One thing that I apparently forgot to mention ( and youtube won't let you sneak some text in ) Is that to board an enemy ship you need them to have an airlock AND a crew quarters or bunkbed available. Without somewhere for your people to sleep they refuse to board, even if they can't actually reach it currently. Thanks all for watching. I hope it helps and thanks as always to my Patreon supporters every month! You guys help cover basic food costs so I can make content
Shogun: Teaches simply how to fight enemy ships and how weapons work. Saris meanwhile: Okay guys, I'm gonna teach you how to easily make your ship about 50% stronger without needing to spend a penny and how to target your railguns sideways of the enemy to make up for their high momentum! (Also on the side note, you forgot to mention Railguns. I think they are unique enough of a weapon to be mentioned. Also defencive weapons like Point Defences and Flaks, plus Tractor beams, which technically are a weapon. *4:00* Yeah, we have three roof weapons, not two!)...
Oh yeah it's meant to be a basics guide. Mostly there to cover the basic questions that everyone asks or gets confused with. You can get more indepth and advanced but you run the risk of forcing players to go down certain routes which is why I was planning on doing a separate one with any more stuff like saris covers.
Not many complain about the controls and the tutorial. I can see if you have a problem with the controls, but what's the problem with the tutorial? Once you load in, there's a tutorial teaching you how to manage your ship as well as the basics for the game. Furthermore, any QoL feature is practically in the game. Not to mention it's early access, it's bound to have some issues, which isn't much. For a game early on, it's rare to have a great foundation as well as polish such as Cosmoteer. And the game is only bound to improve. In phase one of the roadmap for Cosmoteer, maintenance will be refined, so basically everything you're worried about will most likely be fixed. That is because the developers listen to feedback such as yours, and are actively working to fix it. Not only that, the amount of content which it provides for it's price (which will expand remarkably) is fairly cheap. Since there's a discount until Oct 1st, I'd suggest getting it before the offer ends. Cosmoteer Discord: discord.gg/NfjJ6zWk Checkout the Cosmoteer Roadmap: cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//32020212/ae85ccd5f93f571f52e473a5e9770336ffa8e120.png
The first wave of EA should be basic improvements and QoL. With the floodgates opened the people will say everything they find wrong so the dev will be a teensy bit busy lately
I think controls are one of the strongest parts of cosmoteer they are very simple to start with (just left and right click) but you can do much more as you learn how to play and allow you to customize everything. I suppose I'm coming from a different perspective playing games like From the Depths and Children of a Dead Earth where you pretty much need a bachelor of engineering to even get started with learning how it play. But it's also an improvement over games like Starsector where while the controls are easy to pickup they are very limiting in what you can do.
@@FallenShogun personally id like an in depth guide on missile systems. Im having trouble making efficient missile clusters (reloading is either stupid slow or I need to much crew...) and some tactics ideas/ examples would be great
and how are we supposed to change the missile launcher from firing H.E. missiles to firing nukes or EMP's? This should have been in the comba guide since this is part of the missile launcher too.
i donno. somehow i expected a deeper comparison of the weaponsystems. damagevalues, operating crew, ressource consumption... but thanks for the settings in the menue, very helpful =)
@@FallenShogun okay, but under advanced i understand something like a description on how to minmax. damagevalues are something like a basic thing imo ;)
jo for the other guide : i managed to assing weapons for different uses using Hotkeys controll + 1 and controll + 3. the idea was, to seperate my targeted attacks of myemp rockets onto the enemie engines, while targeting prime targets with the sniper gun on the other hotkey, now i happend to accidentally configure 1 and 3 onto my emps and im not sure how to redo that mistake xDD oops, accidentally got is by randomly hitting the Alt + number combo xD
Basically deconstruct it while in build mode. It gives you back a lot less resources than if you built it yourself. I also imagine if they implement shipyards there might be a similar feature there
Yeah, that is a thing people can do. I just imagine most find that quite hard to do really early game. It is far easier to disable the cockpit or reactor, even accidentally than trying to snipe all the hardpoints off
@@FallenShogun yes and no. I want to give a different POV. If one have learned how to target parts, often they'll want to deal with enemy's weapons ASAP to be in safety, then it's a matter of getting to the side of the rotating enemy enough to get engines off :) And sometimes it can be easier then trying to get to enemy's control room :)
Change the mirror mode by right clicking the thing- then you can start building a diagonal. Changing the flight direction by expanding the right hand side menu for builds, that’ll allow you to change orientation for when you enter the build mode screen
One thing that I apparently forgot to mention ( and youtube won't let you sneak some text in ) Is that to board an enemy ship you need them to have an airlock AND a crew quarters or bunkbed available. Without somewhere for your people to sleep they refuse to board, even if they can't actually reach it currently.
