@@BorderWise12 Just found your videos recently. I appreciate these more up to date guides and things as I missed a bunch of updates for this wonderful game. One thing that has not really changed though from my testing is how best to really make use of the thumper heads. I would recommend using Thumper heads with the Laser Beam-Rider since a Thumper head has no actual tracking or detection system. You need to have the Missiles and Laser Painter pointing the same direction at launch. A 2 axis turret works well with these or you can custom 2 1 axis turrets to work together. The reason for this is because the Beam-Rider needs to be able to see the beam emission point not its end point as soon as possible. If the missile is spiraling around the beam then its not close enough to the Painter (Though it does make a really cool effect). Also a good idea is to set the "Max Time before changing targeted block" on an Aimpoint card rather high so it doesn't spam the laser all over the place. Thumper Riders were the basis for my rocket testing a few years back. It would be cool to see what you can come up with given this information.
My favorite Missile is a large missile with a thumper head, 2 explosive heads, and a fragment head. I've seen just one missile sink a craft. Works even better as a torpedo. Thumper penetrates, explosion clears out a massive hole, and then the frag flows through to blow up the sensitive bits. I will grant I use HUGE large missiles because I think they look cool =)
Place IR seekers on two axis turrets and have beam rider on the back, turret wth the beam, ride missile close to target there IR head can see and lock on the target (also sometime can help with targeting if lots of IR decoys in the air, SOMETIMES). Also if you ever want to build DUMB FIRE missiles aka Katysha or GRAD here's solution, again two axis turret, place two part APS firing piece and input, made shell at exact same speed as you missiles, VOILA ABSOLUTELY POINTLESS aps NOW WORK AS BALLISTIC COMPUTER TO YOUR unguided missile salvo. Update: Setting required accuracy for missiles to 0.1 is really help, short range thruster is a must for AA, thumper head small missiles salo is DEVASTATING if hits. Also don't be ME and don't forget to place mantlet on APS (facepalm) In order for this to work properly you have to have aps weapon controller to control turret itself (place on turret right above turret block and within two block of APS firing piece), this way turret will try to target APS weapon system NOT missiles (!!!this is important!!!) missile controller !!!SHOULD NOT CONTROL TURRET!!! it should only control missile system (make sure speed of missile and shell are equile or accuracy will be poor, shell range should not be LONGER then MAX missile fuel), another plus of the system it will work as target prediction and will launch missile slightly or severely ahead making it more diffiquilt to dodge, this way it also can work as flak, small and medium missiles can be equipped with -proximity fuse- (BTW EMP can transfer via air on short distances (1-3 blocks of AIR (i am not kidding)) Thank you for like. Stuff i write is tested by myself and really no, REALLY easy and fast to build (also cheap) : )
The first missile I ever made when I started FtD was a top airburst frag missile, I'd made it fully aware it'd be kinda bad, but it's funny to have a missile the fires into the air, then comes down on the enemy and detonates like 5 meters above them and rains frag over them.
you should honestly cut the videos down, 1h is way too long. Your videos are very helpful but it is a bit tideous trying to find the certain information im searching for
Interesting, I've never had issues with IR guidance. From my experience it never fails to target a CJE or a simple jet, which is deadly against planes. If you're having trouble locking on then the single-pixel IR guidance is actually even better, since it needs less heat to lock onto something. The limited FOV can be easily counteracted by strapping the missiles onto a two-axis turret.
The guided short-range RPG missiles would come in handy for an interceptor craft that does dogfights with other planes because they are most definitely faster than any jet the Steel Striders have to offer and they're not too large so you can put them on a plane quite easily
If you set the frag come to 1 and have a lot of fragment modules, you can penetrate an incredible amount of armor, it can easily go through an entire ship.
playing with silly missiles is the most fun i've had on FTD so far. i just finished an airship called "The Tits" that drops something half way between a missile and a bomb i like to call "death sprinkles", no thrusters but fins and radar guided, and magnets for if they miss. they're small missiles but there's so many of them it uses about 5k ammo per volley.
