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Space Engineers - What makes a good Tank?
tank = garbo lol
Переглядів: 2 172

Відео

Space Engineers - What makes a good small ship fighter?
Переглядів 27 тис.3 роки тому
its a video on how to make a good small ship fighter in space engineers what were you expecting? ;c
poggers
Переглядів 393 роки тому
lol sike #minecraft #memes #meme #lol
target practice
Переглядів 403 роки тому
lol ez sniping #minecraft #memes #meme #lol

КОМЕНТАРІ

  • @maus6967
    @maus6967 5 місяців тому

    Large grid tank maybe?

  • @sigurdrr1015
    @sigurdrr1015 6 місяців тому

    Very good and useful pointers

  • @Sergeant_Morf
    @Sergeant_Morf 8 місяців тому

    Thx for sharing

  • @marionhostetler9622
    @marionhostetler9622 8 місяців тому

    You should do more videos like this. Good job

  • @yehudiel4588
    @yehudiel4588 9 місяців тому

    is the fighter on the workshop, im working on a carrier and looking into fighter designs and build my hangar capacity around a final fighter design, i like this one the best

  • @comensee2461
    @comensee2461 11 місяців тому

    Small grid fighters can get a lot of extra punch if you equip them with homing missiles. I made a <20k lb hydrogen fighter with VTOL engines and it was insanely nimble. 3 small thrusters on the top, 3 small thrusters on the left-and-right each, and 1 large in the rear. I had to do way less piping work which cut down on weight.

  • @robertperreira9050
    @robertperreira9050 Рік тому

    Appreciate you sharing your thought process.

  • @thegamingnb_666
    @thegamingnb_666 Рік тому

    In my experience hitting stuff with rockets isn't even that hard but I still tend to use them only if the chance to hit is near to 100.

  • @mikdatv
    @mikdatv Рік тому

    Jets beat tanks… gosh, who would have thought that?

  • @mariaragonese2543
    @mariaragonese2543 Рік тому

    I stole a fighter like this. That's exactly what I wanted. Something small something cheap something I can deploy in Mass. Kind of like a TIE fighter or F5. This thing has two jobs, intercept small craft and harass larger ones drawing the fire away from its own larger ships. What my fighter pilots don't know is that I've hidden quite a few decoy blocks inside of their machines. It's called the winox ii. I changed it a little bit. I added a another Canon under the nose in the center of the ship for better accuracy and the two rocket pods on the edges were replaced with again more cannons and the two machine guns were also replaced with more cannons. The Auto cannons are amazing

  • @timeis247
    @timeis247 Рік тому

    Pro-tip, no one wants to hear you clicking your mouse or key-board. Notice the top content creators don't do that. It distracts from the video and makes it harder to hear you speaking. Tell me to fuck off if you want but that's why I couldn't finish your video. Goodluck on future videos though.

  • @gamerelite3989
    @gamerelite3989 Рік тому

    nice little fighters for the small and deadly i build drones with this in mind my manned fighting ships/vehicles are a bit bigger ( around 1200 small blocks with strong thrust and deadly weaponry usually i can take down 10 drones before going for repair/rearm/refuel the new updates made alot of changes to fighters in general

  • @854gehx7
    @854gehx7 Рік тому

    This was really helpful

  • @manaco8440
    @manaco8440 2 роки тому

    is the most optimized one in the workshop?

  • @tainuisept9155
    @tainuisept9155 2 роки тому

    Great video. Great points. Valuable knowledge shared. Thumbs up.

  • @user-bz6gh5ng2m
    @user-bz6gh5ng2m 2 роки тому

    Brother you can’t be flicking the camera around so much like that I’m getting seasick lol

  • @BFB_tg
    @BFB_tg 2 роки тому

    Damn, the exact vid I was looking for, thank you!

  • @alexandersergal
    @alexandersergal 2 роки тому

    This is actually helpful, i was literally building a brick because i thought i needed a heavy armored vehicle.

  • @winsport4382
    @winsport4382 2 роки тому

    depends on the purpose of your tanks they are a bit better now with all the new weapons

    • @wafflememe58
      @wafflememe58 2 роки тому

      true with the new cannons and now you can just have the whole turret head be auto which makes it 100% more usefull

    • @wafflememe58
      @wafflememe58 2 роки тому

      i honestly need to make a update on this video

    • @winsport4382
      @winsport4382 2 роки тому

      @@wafflememe58 yeah this video was pretty good at the time lots of facts to back everything up

  • @aidandillon5515
    @aidandillon5515 2 роки тому

    i think this is the first ever youtube video i've watched that's actually given me motion sickness lmao all that camera movement

  • @DariusT32
    @DariusT32 2 роки тому

    Have you optimized this fighter for the new weapons we got with Warfare 2?

