Missile Factories ➡️ Fireworks 🎇 to Space Combat | 06 | COSMOTEER 🚀| Lets Try

Sdílet
Vložit
  • čas přidán 17. 11. 2022
  • COSMOTEER; Starship Architect & Commander
    Design and simulate the starship of your dreams! Command it in epic battles and manage your crew while exploring a dangerous galaxy. Play alone or with friends, test your ship in online PvP, and let your imagination reach for the stars!
    Released on Steam 26th of October: store.steampowered.com/app/79...
    PATREON
    Consider supporting the channel on Patreon: / nilaus
    (16% discount on Annual pledge)
    SOCIAL:
    Twitch: / nilaus
    Patreon: / nilaus
    Discord: / discord
    Twitter: / christiannilaus
    Tips: streamlabs.com/nilaus
    VOD Channel: / @nilaustv8036
    Blueprints:
    nilaus.atlassian.net/l/cp/aah...
    #NilausTV #StayEffective #Cosmoteer
  • Hry

Komentáře • 77

  • @Nilaus
    @Nilaus  Před rokem

    Cosmoteer Blueprints auto-synced to Google Drive:
    nilaus.atlassian.net/l/cp/M1dCpsgu

  • @elionics
    @elionics Před rokem +30

    Nilaus:
    watching hundreds of crew members floating in the space, waiting to die by oxygen depravation and cold.
    Also Nilaus:
    "All this.. *ehmm* ..debries"

  • @frankmc8355
    @frankmc8355 Před rokem +52

    Nilaus spends a few hours designing, only to literally make an Starcraft battlecruiser, complete with Yamato cannon.

  • @TeracomConsulting
    @TeracomConsulting Před rokem +3

    As I mentioned before, I love your content.
    In this series, you are trying to "Create" a meta, when one already exists...
    You are seriously understaffing your systems.
    - Each rocket launcher needs 6 dedicated loaders to keep it firing at high efficiency.
    - You need 6 crew per thruster cluster... 2 operators, and 4 energy carriers.
    - You should have 6 crew for the 2 front shields on each side.
    What you are doing is like creating an output manifold that wants to create 720 ppm, and using a mk 1 belt for output...
    In your Ship designer, there is a recommended number of crew for your ship (this takes into account systems and distances). It is a good rule of thumb until you really learn the logistics of the game... How fast crew move things, how to place bunks to maximize efficiency etc.
    In this game, the people are your belts. They move 50% speed in structures, 150% on belts, and it's all about how to get power / resources where they are needed as soon as possible. If someone needs to walk 20 spaces to pick up resources, that is ~ 20 second one way trip.
    I do have specific suggestions, but the biggest one is to double your crew.
    Please keep up the series. I look forward to watching you learn.

    • @nikelsad
      @nikelsad Před rokem

      I want to correct, they move on moving walkways at 200% spd.
      Why 20 meters is ~20 seconds? Is it your average estimation? They say crew speed is 3.2 in the game's config file, but unclear if it actually is m/s.

  • @K21040
    @K21040 Před rokem +14

    I literally clicked as fast as I could, I love this series

  • @AaronTyska
    @AaronTyska Před rokem +5

    I think you just need more logistics. Your power is there and you have more rockets, but its not getting to where it's needed, which is due to lack of logistics. Gonna have to switch some of those double bunks to 6-mans.

  • @MagnusMoerkoereJohannesen

    "That? Oh, that! It's, uh, carbon-hydrogen-oxygen-nitrogen debris. Yes."

  • @Ekevoo
    @Ekevoo Před rokem

    Internal thrusters are BIG BRAIN. I love them!

  • @imben77
    @imben77 Před rokem +4

    I happened to stumble upon this game on steam and loved it! Tons of customisation but not overly complex systems to get your head around. Very glad you are covering this game Nilaus.

  • @Rioku1
    @Rioku1 Před rokem +4

    I love watching you play this. You have always been my teacher for other games, this is the first game where I have more experience and it is fun to watch you learn and experiment.