As it turns out, guided bombs are a thing. Not only are they a thing, but they’re such a useful thing that it’s actually impractical for modern militaries to use regular “dumb bombs” in many situations.
Definitely gonna start mixing in more frag warheads into my large missiles and torpedoes after seeing their potential here and definitely gonna mess around with large thump damage missiles
The kinetic swarmers are a bit like my prototype of beamrider supersonic rockets designed for heavy armor cracking with thump damage. Due to its speed boosted by ejection and short range boosters, it can easily overshoot at close range if the turret aim is a bit off. The beamrider was an afterthought to keep the missiles aimed at longer ranges.
How about towing a sonar buoy? Afaik such a sonar buoy would act as a 360 active sonar that an enemy passive sonar would see as just a floating sonar buoy which would be quite nice for a stealth sub. While not exactly a “whacky missile/torpedo” it's still a neat trick you could’ve mentioned offhandedly.
APN is better for Torps, it's a pinned comment on the FtD discord on which missile guidance to use by one of the devs. Usually TPG is better for near max velocity, but not aimed at target, like VLS. Were the thumper heads using Laser rider or remote?
I love these kinds of videos where you showcase abstract ammo types. Gives me new ideas and it’s always extremely entertaining watching them batter targets!
Borderwise, I would like to pose you a question. How would one go around designing cluster munitions with the maximum number of explosions you can possibly get into swarm or cluster missiles, bombs or shells?
If we're talking maximum number of explosions, that would be something like: 1 large cluster missile with HE warheads that contain medium cluster missiles with HE warheads that contain small cluster missiles with HE warheads that contain small magnet HE mines.
Manual aim with the laser designator is really nice. You can setup a command ship with the designator, and have your fleet use the receiver and they will all shoot whatever target you paint with the laser. HEAT torps get the damage buff for HE and are able to frag the internals. The medium RPG's can be unguided and should be able to hit just fine with a bit more boom. One of my favorites is a smart bombing HEAT bomber to punch through the often squishy deck.
how would anyone think you wouldn't fire at a marauder. its practically a legal requirement when testing weapons. You HAVE to fire at a marauder at some point
My favorite design is a massive thumper dumbfire rocket with a short range thruster. Batch of 8 punches straight through the Tyr. More expensive than your average DWG craft.
Some of my favorite missiles are just extremely high-velocity unguided rockets with thumper heads. Especially in the large missile size, because the speed = damage thing means a cheapo 3 or 4 component rocket can inflict ludicrous damage relatively cheaply. The only problem is, being unguided, they are only suitable for attacking very nearby, very large, or stationary targets.
ACKCHYUALLY RPG does not stand for rocket-propelled grenade, that's a backronym. The actual meaning of RPG is Ruchnoy Protivotankoviy Granatomyot, which translates into English as handheld anti-tank grenade launcher. Also, thumper heads, like the shaped charge head, do not have any seeker! You need to use them either with beamrider guidance, or with remote guidance.
"RPG does not stand for rocket-propelled grenade, that's a backronym" Fascinating! Thanks for sharing that! 👍 "thumper heads, like the shaped charge head, do not have any seeker" I know. I WAS using them with remote guidance, and they still kept missing for some reason.
@@BorderWise12 If you were doing it by just replacing the one-turn with remote guidance, it might have been due to the APN guidance - APN does not like it if it starts at a high angle to the target, like what happens with a VLS missiles. Target prediction guidance is better in those cases.
@@zuthalsoraniz6764 APN+Remote guidance should not do what was happening with my thumper experiments. They were undershooting the target by dozens of metres, as if they weren't locking on at all (and yes, I had plenty of GPP). I'm tempted to say it's a bug. 🤷♀️
@@zuthalsoraniz6764 Just given it a test, and you're right, it is the APN guidance! No reason I can see for it to do that, that's really weird. Works just fine with the HEAT head. 😕
Speaking of missile tricks.... Volleys that aren't all one sort of missile. With a swarm, give the ones that fire first the reinforced bodies, and the ones near the end actual warheads. Similarly, take advantage of guided missiles all aiming for the same block, and set it up so that missiles that make deep holes hit first and ones with a blast radius to hopefully go right on into that hole.
