4 Suggestions: I don't see any functional difference between your Engineers and Gunnery roles. They have their quarters somewhere out of the way; they go into some room to stay there until the end of time or until a fire breaks out. I don't see why you couldn't just assign manning the more important rooms a higher priority and let the crew figure out who goes where. One advantage is that if you loose one of the crew that had been manning an important room, their place would be taken by someone from a less important room. I wonder if it would be a good idea to thin down the front. Initially it would seem like a good idea to space the shields out as much as possible so that they cover more of the ship's width. But if you manage to move each of them in by 3 tiles, they would cover each other. Airlock-wise I'd add a bit of redundancy, but put all of them in the general factory corner of the ship. You can probably put one in line with the back wall of the coil factories (where the conveyor walkway ends), and one where the production quarters are now (in the corner of the "L" of copper and coil storage). The rail gun kind of cuts the crew-accessible area on the ship into two halves, doesn't it? At 51:04 you see a whole bunch of crew cutting through the rail gun loading room. And then there's one crewman on the top left who keeps trying to come down the walkways and turns back around the half way point every single time. I wonder if it would make sense to split the energy logistics role into left side and right side. Or maybe front-left, front-right and rear, since that's where your 3 reactors are located. And the rail gun can easily be supplied by any of them.
Love the ship, rail guns are awesome. You will find that the rail gun launcher is very vulnerable. When you fight ships with disruptors they will go through the shields if you can't stay away, and once the front bit of the rail gun blows up it creates a chain reaction that destroys all the other connected rail segments and sets your ship on fire all over. Longer term it might help to have a additional small shields that just barely protect that fragile bit. Great content as always! Hope to see you conquor the sector!
Railgun muzzles draw almost all the enemy fire. (just like ion focusing crystals) Can actually make defense easier as you know what the AI will shoot first.
Nice Episode! nice ship the Roci -add more crew as soon as you can -split your ammo reloaders 2 per flak, and energy reloaders should also be assigned to reload the railgun batteries -just set your railgun to fire at will, to fire on any target even if its close in front. it will align itself to fire when in range (a few more side thrusters in front will help nicely) -railfanning is for when you have multiple railguns that you need to strafe left or right to align -menu, settings, ship editor: disable auto add doors. if there is fire more doors tend to spread fire quicker, specially from ammo explosions. -the Roci has good Point Defense too ;)
For a railgun ship I tend to stack a lot of backwards thrusters in order to keep my distance from the enemy while flying backwards. Another thing: look up "rail-fanning". It's a vital technique on a railship. Another thing: when setting your distance from the enemy, the thin red line represents the railgun range: it's like 3x longer than laser cannon range.
I also picked up this game after seeing the first look, you can build crazy stuff man. I've upgraded to a giant hauler ship and am just mining out all the asteroid belts and have a crap ton of resources now. I think next up is to build a dedicated combat ship. Wanted to also mention, I do think it is pretty valuable to unlock all the crafting stations since on default settings items cost 4x what you can sell for, so being able to create your own high end materials seems to be extremely valuable.
True, but fire can spread through doors, so while in this case, a fire will definitely destroy the thruster, it can be repaired, versus having the fire spread and cause a lot more damage, especially when his fire extinguishers are in an extremely awkward place.
I just wanted to say thanks, as I am learning how to play the game as well, and the small errors you make, then how you spot, address and correct them make it a better learning experience for me. I never felt that comfortable with crew management, but after seeing you do it, worts and all, I think I understand it enough now.
I think you’ll wanna invest in much larger retro thrusters. It’s important to be able to move backwards fast if you’re using a long-range build. Make your reverse thrusters almost as big as your forward thrusters. I achieved this by having extra engine rooms hanging off the side and extending wings in the front of the ship to protect them.
Railgun - Can neutralize most of the vessels and stations with less effort. - Can hit critical areas without damaging storage rooms. - Can penetrate layers of armor and break shields. That is literally a giant sniper.
I was just thinking I was being greedy for want another video already, and then the notification came. Really enjoying this series so far, it seems you are too! Thank you for keeping up the great content!
