The title is amazingly not clickbait, I really do want to know everyone's opinion! I've always loved missiles but I've been told off a lot in the past for their overuse, tell me your thoughts!
In my opinion missiles are so hideously ammo-hungry they can't be OP. Are they powerful? YES. Can you overwhelm something on the first volley and nuke it quite quickly? Hoo-boy can you. Will it make your ammo-wallet hurt every time you use it? Yep...
On missiles: Yes. Yes you should missiles. On another topic: I'd actually like to see you build a new submarine. Just so you can be attacking... From The Depths.
I think they “feel” overpowered because of the visuals, but taking into account their cost to build and reload, and other inherent weaknesses like having to have that much ammo to be anywhere effective enough, I think they’re fairly balanced
plus with active ammo production becoming a thing, it isnt just about storing enough ammo for one fight, but enough for 2 or 3 if not more, a missile spam ship will be great for defensive positions and agressive pushes but it wont be able to venture far from supply lines for long
You see, whats a normal size for a hull? Even better, a boat? I made a boat that was almost 3 times larger that the wooden boat (something Will, i forgot the name). And it currently costs about 100000 with one small advanced cannon to test its survivability. I didnt even add that much metal to it. Edit: spelling.
@@Ranade_Empor Im just glad that this video came out before I started adding a bunch of decorations/weapons. Now I'll have a slight reference as to what to build.
Nothing like a good: “Greeting Sirs and Sirettes and Welcome back to From the Depths with me Lathrix.” In the morning. Edit: man I missed that intro so much...
I had started the video before I had my headphones on and in my head I was doing his intro and by the time I got them on he was saying the part I was thinking. I love just how prefectly consistent his intros are.
You know I must thank you for once again peaking my interest in FtD (together with the madness that are pre-dreadnoughts). After 3 months of hiatus apparently I am a better build than I ever was. Also I suggest you try the reinforced deck armour. It has one of the best health and armour to material cost ratios of all armour blocks, and can be used to give your ship a metal (or wood) look without making it out of metal (or wood).
Yeah, Lath loves the look of wood way more than he does the survival of his ships. Example a: go back to the last video and go to where he replaces part of the hull.
It works both ways xD Dictionary Entry: The Khorneucopia, also known as the K'horn'e of Plenty, is a ship that has plenty of gifts for its foes. And by gifts, we mean MISSILES FOR THE MISSILE GOD, TORPEDOS FOR THE TORPEDO THRONE
@@euphz658 I've spent 30 hours on npthing BUT gun building... I started with missles. Then advanced cannons. Then crams. Then lasers. Then particle cannons. And finally, an OP railgun that shoots 150 mm shells at a continuous 2400 RPM, and the shells are able to pierce through anthing. And blow up the insides with insane damage............. I meant 500 mm
I’m sure someone else already said it or perhaps I missed it but you can (and basically must) stack the reduction gears together to get a more reasonable (insanely fast) speed while burning less material. Hope I’ve helped a bit o7.
@@ilike8590 They're okay for the power cost. Ring shields are absurdly expensive in terms of power - I made a ship about 60m long and it cost almost 5000 power to run the shield. So, I stand by what I said. Great power for shields.
I actually like seeing the missile volleys. They're seemingly balanced in that they are a powerful weapon, but have a hefty cost and ammo draw to match, meaning that you'll want to protect the missiles and will have more weak points due to the ammo requirements, and that you'll likely be using them in the late-game due to their cost so your enemies will have similarly powerful weapons. The fight at the end shows that, the Crossbones destroyed most of the ammo stores, and the entire ship didn't do as much. I think it'll do well as a support cruiser, either serving as secondary damage to a fleet or as the main tank for a smaller fleet. If you really want it to be the best, you'll have to make it bigger and with a lot of armor, not an early or even mid-game craft at that point. For the ship itself, I'd kind of like to see a version of it with all advanced cannons and a version with all missiles, since the cannon on that ship did fit very well with its style and also worked quite well.
The fact he keeps repeating how it's effective in the early game worries me. Early game he won't have close to the resources to run something like this reliably and efficiently. I agree it would require more armour and suits midgame better, although the missiles would then need to be more specialised (HEAT I guess) and even then it wouldn't fare well by itself. Like you say mid game support cruiser makes sense. I don't think early game tank/flagship is a good idea though. I think swapping at least one of the missile sections with a reliable gun would make it far more suited to that kind of role.
Lathrix unable to tell the front from the back of his ship XD Also The small missiles, give them ejector addons, lose the guidance, and have thumper heads (Dumbfire missiles) lose a COUPLE of the mediums and replace them with vertical launch (downwards) torpedoes. And use stagger fire on all of them, the 'bounces' are the missile explosions pushing the other missiles off course. Love the design, and again, use whatever you want to use, some of the campaign craft have a RIDICULOUS amount of missiles.
I get the idea but I find that thumper heads are pretty weak, I love the idea if you mean like a missile that launches like little missile bullets, but thumper heads really could use a buff before that can really be considered viable compared to other missile types.
I really love this ship Lathrix and feel that it would finish up nicely with just more ammo and some shields to use that excess engine power. I feel it would more suit the role of anti flyers, swarmers and anti fast vessels in your fleet rather than a battleship killer and would likely pair well with your anti munitions vehicle that you made in your building the fleet series for acting as picket vessels for your more focussed damage dealing monster builds to add extra levels of defense and survivability. *Edit* I also feel the missiles are definitely not cheesy or overpowered, for their cost they are actually somewhat sub optimal when compared to say a few advanced cannon turrets with hesh rounds, a bunch of cram cannons, rail guns or a large laser system as you showed in your last Neter/ashes campaigns in which all of them out performed these missile systems in killing test targets like that.
plus imagine in a campaign set where you have to manage transporting fuel, ammo and resource being that ammo hungry is going to put it in an interesting position depending on how agressive the ai is, lots of small encounters could quickly leave it too low on ammo to be useful
What Herp de Derp said, thats pretty accurate to the real world. The missile attack craft were used often as escorts and picket ships, able to shoot down aircraft or small swarms of motor boats.
how most people would do lathrix's into: "Greeting Sirs and Sirettes and Welcome back to From the Depths with me Lathrix" how lathrix does his intro: "Greeting Sirs and Sirettes and Welcome back to From the Depths with me Lathrix, so last night i was drunk and started building..."
