2024 Weapons Tier List! 🔫🔠 From the Depths

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  • Опубліковано 3 лип 2024
  • Tiers of the FtD Kingdom!
    Timestamps:
    0:00 - Ze Beginning and Intro
    1:12 - F Tier
    4:08 - E Tier
    6:25 - D Tier
    11:04 - C Tier
    15:16 - B Tier
    25:02 - A Tier
    29:23 - S Tier
    25:17 - SS Tier
    39:55 - Recap & Conclusion
    Second Channel! / @borderrrr
    Channel Membership: / @borderwise12
    BorderWise Twitch: / borderwise
    BorderWise Twitter: / borderwiseweta
    BorderWise Patreon: / borderwise
    Outro Music: Different Heaven: OMG: • Different Heaven - OMG...
    Other music used:
    Dan Bodan - Bike Sharing to Paradise
    Doug Maxwell - Baroque Coffee House
    Doug Maxwell - Invitation to the Castle Ball
    Doug Maxwell - Pink Flamenco
    Sir Cubworth - Butterflies In Love
    Sir Cubworth - Dance for Wind Trio
    Sir Cubworth - Little Prelude and Fugue
    Sir Cubworth - Party Waltz
    From the Depths on Steam: store.steampowered.com/app/26...
    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 #tierlist
  • Ігри

КОМЕНТАРІ • 79

  • @lukefales487
    @lukefales487 2 дні тому +29

    On Particles Cannons: You can use Breadboards to intelligently control many features of the PAC using the Generic Block Getter and Setter components and a bare minimum of math.
    1: You can set the charge time of the PAC based on the time since it last reloaded with a clamp to control its minimum and maximum charge, allowing all of your PACs to fire with a 30 second charge at the start of the battle before falling back to a quicker fire rate.
    2: You can set the overclocking based on battery %*2, so you can automatically balance efficiency and alpha damage.
    3: You can probably change the damage type based on target volume, but that's up to you to figure out with math evaluators and/or logic gates.
    4: With some math, you can change the focus setting based on the distance to the target if you want to always hit within x meters of the aimpoint.
    5: Most importantly, you can detect when a PAC is broken and disable it so it doesn't fire. I do this by enabling firing restrictions in a direction that the lens can't aim, such as straight up/down.
    6: RGB particle beams.

    • @BorderWise12
      @BorderWise12  2 дні тому +6

      @@lukefales487 True, they are very controllable like that. Couldn't really fit that into the vid, though.

    • @howardxu8050
      @howardxu8050 2 дні тому +7

      RGB particle beams is the most important

    • @alfa-hf7lp
      @alfa-hf7lp 2 дні тому +1

      How are you automating the focus? That function is locked in the Generic Block Setter. I've been waiting for it to be added for forever. It's the last missing piece to make my ultimate PAC bread.

    • @lukefales487
      @lukefales487 2 дні тому +2

      @@alfa-hf7lp I didn't actually check that setting, I just figured it was available considering the other options. Sorry if I got your hopes up or accidentally spread misinformation.

    • @alfa-hf7lp
      @alfa-hf7lp 2 дні тому

      @@lukefales487 Dang. I was hoping you knew something I didn't. Just checked and you still can't set the focus with bread. Everything else you said is doable now.

  • @twiexcursori
    @twiexcursori 2 дні тому +23

    Drills feel like they were balanced (or not balanced) for an earlier time and never really got updated; they're much too fragile and especially HEAVY for what they are capable of

    • @Feraligono
      @Feraligono 2 дні тому +4

      Even when drills came out, they were severely outclassed by spinblock rams.

  • @twiexcursori
    @twiexcursori 2 дні тому +25

    Advanced cannons are the second best weapon for any occasion, as opposed to being the best weapon for a specific occasion

    • @BorderWise12
      @BorderWise12  2 дні тому +6

      @@twiexcursori Yup, good way of putting it. 👍

  • @BorderWise12
    @BorderWise12  2 дні тому +16

    Disclaimer: there are points where I say 'particle cannon' where I meant 'plasma cannon'.
    Why do those things sound so similar...

  • @dripwastaken7884
    @dripwastaken7884 2 дні тому +10

    "Nukes are melee weapons"
    The random that got this video recommendet without knowing the game: WHAT?

