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Ohm is Futile
Canada
เข้าร่วมเมื่อ 17 ก.พ. 2014
Gaming, tutorials, tips and tricks and so on. Nothing fancy, nothing less.
Speedrun Counters - Meet your Maker Guide
Today we dive into combos to fight the speedy bois.
Ohm's Discord server: discord.gg/DGZkzWSSwD
MYM Community Discord: discord.gg/meetyourmaker
Link to Kharel's channel:
www.youtube.com/@Strycken1/videos
0:00 Intro
0:17 Don't do this
0:53 Merry-go-up
3:21 Sentinel Bomb
5:03 Time Bomb
6:52 Piston Corner
8:05 Misdirection
10:15 Outro
Ohm's Discord server: discord.gg/DGZkzWSSwD
MYM Community Discord: discord.gg/meetyourmaker
Link to Kharel's channel:
www.youtube.com/@Strycken1/videos
0:00 Intro
0:17 Don't do this
0:53 Merry-go-up
3:21 Sentinel Bomb
5:03 Time Bomb
6:52 Piston Corner
8:05 Misdirection
10:15 Outro
มุมมอง: 2 527
วีดีโอ
Trap Combos for New Builders - Meet your Maker Guide
มุมมอง 3.3Kปีที่แล้ว
Here are some trap combinations that require little to no unlocks! Discord server: discord.gg/DGZkzWSSwD MYM Community Discord: discord.gg/meetyourmaker 0:00 Intro 0:35 Decoys 1:48 Guard Posts 3:05 Genmat Bait 3:40 Homing Bolt Corner 4:48 Triple Whammy 6:37 Subvert Expectations 8:09 Outro
From the Depths - Laser Tutorial 103
มุมมอง 2.7Kปีที่แล้ว
A brief exploration of the laser meta and some neat tricks! Discord server: discord.gg/DGZkzWSSwD 0:00 Intro 0:20 Destabs vs Storage 2:36 1x3 Tetris 4:59 Laser bread Music: From the Depths' OST
EMP vs APEMP vs Actually Good Design
มุมมอง 1Kปีที่แล้ว
I dunno about you, but I think basically any other option would've been better: pure kinetic, pure EMP, APHE, APFrag, even APHEAT... If you can find me a blueprint where we can both agree that its EMP defenses are good and that is somehow more vulnerable to APEMP than pure EMP or some other shell, then I will swallow my words right back.
From the Depths - EMP: How to (but really, why?)
มุมมอง 2.3Kปีที่แล้ว
How does EMP work? Why does EMP work? Why EMP at all? Find out in this video! Discord server: discord.gg/DGZkzWSSwD Timestamps: 0:00 Intro 0:37 How? 6:42 The Big Question 8:43 How to place surge protectors 10:04 What materials to use 12:05 Why remove EMP 13:11 Attacking with EMP 15:10 APEMP 16:53 Outro Music: From the Depths' OST
From the Depths - Not Dying 101: Armour
มุมมอง 4.3K2 ปีที่แล้ว
Here's how to avoid losing your vehicles by using the magic of putting the right blocks in the way of your enemies. Discord server: discord.gg/DGZkzWSSwD Timestamps: 0:00 Intro 0:35 What it's for 1:21 Levels of armour 5:39 Materials 8:58 My standard layout 10:32 Air gaps 14:34 Learning to count with Ohm 15:47 Stacking HA 16:25 Final thoughts Music: From the Depths' OST
From the Depths - Building Better Turrets
มุมมอง 8K2 ปีที่แล้ว
In this video, I explore all the major choices you have to make to help you build more effective and material-efficient turrets. Discord server: discord.gg/DGZkzWSSwD Timestamps: 0:00 Intro 0:51 Turret base 3:11 Efficient size and shape 7:28 Avoid exploding yourself 10:05 HEAT HESH demo 11:04 Turret Neck and Cap 14:40 Aesthetics 18:50 Outro Music: From the Depths' OST
From the Depths 3.5.5 - A bunch of updates!