  • @dakaodo
    @dakaodo 2 роки тому

    Props to you for digging into blueprint cost-effectiveness and bottom-line effectiveness! Yeah, the cost-effectiveness of flying units is pretty good. It's true for block count or for PCU cost. One thruster is 15 PCU, while one wheel is 50 PCU. SE tank mobility is more survivable with more wheels (see point below about ablative block design), but a tank with typically 8-16 wheels already costs as much as a fighter with 26-52 thrusters in PCU alone. Whether it's your own PC's sim speed (your computer has to simulate more complicated block behavior with higher-PCU blocks) or working within per-player limits on a server, redundantly-wheeled vehicles are a tough sell on top of the inferior mobility. PCU-to-offense ratio is an oversimplification like any other single number metric, but it's a convenient baseline for comparison. Some of these points are still very useful after the Warfare 2 update. With custom turret controllers (CTCs) or scripts like Whiplash or Rdav for custom player-made turrets with designators, we have to spend an upfront cost of at LEAST 300 PCU for 1 turret (either a programming block or a CTC, azimuth rotor, elevation rotor), plus 20-30 PCU for all the greebly extra armor blocks to desperately buy a few more seconds of taking shots before incoming shots squish the custom PMW turret in some vital block. Compare that to more or less 200-250 PCU for one AI turret, depending on the turret gun -- and it has all its hit points in one block that functions until all that pooled health gets knocked down, instead of a lucky shot taking out a wimpy rotor early. But with multiple guns, we can average out the PCU cost of the custom controller/rotor setup since non-turret guns are flat 80 PCU each. That's why autocannons are kind of meta now, for small grid. Two AI autocannon turrets are 2 x 225 PCU, while a single custom PMW turret with 2 autocannons is 460 PCU (naked, no armor blocks or ablative panels). So at least PCU wise, custom turrets only start to make sense at 3+ guns per custom turret -- at a trade-off of putting more eggs in a basket. For larger builds (boy, those eggs), I like to use 4-6 gatlings, autocannons, and/or assault cannons per turret; at a per-turret total cost of about 700-900 PCU after armoring), 1 or 2 of them can complement a total mix of AI turrets and player-fired direct forward guns. Luca and some other channels have advocated about 1 gun per 500 PCU (which can vary depending on how many direct-fire versus AI turret guns you use; MANY workshop creative designs average only 1 gun per 1000 PCU or worse), so PMW turrets don't start to make sense until a total ship's PCU budget gets to about 3000 total. Or more, since I don't like to pin all my hopes and dreams on a single squishy PMW weapon, so I usu go with an AI turret first. BTW, Luca had a recent video critiquing the popular Perseus ship (which is well-designed for RP/aesthetics/accessibility, plus the author is a nice guy) b/c as you found in your player blueprint testing, a LOT of workshop vehicles/ships are built in creative mode in a vacuum, and their creators spend too much mental effort/PCU on achieving a certain preconceived vision (typically drawn from Halo :P, but also a lot of other not-very-practical SF intellectual properties) without watching their creations get 360-no-scoped by crappy PVE drones or melted by PVP flying gun bricks. I love the look and sometimes the handling of a lot of workshop blueprints, but often they'll spend 8k+ on a small grid tank with like 4 weapons. That's a lot of survival playing time and resources sunk into an expensive target that'll sit there while PVE or PVP opponents whittle its armor down after quickly shredding those few weapons. At a ratio of 1 weapon per 500 PCU, that 10k PCU ought to mount 20 guns in some form or fashion; you can get as high as 1 gun per 200-300 PCU so a 10k PCU grid could shoehorn in 40 guns as you approach the meta flying brick with guns design (after which point, the only variables left are the shape of said brick and proportion spent on mobility, depending on kite, tank, or DPS/sniper role choice). Large grid "capital" ships on the workshop are even worse, spending 30k to 80k PCU and deploying only 15-20 turrets/guns. It's like watching the organic evolution of undergunned overarmored WW I/II tanks into modern day AFVs and drones. SE weaponry (and other blocks, like power, motive, even basic armor) is all pretty ablative. Multiple redundant blocks can improve peak DPS (for weapons) but also help the grid limp along a few more hits. The ladder and fake gun barrel panels are all acting as ablative or cage armor, similar to how AFVs IRL have added them on to deal with cheap and plentiful infantry AT weapons. It's a cool little intersection of real life and organic gameplay. Speaking of PCU costs, wheels alone (25 PCU, or 10 PCU more than a functional thruster) or wheels on actual suspension (50 PCU) have some really handy invincibility tricks to mitigate impact damage (like in your tank suspension trick), but it comes at a pretty steep added cost on top of the actual driving wheels. At minimum with a 6-wheeled tank, the little impact shock bogey wheels will cost an additional 150 PCU -- which could have gone toward 2 more 80 PCU guns in the player-fired front brick or on a PMW turret. Alllll that said, as you said, ground vehicles have a few advantages, mostly endurance. In survival, I'll consider positioning and parking a ground vic with a landing gear/mag plate (counts more as a static grid that way, easier on sim speed, thus can afford to deploy more of them concurrently based on PC capacity, and consequently increasing peak DPS that can be pointed at an enemy) for mobile gun emplacements that last several hours of gameplay without having to worry about their power. At 4 wheels + landing gear, that's 185 PCU, equivalent to about 12 thrusters on a flying unit. If that lets me position at least 1-2 guns in a spot with good sight lines (either keyhole or high-vis depending on what I want) and forget about it for 2-8 hours of playing time, then it's worth it. In early/mid game, it's more of a resource crunch to do too many things with too little time/materials. By mid/late game, it's more the inconvenience and tedium of upkeep on power, repairs/replacement, and ammo on these defense units/positions. Anything that makes it less grindy and more fun for my active playing attention is a win!

