One of the advantages the Collective has in this battle is the fact that they're all running the same model of ship. It's genius because you have a hard time focusing on a single target, especially if they fly past you and you lose track of them. How do you know the ship in front of you is the same one you were shooting at earlier? The other advantage is their swarm tactic.
5:15 to 5:42 that outside-inside-outside scene was amazing. More of that please. It's so cool to see the big ship fighting, then an inside look at a nervous guy hastily fixing some wires mid combat then getting into the pilots seat and then the outside shot of the ship getting back into the fight.
At least this time the Collective actually lost a few Gladiators, right? So now that they aren't totally invincible, it's just five coordinated Heavy Fighters packed to the gills with firepower are still a better skirmishing force than an assortment of various ship types. What all is the Gladiator armed with anyways? I think I saw about four Rail Cannons on one, or maybe they were plasma throwers... Since I'm not in the Alpha, I don't know where the Power and Heat Generation mechanics are at, but it looked like that same splayed-open Gladiator had a substantial power generator with at least two Fuel Rods and Chambers. Depending on how the Materials Update interacts with all this, packing your Generators and so many high-powered weapons so tightly onto a heavily armored frame might saddle the Gladiator with short Combat Operations times or else risk the whole ship melting down.
I feel like The Simulations could have won with different tactics. The Collectives' cubes are great at quick direction changing and attacking from all sides. Perhaps if The Simulations had forced The Collective into chasing them in a straight line, they could have used the turrets more effectively. Kind of like the big, slow bombers with turrets did in WWII.
Really outstanding ship damage shots and creative ship design from the simulations. I think their gunships are my favorite from the battle. The gladiators swarming seperated ships made for some beautiful scenes. Collisions seem to be the most dangerous thing for them ha. Game balance and missing features aside, starbase is looking good and I am looking forward to seeing more battles or finally getting practice building ships. Easy on some of the video cutting and editing, there was too much scene jumping. Stringing a bunch of second long scenes is nauseating and made following the battle really difficult at times.
I think the Gladiator's simple silhouette betrays a lot of hidden complexities that people take for granted. Some people say it's compact but I actually think this is incorrect. Design is more than just big vs small, you also have to take into account other things like redundant systems and compartmentalization. While I don't know very much about the mechanics of this game and I don't have the schematics for the Gladiator, you can see at 1:47 that it's packed with compartments and redundancies. Its what allows it to continue to fight, even after taking loads of hits. Compactness is actually a trap I think the Simulations fall into. Sure including the bare minimum of necessary parts gives you a svelte and polished frame, but it also means that a few good hits can disable your ship entirely. I wouldn't say that the Simulations' designs were bad at all, nor am I saying that it was the only reason they lost. But you shouldn't discount the Gladiator as a cheesy and broken design, and discount the Collective: Cadmium Team's own efforts in leveraging their many advantages to achieve victory.
The Gladiator is a role model. People should build ships to be fast, manoeuvrable and armoured, it's only sensible. Wings and decorations have no place in space combat.
I hope you'll be adding larger caliber projectiles and possibly beam weapons in the future all the way up to capitol class stuff! The battles look nice and all already, but the reliance on omnidirectional bullet hoses lessens the visual impact they could have.
Look at y'all complain! Holy fuck, it's an alpha game that already has spaceship combat and the physics involved... Don't whine about minmaxing or ship design either. It's a competition, you build what's going to help you -- not what looks good. Congratulations to the Collective for their win.
So current PvP "meta" is a flying barrel with lots of guns, did I got the idea of the video correct?
4 ปีที่แล้ว +5
If you really think about it, it is realistic scenarion that will probably happen eventually in our future :) Most compact, most durable, lightest and simplest design, which is exactly what you need actually :)
@ In our future space battles will be fought over 10.000 kms, being small and nimble will be not only pointless, but more so a detriment as you'd have less surface to went off waste heat and cook your pilots alive. You'd just point a laser on a tin can like the gladiator and it would burn up inside in seconds. Future combat ships will be in fact cruiser-carrier sized, to accommodate the crew with rotating artificial gravity, oxygen and food supplies for long periods of time, think about how modern carriers function as a mobile base and you'll get the gist, just with much smaller crews like 10-20 people in rotating shifts.
