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APS Combat Testing! 🔥 Hybrid Shells VS Party Mix Shells - From the Depths
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- Опубліковано 3 січ 2023
- Totally not an excuse to see ships shoot each other...
APS Tutorials: • From the Depths - Adva...
Breadboard Tutorials: • From the Depths: Bread...
Channel Membership: / @borderwise12
BorderWise Twitch: / borderwise
BorderWise Twitter: / borderwiseweta
BorderWise Patreon: / borderwise
Outro Music: Different Heaven: OMG: • Different Heaven - OMG...
Other music used:
Unicorn Heads - Sunshine on Sand
TechnoAxe - Bring the Pain
TechnoAxe - Hit With a Vengeance
Silent Partner - The Big Guns
Riot - North Sea
From the Depths on Steam: store.steampow...
I had nothing to do with the development of this game. All rights to From the Depths belong to Brilliant Skies Limited. Please do not upload this video elsewhere without my permission.
#FromTheDepths #APS #AdvancedCannons
I never thought I`d see the day Borderwise uses APS over CRAMs, 2023 must be the year of the apocolypse.
Lol it's the year of the 🐇, good luck and smashing. The apocalypse is next year.
Oh there’s more to come. But what was that mixed shell???
Party mix is literally MG/Autocannon design since WW2. A mixture of explosive, incendiary, and armour piercing rounds so you can shoot at anything. I've already been running a mixture of APHE and pure kinetic shells in my 120mm and smaller cannons.
A factor for the hybird shell ship is that ALL of its guns have the same damage profile (in this instance the fact they all have shaped charge). The party mix for each type puts all their eggs in one basket and if you lose a barrel then you lose ALL of that type. Party Mix might be better on paper for DPS and other stats but hybird shell offers more redundancy and thus a retention of the versatility when one of your tubes are disabled.
well party mix essentially specific tool for specific job while hybrid is general purpose tool that doing okay mostly okay for every job. i can see party mix being use to counter certain enemy and excel at that especially in campaign where i now what to expect while hybrid use for general purpose for something like adventure where i don't what enemy will spawn next.
Since these ships are so low in the water, maybe re-test with supercavitating shells?
Nailed it...
For me for medium shells (100-300mm) worked better hybrid all-in-one shells too. But for small sand-paper-guns (18-30mm, 200-400rpm) party mix works better, because hybrid parts have too small dmg per type.
Even on big shells you tend to get best performance from only two damage types, for instance hyper-AP/kinetic, kinetic/HEAT, thump/frag...
Seeing as these are predominantly chemical shells, just with hardened aerodynamic noses, the party mix had about 2/3 the firepower of the hybrid. 3/4 if you count the kinetic damage that was close.
I'd say the party mix did very well.
If you can do everything poorly, you can't do anything well.
If you want a real bang for your buck shell: HEAT+EMP is surprisingly effective at low speeds and high gauges. I put them onto dumb little boats to let them punch way above their weight against nearly anything that doesn't have surge protectors AND air-gapped armor. You don't even really have to care about speed beyond getting it fast enough to land hits, you can just make it big and fat.
Wow...literally debating this with myself today was about to test this stuff. But here u r.
I reckon that the party mix could have done better as more specialised APHE, APfrag (180 degree frag) with at least one additional solid, and a base bleeder, plus using partial load gunpowder to fill out the shell lengths fully.
Wait, 12 deg frag is not the meta frag anymore?
@@Ak1M1223 idk, but if you have good AP and kinetic damage then 180 degree frag can be useful to mess up internals.
@@Ak1M1223 it never was
@@ripoffpingu it was at least experimented with heavily, particularly on missiles. Don't remember if it didn't always scale damage based on frag angle, or if the formula was tweaked to be more aggressive, drastically reducing the usefulness of low-angle frag concentrating damage in one direction.
I personally prefer 400mm shells with high AP and high kinetic damage. Then follow up with secondary guns shooting HE rounds at least 300mm plus. AP to bore holes. HE to widen those holes :D
Yes BorderWise, come to the dark side of weaponry.
Oh boy... Borderwise doing Spicy shells :D
Heheh, Daddy should do ring shields vs shield projectors vid
Try building an asymmetrical ship: armor on one side is THICC and the guns are other, with just enough armor to protect against explosions
U know ive done this. But the issue seems to be u also need to make it fast an agile. It feels like a hard balance to achieve.
Could just make a frontsider at that rate, if you want all your armor on one side
I've done this with pretty good results. I even took the guns off of turrets and just made them fixed guns that only point on the opposite broadside. The biggest problem is the dumb AI, but it still worked well.
I doo have to say the wave breakers make the ships look very good
Cheers! Glad to hear that. 😁
Slightly off-topic but I haven't found the answer elsewhere. When armouring an APS is it worth building an armour layer on the actual subobject(the loaders and all that) or just armour the hull itself of the ship.
It's worth it. And make sure u are using ejectors or else it really isn't worth building the gun at all... It just goes poof as soon as one mag gets tapped
its not worth it, it slows down the gun for no real reason - you're better off building your barbettes on your ship, especially once they become 2+ layers thick
there IS a case for in case HE clips through your ship and into the turret well, but that doesn't exactly happen often and even then you still can just put half the armour on the subobject (top of your turret + the top half of the sides to mostly prevent being buggered over by HE)
Its worth it
You can add extra armor to the front of the turret and you can also add some space between the hull and last armor layer
@@zjanez2868 alternatively you could just build the same, extra armour to the barbette on the ship itself without slowing down the turret for no real reason
the only armour that should be mounted on the subobject is the turret armour and, if you're worried about HE clipping, the top half of the barbette - otherwise, don't mount barbette armour on the turret itself
@@ripoffpingu that would be much more expensive,heavy and take up more space since i would need about 2-3x the ammount of armor to get the same effect
And besides main guns dont need to spin fast
Can we get a maximum amount of these ships for a huge battle where you fight the AI?
Or you can do emp cram and just laugh as over 5k dammage fries everything. Right aps
Haha, surge protectors go brrrrr
@@atesz7636 with enough emp you will just fry all surge protectos
Designing a properly emp proof can be quite hard
@@zjanez2868 It's not hard, it's literally just: surround susceptible components with rubber and spam surgeprotectors all across the craft
CRAM is definitely the best EMP delivery system, but at this point I include a little bit of EMP in pretty much everything. You never know when you'll knock out a weapon controller or some detection.