มุมมอง 1.3K2 ปีที่แล้ว
Going through the highlights of FtD update 3.5.5 and sneaking in some updates about the channel. Discord server: discord.gg/DGZkzWSSwD Accuracy video: th-cam.com/video/G-ixFp2X3Ew/w-d-xo.html Timestamps: 0:00 About me and the channel 1:25 Update 3.5.5 2:38 Built-in APS shells 3:42 Stability 7:24 Custom Propellers (R.I.P. Dedis) 8:24 Generic Block Setter (Bread) 14:12 Ingame stability and built-...
From the Depths - APS Shell Tutorial
มุมมอง 10K3 ปีที่แล้ว
Quick explanation of the pros and cons of APS shells along with tips about making better shells. Timestamps: 0:00 Intro 0:43 Kinetic Shells 6:28 Hollow Point Shells 9:13 Frag Shells 11:25 HE/Flak Shells 12:31 HEAT Shells 14:03 HESH Shells 15:37 EMP Shells 17:33 Disruptor Shells 18:59 Hybrid Shells 23:25 Railguns Accuracy video: th-cam.com/video/G-ixFp2X3Ew/w-d-xo.html Music: From the Depths' OST
Showcase #11 + announcement - Medieval Outpost
มุมมอง 4193 ปีที่แล้ว
Showcasing a decorative build by ninjin_ninja. Submission guidelines: - Less than 1 million materials (flexible, lag is a no) - Avoid LUA - No mods Notes: - Not every submission will make it on video - You *may* get written feedback, but no guarantees Send your blueprints to: ohm . ftd (at) gmail . com (no spaces and stuff, trying to avoid the bots... you get the idea) Music from TH-cam's audio...
Racing to red cubes - DR #02 - Dyson Sphere Program
มุมมอง 1893 ปีที่แล้ว
Not quite speedrunning a full dyson sphere. Random seed. Can I do it in 20 hours? Oh, also trying to be educational. Reference speedrun (not trying to beat it, using it for tricks, priorities, etc.): th-cam.com/video/e7pdIUfY0GY/w-d-xo.html Music: Dyson Sphere Program OST
From the Depths - Accuracy & Anti-Air Tutorial
มุมมอง 11K3 ปีที่แล้ว
My tutorial playlist: th-cam.com/play/PLlNSkke84Au6mulZPcLrxqg46owrj5iWP.html Timestamps: 0:00 Intro 0:43 Detection 6:20 Lasers 7:39 PACs 10:18 Missiles 12:38 Missile example 15:44 Crams 16:57 APS 19:33 Accuracy & CIWS 19:56 APS vs Planes Music: From the Depths' OST
Rush a full sphere or bust - DR #01 - Dyson Sphere Program
มุมมอง 6843 ปีที่แล้ว
Not quite speedrunning a full dyson sphere. Can I do it in 20 hours? Music: Dyson Sphere Program OST
