_[[[The temptation for an anti-flak essay has been huge but I prevailed]]]_ Anyways, in the *12:45* mark and onwards, where you talk about different strategies, you missed one very important one, which I'll get to later. First things first, your definitions of survivability through different means complements the main types of shipbuilding strategies used in the actual competitive part of the game very well, and even their signature thrust setups: ''Survivability through Endurance'' (as you call it), complements the competitive Orbiter/Rammer playstyle and the Orbital thrust arrangement. Great forward speed, barely any backwards speed and low maneuverability, relatively good spinning power to make orbiting a possibility and a lot of means of defence, mainly armor and small shields, sometimes Point Defence. ''Survivability through Range'' is the Kiter playstyle and the Kiter thrust arrangement. Very high backwards speed and decent maneuverability as well but abysmal forwards speed (In most cases), incredibly light, mostly relies on PD and shields to protect itself. And there, you missed one: ''Survivability through Maneuverability.'' Basically just _dodge everything that enemy throws at you and let everything else be absorbed by your heavy shielding, also use your vastly superior maneuverability to tilt your ship and spread damage so that it does barely any damage._ Uses avoider thrust arrangement, has moderate speed in any direction and phenomenal maneuverability thanks to smaller thrusters such as mediums and larges, and relatively little weight.
"The temptation for an anti-flak essay has been huge but I prevailed" proud of you XD and yes that was an oversight on my part. probably due to my battleship-mentality to either outlast the enemy or reduce him to atoms before he gets close. But i also think that this strategy leaves little room for error, no? plus both shields and a bunch of engines scream "power issues" in my head. If you want to elaborate on that strategy further, i can pin this conversation so that others can see how to make the manouverability type work. like reccomended weapons, shipsize/form, maybe even examples from videos that you have seen from other people (you have my permission to post other peoples stuff in my comments. its for education, so i wont complain+ you have been a reliable source of information so i trust you to teach people correct things).
@@captaincaffeine First of all, thanks a lot for trusting me, it truly means a lot, your videos are truly phenomenal for both beginners and relatively advanced players. Secondly... Very well. The most basic type of ''survivability through maneuverability'' kind of ship is an avoider wall... Which after talking about it I honestly get why you'd not include them in a video going about fairly basic strategies. It mostly requires a lot of extensive direct control piloting and would not be compatible for career battles if you had more than one big ship, but it's still a really cool ship type that you can very freely use in Career but especially excels in player versus player combat. It is definitely a strategy that needs not to be underestimated, as with some basic maneuvers you can dominate. First of all, you can use your superior strafing and maneuverability to: 1. Very reliably dodge nukes and even DC shots. 2. Disengage at will. 3. Flank the enemy. 4. Use diagonal movement (Which is another advantage of avoider thrust/maneuverability-based ships) to both dodge and flank at the same time. 5. Tilt and/or slightly rotate your ship to spread enemy damage across your entire hull. About the shield part, maneuverability-based builds use a lot of usually small shields to very reliably spread damage across their entire hull and take no scratches on the hull as shields do all the work. This is especially effective against enemies with very little burst damage, *especially* ion beams, _even the big ones._ All this can be done at a relatively little cost if you know optimization well and can be accessed mid-game. Whilst against AI this won't be that game-changing as simple ram/kite can already easily and reliably best Cosmoteer's AI, but maybe it can become good after some substantial AI updates, which are on a pretty high priority on the official Roadmap store.steampowered.com/news/app/799600/view/3391799364882219760 _[First phase is meant to cover many AI changes as well. Not explicitly written in there, but the ''Career 2.0 takes in AI updates as well.'' Things such as enemy calling backup when kiting (Either from your back, or simply a backup of very fast ships that can catch up to you, to deter you from kiting and create a lot of trouble), enemies themselves flanking you and the such have been theorized and even confirmed by Walt himself as answers of several questions],_ and even if not, it's either a fun challenge to pose to yourself that can be brutally effective if done properly, or, yes indeed, can especially excel against other players, if you wish to get into the very competitively charged but mostly friendly and really fun PvP part of the game.