  • @oliverclifford1379
    @oliverclifford1379 Před rokem +4

    Pshh... the batteries definitely can be 'realistically' justified. Those are some high energy plasma batteries. Powering things like giant railguns. I would 100% argue that it would logistically and physically very difficult to have an effective power distribution with cables throughout the ship for such high current requirements. Much easier to 'buy' some, lets face it, disposable, crew and have them walk about holding what is probably a small nuke.
    Also loving this series. More please Herr Nilaus 🤙

    • @Amokra
      @Amokra Před rokem

      Nilaus loves his crew like he likes his drones ... strong and disposable :)

  • @RiiDIi
    @RiiDIi Před rokem +4

    10:55 When you change the design, it takes the crew time to power up the "new" systems.

  • @arjengerritsen5039
    @arjengerritsen5039 Před rokem +4

    One of the best series on your channel for years. I hope you do more series in the future like higher difficulties, new very efficient ship designs and maybe co-op if you can find a suitable partner.

  • @Chaisz3r0
    @Chaisz3r0 Před rokem +4

    PDF = Portable Document Format
    PDC = Point Defence Cannon
    But the more I watch, the more I want this game. I just don't want it end up on my pile of unfinished/unplayed games.

    • @SmokeJam
      @SmokeJam Před rokem +1

      Point Defense Fortifications is a thing too, but in general you are right, a cluster of PDC would be rather called PDS = Point Defense System^^

  • @garath_
    @garath_ Před rokem +4

    Awesome! I'm loving this series. Very happy to see another video!

  • @acompletelynormalhuman6392

    A CZcamsr called Aavak in his most recent episode was messing around with missiles and what he ended up doing was dedicating six crew to supplying the missiles and 2 crew to operate per missile launcher which honestly seems a bit excessive but it did keep a constant stream of missiles flowing so you may or may not want to look into putting more crew for transporting missiles
    Honestly a HE missile seem a bit expensive both up front and two maintain but they seem really good at doing Fair amounts of damage and they can often hit at the side or the rear of enemies where they're less heavily armored

    • @Nilaus
      @Nilaus  Před rokem +1

      I saw that whole I was uploading this episode.

    • @Mishinowo
      @Mishinowo Před rokem +1

      Yeah, between the massive crew requirements in order to operate them at a reasonable rate and also how relatively expensive they are, I'm not sure HE missiles are super worth it at the moment, maybe EMPs are good if they can get around and hit control rooms from behind but right now railguns paired with disruptors seem very meta

    • @SmokeJam
      @SmokeJam Před rokem +2

      @@Mishinowo Disruptors only have about half to a third of the range of railguns though. So while it is meta to get through shields quicker, using disruptors actually defeats the point of having railguns: Kiting backwards obliterating your enemy (slowly) while their weapon systems can't engage. I found at least the same amount of success (and a little bit more fun) when using disruptors combined with cannons which arguably take up more crew, but have a larger attack fan and if you build a proper tank ship, you can kill 2 ships at the same time

    • @nikelsad
      @nikelsad Před rokem

      @@SmokeJam agree about "using disruptors actually defeats the point of having railguns", I've kind of expected the next conclusion would be "railguns + EMP launchers", considering the context (Amish's comment particularly), seems reasonable to me :)

  • @predur4136
    @predur4136 Před rokem +1

    Two Word..
    BORG CUBE

  • @ehrenmurdick
    @ehrenmurdick Před rokem +1

    Yeahhhh... I was one of the ones who commented about the batteries. I realize it's pretty much the game's unique selling proposition, but I wish they had thought of something that makes a little more sense! (I can't think of anything with the same effect myself tho) On the other hand, I'll defend the internal thrusters because we can't see the z dimension -- the internal thrusters could easily be pointed a little up and down and work fine.

  • @DavidGuild
    @DavidGuild Před rokem

    29:25 The right reactor doesn't have doors! Crew have to walk up through the storage bays to fuel the rear engines.

  • @adrianmartin1394
    @adrianmartin1394 Před rokem +1

    You could try nuclear rockets instead. They’re not as good at tracking but if you’re dealing with bigger or stationary targets, they slap!

  • @tannerberg3348
    @tannerberg3348 Před rokem +1

    Loving the Cosmoteer content. I love when it's obvious that you enjoy the game that you're making content for.