In missiles you can make hybrid HE/HEAT by having a HEAT head some warheads and then a cluster controller. Have the smaller missiles be pure explosive/HE. The small ones should eject and hit first followed by the main missile with it's HEAT setup. With enough components you can make a large missile into a HEHEHEAT Codename: Laugh At Missile. Great for mocking those you destroy.
Did you know that you have a tip in the game related to you? "Greetings Sirs and Sirettes, have you made your sacrifice today yet?" Just saw it while in the menu.
Actually, now, I think missiles are in a pretty good spot, they definetly are strong, but also quite expensive, so making a missile craft will be hella expensive, and even then all those missiles can be just nillified by anti-missile systems, thankfully there are many ways of dealing with them, so, I don't think they are overpowered, just good.
You should make the ship orient face on. Since it's only using missiles, it doesn't need to broadside and you can reduce the area your enemies have to shoot at. It would also make better use of a heavily armoured front.
@@Turtlefire1 of course depending on cost you might keep mobile production limited, particularly in early game, trick with supply ships is that you want to keep their cost down so they dont eat too much into combat ship budget but you dont want them totally helpless, likely what you do is have some ships escorting them rather than them being particularly worthy in combat
Lath, please build an orbital bombardent sattelite and a submarine that is at the surface and shoots big missiles and AA/deck guns, but when the enemy gets too close, it submerges and attacks with torpedoes while backing off to then resurface.
i have been watching latrix for many years now and he was the one to make me get FTD i have had the game for many many many years, lathrix is one of the few channels i have watched for many many years, Lathrix if you do read this im just saying i love your vids and would like to play with you in the future if you ever wanna do multiplayer, but still to answer your Pinned question "USEMANYMANYMissiLES"! BLOOD FOR THE BLOOD GOD! AND BLOOD FOR THE LATHRIXIAN EMPIER!
Next time on the lathland channel Lath: “gets drunk” Not too many seconds later... Lath: missiles thousands upon thousands upon thousands of missiles Lath bot aka his computer: SAVE ME!!!
New onyx watch? Did they actually change? I'm only running through a regular campaign ATM because it's my first one so maybe that's why I haven't seen change?
I think making the large missiles pure explosive and the mediums missiles use HEAT would work well. The large missiles would just chunk whatever part they hit, while the mediums would randomly hit the enemy in an attempt to score lucky hits on internal components.
I think the battle was a bit of a bad measurement since the enemy ship kept attacking the section that was already destroyed due to its position relative to your ship, if both were at broadside i imagine the battle went quite diffrent
I think going with your original ideas might be good: Making the medium missiles HEAT, and the large ones carriers (possibly mines; kinda “anti-capital”), and only the small ones AA/small/unarmored targets. Since in it’s current design, it seems to kinda struggle with semi-large targets, while overkilling anything small (the small missiles + simple weapons would probably be enough)
I prefer heat missiles, less potential damage to your ships and less over all cost even agaist wooden ships.or have a third volly, that follows up is pure explosive and helps knocks off armor, while the first 2 vollys are about internal damage.
Magazines. Not clips. Ammunition (aka ammo for short) gets loaded into Magazines. Clips are TINY temporary storage organization devices meant to hold ammunition in an optimal position to keep it from rolling around and getting lost or broken. Clips are only used for SMALL ammunition, or to keep a fuse on an artillery shell held open or closed (depending on the type of fuse and how it activates) to keep it from detonating the main charge in the shell. You load ammo into mags, FROM clips... you do not load ammo into clips... especially not in artillery, there are no "clips" in artillery except the clip holding a fuse from detonating and causing an explosion. The magazines you keep calling clips... are the size of ammunition canisters for a Mk19 grenade launcher.
You are right, *but* in the game they are called ammo clips, that's just the item's name in all documentation which you can read on It with advanced cannons & How the block itself is named. I always go off what the game I'm playing calls a specific item, even If incorrect in the real world, otherwise I find It causes confusion with those who also play it! Had the issue of causing confusion with this very item before haha!
@Lathland I’d think using HEAT with the smaller missiles might be better than using it with the larger ones. You can only fit so much explosive mass on the smaller ones, so having the ability to bypass almost all armor would make them almost akin to the old advanced fragment Gatling guns you used to make: shredding the interior without too much exterior damage. As for the larger missiles, you can shove much more explosive mass, leading to the chunking of large quantities of armor despite the low number of them. This can help expose more systems for the medium missiles to destroy. As for aim point, I’d recommend against it for the smaller and larger missiles, as their variety in strikes can lead to ship-wide system failures, but for the medium missiles it could lead to a much more effective salvo as they target the same weakpoint. Just my thoughts. You’ve been doing this far longer than I have.
Elated to see you back at it, Lath. I have to say, I enjoy watching you play the game at least 10 times more than I enjoy playing it myself. So glad you decided to revisit it. I adore your builds, mate. On the topic of your question: if you haven't already made up your mind, I'd say feel free to go ham with the missiles. They're not personally my cup of tea, but I know they're pretty much your favorite thing in the game. Do what you love now that you've come back from so long away, says I. As a related question: have you seen the secondary missile steering component, yet? I'm not sure if it's still in the game, but a while back there was a component that could be added to the body of a missile that burns a small percentage of the missile's fuel to do more aggressive course correction than might be possible with fins. It's not going to enhance your payload, of course, but it might open up some options for you.
In my Opinion, missiles are either a first strike glass cannon sort of deal where it's high cost high reward quickly, or they are a utility, that being Depth charges, flares, anti missile, other counter measures, ect. Where you would only use them when you needed them, but they would help you survive or deal with specific threats. I personally like them, especially the mines.
I think you need to switch the Small Missiles to Shaped Charge and try to replay the fight at the end. It should be a much fairer fight. You only won because it took out your Engines and then kept trying to target Submerged Blocks, otherwise it would have hammered clean through you into your Ammo Storage and left you AI Dead in very little time. Another benefit of the Shaped Charge Warhead is that they don't deflect the Missiles directly behind them, so the Attacks will more reliably hit their Mark. That's just how a Shaped Charge is supposed to work I general anyways. It seems overpowered, but it's extremely expensive to rebuild, so the cost offset is also a factor. You'll for sure want the Missile Carrier for the larger opponents though, as it's far less Cheesy than mini-unit spam, lest we forget the Quest for the Neter's Kamikaze Drone Air/Submersible Spam, which was glorious, but cheesy, but glorious. I'd like to see the Cabin atop the midsection, and a mirrored Medium Quad Cannon on the empty side (so you'll have 6 of them in all). If they take out the Central Ammo Storage you'll likely sink anyways, so it gives you a reason to really bulk up the Armor around the midsection, and it removes your blind spot for taking down the smaller units, as a Submersible could approach from the empty side in this state and wreak havoc via Torpedoes.
