Upgraded Dual-Railgun Slicing Through Everything! | 05 | COSMOTEER 🚀| Lets Try
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- เผยแพร่เมื่อ 20 ส.ค. 2024
- COSMOTEER; Starship Architect & Commander
Design and simulate the starship of your dreams! Command it in epic battles and manage your crew while exploring a dangerous galaxy. Play alone or with friends, test your ship in online PvP, and let your imagination reach for the stars!
Released on Steam 26th of October: store.steampow...
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Im happy seeing that u enjoy cosmoteer, its a beatiful game. From a Cosmoteer Veteran (Me) i got 2 big tips for your ship:
-its very bad to have storage room on battle ships bc it makes them clunky and slow
-most important defensive mechanic of ships with high range weapons (railgun, ion beam, high explosive rocket) is DISTANCE. So if u stack backwards thruster for eg -100 m/s speed u can outrange almost all weapons except other railguns and emp rockets.
To be fair, with how the game now works compared to before, having storage is a necessity to store bullets for your weapon to use. Of course it depends on what weaponry you decide to use and the more bullets you can store means you stand longer than the enemy. Unless you are fully using an energy based weapon, storage is needed.
@@zae_xa it is more efficient to store sulfur and craft ammo on site because sulfur is more space effcient
Dude I just started the game and bless for this tip cause I couldn’t figure out a good way to use the rail gun
At 18:23 The hamburger (list) symbol next to the word "Resource Management", there is an option to clear all resources on the ship.
Also you can shift click a room to assign a room with a resource instead of clicking each cell of the room
Ctrl click I think?
What I love about this Let's Play is that it doesn't spoil the game. I want to play this at some point and I don't feel I'll enjoy the game any less for having watched.
I could not agree more!
And what about the balancing robot ?
It literally has nothing to be spoiled.
There isn't any real story to the game, and if anything, it is spoiling, as it shows you what kind of ships to expect in any difficuly range and prepare accordingly.
I love how surgical rail guns are, like a ship lobotomy
Love the series! Great watching you dominate with a railgun.
You can make the railgun fire more reliably on command if you setup your default attack distance rotated 5-10 degrees to the side. Then to fire the railguns order the ship to rotate 5-10 degrees past the target. Both guns will fire in a tight burst every time, and your railguns won't get shot up as much because the it's never exactly lined up with the foe until you're taking a shot.
You can allocate resources on storage bays. Select the resources menu. Pick coils, designate a few spots where you want them.
Pro top : in creative mode. Designated spots will spawn its item when restocking the ship
I was playing all night yesterday and I also upgraded my ship to a dual railgun system. So here's my take on your design.
The 2 block gap between the railguns is the right way to go. But I don't think placing 2 small power blocks with 4 crew is actually efficient. They have to run to each accelerator twice. I have a large power block at the base of my railgun (yes, I know, the accelerators only need 2 power units) that powers other stuff (large control room, sensors, EMP missile array), but it's really because it is 4x4 which makes placement easier, and I can afford it. I use 12 crew for 108% railguns and they fire almost non stop. So if your railguns are longer, then your power solution will have to be on the flanks of the upper section where there will very likely be large power blocks. Removing your 2x flak guns was a mistake. You should spread them further outwards for better coverage to shoot down projectiles. You need those expensive and heavy deck cannons because the enemy ships can catch you.
Regarding the overall design of the ship, this would work in classic, because enemy ships don't aggro when they get hit from 600m. In this early release, they do aggro, and usually come in packs of 2 or more. And they are very fast. So, I recommend splitting up your workload into 2 or more ships. In my case, I currently have 2 ships.
1. Dual railgun fast cruiser with 2x flak guns (front), 8x missile bays (side) and 2x EMP bays (rear) and minimal storage for repair necessities. Have 12x massive thrusters on engines which gives me 80m/s REVERSE speed. Will increase this to 18-24 massive thrusters before going for 3-4x 200% railguns to keep up with the corresponding weight increase. Will be destroyed if it can't stay out of range. This is just massive thrusters for REVERSE speed. I have a corresponding number for FORWARD speed. Just so you understand, in classic, I ran a full length build screen mosnter with 4x railgun, 6x flak guns and 24x missile bays which moved at over 80m/s. That means very little armour to reduce weight and a lot of massive thrusters to get that speed.