Railguns do need to lead moving targets a little. (and can be dodged) That's why it held fire till targets stopped moving. Fyi, it's better to move around using the attack command when you're in or near combat. It rotates immediately to keep defenses pointed the right way, while normal moves only rotate at the end.
you can use the rotate command while holdind CTRL to target specific components on a ship, but if they are moving sideways your ship rotation probably wont be able to keep up, and you will need to use this fanning strategy later ship designs will be better protected, you wont be able to hit the cockpit or reactor for a quick kill from the front.
I damned near choked on my drink when you revealed the design. I was expecting some battlecruiser-esc design with a broad nose and a long slender middle part so as to give a huge amount of space for rail gun accelerators. Instead we got Crash Bandicoot's tiki mask friend, floating eyebrow shields and all. Never change.
Reactor Tip: 1 medium reactor provides 3 small reactors of power while costing the same as 2. It also has a larger packet size, so each worker trip gets you 2 power cells instead of 1. Same deal with large reactors, power output of 3 mediums with a cost of 3 smalls, and even larger packet size.
I have been loving your content recently. I got into your channel when I was looking for ways to improve in Dyson Sphere Program and ever since I have been enjoying your unique approach to games
I've done some excel designing on thrusters, bigger thrusters always have worse thrust/weight ratio than smaller one while not at full thrust, close to 0.5s before the complete ramp up is when the thrust to weight ratio is comparable as weight is an important variable in this game, bigger number is not always better at full ramp up bigger thrusters are always better in all avenues
Hey there, pretty sure fanning works by having several rails on the same target, using rotation to alternate which rail sees it. as the ship has 1 rail right now, I don't think you need to fan.. only half way through so maybe this ends up a multi rail ship
I haven't played around with them, myself, but it looked like the railgun wasn't firing at moving targets in a lot of situations because it was pointing directly at the intended target, and not leading the target. It wouldn't fire because it wouldn't hit the moving target. In other situations, it would fire the first shot and then just sit there without firing because the first shot had knocked the target back (thus the targeted cockpit was no longer in the firing line). For whatever reason, it didn't seem to be automatically readjusting the aim after the first hit connected.
Flak batteries are awesome for taking down missiles and projectiles, but it guzzles ammo like a rabid alcoholic. If classic is any measure to go by, it takes 2 ammo factories churning ammo and about 9-10 crew manning and loading the ammo into the flak battery. You can't afford to do that in early release because you are limited by crew capacity. The massive shield sucks. I tried designing around it and it still goes down pretty fast against disruptors and emp missiles. And there's no armour in front of it, so everything up front dies when it depletes. Probably need 6 crew full time sending energy to it to keep it up against a barrage. Small shields with a thick armor front is probably the way to go. Wait till you play this on admiral+architect difficulty. Your shields will die so fast even to small pesky ships your repair costs will be so awesome even if you managed to kill them. If you're not paying mostly steel and coils for repairs, you're doing something wrong. You need to micromanage your factories somewhat. Turn them off if you do not want them to keep running non stop and eating up all your resources. The only things you can keep constantly running are munitions factories and the diamond maker. The rest, you turn on and churn out all the stuff you need when you are in a safe place, then you turn them off. I still think putting thrusters in the front of the ship is a lousy idea. Simply increases your repair costs when the front takes damage, because the exhaust zone is so long and unblockable. The range of your railguns is not an arc. It's the very faint line that projects straight ahead. Dev needs to make it more obvious by giving it a brighter colour compared to the ship direction line. If you zoom in far enough, you can see the line. Problem is when the railgun range is maxed out at 600m, you have to zoom out to set the attack defaults and you can't see the line. LOL! Anyway, railguns are more of an endgame weapon because it is so expensive to build, especially in early access because it needs a ton of crew to power each segment. Start thinking about how you're going to do that when the railgun spans the entire build grid from top to bottom. 23 sections, if I remember correctly from classic. And rail fanning is when you have 2 or more railguns fire at the same spot. If it's just 1 railgun, you're simply lining it up to take the shot. And railguns take the kick out of space combat, because I can kill anything without aggro-ing it. It is how I destroyed all the big ships in classic, by rail fanning 4 half-length railguns. You can just select everything in the debris field including the space station. You won't attack it because it is alive and friendly. The reason you are not reversing is because the only thrusters you have firing forwards are the 2 boosters. Those are practically useless, and I expect you'll be dropping them soon enough. My designed ships are all eventually named "Backtracker", because they reverse at over 100m/s. That's like at least 18 massive thrusters firing forwards. And very little armour to cut the ship weight to achieve that. FYI, I just checked, and an EMP missile drains 18 energy when it hits, and that massive shield has a capacity of 18. 1 hit and its depleted, unless you can get it back up in a few seconds, and pray there aren't any missiles on the way, or a railgun doing what you're doing to you.
