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Hammer Hitbox 10/24/2024
Hammer Hitbox 10/24/2024
Переглядів: 131

Відео

EPIC GOO-GUN CLUTCH TOURNAMENT WIN
Переглядів 23Місяць тому
EPIC GOO-GUN CLUTCH TOURNAMENT WIN
EPIC GOO GUN CLUTCH TOURNAMENT WIN
Переглядів 15Місяць тому
EPIC GOO GUN CLUTCH TOURNAMENT WIN
Phew, that was close... wait what?
Переглядів 3Місяць тому
Phew, that was close... wait what?
Goo Hell
Переглядів 1092 місяці тому
Goo Hell
Quad Environmental Kill Team-Wipe with the Goo Gun | The Finals
Переглядів 192 місяці тому
Im a goo-head
The Swarm
Переглядів 395 місяців тому
The Swarm
Big Brain
Переглядів 215 місяців тому
Big Brain
Average CL-40 experience
Переглядів 197 місяців тому
So many direct hits...
Heavy Weapon Time-to-Kill Comparison [THE FINALS]
Переглядів 897 місяців тому
Test is on a Heavy dummy
Medium Weapon Time-to-Kill Comparison [THE FINALS]
Переглядів 2077 місяців тому
Please buff the CL-40 grenade launcher :(
SENTRY DOWN
Переглядів 1,3 тис.8 місяців тому
UA-cam broke the audio :(
CS2: How to defend after bomb plant
Переглядів 76Рік тому
CS2: How to defend after bomb plant
GOD BUNKER x2 (God Bunker with God Bunker Honeycomb) Rust
Переглядів 721Рік тому
GOD BUNKER x2 (God Bunker with God Bunker Honeycomb) Rust
How to fix deployables being stuck in the wood of your cave base! - RUST TIP
Переглядів 145Рік тому
How to fix deployables being stuck in the wood of your cave base! - RUST TIP
Ubisoft-Proton error on Steam Deck
Переглядів 1,2 тис.2 роки тому
Ubisoft-Proton error on Steam Deck
Factorio: 8 advanced dragon's-teeth designs tested
Переглядів 255 тис.2 роки тому
Factorio: 8 advanced dragon's-teeth designs tested
Factorio: Testing advanced dragon's-teeth designs (Round 2)
Переглядів 28 тис.2 роки тому
Factorio: Testing advanced dragon's-teeth designs (Round 2)
Factorio: Cheap and tileable death-world wall defense
Переглядів 52 тис.2 роки тому
Factorio: Cheap and tileable death-world wall defense
Factorio: Testing advanced dragon's-teeth designs
Переглядів 146 тис.2 роки тому
Factorio: Testing advanced dragon's-teeth designs
Satisfying timing 😳
Переглядів 1993 роки тому
Satisfying timing 😳
Portal Reloaded - Chamber 10 Skip
Переглядів 1043 роки тому
Portal Reloaded - Chamber 10 Skip
"perfectly balanced"
Переглядів 793 роки тому
"perfectly balanced"
The Blitz Experience
Переглядів 743 роки тому
The Blitz Experience
New Chanka
Переглядів 384 роки тому
New Chanka
Unreal Engine Demo 04 18 2018 14 57 54 71 DVR
Переглядів 546 років тому
Unreal Engine Demo 04 18 2018 14 57 54 71 DVR
Some normal Caveira gameplay
Переглядів 596 років тому
Some normal Caveira gameplay
Unreal Engine Demo 02 25 2018 07 03 56 4083 DVR
Переглядів 256 років тому
Unreal Engine Demo 02 25 2018 07 03 56 4083 DVR
UE4 Projectile_2 / Air Strafe Demonstration
Переглядів 7356 років тому
UE4 Projectile_2 / Air Strafe Demonstration
UE4 GRAVITYGUN TEST2
Переглядів 456 років тому
UE4 GRAVITYGUN TEST2

КОМЕНТАРІ

  • @makebritaingreatagain2613
    @makebritaingreatagain2613 9 днів тому

    The problem with a lot of these designs is that they will be a pain in the 4ss for players to move through. 3 is probably the best over-all compromise; The walls took no damage, the bugs didn't get that far, & it won't take too long for the player to walk through when they want to leave the base to explore or pop nests.

  • @Hynnar
    @Hynnar 11 днів тому

    Oh, I've been using these types of designs since I started playing. Except yours didn't attack the walls. Was thay intentional?

  • @TheChungassSupreme
    @TheChungassSupreme 13 днів тому

    Honestly, it seems like design 1 was the most effective in terms of Cost-to-efficiency ratio, at least when it's just a single target type. But design 3 could be slightly modified so each cell houses its own laser, and upkeep could be handled by drones, so in terms of damage to defense, it would likely be a vastly superior design for late game defense.

  • @MrWaffleSlapper
    @MrWaffleSlapper 18 днів тому

    Do these designs still work as in Spaceage?