Thanks all for watching. I hope it helps and thanks as always to my Patreon supporters every month! You guys help cover basic food costs so I can make content
Later down the road, we will get drones, carriers ships, crew combat and more.
I am looking forward to carriers :P
Gattling guns as well from the road map. although i have a feeling they'll be too short ranged to be usefull.
@@shadeling6717 we have gattling guns now. What do you think of them?
Shogun: Teaches simply how to fight enemy ships and how weapons work.
Saris meanwhile: Okay guys, I'm gonna teach you how to easily make your ship about 50% stronger without needing to spend a penny and how to target your railguns sideways of the enemy to make up for their high momentum!
(Also on the side note, you forgot to mention Railguns. I think they are unique enough of a weapon to be mentioned. Also defencive weapons like Point Defences and Flaks, plus Tractor beams, which technically are a weapon. *4:00* Yeah, we have three roof weapons, not two!)...
Oh yeah it's meant to be a basics guide. Mostly there to cover the basic questions that everyone asks or gets confused with. You can get more indepth and advanced but you run the risk of forcing players to go down certain routes which is why I was planning on doing a separate one with any more stuff like saris covers.
Man that video needs to be a tutorial. It explained a lot that I was unsure of or just didn't know. Thanks.
Nice choice of end video music. Endless games have so many bangers, Imperial theme included ;P
Oh you recognised it? I absolutely love the soundtrack for that game
@@FallenShogun hundreds of hours into ES2, I know their tracks by heart ;P prob my favourite 4x games
Thanks for the basics and your thoughts on the items
I know there are more advanced guides out there but the basics are still there to help ^.^
still contemplating picking this up. if they can improve the controls. and the tutorials. i'd say i'm sold.
Not many complain about the controls and the tutorial. I can see if you have a problem with the controls, but what's the problem with the tutorial? Once you load in, there's a tutorial teaching you how to manage your ship as well as the basics for the game. Furthermore, any QoL feature is practically in the game.
Not to mention it's early access, it's bound to have some issues, which isn't much. For a game early on, it's rare to have a great foundation as well as polish such as Cosmoteer. And the game is only bound to improve. In phase one of the roadmap for Cosmoteer, maintenance will be refined, so basically everything you're worried about will most likely be fixed. That is because the developers listen to feedback such as yours, and are actively working to fix it.
Not only that, the amount of content which it provides for it's price (which will expand remarkably) is fairly cheap. Since there's a discount until Oct 1st, I'd suggest getting it before the offer ends.
Cosmoteer Discord: discord.gg/NfjJ6zWk
Checkout the Cosmoteer Roadmap: cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//32020212/ae85ccd5f93f571f52e473a5e9770336ffa8e120.png
The first wave of EA should be basic improvements and QoL. With the floodgates opened the people will say everything they find wrong so the dev will be a teensy bit busy lately
I think controls are one of the strongest parts of cosmoteer they are very simple to start with (just left and right click) but you can do much more as you learn how to play and allow you to customize everything.
I suppose I'm coming from a different perspective playing games like From the Depths and Children of a Dead Earth where you pretty much need a bachelor of engineering to even get started with learning how it play. But it's also an improvement over games like Starsector where while the controls are easy to pickup they are very limiting in what you can do.