[God damn.. My original comment about links and recommendations got lost while I was typing in >:c. Whatever, will redo] Anyways... Recommendations: The most standard weapons for typical Avoider walls/strafers (Yeah, the more obscure and less used maneuverability-based build is something called ''a strafer.'' Wastes less on forwards and backwards thrust and goes *ALL IN* on strafe thrust) are: Heavy blasters, nukes (You can use avoider maneuvers to line up nukes into absolutely DEVASTATING volleys) and small or large (Larges are way rarer as their increased inaccuracy makes them unfavorable for these elegant movement-focused ships) cannons, but the more obscure solutions can work too, such as ions, Deck Cannons (They have awful projectile stats aside from damage, like their terrible range, inaccuracy and velocity, but you can use avoider movement to line them up, make them fling to a specific direction unaware to the enemy and/or give them your own momentum for increased range and velocity), short acceleratorless rails and even missiles, allowing you to use the asteroids as a tactical advantage, strafe-orbiting around them and flinging missiles from there. All that, maybe even wacky combinations of few of those weapons, together with the optional complementary of point defence (Or maybe even ✨FLAK✨), disruptors, maybe even EMPs and large shields on top of the small ones, allow for insane variety and versatility to the typically less-regarded and overshadowed strategic archetype of maneuverability-based builds, so go crazy :'>...
...As for shape, the most standard shape for a maneuverability ship is a long brick-shaped wall, relatively light, heavily focused on shielding and sometimes incredibly elegant and pretty. There are two ways to build an avoider [Which is once again, the most standard form of a maneuverability-based ship] in my eyes: The more basic and widespread, more compact but less cost-efficient way is to have large reactors on the front to power all the shields (And blasters+ disruptors if you go for the most standard armament), typically three and thruster modules powered by medium reactors on the bottom, typically also three. Usually one medium powers 4 Engine Room arrays. Engine clusters are cramped very closely to each other and they all use smaller thrusters to minimalize ramp-up time and allow for truly impressive maneuverability. The rarer, more advanced and harder to build, less compact but WAAAY more cost-efficient way is to have only 3-4 large reactors that are used to power EVERYTHING. The logistics can get hellish and doing this kind of build properly can be a huge pain, but once made, you not only benefit from more cost-to-power ration, but also way less explosivity hazard on the back, whilst also being less frail. Of course in career reactor cost is negatable so it's still probably better to go for the first type as with cost taken out of equation, it's better. Plus, I'm talking about avoiders that are priced from ~1.5mil to 2mil credits, there's literally nothing stopping you from making ones way larger, more expensive and powerful than those in Career, as the large-medium reactor avoiders [Both the weaponry and engine parts of them] are very, very modular and can easily stack like Lego pieces, which is yet another benefit of the first type of avoiders in Career.
@@NickAndriadze its worth keeping in mind most pvp ships are not good for career because the win condition is different, also people who build career ships usually ONLY build ships in the 1.5mil range and honestly has no clue how to build when on a budget, especially not when on a crew budget, which tends to be the case for career. in pvp if you win, you win. so all you have to do is win. in career a win is only a win if you took minimal damage. if you won but took substantial damage, or even worse lost a lot of crew, then you lost. therefore overwhelming defensive abilities or overwhelmingly lame playstyles (only ion beams and railfans so you never even get into a fight to begin with) dominates career. you must kill the enemy with minimal damage. you either cheese with very long range weapons or very easily scalable damage weapons or you need an absurdist approach to defense.
ridiculously cost ineffective, but explosive charges + suicide booster ram large reactor was fun (basically overpriced nukes that PDC’s can’t really take out as easily)
Regarding redundancy, you can still theoretically have a heavy ship with it inside. For example, in multiplayer domination, the standard armoured deckgun ship will tend to kill each other in a coinflip, if not outright mutual destruction. However, if one of the ships has redundancy, their deckguns, ammo storages, and factories don't chain-explode, allowing just a few more shots to kill the enemy while surviving with a few leftover guns to guard points against tiny ships or retreat for a repair.
