or power efficient
@@quinnvanleeuwen5449 you need a slightly wider barrel, and a couple more ion cores, but otherwise it doesn't take any more resources
@@tasmanwinchcombe9774 why would you need a wider barrel? it would still be a single output beam, just with 75% more power.
@@bow-tiedengineer4453 sorry, it looks like we were talking about different tips,
what I taught you were talking about was that is you leave the output as two beams instead of combining them all into one, you gain 25% more power by doing one less combination
@@tasmanwinchcombe9774 no, I was talking about how you can very easily fit twice as many emitters into the same number of crystals to either make your ion core 75% more powerful, or compact your core to use just under half the crystals for an identical beam.
I have a suggestion: build a brother to the scarab but with a railgun
Name it something like the scorpion
I definitely like the upgraded Scarab; the double frontal shields look particularly unpleasant to deal with, but they also highlight one of its shortcomings: Right now, your main tactic for dealing with enemy shields it to burn them down via shear brute force, which is about as inefficient as you can get. Some reliable access to disruptors seems like it would make your life a lot easier and would probably do more for your ion beam's power issues than just about any other change. I know the Fire Ant is supposed to fill that role, but you mostly use it for pincer attacks and attacking secondary systems. While I do think that's a useful role, it also means it's not available to help the Scarab disable the shields that are in its way.
Don't forget after every majot ship rebuilding, comes another hour of repainting the hull.
Was planning to watch this later, but then I saw the big angry laser in the thumbnail.
I am now enjoying this, and an earlier-than-planned cup of tea. Thank you!
Always happy to be the nudge someone needs to have another cuppa ^^
What a thrilling fight with the nuke ship! :o
Glad you enjoyed it!
"Ok team, target the small weapon platform next"
"You mean the big station we just destroyed?"
"What? Yeah sure whatever"
Monolith stations are the easiest to kill, ion beam arrays and railgun snake quick work because they don’t have any long range weapons like missiles and have a line of corridors in each direction, which is why therapy are so easy to take compared to the imperium, cabal, and resistance stations.
Hey, just thought I'd message to say I've been loving this series. There's always a new episode in time for my lunch during work (UK night shift) and it gives me so many ideas!
Always happy to be of service :D
What a upgrade!
Scarab can reach 90 km now, impressive!
The speed is in Meters/sec. 90 m/sec is 324km/h or 201 mph.
@@KarlSanathos oh shi-
In all honesty, such a spaceship could travel far further than 90km. That is a short distance in the grand scheme of things.
Watching this Vid with Happy eyes.
So for the fire ant. I’d say to make her asymmetrical. One side missiles that fire away from the scarab so you can reduce the number of “friendly rivalries” incidents. The other side not so sure maybe general systems and quarters.
An absolutely crazy idea might be to route the ion beams out the side (sending each sides ion stream out), with their final aiming crystal on the front end of each outboard thruster pod (both decently far back, and already shielded). This would remove the center line vulnerability created by the central beam cavity and let you bulk up the forward defences (since most enemies just shoot for the ships center) while also substantially increasing beam damage due to fewer combinations.
This is actually on the list of plans I have for improving the design of the ship!
think you might need more point defense lasers as they tend to be better at shooting fastmoving things like missiles might need some on the front or maybe you could turn your ship from a forward-facing to a broadside and just circle around shelling them with shots
transferring crew from your non battle ships to your battle ships can always help since i doupt the transporter needs them more.
Despite not having the game, I still wanted to share a thought.
I was thinking of a "double purpose" ship design: basically having two different weapon systems, one on the front and one on the broadside of the ship (or on two different sides anyway), so that you could switch between weapon systems to gain two separate effects.
For example, you could have a full flak compartment on the broadside to be used as a defensive platform whilst having a main assault gun on the front (ion, railgun or whatever) when you want to switch to an attack role.
I was thinking this for two reasons: 1) I noticed that, with the frontal-only-weapon design, if the weapons get shut down for any reason the ship becomes defenseless, and 2) sometimes you got stuck with a less-than-optimal setup, unable to change strategy and forced to undergo a "brute force strategy" to resolve the encounter.
This is more a design schematic thought than a specific ship idea, but I still hope it's useful somehow.
