Dispersion (deg) is how far off the weapon fires from the direction you are aiming, so a dispersion of 1 degree means that the weapon will fire max one degree off from the direction you are aiming in, which is terrible above 1000m.
personally the 60mm autocannon is probably my single most used weapon in the game, just because I like making small ships where it fits well, and its quite cheap compared to the weapons with built in turrets. An array of them together on one turret looks kinda weird but seems to do decent damage for the price, at least until you start fighting opponents with higher armor ratings
@@Constance_tinople damage per shot is small, especially for armored targets due to low AP, but they have decent firerate, and more importantly are very cheap. You can have dozens of them for the cost of a fairly reasonable aps gun, assuming you dont give each autocannon its own turret and instead cluster them across a few.
Their damage is 300 a shot, 9 shots maybe every 5 seconds including the 2 second reload time. AP is enough for missiles, cram shells, and wood blocks but thats it kinda. 250 mats though. I got a steel turret with 8 of them for just 2.5k mats vs thats the same cost as the simple quad 40mm turret thingy
Shard Cannon has 0 Dispersion which makes it super accurate. Between that and it's decent damage/AP it makes it fairly reliable, if somewhat underwhelming. Also rate of fire on most simple weapons is a combination of "reload time" and "magazine reload time". IIRC their rate of fire would be [60/reload time]*Number of barrels for burst RPM. That why the tool tip has both a RPM and a sustained RPM. For example the T-Class 20mm has 0.16 "reload" with 2 barrels so it's burst RPM is [60/0.16]*2 for 750. Also maybe your right about "Cost efficiency" but something about the Octuple AA Gun dumping 16 rounds a second for 12 seconds makes it really good at shredding wood/alloy planes. Pretty much anything that isn't layered has a high chance of getting cored in a single magazine. Might rate it higher just for space efficient DPS.
30mm autocannons can actually be used as CIWS. You can put like 4 of them on a two-axis turret with a fitting controller and they will shoot down crams and missiles for you
Funnily enough 5 of them synchronised and clipped into one block using subobjects has the exact same stats as a russian ak-630 ciws turret, including packaging.
30mm if you want to spray bullets at a plane, the reload time will balance out with the plane attack runs. 60mm if you want to shoot down CRAM and missiles, keep firing, no downtime is acceptable.
Drills (Particularly steam drills) are actually fairly terrifying. Like rams, they're actually immune to Thump damage, so running into things never damages them, and they do absolutely gobsmacking damage. They allow you to make small melee craft, instead of being stuck with large melee craft, since your mass no longer matters. With steam drills in particular, you can make them long enough that you have basically no risk of losing them due to collision damage managing to get to the non-thump-immune parts behind them. The only problem with them is getting in close before the drills get shot off, because they're not immune to shooty things. That said, small evasive craft can get close to basically anything that doesn't pack lasers or PAC. Laser cutters are also the strongest weapon in the game. Bar none, by a vast, yawning chasm of a margin. Unfortunately they're still useless because of how they work.
Drills can be hilariously destructive if built right, but spinblock rams are just better in every way. By cost, size, complexity, damage resistance, anything you like.
