I appreciate the attention you often put on the little ships doing attempts at cost-effective little trades across the map. Get Shrek'ds little railfan boats were really cool, and I also loved Kunda's part-fighter part-detachable nuke-boat ship. Both of them pretty inspiring.
Diagonal ships are effective with nukes, even side nukers because when the nukes fire, they change direction and activate 100% thrust of insane speed without turning. old ver of nukes move slowly and turn slowly with bad lifespan when missed and requires an wide chamber of launchers to not get ur nukes to hit ur own ship.
i captured the lanner with my crews (4 lazer, 2 nukes, 2 emp.) in career while i have 3 ships, i'd figured i need the lanner for Core Targeting Weapon Capabilitys: (sry for the long chat, these are the info i knew about these weapons advantages and weakness.) Emp: effective vs shields and command rooms, (cockpit/control room/command center), ineffective when hitting armor cuz it deals 1 damage on armor but insane damage to energy weapons of drain, can be shot down by pd spams if they have the accuracy to hit them. H.E missiles: effective vs ship interriors and armor, bad againts pd spam. Nukes: effective vs direct core hits and weak points, even weapons and shields, must be aimed properly or else it will miss cuz it cannot rotate upon full thrust. Deck Cannons: effective vs armor, ineffective vs pd spam. Cannons: effective vs weapons, ineffective vs shields when low reload while shield have fast regen. Lazers: effective vs armor and engines and shield weaponarys. Ion Beam Emitter: effective at direct hits to most important parts, ineffective when hitting layers of regenerative shields. Shields: effective vs Cannon (not deck cannon), pd. Purposes: protects shields and important interrior parts and weapons. Armor: effective vs EMP and Electro Bolt, used as lightning rods cuz of the metal absorbing the emp. Electro Bolter: Effective vs Shield and energy weapons (cuz it drains their energy), ineffective vs armor. Railgun: Effective vs Armor and Railfanning weak points or important parts.(railguns are armor piercing class of weapons), can take out 1-3 shields in 1 hit, ineffective when theres pd spams followed up by shield wall with great regeneration. Mines: effective vs runners or clusters, have a chance of hitting the exposed parts, ineffective when theres pd and shields, even armor cuz they can absorb the damage (mines got a huge nerf after the new cosmoteer came out, now theyre barely used.) Tractor beam: Support Class, great at pushing ur enemies to death zones aswell keeping them in place, with enough tractor beams u can make them cant control the force of the tractor beam without enough thrust, but u must have enough thrust to be able to withstand ur own tractor beam magnetic anti-gravity effect. Sensor Array: Support Class, usefull in Fog of War, bad without Fog of War
@@ez_theta_z9317 aparently Railguns have tons of armor damage when railfanned, since they deal massive damage they can eventualy penetrate armor with enough accelerators when they have lower armor.
@@ez_theta_z9317 aparently with enough accelerators and railguns, u could penetrate enough armor to their interriors, more armor = lower penetration to their interriors of railfanning, shield and pd are recommended to block railfan shots.
@@demozan_angelicsquad7529 armour has penetration resistance, rails really need penetration, same deal with cannons. rails are for sniping out vulnerable sections, their damage isn't actually that great, it's just that they can almost guarantee a hit and at very long range
would be really inneficient cuz beams of your own cant travel through armor, seeing as prisms need beams to be fired in them to be worth having you need an opening for the beam in question, which aslo is the hole for the chain reaction
@@zemakomakis69 I mean armor right beside prisms. To soak explosive chain reactions. For example, when you have two prisms, aiming into another prism, just put a block of armor between them, or a wedge-piece, I'll test this out, because ION prisms are a bit of a weakness. That said, I feel like they have a huge potential for more.
@@qownson4410 very niche use, it's often better to just spend that money towards better defences up front so you don't have to rely on this redundancy in the first place.