  • @VirtualKota
    @VirtualKota 23 дні тому

    Bug plinko

  • @NotGrimman
    @NotGrimman 23 дні тому

    Biter pachinko

  • @sarbe6625
    @sarbe6625 23 дні тому

    I prefer the third option primarily because it is easier to adapt to awkward angles and diagonal walls on account of it being square instead of rectangular in the tileable pieces.

  • @benmalatin5237
    @benmalatin5237 23 дні тому

    Interesting! Thanks for sending me down a little wikipedia rabbit hole about real life dragon’s teeth. It’s a really interesting defensive strategy.

  • @WhatIsAmadillo
    @WhatIsAmadillo 24 дні тому

    Oh huh, never even thought about doing something like this. I wasn't aware you could mess with the bugs' pathing like this, but it makes sense How does it hold up when spitters get involved? Is it able to keep them out of spitting range before they die?

    • @Kameolontti
      @Kameolontti 14 днів тому

      Spitters prefer to engage turrets but will engage wall pieces if they can't get in range of turrets. This is why I use multi-entrance labyrinth designs. It doesn't matter if they break some stone. It slows all the heaviest attacks down a lot, including ones that involve behemoths and large groups of spitters.

  • @Ozlav
    @Ozlav 24 дні тому

    Nice, does this still work if the last wall in front of the turrets is closed?

  • @Poopshit420
    @Poopshit420 25 днів тому

    Why not build a huge block of concrete like me?

  • @перевести_на_русский

    2:06 простите что опоздал, на дороге были пробки

  • @CospeBala
    @CospeBala 26 днів тому

    For me, the best results was number 1, 3, 5 and 6, where the 1 the advantage is the simplicity

  • @poepse
    @poepse 27 днів тому

    Nice music

  • @Fabian-UwU
    @Fabian-UwU 27 днів тому

    Can you try a tesla valve design? :D

  • @MrValarath
    @MrValarath 28 днів тому

    Music score?

  • @nokia-gm8gv
    @nokia-gm8gv Місяць тому

    damn nce

  • @SonOfZeusGaming
    @SonOfZeusGaming Місяць тому

    soo |----| looks to be the best one followed by + and o

  • @darokdeed
    @darokdeed Місяць тому

    would be nice to see with combined armies and behemoth variations and then how much % of hp is missing from the walls

  • @thekingofcardboard
    @thekingofcardboard Місяць тому

    What advantage do these have over solid walls?

    • @Vlad-yy3le
      @Vlad-yy3le Місяць тому

      They dont attack walls coz they think they can reach the turrets, but get stuck or confused

  • @jankington216
    @jankington216 Місяць тому

    If you could require them to go backwards a significant distance in order to get forward, they may just be screwed

    • @benblack5126
      @benblack5126 Місяць тому

      Nah. Paths that have them double back 3 or 4 tiles make them too frustrated. They start damaging walls around that point

  • @OnyxIdol
    @OnyxIdol Місяць тому

    This reminds of playing tower defense in Warcraft 3. A good pattern there are spirals (or snail houses). I wonder how well they would work here.

    • @janweissmann4075
      @janweissmann4075 Місяць тому

      In pretty much all WC3 TD maps you only needed to have ANY path open to the AI. In Factorio I belive they start attacking when the path to the next "checkpoint" is "blocked". Aka if they walk too long facing walls, they will start attacking. This basically only happened in WC3 if you completly blocked the paths of the AI which was possible on many maps but obviously not smart most of the time ;)

  • @wikidude445
    @wikidude445 Місяць тому

    Very epic goo gun moment

  • @timetobargeinandgivemyopin7260
    @timetobargeinandgivemyopin7260 Місяць тому

    Song name? Edit: chasing clouds - shenoda

  • @TriconPOE
    @TriconPOE Місяць тому

    Starting to remind me of wc3 td mazes

  • @DorangoBread
    @DorangoBread Місяць тому

    Nice! You're just missing the control study (no walls)

    • @widecat1404
      @widecat1404 Місяць тому

      Real

    • @gozzilla177
      @gozzilla177 27 днів тому

      No walls and a simple 1/2 layer normal wall I'd say

  • @0to100_real_quick
    @0to100_real_quick Місяць тому

    Have you tried this with the advance AI mods?

  • @charlesdaugherty321
    @charlesdaugherty321 2 місяці тому

    1 is the most cost effective. Least placed blocks.

  • @jeffreylimburg
    @jeffreylimburg 2 місяці тому

    What's the music?

    • @Whoop0
      @Whoop0 3 дні тому

      Darude - Sandstorm Senor B - Hypnotic

  • @giulianodenardi7654
    @giulianodenardi7654 2 місяці тому

    2:06 Hey, wait for meeeeee 💀

  • @mrleonspain
    @mrleonspain 2 місяці тому

    How do you make the camera movements so smooth?

