Equipping Missiles Might Have Been A Mistake... Mech Engineer
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- Опубліковано 17 чер 2024
- Welcome to Episode 9 of my First Taste mini-series for Mech Engineer!
Have you ever wondered what you'd get if you mixed XCOM: Terror From The Deep, Highfleet, and Mortal Engines? Keep watching, and you might find out!
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#LetsPlay #MechEngineer #indie
Mech Engineer playlist: • Let's Play: Mech Engineer
Mech Engineer on Steam: store.steampowered.com/app/14...
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3rd party music attribution:
Music from filmmusic.io
By Kevin Macleod (incompetech.com)
License: CC BY (creativecommons.org/licenses/b...)
End screen background music - "Frost Waltz"
End screen & character art:
Jackie Musto - www.kayandp.com/ - Ігри
I definitely prefer the longer videos. I really enjoy this series, and the reason why I do is specifically because you mod the mechs with all that thought and then get to use your shiny new toys against potentially deadly (but functionally helpless) aliens. Watching you fidget with the speed/aim/damage and the fire or whatever mods is fun, and waiting for new toys is exciting. Honestly speaking, missions are mostly dessert to me, just like confirmation that your tweaking was either reasonable or that you had done something bad. I guess I'm more interested in you coming up with the strategy than executing it. That being said, I usually play something else while watching you, and having you drone on about the armor penetration and whatnot is probably more enjoyable to me because I'm not focusing on that for an hour straight.
Really appreciate the feedback :)
This series has become what I watch as I eat breakfast before work so for me the length is perfect and I enjoy the mech engineering part the most and the missions are a cool side effect to the testing as stated above :)
I find that I’m able to focus on boring tasks while he is going on with the tweaking and I love it
Well said. Likewise, though I'm not playing anything else.
I want to hear you talk about your full thought processes, but then again, I'd happily listen to a 5 hour video of just you talking about things, so I might not be the most representative sample of audience preference.
Long less edited videos it’s nice to hear your thought process than just seeing the end result.
@Aavak : Artillery ; asked us to keep an eye on the number. You ended the previous 2 days with 10, started this day with 10. Spent 2 in these missions, ending today at 8. Will have to see how many you get when starting the next day. If passing 1 day = +1 artillery, then it does appear that 10 would be the cap at that point. Next episode will also let us know if they are even stockpiled daily or not, if you don't have at least 9; and if you don't, then maybe they're built weekly? which will throw the 10 cap theory out the window...
I know for sure I really like the longer episodes. Maybe add chapter timestamps? Dunno how much extra work that adds but it might allow for people to jump around to the parts they enjoy. You've mentioned the "daily" checklist that you go through in this game and that sounds like a great framework to structure chapter timestamps around.
I like the long videos! The heat balance test of a mech is the one thing I wouldn't miss if cut away.
Really appreciate the feedback :)
I fully understand playing nearly the entire game in the mechlab. When I play Starsector I'm adjusting ships and playing in the shipyard simulator about 80% of the time. Actually exploring the stars and doing quests is maybe 20% of my playtime, tops.
When I use missile launcher, I usually use only one and keep it offline untill I have decent clearing for rocket.
Moral of the story, Dont go throwing nukes when IT FUKEN WINDY!
Personally I love the long-form testing and tuning portions of the videos. What's the point of a game about mech design if not to get bogged down in the minute optimization details like the nerds we are. Spending a lot of time in the tuning section means that we get to really "know" each mech. We wouldn't have gotten so much discussion on the Dig Rig if not for seeing the design process that we could later analyze.
On that note, maybe I'd push out the Dig Rigs fiering range limit just a little bit, because at present it's letting the enemies get so close to when it does finally start to shoot, it's suddenly having to shoot a huge concentrated swarm all at once, which although efficient and something it can manage, it can only "just about" manage it and it does struggle a little at times to get all of them before they reach it, so giving it a little more leway in terms of how early it can shoot might help it keep a healthy number of enemies swarming it at any one time rather then a number that it can just barely deal with.
Cheers, appreciate the feedback :)
I love the 1 hour size of these videos. Great for folding some laundry, relaxing on the sofa.
