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DryHeatAndSand - Gaming
United States
เข้าร่วมเมื่อ 1 ก.ค. 2011
An aerospace focused gaming channel with occasional experiments in VR. I favor making reviews and tutorials for more complex games, including character loadouts and equipment overviews.
Current focused games are Elite Dangerous & Star Citizen.
Current focused games are Elite Dangerous & Star Citizen.
Elite Dangerous | Dry Commentary | Engineering Rebalance Overview
Fronter recently announced a significant balance pass intended to address the long grind normally required for engineering. This was a generally welcome enhancement of the game, but does leave some other issues with the engineering system largely unaddressed. This video will review the changes they have made, highlight the specific effects to gameplay that are expected, and look at some issues that were left unresolved.
Visual aids used in this video were extracted from the Frontier Livestream th-cam.com/video/xMazIZ57NQI/w-d-xo.htmlsi=KTxgWzgNxdIpJqcn
Chapters
0:00 Intro
0:30 Materials Volume Adjustment
2:42 Fixed Blueprint Progress
3:54 Reduced Engineer Unlock
5:04 Suit Engineering Requirements Reduction
5:52 Suit Carrying Capacity Increase
6:34 Thargoid War Material Rewards
7:16 What's Missing
8:44 Conclusion
9:42 Closing
Visual aids used in this video were extracted from the Frontier Livestream th-cam.com/video/xMazIZ57NQI/w-d-xo.htmlsi=KTxgWzgNxdIpJqcn
Chapters
0:00 Intro
0:30 Materials Volume Adjustment
2:42 Fixed Blueprint Progress
3:54 Reduced Engineer Unlock
5:04 Suit Engineering Requirements Reduction
5:52 Suit Carrying Capacity Increase
6:34 Thargoid War Material Rewards
7:16 What's Missing
8:44 Conclusion
9:42 Closing
มุมมอง: 771
วีดีโอ
Nuclear Option | Aircraft Review | KR-67 Ifrit
มุมมอง 3.7Kหลายเดือนก่อน
The KR-67 Ifrit is a multi-role fighter bomber with emphasis on flexibility and high payload capacity. Despite its large airframe, the Ifrit’s pitch vectoring twin engine design allows for surprising maneuverability and responsive acceleration. These features create an expensive but versatile platform that can deal with most threats, but remains outclassed by specialized airframes in their resp...
Elite Dangerous | Module Review | Sirius Heatsink Launcher
มุมมอง 7422 หลายเดือนก่อน
The Sirius Heatsink Launcher is a tech broker modified variant of the standard heat sink launcher with a total of five charges, which exceeds the current engineering limit of four, making the Sirius variant the most powerful heat extraction system available. Sirius variant sink launchers can be acquired from specific Sirius Corp megaships located across the bubble. These tech brokers offer othe...
Elite Dangerous | Module Review | Super-cruise Overcharged FSD (SCO)
มุมมอง 3.1K3 หลายเดือนก่อน
SCO frame shift drive technology has dramatically altered the meta for travel across all fields and careers. This review will cover the dynamics behind SCO drive performance, and how it is affected by module size or grade changes. Further advancements in this technology are expected over time, through what form these advancements take is yet to be fully explored. It has been implied that future...
Arizona Sunshine II | Dry Review
มุมมอง 653 หลายเดือนก่อน
Arizona Sunshine two is a VR based linear zombie shooter supporting four person camping co-op and a standalone multiplayer horde mode. Taking some inspiration from shows like Zombieland and movies like Castaway, Sunshine II has a decidedly grim comedic tone reflected through a protagonist somewhat maddened by isolation and the restless presence of the zombie horde, nicknamed Fred. If you are lo...
Elite Dangerous | Dry Commentary | The Ideal Sensor System
มุมมอง 1K3 หลายเดือนก่อน
Sensor systems in elite dangerous have been mostly untouched since the game launched. While effective, these systems are limited compared to current competitors in the space sim genre. This video will make a series of suggestions to improve the sensor mechanics, and related functionality, with the goal of making the system more intuitive, flexible, and powerful than the current standard. These ...
Elite Dangerous | Dry Commentary | We Need Scrapping Mechanics
มุมมอง 1.3K3 หลายเดือนก่อน
The recent development of SCO drives in Elite Dangerous has been a welcome enhancement to the games travel ecosystem. They represent a well thought out and implemented mechanic that has rendered all previous iterations of Frame Shift Drives obsolete. Which begs the question… what do we do with the old drives. Chapters: 0:00 Intro 0:23 The Problem 2:09 Scrapping 4:01 Respect For Time 4:46 Closing
Elite Dangerous | Dry Commentary | Paid Ships, Prebuilds, and Perverse Incentives
มุมมอง 1.5K3 หลายเดือนก่อน
Frontier Developments recently announced that they would begin selling early access to new ships, and instant outfitting packages that players can buy to jump directly into high level activities. This presents an opportunity to look at their plans, and make some suggestions about other ways that Elite Dangerous can generate revenue that avoid direct impact to the play space. We should definitel...
