have you considered doing a video on the methodology you use to build good ships that still look good. Your railgun destroyers still amaze me with how they look like a 'normal' ship whilst still having the firepower of a gunbrick
It's a huge snorefest imo, solved by giving small grids a higher max speed limit. Say 100 for large grid, 200 for small grid or something along those lines(probably worth fiddling with to find a real sweet spot). Suddenly small grid printed missiles/drones are a lot more relevant. Small grid fighters too for that matter. While you run into the same issue with small grid vs small grid, it's much less of a prolonged affair since small grid things like to explode from a sneeze.
i like the lightspeed 500 mod. it makes it so the closer you get to a speed limit (default 500) the harder it becomes to speed up or down. ships without much acceleration can't reach the highest speed without a lot more time than normal, and can't easily change direction at such speeds, so they are limited to slower speeds in combat.
at that point people will jsut make their ships out of small frames, you'd have to limit small frames in another way in order to maintain them as use for smaller thigns only.
just before the warfrare update i was making drones that I had to shoot down. i did practice every day and got pretty decent.... then warfrare came out and suddenly it was back to square one. i still use the trick of following the turret trajectory and adjusting to hit the target they are missing. The jump behind is my preferred method since most times my enemies have grave drives and they do the back up to try to get me to chase. Its easier to just jump behind them and try to land a no scope shot. But the one position I never get trapped in if I can help it is flying directly at or away from enemy. then they can no scope pretty easy. I've lost a few fights because I forgot that and they landed a crippling hit on me before I even got a lock on them. Salvo fire is really good for this since you an see if they are in range and on target without wasting all your shots
Very nice guide one important thing you forgot to mention by staying far away from the enemy you make all the other guns except arty and rails useless.
who the hell would kite their opponent when their opponent blatantly says to the face "yo i wanna fight you and i'm prepared to pull out all the kiting counters to do it" I'd probably do something completely unexpected (pushing, or ramming, or using missiles)
@@Gxaps There is no follow-up as physics stated above; the counter was rear Pre-fired player-controlled "AI Recorder" guided nukes before joining the battle, bypassing the dependencies of the keen intercept AI. The explosive range of a nuke is 120 meters, enough to take out the ship weapons and heavy armour with ease. If a kiting ship is flying backwards from the player and has tunnel vision, it will inevitably be flying towards one of the nukes. The strategy won’t work effectively if the opponent is already expecting PMWs but it becomes chicken and egg situation, one expects a kiter, the other expects nukes, you can always gain control by not following the kiter let them jump towards you and repeat the nuke strategy again. Or just keep a 2-3 km range and let the nukes do the damage, AI recorder has unlimited range. The battle on an actual survival server has already settled the challenge.
You kinda have to spin to win while you do this (in order to not get hit). But in the grand scheme of things, being able to s2w doesn't guarantee you will win the fight. You also need to control distance, be aware of your surroundings, work with teammates, and a whole bunch of other stuff. Kiting is simply a form of distance control that takes advantage of game mechanics
no strategy matters when someone is using 20 assault cannons. the balance in this game is simply too good. i cannot see why anyone would ever quit the game, unless the servers go offline for the 4th time in an hour.
@physicsdontapply9982 I don't know all that much about how different settings change the overall audio quality, but it sounds like you may want to make the noise gate a bit more lenient. It sounds like it's cutting off too aggressively, limiting some of the quieter details from getting through
have you considered doing a video on the methodology you use to build good ships that still look good. Your railgun destroyers still amaze me with how they look like a 'normal' ship whilst still having the firepower of a gunbrick
yes, i have. in fact, I have about 5 hours of footage recorded for it, I just need to compress it down and narrate over it
It's a huge snorefest imo, solved by giving small grids a higher max speed limit. Say 100 for large grid, 200 for small grid or something along those lines(probably worth fiddling with to find a real sweet spot). Suddenly small grid printed missiles/drones are a lot more relevant. Small grid fighters too for that matter.
