I love the disparity between the Nikola & Dig rig Dig Rig - Old ass combustion engine, putting out 38 power units, 240 max weight, a single rotary gun & an old drill from the mining days Nikola - State of the art fusion reactor putting out 594 power units, 411 max weight, rocking a rapid fire laser, a tesla coil & what is basically a hadron collider if it didn't go in a circle Encrypt just looking at the Nikola like "Y'all youngins & your fancy toys, back in my day, all we had was a minigun & big metal spinny thing for kill them there bugs!!" Edit: I posted that before I saw dig rig getting his new fusion lol, now he's saying "Hey look, now I got some of y'all's fancy toys!"
This is the loot goblin guild, informing you that your badge of membership has been temporarily revoked, for failing to pick up any of the things. You must loot at least 1000 loot to reinstate your membership in the loot goblin guild.
For missiles only the impact of the projectile does armor damage. The explosion itself, according to the manual, is considered thermal damage, which is armor penetrating, but not armor damaging. It only does hp (and pilot vitality) damage, which will be healed by the drones.
The kinetic rate of fire program is amazing. As long as you've got good heat management and cooling it's basically a no brainer IMO. You can turn tank cannons into rapid fire autocannons and makes railguns into one of the best single-target weapons of the game. Don't use it with miniguns though lol.
Yeah Dig Rig has like 1 available energy out of 38, which is less than 1%. You'll need to give it a better reactor. With the programs that scale based on reactor heat you wanna also start playing games with pushing the reactor heat as high as you can without overheating the mech, especially with energy weapons. If your heat is too low you're effectively not gaining any benefit from the program.
Exeption if build pilot with over heat skill + cpu safety overide+ cpu fast heat cooldown you really want to just put over charge modul on reactor and never again need to care about reactor heat management and also having so many electric power for either for Shield or red Lining motor
I think if you've got at least 50 active armor and 2 mechs with C-RAMs you can handle Milis tiles. Also you *really* want turbines for any mechs you're sending underwater because otherwise damage to your mech will cause them to lose oxygen and drown your pilots.
"Can we kill the Sun with BFGs?" Sure! Just need to field more of them :) Great series Aavak! You are my favourite YTber by far! Thank you for uncounted hours of entertaintment and relax!
just a small note on resources, previously when you were completing the missions, you auto pickup all of the drops, but when you retreat, you have to manually pick up the drops, or you won't bring back the resources... so killing the brucus, there were some drops that went uncollected... and thus wasted. =D
DAY 28 0:01-1:57 Nestweeping/Review of last episode. DAY 29 1:57-3:26 City management. 3:26-6:10 Tactical map overview. 6:10-27:00 Mech modifications. 27:00-28:54 Lance composition setup. 28:54-31:57 BATTLE. 31:57-32:16 Debrief. 32:16-39:26 Point Mech Nest clearing. 39:26-40:04 Pilot training and Recovery. 40:04-44:46 Research and Production. 44:46-45:24 City movement. Things that happened today: - 1 Fission Reactor, 2 High-Power Munilon rods, and 3 Batches of Components finished production. - Processor Unit finished researching. - Medical compartment 2 upgraded. - Every mech given a CPU. Dig Rig Code 0-1-3. Nikola, Mr. Brown, Mr. Pink, Frostfyre Code 3-7-12. Marshmallow Code 3-7. Shepherd Code 0-3-12. Shell Cracker Code 3-9-12. - 1 Lance and 3 Points launched. - Depth Charges and Cyborgization put into research. - 1 High-Power and 3 Medium-Power Munilon rods, 1 MK-2 Motor, 1 MK-4 Cockpit, and 80 CAL put under production. DAY 30 45:24-47:00 City management. 47:00-49:11 Tactical map overview. 49:11-50:00 Mech modifications. 50:00-51:54 Lance composition setup. 51:54-56:22 BATTLE. 56:22-56:42 Debrief. 56:42-58:38 Tactical map overview. 58:38-1:00:20 BATTLE 1:00:20-1:00:36 Debrief 1:00:36-1:02:06 Pilot training and Recovery. 1:02:06-1:03:30 Research and Production. 1:03:30-1:05:16 Closing comments. 1:05:16-1:05:46 Outro. Things that happened today: - 1 High-Power and 3 Medium-Power Munilon rods, and 1 MK-2 Motor finished production. - Mech Hangar upgraded. - Dig Rig given a Fission Reactor. - 2 Lances launched. - 4 Chainguns, and 2 Missile Pods Dismantled. - 1 Batch of Components, 1 Pulse Laser, 1 Railgun, 1 MK-4 Cabin, and 1 MK-2 Motor put into production. - City Moving south. Dear Magnificent Glorious AI. It appears during one of our Brave Pilots missions, they did not acquire any materials. Do to the proximity of the Nest Entrance our Support and Salvage crew were unable to pick up any of the Resources. And to the rest of the Residents of The Great City. As you might have noticed, todays overview was delayed once again. Do not worry as it was simple upgrades, the Research Divisions new Enumerators and DSB were much better than my old ones, so i immediately upgraded. I am deeply sorry as for this delay, I will attempt to make sure any future delays will be shorter. Sincerely, The Watcher.