I think Shell-Cracker needs a back-up weapon for close-range encounters. It doesn't need to be anything fancy, but even a lightened Vulcan cannon will give it something to use within the min range for the missle.
how about a drill to melee anything that gets close?
@@ham_the_spam4423 Given the low fire rate of the missile launcher, I'd go for a gun. Also give the 'mech something to do if the launcher's disabled.
the best backup weapon I have found so far is the 20mm chain shotgun. the game doesn't seem to account for heavier shells like shotgun taking up more of your ammo reserves. By lowering your rate of fire dramatically, you don't have to reload it, so you aren't interrupting your main weapon system. It maxes out at 19 weight, it takes no real energy or heat. It does not require ammo to be effective. And you can just set it to max range about 300, Or set the max ranges for each target to quite close, and it gets even more ammunition efficiency.
Also, it's a very easy weapon to build, as you will 2 shot operarius no matter what you do, and cannot one shot them, so you just max out fire rate, take accuracy for the rest of your points (or you can put points into weight savings). I have found that I can easily clear the first 5 or so days of missions with 2 of these shotgun mechs (1 shotgun each), and I have successfully done 1 mech missions in the early game. (you do have to have a quality pilot for this though to do it safely).
@@timmietimmins3780because he's strapped for weight he could limit the gun to 150-200 and just max out weight then give it more fire-rate, at that range accuracy is good enough even at 0 points as it gets 30% boost by the pilot ability.
I have taken more damage from the missiles friendly fire splash damage than i have taken from a titan...
After seeing this in action, despite choosing specifically to keep the explosive radius small, I can well believe it XD
Yeah, I'm really worried about friendly fire. Do you know if a missile fired at a distant target can hit a much closer enemy?
The missile will explode against the first thing it hits. Even if it targets something further away.
@@Alikimoko I thought that might be the case. 'Note to self: include a minimum distance travelled arming switch for all large warheads' 😅
I've done the large radius nuke setup before. The damage it does to the people in your mechs can be terrifying. The minimum range is so far it can only snipe targets far away. However, the damage is so high and so spread out that if you get a few shots off it will kill EVERYTHING including the terrain clearing a nice open path to hit the next spawner. A single shot can completely engulf a small building. I see this weapon as a "win harder" weapon. When the enemies are dying far away you are "winning" and this weapon truly excels in this scenario. When the enemy is in your face you are "losing" and the weapon is unusable. IMO everyone needs to try it at least once in a few different types of maps to see just what it's capable of but I see it as more of of a backup weapon put on a big mech that's only turned on when you see a golden opportunity.
I prefer the longer episodes with you actually going through and adjusting weapons, it has been really useful and I don’t mind the length the episodes have been. I feel that the learning and modification and testing of weapons is just as crucial to see as other aspects of the game
Glad to see a long episode ❤
I imagine the commenters recommending which District to prioritize are a council of human leaders all wanting the AI overlord to upgrade the District they're in charge of.
Also the heavy missile not having a trail unless you give it rocket assistance implies it's a guided glide bomb yeeter rather than an actual missile lol
That's such a fun idea omg
A missile catapult.... I love it.
Nah the missile just has a short burn rocket then glides in with the kinetic energy. The rocket assistance just means a bigger engine that burns longer.
Guided shell, it's just a tank shell with guidance.
For me, I enjoy the deliberation and length isn't an issue as I can just watch the rest later. It's great content my friend!
I like the current episode lenght and scope. This is a very complex game with many moving parts, so hearing your reasoning while working out a specific problem is more informative for those of us who are not deeply familiar with the game while also giving viewers with greater knowledge the chance to correct any misconceptions. Please keep the good work going!
I got this game because of your series. I'm enjoying the longer format as I find your voice relaxing. I suggest doing the POIs (pings on the map) when you can and ready because they have some fun goodies but can be dangerous. Keep up the good work with the series. You're doing better than I am. I've resorted to save editing my starter gatling gun with 1000 points of damage to see how difficult the gold titan is... But I'm not spoiling that! Good luck!
Cheers mate :)
I feel like large missile self/friendly damage is a rite of passage for Mech Engineer players. :P
It really does seem it XD
i really like the longer more in depth explinations, it makes me feel like a part of the entire process
On certain things, sure. Other parts I’d rather he do the testing more in combat, these simulations just don’t hold the interest as well..