Ran into the same problem with worker assignments, even to the point of your Control Room problems. Later I'll rewatch your assignment work prioritization lists, seemed to be more logical, than mine. (Y) Of course this is my first playthru. In the game I love the clean, logical assignment of interface, display and options. I've also found the missed time of designing in my imagination after going to the bed - if you like hard, manly designer games, I say you should try _From the Depths_! From the depths is an all-in game: -best building interface ever -modular sub-components -different armor materials -full 3D physics -everything might be configured into the minuscule sub-values, but isn't a must -to simply hit with a shot you need to balance cannon-values like kickback and shell delivery, while your detection systems serve accurate data depending on weather and time-of day conditions -hypermodular warheads -if you finished the above (or downloaded some unit from steam integration) - that is exactly one type ofyour units you will spawn into a strategy game encomassing space to seabottom -IP or steam friend based multiplayer in all kinds of gametypes - I've seen: team jet dogfight, speeder race with weapons, tournaments with different restrictions, FPS in a prebuilt area, besides the inbuilt gamemodes -campaign and mod designers beside the default in-game ones -avatar with earnable equipment, able to fight as an FPS, pilot units and target weapons directly beside the remote or automatic AI options -strategy planner with 13 custom-made other nations with general style strenghts and weaknesses, alost exclusively made by fans and devs in the mian campaign -a literal "potato pc" setting, inbuilt lagprevention methods Some lame examples you can find on my From the Depths playlist, which almost exlusively english - because here in Mordor this game has not a lot of fans. :D Ps: Thank you for your playthru, I've likesubbed it. On From the Depths, I've seen a very fitting line "This game doesn't have a learning curve. It has a learning cliff. On fire. With rabid grizzlies." But when at last your ideas work, that's a big fun hit. :)
When I saw there were railguns, I decided that would be my first build. Used a pair of cannons until I could afford the upgrade. Second upgrade was the sensor array. Ah, so very nice. Need to add shields next, as the railgun is quite exposed. I love the railgun.
Protip: it's better to store sulfur than ammo and make ammo as you need it. Ammo costs 0.05 sulfur/round and you can store 5 sulfur per stack => 1 stack of sulfur =5 stacks of ammo. I would actually put ammo factories close to where you're using the ammo and store sulfur there so that the ammo fa tory cab make the ammo as you need it and now you're not wasting space storing all that ammo.
Fyi, Flak have are amazing offensive weapons when it's safe to close the distance and finish off a foe. (or when you can't maintain range.) So it's good strategy for a fast kill to dive into close range once you're sure your shields will hold.
wow. i just built a version of this ship. took out all the manufacturing, except for bullets, an most of the extra storage an added 4 accelerators. game is on easy mode now. holy shit
Railgun is really good but the most difficult to use and design for. And it's the heaviest weapon, so it's difficult to make something with many high power railguns and not slow as a turtle.
here's a tip and this will ruin some fame for one faction of your choice, if you're too lazy to gather alot of materials to make your ship bigger, attack a trade station of your choice, i honestly go for Cabal of Sol stations since they hold alot of resources and have little to no defenses since they don't have defence stations around them, its very easy to get materials that way at the cost of a few fame from that faction.
i think you might be micro-managing the crew too much. especially since you have them prioritized in roles. think you should have just counted crew types you need and set the rooms based on that. then see if there is any need to restrict work. Note: you locked two small bunks facing each other and then won't be able to get out and right side gunner was tasked with shield instead of Flak.