Flying barrel with lots of guns is easy to build and program with YOLOL. Multiple turrets with a limited rangefinder to locate targets is difficult to build and EXTREMELY difficult to program with YOLOL. I do think turrets/large ships will eventually overtake fighters in some roles, but only when the shipbuilding gets advanced enough.
@@csfelfoldi The square- cube law would like to disagree with you! Also smaller ships handle dynamic loads much better and can turn faster. I think the real size would be ~200-500t and the weapons are kinetic or nuclear missiles. But I think there would be smaller assistance craft for radar etc. with a mass of ~10-50t. Lasers are currently not able to achieve high efficiencies and high continuous power. They would take very long to heat the opposing ship and would cook themselves with waste heat, which is ~10 times greater than output power.
@@faraway6626 you were bringing up anesthetics. I was pointing out that, while anesthetics are nice, that's all they are. Nice. They are not necessary, and in reality can become quite cumbersome to a fighting vessel.
Lmao I knew meta death cube will just win out. Guys they really haven't put anything in the game that makes combat have any more depth than death cubes, it was bound to happen, and it'll be very boring on release if they don't think of something else
Game isn't mostly about combat, and the reason the cubes work is because of an unpatched exploit allowing you to have extra armour from certain placements
@@jackkennedy1931 This wont change the fact that every design will still go back to A Death Cube. If the game wasnt about combat, they best implement new systems that discourage it from the only end goal to the economy, change their marketing and give players reason not to blow each other up
@@gorgofdoom Mmmm yess, finally my desires can be sated with the inclusion of a few shiny tail fins. Truly this was what I was missing in life- I am finally content. Thank you fronzenbyte games for giving me purpose once again
The swarming tactics of the collective easily beat the spread out fleet composition of the simulations that fell apart shortly after the initial attack. They should have stayed close and protected the mothership. Unfortunately it seems that my guess was right and nimble gunbricks are going to dominate the combat meta. Maybe I am wrong and this is down to flying skill, but so far, the brick designs seemed vastly superior on multiple levels. Shame really...
The gun bricks are using/abusing multiple unintended and intended features to gain an advantage but of course skill also plays a role. Later on the meta will likely shift towards bigger shift since significant nerfs to the power consumptions of weapons are being considered. This would severly limit the amount of weapons a fighter can realistically carry while favoring bigger ships that can mount a bigger generator.
@@TatakaiEX For sure, but I generally was worried that much like in other games, bricks would be the most powerful and economical builds. And that worry has definitly proven right so far. We'll see wirh future installments of this.
@@ill3260 That sounds much better actually. Am looking foward to that.
4 ปีที่แล้ว +4
@@Bitt3rh0lz Well of course they are, and it's not simple to beat laws of nature in that regard :) It all dependes if you want to be super competetive, or just play for fun, or recreate ships from other franchises or you just like the "rule of cool". BUT if devs want to do something about it, I think that having ammo magazines and fuel tanks "really" explosive could lead to some fun designs, where you really dont want to have your ammo and weapons right there with your crew, engines, reactor and so on... Such things can lead to interesting designs with engines or weapons on pylons, rings, specialized mounts and so on. OR there can be some power-hungry upgrades, like tracking computer for bigger ships, so their turrets have much easier time with shooting down those fast and nimble craft and so on.. :) Also missiles.... they can be very effective counter to swarms of smaller ships without pdc :) Give it time
1. armor seems paper thin: every bullet goes through and pokes a big hole 2. explosion animations on hits are too big and look corny. The target ship looks like exploding to pieces after every single volley. They're overdone. 3. Collisions should have a bigger effect, possibly destroying the ships. This would encourage more long range and more careful tactical planning. Think airplanes, navy ships. No one goes full collision course irl. Except kamikaze maybe. 4. What, no shields? 5. Cadmium couldn't hit the wide side of a flying space barn!