If we separate by custom shell or not I would put them like this Non-custom Shard Cannon: S tier, it is prob one of the BEST anti-missile guns. Thing can generally take out a medium missile by itself before having to reload. (300 DPS/187 DPS vs 48 AC) Twin/Quad 40mm: B tier, second best at dealing with missiles in the bunch, but not that great honestly outside of punching small missiles, but still eh at 1000 cost, as a cheap APS can generally do it's job better with FLAK. Issue the issue is for 500-1000m you can get timed flak rounds. Laser: B tier, it's good in the early game fighter planes as it does solid damage for a low cost, great for deep water guard 156 dps vs 48 armor. With it's missile damage gone, it should be upped to 1km. Great cheap option for flying squirrel for a fighter that can follow it though. Octo: C Tier, too expensive, gets out classed by the custom ammo rounds for it's job, which are cheaper. With how explosive damage works and their low damage, they dont have much they're good against. Might have been useful at 2000, but again hard to compare versus the simple APS with flak rounds and more range. Machine gun: F tier, should just cost 50 or 100, would be alright as a back up anti AA missile gun (3600 damage per clip, fires it in 3 seconds w/6.5 reload time = 378 DPS, 78.75 dps vs 48 ac, 189 dps vs missile ) 20mm machine gun: E tier, it is better then two machine guns, but generally worst then (400 x 40 (fires 2 rounds every 0,8 seconds, so just going to halve the rounds and double the damage) so 6.4 seconds of firing + 6 seconds of reloading. 1290 DPS, 134 DPS vs 48 AC, 322.5 dps vs missile) 64 Pound Cannon: A tier, good for early game craft 16/32/Revolving: Too slow in projectile or reloading, F tier. Could use a rework imo The Auto cannons: S tier (just better then either machine guns.) 30mm Assault Cannon: 10 rounds a second, empties in 5 seconds, then spends 7 seconds reloading. 1250 DPS. 100 DPS Vs 48 AC, 250 dps vis missile 60mm Cannon: 2 seconds of firing, and 2 seconds of reloading, more range but less accuracy. 1184 DPS, 94 DPS vs 48 AC, 236 dps vs missile 60 MM vs 30MM: 30mm works better as a pure determine cannon, never set it on a cannon that is both CIWS + AI, as it's long reload could mean you eating more missiles then you would have. That's when 60mm is better, 30mm though has better accuracy and dps, 30mm has less down time. Two axis turret + one of these is 320, making it cheaper and full view unlike either machine guns. For 1000 resources spent Spin turret + 60 mm Cannon or 30m assault cannon is your best options will generally net you 3x the dps vs the 20mm machine gun, with more accuracy, when not considering the APS. Shard cannons are second place with 0 dispersion and fast round + long range, and holds up even in 48 ac.
12:43 I just copied Lathland's ICBM design for a nuclear suicide craft. I think it still works. Managed to make a version that is very fuel inefficient, but goes a little over 180 m/s iirc and has a little ram up front, because why not.
Five 30mm cannons synchronised and clipped into one block using subobjects is a pretty accurate representation of the Russian ak-630 ciws. Same gauge, same firerate, same size. If you don't like clipping just put 5 individual turrets on. It's surprisingly effective and dirt cheap. Can take down a cram or two and various missiles
@thesrow1056 it's called spin clipping. Basically, you put a turret on a turret, and the 2nd turret won't interact with the Hull blocks so you can clip multiple turrets into one subobject
you can also find out a simple weapon's firerate by looking at its reload time (not its magazine reload time however) if you want to convert to RPM simply divide 60 by the reload time
The revolving blast gun is pretty funny but definitely does cause issues - I was going to use it on one of the TG drones, but the shells always despawned and it lagged a bunch of people's computers in testing (plus I'm waiting till the ball joint update to add most new things to the faction)
The revolving blast-gun is S tier. The shots spawn several blocks infront of them so they can shoot from behind armour with several stacked behind eachother. I built a small drone that hovers over craft and showers them with endless bullets. Takes out everything exposed and can gouge through entire ships :)
The nice thing about nukes is once you have a decent ICBM build, you never need to use them again. I'll occasionally use the Type A as an AA gun with Flak. The problem is none of the simple weapons have enough daka for your money. Low-cost builds aren't worth much (unless you're REALLY set on drones) and at the 20-30k cost range, missiles are much better. Simple PACs and APS are also REALLY easy to build and much more effective per cost.
id say nukes are A tier, just because you can do a lot of cool stuff with them like Mass Drivers, bombs, icbms and in the case of bombs and mass drivers, if you dont have an AI in them they cant be targeted by any defence system because the enemy AI dont recognize them as enemies
I gonna defend the honor of the 16pounder cannon cause that's what I use as base for moding a dumbfire rocket pod But in general what I don't like about most of the simple weapons is the slow muzzle velocity, and my least favorite is the simple laser, wish it was a single pulse laser instead, like put a q switch on it and I have something for a small laser tank
I did a whole campaign using nothing but the casemate guns and AA guns. not the best. but you can make incredibly small, fast ships that put out a lot of dakka for their cost.
Huh, it's been literally years, but I definitely remember a few White Flayers craft with drills. Did they get rid of them/modify those models to use different ramming techniques?