Resource zones will now give 4x time amount of resource and will have 10x the capacity. Also, wait until the campaign overhaul as it is either this coming update or the one after.
Your AA weapons look like Quad Twin mounted 40MM bofors which are real life AA ship weapons. I can imagine why they work super well in game with the fact they worked great in real life. Historical accuracy right there.
Something fun to supplement anti-missiles would be The Expanse-style Point-Defense-Cannons; Small advanced cannons with an absurd RoF firing AP/HEAT rounds.
Looking over this... I think Missiles are viable, but I would change up expectations and configuration for them. Build around the concept of a single-salvo total being launched per battle, period. Reduces the ammo storage and production requirements to keep them running constantly and is more in line with real-world scenario's. Instead, I'd see about making those individual missiles more effective - IE: Faster and/or with a bigger warhead individually. Whatever is left after your alpha strike you can engage with secondary guns. In other words, given the new systems and costs, Missile looks effectively dead without being prohibitively expensive in cost and space. Treat them as a single use weapon and make them as effective individually as possible. Maybe interspace the large explosive warhead versions with heat and maybe even multi-small missiles in the 3rd in a given sequence. Perhaps put delay timers on the launchers so as to conserve what missiles you still have in their silo's per launch - IE: Launch 3 missiles at a time: 1x Explosive, then 1x HEAT, finally 1x multi-small missile... and then pause launching for 3-5 seconds before the next set of 3 missiles if that's possible. That's how I'd consider handling this - you have plenty of ammo in your guns to follow up with if needed to finish a kill. The above process has real-world implications when you consider the size and expense of real-world equivalents such as the Tomahawk cruise missile which are around $2,000,000USD each. That said, you might also consider something more akin to the US Harpoon Missile for smaller vessels with the same size and reload restrictions of above. IE: single salvo. Lower cost (IRL, they run about $1,000,000USD, smaller warhead, smaller size, less range).
9:15 its salvo. salvo is the act of firing all weapons at once being; artillery, missiles or firearms etc, volley refers to the action/tactic from a ship (like a battleship) firing all it's main guns at a target either to range-find or attack the enemy causing damage at a time, giving more work for the repair crew at a single moment.
Hey Lathland, it would be amazing if we could see a bit more of the building. I mean nothing against showing the creations but especially for me, because im new to FtD, it would be great to watch a more experienced person building. Not only to improve e.g. on cannon building but also on making things look good what your builds always do!
love the shape and style of this new boaty of yours :D . I don't think they are cheesy with the upfront cost, however, I believe an ammo cost reduction will happen and we will get 1000 ammo per box (currently in devtest too). HEAT with the copper internal funz, is best with metal for sure. Small missiles with the thump head and SRT thrusters for more speed and add a few frags are quite neat also :D but I mainly use small for crippling an knocking out air targets into the sea and missile interceptors. A little tip with steam, 5 reduction gears will help you achieve the max rotation speed better on your props. Ammo concerns, in future you will be able to buy ammo from the map if you run out! IMO I would try calculate 10mins of constant fire, I highly doubt anything or a number of constructs surviving 10mins with all them nice missiles :) . If you have extra power, I would suggest setting up lams for the sole purpose of cram killing as your construct is 10-15ms ?
While rewatching the Neter Campaign season 2, a random thought popped up in my head. Probably absolute sillyness, but at a certain point in time, you were speculating about plopping some harpoons on the Dust Devil, the melee vehicle (glorious little fellow it was). Now here's the thing: Would it be feasible to make a mothership, which spawns tiny little sawblades (or explosives, or both. The more the merrier! Though we already had the flying nukes at some point, which were somewhat OP) who latch themselves onto a craft using those very harpoons? like i said, i'ts probably insane as anything, but IF it works, it should look abolutely amazing to have a craft zooming past, releasing a tiny little Blob o' Death, instantly latching onto an enemy like a tiny little parasite, smashing, eating, crunching, murdering it, while it's mother safely retreats and makes a new Blob o' Death.
In the Neter campaign, you start with 15k opposed to 5k, and you can now extract 39 resources per second, opposed to the old 5/s or so. This allows for the extraction of around 280,000 resources before the DWG start a war with you.
Really like the idea of the missile cruiser you have here. I do think it needs some sort of anti missile system on it however. That way in a fleet style battle it could take care of all of your missile needs, both attacking with and defending against missiles.
Missiles for the burst are awsome, and i love the smal deckgunns, but i prefered the design with the permafire Advnced cannon. Could you consider the option of adding timelaps videos as "specials" i'd realy love to see the process of creation to steal fromm it.
I started using ejectors to push missiles to a different angle (usually a V) if I want to spread out missile damage, and I find it helps with fast moving targets.
As far as missiles go, as long as this is more of a flagship (at least for the DWG) versus a commonly used frigate I see no problem, ammo is expensive & missiles are ammo hungry. However, against smaller DWG vessels this is a bit of a hard counter and not really "fair" it is fun to watch no doubt, but if you want to go for a challenging return to From the Depths I'd suggest using this as a flagship and/or creating an advanced cannon variant that only uses one missile bay for small targets. Additionally, I would absolutely love to see a submarine and/or a torpedo/dive bomber! Basically, just seeing what can be done with the new AI features would be incredibly interesting. Keep up the excellent content!
I feel like putting a pair of decent torpedo tubes in the front end could really help it deal with the heavier ships and subs that can sponge so many micro and medium missiles without jacking up the price all that much.
i did some testing with harpoons and made a circle of them and it holds the target in the middle and then you could bombard them with cram mortars and bombers
hey lathrix, i'd love to see you do a few episodes on adventure mode, building a fleet from the ground up with heavy limitations, and permadeath around the corner
I feel like it would be fine but maby just a few big bois cuz that's more fun too watch than just a stream of death (sounds funnier than it looks (it gets repetitive trust me)) Love that ftd is back btw!
Assuming that laser designated missiles still work like they used to, you could do a spotter drone and have some of the missiles hand off their targeting to say, a retrofitted Khorneflake. Yes, that would mean they lose lock if the less survivable craft goes down, but it would be cool (in my opinion, at least). And all it takes to fix is have multiple craft with the laser designators. Of course, this is predicated on the laser seekers and beam riders still having the option of "Any Allied" rather than just "Launching Craft" in the missile configuration screen.