    • @BorderWise12
      @BorderWise12  2 дні тому +2

      @@dripwastaken7884 To clarify: nukes are for suicide vehicles that basically function like missiles or toroedos. You don't hit vehicles with them like a hammer, that would be silly. XD

    • @dripwastaken7884
      @dripwastaken7884 2 дні тому +2

      @@BorderWise12 you have to agree that it would be great fun to have a boom stick on your ship that just bonks the enemy with a nuke

    • @Feraligono
      @Feraligono 2 дні тому

      @@dripwastaken7884 nuclear lunge mine

    • @SephirothRyu
      @SephirothRyu День тому +1

      @@BorderWise12 Ah, but you can make hammer-shaped missiles with nukes in them, and hit ships with it.

    • @SephirothRyu
      @SephirothRyu День тому +3

      I am now imaging the Demon Core as a mace.

  • @Flupp1
    @Flupp1 2 дні тому +5

    For me simple weapons have one positive over most,they are run small,if room is a factor they can fit where real weapons wont

  • @mattginsburg3511
    @mattginsburg3511 2 дні тому +9

    The TG alarmed is technically a simple weapon (nuke) and drill godly craft - while nukes have a lot of potential counterplay, in reality they're pretty hard to combat, especially when coupled with APS recoil drives

    • @BorderWise12
      @BorderWise12  2 дні тому +5

      Wow, I forgot about that thing. It is awful. XD
      My point still stands that any melee weapon only works if you REALLY know your stuff with making good melee vehicles, otherwise they're pretty useless.
      Also the Alarmed is shut down completely by anything with a properly set up laser system, which is way easier to set up than a proper nuke/drill drone.

    • @Enter-wl3zf
      @Enter-wl3zf 2 дні тому +2

      This sounds really interesting :)
      Can you point me towards an example craft that uses this APS drive?

    • @dripwastaken7884
      @dripwastaken7884 2 дні тому +4

      @@Enter-wl3zf they are called mass drivers and are banned in campaign vehicles for obvius reasons (thers no counter to them). Theres some workshop vehicles that use them such as the DRD-15 Atomic Hypervelocity Gun Carrier by thunderpanzer

    • @hypernovamkvi715
      @hypernovamkvi715 2 дні тому +1

      @@dripwastaken7884 they have been patched as i have tried to build one recently and no dice that or i did it wrong

    • @dripwastaken7884
      @dripwastaken7884 2 дні тому +1

      @@hypernovamkvi715 good to know

  • @drivver4470
    @drivver4470 2 дні тому +5

    I think it should be pointed out that for missiles
    They do not require sigificant amount of dextection to work
    Every other weapon requires investment into a dectection suite of some kind
    Yes that may be cheap
    But a missile only needs a 360 camera and that will be all it ever needs
    Unless you are using remote guidance
    Which has its advantages and disadvantages

    • @BorderWise12
      @BorderWise12  2 дні тому +2

      Good point, that's worth mentioning! What you spend on the missile you save on GPP.

    • @drivver4470
      @drivver4470 День тому +2

      @@BorderWise12 one other thing I would point out
      Missiles have a high upfront cost but volume wise they can be made effective at really small scales
      Unlike dif aps they are extremely good for dps and alpha strikes
      The cost of missiles is a bit deceptive
      Yes for large swarms they are expensive but they also do their damage
      A small missile warhead is equal to a 200mm aps section
      Mediums equal to 500mm
      Large being the 1000mm
      And huge well I think it’s 2000mm
      That being said
      Missiles do not have cost saving measures in the luanchers themselves
      The key to good missiles is abusing free internal volume for things like fuel or damage

    • @drivver4470
      @drivver4470 День тому +1

      As for missiles not being good as
      The issue is more to do with aa missiles not being fast missiles
      Slowing missiles down actually helps them be better in the anti light catagory
      Of course aa missiles will not easily be cost effective in their role. And likely be poor vs any other target

  • @osiszx5732
    @osiszx5732 2 дні тому +4

    Great video! I was wondering if you could do a series where you take a look at different type of aps shells, kinda like a deep dive.