Isn’t fanning only really required for multiple rails, since they fire parallel and don’t have a convergence point? That makes it so each one can line up with the target before firing.
If your gun is pointed right at the center of the enemy ship, but you want to target something off to the side, or if the enemy is trying to move around keeping your heading slightly off, etc.
what happens to the remaining crew when you salvage a station? do we just vent them to space or do we execute them first? either way they arent there when its over :)
Man I think you just need to link all your power from the reactors to the weapons and which one is designated so the guys just running between whichever ones you link in the storage GUI. Good luck
how to improve this? well your ship ain't lining up correctly. seems to have a constant 5-10degree tilt. I bet once you fix this it'll have a much higher rate of fire since it'll always be on point.
im not subscribed but ive lean't from you from 2 games now this and factorio. but yea i didn't know about the engine room will refill conected rockets. been playing both games since beta
Game with great potential. But so damn tedious to manoeuver. The entire game after the first hours seems to fight not the ennemies, but against the game mechanics themselves...
I don't know why you bother with this game at all, it's unplayable. There's any pathing for ships during combat, they can't even position in the echelon effectively nor avoid collisions with rocks. Commanding battle with 5 ships or more is pain in the a... Those railgun ships can't position themselves as they aren't able to fly around second ship but jams. Just like there would be no pilots inside but merely bacterias, without any brains.
Railgun - Can neutralize most of the vessels and stations with less effort. - Can hit critical areas without damaging storage rooms. - Can penetrate layers of armor and break shields. That is literally a giant sniper.
Cosmoteer Blueprints auto-synced to Google Drive:
nilaus.atlassian.net/l/cp/M1dCpsgu
I miss this feature from others so much - thank you.
how are these png pics blueprints?
@@MrLothos1
1) make a blueprint and find it on your computer - they will be PNGs I suppose
2) copy in there the new blueprints
3) profit!
4 Suggestions:
I don't see any functional difference between your Engineers and Gunnery roles. They have their quarters somewhere out of the way; they go into some room to stay there until the end of time or until a fire breaks out. I don't see why you couldn't just assign manning the more important rooms a higher priority and let the crew figure out who goes where. One advantage is that if you loose one of the crew that had been manning an important room, their place would be taken by someone from a less important room.
I wonder if it would be a good idea to thin down the front. Initially it would seem like a good idea to space the shields out as much as possible so that they cover more of the ship's width. But if you manage to move each of them in by 3 tiles, they would cover each other.
Airlock-wise I'd add a bit of redundancy, but put all of them in the general factory corner of the ship. You can probably put one in line with the back wall of the coil factories (where the conveyor walkway ends), and one where the production quarters are now (in the corner of the "L" of copper and coil storage).
The rail gun kind of cuts the crew-accessible area on the ship into two halves, doesn't it? At 51:04 you see a whole bunch of crew cutting through the rail gun loading room. And then there's one crewman on the top left who keeps trying to come down the walkways and turns back around the half way point every single time. I wonder if it would make sense to split the energy logistics role into left side and right side. Or maybe front-left, front-right and rear, since that's where your 3 reactors are located. And the rail gun can easily be supplied by any of them.
Love the ship, rail guns are awesome. You will find that the rail gun launcher is very vulnerable. When you fight ships with disruptors they will go through the shields if you can't stay away, and once the front bit of the rail gun blows up it creates a chain reaction that destroys all the other connected rail segments and sets your ship on fire all over. Longer term it might help to have a additional small shields that just barely protect that fragile bit. Great content as always! Hope to see you conquor the sector!
Railgun muzzles draw almost all the enemy fire. (just like ion focusing crystals) Can actually make defense easier as you know what the AI will shoot first.