At 34:50, you could have still collected the one thing of resource that the bruchus has appear with it when it spawns and moves... even if they escape you can still get something, just need to collect it
I was kinda hoping that "wounded humans" would accelerate with all the points you invester in it and Life Support. But after 10 days of repairing those systems you are still on track to get all humans out of the hospital by day 50-ish
And yet again, the game adds more depth with the overclocking potential. Think of all the potential for crazy builds and synergies! Excited to see what you come up with in the next few episodes.
Kinetic CPU mod is a gamechanger. Use on a mech with several tank guns and or a railgun and you get a long range sniping gatling gun (well not quite as fast, but fire rate is really a lot higher). You'll just have to treat these mechs as if they were using energy weapons and need to balance cooling with the heat produced. Alternatively the overheat perk for pilots can make some builds possible where you overheat the reactor quite regularly. The shield cpu mod is great, but really worth it if you have a lot of leftover reactor energy, which increases the power of your shields.
I know the "kinetc weapon firing creates heat" can look scary, but think about it for a minute: 50% reactor heat = 50% dps bonus Pilot with overheating skill (prevents damage from overheating), plus reactor cooldown program => instant cooldown that doesn't hurt. There you go, you got yourself a DAKKA mech! Feel free to call it Blackjack, Rifleman or Jägermech :) Test with double tank gun or double railgun (or 4 of them) in the mech lab and you'll never want to go back. Also, 50 control = 50% reload time reduction, and HOLO has even lower base reload time than PLATE. Keep the DAKKA going! The only defense DAKKA mech needs is moar DAKKA! :D (Professionals call it dps tank) Well, maybe keep one of the anti-oppy mechs around or give DAKKA mech a melee weapon as backup ;)
If you are concerned about missiles, CRAM modules will help. It is probably best on a mech with only energy weapons or highly efficient kinetic weapons, a fast reload stat is very helpful for this. There is a mech I find works really well with the CRAM module on it because it has insanely fast reload, but the plate you currently have unlocked has decent enough stats to be able to use it effectively. It does mean you will be reloading a lot more often when getting shot at though because it chews through ammo fast.
From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the Blessed Machine. Your kind cling to your flesh, as though it will not decay and fail you. One day the crude biomass you call the temple will wither, and you will beg my kind to save you. But I am already saved, for the Machine is immortal… Even in death I serve the Omnissiah. Bring on the "forced" cyborgization!
maybe in the mech testing the target is moving because the round has magnetism and the target i assumed is made from magnetic metal but that's just a theory
those Processor improvements that rely on heat to activate remind me of Battletech's Triple Strength Myomer(Myomer is the artificial muscle stuff that moves mech limbs) which increases a mech's speed, melee damage, and max lifting weight when above a certain heat
It was already said but that last nest mission your forgot to collect the loot which since you retreated you didn't get any. More importantly however and on the topic of nest. Isn't it time you started to destroy them? You force is very powerful already and while I don't know how powerful nests are, you already defeated the strongest point of interest and the others too which had either gimmicks or a boss. I don't imagine nests to be that much worse, especially if you tackle them with your entire team.
Your streams have convinced me to start playing. I have found that one triple redlined electric motor followed by one red motor is a great combination for early game on getting your weight limit up pretty high. I am also extremely saddened that the AI CPU upgrade doesn't have a weapon safety option for explosions within range of friendly mechs.