1. Every component of a ship except for very few exceptions is made out of Bastium, a fairly common and weak but cheap material. Armor is very easy to pierce accordingly, you need 3 layers of plates or more to stop a single autocannon round. More materials are to be implemented by next week or soon after. 2. Still work in progress, I dont know what the plans are 3. Collisions do have a quite big effect on ships depending on their structural durability, ships with low ones will desintegrate or lose huge chunks of their ships, currently collisions also destroy most ships outright even if it seems like only a chunk of the ship is missing. That chunk can include vital beamwork, thrusters ables and pipes etc. only bigger ships can survive larger missing chunks due to redundancy. 4. Shields are not going to be added and are not planned, you will have the option to use all sorts of materials to armor your ships but unless you get creative with existing parts shields wont be in Starbase. 5. Its largely down to training and I fully understand how hard it can be to aim with only keyboard controls, with lots of training you can get very accurate and consistent but it isnt as easy as in other games
the collective ships were using turret armor as that was the only armor available it actually holds up pretty well, the simulations however only used decoratively plates that's why they look so weak yeah the explosion effects are a bit much sometimes but I think that's because we are using plasma weapons which don't penetrate but rather fractures a large aoe of plating collisions are 1 hit kill for most ships so I don't quite understand what you mean by bigger effect shields detract from the voxel physics and lead to lazy ship design and yeah keyboard controls are quite difficult when trying to do fine aiming or target tracking, you can see how useless the turrets are on that large ship
We’re salty because afaik, all tournaments of this nature that I have seen have had various rules in place to prevent this level of minmaxing. -rep for Collective.
@@cokol3563 You think that just because I like rules that keep a level playing field between competitors, I'm a PvE-only shitter? What's the logic there?
there's no bugs abused in the design, maybe some things that were unintended to be used as armor but they are still coded into the game to have a better armor value by the devs.
@@M0d4l3 they stacked alot of thin floor plates that were more armored than just plates. So its almost imposible to kill this ship. But this abuse was fixed
Why does the collective is so powerfull ? Did you think that they optimised according to rules ? Like, there is a limit of cannon per ship, but not per fleet. All of their ships are constantly capable of maximum firepower while the others try to use turret while not being fully crewed. Even if they try to use a big mastodonte fully crewed, they will be slower and bigger but get hit easily. The ruleset give total advantage to the collective because they understood how it worked and actually worked on their design. The others did some good looking ship but... They are awfull combat wise because their firepower is divided, they are bigger etc... Collective did one very good model and gave it to every of their players. That's the difference. Well to what i've read the Gladiator is a near exploit model, but the goal of this PvP tournament is clearly not to see "How'z da best wiz dakka", it's to test balance. And it's fucked up actually xD
The Gladiator was looked at and OKed by the devs before we used it, they felt it was fine and not an exploit. Anyways yes as soon as the rules were released we sat down and discussed what tactics we believed would be the best. This isn’t one of those “oh just fight to test the game” type events, it’s got some highly significant rewards that come with it, so we are giving it the competitive respect it should have.
I feel like that "big" ship was too small and tried to maneuver too much. The point of a gun platform is to have a steady heading and provide blanket fire, while also being able to withstand hits, otherwise your gunners will not only have to compensate for enemy maneuvers but yours as well which makes aiming impossible. Although having the option to slave together 2-3 turrets for more daka/crew would help bigger designs a lot as well.
@@csfelfoldi I was thinking the same thing. I play a WW2 sim and I've had so many guys ask me to be a gunner on a B-17 or B-24 bomber only to have them bob and weave all over the place so I couldn't hit anything due to their flying. Turret ship needs to be tough and stable.
You'll need turrets with bearing frame to be able to bolt a lot of armour on them. Otherwise it doesn't matter how tough is the ship itself if turrets can be ripped off on a single pass by a fighter.
