Deck Cannons Make the Best Sound! 🚀 COSMOTEER Ep7 🛸 Lets Play, Tutorial, Walkthrough

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  • Опубліковано 4 лют 2025
  • Missed a episode? check the playlist here ▶️ • COSMOTEER 🛸 Lets Play,...
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КОМЕНТАРІ • 38

  • @JDPlays
    @JDPlays  2 роки тому +1

    Missed a episode? check the playlist here ▶ ua-cam.com/play/PLnIE0W-m629dnEOJeC8Z4jqA3zYRc1J5N.html
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    Ep7 Ship Design: twitter.com/JD_Play5/status/1594632955095560192

  • @xendros31
    @xendros31 2 роки тому +11

    Small advice for deck cannons. They shine when at close range. So if you get right next to enemy's ship they are gonna struggle and you are gonna easily reck them. Also your flack guns are a huge weakness. Either move them more to the sides or just remove them they are not that usefull.

  • @hawthornhobbit
    @hawthornhobbit 2 роки тому +7

    Deck cannons! Heavy armor! A good Solid build! Awesome build.

  • @musizlover2008
    @musizlover2008 2 роки тому +3

    I'm glad that your video about logistics solved the issue with my factory/salvage ship.

  • @danielgloyd4529
    @danielgloyd4529 2 роки тому +4

    Dusrupters work awesome with deck canons. EMP missiles probably synergize with them as well, but I haven't tried them yet Deck cannons are so expensive to keep running already I couldn't imagine adding missiles and all the logistics involved with that until I hit a few extra levels of fame.
    When you don't need to waste cannon shots to drop shields, they really shine. I keep my disrupters on hotkey 1(I usually have them fire at will. Hotkey is only if I need to target something important) and 6 deck cannons, 2 each on 2 3 4. That way, I can target multiple explodey bits in a single salvo. I have been disintegrating enemies with this setup.

  • @Skyhunter826
    @Skyhunter826 2 роки тому

    Good episode and interesting upgrade to the ship

  • @MatthewGP
    @MatthewGP 2 роки тому +2

    OMG, Flak gunner on the Septagon is a short term job...
    Thanks for the tutorial the other day! Hope a few more QoL improvements make it in for automation.

  • @GenuineLolotov
    @GenuineLolotov 2 роки тому

    I didn't think too highly of deck cannons, until seeing you turn everything in your path into swiss cheese with them. Would still consider adding some more diversified weaponry to The Septagon a good idea, though.

  • @SpiiiiiceeMAN
    @SpiiiiiceeMAN 2 роки тому +1

    deck cannons are good when paired with energy weapons since they dont have to waste 2 shells on the shields, the rounds on the deck cannons can obliterate staggered armor plating (atleast, from my testing) if you place them broadside and atleast 2 to 4 of them with the distance of 4 grid blocks, they can be very effective.
    my ship the Eye of Adun which is my main battleship with staggered armor and spaced armor at the front almost died to a monolith ship that had deck cannons, it ripped through my spaced armor and staggered armor and popped one of my reactors at the front powering frontal shields. i had to do a big redesign of the front to prevent that from happening again.

    • @JDPlays
      @JDPlays  2 роки тому +2

      I may or may not have plans for a large manoeuvrable deck cannon ship that can slide in beside/behind enemy ships

    • @SpiiiiiceeMAN
      @SpiiiiiceeMAN 2 роки тому +1

      @@JDPlays if you're planning on building one, i suggest using making the ship with broadside deck cannons, its more effective since you can use forward thrusts to circle the enemy while the deck cannons constantly shoot.

    • @JDPlays
      @JDPlays  2 роки тому +1

      @@SpiiiiiceeMAN The problem is they rotate VERY slowly, so you can get into a situation where they cant get a good lock onto a target. No matter what I need a ship to go head on and it seems the Grabatron is working well in that position currently

  • @timeshark8727
    @timeshark8727 2 роки тому +2

    I like railgun for 4-6 or 7 and for outranging enemy bases, and I have been using a few deck cannons to pop shields for the ion beam to bisect ships at higher levels. Its been working well at 9-14. I have no idea what would work well at the higher levels, not there yet.
    The biggest problem I have with using just deck cannons is that they chew through ammo astonishingly quickly. I was messing around and made a star destroyer-ish ship with 7 of them in a wedge... shredded ships, front or broadside... well... shredded the first 3 or 4 at least, after that I was down to a mining laser I had randomly stuck on the thing. Its on the order of hundreds to thousands of rounds for any big engagements.
    for reference, I rarely bother taking complete control of the ships. I just click on the enemy unless they are really tough ones.

    • @JDPlays
      @JDPlays  2 роки тому +2

      the trick to deck cannons is dont feed them ammo but feed them sulphur from ammo factories.... with factories hooked up they can be feed forever on a much smaller amount of sulphur. I will be building a rail gun in the future, but more crew first!