I found that after meeting all the enemy ships with lots of shielding and reactors/cockpits hidden a fair way back that it's really nice to have a fast moving maneuverable fighter that can attack from the flanks and rear. The AI seems to generally focus more on your largest(or heaviest armed?) ship, so I've found the light attack ship can get away with mobility, a couple of point defenses and a single small shield
Excellent, excellent! let the ZEEE flow through you
T_T
55:20 reminded me of the MWO's Clan Long Range Missile boats (boat=mechs spam mostly one weapon sys). A constant non-stop stream of missiles falling from sky
Aavak you keep fixing what is not broken on the Fireant. You have slowly iterated it bigger and bigger and, well... You have no fighters again.
I would recommend that you move missiIe capability to an isolated segment near the rear of the Scarab, and actually use the sudden influx of available crew to make a few different fighters which can be sent towards the enemy and would not be missed should one be destroyed. DPR4a through DPR4z, perhaps? If you have not already turned on ship-relative targeting, I would also recommend doing that now...
Also, the Scarab _might_ be under staffed...
Great video as always!
Avaak you could eliminate a laser focuser by putting the third one (starting from closest to the engines) a little bit forward and feeding into the last most forward one. This will in improve the firepower whilst preserving the rule of cool (in my humble opinion)
The Fire Ant has mostly forward thrust, so to keep distance from the enemies it makes sense to fly away from them instead of backing away like the Scarab does, but with the EMPs on the front the missiles go forward then circle back & u're hoping they don't hit ur own ships as they circle around. Have u considered putting the EMPs facing the rear?
U also mentioned a desire to expand the Fire Ant & add more missiles so by the time the last one launches the first is already reloaded. Railguns seem to also be a popular topic in the comments of previous videos (mostly for the Hercules) but have u considered putting a rear facing railgun down the middle of the Fire Ant with broadside EMPs? U can have the EMPs fire at will & the Railgun fire at target to conserve reload times & only shoot where u want it, when u want it. Maybe start small & extend the ship's length as crew become available.
Aavak?
Have you tried railgun? I love the idea when I can eliminate enemies with single shot right into the cockpit :-)
Enemies don't even know what hit them.
Additionally - whole ships are ready to salvage! (Well.. minus big whole in the middle.. ^.^'
Worth noting for anyone who's worried about their crew situation, fame serves as a crew cap more than a currency. That is to say, any crew lost in battle can be repurchased at the same fame for additional credits. If, like myself, you find yourself with a massive excess of every resource from mining + salvaging, but can't build bigger because you don't have enough crew, note that it may be worthwhile taking riskier combat, even at the cost of entire ships, as they can be recovered relatively easily compared to the value of the fame you may get.
14:50 That ship has reveiled, it would seem, you can change the construction alignment from straight to diagonal in mid design for some really funky and effective designs
"I used the death star to defeat the death star"
The first ship I built, just now, is a symmetrical array of 16 ion cannons facing into each other (cube with 4 per side), with each initial crystal being hit by 4 ions at the same time and then 4 of those again fusing... And then you could fuse it with the symmetrical side for 32 ion cannons in 1 beam. But you can also spit those 32 ions into up to 8 output beams. My current plan is 3 output beams, 2 with 8 ions behind it and the center one with 16 ions. - It's glorious when those 2 chambers light up individually to form the beam down the center and just DRILL through anything...
I meant to say it in the episode where you named it, but I found a Hercules Beetle last year! It was a male Eastern Hercules Beetle and it was DEFINITELY the COOLEST BUG I HAVE EVER SEEN.
I'm going to leave this here. This video explains power management really well but the part that I think is really cool is from 7:10 to 11:20.
H.E. missiles have 4 parts per missile. That's 4 to carry, 2 to fire per shot! I haven't counted the other types yet but it seems that the more efficient you crew the faster you can fire the missiles...ish. I think there is a firing rate as well to contend with.
Lasers are just how photons express motion sickness
change my mind
LMAO! This is amazing XD
I reiterate my point about not having more than two inputs per output beam. A solid compromise could be to have each set of 4 their own beam by having two crystals in the middle next to each other protecting down the barrel. Even just an extra 30 precent damage would have been really useful in that fight.
Structure doesn't effect the large shields. Modules and armor will.
Your energy is low from what the ship needs. And crew is very low. Not sure if not enough bunks, extra crew haven't been hired, or both.