Regarding thoughts on the BFG configuration. Shards is likely part of the reason enemies were feeling more scattered with that particular variant. The "pulling effect" is caused by the electrical discharges, which are strong enough to kill opararius in most cases, but the shards inherit the pulling effect with their point of origin as the "pull" vector. So in essence, shards makes all the discharges that fail to find a target (or that fail to penetrate similarly to tesla) to generate a new random direction discharge that pulls nearby enemies away from the missile itself. While it does make a bigger "lightshow" it ultimately hurts the weapon's performance by pulling targets away from the explosion. In terms of the water mech design there are a few considerations to make that may influence your overall decisions. The first is that while lasers do suffer range penalties, and fire does do less damage, it is still well within the bounds of instantly kill opararius. The second is that the tesla weapon is "sort of intended" to be an underwater weapon, as it doesn't suffer range/damage penalties and functions normally underwater. The third is that the mech has only 2 special equipment slots, which sucks a lot, as it means that ammunition is sparse at best and we very likely want either a repair drone or turbines to prevent drowning incidents... as pilots are far less replaceable components of our mech designs.
I think the explosion damage first hit the active armor layers on the mechs. Also uh, I think there's definitely some sort of bug with the missiles with the Shellcracker? Huh.
I think a pilot's CBS test might have something to do with missile guidance, or lack thereof. I could be wrong here, and I would not be opposed to being wrong, but I've noticed that pilots with CBS test scores in the dumpster tend to just wildly fire their missiles. *EDIT:* That being said, Tubman's CBS test score was 79.
Call it hubris but, if the lance took a BFG to the face and repaired it all in seconds, I think they could handle some bugs shooting smaller rockets. Probably with some high safety cabins.
Now that the dig rig has such a nice shield, you may want to check out the shield tech research that you uncovered recently. Also, note that using battery AUXs will further improve the shield.
16-13 is a Zero nest tile. That mean the 1 at 17-13 can see exactly one tile that can have a nest, 18-14. Which in turn means the whole area around Madagascar is now safe, with no additional undiscovered nests.
For mechs with only one ammo type, would changing the ammo ratio make it so you could fire longer without reloading? Maybe that would make it so the water mech could have all 4 missiles, and not overheat?
i think there's value to have at least 2 mechs that have 2 rotary cannon and a decent chunk of reload aux because there's a lack of great close quarter swarm clear in your group
if you are looking to minimize water time, wouldnt moving west to sierra leon, and then crossing the 3-4 spaces in the water to Brazil make more sense?
Didn't it also say on the clones' spreadsheets that "xy% of memory was corrected(!)". Now we get forced cyborgization and robotization. Our benevolent administrator AI may not be so benevolent after all xD
So I've come up with an idea I'll be testing soon, Mech with Multiple Large Rail Guns. Overvolted and critical, on a mech with Kinetic fire rate and safety overide, piloted by someone with the "takes no damage from overheats" skill.... Ill let you know what happens. XD 🤣
I've tested this. The skill does prevent overheat damage but overheating makes the mech's stability immediately drop to 0 so they can barely move. They also drop their shield. Having just one is ok because it will tether itself to another mech and get dragged along like a turret.
Too bad the last "circle" is in the biomass because its a powerplant and u get some juicy stuff from that. Edit: 34:50 I also have the same issue on my savefile while holding 2 of the bigger rockets they dont have homing anymore
Hopefully he goes for it, even if later. Seems he could not take the city into biomass and still reach the tile. Whether the titans will sense him at that range, thats another matter...
Perhaps the modification numerical system only ever indicates the mods in order, so mod 1 must always come before mode 2, mod 2 before mod 3, and so on. That way, you could tell mod 12 apart from mods 1 and 2 by the fact that there were larger digits before it, so it could only be a 12. If that's the case, the only time it wouldn't be clear _in theory_ (I'm aware that human brains aren't always that logical and might still get confused at a glance) would be when you just had mod 12 or just mods 1 and 2. Of course, it would stop being clear if you started getting mods with numbers 23 and above, so not a perfect system.
Nope, can't say I'm familiar with that tutorial, but I drew mine free hand while at work (call centre, so would draw while on the phone to keep my sanity XD)
.... Also if you stick a toe into the nest it counts as a win... Just so you don't... Yknow.... Retreat while leaving all the resources on the floor, just because your bfg isn't big enough to beat the sun laser....
I might be dumb but I can't for the life of me figure out the CPU multipliers based on heat. To me it sounds like the description means that the further away the reactor is from its max temp, the faster it should move, for instance, not the other way around like seems to be happening?
