Armour 102 - Armour Block Orientation Tutorial, From the Depths
Вставка
- Опубліковано 1 лип 2024
- Mind the beams, they're a tripping hazard.
Armour 101: • Armour 101 - Armour Tu...
The Armour Tutorial Playlist: • From the Depths - Armo...
Time Stamps:
0:00 - Ze Beginning
1:15 - Block Angle vs. Kinetic Damage
8:58 - Beam Orientation
12:16 - Cross-Hatching and Other Stuff
23:26 - A General Message About Armour
BorderWise Facebook page: - BorderWise12...
BorderWise Twitter: / borderwiseweta
BorderWise Discord: / discord
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
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 #Tutorial #Armor - Ігри
"let's do that again so we can play with the hole"
-Borderwise 2021
I had to do it
MMMmmmMMmmmm...
awwww beat me to it lol
i think playing with a hole which has squishy bits inside it is against UA-cam's community guidlines
Good tutorials, it taught me how to play the game (even though I’m still pretty bad at it). keep up the good work, borderwise
Don't worry bro. No one is good at the game.
Great. I am now gonna stick to 460 mm hollow point Supercavitation shells fired from rail assists travelling at a 1000m/s
For comparing crosshatching we should consider average damage needed to penetrate around the initial hit as a function of AP value of a shell. For parallel beams you got 25% reduction in average damage needed as well as 25% chance of instant penetration compared to crosshatching where 9 blocks require full damage, another 6 reduced in some way and one hole.
The Stallslang taught me something about missiles. Kinetic is probably the best choice, esp when you use thump heads. The large missiles hit VERY hard. The armour setup is very good and it's hard to damage, until I used those. They are extremely op and probably the new meta. Actually, I think kinetic is now more useful than exp in almost all cases., from damage done to being safer in use on your own ship. You won't lose half your ship if a high gauge kinetic turret goes up. Good vid!
when i was toying around with crams i found ludicrously powerful HE beat out anything in terms of pure block shredding do you mean kinetic aps/missile?
gaming kinetic remote guided, large missiles are the best. They knock huge chunks out of just about anything and being remote guided, they are hard to jam. Plus with three or more reinforced body segments, they take a lot to destroy. Seriously op as hell.
I'm just waiting for "Hears for Armour 183!"
Ah yes, armor. How can just hitpoints be so god damned complex!
I'll never understand good armor.
Hit points are only the beginning. XD
@@BorderWise12 You don't make canoes anymore, remember? Now you make camoos.
@@SephirothRyu c a m o o
@@SephirothRyu lol
Should also mention that the holes left by cross hatching negate any sprawl liner and allow HESH to shred the outside armor
It sorta depends where the hole is in the armor, I find that cross-hatching the spall liner itself is good at at least offering a slight ablative protection that keeps the hole small. Applique panels are also really good for protecting against spall.
@@BetaDude40 I was more referring to the second layer of armor with many more and a spall liner behind it but sure.
Thanks borderwise, another entertaining video and I didn't know about all that nasty crosshatching!
You're welcome! 😁
vertical still has a slight edge, in angled broadsides the shells will have more blocks in their ballistic LoS. in cross hatch and horizontal: the horizontal beams will break and leave a free meter of space for the shell. this is most noticeable when dealing with multiple enemies; the secondary targets will naturally be angled for most of the fight.
"Slopes drastically reduce damage, especially the 1x4 slopes"
Oh! Well, I'll just cover my ship in--
"But orienting blocks end-on to incoming fire is bad."
....drat.
It's ok to do that with slopes. Just not with the majority beams of your craft. XD
Yo I'm still surprised this is a relatively small channel, your production quality is very high
Thank you! :D
Relatively small games tend to have relatively small channels
Still maintain that if you are going for armor that is more than a couple of layers one of them should be cross hatch to help keep bits from being unzipped. Double so with the new construction rules that make less random internal bits connective. If your craft is made of 1M wide rings, its fairly easy to cut in 1/2 when the AI targeting takes a hate to that one ring.
Also should be mentioned that slopes while having less health, also are lighter. So can be used for weight reduction on craft where the outside is either decorative or to deal with flak instead of direct damage. Or you know, trigger OMG HE shells that much farther out from the squishy bits.
Sloped is situational. Just imagine holding a ruler horizontally measuring the width of a standing brick, as you tilt it sideways the amount of material increases along the line, until you reach it's entire length.
Assuming the projectile does not hit at an angle resulting in 90 degrees relative to the surface which would cancel out any bonus of sloping.
So in effect it should only work against flat trajectory, high velocity weapons
The downside to the crosshatch used to be crazy, but now that armor stacking only goes 2 meters deep it no longer outweighs the benefits definitively. Personally I'm glad, because it lets people make the choice between the different benefits.
11:55 luckly i learned this already on terra tech. building something that is connected on 2 nodes aperently and the nodes got shot of and bye bye half of my tech...