2. Missile hauler with 12x missile bays and 2x EMP missile bays. Remains on the flank to fire upon enemy ships getting kited by my dual railgun in full reverse. Hits soft rear parts as they fly past. So much storage I can carry a good amount of everything and still afford to pick up 16k of steel. Moves at 60m/s. I will eventually split this ship into 2 haulers for weight and speed management. Then it will be dual flanking destruction. This takes the bulk of missile duties off my railgun monster.
I'm currently designing a deck cannon ship which runs on just ammo with extra thick armour and no shields. Should be used as a close range tank, but I have no idea how this will be employed in my current kiting battles. Maybe remain on opposite flank of my hauler and also pick off enemy ships as they fly by. Can't afford it now really, because no crew available. Still believe another missile hauler will be overall more useful.
The future is revere speed, and extreme range weapons. Yes, railguns (600m), missiles (450m), and EMP missiles (650m). The rest are sub par because you will get massacred going right up in their face.
Dude literally made a ship baised of a gun. *pillar of autum moment*
I think, I've learned much more in this 30-Minute-Video, than in 30 hours playing the game. Thank you very much for so many informations
"I prefer not to have fires"
They say: "9 of 10 forest fires are caused by humans"
I hear: "Somewhere out there is a bear who knows how to use matches"
Or, you know, lightning/high temperatures with dry material.
Thank you for episode!
As others mentioned, distance is important and in fact having front thrusters only can bring you a win in most battles. But it will be very repetitive and not fun. Your current build does not abuse that tactic (so called kiters) and uses range of rails only for alpha strike and then cannons do the rest. More challenging and more fun approach.
Also feel like there is not enough crew to charge rails for max fire rate. I needed to put 2 per accelerator in order to maximize it. No much of a problem for your build as again it will be used mostly for alpha strike because you have no means to maintain distance.
About crew management, notices that some of your assignments for crew and materials are forcing them to travel between sides of a ship, which is definitely wont happen fast.
In my playthrough I had only two roles - operator and supplier. Feel like you have done nearly the same thing but your suppliers also have specializations, which is good if setup correctly.
Also as others mentioned, having a separate hauler ship is definitely an advantage, having one is more challenging.
Would suggest to add second or even third layer of front shields (Several big shields on front and several small behind them) to provide a defense while big ones will be reloaded.
Also you probably will need a couple of EMI rockets to break through several layers of enemy ships (Rails wont be able to to it on their own, didnt test with cannons, may be they will manage to break, but it will be close fight, EMIs on the other hand may help with alpha strike in long range.
As always Nilaus nice episode, really liked it.
Hope you play more / show more of this game
Damn, the Factorio / Cosmoteer gamer crossover is wild
another great episode.
the "nothing bunks x3" or 6 crew could have been easier to fill out just by adding 2 airlocks so that they can get in when hiring. then removed to trap them in.😁
more reverse thrusters to really keep out of range from most conventional weapons directed at you.
really glad to see you progressing with a railgun set up, going to try it out for my next ship. Keep up the amazing work you do Nilaus
An interesting idea for a future armament for the craft could be a secondary, broadside railgun battery.
Much smaller than your centreline railgun battery, but set to fire at will, it would act as an additional line of defense against getting swarmed by smaller, more manoeuvrable craft, as the ai tends to try and circle you in big engagements. You'd probably be losing two sets of storages for it, but the logistics on them wouldn't need to be as tightly managed, due to them probably mincing anything that would get into their line of fire regardless.
I personally had a lot of fun with an extremely fast, railgun broadsider, in that had about 12 rear facing boost thrusters, it would essentially blitz past a target and unload the entire railgun payload, and then either the enemy is dead, or I can swing round and do another run with the other broadside. It was an interesting experience to not have any forward facing weaponry, it creates a pretty unique design philosophy, when it comes to building your defenses.
Side firing missiles are interesting, they tend to fly past the target first time and slam into the aft section
Great game and video, as always.
