I feel like a properly terrifying boss can be selected, through boss v boss battles; then the fights can be separated into leagues, where most can fight the middling boss ships, and the more advanced players can take on the truly terrifying boss ships (perhaps even at a credit disadvantage). More stakes, enjoyment for all! Good battles by the way- it looks really cool and it can be scary if the boss knows a good strat for their juggernaut
We also can use more nuke, ions, and missile based bosses- the last missile boss was terrifying especially because no one can get close without getting obliterated themselves, which meant that the stakes were just so much higher. I can get behind more missile boss fights too
aparently Railfan's biggest weakness was Ion Rammers + tractor beam pulling when stuck to the side. Railfan: insane damage in 1 spot due to targeting, does not have defenses on side and behinde but large defense up front, great speed, vulnerable if a ship grapple onto the side or back with tractor beam + thrust onto that area.
The big railfans issue was in large part insufficient rotational speed. More thrusters on the sides further from the center instead of behind might have made a lot of difference there.
*2:54* This is precisely the type of ship that I took in one of the previous matches ''The Baggage Blaster.'' Except it's a remote charger that powers up tiny ships. Really cool idea.
Note to jfreak7's TB ship from the 2nd battle, Tractor Beams share the same deck-mounted clipping as Deck Cannons and Mining Lasers, so most of those TB's were blocking each other
Wow, i was excited that a ship that I designed for the campaign was used! I made Drill The Railfan Mini as a small version of my main ship. It is modular so you can cut and paste the different parts around so you can make it your own. The ship is on the Steam workshop.
I don't know about supposed to, but in effect it seems to have been a 1mil DC+TB ship trapped in the body of a 20mil ship with most of the budget going to uranium, large reactors, and filler corridors.
@@antimatterinc.7026 I can't imagine it having any use besides making the ship reach 20m in cost lol. Maybe the original builder had a different intention.
No this isnt very normal. everything is good I'm just very swamped with schoolwork and other life things right now, I'll be back to it as soon as I can
The 3rd last boss, Giant RAIL brick, was there any reason to make them that long? I thought after like 15 sections they don't gain DPS. so he could have made them shorter and put more armor and shields in the front?
Lol, it is like Dark Souls: DS PvE: Str build DS PvP: Dex build Cosmoteer PvE: Armour block build Cosmoteer PvP: Thrust build There are so many slow blocks that could be easy if a mobile ship just manages to not be in the front.
Speed meta is real! The only things that can stand against it are ships that destabilise the fast ships (TB), have no weak sides (spinners), or are just generally devastating and long ranged (rails)
@@enoshade in my campaign I often have 1 aggro tank and two mobile fighters with boosters and 110 top speed and 4 Iion setup. From experience there: 1.: they deliver the killing blow in 30-50%. Freaking effective. 2.: they really melt in the presence of missiles. The takeaway would be that if you have a tank that cannot even rotate just slap missiles to it.
I feel like a properly terrifying boss can be selected, through boss v boss battles; then the fights can be separated into leagues, where most can fight the middling boss ships, and the more advanced players can take on the truly terrifying boss ships (perhaps even at a credit disadvantage). More stakes, enjoyment for all!
Good battles by the way- it looks really cool and it can be scary if the boss knows a good strat for their juggernaut
We also can use more nuke, ions, and missile based bosses- the last missile boss was terrifying especially because no one can get close without getting obliterated themselves, which meant that the stakes were just so much higher. I can get behind more missile boss fights too
aparently Railfan's biggest weakness was Ion Rammers + tractor beam pulling when stuck to the side.
Railfan: insane damage in 1 spot due to targeting, does not have defenses on side and behinde but large defense up front, great speed, vulnerable if a ship grapple onto the side or back with tractor beam + thrust onto that area.
The big railfans issue was in large part insufficient rotational speed. More thrusters on the sides further from the center instead of behind might have made a lot of difference there.
*2:54* This is precisely the type of ship that I took in one of the previous matches ''The Baggage Blaster.'' Except it's a remote charger that powers up tiny ships. Really cool idea.
i just took a bunch of my faction ships into this game bc i couldn't afford one of my 1.5mil pvp ones
Note to jfreak7's TB ship from the 2nd battle, Tractor Beams share the same deck-mounted clipping as Deck Cannons and Mining Lasers, so most of those TB's were blocking each other
oof
He must've been new or something.
my first little ion capacitor ship's aiming prism was destroyed, so i couldn't fire the beam, thus i rammed and self destructed
You ever considered doing a themed tournament? Like railfans/fast walls/ions only to see who can design the best one.
❤
just wait untill my railfan comes
Should have set the point defense to attacking in the third battle…
Third guy doesnt even know how to fan....
Wow, i was excited that a ship that I designed for the campaign was used! I made Drill The Railfan Mini as a small version of my main ship. It is modular so you can cut and paste the different parts around so you can make it your own. The ship is on the Steam workshop.
What was that uranium ship even supposed to accomplish?
I don't know about supposed to, but in effect it seems to have been a 1mil DC+TB ship trapped in the body of a 20mil ship with most of the budget going to uranium, large reactors, and filler corridors.
@@enoshade i mean, what is the uranium for
@@antimatterinc.7026 I can't imagine it having any use besides making the ship reach 20m in cost lol. Maybe the original builder had a different intention.
haven't seen you upload in almost 2 weeks, everything good? I'm new-ish to the channel and if this is how you upload then ignore me please
No this isnt very normal. everything is good I'm just very swamped with schoolwork and other life things right now, I'll be back to it as soon as I can
1st boss fight was interesting. I think some massive nuke or rocket launchers could change the way which fight was going but anyway.
Or if they managed to have a go all at once instead of 1-2 at a time. :P
Bringing a snipe ship in close quaters? "Smart"
Yoo, I'm in this one, (was completely useless though lol)
Would be very nice if we could hear the battle sounds.
Sounds good I'll turn it up
@@bladetardigrade still here lol
@@bladetardigrade are you still active?
Miss you already
Im gonna guess Blade is on break from class. Ned more brawlers n bossfights my man! Waiting for the “New Season”. Premier date?
like 30
Please stop translating your Video titles, the translations are so bad, and discredit the effort you put into them
Fair enough, noted
I think they're just fine.
14:23 What the hell was that supposed to do?
yeah it's really stupid
The 3rd last boss, Giant RAIL brick, was there any reason to make them that long? I thought after like 15 sections they don't gain DPS. so he could have made them shorter and put more armor and shields in the front?
They gain damage and penetration, just not range or speed. There's no actual cap in terms of railgun damage.
Lol, it is like Dark Souls:
DS PvE: Str build
DS PvP: Dex build
Cosmoteer PvE: Armour block build
Cosmoteer PvP: Thrust build
There are so many slow blocks that could be easy if a mobile ship just manages to not be in the front.
Speed meta is real! The only things that can stand against it are ships that destabilise the fast ships (TB), have no weak sides (spinners), or are just generally devastating and long ranged (rails)
@@enoshade in my campaign I often have 1 aggro tank and two mobile fighters with boosters and 110 top speed and 4 Iion setup. From experience there: 1.: they deliver the killing blow in 30-50%. Freaking effective. 2.: they really melt in the presence of missiles. The takeaway would be that if you have a tank that cannot even rotate just slap missiles to it.