I'm several weeks behind on my subscriptions (catching up though), and I'm finally biting the bullet and putting in my two cents. First of all, middle click on the mech portrait, you'll get a paper readout with valuable information that isn't presented anywhere else. You may have been told this by now but I haven't seen it yet. And I'm pretty sure that upgrading the artillery installment increases the number of shots in a barrage, not the availability of barrages. For all the cool stuff this game does (the interface is glorious, and toying with the mech systems is really engaging), it seems to do a lot of extremely stupid things. I'm going to complain about some of them. For a start, why is slapping a few heat sinks on your mech enough to make it run perpetually inside a volcano? That's just dumb. If the air outside is hotter than the maximum temperature of the engine, no amount of ventilation is going to prevent it overheating. The internal / external shielding part of engines is very poorly explained, and it doesn't seem to make sense that they're mutually exclusive. Weapon mods should not be the same for every weapon type, it makes no sense for a laser to have rocket propulsion, or fragmentation; half of them seem to not doing anything for a given weapon, it seems like they've designed the system in an intentionally obtuse way. Why does ammunition seem to be one-size-fits-all? The tank cannon fires the same round as the minigun, and as a result it has effectively infinite ammo by itself. Also the whole reloading system is just weird, why do all weapons of a category share an ammo pool? Why does reloading cause heat buildup? That doesn't seem to make any sense. Also the reloading stats on the mech screen are COMPLETE nonsense, that 'firing time' number has absolutely nothing to do with anything. Also reload times seem to vary between ammo types, so it providing a single number doesn't give you complete information. I had some other things to complain about but I can't remember them at the moment.
i am only 1/3rd into the episode, and still wonder, why, after tweaking multiple mechs... still none got a C-Ram equipped 🤔 close to the end: did you just retreat from the cleared nest without picking up all those resources? the reward screen showed zero materials collected.
you should bite the bullet and get a super bfg. i know it is a lot of days taking up an entire bay. but it is something i expect you will carry to the end of the game. is there a reason you are not getting the underwater module research?
In the last mission you didnt collect any loot, when you retreat you only get those minerals you have collected
"Aw, you fool, Micah!"
Yeah XD
I love the disparity between the Nikola & Dig rig
Dig Rig - Old ass combustion engine, putting out 38 power units, 240 max weight, a single rotary gun & an old drill from the mining days
Nikola - State of the art fusion reactor putting out 594 power units, 411 max weight, rocking a rapid fire laser, a tesla coil & what is basically a hadron collider if it didn't go in a circle
Encrypt just looking at the Nikola like "Y'all youngins & your fancy toys, back in my day, all we had was a minigun & big metal spinny thing for kill them there bugs!!"
Edit: I posted that before I saw dig rig getting his new fusion lol, now he's saying
"Hey look, now I got some of y'all's fancy toys!"
That's great haha
This is the loot goblin guild, informing you that your badge of membership has been temporarily revoked, for failing to pick up any of the things. You must loot at least 1000 loot to reinstate your membership in the loot goblin guild.
A fair and appropriate punishment ;_;
For missiles only the impact of the projectile does armor damage. The explosion itself, according to the manual, is considered thermal damage, which is armor penetrating, but not armor damaging. It only does hp (and pilot vitality) damage, which will be healed by the drones.
19:50 on the mech test screen you can use the middle mouse button to place the target dummy
The kinetic rate of fire program is amazing. As long as you've got good heat management and cooling it's basically a no brainer IMO. You can turn tank cannons into rapid fire autocannons and makes railguns into one of the best single-target weapons of the game. Don't use it with miniguns though lol.
II'll keep that in mind, thanks :D
Yeah Dig Rig has like 1 available energy out of 38, which is less than 1%. You'll need to give it a better reactor. With the programs that scale based on reactor heat you wanna also start playing games with pushing the reactor heat as high as you can without overheating the mech, especially with energy weapons. If your heat is too low you're effectively not gaining any benefit from the program.
(1 out of 38 is a bit more than 2,5%, otherwise you're right)
Exeption if build pilot with over heat skill + cpu safety overide+ cpu fast heat cooldown you really want to just put over charge modul on reactor and never again need to care about reactor heat management and also having so many electric power for either for Shield or red Lining motor
@@bl4cksp1d3r Derp, messed up the math on that one lol
I think if you've got at least 50 active armor and 2 mechs with C-RAMs you can handle Milis tiles.
Also you *really* want turbines for any mechs you're sending underwater because otherwise damage to your mech will cause them to lose oxygen and drown your pilots.
This and drones. Maybe that much is a no-brainer, but the fact that you can stop oxygen loss just by repairing is huge.