How to keep hydrogen flowing - Dyson Sphere Program
มุมมอง 1.5K3 ปีที่แล้ว
How to keep hydrogen flowing - Dyson Sphere Program
Orky Build Highlights - From the Depths
มุมมอง 3573 ปีที่แล้ว
Orky Build Highlights - From the Depths
Quick Update - Streams, poll results, and more
มุมมอง 3023 ปีที่แล้ว
Quick Update - Streams, poll results, and more
1000 Sub Special - Hovertank Tutorial & more!
มุมมอง 1.4K3 ปีที่แล้ว
1000 Sub Special - Hovertank Tutorial & more!
Nice
It's a little late but I appreciate it anyway :P
@@OhmIsFutile I appreciate you for providing this info and for all of your cool outposts. I'm currently trying to unlock the color purple
I like this hull design, but if i built it myself i'd definitely changes a couple features. That hull design gives you a lot of options to change up the armament for the front weapon node. 5x6x7+ is big enough for a respectable APS(Nothing crazy, but something that can get past interceptors or perform utility functions), a smallish PAC, or an expanded LASER, or Plasma Cannon. Definitely need to spread out those LAMS nodes, that's asking for a hit to cripple the whole LAMS. Worse though, a smoke round loaded APS could neutralize the entire defense system and let some far worse things through. Speaking of defense its a bit hard to see the armor schema without using a cutaway. How the heck does that engine generate 2761 power per material(at 25%)? I've made some pure efficiency mechanic testing models to see how much can be squeezed out got less then half of that. To take a page i've observed on some ship models, using horizontal rudders placed in line with the center of mass(or a little below it) can do wonders to stabilizing a ship with little power cost while also having negligible impact on aesthetics. I see a number of empty locations on the deck and roofs that could accommodate missile interceptor nodes or small missile turrets. All that said, the ship design is nice and simple and serviceable and it looks like it could take quite the beating with how thick the hull is relative to ships of its size. I'm always a fan of ships with endurance and platforms in general that can run cold without burning any materials but deploy to respond to threats with some respectable firepower. I wouldn't send this against a anything over 600k, but its not really meant for that so that's hardly a criticism. 2 or three of these against quite a few things around 500k i could see a reasonable return provided they aren't hard countered.
at 14:47, I really need to know, how are you making the barrel stick out of a piece of metal, rather than the firing piece? I'd really like to know.
It's mimics.
@@OhmIsFutile Oh so it's not real armor?
@@aname6794 Nope. Just aesthetic.
@@OhmIsFutile Wild. Thank you. I've been struggling with armouring up my turrets. One vehicle I made can be, quite literally, split in half if it is shot with any sort of explosive at around the area of the firing piece, so I was looking for ways to armour it up.
@@aname6794 I find a heavy barrel or two directly at the base of the firing piece along with a bit of heavy armour is usually quite good at keeping things functional unless hit directly by something powerful. Nothing sane will stop a cram cannon or large APS shell from destroying your cap on a direct hit though. Don't put all your eggs in one basket comes to mind. Hope that helps.
ACDC song EMP watch it explode. enter guitar riff. Gr8 guides dude. hope they get some attention & updated over time if things change. Guessing its all still relevant thow.
Love to see this revisited if you have the time. lots of new combos with the update im sure 😀
Thanks to your video I have made an autonomous craft for air targets it uses missiles and particle cannons
Interesting, something I've obviously not used enough.
Great Video but now my head hurts ... typical day of FTD lol
Are those interceptor missiles on a few of these turret caps?
I'd say if you stagger the PACs, they become even better than lasers imo
🙌 *promosm*
Nice Video!!! Well explained and really helpful ^^
Bro please update this on god i need this
where does era come into this?
ERA is typically very good to prevent a single powerful shot from actually dealing most of its damage, but almost anything will trigger them and then they need to be repaired so they're a bit unwieldy... I suppose I should experiment with them more and make a video at some point, but for now I might as well be considered on hiatus.
Gah. I have SO MUCH extra hydrogen (I'm in endgame) and I cannot for the life of me figure out what to do with it! It's backing up my fire ice lines lol ughhhh
wonder bread x_X getting back into ftd after a quite long break and even easy campaign is kicking my arse now that even the regular campaign crafts have more defenses then LH used to have thank you proffessor ohm im taking notes
Good luck!
I like my sap-he. Unlike APHE, this one is mostly HE and can only pen a small amount of material, but puts out a devastating high explosive payload with a pen fuse.
SAP? Hopefully you don't mean sabot :P
@@OhmIsFutile semi armor piercing
best video on armor I found so far.
Amazing, thanks for the series. Love to see more. Examples of jets doing combat moves, bombing runs that predict enemy and more.
You have no idea this is seriously so helpful!!! Thank you!!
I took my time making a neat level but then didn’t have enough points to add any traps or guards 😂
Bahahaha, yeeeaaah that can happen
EDIT: Unfortunately, triggering explosives through corner blocks has been patched out, which makes time bombs extremely hard to setup... For people asking for footage of these in action, I could, but I feel like it would be disingenuous. Ideally I'd find people dying to these in my outposts, but beyond that, I feel like I could make these look a lot better than they are, or completely useless. The truth is somewhere in between and making your own tweaks and variants is going to have a significant effect. With that said, let me know if you still want me to show this.
I think you can show it in a balanced and interesting way by showing people who not only fail / struggle with these as intended, but also the people who manage to get past them without any issues. I often watch replays of my own bases and while the ones where people die a lot are certainly entertaining, the most interesting ones are the people that get through them without a problem because it reveals weaknesses and gives me ideas how to improve.