Big cluster missile with medium thumper head with frag,he,emp warhead inside and delayed warhead arming time. Result pen depth missile devastating against all but most armored targets
Yes hello, Lifelong resident of Glasgow. Not offended as you're fairly on the money with what you said. You should call it the "Glesga kiss" as that's what we call a headbutt around here. Love the content, keep it up please.
According to people telling me things, angling it up about 30 degrees would make the fragments less likely to whiff underneath whatever it's aiming at.
With Lua guidance on those missiles, you could probably do a "bottom-attack" torpedo - have it swim underneath the target, and then frags aimed 90° up that blast up through the bottom of the hull. Sadly no way to do that without Lua.
Martin Dinner Afaik modern torpedoes in general are designed to do that - starting with the magnetic detonators (which were plagued by frequent issues) developed and deployed in WWII
@@zuthalsoraniz6764 Quite the fun to one-shot many ships with 1-2m below keel detonation. The real challenge is the impact detonation right at the fuel compartment, or give a destroyer the HMS Hood treatment.
@@BorderWise12 I was thinking that some of the smaller, super fast, missiles might have been interesting to deliver via larger cluster missiles to help make up for their limited range.
@@BorderWise12 An idea to try out and see if it actually works: A torpedo that then shoots missiles up out of the water when it gets close to the target.
Time Stamps:
0:00 - Ze Beginning
1:49 - Missile One: Small Remote-Guided HEAT CIWS
13:18 - Missile Two: Large Frag-Penetrator Torpedo
25:56 - Missile Three: Medium Short-Range Guided RPG
31:07 - Missile Four: Small Kinetic Swarmer
42:53 - Missile Five: Large Swarmers
48:41 - Missile Six: Large HEAT-SAM
57:32 - Missile Seven: Large Kinetic
@@johnd-k3539 Yup. I always forget to do that, thanks for reminding me. XD
@@BorderWise12 you're welcome
@@BorderWise12 Just found your videos recently. I appreciate these more up to date guides and things as I missed a bunch of updates for this wonderful game. One thing that has not really changed though from my testing is how best to really make use of the thumper heads. I would recommend using Thumper heads with the Laser Beam-Rider since a Thumper head has no actual tracking or detection system. You need to have the Missiles and Laser Painter pointing the same direction at launch. A 2 axis turret works well with these or you can custom 2 1 axis turrets to work together. The reason for this is because the Beam-Rider needs to be able to see the beam emission point not its end point as soon as possible. If the missile is spiraling around the beam then its not close enough to the Painter (Though it does make a really cool effect). Also a good idea is to set the "Max Time before changing targeted block" on an Aimpoint card rather high so it doesn't spam the laser all over the place. Thumper Riders were the basis for my rocket testing a few years back.
It would be cool to see what you can come up with given this information.
1h for 7 missiles, very borderwise like
My favorite Missile is a large missile with a thumper head, 2 explosive heads, and a fragment head. I've seen just one missile sink a craft. Works even better as a torpedo. Thumper penetrates, explosion clears out a massive hole, and then the frag flows through to blow up the sensitive bits. I will grant I use HUGE large missiles because I think they look cool =)
I personally like to use large remote guidence thumper head high explosive missiles
But i think i will try out some of your designs
@Henrik Freitag they use the maximum thrust of a variable thruster
Place IR seekers on two axis turrets and have beam rider on the back, turret wth the beam, ride missile close to target there IR head can see and lock on the target (also sometime can help with targeting if lots of IR decoys in the air, SOMETIMES).
Also if you ever want to build DUMB FIRE missiles aka Katysha or GRAD here's solution, again two axis turret, place two part APS firing piece and input, made shell at exact same speed as you missiles, VOILA ABSOLUTELY POINTLESS aps NOW WORK AS BALLISTIC COMPUTER TO YOUR unguided missile salvo.