    • @ShreddKrumb
      @ShreddKrumb 2 роки тому

      Bro… You wrote an entire essay, and no comments and only 2 likes, I’m sorry for your loss

    • @TminusDoom
      @TminusDoom Рік тому

      @@ShreddKrumb I wish I could have recorded my reaction after clicking "Read More"

  • @nightflyer40
    @nightflyer40 2 роки тому

    Awesome vid!

  • @brady157
    @brady157 2 роки тому

    bro... you gotta put that final one on the workshop. I could try to copy it but a blueprint would be great

  • @sanderl8034
    @sanderl8034 2 роки тому

    Workshop?

  • @vertigo1522
    @vertigo1522 2 роки тому

    awesome class., but that thing? is capable of Survival combat?, like ., have conveyor lines?

    • @wafflememe58
      @wafflememe58 2 роки тому

      yep they all can be used in survival

  • @thebrigs3035
    @thebrigs3035 2 роки тому

    I am I tell only one that doesn't see any backwards thurster, are they hidden or not needed?

  • @adventureblender9523
    @adventureblender9523 2 роки тому

    Very cool!

  • @mounachtitan1154
    @mounachtitan1154 2 роки тому

    That will help me make better fighter, and the new update if the fuel tank in the back get hit then bye for you thruster ,but the new one look nice.

    • @wafflememe58
      @wafflememe58 2 роки тому

      its not that bad apparently the small hydrogen tanks dont cause much damage to the ones near it i was worried about that aswell when the new update came out

  • @SimsWithKopal
    @SimsWithKopal 2 роки тому

    The camera movement kills Me the commentary is great

  • @pedrocc2624
    @pedrocc2624 2 роки тому

    "The strongest for it's size". That os a nice philosophy. Hard to hit, and more resistent than expected. It's a nice plan for a ship

  • @PeterBoddy
    @PeterBoddy 2 роки тому

    Would you consider using the armor plates to cover the hydrogen tanks? Do you have any issues with the deformation destroying blocks after only a few shots?

  • @newdigitalblue123
    @newdigitalblue123 2 роки тому

    Not going to lie the constant movine the camera around and changing the view makes the beginning viewing of the video very hard to watch. ADD in full swing.

    • @ImAlsoMerobiba
      @ImAlsoMerobiba 2 роки тому

      My exact thought too :(. But good info I think. It made it hard for me to pay attention so I honestly don't know.

  • @Horesmi
    @Horesmi 2 роки тому

    Wait why is this video a thing? 1:32 ah ok I see. In our world tanks actually suck and get blown up by aviation even easier than in Space Engineers. The reason tanks stay relevant is because making something that can fly is a lot more expensive than slapping a whole lot of steel to a vehicle. In real life, a single hydrogen thruster can cost as much as five fully functioning tanks. Yet in space engines anyone can make a bunch of hydrogen thrusters after logging in. Even regular jet engines are incredibly expensive. I don't think that this makes Space Engineers bad or even unrealistic, by the way. I don't *want* to drive tanks, I want to do zoom-zoom pew-pew.

  • @Horesmi
    @Horesmi 2 роки тому

    Ah yes, the "long rod" strategy. Make your ship in a shape of a long rod that is always pointing at the enemy. That way you only need a minimum amount of armor to protect it. I use similar strategy for my drones, but I actually do use heavy armor. Just only a small section that is in front of the craft, like 10 armor blocks won't slow down your craft *that* much, but make a huge difference in how long it survives.