Will you be making beginner tips?
Check out my previous video. It's specifically about how to catch some raiders with their pants down with pretty much no unlocks... if you mean raiding tips, then I guess I should get on that!
@@OhmIsFutile yes sorry that’s what I meant
@@OhmIsFutile it’s just because I’m new and the games just a little confusing but I really like it
Thank you for the video I’m just starting the game so thank you 🤗
Super useful video but wish examples of the traps in use were shown.
Great video and great tips. I need tips on how to kill raiders who shoot every cube and use the guns too much. How do you counter that? Slow raiders are a pain. I do get more kills with bombs on slow raiders but more often then not they just tiptoe through my base and don't die once
Thank you. Unfortunately, the careful type is really quite hard to deal with. I'm currently working on a video about countering speedrunning tactics, but here's a tip for dealing with slower types: The falconic gun can't break traps, which makes the volt lancer very valuable. One of the main ways to deal with careful types is to threaten their ammo. The best is to have traps in awkward spots that leave them exposed when trying to retrieve their ammo. Dual gun setups are pretty bad defensively, so guards that are at a high risk of falling deep into acid can also work.
I love this game and made great outposts but after so many people use the ALT F4 exploit I probably won't play much more. It sucks to take 3 hours to build a fun and hard outpost only to have someone die on it 50 or more times and then atl out and you get nothing. Literally as if they never played it. Just a replay of a bunch of deaths till they rage quit giving you nothing. So lame
quarter block on a ceiling next to an intersection angled so it looks like a normal cube with either a flame or bomb trap above catches alot of people, especially if there's a second trap below or just past to help draw attention away
A very good guide, thank you! Simple, effective and without exploits or needless overkill. And even not-so-new builders can borrow some ideas. What else do we learn from this guide - the pick ammo range augmentation cost every penny of its price in gold =)
thank you ,very helpfull guide
This seems to work against careful raiders who don't check their ceilings: Two ramp blocks down, normal cube blocks on top. Ceiling spikes on first one. They hear the *snickt*, and back up right into the spikes. Doesn't work against speedrunning or ceiling-checkers.
Yup, that's a classic, very cheap and will get kills sometimes.
@@OhmIsFutile It worked wonders in my first base. Sure didn't stop speedrunners and ultra-aware people, but it really didn't need to.
6:10 Something to keep in mind.. When The arrow trap triggers and shoots it will trigger the holo cube as well.
Which one? The one in the pit? If you're talking about the one in the pit, it's not an issue. The one pointed at the corridor will not trigger the holocube though. I've used this extensively.
@@OhmIsFutile yeah and just in general.. an arrow trap (aimed horizontally) right above an holo cube makes the holo trigger even though the arrows never hit it.. its weird I dont think they should but seen it happen often
@@Lainlegend Wait, is that new? I had to just go and test it myself and you're right but I've definitely seen it work properly before... It might have been with second wave.
@@OhmIsFutile I honestly don't know if thats new or not, if it is must been after the last update.. I wouldn't be surprised cause they added the mod for it.. it's not the first time BHVR breaks stuff on updates (thinking DBD LOL!)
@@Lainlegend i also did see a clip that triggers the splat mod on corro cubes by activated arrow traps. i think its a bug
I accidentally made my first base extremely tricky and ended up Mastering it with a high K/D within the first week. The beginner traps are not to be overlooked! Great vid :)
What I like to do if I decide to have a Forsaken Tombstone Loot inside my building, I'll have it down a small hallway that you get to by going down one slope. The first block stepping off the slope is a picture perfect holo cube. Underneath it is a boltshot and above it on the ceiling (which can't be seen going down) there is an impaler. They may see the impaler and destroy it but then the boltshot will kill them. This works great because the Harvester doesn't go there so the floors can be fake, especially if there are already other bedrock blocks.
I have a new setup what i discover. You make a hole holo trap. Put a chain hook in the midle. Put a upside down slope around the holocube and under the reverse slope you put a normal one and either a flamer or a bolt trap there. You can do a cross trap if you wish but its more expensive. It will hit the person who jump backward to avoid normal bolt holes and if he jump upward the chain pull him back to the fire. If you only have bolt trap you can replace with a bolt trap the midle chain one too. It will cover the normal angle too.