    • @jdshl8423
      @jdshl8423 2 роки тому +1

      I'm at zone 15-17 on grand admiral starwright difficulty with a quad railgun and it's not hard, but it takes time to figure where to strike a ship first because there is just so much armour and shields it's not reasonabe to just target the cockpit and just keep fanning, especially with those overlapping large shields. Usually have to go for their point defense and flak batteries first so that my own HE and EMP missiles can hit. Then I can slowly destroy the shields, and then the armour. The greatest upside is that fast railgun ships take very little damage, especially if you have 6 flak batteries in front like mine. So it is very profitable from salvaging dead ships with almost non-existent repair costs.

    • @timeshark8727
      @timeshark8727 2 роки тому

      @@jdshl8423 That does sound quite effective and efficient.
      I'll need to try something like that when I get to that level. Right now I'm mostly using rail guns to snipe bases and stationary defenses. I was thinking of making a couple of rail gun equipped fighter/escorts to go with my main ship to knock out engines or cockpits while my big ship draws attention.

    • @jdshl8423
      @jdshl8423 2 роки тому

      @@timeshark8727 , I'm not too sure about railgun fighters, considering railguns are very player control intensive. They're not like other weapons that automatically rotate and aim for the spot you set where you can just let them do their own thing while you go and manage something else before coming back to check on their progress. And railguns are not effective without sufficient accelerators, so how massive are your fighters going to be? But you can try and let me know how it goes. Deck cannons are great but very expensive to build and upkeep. My go to is still cheap and easy disruptors and lasers. I guess I'm still pretty old school going after thrusters to immobilise enemies.

  • @jimmymcgoochie5363
    @jimmymcgoochie5363 2 роки тому +1

    After seeing deck cannons in action, I’m glad I went with ion beams instead- they melt right through almost anything in seconds and don’t need the added hassle of ammo either., plus the range is better and accuracy is far better.

    • @SpiiiiiceeMAN
      @SpiiiiiceeMAN 2 роки тому +1

      deck cannons are like shotguns, they deal such devastating damage (similar to the nukes) at point blank range but highly inaccurate (which is why i love it because it can accidentally knock out the enemy thrusters) at medium to long range.

    • @xendros31
      @xendros31 2 роки тому +1

      Ive built a deck cannon ship that destroy ship 3 to 4 time its cost. The trick is to be a brawler and to get as close as possible on the side or other weak spot and just focus on reactors or things like that. Most ship get really weak when too close and thats when the deck cannon shine.

    • @SpiiiiiceeMAN
      @SpiiiiiceeMAN 2 роки тому +1

      @@xendros31 EXACTLY, the best usage of a ship with deck cannons as its main armament is to get in the cluster of enemies and basically fight to the death.

  • @TheUnFoundBug
    @TheUnFoundBug 2 роки тому +1

    The thump of a deck cannon broadside more than makes up for how inaccurate they are. Crank the bass turn up the speakers and play the symphony of destruction.

  • @Kingpingamer
    @Kingpingamer 2 роки тому +1

    give the trucker bucket at least 1 Deck Cannon

    • @JDPlays
      @JDPlays  2 роки тому +1

      Hahhaha if it gets that close to combat something isnt going well!

  • @n.gravey3735
    @n.gravey3735 2 роки тому +3

    Having to repair the entire front of your ship after every battle doesn't sound very OP to me....

    • @Darion350
      @Darion350 2 роки тому +1

      My version of this is basically a huge sledge-hammer looking ship with thick armor plating up front (about 12 interweaving layers, I think it is) and 10 deck guns behind it. Makes it hard for ships to cut through and only costs steel to repair, which is easily gathered after the fight. I have a 200% dual rail-gun for sniper support and a very nimble ion ship that can sneak behind and take out any vulnerable items, including engines and bridges. Works like a charm against most ships, though I need to make a larger capital ship now that I've entered the lvl 17 galaxies and ships are getting incredibly powerful.

    • @JDPlays
      @JDPlays  2 роки тому +1

      Steel is cheap, if they break nothing but steel it doesn't matter. I'm salvaging more steel then I'm spending every battle, and its not worth a lot to sell.

  • @BeenThrDunThat
    @BeenThrDunThat 2 роки тому +2

    Not a huge thing, but probably you mean to name your ship 'wide berth' not birth. One refers to nautical terms the other sloppy vaginas :)

    • @JDPlays
      @JDPlays  2 роки тому

      Yep dyslexia got me again but u know i does collect enough materials im sure its gonna birth a new ship sooner or later!

  • @MenricJJones
    @MenricJJones 2 роки тому +1

    No promises

  • @maximilianbonengl9677
    @maximilianbonengl9677 2 роки тому +1

    To put all the crew stacked together in the middle of the ship is very bad for the build. Its okay for Crew that is supposed to operate stuff like machinery or laserguns, but all those who transport munition or energy should be placed near the targetet tasks. For expample right next to the reactor or the guns.