"Can we kill the Sun with BFGs?" Sure! Just need to field more of them :) Great series Aavak! You are my favourite YTber by far! Thank you for uncounted hours of entertaintment and relax!
You're more than welcome :D
As for mech names suggestion.
How about "Deep Blue" for the diving Mech ? Maybe to be assisted by "Great White" later down the line ?
Woo, I like that idea.
just a small note on resources, previously when you were completing the missions, you auto pickup all of the drops, but when you retreat, you have to manually pick up the drops, or you won't bring back the resources... so killing the brucus, there were some drops that went uncollected... and thus wasted. =D
Alas xD
DAY 28
0:01-1:57 Nestweeping/Review of last episode.
DAY 29
1:57-3:26 City management.
3:26-6:10 Tactical map overview.
6:10-27:00 Mech modifications.
27:00-28:54 Lance composition setup.
28:54-31:57 BATTLE.
31:57-32:16 Debrief.
32:16-39:26 Point Mech Nest clearing.
39:26-40:04 Pilot training and Recovery.
40:04-44:46 Research and Production.
44:46-45:24 City movement.
Things that happened today:
- 1 Fission Reactor, 2 High-Power Munilon rods, and 3 Batches of Components finished production.
- Processor Unit finished researching.
- Medical compartment 2 upgraded.
- Every mech given a CPU. Dig Rig Code 0-1-3. Nikola, Mr. Brown, Mr. Pink, Frostfyre Code 3-7-12. Marshmallow Code 3-7. Shepherd Code 0-3-12. Shell Cracker Code 3-9-12.
- 1 Lance and 3 Points launched.
- Depth Charges and Cyborgization put into research.
- 1 High-Power and 3 Medium-Power Munilon rods, 1 MK-2 Motor, 1 MK-4 Cockpit, and 80 CAL put under production.
DAY 30
45:24-47:00 City management.
47:00-49:11 Tactical map overview.
49:11-50:00 Mech modifications.
50:00-51:54 Lance composition setup.
51:54-56:22 BATTLE.
56:22-56:42 Debrief.
56:42-58:38 Tactical map overview.
58:38-1:00:20 BATTLE
1:00:20-1:00:36 Debrief
1:00:36-1:02:06 Pilot training and Recovery.
1:02:06-1:03:30 Research and Production.
1:03:30-1:05:16 Closing comments.
1:05:16-1:05:46 Outro.
Things that happened today:
- 1 High-Power and 3 Medium-Power Munilon rods, and 1 MK-2 Motor finished production.
- Mech Hangar upgraded.
- Dig Rig given a Fission Reactor.
- 2 Lances launched.
- 4 Chainguns, and 2 Missile Pods Dismantled.
- 1 Batch of Components, 1 Pulse Laser, 1 Railgun, 1 MK-4 Cabin, and 1 MK-2 Motor put into production.
- City Moving south.
Dear Magnificent Glorious AI. It appears during one of our Brave Pilots missions, they did not acquire any materials. Do to the proximity of the Nest Entrance our Support and Salvage crew were unable to pick up any of the Resources.
And to the rest of the Residents of The Great City. As you might have noticed, todays overview was delayed once again. Do not worry as it was simple upgrades, the Research Divisions new Enumerators and DSB were much better than my old ones, so i immediately upgraded. I am deeply sorry as for this delay, I will attempt to make sure any future delays will be shorter.
Sincerely,
The Watcher.
There is no "overkill." There is only "open fire" and "reload."
At 34:50, you could have still collected the one thing of resource that the bruchus has appear with it when it spawns and moves... even if they escape you can still get something, just need to collect it
I was kinda hoping that "wounded humans" would accelerate with all the points you invester in it and Life Support. But after 10 days of repairing those systems you are still on track to get all humans out of the hospital by day 50-ish
And yet again, the game adds more depth with the overclocking potential. Think of all the potential for crazy builds and synergies! Excited to see what you come up with in the next few episodes.
re: 3712, it always orders the CPU modifications, so if it were 4 separate mods it would be 1-2-3-7 instead of 3-7-12
Kinetic CPU mod is a gamechanger. Use on a mech with several tank guns and or a railgun and you get a long range sniping gatling gun (well not quite as fast, but fire rate is really a lot higher). You'll just have to treat these mechs as if they were using energy weapons and need to balance cooling with the heat produced. Alternatively the overheat perk for pilots can make some builds possible where you overheat the reactor quite regularly. The shield cpu mod is great, but really worth it if you have a lot of leftover reactor energy, which increases the power of your shields.
