Replacing RAILS with IONS; What Could Go Wrong... | 09 | COSMOTEER 🚀| Lets Try
ฝัง
- เผยแพร่เมื่อ 21 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...
PATREON
Consider supporting the channel on Patreon: / nilaus
(16% discount on Annual pledge)
SOCIAL:
Twitch: / nilaus
Patreon: / nilaus
Discord: / discord
Twitter: / christiannilaus
Tips: streamlabs.com...
VOD Channel: / @nilaustv8036
Blueprints:
nilaus.atlassi...
#NilausTV #StayEffective #Cosmoteer
As far as I can see, the main reason your front is so explody is because you have reactors way up front, behind not even two layers of armor. You should probably move those, or at least add some more layers in front of them
I agree.
I think the deck cannons can explode quite well as well. First reactor went, then set off the deck cannons, which took out another reactor.
the reactors directly at the front behind one unit of armor is the reason you have these problems. you are basically charging into a fistfight with grenades in your hand
Grenades with their pins already pulled out.
I feel like, after playing this game and testing it out, the biggest advantage of the HE missiles is that they can swarm you. The launchers hold three missiles as opposed to one EMP, and they cost fewer parts per missile. They’re great for overwhelming the point defences and allowing the EMP missiles to get through to their target
Thanks again Nilaus for bringing your technical approach and masterfully edited video to another game I've been curious about!
You have areas on your ship that's "useless" or "boring" but you forgot the *scanners*!
You wouldn't believe how useful it is to see your enemy before they can see you and it makes asteroid hunting a breeze!
Install them! It's a must have for railgun ships!
After you finish this run, it would be cool to see you play on the hardest difficulty. It's a different beast.
You can tractor cheese by pushing stations into the sun and grabbing all the stuff from them. I have somewhere near 300 enriched uranium from doing that with a station, so basically all set for the rest of the game
@@cunnysseur5739 Haha, I saw someone do that. Funny stuff. I think stations need to be a bit larger and built with their “own” parts that are much more massive, and much harder to push around. I like how the sun rays pop crew that stray far too close to the sun though. It’s like popping popcorn on a campfire… very satisfying… >=]
@@ColinTimmins no....
In addition to the reactors not having enough armor, the Hullbreaker pulled you (Or himself) inside your large shield in the front, so he only had to break that single layer of armor. Even if your shield hadn't gone down, it would have been useless. That's a good reason to layer your shields and have one right along the front layer of armor, or use a bumper up front so they can't get inside your shields so easily. I've lost some large chunks of ships by having smaller ships just ram me and let loose inside my shields,
Watching your ship get owned and your reaction to it gave me a good chuckle. Good stuff haha
EMP missiles don't just sap shields. It sap anything that uses power. So, engines, thrusters, cockpits, sensors, point defense, lasers, you want to hit all these. The small missile platform was not firing at you at first because your EMP missile incapacitated its cockpit, so it had no vision and no control until it got powered up again.
This episode was hilarious with your bruiser approach on easy mode. Your entire ship would have been destroyed by that shielded railgun ship on grand admiral difficulty. And the way you set your attack range while going in will get you killed really fast one day, because you do not have enough thrusters to stop and reverse, plus that ship is also approaching yours at 50m/s. Your deck cannons have saved your ships life with sheer brute force. LOL!
If you want to play brute force, just slap on a thick layer of armour and a whole row of shields to reinforce it. I guarantee almost nothing will get through even on captain difficulty, as long as you have loads of crew recharging the shields. On grand admiral difficulty, even a medium to large sized enemy ship will destroy you.
You can take my word for it because for the past week or so, in the 15-17 zone on grand admiral difficulty, I've been designing and re-designing full front armour and shields monster-sized ships (the entire build grid) with 36x ion beams, 16x HE missile launchers, 6x nuke launchers, 4x EMP launchers and 10x deck cannons and I get utterly destroyed by almost all enemy ships 1/4 the size if I went in brute force. The only solo capital ship that can survive grand admiral difficulty is a railgun ship, which is what got me this far in the first place. I'm just using the boatloads of resources I've picked up to truly do what this game was designed to do. Nothing beats a railgun ship. Everything else needs flanking support ships because there is almost no way to succeed charging in head first. I kited an ion beam, missiles and nuke missiles enemy ship with wingloads of point defense through 1/3 of the zone using only missiles and ion beams to kill it, and I still lost the front left half of my ship. Played it multiple times and the result was almost always similar. If I had just 1 flanking ship, it would have been over in under 1 min gutted from the rear. Railguns are massively OP, but it still takes some rail fanning skill, some lucky EMP missile hits on shields, and massive amounts of reverse thrust to stay alive. Just a heads up in the event you do head into grand admiral territory someday.