Elite Dangerous | Module Review | Super-cruise Overcharged FSD [OUTDATED]
มุมมอง 1.8K4 หลายเดือนก่อน
This video is outdated, you can see the new version here: th-cam.com/video/oTjPkYawEes/w-d-xo.html The Super-cruise Overcharged FSD is a modified jump drive variant that, at time of writing, sacrifices raw hyperspace jump performance for the ability to boost in super-cruise. This boost function is activated using the same button currently mapped for normal thruster boost. The overcharge mode al...
Nuclear Option | Weapons Overview | Missiles & Bombs | Patch 0.27.4
มุมมอง 7K4 หลายเดือนก่อน
Nuclear Option offers a variety of available weapons across multiple archetypes, not all of which are implemented at time of writing. The following are a selection of weapons available as of patch 0.27.4, along with their attributes and best use cases. These weapons are the selection available as of patch 0.27.4 and may not reflect the current offerings in game. Individual weapon performance in...
Nuclear Option | Aircraft Review | EW-25 Medusa
มุมมอง 8K5 หลายเดือนก่อน
The EW-25 Medusa is a specialized electronic warfare platform with emphasis on missile defense and ground radar attack. In addition to its suite of radar jamming and directed energy weapons, the Medusa provides significant intelligence gathering and AWACS capability that make it a powerful supporting asset during large engagements, though it can also act alone with good planning. The EW-25 Medu...
Dry Commentary | 2,000 Subscriber Channel Update
มุมมอง 1185 หลายเดือนก่อน
I’ve been at this for more than four years, and just recently crossed 2,000 subscribers. My uploads have been random lately because I’ve been working on a lot of projects away from my keyboard. I got started making videos initially for fun, but that eventually turned into making video tutorials because I wasn’t satisfied with what was available for Elite Dangerous. I thought I would try my hand...
Elite Dangerous | Module review | Imperial Hammer Railgun
มุมมอง 1.5K5 หลายเดือนก่อน
The imperial hammer is a modified variant of the railgun offered as a powerplay reward from Arissa Lavigny Duval. This version trades a sing, high damage shot for a three round burst that offers higher damage potential should all three rounds strike their target. In addition, the imperial hammer offers an automatic trigger that allows for continuous fire without the need to time individual burs...
Elite Dangerous | Module Review | Pack Hound Launcher
มุมมอง 2.3K6 หลายเดือนก่อน
The Pack Hound Launcher is a modified variant of the seeker missile rack, available as a powerplay reward from Li Yon Rui. Pack Hound launchers are available only as a size two fixed mount. When activated, this missile rack fires a swarm of four micro missiles which fly in a semi randomized swarm towards the target. These smaller swarm missiles deal 7.5 damage per successful hit compared to the...
Elite Dangerous | Module Review | Advanced Plasma Accelerator
มุมมอง 1.7K7 หลายเดือนก่อน
The Advanced Plasma Accelerator, sometimes called the APA, is a power play variant of the Plasma Accelerator, and can be aquired from Denton Patreus. This weapon is only manufactured as a size three fixed hardpoint, and offers a slight increase in base Damage Per Second compared to the standard plasma accelerator, but spreads this damage out across three hits. The Advanced Accelerator can only ...
Nuclear Option | Weapons Overview | Missiles & Bombs | Patch 0.25.2 [OUTDATED]
มุมมอง 6K9 หลายเดือนก่อน
Nuclear Option | Weapons Overview | Missiles & Bombs | Patch 0.25.2 [OUTDATED]
Star Citizen racing is already fun, and its going to get better.
มุมมอง 4179 หลายเดือนก่อน
Star Citizen racing is already fun, and its going to get better.