Content vampire Ben Ziko
39:10 When you set the railgun target first, then set the whole ship targets second, it appears to clear the railgun's individual target.
Nice Episode!
nice ship the Roci
-add more crew as soon as you can
-split your ammo reloaders 2 per flak, and energy reloaders should also be assigned to reload the railgun batteries
-just set your railgun to fire at will, to fire on any target even if its close in front. it will align itself to fire when in range (a few more side thrusters in front will help nicely)
-railfanning is for when you have multiple railguns that you need to strafe left or right to align
-menu, settings, ship editor: disable auto add doors. if there is fire more doors tend to spread fire quicker, specially from ammo explosions.
-the Roci has good Point Defense too ;)
For a railgun ship I tend to stack a lot of backwards thrusters in order to keep my distance from the enemy while flying backwards. Another thing: look up "rail-fanning". It's a vital technique on a railship.
Another thing: when setting your distance from the enemy, the thin red line represents the railgun range: it's like 3x longer than laser cannon range.
I also picked up this game after seeing the first look, you can build crazy stuff man. I've upgraded to a giant hauler ship and am just mining out all the asteroid belts and have a crap ton of resources now. I think next up is to build a dedicated combat ship.
Wanted to also mention, I do think it is pretty valuable to unlock all the crafting stations since on default settings items cost 4x what you can sell for, so being able to create your own high end materials seems to be extremely valuable.
1:49 hmm designing something by splitting it into different parts, sounds like the concept of city blocks
Nilaus you are a beast in terms of game progression. This game, Captain of Industry... absolute beast.
Railguns are the most satisfying weapon to hit your enemy with. It gets even better when you start fanning multiple launchers.
The boom when the railgun fires and hits is worryingly satisfying!
20:00 The doors do need to be there. If there ever is a fire, you no longer have a way to go put it out.
True, but fire can spread through doors, so while in this case, a fire will definitely destroy the thruster, it can be repaired, versus having the fire spread and cause a lot more damage, especially when his fire extinguishers are in an extremely awkward place.
I just wanted to say thanks, as I am learning how to play the game as well, and the small errors you make, then how you spot, address and correct them make it a better learning experience for me. I never felt that comfortable with crew management, but after seeing you do it, worts and all, I think I understand it enough now.
I think you’ll wanna invest in much larger retro thrusters. It’s important to be able to move backwards fast if you’re using a long-range build. Make your reverse thrusters almost as big as your forward thrusters. I achieved this by having extra engine rooms hanging off the side and extending wings in the front of the ship to protect them.
Extending out to the sides like outriggers?
@@QuantumPolagnus like the nacelles in Star Trek. Looks good.
Railgun
- Can neutralize most of the vessels and stations with less effort.
- Can hit critical areas without damaging storage rooms.
- Can penetrate layers of armor and break shields.
That is literally a giant sniper.
I was just thinking I was being greedy for want another video already, and then the notification came. Really enjoying this series so far, it seems you are too! Thank you for keeping up the great content!
Railguns do need to lead moving targets a little. (and can be dodged) That's why it held fire till targets stopped moving. Fyi, it's better to move around using the attack command when you're in or near combat. It rotates immediately to keep defenses pointed the right way, while normal moves only rotate at the end.
I was wondering why it wasn't auto-rotating to maintain the firing line after knocking targets back from the first shot.
you can use the rotate command while holdind CTRL to target specific components on a ship, but if they are moving sideways your ship rotation probably wont be able to keep up, and you will need to use this fanning strategy
later ship designs will be better protected, you wont be able to hit the cockpit or reactor for a quick kill from the front.
I damned near choked on my drink when you revealed the design. I was expecting some battlecruiser-esc design with a broad nose and a long slender middle part so as to give a huge amount of space for rail gun accelerators.
Instead we got Crash Bandicoot's tiki mask friend, floating eyebrow shields and all.
Never change.
Reactor Tip: 1 medium reactor provides 3 small reactors of power while costing the same as 2. It also has a larger packet size, so each worker trip gets you 2 power cells instead of 1. Same deal with large reactors, power output of 3 mediums with a cost of 3 smalls, and even larger packet size.