Another great video! I like that you mentioned mutually exclusive strategies as that definitely seems to be an easy pitfall to miss. Specialization is key. I'd like to add a couple things: - Often a good setup for PD is 4 of them to a power storage and either 2 or 4 dedicated PD supply crew (depending on whether you want sustain), and then you supply the power storage from a large reactor with more dedicated crew. - You can actually get away with only forward thrust, and it's a popular strategy in multiplayer. These ships are usually controlled with direct-control (DC) mode which you can activate with ctrl+d. - While smaller reactors may give better crew reaction time when supplying shields, you can often make up for it by stacking more shields, which increases your burst damage resistance and allows you to take advantage of the better cost and crew efficiency of larger reactors. Like you said, mediums are a good compromise. Also, it's definitely more of a choice in Career mode where crew is the main bottleneck, but if you're trying to optimize cost for multiplayer using large reactors is pretty much mandatory.
Oneye makes yet another good point. PD are very non-powerhungry when paired up with energy storage. One battery from a large reactor every once in a blue moon would be enough to keep it constantly blocking most things... Unless you want to be protected against cannon and HE spam in which case you'll need slightly more than that.
I’ve got to say that the campaign really punishes you for specialisation. I was having a grand old time with my 1 combat ship + 1 logistics ship. That was until I met a missle boat that was vastly faster than me. It barely did damage but after chasing it through half the galaxy I simply couldn’t catch up and died. Nor could I run away. The only thing preventing me from needing to grind in the astroid belt for an hour or two to regain my resources in my tendency to make secundary and tertiary backups. I eventually designed a second combat ship and won the fight trivially easy. But the potential to lose nearly all my progress because I specialised in a brawler made me really salty
Lol. I was looking into your channel for a video about defense, after watch the Missile Guide and you posted it in just right now! Btw, your content is top notch. Amazing format and content. Keep going with the good work; i hope you to be the a great content creator for this game in the future. Cheers and happy 2023 ;)
Hello, I had the pleasure of watching all your videos. They are superb and very educational ! The French community barely sees your videos now, I will share them with pleasure because honestly I find it functional and it allowed me to create a crazy ship xD I hope that you will publish again one day, there have been updates and sincerely you are very clear in your words =) A very happy Frenchman =)
Brother, incredible video. I love that your objective was not to metagame some gamey tips to keep in mind, but actually delve into how your mindset should be when designing your ships. Well fuckin done. Id love to see more concept/mindset based videos like these. Thanks!
Great work in the video! High quality videos are always welcome on my home page! Content is organised, lack of irrelevant information, instructions and detailed information are clear 👌
Overall I think this series is the best cosmoteer content on youtube. The only one (that i’ve seen) rivaling it would be lathrix. The only thing I would’ve liked to see that wasn’t here would be some examples (especially for a shield setup) like you’ve done in all your other combat focused video’s
Amazing video ! Quality content as always, my first thought when I started playing cosmoteer was wether yes or no it is possible to build an unkillable tank ship I rapidly understood that it is not the case.
7:06 what if you use 1 small and 1 medium reactor instead of 2 small? Will it work? Also what about scaling it up with 2 shields? If the above works, then 2 small, 1 medium reactor should suffice?
Really loving your guides and such but do you have any plans to do a informative walkthrough kinda thing on highest difficulty? Would be pretty sweet to see how you tackle it with all your knowledge and understanding.
