Thank you! It's the 2nd variant of the design. I'd argue the primary innovation compared to earlier spinners is that it spins _away_ from the railgun openings so that it's harder to stick a hook into them and stop the spinning.
i just spent like 3-4 hours every day for a week watching all this stuff :D didnt play cosmoteer for 3 months but somehow i love watching videos about it
btw, 'fastwalls' as you call them are more typically called avoiders or avoider walls, fastwall gets confused with orbiters, which are the ones with purely forward thrust that just charge full speed to flank for example, saris's Eidolon is an avoider while Qawa's The Blue Pages is an orbiter
His railgun is actually _not_ longer range, only higher damage. The long railguns on To Whom It May Concern are specifically max range (8 accelerators) so that noone will ever be able to fire at it from outside its range. It has the most range it is possible to have in Cosmoteer, and thus its very slow speed will rarely matter in a tournament so long as it can keep away from the ROD. It doesn't have to reach _you_ before the time runs out, it just has to reach the center and _stay_ there. In this one I actually messed up the steering and spinning a couple of times. :P If not, it should have been able to reach the center before the ROD easily, even in a 5 minute game. Fortunately, even with that mistake it was sufficient for the 2nd game, but I was definitely nervous when the ROD overtook To Whom It May Concern. Pay no attention to how I do next game. Also oh no, Ultra could totally have taken that first game against Blazes nuke - Blaze was stuck on the asteroid and about to get eaten by the ROD! And thanks again everyone for a very fun game!, I've been longing to take part for some time!
Why do people make slow armor bricks? If you place armor strategically instead of everywhere you can get more weapons and thrust without sacrificing protection.
i like Light Lunatic Colors which is what kind of person i am tho, were kinda like the same person that have the color likes but opposite types. (you like dark ones while i like light ones)
I'm speculating but it looks like the thrust of two allied ships is overlapping, which the build rules wouldn't allow. I suspect their speed is calculated based on the mass of the two smaller ships, rather than acting like one larger mass, which is probably the larger advantage.
31:23 how come self damage isn't on? i would say maybe 10-20% of blaze's missiles hit himself due to ultra's maneuvering, this type of game configuration seems to heavily favor fire and forget missiles over piloting and aiming
gleeton had a better comp, particularly in his second match but he just got out-piloted by vendetta and suffered from a series of tactical errors with positioning.
His cannon fighters looked pretty scary, and I kinda want to make my own now, but they definitely needed a bit more speed. The main strength of fighters/escorts, is being able to position them exactly where you need to exploit your opponents weaknesses, or to defend your own. If they're slower than the main ship, then they're no good. Also his two main railgun ships desperately need turning thrusters. They only had a tiny amount of small thrusters on the side, and almost right in the centre of mass too (meaning they can't rotate the ship). This means the front/rear thrusters were having to do all of the turning work, with terrible leverage due to the long and narrow shape. Thus his ship is incapable of actually maintaining it's intended forward/back speed whilst turning, since half of the engines have to shut off and push in the other direction.
Combiner tactics. It uses a really obscure glitch that forces parts to phase through one-another and revolves around the also obscure mechanic of structure armor hybrid tiles having their hitbox only on the armor part. Here's a detailed explanation on how to do it, by somebody who knows more about the subject. docs.google.com/document/d/1RhFiu5-lfKedpUeyi07hK40Y3ejlDXB9OI_4tU8edgU/edit#heading=h.994s50e98g20
Those spinners are boring. Make it a spinner vs spinner match up and watch 5 minutes nothing happening because they can only spin... Make a mobile ship and just go afk in the center and wait for the ring of death to deal with them spinners. GG
the lack of control is always so cringe, i am just fuming whenever someone fucks up becase of it. like battle 2, how the fuck didnt he stay out of range of a nearly static spinner with lower range
He didn't stay out of range not because he couldn't, but because the ROD was closing in around him, and the static spinner actually had the same range. Range in railguns and also in Cosmoteer in general maxes out at 8 accelerators, which is precisely why the long rails in the spinner _has_ 8 accelerators.
@@ez_theta_z9317 Yoyo didn't have any range advantage at all - range maxes out at 8 accelerators, which is precisely the number of accelerators the long rails in the To Whom It May Concern sports, specfically so that nothing may outrange it.
Can't say I agree. You might have several command rooms for redundancy and all but one of them get destroyed, so you have to turn stuff off to regain control.
Wake up, make coffee, open UA-cam, see blade, click.
Thanks man, you're a champ
I really like that spinner design that Meanie is rocking in the first set of matches. Plus yeah, that last fight with Blaze VS Ultra was *insane.*
that killshot in the first match though. hes just chilling and rotating and then ZAPP BOOM.
"Spinners" are fucking cool concept though
@@n8wolf575 Definitely. I am one of the biggest lover of spinner ships and have made several truly bizarre ones.
Thank you! It's the 2nd variant of the design. I'd argue the primary innovation compared to earlier spinners is that it spins _away_ from the railgun openings so that it's harder to stick a hook into them and stop the spinning.
I legitimately may have binge watched all your battleship brawling vids over a few days. Cheers Blade!
i just spent like 3-4 hours every day for a week watching all this stuff :D didnt play cosmoteer for 3 months but somehow i love watching videos about it
Awesome matches! 26:55 were just 3 intense seconds, while the last one just felt like grinding each other down to the atoms!
btw, 'fastwalls' as you call them are more typically called avoiders or avoider walls, fastwall gets confused with orbiters, which are the ones with purely forward thrust that just charge full speed to flank
for example, saris's Eidolon is an avoider while Qawa's The Blue Pages is an orbiter
Love this stuff, Blade. You are by far the best person doing this kind of content.