  • @CatNibbles
    @CatNibbles 2 дні тому +4

    Correct me if I'm wrong but I do think simple weapons are very convenient volume wise. You'd struggle to make any custom weapon that can fit in a 3x3 that can do as much damage as they do. I use them quite a bit but only on very small craft that would struggle to fit any gun internally, and for that they are very convenient.

    • @BorderWise12
      @BorderWise12  День тому +2

      True, they are very compact, which is something I glossed over a bit. Very small craft are often better off with missiles in my experience, though.

  • @Nonpain
    @Nonpain 2 дні тому +4

    I find simple weapons useful for small craft and places where cant fit a big weapon system .

  • @cheezebagz729
    @cheezebagz729 2 дні тому +4

    Try hollow point-Frag CRAMS, if you do them right, you get a great compromise between the penetration of sabot and the destruction of HE, plus they leave massive craters and that just looks cool

    • @BorderWise12
      @BorderWise12  2 дні тому +2

      @@cheezebagz729 I have! They're great fun, but not as good as AP-Frag, unfortunately.

  • @GentleMouse
    @GentleMouse Годину тому

    Fun thing to note about plasma cannons is that the shotgun muzzle device is really good at making very very big holes in things with a very small form factor.

  • @hypernovamkvi715
    @hypernovamkvi715 2 дні тому +5

    flamers looks great, works great, looks cheap, takes way to much fuel to be practical at even a medium scale
    (edit) This is in my experience.

    • @shawnreed343
      @shawnreed343 2 дні тому +3

      Of note- flamer fuel calculation was bugged going off fuel output rather than fuel usage- not sure if it got fixed or not but OFTD does know about it. Or put another way, it was showing much higher than required.

    • @hypernovamkvi715
      @hypernovamkvi715 15 годин тому +2

      @@shawnreed343 oh i havent seen anything in patch notes but i might have to check cause i had a 5x7x5(this may be wrong havent looked at it in a minute) flamer using 20,000 fuel per minute

  • @kfranceschini3151
    @kfranceschini3151 20 годин тому +3

    I'm going to dissent a little on simple weapons. Though they are not as material efficient as other weapons they do offer very very good space efficency. Sure I could build a betteraps than the casemates for 3500, but could I make a better aps in a 3x3 space? Maybe if it was a bad dif gun and even then I'm not sure that's better

  • @shawnreed343
    @shawnreed343 2 дні тому +2

    I'd consider lasers bumped down a tier, after the recent patch. Bungalowbill did some calculations when the fire update happed regarding them and, fire damage included, they ended up just getting a straight damage nerf, with some of that shifted to fire damage, when they shifted from AP to intensity. On top of this, before the update, defending against lasers- smoke or planar shields or both, moved laser damage from one of the best in the game per cost on par with rail-assisted APS sand behind CRAM to one of the worst in the game- it's worse now, because water also really nerfs that fire damage beyond the damage nerf. They're still good AA; and Lams is still the uniqueness that is Lams, but I actually like plasma better, personally. I'd also probably split APS between non-rail and rail by about a tier... err, like more than half a tier but less than a full tier, if that makes sense? Because rail power adds so very much for APS. Including, but not limited to, making shells too fast for LAMS to take out.
    Flamers are also in a weird spot. Like I agree with you on their placement mostly, but they're actually really effective at punching up when paired with the right vehicle. Something small and fast- in order to stay within that 400m range, but they actually output a lot of damage over time for their cost. Like really good, if you've got the intensity up. But that also means they -aren't- very good on big, slow things.
    I also have to say that I think the whole tier list shifts if defensive counters are considered or not. And I mean, all counters for all the weapons, or just 'ability to do damage for cost in favorable conditions'. For instance, a lot of weapons are just hardcountered by water so if something can't kill a submarine, that could affect it's score, whereas flipside that same weapon might do stellar at something above water. And there's CIWs, and LAMs, and planar shields, and smoke, and chaff, and anti-munition missiles, and so on; uncounterable weapons get a boost if 'counterplay must be considered'. My personal pick for top of the pile S-tier weapon? Rail-assisted sandblaster. As long as your shell is prepared for what you'll be facing. If Cram misses are taken into account, it's likely to outpace doom-cram for damage per cost. Though the best damaging weapon in the game? According to bungalowbill, melee lasers. Having seen the demonstration of it, I'm inclined to agree.
    Fun vid. And it's interesting, that there's room for subjectivity for a tierlist like this because even with hard numbers and facts, there's differences in how people build which play a factor in effectiveness, too- and one person's A might be another's B and vice-versa, not just in mental consideration, but in how they actually perform based on those builder's styles. :)

    • @BorderWise12
      @BorderWise12  2 дні тому +2

      I wasn't aware of BungalowBill's calculations, thanks for mentioning that! I'd still rank lasers pretty high, since I've found that they're still by far the best weapon for dealing with suicide craft.

