As I'm not playing the Pilot in this vid, I'm doing a lot more space-walking to gather resources and complete objectives. Once shit hits the fans at around 9:00 it's a lot of gunnery though. Twitter: twitter.com/flamuchz Discord: discord.gg/Flamu Stream: www.twitch.tv/flamuu Insta: instagram.com/flamugram/
I felt like this game is perfect for Space Battleship Yamato collab. I mean, think about it. Being the crew of SBY Yamato and operates her with fully functioning compartments. Have Cosmo Zero and Cosmo Tiger you can fly on and fight and it takes like 100 of people try to work together and make the ship operates. One turret = One player and you have a command center of using Wave Motion Gun and have maybe 2-3 people operates in Engine room, taking care of Wave Motion Energy. It would be cool AF.
In theory yes. In practice DPM doesn't matter much, or not at all depending on how many shots are necessary. Unlike in warships, the HP on these enemies mean they die after a few hits and so reaching specific HP breakpoints matter more than theoretical DPM. For example, if we have a 1.4 second base cooldown (1.65 seconds with the 0.85 decreased fire rate) killing an enemy in 2 shots in 3.3 seconds versus 3 shots in 4.2 seconds represents something like an effective 27% damage increase, but if it still takes 3 shots it's actually a damage decrease since you're taking longer to deal those 3 hits (4.85 seconds versus 4.2 seconds). Based on what I could see, for the majority of these enemies, I think it's a much larger damage increase than 6% since many enemies are left with about 10% HP after two or three shots. I expect the +25% damage would have taken them out in 1 fewer shot representing a more significant damage increase than 6%. Against the fighters, it's a effectively 15% decrease in DPM though.
@ Of course there’s more to it than simple multiplication. More alpha but increased cool-down also means each shot missed will decrease the DPM actually brought to the target more significantly.
As I'm not playing the Pilot in this vid, I'm doing a lot more space-walking to gather resources and complete objectives. Once shit hits the fans at around 9:00 it's a lot of gunnery though.
Twitter: twitter.com/flamuchz
Discord: discord.gg/Flamu
Stream: www.twitch.tv/flamuu
Insta: instagram.com/flamugram/
That Beamcaster is so overkill against the fighters. I love it
Nice build :)
Thanks for playing Void Crew!
I felt like this game is perfect for Space Battleship Yamato collab. I mean, think about it. Being the crew of SBY Yamato and operates her with fully functioning compartments. Have Cosmo Zero and Cosmo Tiger you can fly on and fight and it takes like 100 of people try to work together and make the ship operates. One turret = One player and you have a command center of using Wave Motion Gun and have maybe 2-3 people operates in Engine room, taking care of Wave Motion Energy.
It would be cool AF.
Kinda reminds me of Warframes railjacks
Very much in fact.
Game has an interesting vibe
Btw:
Firing rate x 0.85 but damage increase by 1.25 is 1.0625 x DPM so a 6% increase of your DPM.
In theory yes. In practice DPM doesn't matter much, or not at all depending on how many shots are necessary. Unlike in warships, the HP on these enemies mean they die after a few hits and so reaching specific HP breakpoints matter more than theoretical DPM.
For example, if we have a 1.4 second base cooldown (1.65 seconds with the 0.85 decreased fire rate) killing an enemy in 2 shots in 3.3 seconds versus 3 shots in 4.2 seconds represents something like an effective 27% damage increase, but if it still takes 3 shots it's actually a damage decrease since you're taking longer to deal those 3 hits (4.85 seconds versus 4.2 seconds).
Based on what I could see, for the majority of these enemies, I think it's a much larger damage increase than 6% since many enemies are left with about 10% HP after two or three shots. I expect the +25% damage would have taken them out in 1 fewer shot representing a more significant damage increase than 6%. Against the fighters, it's a effectively 15% decrease in DPM though.
@ Of course there’s more to it than simple multiplication. More alpha but increased cool-down also means each shot missed will decrease the DPM actually brought to the target more significantly.