IGBM on crack is the dream ship! Looks good, heavy firepower... isnt just a wall... and fast! Absolutely amazing!
Blaze could've given it the Imperium color scheme, since they like nukes so much.
Thanks for another great upload! Those were some great battles.
Glad you enjoyed!
Good stuff, really liked the brawliness of the last match
Some really great battles in this one! I'm rooting for Meanie's 'To whom it may concern' beyblade, haha
Gleeton vs Vendetta was amazing
Smooth intro! Nice.
Took forever to get it right, glad you like it!
His railgun is actually _not_ longer range, only higher damage.
The long railguns on To Whom It May Concern are specifically max range (8 accelerators) so that noone will ever be able to fire at it from outside its range.
It has the most range it is possible to have in Cosmoteer, and thus its very slow speed will rarely matter in a tournament so long as it can keep away from the ROD.
It doesn't have to reach _you_ before the time runs out, it just has to reach the center and _stay_ there.
In this one I actually messed up the steering and spinning a couple of times. :P
If not, it should have been able to reach the center before the ROD easily, even in a 5 minute game.
Fortunately, even with that mistake it was sufficient for the 2nd game, but I was definitely nervous when the ROD overtook To Whom It May Concern.
Pay no attention to how I do next game.
Also oh no, Ultra could totally have taken that first game against Blazes nuke - Blaze was stuck on the asteroid and about to get eaten by the ROD!
And thanks again everyone for a very fun game!, I've been longing to take part for some time!
That last fight was good
I love these matches you do
It's so hard to tell who's yoyo while one's name is yoyo and the other is literally a yoyo.
thats intense
Why do people make slow armor bricks?
If you place armor strategically instead of everywhere you can get more weapons and thrust without sacrificing protection.
1. That spin bayblade ship is awesome but I need a video on making it so I can understand how it works.
2. Vendetta is a very good tactician.
Love these 👏👏👏
Id love to see the blueprint of the fast wall of guns. Does this guy still play?
❤
i like Light Lunatic Colors which is what kind of person i am tho, were kinda like the same person that have the color likes but opposite types.
(you like dark ones while i like light ones)
Wait how do you connect ships?
What is the advantage of combine 2 parts together to make a ship?
I'm speculating but it looks like the thrust of two allied ships is overlapping, which the build rules wouldn't allow. I suspect their speed is calculated based on the mass of the two smaller ships, rather than acting like one larger mass, which is probably the larger advantage.
hot!
31:23 how come self damage isn't on? i would say maybe 10-20% of blaze's missiles hit himself due to ultra's maneuvering, this type of game configuration seems to heavily favor fire and forget missiles over piloting and aiming
Im surprised no one uses chain guns.
gleeton had a better comp, particularly in his second match but he just got out-piloted by vendetta and suffered from a series of tactical errors with positioning.
His cannon fighters looked pretty scary, and I kinda want to make my own now, but they definitely needed a bit more speed. The main strength of fighters/escorts, is being able to position them exactly where you need to exploit your opponents weaknesses, or to defend your own. If they're slower than the main ship, then they're no good.
Also his two main railgun ships desperately need turning thrusters. They only had a tiny amount of small thrusters on the side, and almost right in the centre of mass too (meaning they can't rotate the ship). This means the front/rear thrusters were having to do all of the turning work, with terrible leverage due to the long and narrow shape. Thus his ship is incapable of actually maintaining it's intended forward/back speed whilst turning, since half of the engines have to shut off and push in the other direction.
27:31 how he merged 2 parts of ship??
Combiner tactics. It uses a really obscure glitch that forces parts to phase through one-another and revolves around the also obscure mechanic of structure armor hybrid tiles having their hitbox only on the armor part.
Here's a detailed explanation on how to do it, by somebody who knows more about the subject. docs.google.com/document/d/1RhFiu5-lfKedpUeyi07hK40Y3ejlDXB9OI_4tU8edgU/edit#heading=h.994s50e98g20
Do you find out how?
Those spinners are boring. Make it a spinner vs spinner match up and watch 5 minutes nothing happening because they can only spin...
Make a mobile ship and just go afk in the center and wait for the ring of death to deal with them spinners. GG
the lack of control is always so cringe, i am just fuming whenever someone fucks up becase of it. like battle 2, how the fuck didnt he stay out of range of a nearly static spinner with lower range
Don't forget that this isn't a pro league! You can't expect every player to be experienced with the game mechanics and piloting.
in addition, both ships were using railguns, so even though yoyo did have longer rails, it wasn't by much, so only a small range advantage
He didn't stay out of range not because he couldn't, but because the ROD was closing in around him, and the static spinner actually had the same range.
Range in railguns and also in Cosmoteer in general maxes out at 8 accelerators, which is precisely why the long rails in the spinner _has_ 8 accelerators.
@@ez_theta_z9317 Yoyo didn't have any range advantage at all - range maxes out at 8 accelerators, which is precisely the number of accelerators the long rails in the To Whom It May Concern sports, specfically so that nothing may outrange it.
Can't say I agree. You might have several command rooms for redundancy and all but one of them get destroyed, so you have to turn stuff off to regain control.