@@LOL-zu1zr that's a more common theme, but I think there's at least one that used drills. I can't check all the ships right now to verify if what I remember still exists right now because my computer decided to have problems with recognizing the SSD my OS is on when it goes to sleep after updating the BIOS, and that's taking a while to diagnose.
@@torinnbalasar6774Godly the last rite uses harpoons that can lift VERY large ships (no fuckin way the plane should be able to fly and lift what it does) and has dual steam drills on extra long pistons that come down and grind away the victim craft. I don't remember any other drills
When we were playing sdventure with my friends i started ceating a small submarine for harassment, wreck salvages or easy captures, it was approximately 10x6x6 in size. Fist i went for a drill, it sucked. The dps simply was not high enough for the space it took. Then i tried steam drills, couldn't even fit those. I finally settled on melee PACs. The did theşr job quite well in fact i almost deatroyed a fairly well srmored craft before we ran out of materials mid-fight. On our second attempt i set up a gaming cave inside a cram cannon deckgun, set up cameras and screens, even a video player complete with a single medium missile silo. My friends built the hull a little too short so i had to make the cram turret thicc and used 3D tetris. The cram is a death cannon, not very accurate but if it hits you wont have a very good time.
This does make me enjoy simple weapons more though, because they're weirdly pretty put together like this, I see the model detail. I will add though this will be very disagreeable to anyone who minmaxes, you put the weapons that work short range pretty low when the goal is to rush down with them. They're some of the best despite the low range generally because of extreme damage output. On a damage per cost per second, not just the burst, the blast gun is insane, only held back because you win the fight by disintegrating the ennemy vehicle then crash the game a second later. nukes are also great as you said with ICBMs and the ICBM breadboard tech is progressing fast and even beyond the GT ICBM's, they're a major threat if you don't use lasers or pacs. I would say the issue brought up with rams are not very relevant, the main ones is the same as drills: Getting stuck, or being shot down before reaching. I wouldn't call something D tier because they can work with a specific form of design only, because it's not a "specific situation", you just need the design which is just a creativity limiting factor.
I made a craft recently that makes pretty effective use of drills as it's main weapon, and it has the ability to take out ships that are two or three times it's cost albeit not as reliably as I'd like since I'm still relatively new at this whole engineering thing, and it's still a WIP at the moment. I'd like to submit it for Weird & Wonderful but I'm not sure where i can do so.
The grenade launcher is a bit overrated tbh. No matter what shell you use, the dps, range and dispersion of it makes it a poor weapon even compared to the 30mm auto canon. Its only positive is if you want a really, really tiny APS to shoot maybe EMP at point blank distance; even then, the reload time ends up being atrocious for close range combat. (Forgive any typos, pls. Im a bit sleep deprived)
Drills are fragile but they do a lot of damage. You need to try it out more seriously! They're the best in raw damage output. Pacs and lasers tend to range at 0.03 to 0.1 dps/mat, APS 0.1 to 0.2, missiles and crams around 0.15 to 0.25dps/mat. While rams and melee lasers pacs etc range around 0.4dps/mat to 2dps/mat, Drills can do 10dps/mat cost, steam drills can reach into several times that amount too. It's definetely at least a C or B tier if you can reach the ennemy, using copious amounts of large drill bits as armor (you can stack them onto eachother) or extending the drill out of an armored spinblock hatch.
... and then you run into the Scarlet Dawn, which all fly at 60+ m/s with lasers and railguns. And that material advantage is offset immediatelt by needing to get into melee range. No, sorry, drills stay right down in F where they are as far as I'm concerned.
Me, I'd put it in B tier, but it's tiny, cheap, and 60mm HEAT grenades (or frag) are surprisingly nasty, especially when you line up a couple dozen grenade launchers broadside like an OW sailing ship. Your mileage may vary, of course.
On a plane? Rate of fire isn't great, and limited shell length means low muzzle velocity. Built-in tracking speed is also kinda low. A zeppelin might be able to use them for strafing ground targets, but on planes, just use the simple 60mm AC.
@@mechastophiles2118 I have been pairing 30 mm Gatling with Missles on my fighters. I am guessing you say 60 mm because of muzzle velocity? I find the hail storm from Gatling makes up for inherent instability from flight. Your entry in the space plane tourney is sick by the way.