  • @theharbingerofconflation
    @theharbingerofconflation 2 місяці тому

    Personally I just like to build multi-entrance labyrinths

  • @small_boss
    @small_boss 2 місяці тому

    Forever tortured

  • @umbra_mortes
    @umbra_mortes 2 місяці тому

    На 2:00 некорректно сделано, второй слой нужно было сместитьв сторону

  • @BeezeeChutter
    @BeezeeChutter 2 місяці тому

    Make me

  • @daskampffredchen
    @daskampffredchen 2 місяці тому

    Interesting how they are all open

    • @Dream146
      @Dream146 24 дні тому

      yes because if they aren't then they just get attacked

  • @wikidude445
    @wikidude445 2 місяці тому

    Nice goo brained tactics

  • @IAmNumber4000
    @IAmNumber4000 2 місяці тому

    Looks like 3 and 6 were most effective

    • @jadedandbitter
      @jadedandbitter 2 місяці тому

      Since 3 took no damage, it's the clear winner

    • @aprinnyonbreak1290
      @aprinnyonbreak1290 2 місяці тому

      6 is the most effective in the context of a single attack, but 1 and 6 were both damaged, meaning they're going to need more upkeep. 3 is the best balance of effectiveness to upkeep. 3 also has the unique advantage of actually becoming more effective in the short term if parts are broken during a particularly brutal wave.

  • @DiggitySlice
    @DiggitySlice 2 місяці тому

    According to history, all you need is some dirt and you can go right over these

  • @mrosskne
    @mrosskne 2 місяці тому

    why are there only two kinds of land animal on this whole planet?

    • @commandoepsilon4664
      @commandoepsilon4664 2 місяці тому

      Presumably because they've eaten anything that wasn't them. It's entirely possible they aren't even indigenous, and given their tendency to consume pollution may be some kind of bio-weapon.

    • @Ashmun
      @Ashmun 2 місяці тому

      The rest of the fauna is living underground because they don't want to pay taxes. Also, in the upcoming dlc there are going to be new ennemies, yay!

    • @Vlad-yy3le
      @Vlad-yy3le Місяць тому

      Because they ate the rest

  • @jingermcblabbersnitch7162
    @jingermcblabbersnitch7162 2 місяці тому

    I wish there was a similar demonstration with green biters and spitters, which is a more realistic scenario

    • @amirharithbinhairuzzamilmoe
      @amirharithbinhairuzzamilmoe Місяць тому

      Bonus if its small biters. I could imagine them dying like popcorn, plus imagine how fast they would be able to reach the turrets.

  • @pirminp7090
    @pirminp7090 2 місяці тому

    Nice showcase ❤, please make a video with statistics as well, time until killed, resource costs, damaged teeth etc.

  • @turnsout689
    @turnsout689 2 місяці тому

    Sweet music choice

  • @Joel-qo6gt
    @Joel-qo6gt 2 місяці тому

    ah, the most interesting question: what's the most efficient way to screw with these bugs' pathfinding?

    • @Arzon527
      @Arzon527 2 місяці тому

      The last couple options seemed to be the best. Keeping a "clear" path is important on the teeths integrity, while making the bugs double back seemed to give them the most trouble. I wonder if a j shaped tunnel could be used to path them longer

    • @bmobmo6438
      @bmobmo6438 Місяць тому

      @@Arzon527 They will start attacking walls if the path gets too long though, design 3 seems to actually be best since it delayed them the most without taking damage

    • @vasianduban9995
      @vasianduban9995 7 днів тому

      for best result you should add gates that are opening and closing

  • @pylonialwaffles6944
    @pylonialwaffles6944 3 місяці тому

    I liked that you had the tileable bit at the bottom of each demonstration.

  • @lotsoflambdas
    @lotsoflambdas 3 місяці тому

    So,those are called dragon teeth,not anti boom boom bug walls or anti mink tanes

  • @lucywucyyy
    @lucywucyyy 3 місяці тому

    im gonna start using 4 and 5 i think or my own variation thats similar

  • @SukacitaYeremia
    @SukacitaYeremia 3 місяці тому

    Man if the devs suddenly decided to create bunkerbusting mechanics where bigger biters have some inertial mass to damage walls simply by running into it like how tanks work

  • @tAether
    @tAether 3 місяці тому

    First one is the best, not the best at slowing down but wasn't attacked at all, meaning doesn't need bots as much, meaning less destroyed bots

    • @DrFreenote
      @DrFreenote 2 місяці тому

      At the very bottom you can see the yellow caution indicator (indicating turrets firing) and red caution and destruction indicators (indicating wall damage and destruction). The first pattern left two wall pieces destroyed. The second, third, forth, and fifth patterns left none damaged or destroyed. The sixth pattern left three destroyed.

    • @scragar
      @scragar 28 днів тому

      @DrFreenote I think the first only took damage because of the pathfinding, a bunch of biters charged the same path, and that resulted in some getting stuck, causing them to attack the wall.

    • @von_nobody
      @von_nobody 27 днів тому

      @@scragar And this is problem, Biters need be confuse but still have path forward, at some point on big waves they always attack walls like this, many times I find out that 2 tiles space between layers reduce number of destroyed walls but still confuse attackers.

  • @clebsgaming92
    @clebsgaming92 4 місяці тому

    nice testing and nice music