I have been loving your content recently. I got into your channel when I was looking for ways to improve in Dyson Sphere Program and ever since I have been enjoying your unique approach to games
I've done some excel designing on thrusters, bigger thrusters always have worse thrust/weight ratio than smaller one while not at full thrust, close to 0.5s before the complete ramp up is when the thrust to weight ratio is comparable
as weight is an important variable in this game, bigger number is not always better
at full ramp up bigger thrusters are always better in all avenues
Hey there, pretty sure fanning works by having several rails on the same target, using rotation to alternate which rail sees it. as the ship has 1 rail right now, I don't think you need to fan.. only half way through so maybe this ends up a multi rail ship
I haven't played around with them, myself, but it looked like the railgun wasn't firing at moving targets in a lot of situations because it was pointing directly at the intended target, and not leading the target. It wouldn't fire because it wouldn't hit the moving target.
In other situations, it would fire the first shot and then just sit there without firing because the first shot had knocked the target back (thus the targeted cockpit was no longer in the firing line). For whatever reason, it didn't seem to be automatically readjusting the aim after the first hit connected.
Flak batteries are awesome for taking down missiles and projectiles, but it guzzles ammo like a rabid alcoholic. If classic is any measure to go by, it takes 2 ammo factories churning ammo and about 9-10 crew manning and loading the ammo into the flak battery. You can't afford to do that in early release because you are limited by crew capacity.
The massive shield sucks. I tried designing around it and it still goes down pretty fast against disruptors and emp missiles. And there's no armour in front of it, so everything up front dies when it depletes. Probably need 6 crew full time sending energy to it to keep it up against a barrage. Small shields with a thick armor front is probably the way to go. Wait till you play this on admiral+architect difficulty. Your shields will die so fast even to small pesky ships your repair costs will be so awesome even if you managed to kill them. If you're not paying mostly steel and coils for repairs, you're doing something wrong.
You need to micromanage your factories somewhat. Turn them off if you do not want them to keep running non stop and eating up all your resources. The only things you can keep constantly running are munitions factories and the diamond maker. The rest, you turn on and churn out all the stuff you need when you are in a safe place, then you turn them off.
I still think putting thrusters in the front of the ship is a lousy idea. Simply increases your repair costs when the front takes damage, because the exhaust zone is so long and unblockable.
The range of your railguns is not an arc. It's the very faint line that projects straight ahead. Dev needs to make it more obvious by giving it a brighter colour compared to the ship direction line. If you zoom in far enough, you can see the line. Problem is when the railgun range is maxed out at 600m, you have to zoom out to set the attack defaults and you can't see the line. LOL! Anyway, railguns are more of an endgame weapon because it is so expensive to build, especially in early access because it needs a ton of crew to power each segment. Start thinking about how you're going to do that when the railgun spans the entire build grid from top to bottom. 23 sections, if I remember correctly from classic. And rail fanning is when you have 2 or more railguns fire at the same spot. If it's just 1 railgun, you're simply lining it up to take the shot. And railguns take the kick out of space combat, because I can kill anything without aggro-ing it. It is how I destroyed all the big ships in classic, by rail fanning 4 half-length railguns.
You can just select everything in the debris field including the space station. You won't attack it because it is alive and friendly.
The reason you are not reversing is because the only thrusters you have firing forwards are the 2 boosters. Those are practically useless, and I expect you'll be dropping them soon enough. My designed ships are all eventually named "Backtracker", because they reverse at over 100m/s. That's like at least 18 massive thrusters firing forwards. And very little armour to cut the ship weight to achieve that.
FYI, I just checked, and an EMP missile drains 18 energy when it hits, and that massive shield has a capacity of 18. 1 hit and its depleted, unless you can get it back up in a few seconds, and pray there aren't any missiles on the way, or a railgun doing what you're doing to you.
Ran into the same problem with worker assignments, even to the point of your Control Room problems.