Update: Setting required accuracy for missiles to 0.1 is really help, short range thruster is a must for AA, thumper head small missiles salo is DEVASTATING if hits. Also don't be ME and don't forget to place mantlet on APS (facepalm)
In order for this to work properly you have to have aps weapon controller to control turret itself (place on turret right above turret block and within two block of APS firing piece), this way turret will try to target APS weapon system NOT missiles (!!!this is important!!!) missile controller !!!SHOULD NOT CONTROL TURRET!!! it should only control missile system (make sure speed of missile and shell are equile or accuracy will be poor, shell range should not be LONGER then MAX missile fuel), another plus of the system it will work as target prediction and will launch missile slightly or severely ahead making it more diffiquilt to dodge, this way it also can work as flak, small and medium missiles can be equipped with -proximity fuse- (BTW EMP can transfer via air on short distances (1-3 blocks of AIR (i am not kidding))
Thank you for like. Stuff i write is tested by myself and really no, REALLY easy and fast to build (also cheap) : )
proxy fuses aren't a thing anymore, AFAIK
@@sea_kerman
Don;t know PROXY is not thing anymore, then it got removed ?
Ze beginning
YAY BORDER WISE CONTENT
WE GET TO TAKE A TRIP TO CANADA NOW
WHEEEEEEEEE
EXPLOSIONS
For better detection place detection on one or two axis turrets
when you forget to click the bell
Hey
The first missile I ever made when I started FtD was a top airburst frag missile, I'd made it fully aware it'd be kinda bad, but it's funny to have a missile the fires into the air, then comes down on the enemy and detonates like 5 meters above them and rains frag over them.
RPG means personnel mountable anti-tank weaponry so yes it is technically an RPG
Interesting that ICBMs in this game are neither big or hot, but I'd say they probably are IRL
On account to the first one, my first AA APS can take down 3 shrikes if they start 2km away, so your statement holds up
I love spamming small missles on my ships and adding a stagger fire thingy, so fun to fight the deep water guard with it
you should honestly cut the videos down, 1h is way too long. Your videos are very helpful but it is a bit tideous trying to find the certain information im searching for
Really good at punching holes in holes?
Hmm, interesting
I think the word you're looking for is "Short Range Missile." A rocket cannot have guidance. A missile is a guided rocket.
It would be fun for nukes to be a wide scale emp if they explode in space.
Interesting, I've never had issues with IR guidance. From my experience it never fails to target a CJE or a simple jet, which is deadly against planes. If you're having trouble locking on then the single-pixel IR guidance is actually even better, since it needs less heat to lock onto something. The limited FOV can be easily counteracted by strapping the missiles onto a two-axis turret.
The guided short-range RPG missiles would come in handy for an interceptor craft that does dogfights with other planes because they are most definitely faster than any jet the Steel Striders have to offer and they're not too large so you can put them on a plane quite easily
Smart bombs are the best
If you set the frag come to 1 and have a lot of fragment modules, you can penetrate an incredible amount of armor, it can easily go through an entire ship.
Hm... Thems some nice torpedos!
33:35 Borderwise, the 300 m is for altitude.
playing with silly missiles is the most fun i've had on FTD so far. i just finished an airship called "The Tits" that drops something half way between a missile and a bomb i like to call "death sprinkles", no thrusters but fins and radar guided, and magnets for if they miss. they're small missiles but there's so many of them it uses about 5k ammo per volley.
As it turns out, guided bombs are a thing. Not only are they a thing, but they’re such a useful thing that it’s actually impractical for modern militaries to use regular “dumb bombs” in many situations.
Waky: everything missile including cluster with everything
So an everything missile in an everything missile in an everything missile. I like it 😊
"created when a HEAT torpedo experiment went stupid shaped"
d-did i just realise why I suck at FTD? am I SUPPOSED to play this game drunk?!