One of my first ships had 6 times 16-strenght Ion beams (that's 96 ions total!)... But yesterday I built a Rail Platform with 6 long Rails, goes 100m/s, has a narrow profile and VERY little defense, only couple of shields in the front, completely bare sides and back. Long story short: The light rail ship is WAY better than my 96 ion Monster-Battleship. Even heavy ships struggle to survive my first rail fan of 6 Shots with massive pen, NO ship I encountered so far survived 3 Fans... 90%+ were dead by the second fan. More than every 2nd ship dies on the first fan. Also WAY better for salvaging, faster to fly, easier to fight with, WAY longer range, almost invincible due to the kiting combined with MASSIVE pinpoint damage... And since I built a "Borg Logistics Cube" just before the Rail Platform, I didn't need to waste weight with storage, Mining Lasers and superfluous Armor/Shielding. Best part: My logistics/mining/storage/hauling-ship goes 95m/s itself and has close to perfect Hyperspace balance, so it has fast/cheap/plentiful jumps!
I was having trouble with groups of small ships because I tend towards sniping with rail guns, so built a heavy brawler with several deck guns... now I just roll it into the center of the swarm area, park and let the guns do their thing while going on other missions with my other ships.
Modular ship design so that even if you get hit by them, you won't lose the battle immediately and given the long reload time for railguns, you've a good window of opportunity to seize that victory. Another option is heavily armored from, with armor weaving of course. In a case like this, you're really limited on weapon choice though. Only missles and top mounted weapons will be effective as side mounted weapons just don't have the necessary angle or dmg at that point
8:12 I've been building the optimal Sundiver entire past week, and I've actually found a tech that allows you to cover your Large Shields with armoar.and still have the shield up. Probably not useful for combat ships as it requires more shield generators, but it's actually useful for sundivers.
if your looking for ideas for guides maybe you could make one about engine placement. because i find it dificult to get backwards thrust without leaving my ship open and i beleave you can help.
Noted. Maybe a guide about agility and movement in general. Might go well with crewmanagement and logistic. Basicly 3 videos about everything that isnt directly linked to combat. I also found a comment and a redditpost about sundivers, so maybe i even channel my inner capitalist for a moneyprinting factory ship. Thankfully this game still has lots of content to offer.
Armor and kiting.. just a pair of contradiction.. In fact armored ship mostly fly about 90m/s, so if a kiting has a rev speed over 100m/s, there is nothing more an armored ship can do.
Whenever I can put armor in front of a small shield, I will. This negates the problem with bigger batteries for a while as the enemy has to chew through armor, allowing my ship to counterattack.
This video acted like some kind of wake-up call. Our ships were really underpowered for what we did with them, constantly acraping by out of a combination luck and strategy. Many of the ships fall because of the jack of all trades playstyle, one I prefer, and changing the largest ship to an agressive ram who charges in and carves a hole through the target enemy vessel whilst the smaller ships work in tandem to support eachother and use many a thing learned here in this video, while covering fir each other's weaknesses.
_[[[The temptation for an anti-flak essay has been huge but I prevailed]]]_
Anyways, in the *12:45* mark and onwards, where you talk about different strategies, you missed one very important one, which I'll get to later. First things first, your definitions of survivability through different means complements the main types of shipbuilding strategies used in the actual competitive part of the game very well, and even their signature thrust setups:
''Survivability through Endurance'' (as you call it), complements the competitive Orbiter/Rammer playstyle and the Orbital thrust arrangement. Great forward speed, barely any backwards speed and low maneuverability, relatively good spinning power to make orbiting a possibility and a lot of means of defence, mainly armor and small shields, sometimes Point Defence.
''Survivability through Range'' is the Kiter playstyle and the Kiter thrust arrangement. Very high backwards speed and decent maneuverability as well but abysmal forwards speed (In most cases), incredibly light, mostly relies on PD and shields to protect itself.
And there, you missed one: ''Survivability through Maneuverability.'' Basically just _dodge everything that enemy throws at you and let everything else be absorbed by your heavy shielding, also use your vastly superior maneuverability to tilt your ship and spread damage so that it does barely any damage._ Uses avoider thrust arrangement, has moderate speed in any direction and phenomenal maneuverability thanks to smaller thrusters such as mediums and larges, and relatively little weight.