They do indeed still work like that! The issue is that aim point selection Is now only capable of 'target random blocks' so what could end up happening is all the missiles go for a non-important part of the enemy craft, cluster, and go straight through or all hit a wall of armour and do pretty much nothing. Now of course this does still increase the odds of them carving straight through and hitting the poor vehicles ammo stores, AI, potato storage or something else important, but It just isn't quite as effective as It used to be!
Seriously, Lathrix the Devs need to make a campaign based off your old designs about the Chaos Gods from the Neter run, where the difficulty is permanently set to "You're gonna die fast" and have preset fleet comps with a ship for each god, call it the like 'The Fleet of the Four' have that as a Mid-ish game boss fleet. The bases and buildings could be defended with the 'Death snoot' from the 'Build the Fleet' series. Your end game boss could be an actual 40k Void ship supported by two Niallivs or something of the like. Because we're the 'Good Guys'!
The bow of the missile boat reminds me of an icebreaker and so I find starting the video with it rather humorous. well done Drunk Lathrix. Also: after the, somewhat recent, rebalancing of missiles I say they are no longer unbalanced, just strong. So go for it
I've picked up the game a few days ago and despite looking through guides and the tutorial I simply can't figure out to set up the AI correctly. The preset circling ship AI only makes my ship go in circles and if I make my own behavior it always goes the exact opposite direction (I tell it to go SW and the ship decides to go to NE). It also seems to be ignoring the advanced canons I built as well as the small weapons that I wanted to use for anti-munition (the according controller blocks are directly attached to them with working wireless receivers and I've also placed all types of detection on it). My torpedos work perfectly with the AI, though
My favourite way to use missiles is essentially vertical launched guided bombs, strap ~6 ejectors to a large missile, give it a fin and an APN module, and it can glide >2km to hit a target, no fuel necessary
Even if it’s only aesthetic could you please make a bridge sort of like a destroyer or a light cruiser. Though it is a bit of a waste of material it really makes ships look good
I think the advanced cannon is more effective than the small missiles and also cooler but that's just my personal opinion. Anyway nice video and it's awesome to see From the Depths videos from you again.
The title is amazingly not clickbait, I really do want to know everyone's opinion! I've always loved missiles but I've been told off a lot in the past for their overuse, tell me your thoughts!
Nothing wrong with missile spam, I fully support it.
Lathland missiles are very strong, but are very expensive and ammo hungry to make up for that
been waiting on this video all day.
In my opinion missiles are so hideously ammo-hungry they can't be OP. Are they powerful? YES. Can you overwhelm something on the first volley and nuke it quite quickly? Hoo-boy can you. Will it make your ammo-wallet hurt every time you use it? Yep...
More missiles, more fun!
On missiles: Yes. Yes you should missiles.
On another topic: I'd actually like to see you build a new submarine. Just so you can be attacking... From The Depths.
Puntastic idea!
Ayyyyy he said the thing
Obviously the submarine has to have missiles
@@kakyoin3760 and/or torpedoes. And/or hybrid weapons that do both.
Yes and have it have vehicle "missiles" with nuke yenius
I think they “feel” overpowered because of the visuals, but taking into account their cost to build and reload, and other inherent weaknesses like having to have that much ammo to be anywhere effective enough, I think they’re fairly balanced
lol if one heat round hits his ammo
I agree.
They also a direct hard counter with Anti-Missile Systems. So I think they are balanced.
but also... *MISSILES!!!*
plus with active ammo production becoming a thing, it isnt just about storing enough ammo for one fight, but enough for 2 or 3 if not more, a missile spam ship will be great for defensive positions and agressive pushes but it wont be able to venture far from supply lines for long
Lathrix: _Builds a new basic hull_
Also Lathrix: *_Makes the hull gigantic_*
You see, whats a normal size for a hull? Even better, a boat? I made a boat that was almost 3 times larger that the wooden boat (something Will, i forgot the name). And it currently costs about 100000 with one small advanced cannon to test its survivability. I didnt even add that much metal to it.
Edit: spelling.
@@iReady1234 I'm currently trying to make my own Malal's Will and Jesus is it expensive now.
@@Ranade_Empor well. Lets just say that mine may or may not just be replaced with metal because losing it would be very very very detrimental to me.
@@iReady1234 For me it's currently just a test, otherwise I too will replace parts of it with metal
@@Ranade_Empor Im just glad that this video came out before I started adding a bunch of decorations/weapons. Now I'll have a slight reference as to what to build.
Nothing like a good: “Greeting Sirs and Sirettes and Welcome back to From the Depths with me Lathrix.” In the morning. Edit: man I missed that intro so much...
I had started the video before I had my headphones on and in my head I was doing his intro and by the time I got them on he was saying the part I was thinking. I love just how prefectly consistent his intros are.
yeah much nostalgia
@@pearchris No they aren't it USED to be sirs and sirettes but it's slowly become SIR and sirettes.
@@dragonlord1935 Then who is the one SIR out of all of us? Hmmmmmmmmm...
Killer Memestar wait does that mean that everyone but one person is a girl?
I feel like lath has his best creations whilst under the drank
There's actually an actual thing with creators and programmers which says that there's a sweet spot in "drunkenness" that boosts their skill
Same with golf and shooting
@@TheAwsomejamesopao couple long drinks hits the spot nicely
like hung over spore
New selfimposed rule? Building while (at least) tipsy only?
Me trying to go to sleep at one, Lathrix video : "Let me introduce myslef."
OH MY GOD, SAME.
Hate to be that guy but,
*m y s l e f*
Everything is spelt how he meant it the video like lathrix is drunk
@@Da_Canadian_man What are you trying to say? Nevermind i see.
Lathrix-"I swear we will get to building *very* soon"
Also lathrix-10minutes later "we will finally get to building"
You know I must thank you for once again peaking my interest in FtD (together with the madness that are pre-dreadnoughts). After 3 months of hiatus apparently I am a better build than I ever was.
Also I suggest you try the reinforced deck armour. It has one of the best health and armour to material cost ratios of all armour blocks, and can be used to give your ship a metal (or wood) look without making it out of metal (or wood).
Or giving a deck a wooden look without needing it to be ridiculously thick or weak.
Yeah, Lath loves the look of wood way more than he does the survival of his ships. Example a: go back to the last video and go to where he replaces part of the hull.
He should also try things like the applique panels. Those stop HESH entirely and work as great spall catchers for HEAT armoring.
