I definitely agree with the charge behaviour being unreliable, pretty much to the point of being a noob trap. With it, I generally see kamikaze craft fly wonderfully straight right at the enemy... until like 50-100 m away, where they perfectly dodge the enemy craft, despite collision avoidance being set to off. What I personally use for nukes is the Bombing Run 2.0 AI behaviour, with airplane movement. I simply set disengage distance and altitude to their respective minimum values, and the combat height and dive start distance to appropriate values as well - say, 800 m and 1000 m, so it does a nice and relatively steep divebomb on the enemy. That way it also doesn't bellyflop into the water, because it only gets close to the water when it is hitting a boat - with of course minimum altitude and collision avoidance adjustments disabled.
Great video! In my own testing, I've found that there's not much point in putting multiple nukes on a single craft...anything within the explosive range of a single nuke is pretty much always vaporized, so another nuke detonating right next to it isn't going to cause any additional damage in that area. Spreading them out on arms like that cheesy flower-wing-turret craft could increase the radius of damage, but I've found that when a nuke detonates it tends to destroy its parent craft and causes the other arms to "fall off" without the nukes detonating properly. ACB control might fix that, but since the nuke itself tends to be the most expensive part of any kamikaze craft, it might be better to just make some sort of "MIRV" nuke if you want a more powerful single craft.
@@BorderWise12 Hey, no kill like overkill! Forget what those annoying accountants say about "running out of materials" and "wasting $50k to kill a single rat", blah blah blah
@@BorderWise12 two nukes is the best damage/cost (as far as nukes are concerned) as of my last tests. I'll run some more to verify that's still the case since I did those a couple months ago.
For higher damage, I like to use an APS ejector bomb - 250 or 500 mm APS, a 1 m long loader with an ejector and a bunch of clips attached, loaded full with the payload shell of your choice - HEAT, HESH and narrow-angle frag all work relatively well. The nuke destroys the ejector, causing all of the shells to be vomited out in one go, burrowing a cone of damage into the enemy craft.
That propeller nuke seems something out of the chaos dimension! I love it! I usually can get the ramming behaviour with airplane AI usually setting everything to 0 except the lest value, setting it to around 100-200 so it "dips in it" instead of going around. The only problem is when it has to kamikaze other flyiers because it wants to go higher than them, then THEY wan to go higher and so on, becoming a helicopter-like loop of "who has the higher ground".
This is Honestly the most overpowered and most cost effective thing in game, The Steel striders, gray talons , and White flayers. (Steel striders and gray talons nukes are strongest in my opinion) Althought Op it has a very simple weakness, lasers and particle cannons, both are hitscan and most easiest to set up. Honestly its funny in the white flayers campaign have it hard to fight a 900k base agaisnt the steel striders just to nuke it when you're at godly difficulty, they really just try loving to make expensive crafts like the Megalodon, Bullshark or whatever else thats expensive and just ram it with a nuke like any white flayer
If your craft is small, even hitscan weapons will not hit it reliably, due to detection bearing error. Combine that with attacking in a swarm, and at least some probably will get through.
@@zuthalsoraniz6764 Seems like you forgot manual aim was a thing, and yes a swarm could and only could destroy you, don't forget theres a slider on the bottom right you could make them spawn one by one and destroy them Edit: albeit a cheese tactic but litteraly my pc is weak Another Edit: If you mean me using a nuke, I dont use them because I set up my own rules
Will say nukes on submarines are a good way to use them. I made a sub that has a drill on the front which can get into an enemy ship from below, and a nuke right behind it so it can explode inside the ship :D
Thanks for the tutorial. I have played this game for around 1,000 hours and have only attempted to build 2 different types of nukes both of which have failed. Thanks to this tutorial I should be able to make a working nuke.
I actually go the charge behavior working pretty well on my nuke but can't figure out how to make my nuke go off when it hits the target. So far the most reliable thing I have found is ACB set to fire when speed is 0. Only problem is since it spawns in at a speed of 0 it immediately detonates that way.
Funny how with lot of finetunnin I've manage to make the charge aí actually charge, Me trick is setting the pitch to target to 45º so it can go almost straight down, pid of course, and finetunnin the distance in witch it will ignore the behavior(will stop following its min and max atitude and go to the enemy)
I find, that huge missiles cost about half as much ressources as suicide craft for the same damage and are much more reliable. Edit: The missile itself, witheout considering the cost for the launchers
And if you put the huge missile warhead inside the huge missile cluster you can get a 2 stage rocket that protects the "nuke" until almost past all active defenses! But the "home made ICBMs" (aka suicide crafts) have the advantage of being compact.