The counter I imagine is having slaved turrets with motion prediction. Basically just paint a target with a cone of long range lasers, run the maths in yolol, have the turrets aim themselves perfectly. No need for 5+ skilled gunners, just one guy who can keep a cone of lasers shining the right direction!
I hope the fps is complementary to the 60$ price tag, cuz this looks like 7$ ...LOL JK JK Frosenbyte ,, pls give early access key :D . . . . . PS :sorry
Nicely cut together, loved the closeup of ships when they took damage! Loved to see the ships still fighting while missing whole chunks.
Hey that’s me!
Nice fight guys, was super fun.
One of the advantages the Collective has in this battle is the fact that they're all running the same model of ship. It's genius because you have a hard time focusing on a single target, especially if they fly past you and you lose track of them. How do you know the ship in front of you is the same one you were shooting at earlier? The other advantage is their swarm tactic.
The real advantage is that small boxes are inherently better combat ships in this game.
There is a reason why the Collective military is called "SWARM" XD
That shot at 2:52 is so cool! Watching the Simulator ship being chased by a coordinated swarm of Collective Gladiators! 🔥
5:15 to 5:42 that outside-inside-outside scene was amazing. More of that please.
It's so cool to see the big ship fighting, then an inside look at a nervous guy hastily fixing some wires mid combat then getting into the pilots seat and then the outside shot of the ship getting back into the fight.
The Meta death cube remains undefeated.
This already is going to make alot of people not want to play.
Death cubes are so uncivilized
The turreted ship felt too small for a gunship and too big for a fighter.
Very awesome! Love the battles!
At least this time the Collective actually lost a few Gladiators, right?
So now that they aren't totally invincible, it's just five coordinated Heavy Fighters packed to the gills with firepower are still a better skirmishing force than an assortment of various ship types.
What all is the Gladiator armed with anyways?
I think I saw about four Rail Cannons on one, or maybe they were plasma throwers...
Since I'm not in the Alpha, I don't know where the Power and Heat Generation mechanics are at, but it looked like that same splayed-open Gladiator had a substantial power generator with at least two Fuel Rods and Chambers.
Depending on how the Materials Update interacts with all this, packing your Generators and so many high-powered weapons so tightly onto a heavily armored frame might saddle the Gladiator with short Combat Operations times or else risk the whole ship melting down.
I feel like The Simulations could have won with different tactics. The Collectives' cubes are great at quick direction changing and attacking from all sides. Perhaps if The Simulations had forced The Collective into chasing them in a straight line, they could have used the turrets more effectively. Kind of like the big, slow bombers with turrets did in WWII.
The presenter is truly amazing. She speaks clearly and successfully captures my attention. I wish her a long career.
Really outstanding ship damage shots and creative ship design from the simulations. I think their gunships are my favorite from the battle.
The gladiators swarming seperated ships made for some beautiful scenes. Collisions seem to be the most dangerous thing for them ha.
Game balance and missing features aside, starbase is looking good and I am looking forward to seeing more battles or finally getting practice building ships.
Easy on some of the video cutting and editing, there was too much scene jumping. Stringing a bunch of second long scenes is nauseating and made following the battle really difficult at times.
Awesome camera work.
I think the Gladiator's simple silhouette betrays a lot of hidden complexities that people take for granted. Some people say it's compact but I actually think this is incorrect. Design is more than just big vs small, you also have to take into account other things like redundant systems and compartmentalization. While I don't know very much about the mechanics of this game and I don't have the schematics for the Gladiator, you can see at 1:47 that it's packed with compartments and redundancies. Its what allows it to continue to fight, even after taking loads of hits. Compactness is actually a trap I think the Simulations fall into. Sure including the bare minimum of necessary parts gives you a svelte and polished frame, but it also means that a few good hits can disable your ship entirely.
I wouldn't say that the Simulations' designs were bad at all, nor am I saying that it was the only reason they lost. But you shouldn't discount the Gladiator as a cheesy and broken design, and discount the Collective: Cadmium Team's own efforts in leveraging their many advantages to achieve victory.
The Gladiator is a role model. People should build ships to be fast, manoeuvrable and armoured, it's only sensible. Wings and decorations have no place in space combat.