More guides please! :D
Any particular things you need covered?
@@FallenShogun everything more content but with depth
@@Asphyx12 I mean I can definitely try to get more indepth guides out, you might already be past those points when they release though!
@@FallenShogun personally id like an in depth guide on missile systems. Im having trouble making efficient missile clusters (reloading is either stupid slow or I need to much crew...) and some tactics ideas/ examples would be great
Dude
THANK FUCKING YOU
I didn't know about that one 0:31
Hope it helped!
@@FallenShogun it did. But it still did not. I suck at ship building
Thank you for this. i did wish you went over Ion and rail guns though. Maybe since those require a bit more to setup they'll be a different vid.
bless you for this
Hope it helped!
and how are we supposed to change the missile launcher from firing H.E. missiles to firing nukes or EMP's?
This should have been in the comba guide since this is part of the missile launcher too.
i donno. somehow i expected a deeper comparison of the weaponsystems. damagevalues, operating crew, ressource consumption... but thanks for the settings in the menue, very helpful =)
There is a more advanced indepth guide for that, but its currently on my computer waiting to be finished up lol
@@FallenShogun okay, but under advanced i understand something like a description on how to minmax. damagevalues are something like a basic thing imo ;)
jo for the other guide : i managed to assing weapons for different uses using Hotkeys controll + 1 and controll + 3. the idea was, to seperate my targeted attacks of myemp rockets onto the enemie engines, while targeting prime targets with the sniper gun on the other hotkey, now i happend to accidentally configure 1 and 3 onto my emps and im not sure how to redo that mistake xDD oops, accidentally got is by randomly hitting the Alt + number combo xD
4:36
"boarding a ship and selling it will get you less resources"
how do you sell a ship?
Basically deconstruct it while in build mode. It gives you back a lot less resources than if you built it yourself. I also imagine if they implement shipyards there might be a similar feature there
How do you sell a ship? Never been able to work that out.
I used to play a lot in the beta, how does boarding works? that wasnt quite clear to me
Right now its literally boarding dead ships to make them your own, but there has been rumours actual boarding is in the works
Is there a blueprint for the ship in the beginning? (the red one) I want to build it
how do I deactivatee that time slows down every time I spot an enemy?
THat's one of the options. Escape > Settings > Gameplay > Scroll to Information Overlays > When Enemy Spotted
I wish that you could bord to go into captain without harming the ship itself but have your crew fight as in fist or hand gus
Did you know that if you destroy all weapons and engins the crew abandons the ship to
Yeah, that is a thing people can do. I just imagine most find that quite hard to do really early game. It is far easier to disable the cockpit or reactor, even accidentally than trying to snipe all the hardpoints off
@@FallenShogun yes and no. I want to give a different POV. If one have learned how to target parts, often they'll want to deal with enemy's weapons ASAP to be in safety, then it's a matter of getting to the side of the rotating enemy enough to get engines off :)
And sometimes it can be easier then trying to get to enemy's control room :)
@@FallenShogun on the other hand, it can be a pleasant surprise to a player if they figure that out by themselves :)
And he skips right over taking direct cintorl while in fornation and the issues with gameay it causes.
So combat isn't an action game like asteroids.
No, even when directly controlling your ship its a lot more slow paced combat
@@FallenShogun well, this looks like a fun game to be creative and actual multiplayer.
How can i Build Diagonal? Like your ship at 2:05?
Change the mirror mode by right clicking the thing- then you can start building a diagonal. Changing the flight direction by expanding the right hand side menu for builds, that’ll allow you to change orientation for when you enter the build mode screen
@@the-fantabulous-g thanks:)
Hope you were helped by those two! I literrally just sat down to check comments
no one is playing this game any more it's kinda sad not gonna lie
how do you change missle launcher ammo?
Clicking directly on the launcher, bottom left panel has a little missile icon. click that to cycle missile usage