Thanks! There's a few BB tutorials out there, but I ended up developing all of my own tech, I guess everyone has a different way of doing things, I'll think about what I can put together!
Thanks! I only spin clip a bit otherwise it gets too annoying to keep track of what is on which level. Otherwise you'd have to create a shell, build your pieces on an open platform, and then assemble things into the shell. I made a mech that had several layers of spin-clipping this way once, it dies instantly to piercing PAC; would not recommend lol.
Wish the bps were up on the workshop; I tried looking for them after watching the vid, but none are. :\ They look great, and implement some advanced techniques.
Thanks! I uploaded blueprints for my WH40K fleet which you'll see in a video in a few weeks. For my own style designs... some stuff are too dangerous to let out into the wild, maybe I can tune it down a bit for some export variant lol and put on workshop. Thanks for reminding me I should put a workshop link on my videos (even if not specifically for the crafts in the video).
I keep my game up to date! I think collision avoidance was updated Q4 2023, a lot of melee craft had to be updated so they would collide! It is still definitely not perfect, but noticeably better than before.
#TSDR @@chillbuilder101 I reverted because it has my favourite unit resource sharing interface, has separate ammo and fuel resources beside materials. The other reason was that I am a slow player, add to that I like to turtle, building small underwater bunker networks on chokepoints and resource-zones. So those frequent updates and re-settings they did made me start over the neter campaign 3 times, because my units got small inbalances. :( Could you tell me if these updates on the game are still frequent? Not as I cannot google it, but to have some personal communication and feed youtube algorythm. Your units are beautiful, but not overdecorated, as a functional builder I could appreticate the solutions for symmetry. Made a recent video if you want to look at them, testing 2 of my moving minibases, "Beaver class" flying submarines. I was honestly surprised when they shot down the spacebase-fleet of the Scarlet Dawn I've spawned in at the end to kill my units as a closeup for the vid. :D A recap of "my faction" the Vulcan Inquisitors (Onyx Watch + Twin Guards style): -make sure they don't consume materials when not in combat -also do get more materials for damaging the enemy than using up for ammo -go for disable and confuse, not for pure damage only, makes capture easier -shared detection - more units, more accurate -solid shields, because occassional repairs costs less than keeping up shields for the whole combat -if the movement allows, use terrain for cover -using subvehicles for complex turrets, only the inner main unit is vulmerable -using decorations only to draw enemy fire away from important parts (one time a huge chicken with flappy wings, built from single wood blocks and era, worked well on Captain Zoidberg, a ghost ship which drifted slowly and turned like a whip) Shields fell out of favor when they changed speed and angle based deflection to percentage. A shields which is vulnerable, costs a lot to keep it up, and "maybe" protects me can't go along with my sparing materials view. I also like "cheese" and researched their downsides as they are huge in most cases. To quote Corwin, Prince of Amber: "This isn't exactly the olympic games." So any tournament (of WAAAGH!) I've held contained all the contestants at the same time, placing them most unfairly, and a sacrifical AI unit in the middle. The combat flow was surprisingly balanced, smaller ones ganging up on others (I assume they left targeting mostly at base settings) before attacking eachother. You can also get better test results than the one-on-one or limited tech matches, in my stoopid opinion. :) Have fine building!
@@normal6969 Haha thanks =) I'm pretty much the opposite, I'm a blitzkrieg player, I always consider playing on Very Hard without salvage, and with 1v-all diplomacy potentially open. My units are very fuel hungry but can outrun any opposition, so they can always a) overcome a more expensive unit, and b) achieve a local material superiority using the virtue of mobility. Usually in campaigns I find myself taking no losses or barely any damage, but always struggling to fuel my forces. This is also because I push my forces as far as the fuel will allow. I try not to do any 'cheesy' designs like Twin Guard or sub-vehicle or repair cheese in my 'main line' forces. Of course my mechs can use any cheese but a) they're a separate fleet and b) I only have a few mechs. I like all the updates to the game, I only started playing in 2021 so I never experienced the old-school resource system. The most game-breaking thing was EMP update where HA became super-conducting and most compact airships had to go through extensive refits. The fire update changed how I have to deal with steam turbines as well... But there's been great changes too, like increased functionality to breadboard that you can make mechs like I showcased here previously impossible. Plasma and fire has been very interesting. The improved graphics and QoL has been very helpful too. I wish shield mechanics has more depth, but mathematically they just make sense. If a shield mitigates even a few 500mm APHE railgun shells, it already pays for itself. I wish shields function as armor, like in StarTrek, where they have a health pool that's charged by engine or battery power. But the game is already complicated as it is so I understand why...
@@normal6969 Never leave home without timed fuse! Funny enough I never tried graviton ram, outside of 1 or 2 mass driver trials. I just built a WH40k cruiser that fires 40x 500mm sabots in one broadside, I can imagine the funny if they all carried graviton rams though. Will let you know lol.
Great looking craft.
Would love to see a review / tutorial or developing AI bread boards.
Plus a guide on spin clip builds.
Thanks! There's a few BB tutorials out there, but I ended up developing all of my own tech, I guess everyone has a different way of doing things, I'll think about what I can put together!
Great builds, loved the skating Mecha.