I never thought of having decoy traps. That’s really smart! Thanks and keep the content coming!
I'm glad to the traps presented in a guide like this, this is really cool!
As for another simple trap I've seen, it was a pathway with a low ceiling surrounded on both sides with the acid cubes in the floor and arrow traps on the walls. This made it so the player would have to run across the bridge quickly or shoot each arrow trap and skillfully grapple back to the bridge. Also putting traps on the optional objective tombs can be cool
Did you think of staggering the pump rows, so you can have every pump connect to a single input cavity? Trade all normal cavities for single input cavities and 1 dead space per row of pumps. What i mean is a chain of: something -> single input pointing up with pump -> single input pointing down with pump -> repeat Only other downside I can see is that this way you must have 1 non cavity per 2 cavities. In your example there is another doubler or destabilizer instead of a single input cavity, which is not possible with my idea, without giving the row a 1x1 tail. The tail would be much shorter though and you could still use the space for batteries or material storage. Maybe with my idea, an L shape, shifting each other row 1 block forward and tesselating, it might be possible to squeeze that fourth Q-switch into the gap close to the coupler, while still staying super compact.
Nah. That L shaped shifted idea does not tesselate well at all. It kinda works bout you still need to cennect the rows awkwardly, because you must use the front face for a Q switch.
I dont get lasers... It has 0.2 less AP, almost twice the capacity, but apart from Cost/volume, every stat is slightly worse. Only difference in blocks is 10 single input cavities, instead of 4 single and 5 normal. The amount of doublers and destabilizers is the same (4 and 2). It is the same with double the capacity and nothing else changed, but the numbers say it is slightly worse. At least for 60 material per row more and 0.2 less sustained AP, you get better alpha strike. Once the cavities are empty, it performs like your design. I always thought more storage = more damage. What keeps me from just doing 3x3 pumps without storage cavities, if sustained damage is all that counts? Storage does not improve sustained damage. You dont see reasons to stack APS clips either, which would be equivalent to using storage cavities, as I see it now. Is storage on offensive lasers really just for that sweet alpha strike? I totally get why you would need it for LAMS though. If you emptied the cavities and then halted fire until they are recharged, would you do more dps, than continous fire could? I guess it could if AP is dependent on the energy used per pulse. The game is not really clear if this is the case.
Single-input cavity tetris exists, but it's more difficult to get a good pump to storage ratio and/or AP because you just don't get as many connections to put pumps. It's not bad though, just different.
Interesting points on destabilizers being better now. I would probably point out that 2 and 3Q are kind of pointless, since you're usually either wanting rapid fire, or high damage per shot, and those are generally 0Q and 1Q (With edge cases for 4Q). Also, while bread can indeed read custom axes now, ACBs cannot yet set or read them. Using complex controls as you're doing here, or using the extra drive axes (A, B, C, D, E) work, but have the drawback of being very finite (And if you're using complex controls for manual control of your ship that really limits things). What you can do instead for boolean yes/no inputs from your ACBs to bread, is set up ACBs that you want to be sending alerts to your breadboard to just take an action that doesn't really do anything, and then use the Generic Block Getter component in bread to monitor that ACB's "time since last activation", and if that time becomes higher than 2 frames, you know it's not activating. If it's lower than 2 frames, it's probably activating. Unfortunately even when delta time is stable, the time since last activation will bounce a bit between delta and 3ish. So you have to check for 2 frames rather than 1. Hopefully at some point they'll update ACBs to be able to read from and write to the new custom axes, but for now we have to use workarounds.
Woah that sounds like a genius workaround but also very painful, I used ACB custom axes in one of my builds, you just put the custom axis name where normally you'd put block name.
@@chillbuilder101 Wow. If that's the case they really need to make that clear. Maybe you should do a tutorial on that.
Nice tutorial, to the point and easy to understand; also nice trick. I did similar things with APS but found offensive lasers lackluster due to HA/smoke combo, did you ever find good ways to overcome smoke?