"The temptation for an anti-flak essay has been huge but I prevailed" proud of you XD
and yes that was an oversight on my part. probably due to my battleship-mentality to either outlast the enemy or reduce him to atoms before he gets close.
But i also think that this strategy leaves little room for error, no? plus both shields and a bunch of engines scream "power issues" in my head. If you want to elaborate on that strategy further, i can pin this conversation so that others can see how to make the manouverability type work. like reccomended weapons, shipsize/form, maybe even examples from videos that you have seen from other people (you have my permission to post other peoples stuff in my comments. its for education, so i wont complain+ you have been a reliable source of information so i trust you to teach people correct things).
@@captaincaffeine First of all, thanks a lot for trusting me, it truly means a lot, your videos are truly phenomenal for both beginners and relatively advanced players.
Secondly... Very well. The most basic type of ''survivability through maneuverability'' kind of ship is an avoider wall... Which after talking about it I honestly get why you'd not include them in a video going about fairly basic strategies. It mostly requires a lot of extensive direct control piloting and would not be compatible for career battles if you had more than one big ship, but it's still a really cool ship type that you can very freely use in Career but especially excels in player versus player combat. It is definitely a strategy that needs not to be underestimated, as with some basic maneuvers you can dominate. First of all, you can use your superior strafing and maneuverability to:
1. Very reliably dodge nukes and even DC shots.
2. Disengage at will.
3. Flank the enemy.
4. Use diagonal movement (Which is another advantage of avoider thrust/maneuverability-based ships) to both dodge and flank at the same time.
5. Tilt and/or slightly rotate your ship to spread enemy damage across your entire hull. About the shield part, maneuverability-based builds use a lot of usually small shields to very reliably spread damage across their entire hull and take no scratches on the hull as shields do all the work. This is especially effective against enemies with very little burst damage, *especially* ion beams, _even the big ones._
All this can be done at a relatively little cost if you know optimization well and can be accessed mid-game. Whilst against AI this won't be that game-changing as simple ram/kite can already easily and reliably best Cosmoteer's AI, but maybe it can become good after some substantial AI updates, which are on a pretty high priority on the official Roadmap store.steampowered.com/news/app/799600/view/3391799364882219760 _[First phase is meant to cover many AI changes as well. Not explicitly written in there, but the ''Career 2.0 takes in AI updates as well.'' Things such as enemy calling backup when kiting (Either from your back, or simply a backup of very fast ships that can catch up to you, to deter you from kiting and create a lot of trouble), enemies themselves flanking you and the such have been theorized and even confirmed by Walt himself as answers of several questions],_ and even if not, it's either a fun challenge to pose to yourself that can be brutally effective if done properly, or, yes indeed, can especially excel against other players, if you wish to get into the very competitively charged but mostly friendly and really fun PvP part of the game.
[God damn.. My original comment about links and recommendations got lost while I was typing in >:c. Whatever, will redo]
Anyways... Recommendations: The most standard weapons for typical Avoider walls/strafers (Yeah, the more obscure and less used maneuverability-based build is something called ''a strafer.'' Wastes less on forwards and backwards thrust and goes *ALL IN* on strafe thrust) are: Heavy blasters, nukes (You can use avoider maneuvers to line up nukes into absolutely DEVASTATING volleys) and small or large (Larges are way rarer as their increased inaccuracy makes them unfavorable for these elegant movement-focused ships) cannons, but the more obscure solutions can work too, such as ions, Deck Cannons (They have awful projectile stats aside from damage, like their terrible range, inaccuracy and velocity, but you can use avoider movement to line them up, make them fling to a specific direction unaware to the enemy and/or give them your own momentum for increased range and velocity), short acceleratorless rails and even missiles, allowing you to use the asteroids as a tactical advantage, strafe-orbiting around them and flinging missiles from there.
All that, maybe even wacky combinations of few of those weapons, together with the optional complementary of point defence (Or maybe even ✨FLAK✨), disruptors, maybe even EMPs and large shields on top of the small ones, allow for insane variety and versatility to the typically less-regarded and overshadowed strategic archetype of maneuverability-based builds, so go crazy :'>...