Well, you can. Lathrix certainly has a good time when he does that. 😛
Tru that. Wonder if the person who created to tyr was drink when he made that
41:48 *waves back* Speaking for my self, no, not offended. Need a thick skin to "greet" people.
Definitely gonna start mixing in more frag warheads into my large missiles and torpedoes after seeing their potential here and definitely gonna mess around with large thump damage missiles
Shaped frag torps for the winner
I thought they removed torpedo underwater explosion bonus a few patches ago?
*@BorderWise*
31:10 You should put that "swarm-block" on a spin-block or turret and point it at 45 degree up for some more range :)
those torpedo's are absolutely devastating
The kinetic swarmers are a bit like my prototype of beamrider supersonic rockets designed for heavy armor cracking with thump damage.
Due to its speed boosted by ejection and short range boosters, it can easily overshoot at close range if the turret aim is a bit off. The beamrider was an afterthought to keep the missiles aimed at longer ranges.
How about towing a sonar buoy? Afaik such a sonar buoy would act as a 360 active sonar that an enemy passive sonar would see as just a floating sonar buoy which would be quite nice for a stealth sub. While not exactly a “whacky missile/torpedo” it's still a neat trick you could’ve mentioned offhandedly.
At 12:56 amazing moment!
Cram fuse guide?
Sure!
APN is better for Torps, it's a pinned comment on the FtD discord on which missile guidance to use by one of the devs.
Usually TPG is better for near max velocity, but not aimed at target, like VLS.
Were the thumper heads using Laser rider or remote?
Remote. Turns out the APN on them was messing things up for some reason.
I love these kinds of videos where you showcase abstract ammo types. Gives me new ideas and it’s always extremely entertaining watching them batter targets!
Oh god, imagine flak AA missiles... Just... Nimble little flak missiles
Borderwise, I would like to pose you a question. How would one go around designing cluster munitions with the maximum number of explosions you can possibly get into swarm or cluster missiles, bombs or shells?
If we're talking maximum number of explosions, that would be something like:
1 large cluster missile with HE warheads that contain medium cluster missiles with HE warheads that contain small cluster missiles with HE warheads that contain small magnet HE mines.
@@BorderWise12 my eyes glazed over at the first 'cluster'.....
....
.....
Do it
Is it just me, or do I remember the devs removing the HE underwater buff, due to the new power missiles?
I think the removed it and put it back in, slightly nerfed? Im not sure myself, it was a while ago.
Manual aim with the laser designator is really nice. You can setup a command ship with the designator, and have your fleet use the receiver and they will all shoot whatever target you paint with the laser.
HEAT torps get the damage buff for HE and are able to frag the internals. The medium RPG's can be unguided and should be able to hit just fine with a bit more boom.
One of my favorites is a smart bombing HEAT bomber to punch through the often squishy deck.
how would anyone think you wouldn't fire at a marauder. its practically a legal requirement when testing weapons. You HAVE to fire at a marauder at some point
it's my B-day , borderwise post a vidéo about what i like the most . Missiles . Whacky missiles *happy explosions noises*
My favorite design is a massive thumper dumbfire rocket with a short range thruster. Batch of 8 punches straight through the Tyr. More expensive than your average DWG craft.
Some of my favorite missiles are just extremely high-velocity unguided rockets with thumper heads. Especially in the large missile size, because the speed = damage thing means a cheapo 3 or 4 component rocket can inflict ludicrous damage relatively cheaply. The only problem is, being unguided, they are only suitable for attacking very nearby, very large, or stationary targets.
In other words, an anti-fortresss siege weapon.
Gyrojets
I'm having such a hard time trying to counter a Black Current spam... might try those frag torpedoes of yours
ACKCHYUALLY
RPG does not stand for rocket-propelled grenade, that's a backronym. The actual meaning of RPG is Ruchnoy Protivotankoviy Granatomyot, which translates into English as handheld anti-tank grenade launcher.
Also, thumper heads, like the shaped charge head, do not have any seeker! You need to use them either with beamrider guidance, or with remote guidance.