Maybe do some testing and if you feel it’s dragging on or kinda repetitive come back after a cut with a breakdown of what interesting data was found. Maybe a small display of what was tweaked.
Honestly due to how i watch i could sit and just go through watching entire raw uncut footage of insane ramblings, i personally enjoy sitting and watching stream VODs and whatnot and its just a nice thing to have going in the background on a secondary monitor and watching the entire process completely and going through everything indepth i personally find rather relaxing and drags me deeper into it, yes i may respond to this a bit late but occasionally i do get busy with other things and its always nice to come back and see another few hours to have fun watching as i work from home
Thanks for the super cool series, you inspired me to buy this game on the first episode
Re: load out adjustments, a good compromise might be a detailed build process on 1 mech per video and short summaries for any other changes you want to show us
I like the episodes being about an hour, but I particularly like when you get through a couple days. Summarizing mech engineering seems the most effective way to achieve that, and you've already (Very helpfully!) demonstrated all of the tools you use to help you.
Loving the series, thanks for covering this so well.
I like a mixxed approach, cut repetitive stuff but learning points are cool to watch.
The engineering and testing is the biggest reason of why I watch the videos.
I am all for longer videos and less cuts. It's interesting to me as an engineer to hear you work through the logic, even if I don't agree 100% with your picks for everything. And it's also nice to listen to you ramble, with that soothing tone you have.
Oh, I think that Engineering Team and Science team numbers aren't how many new ones you have, but how many have returned from finishing their work.
Edit: To pop in my comment about what I think of the episodes, I actually really enjoy them exactly as they are. That said... I watch youtube at 2x speed so even if it's an hour episode, it's really only a half hour to me. The details are rather nice and I like to hear the running commentary as you think your way through each change you make. I think maybe the best place to cut might just be when you're doing something like testing the reactor, or if you go back and forth on changes several times before deciding, but that hasn't really come up yet.
I actually really enjoy watching the whole process of you modding weapons/mechs and hearing your thoughts while you do it
I remember when I unlocked the big missile tube the first thing I did was make the biggest, most damaging missile with the critical hit modifier. It is like firing off a tactical nuke each time, and if you don't pay attention it can easily cause thousands of of metalite worth of damage to your own mechs.
As a result I named the mech Danger Close, for the extreme risk it poses not only to my enemies (It can one-shot brucus), but especially friendlies.
I've got to admit, I enjoy the sound that plays whenever the mission select page is pulled up.
"Heee~~~~y!"
The sounds/soundtrack is actually amazing in this game.
Agreed, the sound design in this game is amazing.
Pause mission: Slow dooouuuwn.
The pilots callouts.
The sound of the weapons. The chatter of the 20mm gattlings, the soft BOOM, of the cannon, the buzz of the laser.
The ambient noises in the various panels. The really eerie music.
I love how the series is being done so far. You may be able to thin down some of the more persnickety mech engineering bits if you're doing things we've seen several times before.
Yeah, I certainly think that at this point everyone knows what I'm doing when I'm testing the mech overheat temps and don't really need to include it, save for the amusing moments when I find a mech balances its temp at like 99% XD
Really riding the rocket on those ones lol
@@Aavak Hehehehe, yes. =-)
I really enjoy th3 series. One hour videos are perfect for time to eat dinner and have a bit of rest afterwards. One hour vids great
I love this series! I get disappointed when i come to this channel and see 7 days, I love 7 days... Play 7 days. I am a little burned out of 7 days but this mech engineers is a treat i look forward to every day!
I do like this series having longer episodes. I might not catch them all at once but I am definitely enjoying the long videos.
Hi Aavak, you don't know me but I would like to thank you. I am currently 20 and this quote 'mini's series is currently helping me recover and unwind from university but I have been watching your videos since the days of robocraft and (my personal favourite) project highrise which has now been 8 years!! Which means from my first days in secondary school at 12! all the way until my degree I have been watching your amazing series to unwind and listen to as I revise.