  • @melind82
    @melind82 Před rokem +3

    The missiles may not be a bad idea long term since they have a habit of swinging around and hitting unprotected sections of ships. What I think you'll eventually want to add is EMP missiles since one of the challenges your ship design will run into is large shield ships since large shields are very effective at stopping rail guns.
    Also... considering you are mostly planning to build one giant ship, you may want dedicated storage for all the interesting things to loot and not pick up too much steel. Should let you trim down on your storage space by a lot and lower the weight of your ship.

  • @coyjin
    @coyjin Před rokem +1

    I think a wireless power station would be an interesting add to the game. It could be implemented to only power certain modules like engine rooms, factories, or control rooms and would deliver power/sec based on the distance with a substantial drop off and an inability to work through armor blocks.

    • @axelord4ever
      @axelord4ever Před rokem +1

      Well, there's a mod for that. It makes power delivery substantially easier, but it's kinda cheaty in my opinion. Used them a bit early in my playthrough, then stopped.

    • @SmokeJam
      @SmokeJam Před rokem

      on the one hand yes, on the other hand you have no reason to get fame, means more crew, which defeats the point of the game. So nah, I don't think that would be a worthwhile addition

  • @landersrl
    @landersrl Před rokem

    Yep, rails for the win.

  • @TeracomConsulting
    @TeracomConsulting Před rokem +3

    Warning: If a crew member is assigned to Anything, it WILL NOT use a fire extinguisher it is not also assigned to. When you are assigning crew, be sure to also assign them to Fire extinguishers.
    Love your content, been watching since the beginning of DSP.

    • @nikelsad
      @nikelsad Před rokem

      In the Oneye's tutorial I've read that they *_will_* use a fire extinquishers, however he highly recommends to assign the crew to fire ext. along their routes.

  • @rupertbear4447
    @rupertbear4447 Před rokem +1

    You have to get close to the small ships because there scanner range is the default. While you are using the sensor room which extends your view range. So you can see them but they cant see you. Happens a lot round pirate bases. While other encounters they attack when you get in the mission area. On a side note use a couple of launchers with EMP missiles they are great for shutting down weapons shields engines I have 8 firing normal and 2 firing EMP.

    • @jdshl8423
      @jdshl8423 Před rokem

      He can't do that because he has 8 engines, 4 deck cannons and 8 large shields. If he played classic, he might have figured this out already.

  • @martylawson1638
    @martylawson1638 Před rokem +1

    Missiles need a LOT of crew. They'll sustain fire a lot better with 6 crew/launcher. (still under crewed though)

  • @GimbleOnDew
    @GimbleOnDew Před rokem +2

    Thanks for all the great info

  • @juanfeflorez2437
    @juanfeflorez2437 Před rokem

    31:45 i felt that "little ship" xD

  • @onerxowns2202
    @onerxowns2202 Před rokem

    Nilaus:
    Structure blocks did not block you weapons to fire and help slowing down incoming enemy projectiles and work as "lightning rods" To disruptors and EMP missiles. More over structure don't block Large Shield, so you add structure before Large shields

  • @cblte
    @cblte Před rokem

    I love missiles. I have one ship with 6 Missile launchers and one ship with 4 ION Lasers. The missile ships follows the other one and has a long range. Nice to take out bases.

  • @ClockworkOuroborous
    @ClockworkOuroborous Před rokem +1

    The armor with the girders acts a lightning rod for disruptors. If you put that on the exterior, that will help mitigate their impact. I'll extend that type of armor past shields to help cut down on incoming disruptor fire hitting my shields.
    I'll be honest, the inefficiency of using bunks vs quarters makes me wonder if this some imposter... you're losing 33% extra crew doing so. That's a lot of back up crew who can used for damage control.
    I noticed in combat that you're targeting the victi... the enemy as a whole. If you right click on a specific location you can target that. So you could set the missiles, for example, to hit the engines. I think it's right click. I'm not in a place to confirm that.
    Also, you can change the type of missiles used by clicking on the launch. They will need to be in stock; so either purchased, loot... I mean salvaged from combat, or manufactured. They can be mixed and matched. So 2 could be set to HE, 4 EMP, and 2 nukes, as an example.