A burst laser can get its damage out before the smoke builds up and then by the time it's ready to fire again the smoke has generally dissipated
Ungodly amounts of doublers can raise the lasers AP to a point where smoke doesn't block it, or just do what the other comment says
Overcoming smoke can be problematic, stacking doublers works but is very, very expensive if they have enough smoke. Burst fire can work but you'll have a huge downtime between shots if you wait for smoke to dissipate... not to mention there's ways to set things up so smoke doesn't stop until the fight ends. This video is mostly about getting more use out of a laser that would be for AA first against more heavily armoured targets.
Assuming I make another video before another 6 months, what would you like to see?
6 months video club!
Heli's? since from what i recall theyre quite tricky, that'd be cool. Or air vehicles in general
A point for having the armor all around the turret is that you often fight multiple enemies. So just armoring the side thats pointing towards your target might get you killed if a second enemy is on the side of it and just pens the turret and blows it up.
Thank god I watched the video to the end, output functions are just what I needed for developing my aircraft AI!
Learning to edit better \o/ Anyway, MYM content incoming and at least one FtD video is in the works. Are you interested in Meet your Maker? It's certainly flawed and different, but it still hooked me.
Watching MYM is very fun. Maybe the slow building part not so much, but watching good players wreck maps and good players getting wrecked by maps.
I've not heard of it but it looks really cool from just this short clip
@@nocanseegreen3845 hurray!
as soon as i saw this video i was like yooo you're doing meet your maker!? very excited to see more content for it
I think emp would be greatly improved if it didn’t destroy the blocks but disable them temporarily for a time that scales with the pulses strength and maybe stronger less efficient pulses could cause heat damage. Increasing the viability of rubber could be nice as well.
The best way I can describe it is this: No guidance: Aims like a laser. Tries to keep it's crosshairs dead center on the target. Prediction: Aims like a bullet: Tries to keep itself on a direct intercept course. APN: Aims like a person trying to ram something. It keeps itself at a relative angle as it closes in. No guidance is good against stationary/slow targets (though all of them will work) and where the target will have little time to dodge (like close range). Prediction is good for fast moving targets that move in a straight line or with slow missiles/torpedoes. It's the worst option against dodgy craft like Flying Squirrels. APN is good against maneuverable craft. Against targets moving in a straight line it isn't much better than none. A thing to note is certain tracking types go better with different nose detection. Single pixel for example would be bad with prediction because it may turn so far away from the target it may no longer be able to see it.
APHE/APFG(they're the same tbh since both produce frags IRL) is my most favorite since it is reliable and I like realistic booms also Hybrid Rail-CRAM is something I wanna see be real imagine CRAM but fast
Seems to me the main problem with it is that EMP can dead-end so easily. What if some fraction of 'dead end' EMP damage turned into fragments, instead of just evaporating? Like there was so much EMP the surge protector exploded and turned to shrapnel? Defensively, this would make EMP-proofing more difficult than just sticking surge protectors around, attached only by one end. Offensively, this would make Large bursts of EMP (like crams) viable in a different way than DPS EMP.
Its ab it late, but what how do you think about aplique armor for airgaps?
It's not bad, but it's honestly quite comparable to adding slopes and creating air gaps that way. Slopes get the stacking which applique can never get. That said, applique is a proper full air gap unlike slopes which can technically be crossed by HEAT/HESH on pixel perfect hits... and those do happy if you have an alright volume of fire. tl;dr: it's got fierce competition but it's worth considering.
I use 1m long hollow point railgun shells made out of 8 components - the hollow point head, a couple solid bodies, don't remember if I have a tracer in there and the rest is the railgun casings. I feel they do quite some damage with my rapid fire railgun (about 160 RPM) and are very good as light AA, but they don't quite line up with my expectations. Do you have a guide or know where I can find information about choosing the correct damage type for a given enemy?
I need to update this video, it's not so awful I'm gonna take it down before I update it, but hollow points aren't as comparatively good as they used to be. As for finding information for what works best against certain types of enemies, I don't know of anyone making a clear guide for this, but it's a great idea for a video.
@@OhmIsFutile Hey, you might wanna consider pinning a correction on things you got wrong instead of taking down the video or updating it.