Just because of you I have hunted of hours in :
Avorion
Oxygen not included
Phoenix point
XCOM (both)
Factory
Stone hearth
Pixel piracy
Cosmoteer
Kingdom two crowns
AND ESPECIALLY Rimworld! Hail Dark Aavak!
I know you don't have the following a creator of your quality deserves but if it is any consolation I am glad the small community we do have is so supportive and your comment sections feel like home. Plus i worry with a larger community some creators (I'm sure not you) lose touch with their viewers, but the constant engagement with us is very rewarding and it feels like a partnership where we get the highest Quality entertainment.
Thank you so much and keep up the good work!!!!!!
This was a very lovely comment to read, thank you for taking the time to post it, and I hope that you're able to lift your shoulders now that the stress of Uni has passed! :D
Very much approve of the longer episodes with everything laid out.
I saw the area of effect of the missiles, and immediately thought that keeping allied mechs out of it would be a full-time job... XD
I like the length of these videos! I like that you really talk in depth about your thought processes in a very deep game like this.
The big blast one I call the fuel air bomb. I have a mech with 2 and use it to clear nest from a distance. Also if want open up a cave use a big blast.
I like the mech designing, please keep it in. Thanks for the entertainment Aavak.
Dear fellow Community Members, let's help Aavak out with some comments and likes so this series keeps going! You're all wonderful people
Regarding video length, I think having video chapters would really help. People can skip to the parts they're interested in.
I love the longer videos.I do love seeing the weapon design portions though I do appreciate not seeing much of the weapon/mech over heat temperature portions.I also really enjoy the combat it always makes me feel edge of my seat.
I also like the long format videos and you elaborating on things. If something get's too long for me, I simply skip the part...and I like to have that freedom.
Love hearing the thought process when you're designing the mechs, so im liking the longer videos
mech tuning is my favorite part of this series. i loooove love love the tweaks and the reasoning and the back and forth. it feels like the core gameplay to me, and i would honestly prefer edited/sped up battles to stripped down tuning. i don't mind the cuts for heat testing, though.
i also don't mind the episode length, though.
While the nitty gritty engineering of weapons and mechs is incredibly interesting, the idea of a faster pace of advancement is also very appealing. I agree with your point that without the build-crafting and testing we would be lacking the condiments that make this sandwich of a "mini-series" so good.
I feel that once we get to a certain point, with the team being better established and upgrades being fewer and further between, that there will be a more of a organic ebb and flow. Showcasing what is new; like we did with Shell cracker today, and minor changes to previously established mechs could be summarized with your thoughts and opinions?
Either way I'll be here for every upload. Thanks for the great videos Aavak!
Hey Aavak, 2 more nest locations discovered for the strategic map. When you revieled the number on the nest at x:18 y:2 (the first nest discovered this play through) as a 3 it forced a nest to be in it's top right corner. The one to it's left blocks its top left and top middle square and the three in its bottom right is already satisfied.
The second nest will be discovered by reveling the number under the nest at x:18 y:7. If the number is a 1 that forces a nest to be at x:19 y:9 because, the two in the nests bottom left corner is satisfied and blocks the two in the nests bottom middle from seeing it's second nest anywhere but it's left middle/bottom aquare. This causes the number of the nest to dictate the location of the next nest, if the nest is a 2 this causes a nest to be in it's bottom right corner instead.
In regards to video length I like the 1-1.5 hr length you already have been consistent with.
Well spotted!
i like the longer episodes of about an hour or so but i get most people dont have all free time available to me and some others also i enjoy seeing you go through the mech stuff and you explaining your thought prosses
52:20 The second option sounds a lot better. Seeing the process you go through and hearing the reasoning behind your decisions is a large part of what makes this series interesting and helpful. (Also, I'd argue that an X-Com play-through that's done through after action reports, interspersed with some highlights form the combat, would be pretty interesting precisely because it cuts out the tedium of moving around to focus on the players thought process and how their decisions ultimately play out.)