Any tips on spin clip building ?
Thanks! I only spin clip a bit otherwise it gets too annoying to keep track of what is on which level.
Otherwise you'd have to create a shell, build your pieces on an open platform, and then assemble things into the shell. I made a mech that had several layers of spin-clipping this way once, it dies instantly to piercing PAC; would not recommend lol.
this video made me subscribe
Thank you so much! I struggle with trying to do anything and speak at the same time but hope you find the builds interesting =p
mistborn shoutout :)
Wish the bps were up on the workshop; I tried looking for them after watching the vid, but none are. :\ They look great, and implement some advanced techniques.
Thanks! I uploaded blueprints for my WH40K fleet which you'll see in a video in a few weeks. For my own style designs... some stuff are too dangerous to let out into the wild, maybe I can tune it down a bit for some export variant lol and put on workshop. Thanks for reminding me I should put a workshop link on my videos (even if not specifically for the crafts in the video).
Which version was the collision avoidance update?
I'm on the last separate fuel/ammo version.
I keep my game up to date! I think collision avoidance was updated Q4 2023, a lot of melee craft had to be updated so they would collide! It is still definitely not perfect, but noticeably better than before.
#TSDR
@@chillbuilder101 I reverted because it has my favourite unit resource sharing interface, has separate ammo and fuel resources beside materials.
The other reason was that I am a slow player, add to that I like to turtle, building small underwater bunker networks on chokepoints and resource-zones.
So those frequent updates and re-settings they did made me start over the neter campaign 3 times, because my units got small inbalances. :(
Could you tell me if these updates on the game are still frequent?
Not as I cannot google it, but to have some personal communication and feed youtube algorythm.
Your units are beautiful, but not overdecorated, as a functional builder I could appreticate the solutions for symmetry.
Made a recent video if you want to look at them, testing 2 of my moving minibases, "Beaver class" flying submarines.
I was honestly surprised when they shot down the spacebase-fleet of the Scarlet Dawn I've spawned in at the end to kill my units as a closeup for the vid. :D
A recap of "my faction" the Vulcan Inquisitors (Onyx Watch + Twin Guards style):
-make sure they don't consume materials when not in combat
-also do get more materials for damaging the enemy than using up for ammo
-go for disable and confuse, not for pure damage only, makes capture easier
-shared detection - more units, more accurate
-solid shields, because occassional repairs costs less than keeping up shields for the whole combat
-if the movement allows, use terrain for cover
-using subvehicles for complex turrets, only the inner main unit is vulmerable
-using decorations only to draw enemy fire away from important parts (one time a huge chicken with flappy wings, built from single wood blocks and era, worked well on Captain Zoidberg, a ghost ship which drifted slowly and turned like a whip)
Shields fell out of favor when they changed speed and angle based deflection to percentage.
A shields which is vulnerable, costs a lot to keep it up, and "maybe" protects me can't go along with my sparing materials view.
I also like "cheese" and researched their downsides as they are huge in most cases.
To quote Corwin, Prince of Amber: "This isn't exactly the olympic games."
So any tournament (of WAAAGH!) I've held contained all the contestants at the same time, placing them most unfairly, and a sacrifical AI unit in the middle. The combat flow was surprisingly balanced, smaller ones ganging up on others (I assume they left targeting mostly at base settings) before attacking eachother.
You can also get better test results than the one-on-one or limited tech matches, in my stoopid opinion. :)
Have fine building!
@@chillbuilder101timed fuse is extremely useful.
By the way, how anti-air graviton rams asre today?
@@normal6969 Haha thanks =) I'm pretty much the opposite, I'm a blitzkrieg player, I always consider playing on Very Hard without salvage, and with 1v-all diplomacy potentially open. My units are very fuel hungry but can outrun any opposition, so they can always a) overcome a more expensive unit, and b) achieve a local material superiority using the virtue of mobility. Usually in campaigns I find myself taking no losses or barely any damage, but always struggling to fuel my forces. This is also because I push my forces as far as the fuel will allow.
I try not to do any 'cheesy' designs like Twin Guard or sub-vehicle or repair cheese in my 'main line' forces. Of course my mechs can use any cheese but a) they're a separate fleet and b) I only have a few mechs.
I like all the updates to the game, I only started playing in 2021 so I never experienced the old-school resource system. The most game-breaking thing was EMP update where HA became super-conducting and most compact airships had to go through extensive refits. The fire update changed how I have to deal with steam turbines as well... But there's been great changes too, like increased functionality to breadboard that you can make mechs like I showcased here previously impossible. Plasma and fire has been very interesting. The improved graphics and QoL has been very helpful too.
I wish shield mechanics has more depth, but mathematically they just make sense. If a shield mitigates even a few 500mm APHE railgun shells, it already pays for itself. I wish shields function as armor, like in StarTrek, where they have a health pool that's charged by engine or battery power. But the game is already complicated as it is so I understand why...
@@normal6969 Never leave home without timed fuse! Funny enough I never tried graviton ram, outside of 1 or 2 mass driver trials. I just built a WH40k cruiser that fires 40x 500mm sabots in one broadside, I can imagine the funny if they all carried graviton rams though. Will let you know lol.