    • @SmokeJam
      @SmokeJam Před rokem +1

      you didnt look properly then, he usually targets the cockpit specifically.

  • @gaetan5161
    @gaetan5161 Před rokem

    Hey Nilaus, i love this game and this series. I think your ship is bumpy because you don't have enough crew to feed your engines with batteries, as well as your deck cannons. I think you should add around 18 more crew approx around your ship.

  • @jeremymeats2105
    @jeremymeats2105 Před rokem

    Getting a good idea of this game so far. Definitely going to get it. Thanks for the ideas and content!

  • @anthonysantoro4021
    @anthonysantoro4021 Před rokem

    Glad you ae going with a capitol ship and the high explosive cannons didn't work out at all. I cant wait to see what you replace them with.

  • @gillespage5489
    @gillespage5489 Před rokem

    13:31 You need doors on the engines in the engine room if you want those to run without engineers in the engine room...

  • @elionics
    @elionics Před rokem +1

    We love this game!

  • @sulljoh1
    @sulljoh1 Před rokem

    You made a UNSC or Mass effect ship
    Lots of weapons and armor, but mostly a big long range gun

  • @HenrikEbert
    @HenrikEbert Před rokem

    Dont know if you found out yet but Railgun range increases with the number of accelerator sections (the middle sections), as do damage and penetration in a nonlinear fashion (falling curve).

  • @Lightdark1992
    @Lightdark1992 Před rokem +1

    u should also try to play Mindustry, its really good

  • @CaffeinatedFingers
    @CaffeinatedFingers Před rokem

    You might want to consider one low crew specialized extra mining ship. Sun Mining using a tractor beam ship covered with shields on the front is very lucrative (the asteroids in the burn zone are great).

  • @Thegreatgamemaker
    @Thegreatgamemaker Před rokem

    Look at the creative mode nilaus, lots of built in ships with designs that you can learn from such as more efficient and consistent missile barrages.

  • @JeanCharlierJTC
    @JeanCharlierJTC Před rokem +1

    yes! more cosmoteeerrrrr

  • @waltersteenekamp7993
    @waltersteenekamp7993 Před rokem

    Never been a AAA game person, if I want to try a new game, I go to your channel first @Nilaus, big fan man, picked this up and very eager to see where this game goes, liking it sofar, thanks for your videos, my favorite is DSP, 700 hours in 🤤

  • @AlexAegisOfficial
    @AlexAegisOfficial Před rokem

    I'm about as far into the game as you, the only weapon I use is a huge ion cluster (32 emitters), I have no cannons, no missiles, no missle defense, nothing. My ship is a big iron coffin, 8 layer thick armor all around with 4 layers of shields where the ion beam comes out to protect the cluster. I can just queue up destroying whole fleets and sit back. They might peel off 2-3 layers but I can build that back from the wreckage, like 7-800 steel in damages. All my thrusters point to eachother in a big box so they are protected and space efficient, same with the ion emitters, they are tight, facing eachother.

    • @jdshl8423
      @jdshl8423 Před rokem

      You build ugly ships. Just like me. I bet you don't even paint it. Like me.

  • @SYL3NZR
    @SYL3NZR Před rokem

    rockets arent really a main damage thing unless you wanna spend whole playthroughs worth on giant missile boats, just build a bigger railfan and put loadsrockets on your back to deal with smaller ships, especially as you spin around

  • @HSkraekelig
    @HSkraekelig Před rokem

    I wonder if, should you have unfilled crew quarters, you can't save some of that debris?

  • @richardcagle5475
    @richardcagle5475 Před rokem

    so i started a factory ship to support my cruiser w resources an just didnt stop. now its a 7-8mil credit monster that wants 630 crew, but most arent needed most of the time. doing just fine w 300 and it can fly an barely operate w half that. after all, someone has to fire the 50 rocket launchers occasionally :) cruiser still sitting at 700k value an 80 crew, basically just two rails w engines strapped to them

    • @nikelsad
      @nikelsad Před rokem

      Remarkable that I in my campaign too did strap some launchers on my cargo hauler, not the main warship :) And I did it quite early only to deal with a pirate base, when my hauler was only 2 or 4 large cargo bays (4x4) and the basic minimum to move around :)