30min: you should concentrate in the middle of engagement, and you missed that ?(small storage pod) before engaging.
37min: apparently if you shoot through a "friendly" going after a target, it won't trigger the warning, it won't even damage them.
your front squishy part could your 3 layers small shield and weave armor in front. you might also want to move the rail gun back and have small shields in front like say 3layers and armor up the muzzle so that it won't get hit too easily and cascade down to the launcher
harvesting big stations or ship made easy, just send 1 crew over (if possible) then use blueprint mode, a 2crew room, airlock, and make it so. viola small parts, no need to break it with crew lasers if you don't have mining lasers.
When you have more point defense at the sides, consider removing some of the armor around the second crystals. That could give your Ion beams almost a180° firing angle towards each side. Might help a lot against many small swarmers.
Nilaus forgive me if you already know but the amount of doors affects how much damage is done when things explode. I think you already know that as I see you have the setting turned off for auto doors. I have the problem of cascading explosions on my 4 rail cannon ship. I need to redesign it.
4:52 damn bro you KILLED the satisfactory devs
looool i dint catch that xD
Nilaus did say factory games need blueprints but unfortunately satisfactory devs don't consider it a factory game, which I only half agree with
@@GimbleOnDew what the hell do they consider it then? :D
@@rodmongodwood a satisfactory game.. lol
I thought Satisfactory just added blueprints?
One large reactor is more than enough for 8 beams, no need for two. 8 beams consumes 10 energy/s large reactor produces 13,5 energy/s.
Ironically i'd been watching Aavak's run through and they thought the same but then the travel time meant that the last one to two on each end kept running out of power.
@@Dawnseeker_Ch Then it's just a matter of effectivity and how the crew is setup, because on my ship I am running 8 beams with one reactor with no problems.
In my experience, cannons are VERY good at shattering shields in a couple shots, aka one barrage or less of mid-tier and up ships. I like to have my reactors back behind armor and then use walkways and sacrifice some crew count efficiently to protect them from getting gutted through the armor-gap for large shields, and also use layered/overlapping shields. You could also probably get away with just multiple large shields, as long as you are sure you can stay well out of disruptor range and shoot down any EMP missiles coming in (which, vanilla PD can be unreliable, so I don’t like to bet on, and instead just use a lot of layered small shields behind armor instead of large shields, except a few to keep explosions away from the hull, like nukes or emp, to minimize what they hit. Basically a crumple zone before the main wall.). This setup typically works very well for me, but of course everyone has their own design philosophy that allows or disallows certain elements by necessity
I Wish Rail Cannons could have safety , 2 tall , brake off armored sections , basically an armored section that does not increase anything but the survivability of the rail system , but it still needs some power to keep the rail slug accelerated, but not accelerated any further.
Everyone's a gangster until tractor beams show up.
I had no idea they could be used so effectively against shields
ammo explodes, reactors explodes and when you have them close together you get a chain reaction. A larger reactor has a un armoured explosion radius of about 10-13 blocks. also takes 4 thick armour to stop the exploision radius.
I am no expert but the large shields really need 9 crew (with a medium reactor) to bring out their full potential. That is where flexible crew really helps. 3 dedicated will do there best but once 6 more flex crew arrive the large shield is really hard to take down. I think of it as designing for buffer chests or designing for full belts. Sides and back are good with buffers any area you expect continuous damage probably need full staff or you are better off with small shields and armor.
you are significantly shortening your Ion Cannons taking all this artifical length over the sides, also one large shield isnt gonna do much even if u got a dedicated 6pack per shield, you need to stack several against any real weapons, let alone EMPs, also always hide your reactors behind other parts
btw you can just set your individual weapons on certain parts to attack without the "red" attack mode, once a target is set they will shoot whenever they can, you dont need to stay in attack mode, you can use green free fly mode to spin around or get good angles on other smaller ships approaching you
Such a big ship, would be so beautiful to watch it blow up XD
Your mining laser is hitting your sensor array. May want to relocate it.
can't wait for next video
I wonder if its possible to make like a Borg ship, just a huge cube with lazers:D
It is! And it's how I mostly ended up wth my designs. However I'm challenging myself not to.
It exists, someone even went and made a Deathstar. There on the steam workshop.
Would the EMP bays work better with a damage missile mixed in, or does that make the ammo processing too annoying?
you definitely should be able to take on survivors to replenish your crew.