1. You don't have to supply both sides of a railgun.
2. Excited to see you hit level 8+, when the enemy ships really start to have better designs.
He definitely knows about the railgun supply, he's loading both guns from the center and there's armor on the outside of the rails separating it from the rest of the ship. Which is unnecessary and should probably be empty structure to reduce weight but whatever.
Great Episode. I really liked the design of this new iteration.
thanks for the video
remember you can deactivate thr automatic door placement in the ship editor settings
bold move putting the bridge near the edge of the ship. Heavy nuke ships are going to have a field day with that if they get a shot off.
Curse you. Another fun game I found because of you. I had to buy it last night!
One thing I haven't seen is scaffolding.
You sgoot thru it, the enemy don't.
So I have one line above and one below the projected shield, which leads away the EMP if hits, and provides some protection against enemy fire.
The red-yellow striped areas cannot contain them.
Nice the Rocinante has the railgun upgrade!
love your credits, factorio... lol
so glad Nilaus is playing this
thanks for the work. really just commenting for the algorithm
35:07 Unless you fixed it at some point and cut it off the video, all of the point defenses on the front corners will shut down soon as you have no power going to them.
As you can see, one of them is already out.
Since you restricted the reactor to certain rooms, these point defense systems can only be fueled by the reactors in the back of the ship that you left unrestricted I think.
To have them fueled properly, you need to include them in the nearby reactor's allowed rooms too.
I noticed that after recording that they were out of power and didn't get repowered
The armour in the top-right corner also doesn't match the top-right corner. Just a minor visual.
@@bekar_au I don't know where you saw that. Can you provide a time, because it piqued my interest, but I can't really see that.
And I've been trying to find any difference near the end, but I don't really see any.
Assuming, you are talking about the top-left and top-right corners of the ship being the front or back of the ship, cuz they both seem mirrored, although he does seem to forget to activate the mirror mode occasionally, so I don't know anymore. 😅😂
I personally feel like the flak isn't really meant to be used and relied upon to defend from any kind of missiles (except, probably nukes), but from cannon shells, and possibly even weak railguns.
For missile defense, you are always better off depending on the point defense.
Nilaus love the series :D BTW you missed a few spots in the sulfer storages.. they're unassigned
As early as possible I create a scout ship, explore the highest maps and collect $$ and reputation quickly, seems to be the easiest way to start.
Bro pulled a cast of amontillado
It's much easier to assign priorities in roles than assign barracks directly. Make a role specifically for operating and one for supplying and you barely gotta assign anything.
that is not a good idea. They will be spending most of their time wandering to random places to do tasks they shouldn't be doing because their primary task is idle for a sec. Definitely do not do this
@@Nilaus Well, no? Just ban tasks you don't want them to do and they won't do it. It's the most efficient way to do this since you won't spend ages min maxing barracks assignments because they'll balance it out themselves and you'll have much more space for things other than barracks. Sure you'll have to finagle some of the roles' priorities for a little bit to see what works best but it saves you having to assign individual barracks to every task EVERY time.
One 2x2 barrack can man 1.5 deck cannons, as opposed to a 1x2 barrack that can only man .5 deck cannons. This means the 2x2 barracks is literally straight up just more bang for your buck. Efficient role priorities are efficient. I hope the math makes sense to you.
I like railguns when they don't blow up but it's like no matter how many PD I put up or flak cannons it still gets hit real quick and blows up.
Ive setup 4 large shields generators 2 on the left and 2 on the right side of my 3 railguns and on each sides of my ship, 10 missiles launchers 20 in total half EMP half HE, 2 deck cannons for good measures and lots of PD. It works really well, nothing hurt my ship so far except swarms of small ships but they cant cause too much damage.
It seems like the mining laser on the right of the screen at 35:28 is hitting your deck cannon?
Idk what that is about, though it might be worth looking into :)
Great vids, I've bought this game because of them and am loving it aswell!
deck cannons and mining lasers are considered "tall" structures that come out of the ship, so yeah...they overlap. XD
one note in the Deck cannon tooltip is that they can't fire over any other "tall" structure.
