If you put one more module to the medium missile interceptor and use secondary torpedo propellor, you can make a interceptor that can go both on air and water, good for saving money on spending on both torpedo interceptors and missile interceptors.
With Planar shields, I recommend increasing the projection range: It increases the strength regeneration rate and keeps them protected behind armor. The way ECMs work is they directly interfere with the targeting of enemy AI, so they also effects the accuracy of enemy APS, CRAM, PAC, and lasers. Yeah, don't put warheads on interceptors; only increases reload time and material cost. Learned why my LAMs are poo poo in this video, thanks!
ECM will create some % of "packet loss" when detection points are transmitted by a radar/sonar buoy to the launching craft (except if the buoy is cable connected to the craft), same % of "packet loss" when detection points are send from one craft to allied crafts using the inter vehicle transmitter. Defensively they will add flat meters of error to remote/lua guided missiles (only if said missiles are not cable connected). They don't do anything else except increasing the wireless detection range (picked up by wireless snoopers).
@TheBevil I think you may be right, that's what people are telling me. It really seems to me that they still work, enemy lasers bounce around instead of burning through one spot when I turn the ECM on... but I can't be sure.
You can put your missile interceptors in the back of your turrets. It will make it very hard to take them out. For that you need reverse launchers and ejectors
The problem I keep running into with that is the lwc on the base of the turret keeps firing the missile intercepters, even when there are no missiles or crams.
@@thebevil8127 probably you need to move missile controller away from turret. I'd recommend to put it deep inside your ship and connect everything with wireless transmitter and receivers so you will have only 1 protected controller
A good explanations of shields is that planar shields are a good addition to a craft, but ring shields are good when designed around. Ring shields have to be built big and out of the way of other components. One or two looping around the length of the craft can provide great AC for how much power they take up, since power draw scales with pipe length but AC scales with surface area.
The reason we don't use huge or large interceptors is that they don't exist, I did some testing before my tut about it and fragments or explosive damage added to missiles seems to have no effect whatsoever on other missiles.
If you use offensive missiles, kit a few out with flares and radar decoys and have them fly in a high arc. That will cause a large signature away from your ship and will cause enemy missiles on the way to you to divert and possibly even follow your missile back to the enemy
I really hope the Ragnarok II is on the steam workshop, this is such a cool project and I'd love to make use of it in game. I've thought of doing this with the Pilkington.
Perhaps you could use a mix of missile/torpedo interceptors and CIWS Also, for the missile interceptors, you could replace the small front VLS system on the original Ragnarok with the missile interceptor's launcher
15:20 Only thing that doesn't effect that accuracy stat upon looking at it is the tracer, where you could've fired the gun for a couple of seconds paused the game and looked at the accuracy stat. Also at 17:29, just having like a handful of laser ciws turrets set to super short range could be really nice as a last ditch effort to try and stop cram shells from hitting the craft, just to dump what energy is in the lams at them.
25:29, those decoys are generally used either on the turretcaps of super strong ciws turrets to draw in swarms of missiles to be cut down in a line, or on piston sticks to be swung around to troll missile tracking.
Burp ciws is a thing against crams and is usually a good somethig anti cram based ciws usually hope to achieve, (it may also work against huge missiles) More so lams have a setting where you can set up the minimum range and maximum range to set so you could maximize their damage and somwwhat And if you wanna talk about the Titanslang, it is no more than a battleship, a battleship with huge regarding its previous engine, now it is someof a redundant ship with a lams that will never recharge its storage, and may aswell say those 3 crams are worth just 240k~ in total, and in terms of cram knowledge in my side for 1.8mil Ive seen more crams on 1mil ships than that (although I have to argue its hollowpoint frag, its considerably weaker in my testing)
16:26 THEL en.wikipedia.org/wiki/Tactical_High_Energy_Laser real, but expensive as hell. boeing are working on an ariborn version, but power draw is supposed to still be a problem. 19:30 you can put planar shields on subvehicle spawners to cheese both types onto one craft.
you can set up a ciws weapon controller with high priority and a regular controller with low priority. then it can aim at planes as well if theres nothing for ciws to shoot at
Surprised you don't like laser CIWS. You can build out a laser to work much like an APS CIWS. Lasers are more accurate they're negative is they take a lot of power and get expensive.
If you put one more module to the medium missile interceptor and use secondary torpedo propellor, you can make a interceptor that can go both on air and water, good for saving money on spending on both torpedo interceptors and missile interceptors.
With Planar shields, I recommend increasing the projection range: It increases the strength regeneration rate and keeps them protected behind armor.
The way ECMs work is they directly interfere with the targeting of enemy AI, so they also effects the accuracy of enemy APS, CRAM, PAC, and lasers.
Yeah, don't put warheads on interceptors; only increases reload time and material cost.
Learned why my LAMs are poo poo in this video, thanks!
ECM will create some % of "packet loss" when detection points are transmitted by a radar/sonar buoy to the launching craft (except if the buoy is cable connected to the craft), same % of "packet loss" when detection points are send from one craft to allied crafts using the inter vehicle transmitter.