Will there be shields for the ship?
I hope you'll be adding larger caliber projectiles and possibly beam weapons in the future all the way up to capitol class stuff! The battles look nice and all already, but the reliance on omnidirectional bullet hoses lessens the visual impact they could have.
I'm starting to see a trend here...
Lets gooooo!
Look at y'all complain! Holy fuck, it's an alpha game that already has spaceship combat and the physics involved...
Don't whine about minmaxing or ship design either. It's a competition, you build what's going to help you -- not what looks good.
Congratulations to the Collective for their win.
ahh yes, salt. So tasty. So many electrolytes.
So current PvP "meta" is a flying barrel with lots of guns, did I got the idea of the video correct?
If you really think about it, it is realistic scenarion that will probably happen eventually in our future :) Most compact, most durable, lightest and simplest design, which is exactly what you need actually :)
@ Well, yes... But it still hurts creators feelings :D
@ In our future space battles will be fought over 10.000 kms, being small and nimble will be not only pointless, but more so a detriment as you'd have less surface to went off waste heat and cook your pilots alive. You'd just point a laser on a tin can like the gladiator and it would burn up inside in seconds.
Future combat ships will be in fact cruiser-carrier sized, to accommodate the crew with rotating artificial gravity, oxygen and food supplies for long periods of time, think about how modern carriers function as a mobile base and you'll get the gist, just with much smaller crews like 10-20 people in rotating shifts.
Flying barrel with lots of guns is easy to build and program with YOLOL. Multiple turrets with a limited rangefinder to locate targets is difficult to build and EXTREMELY difficult to program with YOLOL. I do think turrets/large ships will eventually overtake fighters in some roles, but only when the shipbuilding gets advanced enough.
@@csfelfoldi The square- cube law would like to disagree with you!
Also smaller ships handle dynamic loads much better and can turn faster.
I think the real size would be ~200-500t and the weapons are kinetic or nuclear missiles. But I think there would be smaller assistance craft for radar etc. with a mass of ~10-50t.
Lasers are currently not able to achieve high efficiencies and high continuous power. They would take very long to heat the opposing ship and would cook themselves with waste heat, which is ~10 times greater than output power.
can you change thrusters colors? looks hard to identify friend or foe
Target eliminated. Beep boop.
Boop beep.
Wow thanks for the spoiler.
These Gladiaror ships are amazing
All they are is heavily armored boxes it’s very effective but aesthetic wise do I need to say more?
@@faraway6626 anesthetics are meaningless in a battle. Effectiveness is what matters.
Salty McGinger who said aesthetics
Where meaningful in battle?
@@faraway6626 you were bringing up anesthetics. I was pointing out that, while anesthetics are nice, that's all they are. Nice. They are not necessary, and in reality can become quite cumbersome to a fighting vessel.
Salty McGinger yes but an aesthetically pleasing ship plus a very effective ship=amazing ship
Sim will surely build a great fight later on go simulations
Never give up bro
So when can I play 🙃
The Simulations didnt discover reverski flight model yet
Awesome, wish I could play the alphas or betas or just anything at least once I mean I signed up months ago and never got in once... big sad
what was the one gunner doing on the very back going on that big ship? lmao
those gladiators scare me, i wouldnt want to face those ships
*S O O N*
Lmao I knew meta death cube will just win out. Guys they really haven't put anything in the game that makes combat have any more depth than death cubes, it was bound to happen, and it'll be very boring on release if they don't think of something else
Game isn't mostly about combat, and the reason the cubes work is because of an unpatched exploit allowing you to have extra armour from certain placements
@@jackkennedy1931 This wont change the fact that every design will still go back to A Death Cube. If the game wasnt about combat, they best implement new systems that discourage it from the only end goal to the economy, change their marketing and give players reason not to blow each other up
Would diametric tail fins and a few nacelles make you feel better?