@@TPixelAdventures You cant hurt yourself with your own guns. The mining laser bores into the deck cannon, but its no big deal, as long as 1 of your 4 beams are hitting the asteroid, they are going to bore it. This setup is handy when in the middle of wrecks as the lasers can bore to both sides.
Sensors are 'tall' too iirc, so mining laser beams and deck cannon shells will hit the sensor and explode - but again no damage.
Hello and Thank you for the entertainment. I was wondering if your patented city block could translate to independent self contained areas like an isolated thruster cluster with just the one or two crew, a reactor and the thrusters, its own air lock. Or a weapon system with its ammo factory and just the minimal number of crew to build and load the ammo? That way, the crew would be sure to stay and do its job... It might be easier to design, duplicate etc, and the job assignment would be probably easier. Isolating each city block to avoid default crew members going all the way around the ship to execute some trivial task and not being there when they are needed 5 minutes later during combat...
I am thinking of it, though it will not be in square block form. Though for example the thruster cluster is pretty standardised by now
Is there a way to do weapon groups on ships? I got the game friday and although I've only played 25 hours, I've played until 5am both days and loving it. Watch all your videos three times waiting for this one! Keep the great vids coming.
Shift-click weapons and then Ctrl-1 to select them all when pressing 1. I do it in this video when I head into the first fight
@@Nilaus This is why you are the best gaming you tuber. You actually play the games in the videos! Not just edit a bunch of clips of you playing like a lot of other youtubers.
When u Sort Ur Store again u can hold ctrl+right click ucan Sort faster. Just a Info.
they done need access to both sides of the rail gun "lengths" to place batteries
You will need more PDCs, including to the sides, because missiles will fly past you and hit you on the sides and bottom. Also small shields for your large shields, because they will eventually go down and they are expensive to repair/rebuild.
Also, consider investing in an industry ship for cargo haul, manufacture, mining and salvage. Having too much cargo makes you worse at fighting. Unless you are going for a single ship run, which is OK. Priority is to have fun.
Tip: you are only recharging half your railguns' power because they only have access to one side.
they can charge fully from 1 side
very nice railgun setup!
Hi Nilaus. At risk of being late to the party, did you know you can actually hyperjump from any place to any station, hyperjump beacon or relay within the system? Press the hyperjump button in the panel on the lowerleft, or hit the J key.
Is that bit of cosmoteer that you streamed - where you didn't like it - going to go up on Nilaus TV?
The best TH-camr
Love the ship name! ;)
Is Nilaus aware of the game MegaFactory Titan? He could like it.
my railgun some times takes a long time to fire. Could it be because I target with the whole ship instead of targeting only with the railgun? ty
Awesome video as always! .. Can you share your ship on steam workshop?
My only problem with these episodes is that they are too small!
Hold alt in build mode to temporarily use the delete tool
Your ship though powerful with its railguns, it would not survive well within multiplayer. A ship decked with heavy shields, disruptors and lasers can easily destroy your railguns with a few lucky shots.
All of the ships are fun, but so fat and slow. Reverse and strafe thrust. Is really good for rally in ships.
That much storage is not. It would be nice to have a massive slow factory ship then a fast warship. Right now is asking for trouble. Getting stuck in the asteroids was a bad sign.
How do you "Mark" the Wrecks, I cannot find info on bookmarks anywhere.
need a mod to keep the station operational after you buy out all the crew...
Any plan to make saves of the ship designs available on your website?
I think the battery delivery staff is lacking
mirror mode is your friend
How can you have 13750 steel, when you can only store 2400??
I feel like railguns are little bit weak, the devs should definitely buff them
why you produce ammo in a fighting ship? just make spaces to store the ammo you never will need sulfur in your stuff
Ions when
Yes.
honestly I'd like this game a lot more if they crew system was better.
some criticism: these episodes are too short or too far between
PROTECT YOUR RAILGUNS AND SHIELDS. Seriously you can put armor infront of the shields which is really important against ships with disruptors, and your railguns should be in a long armored corridor, so it is really hard to hit them - because if they do, your whole ship is going to be split in two lengthwise. Watch out for that.
great game, but the background music is annoying AF
@nilaus Please check out @oneye, one of the ship designers for the game and his explanation videos for some core mechanics. Really helpful