Nuclear Option | Ground Vehicles Overview
มุมมอง 8K10 หลายเดือนก่อน
Nuclear Option | Ground Vehicles Overview
Nuclear Option | Aircraft Review | SAH-41 Chicane
มุมมอง 2.8K10 หลายเดือนก่อน
Nuclear Option | Aircraft Review | SAH-41 Chicane
Nuclear Option | Aircraft Review | SFB-81 Darkreach
มุมมอง 2.5K11 หลายเดือนก่อน
Nuclear Option | Aircraft Review | SFB-81 Darkreach
Nuclear Option | Aircraft Review | FS-12 Revoker
มุมมอง 2.6K11 หลายเดือนก่อน
Nuclear Option | Aircraft Review | FS-12 Revoker
Nuclear Option | Aircraft Review | CI-22 Cricket
มุมมอง 2.1K11 หลายเดือนก่อน
Nuclear Option | Aircraft Review | CI-22 Cricket
Nuclear Option | Aircraft Review | TA-30 Compass
มุมมอง 2.4Kปีที่แล้ว
Nuclear Option | Aircraft Review | TA-30 Compass
Nuclear Option | Dry Review | Well Rounded & Realistic Near Future Flight
มุมมอง 1.9Kปีที่แล้ว
Nuclear Option | Dry Review | Well Rounded & Realistic Near Future Flight
Elite Dangerous | Module Review | Cytoscrambler Burst Laser
มุมมอง 2.8Kปีที่แล้ว
Elite Dangerous | Module Review | Cytoscrambler Burst Laser
Elite Dangerous | Module Review | Azimuth Enhanced AX Multi Cannon Gimbal
มุมมอง 2.9Kปีที่แล้ว
Elite Dangerous | Module Review | Azimuth Enhanced AX Multi Cannon Gimbal
Elite Dangerous | Module Review | Pacifier Frag Cannon
มุมมอง 2.5Kปีที่แล้ว
Elite Dangerous | Module Review | Pacifier Frag Cannon
Minecraft | Dry Commentary | How Game Design Can Trump Graphics
มุมมอง 198ปีที่แล้ว
Minecraft | Dry Commentary | How Game Design Can Trump Graphics
I set up my HOTAS so that a lever I can access with my pinky is keybound to my flight assist toggle. A quick pull switches it off to make harder moves in combat, in a federal corvette it allows for a much faster turn rate at speed than I can get otherwise. it also allows me to hold boost speeds for longer. But I am not so good that I can remain control like that, so being able to rapidly switch on and off as needed is preferable, and gives me the best of both worlds!
Eee freeeet
The prebuilt ships and cosmetics are about the best compromise we can hope for. The ships function in the role they are designed for but they certainly aren’t great. A single day following a “Best Start” guide will make you enough money to build something better. The zero cost rebuy is nice for someone going directly into the AXIN but credits are falling from the sky in ED so that’s not really an advantage either. The subscription model is the one thing I consider a deal breaker. There are times I can spend money on ED and other times not. If I had to pay monthly, I’d find a new game.
With the new mat drop rate buff, I doubt we’ll see a scrapping system for the time being. I’m hanging on to at least some of my old drives. Achilles seems fishy to me.
The problem with the weakness is that even tho it loses rate fights our pilots die after half a sec of 9g and as a revoker pilot i can say that the ifrit is bullshitly tanky Soms of the dogfights i won against them where ones where i needed to surgically remove certain parts of the craft If you wanna kill an ifrit and you got their six do this : Aim for the stabilisers and engines The mainframe is insanely tanky so aim at the back
Quick question? How can i equip the Nuclear bomb on an aircraft? (i'm new to the game.)
Depends on the tactical and strategic score limit. Games will restrict nuclear weapons until the total score hits a set total, you can adjust these limits in the mission settings.
I was hoping for an explaination about how to find high grades. I flew arround systems for hours and didn't even see one......
What is it with you and trying to incetivising griefing?
How are you able to do slow mo and camera track missiles? The only way I know how to get into a “spectator mode” is by ejecting and closing the map
Slow motion is a local game keybind you can look up in the settings. Spectator mode is usually available before joining a faction, but you can still enter look about mode before a respawn by selecting objects on the map, including missiles and bombs.
hotas works for me, winwing
Any compass pilots agree the theme song is too short on the soundtrack? Medusa and ifrit got operas and we got a jingle
All your proposed mechanics will cause is griefers and gankers to troll and take out other prayers carriers for nothing more than the lulz. It is beyond problematic as a suggestion. It is downright reckless.
One important aspect of the missiles has not been mentioned though: their minimum arming distance of 500m. If your target is within 500m, the missiles won't arm and do no damage. You need to keep at least 500m distance to your target.
It's a myth that your sys makes Shields harder or charge faster. It just charges the sys capacitor faster
How much slower do you want ships to go? The slowest ship in the game is already slower than the B-29 from WWII.
That is a hard question to answer in a post, and would probably need its own video to cover completely. I'll see about doing that video sooner rather than later.