...As for shape, the most standard shape for a maneuverability ship is a long brick-shaped wall, relatively light, heavily focused on shielding and sometimes incredibly elegant and pretty. There are two ways to build an avoider [Which is once again, the most standard form of a maneuverability-based ship] in my eyes:
The more basic and widespread, more compact but less cost-efficient way is to have large reactors on the front to power all the shields (And blasters+ disruptors if you go for the most standard armament), typically three and thruster modules powered by medium reactors on the bottom, typically also three. Usually one medium powers 4 Engine Room arrays. Engine clusters are cramped very closely to each other and they all use smaller thrusters to minimalize ramp-up time and allow for truly impressive maneuverability.
The rarer, more advanced and harder to build, less compact but WAAAY more cost-efficient way is to have only 3-4 large reactors that are used to power EVERYTHING. The logistics can get hellish and doing this kind of build properly can be a huge pain, but once made, you not only benefit from more cost-to-power ration, but also way less explosivity hazard on the back, whilst also being less frail. Of course in career reactor cost is negatable so it's still probably better to go for the first type as with cost taken out of equation, it's better.
Plus, I'm talking about avoiders that are priced from ~1.5mil to 2mil credits, there's literally nothing stopping you from making ones way larger, more expensive and powerful than those in Career, as the large-medium reactor avoiders [Both the weaponry and engine parts of them] are very, very modular and can easily stack like Lego pieces, which is yet another benefit of the first type of avoiders in Career.
@@NickAndriadze its worth keeping in mind most pvp ships are not good for career because the win condition is different, also people who build career ships usually ONLY build ships in the 1.5mil range and honestly has no clue how to build when on a budget, especially not when on a crew budget, which tends to be the case for career.
in pvp if you win, you win. so all you have to do is win.
in career a win is only a win if you took minimal damage. if you won but took substantial damage, or even worse lost a lot of crew, then you lost. therefore overwhelming defensive abilities or overwhelmingly lame playstyles (only ion beams and railfans so you never even get into a fight to begin with) dominates career.
you must kill the enemy with minimal damage. you either cheese with very long range weapons or very easily scalable damage weapons or you need an absurdist approach to defense.
babe new captain caffeine just dropped, time to add armor to our ships in the form of offensive reactor missiles
I have also thought on the offensive capabilities of using ram ships with demolition charges at the front lol but never quite tried that yet
ridiculously cost ineffective, but explosive charges + suicide booster ram large reactor was fun (basically overpriced nukes that PDC’s can’t really take out as easily)
I remember seeing someone doing that with explosive charge+large reactor on reddit
Correction: the PD can fire for about 4 seconds
10:17
Regarding redundancy, you can still theoretically have a heavy ship with it inside. For example, in multiplayer domination, the standard armoured deckgun ship will tend to kill each other in a coinflip, if not outright mutual destruction. However, if one of the ships has redundancy, their deckguns, ammo storages, and factories don't chain-explode, allowing just a few more shots to kill the enemy while surviving with a few leftover guns to guard points against tiny ships or retreat for a repair.
Another great video!
I like that you mentioned mutually exclusive strategies as that definitely seems to be an easy pitfall to miss. Specialization is key.
I'd like to add a couple things:
- Often a good setup for PD is 4 of them to a power storage and either 2 or 4 dedicated PD supply crew (depending on whether you want sustain), and then you supply the power storage from a large reactor with more dedicated crew.
- You can actually get away with only forward thrust, and it's a popular strategy in multiplayer. These ships are usually controlled with direct-control (DC) mode which you can activate with ctrl+d.
- While smaller reactors may give better crew reaction time when supplying shields, you can often make up for it by stacking more shields, which increases your burst damage resistance and allows you to take advantage of the better cost and crew efficiency of larger reactors. Like you said, mediums are a good compromise. Also, it's definitely more of a choice in Career mode where crew is the main bottleneck, but if you're trying to optimize cost for multiplayer using large reactors is pretty much mandatory.