    • @shawnreed343
      @shawnreed343 2 дні тому

      @@BorderWise12 I think I can agree with that. And yeah, they're still fine, they just aren't OP these days. Although- they might actually be ~better~ AA these days because they start fires and flying things don't deal with fire well, well, unless flying thing is laser-protected.

  • @WretchedEgg528
    @WretchedEgg528 2 дні тому +3

    A good drill drone is almost better than an ICBM. A while ago i've managed to make a small hovercraft drone made of rubber, engines and drills. I lost the save though. They were not fast or accurate, but they were cheap enough to spam them, and if even a single one of them manages to get to the target, they dig INSIDE the enemy ship, dealing massive damage. You also can just slap em on the front of your ship to boost the frontal armor, since a spinning drill has bonus armor (i'm a bit confused about how much it gives, since it doesn't say anywhere, but the guide tells you that the faster the drill spins, the more additional armor it has. The block by itself has the armor value of 60, which is a lot) and give your ship an ability to finish off immobile targets faster.
    Advanced cannons are versatile, but that is all there is to them. They have every downside or upside of all the other weapon types, depending on how you build them. The best part about them is that you can automaticaly switch ammo with an ACB mid fight, meaning you don't have to build 10 separate guns for every combat situation. I wouldn't palce them on top of the list. Pulse lasers are much better in most situations.
    I have a complaint about the pulse lasers. They're too good compared to normal lasers because normal lasers "shake" and spread the damage across the entire enemy ship, instead of making holes in the armor, potentialy disabling turrets and engines like pulse ones do. Any SD thrustercraft becomes 2x more effective if you slap one Q switch on every laser combiner it has. I wish lasers got a rework fr. "Focus" needs to be added. The longer laser lens aims at a single point on the target, and the less the target and the turret itself move around, the more "focused" and less "shaky" laser should become over time. The damage drop off over distance needs to be increased and the overall damage reduced. I think that it's weird that the laser shakes like that, though i know that it was OP before the shakiness patch. It's just an idea. 🙂

  • @tekoimming1943
    @tekoimming1943 2 дні тому +1

    I strongly believe you didn't give flamers enough credit. Their range and DPS are considerably cons, but there are pros too: there isn't a way to block flames, you can't even armour yourself against flames, they ignore all of your enemies schemes, they soften up the armour of the enemy, making penetration with other weapons much easier, you will win long fights almost every time because they scale the hell out of the enemy.
    I would give them at least c tier, if not b.
    I build a close combat frontsider, that can kill a meg and it only costs 450k that uses one half flamers on half cram.

    • @BorderWise12
      @BorderWise12  2 дні тому

      Point taken, but:
      1. Spaced armor (especially of stone and metal) works well against flames, since fire damage can't jump between air gaps. Keeping the bulk of your craft below the waterline also works very well.
      2. You'll win a long fight, sure, but not if the enemy does damage faster and despawns your craft first.
      3. Frontsiders generally have an advantage vs broadsiders anyway, and having CRAMs in the mix would make your craft do a lot more damage relatively more quickly. So it's not a good comparison.
      When comparing weapons, it's helpful to isolate them completely. E.g, if you had a APS-only ship vs a flamer-only ship, all other things being equal, which one would win? I personally stand by my placing for them, although your comment has made me want to build a rushdown flamer airship again... 🤔