Could call the missile spam ship the "Khorne"ucopia, aka the Horn of Plenty (of missiles)
I am a fan of this name!
Toss 'splosions at them bwitches! O' Khorne of Plenty!
Now I'm torn between Khorneucopia and Khorne of Plenty...
It works both ways xD
Dictionary Entry:
The Khorneucopia, also known as the K'horn'e of Plenty, is a ship that has plenty of gifts for its foes. And by gifts, we mean MISSILES FOR THE MISSILE GOD, TORPEDOS FOR THE TORPEDO THRONE
Lath: "this gun could be much better but I like it like this"
Me, screaming: "HOW DO YOU MAKE IT THAT SMALL AND GOOD"
So true lmao, I’ve only just brought FTD and I can barely even make a hull.
I’ve played 30 hours of the game and only just made a functioning boat,
I have 200 hours and no exuses
@@euphz658 I've spent 30 hours on npthing BUT gun building... I started with missles. Then advanced cannons. Then crams. Then lasers. Then particle cannons. And finally, an OP railgun that shoots 150 mm shells at a continuous 2400 RPM, and the shells are able to pierce through anthing. And blow up the insides with insane damage............. I meant 500 mm
@@ValentineC137 331 hours in and no excuses either, I just suck at building stuff x)
I’m sure someone else already said it or perhaps I missed it but you can (and basically must) stack the reduction gears together to get a more reasonable (insanely fast) speed while burning less material. Hope I’ve helped a bit o7.
Boilers are wonderful, but goddamn expensive. Great power for shields though.
@@ilike8590 They're okay for the power cost. Ring shields are absurdly expensive in terms of power - I made a ship about 60m long and it cost almost 5000 power to run the shield.
So, I stand by what I said. Great power for shields.
I actually like seeing the missile volleys. They're seemingly balanced in that they are a powerful weapon, but have a hefty cost and ammo draw to match, meaning that you'll want to protect the missiles and will have more weak points due to the ammo requirements, and that you'll likely be using them in the late-game due to their cost so your enemies will have similarly powerful weapons. The fight at the end shows that, the Crossbones destroyed most of the ammo stores, and the entire ship didn't do as much. I think it'll do well as a support cruiser, either serving as secondary damage to a fleet or as the main tank for a smaller fleet. If you really want it to be the best, you'll have to make it bigger and with a lot of armor, not an early or even mid-game craft at that point.
For the ship itself, I'd kind of like to see a version of it with all advanced cannons and a version with all missiles, since the cannon on that ship did fit very well with its style and also worked quite well.
The fact he keeps repeating how it's effective in the early game worries me. Early game he won't have close to the resources to run something like this reliably and efficiently. I agree it would require more armour and suits midgame better, although the missiles would then need to be more specialised (HEAT I guess) and even then it wouldn't fare well by itself. Like you say mid game support cruiser makes sense. I don't think early game tank/flagship is a good idea though. I think swapping at least one of the missile sections with a reliable gun would make it far more suited to that kind of role.
Lathrix unable to tell the front from the back of his ship XD
Also
The small missiles, give them ejector addons, lose the guidance, and have thumper heads (Dumbfire missiles)
lose a COUPLE of the mediums and replace them with vertical launch (downwards) torpedoes.
And use stagger fire on all of them, the 'bounces' are the missile explosions pushing the other missiles off course.
Love the design, and again, use whatever you want to use, some of the campaign craft have a RIDICULOUS amount of missiles.
Like that one ss submarine?
I get the idea but I find that thumper heads are pretty weak, I love the idea if you mean like a missile that launches like little missile bullets, but thumper heads really could use a buff before that can really be considered viable compared to other missile types.
And you should have the first missiles that fire basically solid warhead bodies so they absorb a lot of damage from any munition defences
*"Ignore the random block of ammo."* Y'know.
The one that's big enough to split the entire ship in half!
Wouldn't survive Jutland
I really love this ship Lathrix and feel that it would finish up nicely with just more ammo and some shields to use that excess engine power.
I feel it would more suit the role of anti flyers, swarmers and anti fast vessels in your fleet rather than a battleship killer and would likely pair well with your anti munitions vehicle that you made in your building the fleet series for acting as picket vessels for your more focussed damage dealing monster builds to add extra levels of defense and survivability.
*Edit*
I also feel the missiles are definitely not cheesy or overpowered, for their cost they are actually somewhat sub optimal when compared to say a few advanced cannon turrets with hesh rounds, a bunch of cram cannons, rail guns or a large laser system as you showed in your last Neter/ashes campaigns in which all of them out performed these missile systems in killing test targets like that.
plus imagine in a campaign set where you have to manage transporting fuel, ammo and resource being that ammo hungry is going to put it in an interesting position depending on how agressive the ai is, lots of small encounters could quickly leave it too low on ammo to be useful
What Herp de Derp said, thats pretty accurate to the real world. The missile attack craft were used often as escorts and picket ships, able to shoot down aircraft or small swarms of motor boats.
Yes yes yes finally, after all those years of waiting you finally made a missile ship
Same
devs - nerfs missiles many times
lath: missile spam cruiser
Little FP and SP per ammo cost and resources capital cost.
how most people would do lathrix's into: "Greeting Sirs and Sirettes and Welcome back to From the Depths with me Lathrix"
how lathrix does his intro: "Greeting Sirs and Sirettes and Welcome back to From the Depths with me Lathrix, so last night i was drunk and started building..."
Lathrix: so i was drunk and made a ship.
Ah shit here we go again
Ah shit here we go agein
In missiles you can make hybrid HE/HEAT by having a HEAT head some warheads and then a cluster controller. Have the smaller missiles be pure explosive/HE. The small ones should eject and hit first followed by the main missile with it's HEAT setup. With enough components you can make a large missile into a HEHEHEAT Codename: Laugh At Missile. Great for mocking those you destroy.
Did you know that you have a tip in the game related to you?
"Greetings Sirs and Sirettes, have you made your sacrifice today yet?"
Just saw it while in the menu.
Head canon name: The Drunken God, named after the Eight Immortals and also the fact that Lath builds when drunk
Normal pepole when drunk: lets make stupid decisions!
Lathrix when drunk: lets build luacris ship in a video game!
