Cant wait to see what you're up to, it's been a while. Good to see we all had to start somewhere lol. I started FtD with Ashes so I made my early mistakes at small scale.
1:20:50 Is there no way to check to make a bomber wait until it has reloaded before going for it's approach? I've wondered this about cram bombers too. Anything with a long reload could benefit from technology that allows the AI to control the movement based on the readiness of a weapon. I would love to see a craft that could fall back and bounce around like a Flying Squirrel until it's ready, and then switch to attack mode and make a beeline for its target, deliver its payload, and then switch back to dodging. Even ramming craft could benefit from an evasive approach that transitions to a direct attack when close enough. Of course it would be more efficient for bombers to finish the last bit of reloading while on approach, so maybe this is why no one has bothered to work this out. But I often see timing-based solutions fail in frustrating ways like this.
It is fixable since that bomber is entirely breadboard based and knows when it dropped its bombs and could estimate the time it would take to get back. I just never fixed it. I’m working on another bomber now where I do intend on fixing that issue.
One of the big benefits of having youtube channel is the ability to make this kind of videos :D Btw: do you have carrier uploaded to workshop somewhere? I lurked some carriers there the other day to learn how to build them and found only 2 or 3 actually campaign worthy ones. Most are built for the looks and have either very weak unarmored fighters or just have all firepower on carrier.
Interesting how much you solved with just missiles, I virtually didn't use missiles, but somehow a few of my crafts, mainly being my favorite, the Eschaton at only 196k could solo the entirety of the DWG. I didn't like missiles because I thought they weren't interesting although I still used spin block and tractor beam cheese a lot
I like to use missiles or anything that relies on the enemy being incompetent ( Ie HESH) it works great until it doesn't work at all. That's the problem
@@dusty4896missiles are pretty easy to counter, look at Scarab it's almost immune to missiles, or Singularity. For ships Kitakami does it alright but there are tournament examples where a serious part of the cost goes into dual purpose ciws: If you use missiles the ciws can shut you down, if you don't then it'll just hurt you.
Glad you're post videos again. Your audio sounds better. Keep them coming.
Cant wait to see what you're up to, it's been a while. Good to see we all had to start somewhere lol. I started FtD with Ashes so I made my early mistakes at small scale.
I really miss Reamer and Darning Needle… they carried me in my early Neter play-throughs.
Oh no! I was really looking forward to seeing your take on "Maximum Cheese."
I'll do some total degeneracy eventually.
@@bungalowbill521 Glad to hear it!
A very interesting look into personal history! Neat
1:20:50 Is there no way to check to make a bomber wait until it has reloaded before going for it's approach? I've wondered this about cram bombers too. Anything with a long reload could benefit from technology that allows the AI to control the movement based on the readiness of a weapon. I would love to see a craft that could fall back and bounce around like a Flying Squirrel until it's ready, and then switch to attack mode and make a beeline for its target, deliver its payload, and then switch back to dodging. Even ramming craft could benefit from an evasive approach that transitions to a direct attack when close enough.
Of course it would be more efficient for bombers to finish the last bit of reloading while on approach, so maybe this is why no one has bothered to work this out. But I often see timing-based solutions fail in frustrating ways like this.
It is fixable since that bomber is entirely breadboard based and knows when it dropped its bombs and could estimate the time it would take to get back. I just never fixed it.
I’m working on another bomber now where I do intend on fixing that issue.
One of the big benefits of having youtube channel is the ability to make this kind of videos :D
Btw: do you have carrier uploaded to workshop somewhere? I lurked some carriers there the other day to learn how to build them and found only 2 or 3 actually campaign worthy ones. Most are built for the looks and have either very weak unarmored fighters or just have all firepower on carrier.
It’s this guy: steamcommunity.com/sharedfiles/filedetails/?id=2833581315
Only moderately campaign viable since it can’t engage flying targets
@@bungalowbill521 thanks!
My first ever boat was giant cube that lags my PC with missile spam.
Edit: The BBS Fifth Season is going to be really good in against plasma craft.
I deleted all my old designs from years ago when i started playing it again.
Interesting how much you solved with just missiles, I virtually didn't use missiles, but somehow a few of my crafts, mainly being my favorite, the Eschaton at only 196k could solo the entirety of the DWG. I didn't like missiles because I thought they weren't interesting although I still used spin block and tractor beam cheese a lot
I like to use missiles or anything that relies on the enemy being incompetent ( Ie HESH) it works great until it doesn't work at all. That's the problem
@@chillbuilder101 well sadly for anyone, missiles almost always work, unless you have some serious anti missile defenses
@@dusty4896missiles are pretty easy to counter, look at Scarab it's almost immune to missiles, or Singularity. For ships Kitakami does it alright but there are tournament examples where a serious part of the cost goes into dual purpose ciws: If you use missiles the ciws can shut you down, if you don't then it'll just hurt you.
When did you start playing FtD?
Don't know why I can't download this video