I love the woven armor as much as possible.
You need Brutus Salazar to captain your ship. He would take on the biggest ships and turn them to rubble.
Just letting you know that if you plan to replace the sensor array with A tractor beam remember that the beam is bigger
With the upgrade to the ion beams, you reminded me, I was messing about in creative, checking ships built into the game.
Check the ion beam array on the apotheosis. It's under Cabal, Combat.
A fine day wished upon you Aavak
Same to you!
Two thumbs up! Great video. Thanks!
Oof. The face tank for 4 nukes was scary crazy.
Can't wait to see the Fire Ant go full Itano Circus xD
The Fire Ant goes from a single bite to a whole colony of Fire Ants biting as one? That will be fun to see.
Please Make it so.
I thought up a beautifully 40k idea, horrendously expensive though in both crew and resources. A twin of the Hercules with a rail gun down the central cavity as others suggested, deck guns replacing the cargo bays where possible, and all the factories switched to manufacture the munitions the ship would use.
I'm pretty sure that you have two extraneous focusing crystals now, but since a crystal doesn't attenuate a single input it's really just money.
D1: You need a lot more armor at the front, brick wall pattern.
Put thrusters at the back (sides) internally. Can use a non symmetrical design where have most thrusters in 2 directions in a corner, front and left (or right), So during attack you can keep a distance and also strafe right. During regular movement then just keep move backwards.
I think your forward shield arrangements look great. Sine at all points there will be at least 3 shilds protection you at the front, it should stop even disruptors.
I think your final prizm design has at least two extra on the inner most ion beams.
Could you make an instructional video on how to construct an effective ship in regards to maximizing attack power?
to not lose efficiency of beams you pretty much have to have 1 crew behind 1 reactor directly behind beam feeding that beam and only that beam
Yeah, really seems to be the case.
No tea this time but I hope my whiskey is accepted. More lasers are indeed delightful!
missiles do target subsystems they just have a hard time hitting them sometimes. YOu have to help your missile ship to get good shots.
Keep the Fire Ant as is; and build a NEW missile ship.
I had a thought in regards to the treadmills. Crew going to their quarters is of no use in any way. As such, having one way treadmills to get them out of the quarters is in no way a downside - you slow them down when they're returning to their quarters, but that doesn't matter. So those treadmills would just mean that anyone returning to their quarters for whatever reason will be going back to their stations that much faster.
How about a dreadnought design for the next ship? A ship with a crap ton of guns and armor that can be up close and personal!
I definitely think your next ship should be a cannon boat. While railguns are tempting, that would likely make a similar ship in terms of strengths and weaknesses to the scarab. It would need to stay far away, and that massive gun would take a lot of space.
In return for heavy damage.
Plus, with the ammo needed for a cannon ship, you could probably have quite a bit of flak batteries. And since that ship would need to be closer up, it would delete a lot of the hurt heading towards the very expensive scarab.
The nuke range is 250m. I recommend staying outside of that until the nukes or the ship is dead
I’d suggest swapping around the Super Shields and normal shields at the front. The smaller ones get to cover the Ion Prism (albeit not from splash damage), and the larger ones cover the sides more against anything straying away from the Point Defense (also should let the shields near the wing engines have less to worry about).
I'd have to pull down the armour a bit, but this isn't an awful idea. I'll add it to a to-do list :)
Most enjoyable episode so far! The ion beams and reverse thrusting was a little cheesy to watch after a while :)
I got so exited when you told us about a fireant redesign
for infinite ions try a small reactor with a quarters in a closed system. thats for each ion emitter. expensive yes but having continuous performance with ions is key to winning ;)
7:00 Yes, there are different pirate factions, and some of them will attack each other. They seem to be secret, though, so you pretty much have to get lucky.
It could also be that they just got mad at each other when one plinked the other in the crossfire.
16:36 Losing two crew probably isn't helping either.
A missile ship would work so much better if it wasn't so small. It needs missile factories, storage and more launchers. Ironically, the fireant would perform better with an Ion beam and the Scarab with missiles.
So I have a small piece of advice for crew shortages which is that friendly ships generally have one or two crew up for hire each at low fame requirements so even if it may be a little slow it is a solution
Apparently there's a bug where crew sometimes don't adjust their prices and fame requirements after you lose a lot of crew; thankfully, Aavak doesn't seem to be encountering this bug, and with the new sector has gotten to the point he has enough crew finally for all his ships.