I know the "kinetc weapon firing creates heat" can look scary, but think about it for a minute: 50% reactor heat = 50% dps bonus
Pilot with overheating skill (prevents damage from overheating), plus reactor cooldown program => instant cooldown that doesn't hurt.
There you go, you got yourself a DAKKA mech! Feel free to call it Blackjack, Rifleman or Jägermech :)
Test with double tank gun or double railgun (or 4 of them) in the mech lab and you'll never want to go back.
Also, 50 control = 50% reload time reduction, and HOLO has even lower base reload time than PLATE. Keep the DAKKA going! The only defense DAKKA mech needs is moar DAKKA! :D
(Professionals call it dps tank)
Well, maybe keep one of the anti-oppy mechs around or give DAKKA mech a melee weapon as backup ;)
If you are concerned about missiles, CRAM modules will help. It is probably best on a mech with only energy weapons or highly efficient kinetic weapons, a fast reload stat is very helpful for this. There is a mech I find works really well with the CRAM module on it because it has insanely fast reload, but the plate you currently have unlocked has decent enough stats to be able to use it effectively. It does mean you will be reloading a lot more often when getting shot at though because it chews through ammo fast.
1 Hour in, I think you retreated and didn't collect anything :(
He did
Yeah, my bad XD
Was about to comment the same thing
Oh hey Kaizer, fancy seeing you here lmao
@@thestairguardian You have good taste watching these videos :) I have this game too, but lost defending in the very first attack XD.
From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the Blessed Machine. Your kind cling to your flesh, as though it will not decay and fail you. One day the crude biomass you call the temple will wither, and you will beg my kind to save you. But I am already saved, for the Machine is immortal…
Even in death I serve the Omnissiah.
Bring on the "forced" cyborgization!
Hello everyone! I hope you are enjoying Aavak's video
That did help, yes!
"We came, we saw, we shot the suspots" lol
Its lovely to see you enjoying a game so thoroughly, a true pleasure to watch!
41:53 I'm immediately reminded of the episode of Doctor who where Torchwood employees are forcibly turned into Cybermen.
maybe in the mech testing the target is moving because the round has magnetism and the target i assumed is made from magnetic metal but that's just a theory
41:45 reminder aavak you are the AI here so it's fine you cannot threaten yourself
That is what your subconsciousness wants you to believe.
@@jastebro9827 you cannot unwilling threaten yourself
after clearing the last mission you forgot to collect the resources
those Processor improvements that rely on heat to activate remind me of Battletech's Triple Strength Myomer(Myomer is the artificial muscle stuff that moves mech limbs) which increases a mech's speed, melee damage, and max lifting weight when above a certain heat
It was already said but that last nest mission your forgot to collect the loot which since you retreated you didn't get any. More importantly however and on the topic of nest. Isn't it time you started to destroy them? You force is very powerful already and while I don't know how powerful nests are, you already defeated the strongest point of interest and the others too which had either gimmicks or a boss. I don't imagine nests to be that much worse, especially if you tackle them with your entire team.
I think he might want a few more lasers/railguns along with some size+ weapons, but yeah, I think he's getting close to being able to clear nests.
Your streams have convinced me to start playing. I have found that one triple redlined electric motor followed by one red motor is a great combination for early game on getting your weight limit up pretty high. I am also extremely saddened that the AI CPU upgrade doesn't have a weapon safety option for explosions within range of friendly mechs.
Regarding thoughts on the BFG configuration. Shards is likely part of the reason enemies were feeling more scattered with that particular variant. The "pulling effect" is caused by the electrical discharges, which are strong enough to kill opararius in most cases, but the shards inherit the pulling effect with their point of origin as the "pull" vector. So in essence, shards makes all the discharges that fail to find a target (or that fail to penetrate similarly to tesla) to generate a new random direction discharge that pulls nearby enemies away from the missile itself. While it does make a bigger "lightshow" it ultimately hurts the weapon's performance by pulling targets away from the explosion.
In terms of the water mech design there are a few considerations to make that may influence your overall decisions. The first is that while lasers do suffer range penalties, and fire does do less damage, it is still well within the bounds of instantly kill opararius. The second is that the tesla weapon is "sort of intended" to be an underwater weapon, as it doesn't suffer range/damage penalties and functions normally underwater. The third is that the mech has only 2 special equipment slots, which sucks a lot, as it means that ammunition is sparse at best and we very likely want either a repair drone or turbines to prevent drowning incidents... as pilots are far less replaceable components of our mech designs.