Also, I want to make an odd suggestion. I think Dig Rig should get the missiles. Hear me out on this: The big missile can be used for damage, but it's probably better viewed as a utility weapon that can either take out large groups or remove terrain at range. The second part of that mission statement overlaps, and conflicts with, Dig Rig's primary mission, in so much as they can both be used to open firing lines, but if you use one you aren't using the other-or the Dig Rig's pilot is going to have bad day-so having them on two mechs means at least one of them can't do their job at any given time. Combining them removes that conflict and allows them to shift between forward and close support roles. Putting it on the Dig Rig also means that the most forward mech is less likely to be outside of the missile's safe zone and and when you move the Dig Rig into its more traditional digging role you can disable the missile to protect the rest of the lance.
Alternatively, you might want to keep the missiles and Dig Rig on opposite teams. Honestly, I suspect a lot of the issues with the first combat come down more to poor lance composition and a bad match up between the team and the environment. The damage dealing portion of the lance really wanted to set up for slower engagements over a longer distance, but the combination of enemy placement and the tornado really wanted a more aggressive and up close fighting style. Absent that, you were forced in to holding action after holding action just to regroup and take out swarm elements, which opened you up to even more damage and friendly fire. It also didn't help that 1/3rd of the lance was, effectively, sidelined at any given moment.
This makes a lot of sense. Though I think the second option will work better in the long run.
@@Aavak You are probably not wrong about that.
colour me team 'no cut'. for one, that's unnecessary extra work. and, most importantly, i'm here for aavak. that includes the legendary aavak hubris killing brutus salazar, the ability to make the driest of automation games into an endearing roleplaying game, the weird love of squiffiness, inventory management *in* game and *as* a game, odd obsessions with arches and floormats, the "accidental" appearances of 'dark aavak' (and his war crimes) at odd times, and the fun rambling while doing tedious work.
our cult great!
Such a kind comment, thank you mate, was a pleasure to read, glad you're enjoying the videos so much (my odd quirks included lol) ^^
@@Aavak
the quirks are part of the joy!
there was some meme/quote going around at some point that said something about finding people with the same (or at least compatible) weird as you and spending time with said people. i think that's 100% legit.
I'm all for the longer videos. I enjoy hearing your thought processes and decision making. If you are going to to make shorter episodes for those that don't have the time for the longer ones perhaps release the longer ones as well? Not sure if you have a second channel for such things but might give everyone what they want;
I love the longer video length.
As a side note, since we've been doing some science with lasers and fire/shotgun/crit/accel mods, there is a hard-cut off of any fire damage at all when a creature's current armor is 10 or more. Basically armor 10 is the arbitrary point where the game decides this creature is well protected enough that it doesn't care about fire. However, since we also know that armor is variable and can be stripped through both laser and explosive attacks (not really kinetics), we can expected a significant damage increase on any target after stripping X amount of armor and breaching the threshold where fire starts to matter.
Interestingly, fire patches themselves deal damage based on weapon damage and appear to stack on themselves. So with fire we can get a strong option for both horde clear and single target DPS scenarios, so long as the target isn't fire resistant (in which case we are still getting significant laser damage when we clear the hurdle of reducing armor to zero). The rapid fire nature of this weapon is potentially useful for stripping armor quickly through multiple hits and since we are getting additional fire patches per hit as well, it seems like a win-win.
Large missiles take some getting used to, but are some of the best mid-game weapons we'll have access to. Splitting the party is a big no-no, since it allows people to be outside minimum range, and the missile will inevitably target an opararius next to that friend and blast them for obscene damage. Big boy missiles can never be left alone and shouldn't be allowed to fire if they are near rocks or if friends are disobeying orders and running off on their own. I think we're gonna need some disciplinary action for the shellcracker.
Loving the longer video's and extra details able to be shown because of that! I'm disabled so have alot of time to watch UA-cam however so might not be a good representation of the audience as a whole :P
Really appreciate the feedback :D
I miss the rains down in Africa, but i dont miss an episode of mech engineer by Aavak. I will however be a day or two late.
I prefer the extended tunning as it is now. As you said and very well, it is mech engineer after all, skipping one of the major selling points seems like a mistake.
I am sure the wind was a major factor.... but could you imagine all the mechs wielding those with secondary weapons removing other targets? GLORIOUS
You can also use your city artillery fire to destroy tornadoes!
You can mark 2 nests.
First one is south of the left 4 that is marked itself. The other is south east of the right 4.