@@DryHeatAndSand It was mostly a rhetorical question. The fundamental problem with all space "sims" today is that they aren't "sims", they are basic space shooters, 3D reboots of Galaga. The core game loop is pure PvP, everything is geared towards making things simple for the gankers. In an actual "sim", the ships would be an order of magnitude faster than they are now.
New sub here that is returning to ED after about 6yr. Just wanted to say thanks for making your content. I am enjoying the module reviews and the ship builds you have done. Take care and keep up the good work
When you said, disappointed, that combat will stay joust focused. You can't imagine how happy I was. I am *not* alone ! Thank you !
I rejoined after a 2 years can't stand the Thargoids...and I may have to just drop it after Wednesday, it's been too long for them to address the things they just should have, games like DayZ even though I have paid for it still update and they add stuff, this game has been out a long time and really has not excuse! They should have bases or Starport rental pads for people by now I never wanted a carrier when they came out, thought it was a waste and just not my thing. Hey, but good info, and thank you!
Can't say carriers are a waste when over 20,000 were bought and spread all over the galaxy.
Holy crap this is a huge improvement
Dude, with this update, I wouldn't count on any sort of scrapping Dynamics at this point. You just need to sell those modules to gain the credits and MOVE ON!
I know, but a man can dream cant he...
I'm thrilled.
Super condensed. Loved your take on this but i just cant bend my mind around how similar you sound to a TH-camr i knew who went by the alias "Sepulcher Geist". I swear the similarity is really high.
Just listed to one of his videos. I definitely hear the resemblance, but we aren't the same person.
I think they went too far, Its all great until you look at your current engineered modules/ships and think wow that was a waste of time, the only thing that made me any good at this game was my fully engineered ships, now any yahoo can get what I have with little effort compared to a good part of the 12k hours I put in the game in the last 3 years grinding mats.
Engineering broke a lot of balance between ships and modules, and the game has never really recovered from it. It feels like a system from a single player game got tossed into an MMO, and gives such an edge to engineered kit that the skill of individual players becomes secondary to the equipment. I hope that engineering gets additional tuning in the future to help resolve this, but that would require reducing the performance of some engineered ships and blueprints.
@@DryHeatAndSand And I wouldn't want that. I've spent a while balancing my Courier, Corvette and Chieftain to just how I like them. I definitely wouldn't want any of those modules to be reduced in effectiveness, otherwise it was a massive waste of time.
What will be our modified suits? My Maverick suit with enhanced backpack capacity; it has 30 goods capacity. It will be change automatically or what? Still 30, or 40 or 80 (15 to 30 means double, 40 will be 80 this logic)?
I would imaging that the engineering blueprints will apply their percentage improvement to the new base value automatically. You your engineered suit will automatically get increased storage when the upgrade drops.
yeah most importantly grade 5 engineering is down to 5 spins instead of up to 10 spins
Up to 10 spins for G5? Sometimes it's up to 13..
@@maciejlazur4966 maybe if doing it first time or extremely bad luck
"ifrit" means demon or jenni in Arabic btw
With enough hits at once,it's possible to overwhelm any resistances
Revisiting force shell again. Nice video. Thanks. I am playing around with a flechette launcher build and I thought about using large force shell cannons with long range for velocity along with that. Not to bring the shields down but to disrupt the opponents flight path while I pepper them with the flechette launchers to disable them. Once disabled, the cannons can wreck the power plant. This is also fun when going against targets next to a station that have a warrant. As CMDRs try to hide against the station, pushing them into the station with force shell might be fun.
Some notes: In newer versions, MBTs and IFVs may engage slow aircraft using their main guns or ground-to-ground missiles respectively. AA guns cannot engage above a certain angle, rendering them useless against dive bombing. There is a new, particularly dangerous ground vehicle in the game. The StratoLance R9 Launcher fires long-range SARH missiles, shutting down almost all high-altitude operations until it can be dealt with. It has no radar of its own, and must link up with a nearby HLT Radar Truck. In addition to ground forces, there are also two ships in the game: the Shard-class corvette and the Hyperion-class fleet carrier. The Shard-class corvette is armed with a 57mm cannon, a 20mm CIWS, and a vertical launch system containing RAM-45 missiles. Additionally, its helipad allows helicopters to rearm and refuel from it. The Hyperion-class fleet carrier acts as a mobile airbase, capable of deploying all but the FS-12 Revoker and SFB-81 Darkreach. Its point defense battery consists of two MMR-S3 launchers, a RAM-45 launcher, and two 30mm CIWS turrets. It can store up to 24 KR-67 Ifrits, 8 T/A-30 Compasses, 4 SAH-46 Chicanes, 4 EW-25 Medusas, and 2 CI-22 Crickets. It is always escorted by 4 Shard-class corvettes.
bruh night vision xD
Thanks for covering this great game!