@@Qawa If'we're being honest, they're terrible right now. Unless you're playing the campaign, anyone using Ions is basically just going to be flanked, post patch they're even worse. That said, I still see potential for them. The game just needs to perhaps add switch-gates, switching gates, like mirrors would completely make them worthwhile. So you could press a button and a prism would alternate to a different target prism immediately. Then you could hot-key prisms to direct out the side of a ship, the back, or to create a feedback loop, all with a few buttons. If something like that were implemented I'd also like to see Deck-cannons have 360 rotation. At the moment laser blasters are my go to favorite weapon, for both PVP and Campaign.
aparently this will help the brawlers strategize aswell you to use the correct weapons on diffrent parts, sometimes you need to create ur own to survive such attacks in career. there are diffrent classes: Railfan, Rail-Sniper, Rail-Spinner, Deck Battleship, Deckgun Destroyer, Cruiser, Destroyer, Battleship, Bosses, Station, Kite, Orbiters, Cannoneer, Defender, Wall, Ion Rammer, Ion Focus, Ion Spread, Blaster (lazer spam), Disruptor/Electrofier (Emp and Electrobolter).
@@ez_theta_z9317 aparently i tried combining Cruiser + Cargo Fleet Carrier, it kinda destroyed a lv 7-9 ship (Dificulty 7-9) after i improoved the front armor, i think i should make my own nukers on it.
aparently i might be able to create a custom faction: Angelic Squadrons Light Class: Halo, Soul, Light, Spirit. Medium: Angel, Reincarination, Holy Light, Spiritual Guardian, Fallen Angel. Heavy: Angel of Death, Guardian of Heaven, Guardian of Light, Angel Guardian. Capital Ships: Angel of Darkness, God of Light, Goddess of Heaven, Guardian of the Fallen.
Most of the players seem to have got the hang of offence, but a lot of the ships have no, or little consideration for defense. Pd is rarely used effectively, explosive components are often left exposed and you never see things like expendable shields that run off a nearby capacitor in heavy combat and get turned off when not in combat to let the capacitor get recharged if they survive the fight. Very much enjoying the show, please don't do the inverted colour things again.
i do wish you'd stop saying fastwall when referring to ships, it's unclear whether you mean an Orbiter (full forward thrust) or an Avoider (omnidirectional large and standard thrusters)
I appreciate the attention you often put on the little ships doing attempts at cost-effective little trades across the map.
Get Shrek'ds little railfan boats were really cool, and I also loved Kunda's part-fighter part-detachable nuke-boat ship. Both of them pretty inspiring.
That domination game was so insane
Diagonal ships are effective with nukes, even side nukers because when the nukes fire, they change direction and activate 100% thrust of insane speed without turning.
old ver of nukes move slowly and turn slowly with bad lifespan when missed and requires an wide chamber of launchers to not get ur nukes to hit ur own ship.
i captured the lanner with my crews (4 lazer, 2 nukes, 2 emp.) in career while i have 3 ships, i'd figured i need the lanner for Core Targeting
Weapon Capabilitys: (sry for the long chat, these are the info i knew about these weapons advantages and weakness.)
Emp: effective vs shields and command rooms, (cockpit/control room/command center), ineffective when hitting armor cuz it deals 1 damage on armor but insane damage to energy weapons of drain, can be shot down by pd spams if they have the accuracy to hit them.
H.E missiles: effective vs ship interriors and armor, bad againts pd spam.
Nukes: effective vs direct core hits and weak points, even weapons and shields, must be aimed properly or else it will miss cuz it cannot rotate upon full thrust.
Deck Cannons: effective vs armor, ineffective vs pd spam.
Cannons: effective vs weapons, ineffective vs shields when low reload while shield have fast regen.
Lazers: effective vs armor and engines and shield weaponarys.
Ion Beam Emitter: effective at direct hits to most important parts, ineffective when hitting layers of regenerative shields.
Shields: effective vs Cannon (not deck cannon), pd. Purposes: protects shields and important interrior parts and weapons.
Armor: effective vs EMP and Electro Bolt, used as lightning rods cuz of the metal absorbing the emp.
Electro Bolter: Effective vs Shield and energy weapons (cuz it drains their energy), ineffective vs armor.
Railgun: Effective vs Armor and Railfanning weak points or important parts.(railguns are armor piercing class of weapons), can take out 1-3 shields in 1 hit, ineffective when theres pd spams followed up by shield wall with great regeneration.
Mines: effective vs runners or clusters, have a chance of hitting the exposed parts, ineffective when theres pd and shields, even armor cuz they can absorb the damage (mines got a huge nerf after the new cosmoteer came out, now theyre barely used.)