    • @tekoimming1943
      @tekoimming1943 День тому

      1. Spaced armour is a problem, that's true. But not as much as one might think, as if it is breached in one point, all the damage potential in the fuel of the outside gets access to the innards as well.
      2. Definitely true. Flamers are everything but front loaded in damage.
      3. That's both true.
      The thing is, flamers in a direct comparison are really weak weapons to most other stuff. Your rating is fair in that regard. But the ability to reduce the AC of the target while being able to spread evenly is a godsend against heavily armoured bricks. The damage on its own isn't that good, but them being able to amplify the damage of the other weapons is insane.
      The design philosophy of my frontsider (it's a sidesider, but that's irrelevant here) is to roast off the outer layer of the enemy, the detection components and barrels, then letting the crams punch a hole and connecting the flame from the outside to the inside. It works heavenly. The combination flamers + frag aps is godlike as well.
      In my book the flamer is a good support weapon, if supplied with enough oxidizer and that should up their ranking overall. If the synergy of the different weapon types weren't for discussion here... Oh well, my bad XD
      Plasma cannons are mathematically best at three to five charges, to drop that somewhere. The damage to materials ration then isn't as bad anymore.
      Anyways, I loved the video and wanted to share my thoughts. Thanks for answering!

  • @Choo_Choo_Oreo
    @Choo_Choo_Oreo 2 дні тому +2

    Personally I put Laser in A.

  • @SuwinTzi
    @SuwinTzi 2 дні тому +1

    I'm personally disappointed with missiles the most. It seems they're best used as decoys, sonar buoys, harpoons, and munition defense rather than attacking.
    So many things are so tanky that small and medium missiles only seem useful if they carry EMP, but the large and huge are extremely space intensive, ammo intensive, long reloads even for shorter lengths and easily countered by LAMS, APS CIWS, Interceptor missiles, decoys and all. Outside of DWG they feel extremely underwhelming.
    With the tactical nuke, it's extremely useful as a torpedo warhead. The buff to make underwater explosions past 5m more powerful applies to all sources of explosions, not just missiles now. It's extremely common to see 300k HE dmg from a nuke torpedo against steel and HA ships My personal design has a separator so that it can be air dropped, has its own guidance with active 90 and passive sonar, as well as a top speed of about 70m/s underwater, for roughly 5-6k mats. In an ASW role it's great for crippling or outright killing even large submarines, though it can be shot down by ships with decent APS or lasers and underwater detection.
    Hell I built torps with simple nukes because of how underwhelming medium missiles were as torps and unwieldy and expensive large and huge were.

  • @dripwastaken7884
    @dripwastaken7884 2 дні тому

    Cram is a lot better against anything thats not under water if you build them big enough and use a Time from lauch fuse with a laster targeter at an offset. They really mess up the large airships with the addition of fire dmg

    • @BorderWise12
      @BorderWise12  2 дні тому +2

      @@dripwastaken7884 ... assuming they can hit them at all. Try hitting the Tarpon with CRAMS. 😅

    • @dripwastaken7884
      @dripwastaken7884 2 дні тому

      @@BorderWise12 thats what the time from launch fuse is for, they explode next to the ship even if they miss sending frags trough them in angels that the airship isnt build to withstand

    • @dripwastaken7884
      @dripwastaken7884 2 дні тому

      My favorite exampel of this is the modern day singularity, 1 missed cram that explodes on top or below it and the whole thing light itself up and dies

  • @filipklema3607
    @filipklema3607 2 дні тому

    I still too looking for simple anti squire missile system... no luck as it is unreliable and when it works absolutely useless weapon on any other target

  • @ethandye8764
    @ethandye8764 2 дні тому +1

    doesn't fire reduce AC of blocks as it burns though? solid secondary weapon imo

    • @BorderWise12
      @BorderWise12  2 дні тому +1

      @@ethandye8764 Yup, it does. Is it worth it to set up a short range weapon to soften up something for weapons that are good against armor anyway?
      ... depends on your playstyle! 😅👍

    • @dripwastaken7884
      @dripwastaken7884 2 дні тому +1

      Lasers also reduce the ac of things btw!

    • @ethandye8764
      @ethandye8764 2 дні тому

      @@BorderWise12 i like the incendiary in missiles with about 30 intensity and 10% oxidizer coupled with frags if i have extraspace in the missile, then fast aps shells to expand the holes

    • @teijanelm4682
      @teijanelm4682 2 дні тому +3

      Its kinda funny how every weapon with incidiary ammo is better than the flamer at fire damage

    • @teijanelm4682
      @teijanelm4682 2 дні тому

      Its kinda funny how every weapon with incidiary ammo is better than the flamer at fire damage