Later I'll rewatch your assignment work prioritization lists, seemed to be more logical, than mine. (Y)
Of course this is my first playthru.
In the game I love the clean, logical assignment of interface, display and options.
I've also found the missed time of designing in my imagination after going to the bed - if you like hard, manly designer games, I say you should try _From the Depths_!
From the depths is an all-in game:
-best building interface ever
-modular sub-components
-different armor materials
-full 3D physics
-everything might be configured into the minuscule sub-values, but isn't a must
-to simply hit with a shot you need to balance cannon-values like kickback and shell delivery, while your detection systems serve accurate data depending on weather and time-of day conditions
-hypermodular warheads
-if you finished the above (or downloaded some unit from steam integration) - that is exactly one type ofyour units you will spawn into a strategy game encomassing space to seabottom
-IP or steam friend based multiplayer in all kinds of gametypes - I've seen: team jet dogfight, speeder race with weapons, tournaments with different restrictions, FPS in a prebuilt area, besides the inbuilt gamemodes
-campaign and mod designers beside the default in-game ones
-avatar with earnable equipment, able to fight as an FPS, pilot units and target weapons directly beside the remote or automatic AI options
-strategy planner with 13 custom-made other nations with general style strenghts and weaknesses, alost exclusively made by fans and devs in the mian campaign
-a literal "potato pc" setting, inbuilt lagprevention methods
Some lame examples you can find on my From the Depths playlist, which almost exlusively english - because here in Mordor this game has not a lot of fans. :D
Ps:
Thank you for your playthru, I've likesubbed it.
On From the Depths, I've seen a very fitting line "This game doesn't have a learning curve. It has a learning cliff. On fire. With rabid grizzlies."
But when at last your ideas work, that's a big fun hit. :)
When I saw there were railguns, I decided that would be my first build. Used a pair of cannons until I could afford the upgrade. Second upgrade was the sensor array. Ah, so very nice. Need to add shields next, as the railgun is quite exposed. I love the railgun.
Protip: it's better to store sulfur than ammo and make ammo as you need it. Ammo costs 0.05 sulfur/round and you can store 5 sulfur per stack => 1 stack of sulfur =5 stacks of ammo. I would actually put ammo factories close to where you're using the ammo and store sulfur there so that the ammo fa tory cab make the ammo as you need it and now you're not wasting space storing all that ammo.
Also less wasted time/energy ferrying the ammo all over the ship.
Great ship. I like the idea of a mothership and not multiple ships.
Too see how many people that are in a room..click on person icon next paint..slide three arrow box to left, than click on room
Fyi, Flak have are amazing offensive weapons when it's safe to close the distance and finish off a foe. (or when you can't maintain range.) So it's good strategy for a fast kill to dive into close range once you're sure your shields will hold.
wow. i just built a version of this ship. took out all the manufacturing, except for bullets, an most of the extra storage an added 4 accelerators. game is on easy mode now. holy shit
Railgun is really good but the most difficult to use and design for. And it's the heaviest weapon, so it's difficult to make something with many high power railguns and not slow as a turtle.
love to see you playing this game. your skill at optimization is unparalleled. looking forward to this following this series with you
You only have 1 of your reverse boost thrusters selected in your '2' group.
You can G safely above rescued stations to pick up loose resources only.
lmao, this looks less the Rocinante and more one of the ice haulers. Really liking this series!
Nice Expanse series reference with the rail gun and Rociante name. ;-)
here's a tip and this will ruin some fame for one faction of your choice, if you're too lazy to gather alot of materials to make your ship bigger, attack a trade station of your choice, i honestly go for Cabal of Sol stations since they hold alot of resources and have little to no defenses since they don't have defence stations around them, its very easy to get materials that way at the cost of a few fame from that faction.
Great series. Especially love the ship name. Certainly is a workhorse! 👍
i think you might be micro-managing the crew too much. especially since you have them prioritized in roles. think you should have just counted crew types you need and set the rooms based on that. then see if there is any need to restrict work. Note: you locked two small bunks facing each other and then won't be able to get out and right side gunner was tasked with shield instead of Flak.