@@gorgofdoom Mmmm yess, finally my desires can be sated with the inclusion of a few shiny tail fins. Truly this was what I was missing in life- I am finally content. Thank you fronzenbyte games for giving me purpose once again
I think death cubes have a certain beauty about them lol
Collective is just too good, love the brutalist cube design of their ships as well.
The swarming tactics of the collective easily beat the spread out fleet composition of the simulations that fell apart shortly after the initial attack. They should have stayed close and protected the mothership.
Unfortunately it seems that my guess was right and nimble gunbricks are going to dominate the combat meta. Maybe I am wrong and this is down to flying skill, but so far, the brick designs seemed vastly superior on multiple levels. Shame really...
The bricks are very well built, and their pilots are skilled. The Simulations didn’t have any tactics at all, of course they got owned.
The gun bricks are using/abusing multiple unintended and intended features to gain an advantage but of course skill also plays a role.
Later on the meta will likely shift towards bigger shift since significant nerfs to the power consumptions of weapons are being considered. This would severly limit the amount of weapons a fighter can realistically carry while favoring bigger ships that can mount a bigger generator.
@@TatakaiEX For sure, but I generally was worried that much like in other games, bricks would be the most powerful and economical builds. And that worry has definitly proven right so far. We'll see wirh future installments of this.
@@ill3260 That sounds much better actually. Am looking foward to that.
@@Bitt3rh0lz Well of course they are, and it's not simple to beat laws of nature in that regard :) It all dependes if you want to be super competetive, or just play for fun, or recreate ships from other franchises or you just like the "rule of cool".
BUT if devs want to do something about it, I think that having ammo magazines and fuel tanks "really" explosive could lead to some fun designs, where you really dont want to have your ammo and weapons right there with your crew, engines, reactor and so on... Such things can lead to interesting designs with engines or weapons on pylons, rings, specialized mounts and so on.
OR there can be some power-hungry upgrades, like tracking computer for bigger ships, so their turrets have much easier time with shooting down those fast and nimble craft and so on.. :)
Also missiles.... they can be very effective counter to swarms of smaller ships without pdc :)
Give it time
idk I kinda dislike those bullet-like ships from Collective I hope won't be the meta of the game
It is the meta of space combat in general. Such is the case in a zero g environ with no friction.
The intro clip is very low FPS for some reason.
Oh if only I had as big a brain as ship designers had
Integrate or disintegrate.
SHip battles are cool but what else is there in the game?
mining lots and lots of mining
I'm the 400th like 🎉
1. armor seems paper thin: every bullet goes through and pokes a big hole
2. explosion animations on hits are too big and look corny. The target ship looks like exploding to pieces after every single volley. They're overdone.
3. Collisions should have a bigger effect, possibly destroying the ships. This would encourage more long range and more careful tactical planning. Think airplanes, navy ships. No one goes full collision course irl. Except kamikaze maybe.
4. What, no shields?
5. Cadmium couldn't hit the wide side of a flying space barn!
1. Every component of a ship except for very few exceptions is made out of Bastium, a fairly common and weak but cheap material. Armor is very easy to pierce accordingly, you need 3 layers of plates or more to stop a single autocannon round. More materials are to be implemented by next week or soon after.
2. Still work in progress, I dont know what the plans are
3. Collisions do have a quite big effect on ships depending on their structural durability, ships with low ones will desintegrate or lose huge chunks of their ships, currently collisions also destroy most ships outright even if it seems like only a chunk of the ship is missing. That chunk can include vital beamwork, thrusters ables and pipes etc. only bigger ships can survive larger missing chunks due to redundancy.
4. Shields are not going to be added and are not planned, you will have the option to use all sorts of materials to armor your ships but unless you get creative with existing parts shields wont be in Starbase.