  • @vinyleader4852
    @vinyleader4852 2 роки тому

    Wonder what you would think of my "tank". I designed it with the vanilla gameplay in mind so as to increase survivability. (originally supposed to be an NPC, so no subgrids)

  • @r3dp9
    @r3dp9 2 роки тому

    The keys are extremely loud.

  • @Time2StopYT
    @Time2StopYT 2 роки тому

    Can you make a blueprint link of that latest design or maybe a vid showing how you did de core of that ship?

  • @WhatIsThatThingDoing
    @WhatIsThatThingDoing 2 роки тому

    What about 'torpedo bomber' type craft, like using remote guided missiles? As a general idea, considering the kinds of ships fighters normally encounter?

    • @Geroskop
      @Geroskop 2 роки тому

      Clunky on servers. You dont have time needed to deploy them. Tidios to produce and rearm. Better just to kamizie small grid with warheads.

  • @drakgrotta
    @drakgrotta 2 роки тому

    Thank you for sharing your knowledge. It was cool to see. I like that the end results is so fast, so hard to hit hand still looks so good. Great engineering!

  • @simonknibbs5867
    @simonknibbs5867 2 роки тому

    Looks good! Would you have different variants covering different roles, like an assault fighter to attack assertive installations? That would use rockets a bit more, maybe 3-5 rockets and 4-2 miniguns? That though might be creeping more into the role of a medium fighter instead.

  • @Rekshva
    @Rekshva 2 роки тому

    would be viable if flying stuff didnt have space magic trusters and gyros that disables gravity lol

  • @boad6484
    @boad6484 2 роки тому

    Yeah all the reasons you stated in the video are the reasons why my faction doesnt have tanks. Only ground attack planes. Altough these things look cool and the info you gave is realy usefull! Pls gib me more of your infinite knowlage engineer!

  • @boad6484
    @boad6484 2 роки тому

    Thank you youtube for showing this video! The info in this video is realy good man. I'll be implementing those lessons in my new fighters.

  • @Niko_Niko_Ni-
    @Niko_Niko_Ni- 3 роки тому

    Nice!

  • @jsbaker2795
    @jsbaker2795 3 роки тому

    An update that bolsters grids that are "rooted" to the ground by using wheels would make ground vehicles viable options is badly needed Because your right, ground vehicles are cool , but extremely under powered 1 small jet is vastly more powerful that a battalion of "tanks"

  • @jsbaker2795
    @jsbaker2795 3 роки тому

    Highly underrated channel Great info here

  • @MrJCraft
    @MrJCraft 3 роки тому

    I tank you so much for making this. its such explosive video, hopefully this will rocket up in the youtube algorithm and find its way treading among the stars.

  • @jsbaker2795
    @jsbaker2795 3 роки тому

    Excellent info, and that final tiny design is super efficient and effective Most small grids will not last more than a few minutes (sometimes seconds) during actual combat. Cheap, stylish and quick to repair. Great work!

    • @Slovflyer
      @Slovflyer 3 роки тому

      Yeah I've come to the conclusion that for small grid fighters, power to weight ratio keeps you alive vs relying on the relatively useless heavy armor when it comes to dodging incoming fire (usually bullets). Having good front/back engines is great, BUT making sure you also have at least one other axis with really good engines. Either sideways or vertical works. You want to be able to juke or "strafe" on either axis while still maintaining your guns on target as best as possible. Now heavy small grid blocks can be useful, but considering the mass to power ratio, the ability to take one extra auto turret bullet can depend entirely on your design. Can you afford the take a bullet or two on a heavy armor strip across engine ports? Sure maybe useful. Heavy block on the front facing sections only, while using light armor for everything else? May be ok too if you can maintain your acceleration / power to weight ratio. So many designs and approaches always makes this so much fun!

    • @jsbaker2795
      @jsbaker2795 2 роки тому

      @@Slovflyer all excellent advice, for a long time I underestimated the power of small grids, their mobility and miniscule cross-section is their strength. In the hands of a skilled pilot, a single fight can do a moderate amount of damage to a decent sized frieghter/cruiser Especially if you can bait them into gravity range, where a few well placed missiles might spell inevitable falling doom.

    • @mariaragonese2543
      @mariaragonese2543 Рік тому

      If this thing had a projector, all it would have to do is just rub up against some welders and the whole thing would be fixed. It kind of reminds me of a clownfish.

  • @AndrewmanGaming
    @AndrewmanGaming 3 роки тому

    This is so cool seeing the process you went through to from the first ship to the more optimized versions! As a total noob fighter builder, this video is very helpful. Also good to know I shouldnt make heavy armor brick fighters XD