It's almost as if he just blacks out for a few hours, wakes up to one of his abominations of a ship, and goes, "Well, I've done it again."
more vids please lathrix, your videos are the only thing keeping my sanity afloat
After couple beers;
Lathland: Missile Spamming Cruiser
Me: Phonecalling my crush at 4 AM
Actually, now, I think missiles are in a pretty good spot, they definetly are strong, but also quite expensive, so making a missile craft will be hella expensive, and even then all those missiles can be just nillified by anti-missile systems, thankfully there are many ways of dealing with them, so, I don't think they are overpowered, just good.
Just name the ship “The Drunkard” mostly because you made it while drunk, and now the drunken spirt lives on and is now semi-effective
Yeah, I was thinking something like the Drunkard's Wrath.
*Lathrix makes amazing things in FTD like this*
*I stare up longingly at his skill as my boat was too heavy and goes down.....*
Staying up all night to watch yt. Meh
Staying up forever to wait for a lath vid
YES YES YES.
"last night I may have had a couple of beers", this is my favourite intro, it means that he made something HUGE
Ur doing great keep going where you’re going
Name ideas: The Molotov, The drunkin sailor, Laths Beer Barge, The Beer Barge, Tim, Honey Bunches of Boom, or The Boom Barge.
The missile spam ship needs to be called “The
Drunken Sailor”
You should make the ship orient face on. Since it's only using missiles, it doesn't need to broadside and you can reduce the area your enemies have to shoot at. It would also make better use of a heavily armoured front.
You can use a ammo ship, heavily armoured with lots of crates and ammo regen, perhaps some simple weapons to defend itself
I think that will probably be more incentivized with the next update; making a supply ship for the fleet, which makes ammo with the larger machinery
@@Turtlefire1 of course depending on cost you might keep mobile production limited, particularly in early game, trick with supply ships is that you want to keep their cost down so they dont eat too much into combat ship budget but you dont want them totally helpless, likely what you do is have some ships escorting them rather than them being particularly worthy in combat
@@TheMhalpern lol i just make my supply ship a hovercraft and nothing can hit it. Just LAMS for taking out enemy missiles getting too close.
@@prateekkarn9277 where's the fun in that? also thats a lot of fuel for a support craft isnt it?
@@TheMhalpern it makes fuel XD. So yes it has a lotta fuel.
Lath, please build an orbital bombardent sattelite and a submarine that is at the surface and shoots big missiles and AA/deck guns, but when the enemy gets too close, it submerges and attacks with torpedoes while backing off to then resurface.
Lathrix: missiles as main weapons
Me: the E.coli returns
I remember
Lathrix: missile spam is overpowered!
Me: pulls out ship that is literally a giant LAMS
i have been watching latrix for many years now and he was the one to make me get FTD i have had the game for many many many years, lathrix is one of the few channels i have watched for many many years, Lathrix if you do read this im just saying i love your vids and would like to play with you in the future if you ever wanna do multiplayer, but still to answer your Pinned question "USEMANYMANYMissiLES"! BLOOD FOR THE BLOOD GOD! AND BLOOD FOR THE LATHRIXIAN EMPIER!
Lathland i'm so happy to see you're making ftd again, 2020 off to a good start.
WHERE HAVE MY EPISIDES BEEN! I'M DYING OVER HERE!
Next time on the lathland channel
Lath: “gets drunk”
Not too many seconds later...
Lath: missiles thousands upon thousands upon thousands of missiles
Lath bot aka his computer: SAVE ME!!!
I can't wait to see his reactions to the new Onyx Watch.
Shh!
Wait what?
I NEED TO DO THE FREAKING CAMPAIGN. IF THEY HAVE A LOT OF MISSLES. I SWEAR TO GOD.
New onyx watch? Did they actually change?
I'm only running through a regular campaign ATM because it's my first one so maybe that's why I haven't seen change?
I should say, I've got 400 hours in game so I've tested plenty. Just never really Vs expert+ because small craft + only designing for regular campaign
I think making the large missiles pure explosive and the mediums missiles use HEAT would work well. The large missiles would just chunk whatever part they hit, while the mediums would randomly hit the enemy in an attempt to score lucky hits on internal components.
Name the ship, the drunken missile.
YEEEESS
I think the battle was a bit of a bad measurement since the enemy ship kept attacking the section that was already destroyed due to its position relative to your ship, if both were at broadside i imagine the battle went quite diffrent
Iran: attacks American base with missiles and it does nothing
Lathrix: shame “pathetic”
Lath: *Builds missile boat*
You wanna play???
I think going with your original ideas might be good:
Making the medium missiles HEAT, and the large ones carriers (possibly mines; kinda “anti-capital”), and only the small ones AA/small/unarmored targets.
Since in it’s current design, it seems to kinda struggle with semi-large targets, while overkilling anything small (the small missiles + simple weapons would probably be enough)
12:33 AM upload, midnight bois
Ah Lahrix how i hace missed your drunken FTD builds.. so glad you decided to come back to FTD!!
Lath + 🍺= Awesome designs
I prefer heat missiles, less potential damage to your ships and less over all cost even agaist wooden ships.or have a third volly, that follows up is pure explosive and helps knocks off armor, while the first 2 vollys are about internal damage.
I see you have gone to missiles!
I do love the idea of a fleet with one or two of the these in it for long range support plus watching missiles is always fun.
ah yes HEAP rounds aka the Closed Casket as there's barely any remains to identify 😋
whats a heap round? do you mean shaped charge or armor piercing high explosive round?
@@loserface3962, High Explosive Armor Penetration usually tends to turn the crew into goo 😋
So good to see Malals Will in modern engine graphics. Even if it is only brief.
Loving the videos. Learning a lot for building my own craft.
Magazines.
Not clips.
Ammunition (aka ammo for short) gets loaded into Magazines. Clips are TINY temporary storage organization devices meant to hold ammunition in an optimal position to keep it from rolling around and getting lost or broken. Clips are only used for SMALL ammunition, or to keep a fuse on an artillery shell held open or closed (depending on the type of fuse and how it activates) to keep it from detonating the main charge in the shell.
You load ammo into mags, FROM clips... you do not load ammo into clips... especially not in artillery, there are no "clips" in artillery except the clip holding a fuse from detonating and causing an explosion. The magazines you keep calling clips... are the size of ammunition canisters for a Mk19 grenade launcher.
Clipazine, just to piss off everyone :3
You are right, *but* in the game they are called ammo clips, that's just the item's name in all documentation which you can read on It with advanced cannons & How the block itself is named. I always go off what the game I'm playing calls a specific item, even If incorrect in the real world, otherwise I find It causes confusion with those who also play it! Had the issue of causing confusion with this very item before haha!