5. Its largely down to training and I fully understand how hard it can be to aim with only keyboard controls, with lots of training you can get very accurate and consistent but it isnt as easy as in other games
the collective ships were using turret armor as that was the only armor available it actually holds up pretty well, the simulations however only used decoratively plates that's why they look so weak
yeah the explosion effects are a bit much sometimes but I think that's because we are using plasma weapons which don't penetrate but rather fractures a large aoe of plating
collisions are 1 hit kill for most ships so I don't quite understand what you mean by bigger effect
shields detract from the voxel physics and lead to lazy ship design
and yeah keyboard controls are quite difficult when trying to do fine aiming or target tracking, you can see how useless the turrets are on that large ship
New armor system is comming in next two weeks
Looks someone's a bit salty cause someone minmaxed their ships on a PVP tournament. +rep for Collective.
We’re salty because afaik, all tournaments of this nature that I have seen have had various rules in place to prevent this level of minmaxing.
-rep for Collective.
@@invictus4050 PVE bob's opinion doesn't matter
@@cokol3563 You think that just because I like rules that keep a level playing field between competitors, I'm a PvE-only shitter? What's the logic there?
I tought exploiting bugs was against the tournament rules...
Buckle up and grab some popcorn, because here we go again!
I would like to know what bugs were involved.
there's no bugs abused in the design, maybe some things that were unintended to be used as armor but they are still coded into the game to have a better armor value by the devs.
@@M0d4l3 they stacked alot of thin floor plates that were more armored than just plates. So its almost imposible to kill this ship. But this abuse was fixed
The devs examined and OK’ed our ships before the fight, they didn’t see it as a banned exploit.
bopbep
Why does the collective is so powerfull ?
Did you think that they optimised according to rules ? Like, there is a limit of cannon per ship, but not per fleet.
All of their ships are constantly capable of maximum firepower while the others try to use turret while not being fully crewed. Even if they try to use a big mastodonte fully crewed, they will be slower and bigger but get hit easily.
The ruleset give total advantage to the collective because they understood how it worked and actually worked on their design. The others did some good looking ship but... They are awfull combat wise because their firepower is divided, they are bigger etc... Collective did one very good model and gave it to every of their players. That's the difference.
Well to what i've read the Gladiator is a near exploit model, but the goal of this PvP tournament is clearly not to see "How'z da best wiz dakka", it's to test balance.
And it's fucked up actually xD
The Gladiator was looked at and OKed by the devs before we used it, they felt it was fine and not an exploit. Anyways yes as soon as the rules were released we sat down and discussed what tactics we believed would be the best. This isn’t one of those “oh just fight to test the game” type events, it’s got some highly significant rewards that come with it, so we are giving it the competitive respect it should have.
what's stopping any other group to design a ship to win or planning accordingly... nothing
So basically big boy ships are not good rn, maybe add something to counter that?
Working on it:)
I feel like that "big" ship was too small and tried to maneuver too much. The point of a gun platform is to have a steady heading and provide blanket fire, while also being able to withstand hits, otherwise your gunners will not only have to compensate for enemy maneuvers but yours as well which makes aiming impossible. Although having the option to slave together 2-3 turrets for more daka/crew would help bigger designs a lot as well.
@@csfelfoldi I was thinking the same thing. I play a WW2 sim and I've had so many guys ask me to be a gunner on a B-17 or B-24 bomber only to have them bob and weave all over the place so I couldn't hit anything due to their flying. Turret ship needs to be tough and stable.
You'll need turrets with bearing frame to be able to bolt a lot of armour on them. Otherwise it doesn't matter how tough is the ship itself if turrets can be ripped off on a single pass by a fighter.
The counter I imagine is having slaved turrets with motion prediction. Basically just paint a target with a cone of long range lasers, run the maths in yolol, have the turrets aim themselves perfectly. No need for 5+ skilled gunners, just one guy who can keep a cone of lasers shining the right direction!
robocraft style cringe
WatermelonTensor just like YOUR MOMMY Ohhh gottemmmm!
at least the meta was fixed in a week not a full year
reminds me of those helium gun pods that would dart around at high speed and would always attack when you were preoccupied
I hope the fps is complementary to the 60$ price tag, cuz this looks like 7$ ...LOL JK JK Frosenbyte ,, pls give early access key :D
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PS :sorry
My first thing I thought was.."Where did they get $60 from?" but then I saw you were just joking overall.