"RPG does not stand for rocket-propelled grenade, that's a backronym"
Fascinating! Thanks for sharing that! 👍
"thumper heads, like the shaped charge head, do not have any seeker"
I know. I WAS using them with remote guidance, and they still kept missing for some reason.
@@BorderWise12 If you were doing it by just replacing the one-turn with remote guidance, it might have been due to the APN guidance - APN does not like it if it starts at a high angle to the target, like what happens with a VLS missiles. Target prediction guidance is better in those cases.
@@zuthalsoraniz6764 APN+Remote guidance should not do what was happening with my thumper experiments. They were undershooting the target by dozens of metres, as if they weren't locking on at all (and yes, I had plenty of GPP).
I'm tempted to say it's a bug. 🤷♀️
@@BorderWise12 That sounds quite odd... Might give that a try myself, see if it is an issue I can reproduce.
@@zuthalsoraniz6764 Just given it a test, and you're right, it is the APN guidance! No reason I can see for it to do that, that's really weird. Works just fine with the HEAT head. 😕
Casualy mentioning how borderwise makes hour long videos with no mid roll ads
There are mid-roll ads. Some people get them, others don't, but I try not to put too many because that's really irritating for everyone. 😅
*sweeps 3 mid roll ads under the carpet*
WELCUM BACK!!
46:49 Chemical warheads would be interesting, or not, considering the lack of actual biological people in this game.
What I meant there was HE, Frag and EMP: chemical as opposed to kinetic damage.
Well, you could load them with acid or industrial adhesives.
@@martindinner3621 Or carbon filaments, like a graphite bomb.
Honestly, I don't care when you get distracted by stuff.
Makes you dispense (what a funny word) cool facts.
Speaking of missile tricks.... Volleys that aren't all one sort of missile. With a swarm, give the ones that fire first the reinforced bodies, and the ones near the end actual warheads. Similarly, take advantage of guided missiles all aiming for the same block, and set it up so that missiles that make deep holes hit first and ones with a blast radius to hopefully go right on into that hole.
Big cluster missile with medium thumper head with frag,he,emp warhead inside and delayed warhead arming time. Result pen depth missile devastating against all but most armored targets
Yes hello, Lifelong resident of Glasgow. Not offended as you're fairly on the money with what you said.
You should call it the "Glesga kiss" as that's what we call a headbutt around here. Love the content, keep it up please.
Ohhhh, that name is so much better! Thank you! 😁
@@BorderWise12 Hahah, Very welcome. it's all yours.
How much would the frag torps benefit from changing the frag offset? i just realized this is a good place to use that.
According to people telling me things, angling it up about 30 degrees would make the fragments less likely to whiff underneath whatever it's aiming at.
With Lua guidance on those missiles, you could probably do a "bottom-attack" torpedo - have it swim underneath the target, and then frags aimed 90° up that blast up through the bottom of the hull. Sadly no way to do that without Lua.
@@zuthalsoraniz6764 seem to remember a keel breaker torp that was designed to do that. Think it may have been nuclear.
Martin Dinner Afaik modern torpedoes in general are designed to do that - starting with the magnetic detonators (which were plagued by frequent issues) developed and deployed in WWII
@@zuthalsoraniz6764
Quite the fun to one-shot many ships with 1-2m below keel detonation.
The real challenge is the impact detonation right at the fuel compartment, or give a destroyer the HMS Hood treatment.
Why no clustermissiles? You can go mental on clustermissiles. The possibilities!
... I forgot about them? 😅
They probably deserve a video all to themselves now that you mention it.
@@BorderWise12 oooh yeah, nice.^^
@@BorderWise12 I was thinking that some of the smaller, super fast, missiles might have been interesting to deliver via larger cluster missiles to help make up for their limited range.
@@EpsilonRosePersonal
You can build missile drone (medium or large cluster with fast AA missiles) yes it works
@@BorderWise12 An idea to try out and see if it actually works: A torpedo that then shoots missiles up out of the water when it gets close to the target.
Ah yes, pleasing b o o m