    • @JDPlays
      @JDPlays  2 роки тому +1

      The Crew setup could use some improvement, but those that ship power short distances are designated, those who mostly move around ammo/power from the main reactor are in the middle of the ship

  • @jdshl8423
    @jdshl8423 2 роки тому +1

    That bucket is really trash. You can move a ship that size without armour and other nonsensical things at over 60m/s with just a whole row of large thrusters in the back without using engines, up to 50 command points from a small cockpit. What does a hauling ship need sensors for? If you put a few thrusters in the front firing forward and to the sides, it can turn decently. And dual tasking with an unarmed ship is plain nuts. That bucket should be clearing the debris and picking stuff up 1 step behind your main attack ship. Your attack ship has a lot of crew, use that ship to break up the defeated ships into resources for the bucket to pick up. That's why your bucket seems slow clearing the wreckages. It's not supposed to have a lot of crew. 260 coils repair for the bucket, all from the damage to the useless point defense pistols. ROFL! You don't think running away at great speed is a better strategy?
    So much micromanagement of the missile launchers. And you lose flak batteries fighting pitiful small ships, and a big gaping whole in its place invites more fire. You would think you might be better off face tanking with a whole wall of armour additionally supported by a whole row of shields, considering deck cannons aren't even exposed. Don't be deceived by the supposed dps of flak batteries on the data sheet. They are for shooting down projectiles from far away, and they do a damned good job at it, not staring down the barrel of enemy guns.
    A tip. Pick weapons that will give synergy to the type of attacking style you have. I recommend an ion beam shooting right out the front, since you will already have a wall of armour and shields in the front if you accept my earlier suggestion. And if you can, some disruptors on the sides to take out shields and energy based weapons so the charge proceeds more quickly and effectively. I haven't built a deck cannon ship yet, but that's what I would do. Alternatively, use nukes and/or mines out the front of the ship at point blank. So ion beam out the centre, mines out a gap a few blocks of armour away, and then nukes out a gap a few more blocks of armour away. I think you need a bigger ship for that. Or if you just want to play full deck cannons, don't fly straight at enemies. Deck guns can turn you know. Like a broadside.

    • @JDPlays
      @JDPlays  2 роки тому +2

      The ships not quite fast enough to jump behind things YET.... but I do hope to continue to upgrade it to do so. Are there improvements to be made? Sure, but honestly id prefer to run a cannon ship, a missile ship, and rail ship, and a ion ship. As for the bucket, its fairly useless so far, but as a test it CAN go into combat so im less worried about baby sitting it. I do plan on further upgrades to it, more speed and more support.

    • @jdshl8423
      @jdshl8423 2 роки тому +1

      @@JDPlays , missile ships and rail ships can be built purely as that, because of their range. Cannon ships and ion beam ships need support fire from other weapon systems, especially disruptors and EMP missiles, because they go in close and take a ton of damage, so reducing the battle time increases survival and lowers repair costs.
      Bucket is useless because you're trying to make it capable of defending itself, which ends up making it even heavier and even slower. Drop all that armour weight and run away at the speed of light. That way, you don't even need to make new ships to defend it.

    • @JDPlays
      @JDPlays  2 роки тому +1

      @@jdshl8423 Now your talking about having a designated set of crew to man a ship that grows and changes with time. The armour and PD isnt that much of its total weight, its mostly the storage and factories that take up a bulk of its weight. I have already stripped it down in a attempt to see what its top speed was, and its just not enough specially if we keep steeling crew from it. Eventually it will get some TLC but for now it having some chance of defending itself or at least buying time is a good option

    • @jdshl8423
      @jdshl8423 2 роки тому +1

      @@JDPlays , I would like to apologise and make a correction. My original suggestion was for a much smaller hauler type ship which I used in the past. For a hauling ship that is 3/4 the size of the entire build screen, you will need a medium cockpit and 4 engines clusters to achieve 40m/s, without any armour or point defenses. 20 crew. I have one such hauler in operation. You are sorely mistaken that storage modules are heavy. It is armour that is extremely heavy. 1 storage square is 1 ton, while 1 armour square is 3 tons. 1 point defense pistol is also 1 ton. So putting all these on a storage ship just slaps on an exorbitant amount of weight. And if I wanted to achieve in excess of 70m/s for my hauler, I would simply have to add another medium cockpit and 4 more engine clusters. Then again, my hauler does nothing but haul, so it stays at a space station. My capital ship does a far better job of mining and storing the resources its own weapons systems use because it has over 500 crew. I frankly don't see the point in putting 100 crew on a hauler to do a half assed job, plus put itself in harms way.

    • @jdshl8423
      @jdshl8423 2 роки тому

      @@JDPlays , I took the liberty of counting your excesses just so you would understand.
      140x point defense = 140T
      220x armour = 660T
      540x moving walkways = 540T
      Grand total = 1340T = 84x storage (4x4)
      You have about 110x storage (4x4) currently on your ship. Your storage could have gone up by another 2/3 by weight So you must be kidding when you said they didn't weigh a lot. And you didn't gain much more speed when you stripped it all of because you have so few thrusters to begin with.
      As a comparison, I have 12x huge thrusters on 4 engines powered by 1 large power power block pushing one huge block (25x14) of 350x storage (4x4) at 55m/s. My only excess is that 2 rows of moving walkways down the centre of the ship, which I don't actually need. My ship takes up exactly half the space on the build grid. I just built another entirely new capital ship from the resources on that hauler. Incomplete only because I didn''t have enough tristeel to build 10x deck cannon groups and 4x engine clusters.