Ammo crates have a very small explosive radius, not worth it compared to nukes. What can be worth it compared to nukes is APS ejector bombs - an APS gun, with a bunch of clips and a forwards-facing ejector to voming out all the shells on impact.
@@BorderWise12 thx for the answer I already have a 610 material parachute type of bomb, with a nuke it cost more and is targeted quicker, for the same cost I can spawn in 5 with more succes rate! but APS bombs I havent tried!
Would be too risky and expensive since any enemy fire would detonate the nuke on the bomber itself. Its just easier, safer and cheaper to put a huge missile rail with some HE. It wont be as compact as the spawner though.
You can trigger the nuke with ACBs, but I find it best to just let the craft collide with the target and let collision damage destroy the nuke and set it off.
Yup, unfortunately. It was getting too big and time-consuming to moderate for just me and my mods. :( There are fan servers and a Patreon server to replace it, though!
Video is 9 months old and still not demonetized. Congratulations, you achieved avoiding financial consequences!
I definitely agree with the charge behaviour being unreliable, pretty much to the point of being a noob trap. With it, I generally see kamikaze craft fly wonderfully straight right at the enemy... until like 50-100 m away, where they perfectly dodge the enemy craft, despite collision avoidance being set to off. What I personally use for nukes is the Bombing Run 2.0 AI behaviour, with airplane movement. I simply set disengage distance and altitude to their respective minimum values, and the combat height and dive start distance to appropriate values as well - say, 800 m and 1000 m, so it does a nice and relatively steep divebomb on the enemy. That way it also doesn't bellyflop into the water, because it only gets close to the water when it is hitting a boat - with of course minimum altitude and collision avoidance adjustments disabled.
Great video! In my own testing, I've found that there's not much point in putting multiple nukes on a single craft...anything within the explosive range of a single nuke is pretty much always vaporized, so another nuke detonating right next to it isn't going to cause any additional damage in that area. Spreading them out on arms like that cheesy flower-wing-turret craft could increase the radius of damage, but I've found that when a nuke detonates it tends to destroy its parent craft and causes the other arms to "fall off" without the nukes detonating properly. ACB control might fix that, but since the nuke itself tends to be the most expensive part of any kamikaze craft, it might be better to just make some sort of "MIRV" nuke if you want a more powerful single craft.
Ah, you're right. I might've gone too nuke crazy. XD
@@BorderWise12 Hey, no kill like overkill! Forget what those annoying accountants say about "running out of materials" and "wasting $50k to kill a single rat", blah blah blah
@@BorderWise12 two nukes is the best damage/cost (as far as nukes are concerned) as of my last tests. I'll run some more to verify that's still the case since I did those a couple months ago.
For higher damage, I like to use an APS ejector bomb - 250 or 500 mm APS, a 1 m long loader with an ejector and a bunch of clips attached, loaded full with the payload shell of your choice - HEAT, HESH and narrow-angle frag all work relatively well. The nuke destroys the ejector, causing all of the shells to be vomited out in one go, burrowing a cone of damage into the enemy craft.
1 nuke is enough damage for most things but 2 nukes also obliterates heavy armor. Given how cheap they are, i go with 2 most of the time
That propeller nuke seems something out of the chaos dimension! I love it!
I usually can get the ramming behaviour with airplane AI usually setting everything to 0 except the lest value, setting it to around 100-200 so it "dips in it" instead of going around. The only problem is when it has to kamikaze other flyiers because it wants to go higher than them, then THEY wan to go higher and so on, becoming a helicopter-like loop of "who has the higher ground".
The spinblock cheese creature is hilarious
"Remember, we are the good guys."
This is Honestly the most overpowered and most cost effective thing in game, The Steel striders, gray talons , and White flayers. (Steel striders and gray talons nukes are strongest in my opinion)
Althought Op it has a very simple weakness, lasers and particle cannons, both are hitscan and most easiest to set up.
Honestly its funny in the white flayers campaign have it hard to fight a 900k base agaisnt the steel striders just to nuke it when you're at godly difficulty, they really just try loving to make expensive crafts like the Megalodon, Bullshark or whatever else thats expensive and just ram it with a nuke like any white flayer
If your craft is small, even hitscan weapons will not hit it reliably, due to detection bearing error. Combine that with attacking in a swarm, and at least some probably will get through.