The Medusa is by far the best SEAD platform in the game, capable of rendering even the most heavily-defended airbases vulnerable. A pop-up saturation attack from an Ifrit loaded with PAB-80s may do the job, but a Medusa can do the job better.
The Ifrit's extreme speed and large payload makes it especially good as a high-altitude dive bomber, both conventional and nuclear. I've vaporized an entire carrier group using it once, and even escaped their defenses.
The Revoker now functions as a cheap, yet effective light multirole fighter, capable of carrying several smaller bombs, or even two bunker busters for hardened targets. If the opposing team's long-range SAMs are down, even just one Revoker can be devastating.
The Chicane is a slow, but very powerful helicopter, and is by far the best aircraft for low-altitude strikes. It struggles against anything flying above it, however, and is more expensive than the Cricket and Compass. It is, however, resilient, especially against infrared missiles.
The Compass is now the second cheapest aircraft in the game, while still being one of the most versatile. It's a great aircraft for fast, low-altitude strikes, and it can better defend itself from both air and ground forces than the Cricket.
The Cricket is now by far the cheapest aircraft in the game, costing only $11.5 million while even the Compass costs almost double. This extremely low price makes it a good fallback aircraft for when you can't afford anything better.
I've found Chicanes to be a nasty thing to trip over no matter what I'm flying. Cricket, Compass, Revoker, doesn't matter, if he's got his nose pointed in your general direction, an you're within a mile, your dead. Missile to the face, not enough time to cut throttle and pop flares.
When the F15 and the YF23 have a baby
It’s more like predominantly YF-23 with a SU-57 cockpit section and F-22 thrust vectoring. Great plane tho and I love the fact that it looks like the YF-23. One of my favorite planes
Love this game and your content. The "military manual" style of delivery is perfect. Keep up the good work!
Goated channel
Thanks for the review!
Been waiting for this, nice
So I have managed to get a kill using the Madusa's laser *once* and I still have no idea how it happened. Been trying to replicate it with no success I fired the laser as a Cricket that was within a few hundred meters and it just... died
Needs to be VR
You keep talking about the chieftain, but this is challenger.
if you know using the chicane its the best ground attacker in the game. the cannon is extremely accurate against aircraft too. the ability to just stay under a hill is a crazy useful against air defences
The single issue is that The Hammers upside is an 8.4% increase in damage per burst but the downside a 65% increase in heat. Thats more heat then even short range (though you have the advantage of range, obviously). Problem is, as shown in the video you’ll be overheating all the time either forcing you to deploy a heatsink (requiring utility mounts) or hold fire (negating the minor upside). I run 4 rails on my Gunship (shieldless low emo cold runner), I have 2 Sirius heatsinks and 2 sets of rails one being long range Hammers and the other being SRB vanilla, both are all super pen. The SRBs have never outpaced my heatsinks while the Hammers will chew them up regularly. Something else to note is Super Pen requires all 3 shots to land to kick in, making it nearly useless on Hammers as even the best will miss enough to negate the upside (8.4%, thats really not worth the 7.5 million credits for the PowerPlay grind). Gonna swap my Hammer loadout to normal rails, just too much heat. They are good as Feedbackers on big ships (Corvettes love em ironically).
nice way to tell us how to activate it.
I built a DBX for running missions in the bubble. Got the urge to try out exobiology and it was quicker/cheaper to take the DBX rather than finish building my Phantom. I'm bouncing around uninhabited space 800+ lightyears from my base. My 43ly jump range hasn't held me back at all. Scooping with an undersized scoop hasn't been an issue. I think jump range minmaxing is just a pissing contest with no real value. There's more to exploring than jumping as far as possible. My DBX is still mostly outfitted for missions. It has guns, A-rated thrusters, max powerplant, max distributor. Kept it that way so I could shoot brain trees and such for engineering mats. However, I also think the DBX is a bit overrated as an exploration ship. Again, it's hyped for its jump range... which I consider largely irrelevant. Internal space is pathetic in the DBX. I have the SRV hangar, fuel scoop, collector limpets. So I stress every fuel scooping or every minute on the ground I could potentially bump something. Repair modules are essential for real exploration. So I'm looking at the Anaconda as my exploration ship. Unless I can fit everything in the Krait. But whichever way I go, it will still have max thrusters for maneuverability and enough power to run everything without needing to shut off half the ship at a time. A 50ly range is more than adequate.