While you run into the same issue with small grid vs small grid, it's much less of a prolonged affair since small grid things like to explode from a sneeze.
i like the lightspeed 500 mod. it makes it so the closer you get to a speed limit (default 500) the harder it becomes to speed up or down. ships without much acceleration can't reach the highest speed without a lot more time than normal, and can't easily change direction at such speeds, so they are limited to slower speeds in combat.
at that point people will jsut make their ships out of small frames, you'd have to limit small frames in another way in order to maintain them as use for smaller thigns only.
this isn't an issue on my server since the nospeedlimit mod has no cap
I loved the stroke I had hearing the audio for the second time
Also no explanation of anything on screen. Nice.
just before the warfrare update i was making drones that I had to shoot down. i did practice every day and got pretty decent.... then warfrare came out and suddenly it was back to square one. i still use the trick of following the turret trajectory and adjusting to hit the target they are missing.
The jump behind is my preferred method since most times my enemies have grave drives and they do the back up to try to get me to chase. Its easier to just jump behind them and try to land a no scope shot.
But the one position I never get trapped in if I can help it is flying directly at or away from enemy. then they can no scope pretty easy. I've lost a few fights because I forgot that and they landed a crippling hit on me before I even got a lock on them.
Salvo fire is really good for this since you an see if they are in range and on target without wasting all your shots
Very nice guide one important thing you forgot to mention by staying far away from the enemy you make all the other guns except arty and rails useless.
the intro to the video is so good
with the intro music and your voice i tought phisonastick just made a space engineers video out of nowhere for a second lol
physics more like chemistry
are your ships on the steam workshop? or have you tipps for good combat ships there to try out?
Does anyone use warp drives??? Jump 500 meters out and ran them?
warp drives or jump drives?
Hey physics can we challenge you and if you lose, you need to make a video titled “why kiting doesn’t work”?
who the hell would kite their opponent when their opponent blatantly says to the face "yo i wanna fight you and i'm prepared to pull out all the kiting counters to do it"
I'd probably do something completely unexpected (pushing, or ramming, or using missiles)
@@physicsdontapply9982I would do it because there are no counters to kiting.
I want to see a followup to this
@@Gxaps We all know that wont happen
@@Gxaps
There is no follow-up as physics stated above; the counter was rear Pre-fired player-controlled "AI Recorder" guided nukes before joining the battle, bypassing the dependencies of the keen intercept AI. The explosive range of a nuke is 120 meters, enough to take out the ship weapons and heavy armour with ease. If a kiting ship is flying backwards from the player and has tunnel vision, it will inevitably be flying towards one of the nukes.
The strategy won’t work effectively if the opponent is already expecting PMWs but it becomes chicken and egg situation, one expects a kiter, the other expects nukes, you can always gain control by not following the kiter let them jump towards you and repeat the nuke strategy again.
Or just keep a 2-3 km range and let the nukes do the damage, AI recorder has unlimited range.
The battle on an actual survival server has already settled the challenge.
PART 2 PART 2 PART 2 PART 2 PART 2
OMG, I am dizzy..!!
i wish it wasn't like this
i'll put spin to win against this dumb stuff any day
You kinda have to spin to win while you do this (in order to not get hit). But in the grand scheme of things, being able to s2w doesn't guarantee you will win the fight. You also need to control distance, be aware of your surroundings, work with teammates, and a whole bunch of other stuff.
Kiting is simply a form of distance control that takes advantage of game mechanics
no strategy matters when someone is using 20 assault cannons. the balance in this game is simply too good. i cannot see why anyone would ever quit the game, unless the servers go offline for the 4th time in an hour.
just mute your voice and d be able to watch this
🗿
@physicsdontapply9982 I don't know all that much about how different settings change the overall audio quality, but it sounds like you may want to make the noise gate a bit more lenient. It sounds like it's cutting off too aggressively, limiting some of the quieter details from getting through
ur bad.