@@BorderWise12 I just checked my simple nuke torp, for about 5k-6k mats I can do about 260k-360k HE damage on a Steel Striders Banshee. It's still vulnerable to CIWS with supercav however.
Hi borderwise, I apologize for being rude here I don't know where else to post but I wanted to let you know about a game that came out on the 3rd of May called Silica by Bohemia Incubator, its a new take on an old FPS/RTS hybrid, you can play it solo or with a friend, One is the commander the other is a unit on the ground, I'm not sure if it is your cup of coffee but it looks awesome. again I apologize for the blatant "check this out comment" please remove it should it cause any problems.
Dispersion (deg) is how far off the weapon fires from the direction you are aiming, so a dispersion of 1 degree means that the weapon will fire max one degree off from the direction you are aiming in, which is terrible above 1000m.
At 1km you'll be missing by 17 meters on either side, which isn't good
The formula is also very simple:
Distance * tangent(dispersion)
Thanks
Granted, that's actually quite accurate for a smoothbore cannon
personally the 60mm autocannon is probably my single most used weapon in the game, just because I like making small ships where it fits well, and its quite cheap compared to the weapons with built in turrets. An array of them together on one turret looks kinda weird but seems to do decent damage for the price, at least until you start fighting opponents with higher armor ratings
I’ve always thought their damage per shot was super small. What is it actually?
@@Constance_tinople damage per shot is small, especially for armored targets due to low AP, but they have decent firerate, and more importantly are very cheap. You can have dozens of them for the cost of a fairly reasonable aps gun, assuming you dont give each autocannon its own turret and instead cluster them across a few.
Their damage is 300 a shot, 9 shots maybe every 5 seconds including the 2 second reload time. AP is enough for missiles, cram shells, and wood blocks but thats it kinda. 250 mats though. I got a steel turret with 8 of them for just 2.5k mats vs thats the same cost as the simple quad 40mm turret thingy
Shard Cannon has 0 Dispersion which makes it super accurate. Between that and it's decent damage/AP it makes it fairly reliable, if somewhat underwhelming.
Also rate of fire on most simple weapons is a combination of "reload time" and "magazine reload time". IIRC their rate of fire would be [60/reload time]*Number of barrels for burst RPM. That why the tool tip has both a RPM and a sustained RPM. For example the T-Class 20mm has 0.16 "reload" with 2 barrels so it's burst RPM is [60/0.16]*2 for 750.
Also maybe your right about "Cost efficiency" but something about the Octuple AA Gun dumping 16 rounds a second for 12 seconds makes it really good at shredding wood/alloy planes. Pretty much anything that isn't layered has a high chance of getting cored in a single magazine. Might rate it higher just for space efficient DPS.
30mm autocannons can actually be used as CIWS. You can put like 4 of them on a two-axis turret with a fitting controller and they will shoot down crams and missiles for you
Funnily enough 5 of them synchronised and clipped into one block using subobjects has the exact same stats as a russian ak-630 ciws turret, including packaging.
Confederacy of Independant Wavy Systems ?
@@lhommedelayaute1989
Close
In
Weapons
System
@@harryswinburne9288 oh thank you
Simple weapons only neter
I second this
I prefer the 30mm assault cannon to the 60mm counterpart, just because the 60mm has twice the dispersion.
Good point, that's a detail I missed! 👍
30mm if you want to spray bullets at a plane, the reload time will balance out with the plane attack runs. 60mm if you want to shoot down CRAM and missiles, keep firing, no downtime is acceptable.
Drills (Particularly steam drills) are actually fairly terrifying. Like rams, they're actually immune to Thump damage, so running into things never damages them, and they do absolutely gobsmacking damage. They allow you to make small melee craft, instead of being stuck with large melee craft, since your mass no longer matters. With steam drills in particular, you can make them long enough that you have basically no risk of losing them due to collision damage managing to get to the non-thump-immune parts behind them.
The only problem with them is getting in close before the drills get shot off, because they're not immune to shooty things. That said, small evasive craft can get close to basically anything that doesn't pack lasers or PAC.
Laser cutters are also the strongest weapon in the game. Bar none, by a vast, yawning chasm of a margin. Unfortunately they're still useless because of how they work.