Would you trust someone who was just trying to kill you to man your ship, outside of the most dire of emergencies (literally, "You help us or we all die" situations)?
@@asureaskie well in reality no but if it was a choice between joining my crew or die. We can add the chance of mutiny or sabotage but that may be a whole different game.😄
@@williamhess180 I mean, it happened occasionally in the Age of Sail with military prisoners, but in those situations, the defeated crew knew they were going to be ransomed back to their home nation. No one would trust a pirate, though, who's facing a death sentence. Cosmoteer seems much more along the latter lines.
@@asureaskie There could be some percentage chance that a survivor from a hostile ship would comply to join your crew... This way it wouldn't take so much work as to implement a new game mechanic...
It wasn't that the ship got close enough to be inside your shields. It had a disruptor that took them down.
I really like the 1 ship dose everything take u are doing :D makes for some interesting design challanges that dont come up if u just seperate alot of the weps
u know if you install a bumper of struckture on the front you wont experience 28:20. also I know you maybe want to use the vanilla version, but trust me when I say to you that for a real capital ship you need the Huge ships mod. love your vids
Dear Nilaus, so I've a challenge for you: can you play a factorio game where you are not allowed to place any belts that go left? Belts can only go up, down or to the right. I think we will learn a lot about factory design with this challenge! Thanks and keep up!
YESSSSSSSSSS ANOTHER VID GIMME MOAR I WILL DEVOUR THEM
It's ok to merge more then 2 lasers, It's just that each extra beam after 2 is like a 20% decrease in damage.
It doesn't matter how many beams you merge. The math works out each ion Cannon gives 25% less to the final end stage beam
Hi Nliaus, A dyson sphere fanatic here
In your conflunce of s4 achivement challenge, you have a excel sheet called planetary overview, it would be great if you could do masterclass video about it
If you have a section modularized, do you need to assign the flow of power within it?
in my experience, yes. The main problem is that if you don't assign them, they try to help the whole ship, which means jumping out while you're in mid-travel or mid-combat and more likely than not just dying due to running out of oxygen or enemy fire.
the 2x2 bedrooms are more space efficient than the 2x1 rooms since they can accommodate 6 crew instead of just 2
you could change some and have more usable space
they suck for controlled allocation of people. Very rarely do I want 6 people assigned to the same task. Assigning 4 of 6 in a room to one task and 2 of 6 to another doesn't work
@@Nilaus I think you could use the same "role" for different tasks if you managed priorities correctly. For example in the thruster sections, everyone could have max priority for operating the engines and medium for supply, and it should work - they'd fill the stations first and the remaining crew would haul. No need to micromanage which specific crew are operators.
@@Nilaus if you use a crew category that only mans your guns you can just assign the single bedroom to 3 guns
or assign 6 people to do "reactor work"
3:58 you could save 1 2x1 bedroom for the crew assigned to guns
7:15 could save one for the reactor workers
to really get efficient at this game you should try the creative mode and limit yourself to a certain $ value of your ship (1.5kk being the common limitation in mp) then try to beat other ships with that
that are a few guide tips and suitable opponent ships on the cosmoteer forum and the excelsior discord
It would probably help to have more than just one large shield on each side of the front.
Poor guy Will.
The ship now looks like an old chinese house
Are you danish by any chance, the accent kinda gets me, just Got this game its so Fun.
a large shield and two walls will not save the reactor
you need more protection
are your ships on the steam workshop? would love to try them out
Still early game, I mostly see a roundish style of ship is it possible to make a long ship that fires from the side? though shield coverage might be a problem.
If the ship front is the length of the entire build screen, you don't need to shield the stuff at the sides and back. Not at this difficulty level at least. Either that or piloting skills suck and little vermin keep getting to the rear and blow stuff up.
I like you ship and i like to build some like that too
I respect your intentions. But I think specialized ship with only 1 kind of gun that is spammed gonna be better jack of all trades weaponry ship.
Only the railgun can do that by itself. Everything else needs support fire from other kinds of weapons, especially if you pick short range fighting.
I don't have so many options left bottom of the screen. I don't understand how you select the weapons one by one. Did I miss something
Put a hot key on your weapons (select all of one type), then pressing the key will bring up that menu. Saves having to select each canon/laser one by one.
Try finishing the tutorial or looking in the options menu for the option to enable additional controls.
Also there is an option that makes you need to hold Ctrl to select parts.
Got it
Could someone please define what a rail gun means in video games?
Ok, now your just copying Aavak