The left 4 can see 3 nests, and needs to see 1 more. The right 4 needs to see 2 nests. However, the 2 to the right of that 4 can only see 1 more nest. Thus, the second nest has to be south west of the right 4, so that it CANNOT be seen by the left 4
As for the episodes, I quite enjoy the current format.
I think I see what you mean, thanks for spotting them :)
I definitely have been enjoying coming home to these long videos. Though might prefer more days per video.
I am absolutely enjoying the long form please continue. I love hearing your voice. P.S. 1.5- 2 hrs is the sweet spot I personally feel
Personally, before and after mech tweaks with a brief description of what was changed or fixed
i love these videos keep them coming happy with the format and everything kepp doing what your doing bro
I mean its a few weeks late, but echoing the sentiments of the majority, the longer videos are definitely my preference. As you said, cutting out the stock standard heat testing etc makes complete sense, but keeping in the bulk of the engineering is definitely important. Also turns out the missiles were not nearly as bad as I thought they were going to be :P
"there is too much content for me to watch it all in one day"
Then watch it tomorrow.
If Engineer is the title, then Engineer is the work. Leave it in.
I realy love see you designing the mechs, txs for the video my lord
If I could make one critical feed back, stop giving long sweeping move orders. remember your army is only as fast as its slowest moving units. If you look back at the two battles you had with the second its not that big of a problem, all you mechs move about the same speed so the stay together. In the first battle dig rig time and again moved far ahead of the group and firestorm was far in the back, the first thing to happen is your mechs get separated and they no longer defend each other with overlapping fields of fire, this leads to stressful moments that cause a slight panic reaction where by your action become overly aggressive causing more dicey encounters. Now add the weather effects, that granted do seem to be hunting you, these place themselves between your mechs and this leaves then isolated. I hope I didn't seem to judgmental. Again, thanks for all the content.
Very valuable feedback!
i am personally having these videos up on a second monitor while working, somehow helps me coding, so i welcome long episodes, but i'd also understand the need for shorter ones
One of your pilots is level 2, Van, chuck him in the trainer or on a mission and he'd make a good drone commander you could use on tougher missions
Glad to see Firecracker get some action on 4th of July (in-game) ☀☀
Cut nothing! What you have been doing is exactly what those that would be interested in this game want to see.
let's goooo, another part of the series
I really enjoy the series how it is now. I think seeing every little mechanic makes it really satisfying
Yeah, the whole idea of the game is to sit and tincker with stuff. Looking at how you optimize mechs and weapons and listening to your thoughts is very enjoyable actually.
I can definitely see cutting out some tedious stuff, but in general, less cuts)
I enjoy my daily (long) dose of engineering.
I like the whole bit, my first run ended day 6ish with about 12-13 squares of North America cleared in a last stand against the centipede, which I was expecting to be the spider. (Gold is apparently centipede)
Oof, a giant chasing you that early sucks!
Same length, maybe more cuts as we learn. This is mech engineer; this is a core feature of the game. It’s always meant to be enjoyed by gearheads to a degree
I understand you can't satisfy all, and I do enjoy the longer videos as well. Part of why I am watching is to learn more abouts the game to apply to my own run. So knowing your thought process, and even what buttons you hit so I can learn more about the interface are super useful. Also is there a way you can post your 'check list' I am sure I could go back and watch the videos to extract it myself, and I would love to have it in a condensed single point place. And removing myself trying to transcribe it, removes one more (and the most likely) failure point. :)
Love all the content, thanks!
Idea for a late-game strategy:
If you are not attacking a base and you only have the default bugs to deal with, you only need to bring 3 mechs. One for the regular bugs, one for the big worm things, and one for the nests. You add one more (more specialized) mech for each extra “specialized bug” that is involved in the mission. In the case you are dealing with a base, just bring all mechs to be honest. If you are dealing with a boss bug, just prioritize high penetrating kinetic firepower.
I really enjoy the longer videos that these have been, with the full tuning process. I'll happily watch these regardless, but I do like hearing your thoughts.
ALSO: I seems as though 10 was the cap for Artillery. When you rolled over the day at the beginning of the video it stayed at 10 instead of going to 11.