Drills can be hilariously destructive if built right, but spinblock rams are just better in every way. By cost, size, complexity, damage resistance, anything you like.
If we separate by custom shell or not I would put them like this
Non-custom
Shard Cannon: S tier, it is prob one of the BEST anti-missile guns. Thing can generally take out a medium missile by itself before having to reload. (300 DPS/187 DPS vs 48 AC)
Twin/Quad 40mm: B tier, second best at dealing with missiles in the bunch, but not that great honestly outside of punching small missiles, but still eh at 1000 cost, as a cheap APS can generally do it's job better with FLAK. Issue the issue is for 500-1000m you can get timed flak rounds.
Laser: B tier, it's good in the early game fighter planes as it does solid damage for a low cost, great for deep water guard 156 dps vs 48 armor. With it's missile damage gone, it should be upped to 1km. Great cheap option for flying squirrel for a fighter that can follow it though.
Octo: C Tier, too expensive, gets out classed by the custom ammo rounds for it's job, which are cheaper. With how explosive damage works and their low damage, they dont have much they're good against. Might have been useful at 2000, but again hard to compare versus the simple APS with flak rounds and more range.
Machine gun: F tier, should just cost 50 or 100, would be alright as a back up anti AA missile gun
(3600 damage per clip, fires it in 3 seconds w/6.5 reload time = 378 DPS, 78.75 dps vs 48 ac, 189 dps vs missile )
20mm machine gun: E tier, it is better then two machine guns, but generally worst then
(400 x 40 (fires 2 rounds every 0,8 seconds, so just going to halve the rounds and double the damage) so 6.4 seconds of firing + 6 seconds of reloading. 1290 DPS, 134 DPS vs 48 AC, 322.5 dps vs missile)
64 Pound Cannon: A tier, good for early game craft
16/32/Revolving: Too slow in projectile or reloading, F tier. Could use a rework imo
The Auto cannons: S tier (just better then either machine guns.)
30mm Assault Cannon: 10 rounds a second, empties in 5 seconds, then spends 7 seconds reloading. 1250 DPS. 100 DPS Vs 48 AC, 250 dps vis missile
60mm Cannon: 2 seconds of firing, and 2 seconds of reloading, more range but less accuracy. 1184 DPS, 94 DPS vs 48 AC, 236 dps vs missile
60 MM vs 30MM: 30mm works better as a pure determine cannon, never set it on a cannon that is both CIWS + AI, as it's long reload could mean you eating more missiles then you would have. That's when 60mm is better, 30mm though has better accuracy and dps, 30mm has less down time. Two axis turret + one of these is 320, making it cheaper and full view unlike either machine guns.
For 1000 resources spent
Spin turret + 60 mm Cannon or 30m assault cannon is your best options will generally net you 3x the dps vs the 20mm machine gun, with more accuracy, when not considering the APS. Shard cannons are second place with 0 dispersion and fast round + long range, and holds up even in 48 ac.
12:43 I just copied Lathland's ICBM design for a nuclear suicide craft. I think it still works.
Managed to make a version that is very fuel inefficient, but goes a little over 180 m/s iirc and has a little ram up front, because why not.
Five 30mm cannons synchronised and clipped into one block using subobjects is a pretty accurate representation of the Russian ak-630 ciws. Same gauge, same firerate, same size. If you don't like clipping just put 5 individual turrets on. It's surprisingly effective and dirt cheap. Can take down a cram or two and various missiles
How do you do that? Can you stack weapons?
@thesrow1056 it's called spin clipping. Basically, you put a turret on a turret, and the 2nd turret won't interact with the Hull blocks so you can clip multiple turrets into one subobject
you can also find out a simple weapon's firerate by looking at its reload time (not its magazine reload time however)
if you want to convert to RPM simply divide 60 by the reload time
The revolving blast gun is pretty funny but definitely does cause issues - I was going to use it on one of the TG drones, but the shells always despawned and it lagged a bunch of people's computers in testing (plus I'm waiting till the ball joint update to add most new things to the faction)
The revolving blast-gun is S tier. The shots spawn several blocks infront of them so they can shoot from behind armour with several stacked behind eachother. I built a small drone that hovers over craft and showers them with endless bullets. Takes out everything exposed and can gouge through entire ships :)
I had a funny idea, 1m mats ship but it only has simple weapons
The nice thing about nukes is once you have a decent ICBM build, you never need to use them again. I'll occasionally use the Type A as an AA gun with Flak. The problem is none of the simple weapons have enough daka for your money. Low-cost builds aren't worth much (unless you're REALLY set on drones) and at the 20-30k cost range, missiles are much better. Simple PACs and APS are also REALLY easy to build and much more effective per cost.