Defensively they will add flat meters of error to remote/lua guided missiles (only if said missiles are not cable connected).
They don't do anything else except increasing the wireless detection range (picked up by wireless snoopers).
Wait I thought they changed ECM jammers to not mess with ai detection systems anymore?
@TheBevil I think you may be right, that's what people are telling me.
It really seems to me that they still work, enemy lasers bounce around instead of burning through one spot when I turn the ECM on... but I can't be sure.
You can put your missile interceptors in the back of your turrets. It will make it very hard to take them out. For that you need reverse launchers and ejectors
The problem I keep running into with that is the lwc on the base of the turret keeps firing the missile intercepters, even when there are no missiles or crams.
@@thebevil8127 probably you need to move missile controller away from turret. I'd recommend to put it deep inside your ship and connect everything with wireless transmitter and receivers so you will have only 1 protected controller
@@tarikan oooh wait I totally forgot those even existed, Ill give those a shot.
A good explanations of shields is that planar shields are a good addition to a craft, but ring shields are good when designed around. Ring shields have to be built big and out of the way of other components. One or two looping around the length of the craft can provide great AC for how much power they take up, since power draw scales with pipe length but AC scales with surface area.
The reason we don't use huge or large interceptors is that they don't exist, I did some testing before my tut about it and fragments or explosive damage added to missiles seems to have no effect whatsoever on other missiles.
Definitely had several lapses where I should've stopped talking and opened up the menu like that lmao. Only human!
As a matter of fact they used to xD
@@Brenzo44 We are all human (?)
If you use offensive missiles, kit a few out with flares and radar decoys and have them fly in a high arc. That will cause a large signature away from your ship and will cause enemy missiles on the way to you to divert and possibly even follow your missile back to the enemy
I really hope the Ragnarok II is on the steam workshop, this is such a cool project and I'd love to make use of it in game. I've thought of doing this with the Pilkington.
It definitely will be...in all of its versions.
Perhaps you could use a mix of missile/torpedo interceptors and CIWS
Also, for the missile interceptors, you could replace the small front VLS system on the original Ragnarok with the missile interceptor's launcher
15:20
Only thing that doesn't effect that accuracy stat upon looking at it is the tracer, where you could've fired the gun for a couple of seconds paused the game and looked at the accuracy stat.
Also at 17:29, just having like a handful of laser ciws turrets set to super short range could be really nice as a last ditch effort to try and stop cram shells from hitting the craft, just to dump what energy is in the lams at them.
21:03, Ring sheilds afaik are really only useful on frontsiders to boost the AC on the front of them, (i think hypernova uses it).
25:29, those decoys are generally used either on the turretcaps of super strong ciws turrets to draw in swarms of missiles to be cut down in a line, or on piston sticks to be swung around to troll missile tracking.
Burp ciws is a thing against crams and is usually a good somethig anti cram based ciws usually hope to achieve, (it may also work against huge missiles)
More so lams have a setting where you can set up the minimum range and maximum range to set so you could maximize their damage and somwwhat
And if you wanna talk about the Titanslang, it is no more than a battleship, a battleship with huge regarding its previous engine, now it is someof a redundant ship with a lams that will never recharge its storage, and may aswell say those 3 crams are worth just 240k~ in total, and in terms of cram knowledge in my side for 1.8mil
Ive seen more crams on 1mil ships than that (although I have to argue its hollowpoint frag, its considerably weaker in my testing)
Lams actually does exist. Israel tested it last year as part of the iron dome. But i think it only works against missiles.
Loving your work, this ship needed rebuilt by an expert, the original was a joke and easily killed by a machine a 30th of the resource cost...
Remember that the Ragnarok was build years ago, when From the Depths was very different.
@@NearQuasar False sequitur .When ragnorak was released I already had machines that killed it at 1/20th the resource cost, others had better...
Definitely get CIWS for AA and stuff.
I just use 500mm flak cannons with autodestructing shells at the minimum range.
I do not think there are large interceptors? Only small and medium. Maybe wrong, not by my pc to check.
Large interceptors has been removed from the game some time ago
My age continues to show
16:26 THEL
en.wikipedia.org/wiki/Tactical_High_Energy_Laser
real, but expensive as hell. boeing are working on an ariborn version, but power draw is supposed to still be a problem.
19:30 you can put planar shields on subvehicle spawners to cheese both types onto one craft.
yes yes yes
Cool.
Very cool, very cool.
So if CIWS can’t shoot aircraft then what will be the Ragnarok’s AA?
you can set up a ciws weapon controller with high priority and a regular controller with low priority. then it can aim at planes as well if theres nothing for ciws to shoot at
Surprised you don't like laser CIWS. You can build out a laser to work much like an APS CIWS. Lasers are more accurate they're negative is they take a lot of power and get expensive.
It's not that I don't like it. Just too expensive and no point in making it over LAMS if I dont use offensive lasers
Make it fly now.