I am also not sure if I should be honored or offended that Gammarus is one of the big bad aliens. :p
Also I am fine with an hour with everything per day for sure.
I prefer the longer cut because I like to hear your thoughts as your tweaking or trying to decide between ideas or options. I learn a lot about the game that way.
for me the video length of 1h is fine. But if you need to cut I would prefer to shorten the engineering. But please keep the reasoning and may show new insides still in full length. Also the tweaking of brand new toys :)
BTW: Did you notice the lovely "art" of the mission? there is a flying bug out of terrain (can be seen best on mini map)
Apropos seeing more nests when you see how many the nest sees: since the 18-2 nest is a three between a 1 and another nest with nothing below, you know that 19-1 also has to be a nest. At which point, what is under 19-2 becomes relevant to seeing if 20-1 is a nest.
For me, hour long episodes are fine.
Watching the Shellcraker new rocket build I had a flash of my first DnD wizard when I finally got fireball.. Fun series, thanks!
I wish there was a ROF stat/display for convenience. Also I really like the fine tuning and actually wouldn't mind more.
Cheers for the feedback :)
I enjoy the missions most of all, but I do like seeing some of the tuning, mostly the end of the calculations.
As others have said, I'm fine with long vids. Only part that could be skipped (imo) is the temperature testing, but you cut that down anyway. Long story short, I like the current format! haha
I always enjoy the longer less edited versions of your content, but maybe for this game it may be good to edit out the more minor tweaking sessions in order to get an extra battle. Something like having an episode every 2-3 that has a more major tweaking and one less battle. As you said, it is a very big part of this game after all
Our missiles great! ...too great, perhaps.
personally i like the long episodes but i do see that not many people have the time for such things
so i like the idea of cutting the heat testing and testing already done weapon styles and not just cutting most of the tuning
but ... i might have a crazy idea that tbh is a little more work and i know would do much good for the algorithm but is content for all styles
we could have the more edited down version on this channel
and one just without cuts on the after hours channel
These episodes are long, true. But if it's too long for me, I'll watch it in two goes.
I'm happy with the length and style you have been doing
You can shift-click to quickly add or remove components from reactors or mechs in progress, as well as quickly remove weapons, reactors, or mechs from the design table. If what's on the design table is a weapon or reactor, you can shift-click another weapon, another reactor, or a mech to move that to the design table. If it's a mech, you can only do this with another mech; trying with a weapon or reactor will instead attempt to add said weapon or reactor to the mech design, which prompts an error written in capslock if you try this with an empty reactor.
Cheers for the tip :D
like some other comments have said, i think we only really need to go in depth on one or two major mech refits per episode, the rest can be summarised. and even then, we don't need to see absolutely everything in detail, with exceptions made for exploring new toys. because i would definitely like to see more time passing and see more strategic progression, i'm very interested in seeing how things evolve into mid- and lategame. and i'm particularly avoidant toward ballooning the episode length, since if they go for much over an hour i probably won't be able to tune in daily like i have been
Appreciate the feedback :)
Time spent building, testing, and tuning are the most important parts of this game and should be appropriately represented.
The FPS comparison here. This is closer to Tarkov (it is more Tarkov than Tarkov) than CoD, if you focus on combat over build you are going to lose everything.
For some reason, it just hit me when you said the 20mm cannon wouldn't one shot the swarmers that... these things are massive. You aren't taking out a swarm of tiny bugs; it's a swarm of bugs that are a little bit bigger than the largest polar bears in terms of size and weight.
This game is probably the first where I actually felt like humans would actually be in serious danger. I love xcom and all the alien invasion movies and zombie apocalypse stuff, but it just feels like a few nukes would solve the problem or the military would be able to solve it. In this game, they started with an orbital bombardment that leveled most of human civilization, then what remained had to scamble to try to survive countless hoards of 700kg murder machines. I can see resistance being possible and attempted and at first extremely successful, but then being hit with slow dread of realizing you are running out of munitions and you can't make enough more to even dent the swarm. And even the days where you kill billions of them, you can't kill them faster than they can reproduce. Even the efforts of the game make it clear that what you are doing is barely a nuisance to the bugs. Your only hope is to surrender Earth and go somewhere else.
10/10 setting design. I love it.
Love the content!