id say nukes are A tier, just because you can do a lot of cool stuff with them like Mass Drivers, bombs, icbms and in the case of bombs and mass drivers, if you dont have an AI in them they cant be targeted by any defence system because the enemy AI dont recognize them as enemies
I gonna defend the honor of the 16pounder cannon cause that's what I use as base for moding a dumbfire rocket pod
But in general what I don't like about most of the simple weapons is the slow muzzle velocity, and my least favorite is the simple laser, wish it was a single pulse laser instead, like put a q switch on it and I have something for a small laser tank
I did a whole campaign using nothing but the casemate guns and AA guns. not the best. but you can make incredibly small, fast ships that put out a lot of dakka for their cost.
I liked using the simple laser as a cheap LAMS system, not the best of course against hordes of missiles or crams but decent enough to make a dent
But it says in its description that it can't damage projectiles...
@@Abrogator91 NOO! When did they change it?! D:
Simple Laser AMS wasn't even that good to begin with!!
@@pokeface119 No idea
Huh, it's been literally years, but I definitely remember a few White Flayers craft with drills. Did they get rid of them/modify those models to use different ramming techniques?
Maybe? I don't remember seeing drills on any of them. 🤷♂️
It’s spikes on a rotating axis so it’s like a chainsaw
@@LOL-zu1zr that's a more common theme, but I think there's at least one that used drills.
I can't check all the ships right now to verify if what I remember still exists right now because my computer decided to have problems with recognizing the SSD my OS is on when it goes to sleep after updating the BIOS, and that's taking a while to diagnose.
@@torinnbalasar6774Godly the last rite uses harpoons that can lift VERY large ships (no fuckin way the plane should be able to fly and lift what it does) and has dual steam drills on extra long pistons that come down and grind away the victim craft. I don't remember any other drills
When we were playing sdventure with my friends i started ceating a small submarine for harassment, wreck salvages or easy captures, it was approximately 10x6x6 in size.
Fist i went for a drill, it sucked. The dps simply was not high enough for the space it took. Then i tried steam drills, couldn't even fit those. I finally settled on melee PACs. The did theşr job quite well in fact i almost deatroyed a fairly well srmored craft before we ran out of materials mid-fight.
On our second attempt i set up a gaming cave inside a cram cannon deckgun, set up cameras and screens, even a video player complete with a single medium missile silo. My friends built the hull a little too short so i had to make the cram turret thicc and used 3D tetris. The cram is a death cannon, not very accurate but if it hits you wont have a very good time.
Sounds like an adventure indeed! :)
This does make me enjoy simple weapons more though, because they're weirdly pretty put together like this, I see the model detail.
I will add though this will be very disagreeable to anyone who minmaxes, you put the weapons that work short range pretty low when the goal is to rush down with them. They're some of the best despite the low range generally because of extreme damage output. On a damage per cost per second, not just the burst, the blast gun is insane, only held back because you win the fight by disintegrating the ennemy vehicle then crash the game a second later. nukes are also great as you said with ICBMs and the ICBM breadboard tech is progressing fast and even beyond the GT ICBM's, they're a major threat if you don't use lasers or pacs. I would say the issue brought up with rams are not very relevant, the main ones is the same as drills: Getting stuck, or being shot down before reaching. I wouldn't call something D tier because they can work with a specific form of design only, because it's not a "specific situation", you just need the design which is just a creativity limiting factor.
Please make a most wanted on the new leviathan.
i would love to see you make a pirate ship with the old sailor cannons and let it fight against the early neter campaign pirate ships
I do love the 64lb Cannon, Sometimes I just slap a ton in the sides of my ship so anyone who decides to get close just get's shot-gunned.
worst thing about the auto cannons, the noise. rapid drumming on cheap tin bake trays.