  • @nalm7985
    @nalm7985 Před rokem

    Yeeey, finally 😁

  • @onerxowns2202
    @onerxowns2202 Před rokem

    Now Ship look like FAT "Crescend Moon"

  • @TheRolemodel1337
    @TheRolemodel1337 Před rokem

    you should make your ship faster when traveling backwards
    mine got 2 almost max length railguns and nothing else and im up to difficulty level 20 with it because i just fly backwards and enemies never engage me :D
    just realized your ship looks almost like mine before i reduced it to only railguns
    also had 4 deck cannons 2 shorter railguns and some heavy gun up front
    when i realized how effective kiting backwards is weapons other than the railgun never got used so i made a second ship which's sole purpose is to carry loot, mine some asteroids and produce stuff in factories
    those need very little crew

    • @jdshl8423
      @jdshl8423 Před rokem

      Exactly. The future is long range and high reverse speed. Glad to know dual barrel can get to zone 20. Should take quite a bit of time to destroy the big ships.

  • @champion3728
    @champion3728 Před rokem

    Please more cosmoteer

  • @kurtiswacko
    @kurtiswacko Před rokem

    Keep your distance nilaus but don't look like your trying to keep your distance.

  • @Seranov
    @Seranov Před rokem

    Man, the missiles are so unimpressive. Maybe you need to have them pointing forward so that they fly directly at enemies, instead of having like 40% of them fly past things. They also seem really unimpressive on the damage front. Is it the kind of thing where you need to have like a dozen or more launchers for it to do work even remotely comparable to the Railguns?
    Anyway, really enjoying your videos on this game!

    • @CGDW2
      @CGDW2 Před rokem +1

      Missiles are unimpressive because, when they were better (in the past before steam release) they had periods where they dominated PvP meta in a way that let to boring matches. And they are in general hard to balance, because they get more effective with scale. 1 or 2 launchers is merely an annoyance, 6-10 is okay, any more than that and the first volley can chew through anything that's not a really thick block or armor, especially since launchers can be set to fire all their missiles at once.
      Another upside is that you can put them on the back of your ship where any other weapon would not contribute at all under most circumstances.

    • @jdshl8423
      @jdshl8423 Před rokem

      Everybody wishes all the missiles would miss the enemy ship and circle back to hit their behinds. Enemy ships have some godly power that allows them to recharge their shields so fast with a small power block and clearly insufficient crew. It's like they have power cables pulled from the power block to the shield. That's why our missiles are so meh. But enemy ships with 2 missile bays humiliate my shields in contact with a large power block fed by 2 dedicated crew. I mean, wtf are you kidding me?

  • @thegrape426
    @thegrape426 Před rokem

    It pains me to see so few crew spread across the ship, also think you should ditch the deck guns and missiles and go all in for raillguns as they are the only thing dealing proper damage. Other than ship design good video (also maybe pause less).

  • @Wilhelm_
    @Wilhelm_ Před rokem

    As dumb as it sounds it makes even more sense to carry powercells (batteries) since the railgun(s), etc... Would, even with future scifi tec, stress the grid and short-circuit/"crash" or more commonly cause problems that have to do with heat (melting stuff, bad conductivity,etc...) the power grid bc of high power consumption and/or damage.