You know, after seeing how much ammo missiles use now I'm wondering how effective a submarine that only carries/produces and resupplies ammo would be
The last time I was this early I was in bed
Looks like removing the advanced cannon in favor of the missile turret nerfed the build. No ammo left to fire your medium or large missiles.
Use the advanced cannon as the turret, and if you want the tiny missile spam make two ships, or multiple tiny ships with one mounted silo.
@Lathland I’d think using HEAT with the smaller missiles might be better than using it with the larger ones. You can only fit so much explosive mass on the smaller ones, so having the ability to bypass almost all armor would make them almost akin to the old advanced fragment Gatling guns you used to make: shredding the interior without too much exterior damage. As for the larger missiles, you can shove much more explosive mass, leading to the chunking of large quantities of armor despite the low number of them. This can help expose more systems for the medium missiles to destroy. As for aim point, I’d recommend against it for the smaller and larger missiles, as their variety in strikes can lead to ship-wide system failures, but for the medium missiles it could lead to a much more effective salvo as they target the same weakpoint.
Just my thoughts. You’ve been doing this far longer than I have.
Haven't watched yet but wanted to reiterate how excited I am for the return of ftd on this channel. I hope it's a long series!
Elated to see you back at it, Lath. I have to say, I enjoy watching you play the game at least 10 times more than I enjoy playing it myself. So glad you decided to revisit it. I adore your builds, mate.
On the topic of your question: if you haven't already made up your mind, I'd say feel free to go ham with the missiles. They're not personally my cup of tea, but I know they're pretty much your favorite thing in the game. Do what you love now that you've come back from so long away, says I.
As a related question: have you seen the secondary missile steering component, yet? I'm not sure if it's still in the game, but a while back there was a component that could be added to the body of a missile that burns a small percentage of the missile's fuel to do more aggressive course correction than might be possible with fins. It's not going to enhance your payload, of course, but it might open up some options for you.
In my Opinion, missiles are either a first strike glass cannon sort of deal where it's high cost high reward quickly, or they are a utility, that being Depth charges, flares, anti missile, other counter measures, ect. Where you would only use them when you needed them, but they would help you survive or deal with specific threats. I personally like them, especially the mines.
Surprisingly lathrix, even i am having issues building a reasonably cheap and effective advanced cannon for a main weapon
I think you need to switch the Small Missiles to Shaped Charge and try to replay the fight at the end. It should be a much fairer fight. You only won because it took out your Engines and then kept trying to target Submerged Blocks, otherwise it would have hammered clean through you into your Ammo Storage and left you AI Dead in very little time.
Another benefit of the Shaped Charge Warhead is that they don't deflect the Missiles directly behind them, so the Attacks will more reliably hit their Mark. That's just how a Shaped Charge is supposed to work I general anyways. It seems overpowered, but it's extremely expensive to rebuild, so the cost offset is also a factor.
You'll for sure want the Missile Carrier for the larger opponents though, as it's far less Cheesy than mini-unit spam, lest we forget the Quest for the Neter's Kamikaze Drone Air/Submersible Spam, which was glorious, but cheesy, but glorious.
I'd like to see the Cabin atop the midsection, and a mirrored Medium Quad Cannon on the empty side (so you'll have 6 of them in all). If they take out the Central Ammo Storage you'll likely sink anyways, so it gives you a reason to really bulk up the Armor around the midsection, and it removes your blind spot for taking down the smaller units, as a Submersible could approach from the empty side in this state and wreak havoc via Torpedoes.
You should also name it "Bloody Drunkard" and make the Cabin sit inside a gigantic Skull Throne.
Resource zones will now give 4x time amount of resource and will have 10x the capacity. Also, wait until the campaign overhaul as it is either this coming update or the one after.
From what I've discovered, if you use ammo processors with your boxes, it replimishes fast enough to keep the missiles fueled
This is the most wholesome man I have watched him for so long and he hasn’t changed a bit
Your AA weapons look like Quad Twin mounted 40MM bofors which are real life AA ship weapons. I can imagine why they work super well in game with the fact they worked great in real life. Historical accuracy right there.
Lath: *builds huge complex ships*
"So I had a few beers"
Something fun to supplement anti-missiles would be The Expanse-style Point-Defense-Cannons;
Small advanced cannons with an absurd RoF firing AP/HEAT rounds.
Looking over this... I think Missiles are viable, but I would change up expectations and configuration for them. Build around the concept of a single-salvo total being launched per battle, period. Reduces the ammo storage and production requirements to keep them running constantly and is more in line with real-world scenario's. Instead, I'd see about making those individual missiles more effective - IE: Faster and/or with a bigger warhead individually. Whatever is left after your alpha strike you can engage with secondary guns.
In other words, given the new systems and costs, Missile looks effectively dead without being prohibitively expensive in cost and space. Treat them as a single use weapon and make them as effective individually as possible. Maybe interspace the large explosive warhead versions with heat and maybe even multi-small missiles in the 3rd in a given sequence. Perhaps put delay timers on the launchers so as to conserve what missiles you still have in their silo's per launch - IE: Launch 3 missiles at a time: 1x Explosive, then 1x HEAT, finally 1x multi-small missile... and then pause launching for 3-5 seconds before the next set of 3 missiles if that's possible. That's how I'd consider handling this - you have plenty of ammo in your guns to follow up with if needed to finish a kill. The above process has real-world implications when you consider the size and expense of real-world equivalents such as the Tomahawk cruise missile which are around $2,000,000USD each.
That said, you might also consider something more akin to the US Harpoon Missile for smaller vessels with the same size and reload restrictions of above. IE: single salvo. Lower cost (IRL, they run about $1,000,000USD, smaller warhead, smaller size, less range).
9:15 its salvo. salvo is the act of firing all weapons at once being; artillery, missiles or firearms etc, volley refers to the action/tactic from a ship (like a battleship) firing all it's main guns at a target either to range-find or attack the enemy causing damage at a time, giving more work for the repair crew at a single moment.