I made a craft recently that makes pretty effective use of drills as it's main weapon, and it has the ability to take out ships that are two or three times it's cost albeit not as reliably as I'd like since I'm still relatively new at this whole engineering thing, and it's still a WIP at the moment. I'd like to submit it for Weird & Wonderful but I'm not sure where i can do so.
Put it up on the workshop, and tell me what the craft is called! I'll find it. I'd love to see an effective drill-craft. 😁
yeah, I personally don't remember any builds that us drills outside of decoration, maybe they're do for a redesign or something?
If simple is better but it isn't, then would more simple weapons mod be even better?
The very simple rule with modding is that if it helps you enjoy the game more: go for it! 👍
The grenade launcher is a bit overrated tbh. No matter what shell you use, the dps, range and dispersion of it makes it a poor weapon even compared to the 30mm auto canon. Its only positive is if you want a really, really tiny APS to shoot maybe EMP at point blank distance; even then, the reload time ends up being atrocious for close range combat.
(Forgive any typos, pls. Im a bit sleep deprived)
how DARE you put rams in D tier GRRR if you put a long pokey stick on ANYTHING fast it kills everything
tbh the nuke is the only one of these i ever used and the only one that actually does anything since i can get a 4k vehicle that can kill over a 100k
How quad Bofors falls behind oct Pom-pom is beyond me.
Tier List Pog
i find tactical nukes to be an S tier weapon because you can make mass drivers with them
Hype!
ah, I have a hate - love relation with those
Drills are fragile but they do a lot of damage. You need to try it out more seriously! They're the best in raw damage output. Pacs and lasers tend to range at 0.03 to 0.1 dps/mat, APS 0.1 to 0.2, missiles and crams around 0.15 to 0.25dps/mat. While rams and melee lasers pacs etc range around 0.4dps/mat to 2dps/mat, Drills can do 10dps/mat cost, steam drills can reach into several times that amount too. It's definetely at least a C or B tier if you can reach the ennemy, using copious amounts of large drill bits as armor (you can stack them onto eachother) or extending the drill out of an armored spinblock hatch.
... and then you run into the Scarlet Dawn, which all fly at 60+ m/s with lasers and railguns. And that material advantage is offset immediatelt by needing to get into melee range. No, sorry, drills stay right down in F where they are as far as I'm concerned.
I dont really understand the use case for grenade launcher being S teir. Please enlighten me.
Me, I'd put it in B tier, but it's tiny, cheap, and 60mm HEAT grenades (or frag) are surprisingly nasty, especially when you line up a couple dozen grenade launchers broadside like an OW sailing ship. Your mileage may vary, of course.
@@mechastophiles2118 How viable would you say they are on a fighter plane?
On a plane? Rate of fire isn't great, and limited shell length means low muzzle velocity. Built-in tracking speed is also kinda low.
A zeppelin might be able to use them for strafing ground targets, but on planes, just use the simple 60mm AC.
@@mechastophiles2118 I have been pairing 30 mm Gatling with Missles on my fighters. I am guessing you say 60 mm because of muzzle velocity? I find the hail storm from Gatling makes up for inherent instability from flight. Your entry in the space plane tourney is sick by the way.
Really it's personal preference
Personally I like to spam the casemates, shard cannons, and the 60mm grenade launchers.
i love this 😀
Not done with the video yet but nuke torps are great since all explosive damage benefits from underwater bonus.
Ooooh, good point!
@@BorderWise12 I just checked my simple nuke torp, for about 5k-6k mats I can do about 260k-360k HE damage on a Steel Striders Banshee. It's still vulnerable to CIWS with supercav however.
Hi borderwise, I apologize for being rude here I don't know where else to post but I wanted to let you know about a game that came out on the 3rd of May called Silica by
Bohemia Incubator, its a new take on an old FPS/RTS hybrid, you can play it solo or with a friend, One is the commander the other is a unit on the ground, I'm not sure if it is your cup of coffee but it looks awesome. again I apologize for the blatant "check this out comment" please remove it should it cause any problems.
Nah, it's all good. Doesn't sound like my kind of game, but game suggestions are always welcome. 😁👍
I think simple weapons should be called miscellaneous weapons instead
I dont use simple weapon because it count limit bullet same aps I should go to aps better ??