Oneye makes yet another good point. PD are very non-powerhungry when paired up with energy storage. One battery from a large reactor every once in a blue moon would be enough to keep it constantly blocking most things... Unless you want to be protected against cannon and HE spam in which case you'll need slightly more than that.
I’ve got to say that the campaign really punishes you for specialisation.
I was having a grand old time with my 1 combat ship + 1 logistics ship.
That was until I met a missle boat that was vastly faster than me. It barely did damage but after chasing it through half the galaxy I simply couldn’t catch up and died. Nor could I run away. The only thing preventing me from needing to grind in the astroid belt for an hour or two to regain my resources in my tendency to make secundary and tertiary backups.
I eventually designed a second combat ship and won the fight trivially easy. But the potential to lose nearly all my progress because I specialised in a brawler made me really salty
Lol. I was looking into your channel for a video about defense, after watch the Missile Guide and you posted it in just right now! Btw, your content is top notch. Amazing format and content. Keep going with the good work; i hope you to be the a great content creator for this game in the future. Cheers and happy 2023 ;)
Great guide. Since you mentioned it, I would like to see a guide to modular shipbuilding or something of the sort
Hello,
I had the pleasure of watching all your videos.
They are superb and very educational !
The French community barely sees your videos now, I will share them with pleasure because honestly I find it functional and it allowed me to create a crazy ship xD
I hope that you will publish again one day, there have been updates and sincerely you are very clear in your words =)
A very happy Frenchman =)
Brother, incredible video. I love that your objective was not to metagame some gamey tips to keep in mind, but actually delve into how your mindset should be when designing your ships.
Well fuckin done. Id love to see more concept/mindset based videos like these. Thanks!
Great work in the video! High quality videos are always welcome on my home page! Content is organised, lack of irrelevant information, instructions and detailed information are clear 👌
Overall I think this series is the best cosmoteer content on youtube. The only one (that i’ve seen) rivaling it would be lathrix.
The only thing I would’ve liked to see that wasn’t here would be some examples (especially for a shield setup) like you’ve done in all your other combat focused video’s
Thank you for helping me figure out as to why my shields aren't blocking anything,I've been using the largest reactor available
Amazing video ! Quality content as always, my first thought when I started playing cosmoteer was wether yes or no it is possible to build an unkillable tank ship I rapidly understood that it is not the case.
you can combine capacitor + large reactor to get the occasional big boosts to shield hp while it is spam sustained via capacitors
thank you so much for making these videos, I would be so lost without them lmao
Quality content from a newer TH-camr? This is unheard of
7:06 what if you use 1 small and 1 medium reactor instead of 2 small? Will it work?
Also what about scaling it up with 2 shields? If the above works, then 2 small, 1 medium reactor should suffice?
thank you for all the guides , that help me a lot ! :3
Really loving your guides and such but do you have any plans to do a informative walkthrough kinda thing on highest difficulty?
Would be pretty sweet to see how you tackle it with all your knowledge and understanding.
One of my first ships had 6 times 16-strenght Ion beams (that's 96 ions total!)... But yesterday I built a Rail Platform with 6 long Rails, goes 100m/s, has a narrow profile and VERY little defense, only couple of shields in the front, completely bare sides and back.
Long story short: The light rail ship is WAY better than my 96 ion Monster-Battleship. Even heavy ships struggle to survive my first rail fan of 6 Shots with massive pen, NO ship I encountered so far survived 3 Fans... 90%+ were dead by the second fan. More than every 2nd ship dies on the first fan.
Also WAY better for salvaging, faster to fly, easier to fight with, WAY longer range, almost invincible due to the kiting combined with MASSIVE pinpoint damage... And since I built a "Borg Logistics Cube" just before the Rail Platform, I didn't need to waste weight with storage, Mining Lasers and superfluous Armor/Shielding. Best part: My logistics/mining/storage/hauling-ship goes 95m/s itself and has close to perfect Hyperspace balance, so it has fast/cheap/plentiful jumps!