Aavak, looking at the sun with a desire for knowledge....
Mech: NIKOLA Title: death, destroyer of aliens.
1:00:00 Did you forget to pick up the loot or was that intentional?
Got to have some more Mech Engineering.
I think the explosion damage first hit the active armor layers on the mechs.
Also uh, I think there's definitely some sort of bug with the missiles with the Shellcracker? Huh.
I think a pilot's CBS test might have something to do with missile guidance, or lack thereof. I could be wrong here, and I would not be opposed to being wrong, but I've noticed that pilots with CBS test scores in the dumpster tend to just wildly fire their missiles.
*EDIT:* That being said, Tubman's CBS test score was 79.
Yeah, I'm thinking it likely was a bug on that mission.
Our overkill great!
Call it hubris but, if the lance took a BFG to the face and repaired it all in seconds, I think they could handle some bugs shooting smaller rockets.
Probably with some high safety cabins.
Ive been waitinf for this video all day
Now that the dig rig has such a nice shield, you may want to check out the shield tech research that you uncovered recently. Also, note that using battery AUXs will further improve the shield.
It’s great that your the ai
Our Mechs Great!
Ohhhhh.... a flamethrower on DIG RIG sounds fun
No. Noooooo!
That last mission was painful. 4 Brucus with a new enemy. All that emotional investment and 0 resources back.
I would never cyborg my pilots. Just morally I would feel really bad. If it wasn’t forced and the ai taking control…No I couldn’t
16-13 is a Zero nest tile. That mean the 1 at 17-13 can see exactly one tile that can have a nest, 18-14. Which in turn means the whole area around Madagascar is now safe, with no additional undiscovered nests.
Those Particle Projectors are really dicey in windy quarters like tha: Feels like you have o spend a bunch of time not shooting them.
For mechs with only one ammo type, would changing the ammo ratio make it so you could fire longer without reloading? Maybe that would make it so the water mech could have all 4 missiles, and not overheat?
I'd consider maybe putting speed on the Plates, but not the Minermechs to even out the speed differences between them maybe.
i think there's value to have at least 2 mechs that have 2 rotary cannon and a decent chunk of reload aux because there's a lack of great close quarter swarm clear in your group
Forced cyberization. Hmm.....is this how the evil AI starts Warhammer 40,000?
Cooling improvement will increase cooling when the reactor is above its base heat level
YIPPEE a new episode
Hey Aavak, I noticed on that last mission with the 4 Brucii(sp?) that you didn't recover any resources when you retreated. Big sad.
OH man im close to catching up to the latest video.. I've got to cherish the fact that I still have 2 weeks of videos left.
I hope this game gets the star sector or rim world treatment.
if you are looking to minimize water time, wouldnt moving west to sierra leon, and then crossing the 3-4 spaces in the water to Brazil make more sense?
I have to go through the ocean to collect rocket parts, sadly, or that would be a good suggestion yeah.
So next episode is starting off with aavak apologising for his massive derp...
Didn't it also say on the clones' spreadsheets that "xy% of memory was corrected(!)". Now we get forced cyborgization and robotization.
Our benevolent administrator AI may not be so benevolent after all xD
59:27 did the particle weapon stop the tornado when it hit it? No it cause it to teleport away…
So I've come up with an idea I'll be testing soon, Mech with Multiple Large Rail Guns. Overvolted and critical, on a mech with Kinetic fire rate and safety overide, piloted by someone with the "takes no damage from overheats" skill....
Ill let you know what happens. XD 🤣
I've tested this. The skill does prevent overheat damage but overheating makes the mech's stability immediately drop to 0 so they can barely move. They also drop their shield. Having just one is ok because it will tether itself to another mech and get dragged along like a turret.
Too bad the last "circle" is in the biomass because its a powerplant and u get some juicy stuff from that.
Edit: 34:50 I also have the same issue on my savefile while holding 2 of the bigger rockets they dont have homing anymore
Hopefully he goes for it, even if later. Seems he could not take the city into biomass and still reach the tile.
Whether the titans will sense him at that range, thats another matter...
Perhaps the modification numerical system only ever indicates the mods in order, so mod 1 must always come before mode 2, mod 2 before mod 3, and so on. That way, you could tell mod 12 apart from mods 1 and 2 by the fact that there were larger digits before it, so it could only be a 12. If that's the case, the only time it wouldn't be clear _in theory_ (I'm aware that human brains aren't always that logical and might still get confused at a glance) would be when you just had mod 12 or just mods 1 and 2.