Possibly weird observation; but for some reason your videos always look like they're not in proper 1080p. I've been watching your videos for aaaages, but have never bothered to mention that. You're welcome.
Thank you, I'll see if I can fix that. 👍
Might want to tweak your testing guns to have more flat numbers like 1000 for simplicity's sake and excess AP (unless specifically talked about) with railgun charge.
Also crosshatching is more work than identical beam spam layering
the issue with slopped armor is the besides kinetics, lasers and explosions make them the first to go
Hmm... I wonder if pistons pake damage on the extended end. Because if they don't, you could potentially mount a spin block on a turret, piston on top, extend it to the max, armor to the end, and then use a CIWS weapons controller to make an armored skirt that'll activelly catch projectiles at an angle.
Nice
There will be a follow up of shorter videos. And by "shorter" I mean "shorter than The Hobbit complete trilogy".
thanks for the vid. do you think you could put this testing station up on the workshop?
Sure! Here ya go: steamcommunity.com/sharedfiles/filedetails/?id=2369540782
Don't quite agree with the crosshatch assessment as in both cases you pointed out (with high kinetic) you're generally screwed at that point. (Breach of both layers)
If it's ONLY high-powered kinetic shells coming at you, then yes the distinction is moot. Thing is, it's never just that. High powered HE is very common in the late game on higher difficulties, usually in the form of large missiles and torpedoes. For that kind of damage, every extra bit of armour counts.
Did you know that you can have a 2 module 500mm aps shell fit in a 1m belt fed loader?
Dew it. Create a high fire rate aps gun that fires 500mm thumbtacks at enemies.(sabot head + 1 gunpowder casing)
8:24 easy solution putting the spinblocks in the middle of the craft and also use multiple spin blocks.
Still a decent chance for collision/thump damage to pass through to the spinblock, or a pen-depth shell to remove a whole chunk of armour at once. As I said, it's a move with definite pros and cons.
@@BorderWise12 but if the vulnerable bits are made from heavy armor then there is a low chance of that happening.
@@superminer1993 The spinlock itself will always be vulnerable. It's a weak point of the whole arrangement no matter what.
We need armored spin blocks lol
Good tutorial, I just wish my boats didn't keep launching themselves into the sky, I'm a little too good at small steam engines apparently...
How do you get a frozen platform?
So regarding crosshatching: If an enemy has been grinding a larger hole in my armor in a longer engagement, directly stacking blocks against each other I feel has more chance of sections just falling off by being disconnected from the craft. By crosshatching, I force them to actually destroy a lot more blocks before this becomes an issue, because each block is connected to a lot more other blocks. Alternately, I'll simply offset blocks in standard layers by 1m from most of their neighbors to achieve something similar. What are your thoughts regarding this? Am I wasting my time, or is this a valid strategy?
It doesn't make a huge difference, really: there's an equal amount of points of contact between the blocks anyway.
My issue with cross hatching is that yes, it does have slight benefits like what you mention, but there are so many other aspects of armoring that are far more important. Furthermore, the benefits of crosshatching aren't really worth the time spent building that way as far as I'm concerned.
@@BorderWise12 Alright, thanks for the advice.
@@jadekaiser7840 Yer welcome. 😁
So you know how ricochet mechanics got change to favour the angle more than the shell AP?
Yeah turtleback is now a valid option unlike before
Now im happy pretty much all my BBs have a turtleback armor scheme
What's a turtle back armor scheme?
@@Ms360box basically, above the internals of your ship (aka the citadel) you have sloped armor. it usually starts a bit below the water line. It takes a lot of space and if you have anything important above it it gets shredded, but it does its job. What it does is, every kinetic shell/fragment that pen the side armor, hit the internal sloped armor and have a good chance to bounce off it and exit through the main deck
@@guvyygvuhh298 ooo neat I like it
What is a good way to make a missile defense system? I am new and don't know how to design them. I've spent about 20hrs trying to perfect my aps turrets. I can finally use some of this new armor knowledge to improve upon them not going into the unknown.
my advice for missile defence is large (or huge) decoys and small missile interceptors. It's also a good idea to build the missile defence system on a testing fortress and testing before putting it on a ship.
Use low-ish caliber, probably 100mm or less, rapid-fire but preferably without belt-fed loaders due to the down time, use timed fuses and flak or high explosive, or even frag, play with a number of air burst warhead types to find which one works best for you. Fairly fast projectiles are also desirable.
For large missiles scale up the gauge substantially, but try to keep a similar consistent and fairly rapid rate of fire with reasonably fast-moving projectiles.
For huge missiles, don't bother. Just use the time it takes them to reach your vehicle to either get your affairs in order or pull that eject lever.
@@Argonwolfproject I have an ap build 40mm 1700rpm for anti missiles. It’s just that flak or he burst doesn’t do enough damage compared to super fast ap
@@alexcanplaygames5270 Well then go with that if it works better. 1700rpm at 40mm should be fine for small and medium missiles, depending on shell length.