And then we accidentally kite our way into another enemy ship and oups a single shot to the butt annihilates the entire thing. :P
I was having trouble with groups of small ships because I tend towards sniping with rail guns, so built a heavy brawler with several deck guns... now I just roll it into the center of the swarm area, park and let the guns do their thing while going on other missions with my other ships.
What's the best defence against railgun ships?
Modular ship design so that even if you get hit by them, you won't lose the battle immediately and given the long reload time for railguns, you've a good window of opportunity to seize that victory.
Another option is heavily armored from, with armor weaving of course. In a case like this, you're really limited on weapon choice though. Only missles and top mounted weapons will be effective as side mounted weapons just don't have the necessary angle or dmg at that point
Wow.. thank you.. this was perfect!
very good video
Damn this is cool totally next level!!
I only realised how piss poor my defenses were when i got spammed out by rockets and such
started watching your videos, great info! Love the game, just wish there is more to do then just linear kind of boring and repetitive missions/quests
We need a guide for the MRT and chaingun!
You should build a flak wall. If you don't want to build a flax wall, sprinkle some PD.
What do you mean 'before Kerbal Space Program 2 drops'? KSP 2 is completely dead isn't it?
Why not use both flak and pd?
I made a ship thats redunded thick armor agile imense firepower and kinda compact😂
And its a carrer ship
Im waking you from your slumber to ask: is there a easy way to calculate how much crew each system will need to fully supply it
8:12 I've been building the optimal Sundiver entire past week, and I've actually found a tech that allows you to cover your Large Shields with armoar.and still have the shield up.
Probably not useful for combat ships as it requires more shield generators, but it's actually useful for sundivers.
Im interested. I designed and uploaded my own star divers to the workshop so im kind of curious if there's a way to improve them even further :P
Sooooooo... What about my 11 million dollar ship with 8 tile thick Armor, shields, flak, and flies at 70m/s?
Nice. Thanks
Idea: Build on a similar ship design concept as the Manticorian and Havenite ships from the Honor Harrington Universe.
if your looking for ideas for guides maybe you could make one about engine placement.
because i find it dificult to get backwards thrust without leaving my ship open and i beleave you can help.
Noted. Maybe a guide about agility and movement in general. Might go well with crewmanagement and logistic. Basicly 3 videos about everything that isnt directly linked to combat. I also found a comment and a redditpost about sundivers, so maybe i even channel my inner capitalist for a moneyprinting factory ship. Thankfully this game still has lots of content to offer.
Armor and kiting.. just a pair of contradiction.. In fact armored ship mostly fly about 90m/s, so if a kiting has a rev speed over 100m/s, there is nothing more an armored ship can do.
Whenever I can put armor in front of a small shield, I will. This negates the problem with bigger batteries for a while as the enemy has to chew through armor, allowing my ship to counterattack.
Gran video!
Woo baby!
Oh that is why my ship explode so fast.... reactor chain reaction😂😊😊
thanks!
This game sort of bums me out, mechanically... having to use crew to solve problems that could be more easily solved with a bundle of copper wire...
Ine ofcthe only times iy is acceptable to uae large shields is ifvyou are using an ion wall
Not the Alexander :(
Dam the game has changed
Top notch
This video acted like some kind of wake-up call. Our ships were really underpowered for what we did with them, constantly acraping by out of a combination luck and strategy. Many of the ships fall because of the jack of all trades playstyle, one I prefer, and changing the largest ship to an agressive ram who charges in and carves a hole through the target enemy vessel whilst the smaller ships work in tandem to support eachother and use many a thing learned here in this video, while covering fir each other's weaknesses.
I was like number 1k
The best solution is have all types of ships
Each with particular sets of weapons.
Noice
Can I send you a bag of coffee?
When a german talks about "armor" listen very closely lol For Germany! Lol
Resistance is futile
Comment 69
Good vid