Of course, it would stop being clear if you started getting mods with numbers 23 and above, so not a perfect system.
you didn't pickup any of the resources from the brucus you killed at the 1 hour mark, be careful of that!
Gah, knew that would catch me up sooner or later XD
Hey Aavak, I’ve been wondering for ages if your pfp is made using the old tutorial from neo dragon art?
Nope, can't say I'm familiar with that tutorial, but I drew mine free hand while at work (call centre, so would draw while on the phone to keep my sanity XD)
@@Aavak interesting, because it’s exactly as that tutorial from eh… 25 years ago :D
How can two bfg's NOT be a bright idea? If I have trouble seeing past the muzzle flash of the minigun's, I'm DEFINETLY not seein past the BFG's
.... Also if you stick a toe into the nest it counts as a win...
Just so you don't... Yknow.... Retreat while leaving all the resources on the floor, just because your bfg isn't big enough to beat the sun laser....
I wonder if the pilot talent for overheating dmg works with the safety override, does it still get damaged when overheating?
I know the victory condition is leaving Earth. Is there a Kill Everything option?
I might be dumb but I can't for the life of me figure out the CPU multipliers based on heat. To me it sounds like the description means that the further away the reactor is from its max temp, the faster it should move, for instance, not the other way around like seems to be happening?
It seem slike instead of saying "heating from its maximum temperature" it should be "heating to"?
I sure hope that research doesn't forcibly Cyborgize your 2 aces.
I hate that it's forced/involuntary and they're clearly not a fan of it, meaning I never did it.
1:00:25 you didnt pick up the resources... so that mission was a bust.
I'm several weeks behind on my subscriptions (catching up though), and I'm finally biting the bullet and putting in my two cents.
First of all, middle click on the mech portrait, you'll get a paper readout with valuable information that isn't presented anywhere else. You may have been told this by now but I haven't seen it yet.
And I'm pretty sure that upgrading the artillery installment increases the number of shots in a barrage, not the availability of barrages.
For all the cool stuff this game does (the interface is glorious, and toying with the mech systems is really engaging), it seems to do a lot of extremely stupid things. I'm going to complain about some of them.
For a start, why is slapping a few heat sinks on your mech enough to make it run perpetually inside a volcano? That's just dumb. If the air outside is hotter than the maximum temperature of the engine, no amount of ventilation is going to prevent it overheating.
The internal / external shielding part of engines is very poorly explained, and it doesn't seem to make sense that they're mutually exclusive.
Weapon mods should not be the same for every weapon type, it makes no sense for a laser to have rocket propulsion, or fragmentation; half of them seem to not doing anything for a given weapon, it seems like they've designed the system in an intentionally obtuse way.
Why does ammunition seem to be one-size-fits-all? The tank cannon fires the same round as the minigun, and as a result it has effectively infinite ammo by itself.
Also the whole reloading system is just weird, why do all weapons of a category share an ammo pool? Why does reloading cause heat buildup? That doesn't seem to make any sense.
Also the reloading stats on the mech screen are COMPLETE nonsense, that 'firing time' number has absolutely nothing to do with anything. Also reload times seem to vary between ammo types, so it providing a single number doesn't give you complete information.
I had some other things to complain about but I can't remember them at the moment.
Also the ocean mech should totally have been called Mr. Krabs.
what was it with shell-cracker?
honestly the missile bugs are not that scary as long as you have enough ASM
ASM as in Anti Ship Missiles? or do you mean C-RAM?
@@ham_the_spam4423 Sure they meant C-RAM... but ASM was probably a typo for AMS: Anti-Missile System.
Why not +size and red wire + all points in power RAILGUN ?
Size+ BFG?
i am only 1/3rd into the episode, and still wonder, why, after tweaking multiple mechs... still none got a C-Ram equipped 🤔
close to the end: did you just retreat from the cleared nest without picking up all those resources? the reward screen showed zero materials collected.
Wow i was early today
Loot?
algorithm
So uh, one thing I noticed is you pronounce it “Columbra” but the actual name doesn’t have an M. It’s “Colubra”
you should bite the bullet and get a super bfg. i know it is a lot of days taking up an entire bay. but it is something i expect you will carry to the end of the game.
is there a reason you are not getting the underwater module research?
Our Mechs Great!