I need help with orientation of spall liner... is it slope facing in or slope facing out?
Use wood slope facing in, with inner wall made of stronk material (have hi armor point).
Wood generate lower spall damage than metal, and it do a hell less of a damage to inner wall.
Next vid you talk about not the orientation but about which block go in front for example
would you use wood in-front of metal armor or would you use metal armor in-front of wood
Strongest armour always on the outside, more armour gain overall.
I will be doing a video on that subject, yes. Just might not be the next one.
@@BorderWise12 ok
7:08
Hey
Thank again! 👍
It's okay if you fail, it's a learning process
But the world often doesn't see it that way.
You did it, you crazy son of a b*tch, you did it
Why not simply use 4 meter deck heights? that's what I always do, and it allows you to have both vertical and horizontal beams without any problem.
I often do that, but not all the time.
Ok
Hear me out on this one
Armor that smacks shells when they get close enough
Already possible and not terribly difficult with anti-munition cannon controllers, spinblocks and pistons. Quite effective though it usually relies on repairs to keep the slapper in the fight.
I am deeply troubled that I did not have this video with me until now. So don't mind if I do.
HE heads come with built in inertial fuses borderwise it’s a recent update
Not exactly: it has a higher chance of detonating on surfaces with high AC when striking at flat angles. It's still highly likely to ricochet if the angle is shallow.
I tested it recently against 4m slopes and not a single shot bounced
@@danielpopov2903 ... well, I'll be damned. Inertial Fuses are almost completely useless then. XD
What is your take on turtleback armor schemes ? Are they worth it ?
Since there are such a big variety in the angels of incomming shels i would recommend something like that. To mutch complexety for questional benefit.
Pure turtleback is questionable, since having an internal citadel is invaluable for HEAT/HESH defense. But more and more I'm realizing that a reinforced deck over your most important bits is a very good move.
I see, thank you for your input
@@BorderWise12 could just put up 2 layers of shield for the top deck. cheaper and works just as meh.
What is effective against sabots?
Angled HA, strong shield projectors and prayers to the RNG Draba god. 🙏
where the f do you see the damage numbers? I rewatched your test shots at 2:55 about 20 times now and I don't see where the dealt damage is shown... plz explain...
Top right corner below the 4 buttons
What Jonathan said. 👍
I was actually meaning to edit the video to zoom in on those numbers, but I forgot to do that. 😅
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Your arguement against armor threading horizonal then vert. is completely wrong. You state that its better not to do it verses Kinetic shells because of the lack of armor in those 3 spot left. However by not doing your left with a 4 meter hole, and the 3 spots on the 4 meter hole, do not have reduced effective hp and armor they actually have 0 hp or armor. Where as Cross hatching you actually have 3 more blocks than you normally would, and 3 blocks is better than 0 blocks even with reduced effective hp and armor
Kinetic weapons only hit one block at a time in a straight penetrating line anyway. Having more blocks exposed to them width-ways is useless, since armour-stacking only works in the exact direct line the munition is coming from.
At least, I think that's what you're arguing. I can barely tell with how you've written it.
@@BorderWise12 Basically Weaving armor blocks (Horizonal then vert behind or vice versa) as shown in your video leaves 1 single block hole. Not doing so left a bigger hole in your video 3 tobe exact. I am arguing that even though the Armor blocks no longer have any bonus from armor stacking that they are still greater than an empty hole, because they do have base hp and armor stats on their own and empty space doesnt. Yes, they will be destroyed faster after the first shot, but they still take away from the projectiles str going into your ship, thus making you survive 1 or 2 shots longer. Armor Weaving also has an added benifit vrs heat and hesh shells, due to the order in which they are destoryed, because they make their own air gaps after falling away as well.
@@fallenshaw5659 As I said in the video, a smaller, deeper hole is more dangerous than a broad shallow one. Cross-hatching tends to result in the former. It is better to have a 2x4m shallow cut in your craft catching fire rather than the 4x4 gash under the skin that cross-hatching results in. The extra effort of cross-hatching is not worth it for what you gain and lose.
Cross-hatching means your whole armor scheme falls apart in prolonged combat more easily. It's slightly more effective against HE damage in when intact, slightly worse against kinetic damage and much worse against thump because of how blocks are left isolated in the structure.
There is absolutely no benefit that cross-hatching gives against HEAT and HESH. When intact, they'll penetrate it like any other solid mass of blocks. If damaged past 2 layers, the air gaps that are created are too narrow to form an effective barrier. They're HEAT streams can easily miss them by inches and they just act as spalling traps against HESH that rip through your deeper armor layers even faster. Even if the damage-gaps did help, what use is an armor scheme that only starts being useful against some of the more dangerous forms of damage in the game when it's already been damaged by something else?
Basically: you haven't tested this, have you? Because I have. I tested it when making this video, and I tested it before when I made my older armor tutorials. I had people arguing in favor of cross-hatching then too, and they were just as misinformed.