2:40
Oh shit oh shit oh shit oh shit oh sh-
- radio transmission from an unidentified captain
24:55 No, it had 2 doors. It was because you don't have enough crew.
I watched all of the episodes, this game is so cool
Yesss, another episode!
You did not assign you boost-hotkey to both backwards-facing engines at the front, only to one.
Since I'm behind, did you go back to the starter zone finish off those pirate bases? Some decent resources and pay for those.
9:45 It's hideously efficient for a multirole design.
It is so wacky making a railgun ship but nothing else but a ship with Railgun (no factory). Yep I did this and I'm dead once they got close. 😂
Isn’t fanning only really required for multiple rails, since they fire parallel and don’t have a convergence point? That makes it so each one can line up with the target before firing.
If your gun is pointed right at the center of the enemy ship, but you want to target something off to the side, or if the enemy is trying to move around keeping your heading slightly off, etc.
Oh, man. That railgun.
I even wonder when you will come to understand how the capacitor is used and how much more convenient it is when fighting))
omg you did it :) thanks!
Me: he is going to shoot the dead platform, isn't he? *shoots the dead platform* :D.
Nice
Just:
Where are the tractor beams
Why not laser point defense?
what happens to the remaining crew when you salvage a station? do we just vent them to space or do we execute them first? either way they arent there when its over :)
Man I think you just need to link all your power from the reactors to the weapons and which one is designated so the guys just running between whichever ones you link in the storage GUI. Good luck
how to improve this? well your ship ain't lining up correctly. seems to have a constant 5-10degree tilt. I bet once you fix this it'll have a much higher rate of fire since it'll always be on point.
Lol your ships silhouette looks kind of like mine, I called mine the "fat Batman" ....
This is fun, though I keep screaming about the lack of doors at my screen
And the excess of doors at the thrusters
Fastest click(tap?) of my life.
im not subscribed but ive lean't from you from 2 games now this and factorio. but yea i didn't know about the engine room will refill conected rockets. been playing both games since beta
wow, theres got to be a better way to display this crew allocation :P
At first i was like nah about this game now I have dreams about a better design. Please send help 😅
So the rail gun is a bit thing then!
It kind looks like a game like factorio but on a space ship
I love your voice Nilaus!
How come we still don't see your ships roof even when you're out of the Ship Builder screen?
Why do railgun ships always have to "fan"? Like what does it do? Why cant you just sit straight and let it shoot?
you should not have sold those hyper coils, build first then sell the excess! You get 50% of the credits of every item you sell
stupid question how do i use the blue print???
Loving it!
do you think the ship needs money to support itself, or be self-supported instead
the store in unrealistic
survival in a ship does not depend on there being a shop
this game is awesome :D
More Thrusters
9:26 Manta Ray
why are you railgun fanning with only one rail gun? you only need to fan if you have multiple rail guns so you can align them with the target.
because it often gets stuck not wanting to fire because it is slightly off
You only have 1 booster selected
Game with great potential.
But so damn tedious to manoeuver. The entire game after the first hours seems to fight not the ennemies, but against the game mechanics themselves...
more cosmoteer
ship block copyright for fighting
for factory
for hoording
for evry final tier weapon city block
or Ship Blocks
am I blind I can't see the rail guns range
it is a single line extending in front. very hard to see
For the algorithm.
For the algorithm!
Tikimask XD
I really love this series, although the role assigning part was quite boring
I don't know why you bother with this game at all, it's unplayable. There's any pathing for ships during combat, they can't even position in the echelon effectively nor avoid collisions with rocks. Commanding battle with 5 ships or more is pain in the a... Those railgun ships can't position themselves as they aren't able to fly around second ship but jams. Just like there would be no pilots inside but merely bacterias, without any brains.
Railgun
- Can neutralize most of the vessels and stations with less effort.
- Can hit critical areas without damaging storage rooms.
- Can penetrate layers of armor and break shields.
That is literally a giant sniper.