Tractor beam: Support Class, great at pushing ur enemies to death zones aswell keeping them in place, with enough tractor beams u can make them cant control the force of the tractor beam without enough thrust, but u must have enough thrust to be able to withstand ur own tractor beam magnetic anti-gravity effect.
Sensor Array: Support Class, usefull in Fog of War, bad without Fog of War
rails aren't good against armour, they're sniper weapons that hit weak points
@@ez_theta_z9317 aparently Railguns have tons of armor damage when railfanned, since they deal massive damage they can eventualy penetrate armor with enough accelerators when they have lower armor.
@@ez_theta_z9317 aparently with enough accelerators and railguns, u could penetrate enough armor to their interriors, more armor = lower penetration to their interriors of railfanning, shield and pd are recommended to block railfan shots.
@@demozan_angelicsquad7529 armour has penetration resistance, rails really need penetration, same deal with cannons.
rails are for sniping out vulnerable sections, their damage isn't actually that great, it's just that they can almost guarantee a hit and at very long range
I wonder if the new meta is gonna be armor between ION-prisms to avoid chain reactions.
would be really inneficient cuz beams of your own cant travel through armor, seeing as prisms need beams to be fired in them to be worth having you need an opening for the beam in question, which aslo is the hole for the chain reaction
@@zemakomakis69 I mean armor right beside prisms. To soak explosive chain reactions.
For example, when you have two prisms, aiming into another prism, just put a block of armor between them, or a wedge-piece, I'll test this out, because ION prisms are a bit of a weakness.
That said, I feel like they have a huge potential for more.
@@qownson4410 very niche use, it's often better to just spend that money towards better defences up front so you don't have to rely on this redundancy in the first place.
@@Qawa If'we're being honest, they're terrible right now. Unless you're playing the campaign, anyone using Ions is basically just going to be flanked, post patch they're even worse.
That said, I still see potential for them. The game just needs to perhaps add switch-gates, switching gates, like mirrors would completely make them worthwhile.
So you could press a button and a prism would alternate to a different target prism immediately.
Then you could hot-key prisms to direct out the side of a ship, the back, or to create a feedback loop, all with a few buttons.
If something like that were implemented I'd also like to see Deck-cannons have 360 rotation.
At the moment laser blasters are my go to favorite weapon, for both PVP and Campaign.
I think I played against this kollunz guy before? His missiles orbiter skill was insanely good!
Or maybe it was someone else, I forget the username, but I *think it was him/her?
@@arianheight750 Probably me, sup!
@@kollunz yo!
Keep up the good work man.
aparently this will help the brawlers strategize aswell you to use the correct weapons on diffrent parts, sometimes you need to create ur own to survive such attacks in career.
there are diffrent classes: Railfan, Rail-Sniper, Rail-Spinner, Deck Battleship, Deckgun Destroyer, Cruiser, Destroyer, Battleship, Bosses, Station, Kite, Orbiters, Cannoneer, Defender, Wall, Ion Rammer, Ion Focus, Ion Spread, Blaster (lazer spam), Disruptor/Electrofier (Emp and Electrobolter).
that's not the typical nomenclature of cosmoteer ships
@@ez_theta_z9317 aparently i tried combining Cruiser + Cargo Fleet Carrier, it kinda destroyed a lv 7-9 ship (Dificulty 7-9) after i improoved the front armor, i think i should make my own nukers on it.
aparently i might be able to create a custom faction: Angelic Squadrons
Light Class: Halo, Soul, Light, Spirit.
Medium: Angel, Reincarination, Holy Light, Spiritual Guardian, Fallen Angel.
Heavy: Angel of Death, Guardian of Heaven, Guardian of Light, Angel Guardian.
Capital Ships: Angel of Darkness, God of Light, Goddess of Heaven, Guardian of the Fallen.
❤
E=mc^2 time!
We're approaching light speed!
like 07
Most of the players seem to have got the hang of offence, but a lot of the ships have no, or little consideration for defense. Pd is rarely used effectively, explosive components are often left exposed and you never see things like expendable shields that run off a nearby capacitor in heavy combat and get turned off when not in combat to let the capacitor get recharged if they survive the fight. Very much enjoying the show, please don't do the inverted colour things again.
i do wish you'd stop saying fastwall when referring to ships, it's unclear whether you mean an Orbiter (full forward thrust) or an Avoider (omnidirectional large and standard thrusters)
🤓
@@superdossi8003 🤓indeed