Macro missile swarm incoming? Can't wait! Although I think that's far beyond the capability of a missile Corvette, more the role of a missile cruiser.
oh aavak if you select a weapon in the topright of the bottom left window you can change the weapons trigger button like turning one to a left click or right click so you can better control weapon groops telling them to fire on different parts or even turn them into auto fire guns that hit anything in range not sure you know or not
At this point I really think you should reassign your ion cannons in two batteries to fire separate beams. You are losing so much power in your current configuration
Strongly considering this, though for a slightly different reason
i could be wrong. but i think your ion beam operators were supplying power also. the beams were going down when no one was operating them. i am in no way an expert but may be just a matter of fine tuning your crew roles.
Hope the survivors put up a memorial plaque after most of the ship and crew went up in nuclear flames.
just a lil heads up. the TB room is 5x5. sensor room is 3x3~~
Ahh, thanks!
21:00 You don't need a draft to take out fire... if there's no oxygen left.
Which a draft can get rid of! Quick, push all the air out the air lock... what do you mean the air locks aren't used for air? It says so in the name!
I Wanna See A Giant Offense Ship And Small Defends
Once I pick up the game, I’m going to look into making a traditional Battleship (Broadside Deck Guns.) This game and series is amazing! Thanks for the entertainment!
A very wide ship with just dozens of cannons all lined up, facing forwards, is probably super powerful. I haven't tried it yet tho
53:12 yeah that base doesn't have any armour where you shot it, it is literally just a hallway straight from the edge to the central reactor
what fight 😆
not to self: no inbound with da nukes
I LOVE this!
Cant wait for the Swarming FireAnts!
20:00 JEEZ
Surprised you haven't pursue the theme of The Fire Ant and make a mini fleet of EMP fast-movers to help consume enemies alive. The scrap is better if you disable 'sted of destroy.
A bug-like behaviour.
The only way to make the Hercules bigger would be to smash two of them together side by side.
hmmm...
it seems like the scarab needs a second large reactor to fully supply the power demands of the ion beams
Your main reactor is bottlenecking at the doors. You literally can't move enough people through the doors to feed everything. If you have your 2-wide main corridor aimed at the middle of each side of the reactor with a sort of vestibule right where the corridor meets the reactor, you could put 4 doors on each side of the reactor to get more throughput. Also, 2 of your cargo bays don't have doors :P
Thanks for the suggestion!
The doors don't limit the number of people that can move through them.
@Aavak, I did the maths and having your Ion beams merge 2 or 3 at a time would be the same. It's not necessarily the same if you get rid of symmetry, but with your setup you could get rid of the 2 prisms in front of the 2 inner-most emitters to make it a BIT cheaper for no downside.
Knowing this also means you can be a bit more flexible - you can use multiples of 3 as well, instead of only powers of 2. Going for 6 or 10 emitters rather than it having to be 8.
Oh, this is very interesting! Yeah I sort of see what you mean; 8 emitters, merged in pairs (3 merge steps) creates a beam worth 5.359375 emitters.
Where as 9 emitters, merged in triplets (2 merge steps) creates a beam worth 5.34765625.
Barely any difference.
@@Aavak you lose 44% of the damage of the 3rd beam put in to a prism, that seems somewhat higher than your math suggests (beam 1 @ 100% - beam 2 @ 75% of beam 1 - beam 3 @ 75% of beam 2)
it takes roughly one 3x3 reactor for each 4 ion beams to fire nonstop, and to have a little excess output for shields + movement.
when one ion beam explodes, it chain-react-explodes all adjacent ion beams, so you really want to keep them in pairs of 2 or 4.
2 or 4 beams side by side also still work well without a focus-prism so THIS is your "module", BUT the prisms allow armor and angles...
the main issue is the large blast radius of the large reactors, when it blows up. you do not want that to become a chain reaction.
therefore. a fleet of small well sheidled 4x-ion-beamers seems to be the way. i like to only weakly shield the ions and to have other heavier shielded point defending ships as stronger shielders. the fun part is to relay ion beams between multiple ships of a larger fleet. this needs more agility to stay in formations.