Hey Lathland, it would be amazing if we could see a bit more of the building. I mean nothing against showing the creations but especially for me, because im new to FtD, it would be great to watch a more experienced person building. Not only to improve e.g. on cannon building but also on making things look good what your builds always do!
love the shape and style of this new boaty of yours :D . I don't think they are cheesy with the upfront cost, however, I believe an ammo cost reduction will happen and we will get 1000 ammo per box (currently in devtest too). HEAT with the copper internal funz, is best with metal for sure. Small missiles with the thump head and SRT thrusters for more speed and add a few frags are quite neat also :D but I mainly use small for crippling an knocking out air targets into the sea and missile interceptors. A little tip with steam, 5 reduction gears will help you achieve the max rotation speed better on your props. Ammo concerns, in future you will be able to buy ammo from the map if you run out! IMO I would try calculate 10mins of constant fire, I highly doubt anything or a number of constructs surviving 10mins with all them nice missiles :) . If you have extra power, I would suggest setting up lams for the sole purpose of cram killing as your construct is 10-15ms ?
While rewatching the Neter Campaign season 2, a random thought popped up in my head. Probably absolute sillyness, but at a certain point in time, you were speculating about plopping some harpoons on the Dust Devil, the melee vehicle (glorious little fellow it was). Now here's the thing: Would it be feasible to make a mothership, which spawns tiny little sawblades (or explosives, or both. The more the merrier! Though we already had the flying nukes at some point, which were somewhat OP) who latch themselves onto a craft using those very harpoons?
like i said, i'ts probably insane as anything, but IF it works, it should look abolutely amazing to have a craft zooming past, releasing a tiny little Blob o' Death, instantly latching onto an enemy like a tiny little parasite, smashing, eating, crunching, murdering it, while it's mother safely retreats and makes a new Blob o' Death.
In the Neter campaign, you start with 15k opposed to 5k, and you can now extract 39 resources per second, opposed to the old 5/s or so. This allows for the extraction of around 280,000 resources before the DWG start a war with you.
Really like the idea of the missile cruiser you have here. I do think it needs some sort of anti missile system on it however. That way in a fleet style battle it could take care of all of your missile needs, both attacking with and defending against missiles.
May we bless Lathrix for this holy day and the content he brings forth. Blood for the blood god, milk for the khorne flakes!
Lathrix you can also use secondary heat warhead as the main heat charge after the seeker head to have a conventional seeker head.
Missiles for the burst are awsome, and i love the smal deckgunns, but i prefered the design with the permafire Advnced cannon.
Could you consider the option of adding timelaps videos as "specials" i'd realy love to see the process of creation to steal fromm it.
I started using ejectors to push missiles to a different angle (usually a V) if I want to spread out missile damage, and I find it helps with fast moving targets.
As far as missiles go, as long as this is more of a flagship (at least for the DWG) versus a commonly used frigate I see no problem, ammo is expensive & missiles are ammo hungry. However, against smaller DWG vessels this is a bit of a hard counter and not really "fair" it is fun to watch no doubt, but if you want to go for a challenging return to From the Depths I'd suggest using this as a flagship and/or creating an advanced cannon variant that only uses one missile bay for small targets.
Additionally, I would absolutely love to see a submarine and/or a torpedo/dive bomber! Basically, just seeing what can be done with the new AI features would be incredibly interesting. Keep up the excellent content!
You need to build supply ship, that will manufacture disposable resources, like ammo. Supply, repair, capture resource zones.
Ah, yes. It can be called "Hellfire" missile cruiser.
Fantastic ship, not overpowered, almost lost all of its munition.
I feel like putting a pair of decent torpedo tubes in the front end could really help it deal with the heavier ships and subs that can sponge so many micro and medium missiles without jacking up the price all that much.
i did some testing with harpoons and made a circle of them and it holds the target in the middle and then you could bombard them with cram mortars and bombers
hey lathrix, i'd love to see you do a few episodes on adventure mode, building a fleet from the ground up with heavy limitations, and permadeath around the corner
Happy you're using those awesome minelayer missiles, might be cool to make something use those minelayer torpedos too
Yes, I LOVE all the from the depths content coming back I'm so happy anout it!!! I can't wait for more!!!
I feel like it would be fine but maby just a few big bois cuz that's more fun too watch than just a stream of death (sounds funnier than it looks (it gets repetitive trust me)) Love that ftd is back btw!
Assuming that laser designated missiles still work like they used to, you could do a spotter drone and have some of the missiles hand off their targeting to say, a retrofitted Khorneflake. Yes, that would mean they lose lock if the less survivable craft goes down, but it would be cool (in my opinion, at least). And all it takes to fix is have multiple craft with the laser designators.
Of course, this is predicated on the laser seekers and beam riders still having the option of "Any Allied" rather than just "Launching Craft" in the missile configuration screen.
They do indeed still work like that! The issue is that aim point selection Is now only capable of 'target random blocks' so what could end up happening is all the missiles go for a non-important part of the enemy craft, cluster, and go straight through or all hit a wall of armour and do pretty much nothing. Now of course this does still increase the odds of them carving straight through and hitting the poor vehicles ammo stores, AI, potato storage or something else important, but It just isn't quite as effective as It used to be!
Seriously, Lathrix the Devs need to make a campaign based off your old designs about the Chaos Gods from the Neter run, where the difficulty is permanently set to "You're gonna die fast" and have preset fleet comps with a ship for each god, call it the like 'The Fleet of the Four' have that as a Mid-ish game boss fleet. The bases and buildings could be defended with the 'Death snoot' from the 'Build the Fleet' series. Your end game boss could be an actual 40k Void ship supported by two Niallivs or something of the like. Because we're the 'Good Guys'!
The bow of the missile boat reminds me of an icebreaker and so I find starting the video with it rather humorous. well done Drunk Lathrix.
Also: after the, somewhat recent, rebalancing of missiles I say they are no longer unbalanced, just strong. So go for it
I hope the journals come back during the campaign
I've picked up the game a few days ago and despite looking through guides and the tutorial I simply can't figure out to set up the AI correctly. The preset circling ship AI only makes my ship go in circles and if I make my own behavior it always goes the exact opposite direction (I tell it to go SW and the ship decides to go to NE). It also seems to be ignoring the advanced canons I built as well as the small weapons that I wanted to use for anti-munition (the according controller blocks are directly attached to them with working wireless receivers and I've also placed all types of detection on it). My torpedos work perfectly with the AI, though
My favourite way to use missiles is essentially vertical launched guided bombs, strap ~6 ejectors to a large missile, give it a fin and an APN module, and it can glide >2km to hit a target, no fuel necessary
Even if it’s only aesthetic could you please make a bridge sort of like a destroyer or a light cruiser. Though it is a bit of a waste of material it really makes ships look good
I think the advanced cannon is more effective than the small missiles and also cooler but that's just my personal opinion. Anyway nice video and it's awesome to see From the Depths videos from you again.