  • @jdshl8423
    @jdshl8423 Před rokem +2

    Too many engines. Waste of crew. 8 engines means you have 16 crew stuck on manning duty. 4 engines with 6 thrusters each will get you that same speed forwards and in reverse. That would free up 8 precious crew to do something else. You have 4 deck cannons! How can that even be optimised with so few crew at this stage? Optimally, you would need 9-10 crew to per deck cannon if you intend for it to keep firing beyond the 100 ammo it stores. That's at least 36 crew. And you need 5-6 crew per missile bay to keep it firing consistently. You have 8 missile bays, so that's at least another 40 crew. Then you need 1-1.5 crew per small shield, if you're taking fire. And then you have 8 large shields! That's just insane. You're lucky you got dual railguns at this point, because that pretty much one-shots most small ships if you fan properly. Overkill at this stage if you ask me. I'm playing on grand admiral starwright difficulty (currently at zone 7-9) and dual barrel 15 accelerators is a bit of an overkill with the damage penalty. Then again, my ship reverses at 75m/s so almost nothing gets to shoot at me. If you pull 3 fast enemy ships, you'd be in trouble, because your reverse speed is awful. If you had the same number and type of thrusters firing in the reverse direction, you would be traveling at the same speed you travel forward. That much should be obvious. The boosters are meant to get you to that top speed sooner, or beyond that, for just 3 seconds. Boosters are only awesome for small ships, because they are very light, and they use boosters to catch ships like yours and flank it in 3 seconds. Not so great for your heavy capital ship. If you want to shoot down enemy projectiles at a good rate, I recommend flak batteries. For your size of ship, 4 flak batteries, which need about 7-8 crew each. Outperforms clusters of point defense pew pew pistols by a massive margin.
    A tip regarding resource management. You can dump your excess raw materials into space near a space station/s hip graveyard/ defeated pirate base. That's where you will do your major ship upgrades. This means you can build your ship with fewer storage blocks and reduce its weight. If you organise which storage cell/block is meant for which specific material, then your crew will automatically put all the stuff you collect in an organised way. If you then go to the build screen and delete the storage block then undo it, the stuff will be floating in space, assuming you don't have other empty storage blocks meant for those same materials. Try it a few times and I think you will figure it out. It's a hack I (will) use for a single ship playstyle to consolidate all the steel I gather in one place. Ever notice there's a ton of steel floating in space but you can't pick it all up? Like at a pirate base? And then when you need to upgrade your ship, you never have enough steel? If you have a lot of hyperium, you can even jump batches of resources to your new zone. Costly for a heavy ship, so FTL efficiency is important.

  • @ramonfox679
    @ramonfox679 Před rokem

    p̷r̷o̷m̷o̷s̷m̷

  • @Nynkx
    @Nynkx Před rokem

    everytime someone cites realism as a sole explanation on why something is good or should be changed in a game... like dude, what are you doing in a game? if realism is what you want then look around you and go outside.

  • @SmokeJam
    @SmokeJam Před rokem

    I love your messing around with mechanics and what this game has to offer, but since the first episode you keep on repeating the same mistake which I simply dont get: Why do you press so hard to run ships on skeleton crews when you have basically everything else on redundancy? Even with good assignment it is obvious, that 1 dude per power flow cant be enough in combat situations.
    I know there is the fame limitation, but you are way beyond that and could have a lot more crew. Yes you can cut about 100 crew from the suggested number, but running on a 3rd is literally not combat worthy^^
    What I learned while playing Cosmoteer: Rather less but more specific assignments. E.g. only assign engineers, gunners and maybe some dedicated weapon logistics, but let the main army of haulers run free, strategic positioning of bedrooms is more important than detailed crew management. And the assignment system is a little bit unpolished, if you start to use it on logistics and miss vital parts like fire extinguisher, you just create more problems than necessary, especially if you sustain heavy damage or even possibly lose some of the crew rooms during combat, which seems to mess up the assignments and the folks just stop working alltogether.
    Also I have to counterargue on the capacitors: Well spaced capacitors lower the amount of reactors and therefor the number of highly vulnerable points and especially weight of the ship! With a proper balancing of power plants and capacitors you can get to a point where your shields literally cant run out of power as long as you have enough logistic crew stationed in the area. In my testings I realized that when you use more smaller reactors instead of a few big ones + capacitors, you run into the issue of some of them producing power below their actual capacity because the battery drain is low, only to spike into oblivion when in heavy, prolonged combat and you end up being an unpowered, defenseless fish in the water. Capacitors are exactly what you need in those situations to keep a steady flow of power going, especially if you want to specifically assign reactors to consuming ship parts (which I highly advise against as you stop the natural balancing of the power drain across the whole ship which the game has and emphazises the proper use of capacitors instead). Also capacitors are awesome to keep boosters running for a longer duration.
    So while it might be fun to put thousands of flow-arrows across your ship, you are effectively hampering its potential with it. I also recommend using more boosters as side thrusters to be able to maneuver more agile in combat instead of the normal Huge Thrusters.