I kinda don't want to backseat game here, but if people are stuck on this mission, It's actually pretty easy to overwhelm the big ships. The lathra(tier 2 yard-last one) can overwhelm them (need some pd's support and stuff, but thats a given IMO)
Yeah, and torpedoes are almost useless against valkoorei, whose generalist ships all have anti-missile lasers. But discovering these things is kinda the charm of this game
Found out about the game because of you. I've checked out the demo, but got stuck on mission 6 "Astrolair" on normal :/. Not sure if the game has enough content right now for th price, but I've wishlisted and will keep an eye on it.
Shouldn't you change production with SHIFT? I see you waste a lot of production time with Medium and Heavy yards by changing production on partially built ships, resetting the production time.
probably helps that the game is easy on animations (ships afetr all need no animations desides anchoring the turrets on them and having them point at targets) and textures (which are pretty much all solid colors). There is still props to be given but the nature of the game itself likely helps a lot
RTSs and the like tend to be very CPU intensive despite typically having lower graphical fidelity. Having units and projectiles doing distance checks, physics checks, and executing behaviors that have interactions with other units will exponentially increase the number of calculations that need to be done if naively implemented. And most of these calculations cannot be offloaded onto the GPU with shaders for better parallelization. the way a lot of shooters and the like get to do. Anyways, from what I was able to find, the Devs were able to utilize the DOTS ECS system to a good degree and streamline most of the unit logic. I thought that system was depreciated, but I guess not. They did great.
Can you imagine creating swarms of those carriers 😮
Surprisingly easy to counter
The enthusiasm is infectious
I do love playing games I really enjoy thanks for saying :)
This is like "beyond all reason" but in space. So epic in scale and scope.
can you please inish the series, you are one of the few who plays it good
I recorded everything the game had in it as of 2 weeks ago so we got the 2 campaigns to go though :)
great gameplay, keep it up
Thank you 👍
I kinda don't want to backseat game here, but if people are stuck on this mission, It's actually pretty easy to overwhelm the big ships. The lathra(tier 2 yard-last one) can overwhelm them (need some pd's support and stuff, but thats a given IMO)
Yeah, and torpedoes are almost useless against valkoorei, whose generalist ships all have anti-missile lasers.
But discovering these things is kinda the charm of this game
Lathra is something you use to fight the red AI thing in the previous mission, rigth?
It would be great if this game received a replay mode, so you could go back and watch some of the epic battles.
I would love that :)
Found out about the game because of you. I've checked out the demo, but got stuck on mission 6 "Astrolair" on normal :/. Not sure if the game has enough content right now for th price, but I've wishlisted and will keep an eye on it.
Glorious! Would totally give me a trauma
also cancel the flank manouver will get you a big umpf if you suddenly come with all units from the mid since you stacked up units in the flankings
Shouldn't you change production with SHIFT? I see you waste a lot of production time with Medium and Heavy yards by changing production on partially built ships, resetting the production time.
He did occasionally 😊
Unity games aren't well known for their performance. I wonder what magic they put under the hood.
probably helps that the game is easy on animations (ships afetr all need no animations desides anchoring the turrets on them and having them point at targets) and textures (which are pretty much all solid colors). There is still props to be given but the nature of the game itself likely helps a lot
RTSs and the like tend to be very CPU intensive despite typically having lower graphical fidelity. Having units and projectiles doing distance checks, physics checks, and executing behaviors that have interactions with other units will exponentially increase the number of calculations that need to be done if naively implemented. And most of these calculations cannot be offloaded onto the GPU with shaders for better parallelization. the way a lot of shooters and the like get to do.
Anyways, from what I was able to find, the Devs were able to utilize the DOTS ECS system to a good degree and streamline most of the unit logic. I thought that system was depreciated, but I guess not. They did great.
the carrier was just a Battlestar
i would have tried spamming to many small ships that the carriers dont get to the backline