@@zuthalsoraniz6764 Seems like you forgot manual aim was a thing, and yes a swarm could and only could destroy you, don't forget theres a slider on the bottom right you could make them spawn one by one and destroy them
Edit: albeit a cheese tactic but litteraly my pc is weak
Another Edit: If you mean me using a nuke, I dont use them because I set up my own rules
Will say nukes on submarines are a good way to use them. I made a sub that has a drill on the front which can get into an enemy ship from below, and a nuke right behind it so it can explode inside the ship :D
Definatly gonna have to try this, thank you.
I absolutely love the lil spin-nuke.
Thanks for the tutorial. I have played this game for around 1,000 hours and have only attempted to build 2 different types of nukes both of which have failed. Thanks to this tutorial I should be able to make a working nuke.
Yer welcome! 😁
Yay, mass drivers. I'm glad to see those mentioned as well.
I swear I'll get around to them eventually... 😅
The last suicide craft reminded me of Count Dooku's solar sailer. No idea why.
I actually go the charge behavior working pretty well on my nuke but can't figure out how to make my nuke go off when it hits the target. So far the most reliable thing I have found is ACB set to fire when speed is 0. Only problem is since it spawns in at a speed of 0 it immediately detonates that way.
Thank you Borderwise.
Yer welcome! 😁
Those things are extremely fun when built well lol
Funny how with lot of finetunnin I've manage to make the charge aí actually charge,
Me trick is setting the pitch to target to 45º so it can go almost straight down, pid of course, and finetunnin the distance in witch it will ignore the behavior(will stop following its min and max atitude and go to the enemy)
Yeah you need Lua or advanced breadboard nukes to have them fly properly and efficiently. But holy shit is it fun when you have one like that
Yooo that weird spinny boi is so fun!
It really is! 😁
i like the propeller trick, gonna use it for my giant lobster. thanks!
I guess the Wireless snooper can't detect a dragons claw.
I find, that huge missiles cost about half as much ressources as suicide craft for the same damage and are much more reliable.
Edit:
The missile itself, witheout considering the cost for the launchers
And if you put the huge missile warhead inside the huge missile cluster you can get a 2 stage rocket that protects the "nuke" until almost past all active defenses!
But the "home made ICBMs" (aka suicide crafts) have the advantage of being compact.
ONE PINT OF POTASSIUM CHLORA ONE HERIN TWITCH AND.... KABLOOEY
Instead of nukes is it cost effective enough to build something using ammo crates as explosives
Ammo crates can work, but you'll waste a lot of stored material doing that. Nukes and loaded APS clips are generally more cost effective in that way.
Ammo crates have a very small explosive radius, not worth it compared to nukes. What can be worth it compared to nukes is APS ejector bombs - an APS gun, with a bunch of clips and a forwards-facing ejector to voming out all the shells on impact.
@@BorderWise12 thx for the answer I already have a 610 material parachute type of bomb, with a nuke it cost more and is targeted quicker, for the same cost I can spawn in 5 with more succes rate! but APS bombs I havent tried!
funn nukes, but they all seam to be a bit expensive. I got mine to cost only, 3500 (2500 for the nuke).
did i see this before?? you used these in a campaign before..
Can you make a bomber that makes nuke bombs and then drops them on other ships? Nuke with AI and an ACB to explode it when close enough?
Would be too risky and expensive since any enemy fire would detonate the nuke on the bomber itself. Its just easier, safer and cheaper to put a huge missile rail with some HE. It wont be as compact as the spawner though.
This video is going to get ruined but the algorithm
How did you get the poles mounted like that on the trop craft??
Not sure what you mean. They're on turrets?
how to make the nukes explode like that?
You can trigger the nuke with ACBs, but I find it best to just let the craft collide with the target and let collision damage destroy the nuke and set it off.
thanks, but another question why is the explosion fx in your video is different than mine@@BorderWise12
Big Chungus missile Deliver US!!!!
What happen to the discord? Did you delete it?
Yup, unfortunately. It was getting too big and time-consuming to moderate for just me and my mods. :(
There are fan servers and a Patreon server to replace it, though!
@@BorderWise12 Damn. I had some ship blueprints I needed to get that I posted on it lol. Oh well
Please for the love of God ping me in the ftd discord and steal some bps. This is literally what I sort of specialize in.