Тёмный
Lycan MB
Lycan MB
Lycan MB
Подписаться
Content creator, Competitive Caster, Ubisoft Creator partner and avid RTS and City builder enjoyerI have cats named Rocky and Lexi, One Fact about Rocky and Lexi -- Rocky is the King, Lexi is Queen --One fact about me, Im their Human XD

I let the AI take command in Silica!
56:23
Месяц назад
Spectre: Divide Press Preview Unedited Gameplay
3:25:58
2 месяца назад
Silica SOL Structures First Look with Dram
45:47
3 месяца назад
Patch 0.8.49 RunDown ALIEN QUEEN!
23:54
5 месяцев назад
This game is STUNNING!, Home world 3 Campaign
46:00
5 месяцев назад
Patch 0.8.40 RunDown VOICE CHAT!
17:53
6 месяцев назад
FIRST LOOK! Outpost Infinity Siege Game Play
54:55
6 месяцев назад
Silica Patch 0.8.29 SAND WORMS!
25:22
7 месяцев назад
Terminator Dark Fate: Defiance! war with the Cartel
1:45:08
7 месяцев назад
Silica Patch 0.8.23 THE HOVERBIKE!
17:12
8 месяцев назад
Avatar Frontiers Of Pandora Early Look Gameplay!
57:00
10 месяцев назад
Silica Patch 0.8.14 Rundown  Flu edition
36:22
10 месяцев назад
Комментарии
@Appel79
@Appel79 10 дней назад
You should team up with the developers of renegade x firestorm. Maybe a collab, c&c mod. 😍
@Jamie_D
@Jamie_D 10 дней назад
Game looks so dam cool,sad to see they design units then scrap them or don't make them useable though :(
@vadandrumist1670
@vadandrumist1670 16 дней назад
So, Centauri's planet is supposed to have low gravity. I find it ironic that Sol is the faction that ended up developing hovertech, considering.
@puuppa83
@puuppa83 18 дней назад
Heavy how was too close. Atleast my version it has min range.
@user-dn4zw7yf4g
@user-dn4zw7yf4g 20 дней назад
"Follow me, follow me" Yeah that didn't work out very well lol
@seanzibonanzi64
@seanzibonanzi64 22 дня назад
Defiler is to defend Colossus for anything that gets close
@hobobaggins1142
@hobobaggins1142 26 дней назад
Thank you for still making silica content. I haven’t played it for over a year but it’s looking much more fleshed out.
@KnightRadiant-ip9qw
@KnightRadiant-ip9qw Месяц назад
Bless you.
@Muck696
@Muck696 Месяц назад
Did it work out this time?
@LycanMB
@LycanMB Месяц назад
Yeh! I managed to be super ready for the survivors
@toasterboipencil
@toasterboipencil Месяц назад
Knowing that I can plant infantry on the catwalks of those harvesters only further reinforces my idea of a War Harvester. In which it harvests aliens instead of balterium. The mental image of infantry scrambling along the catwalks and roof to fight off smaller aliens while the harvester chews through the bigger aliens with the grinder and provides some fire support with it's three HMGs..
@Gejmer_2000
@Gejmer_2000 Месяц назад
DRAM IS THE GOAT
@Purpleskull64
@Purpleskull64 Месяц назад
I played this last night, I was absolutely stunned. Well done Dram
@LycanMB
@LycanMB Месяц назад
Join in for Silica Sundays this week here on RU-vid! see you there!
@Erebus2075
@Erebus2075 Месяц назад
52:31 and an alien jumps out and eat you : D :D the chirping off most animals is to attract attention, often to make pray think they ain't that dangerous, cats try to attract birds and crabs attracts marines ;D
@Erebus2075
@Erebus2075 Месяц назад
i love that you have unlimited ammo, and that your limited to main weapon; it's just nice removing the clutter and limits which is just tidious busy work; like restocking ammo
@Erebus2075
@Erebus2075 Месяц назад
would be cool if octopus's could spawn spores off smaller once which functioned like face huggers ;D
@Erebus2075
@Erebus2075 Месяц назад
11:05 its the psionic attacks/mind-disturbance due to alien communicating through psionics which disturb the human mind making you go mad after too long exposure. (the disturbance off deadspace, those synapsis from tyranid could be an awesome thing as well hehe; creep from zerg, synapsis from tyranid, projectiles which can be shot and are animated and functions as small spawns attacking enemies; laugh and explode when the target dies raining down acid or something cool ;D etc. )
@basti2458
@basti2458 Месяц назад
I think the biggest problems for melee units is that you can't surprise the enemy because they can see you on the Minimap and the auto Aim bot from A.I. Units in any direction. Or is there an in game solution for this?
@Erebus2075
@Erebus2075 Месяц назад
23:18 the first seen tech off the third great race; :D imagine controlling something akind to an archon xD
@Erebus2075
@Erebus2075 Месяц назад
copy comment; but this game is daamn good so hope it falls for a smile :D marksman rifle feels damn good. fell over this game by coincidence, and damn i am impressed, the feeling off movement, shooting etc. the base for an amazing game is already very functioning ^^ so much looking forward to this games future :D rockets seem to need a lockon off some sort, as a heavy you are hitting nothing with rockets at the distance every firefight seem to be :P should be really cool if they were like stinger guided missiles; you laser mark your target then shoot it into the air to clear an Los and then it will fly/guide itself and explode above or towards the target in a devastating explosion ;D aliens could all spawn a handfull off smaller ai controlled aliens to follow players, especially the smallest aliens which is never really used bc its too easy to get a bigger one (the price off a lightning tail is double off a crab, but it is vastly superior to a crab; and everyone loves shooting fodder and see them die in masses; weaponries that are generally unit spawn based would be super cool as well, give those humans something to shoot at when they are just standing there looking cool ;D the one silly small thing i love in killing floor is when your reload upon already being reloaded; it checks the mag and do idle animations in a nice way; it gives me something to do while moving instead off spamming jumps xD and it looks really polished with such cool small details ;) a kind off creep, effect on ground where your nodes are put down would be cool, especially with a positive effect for aliens fighting on it or above it; maybe something that obscure vision from big tower like alien buildings etc. also a lot off the rts controls, queu, shift commands, etc are still a bit lacking; though still very playerble; as said been very impressed with how smooth, movement and combat feels on both alien and humans. maybe instead off paying per unit as aliens each building slowly produce up to a max off x unit off its type, as in a lessor spawner would produce 5 crabs, 2 lightning tails; the lower amount off units the faster production, always maxes out on lowest tier unit before higher is produced (this also counter act the issues off macro management off unit building and it makes it feel very swarmy; could give an upkeep on structures when in production to balance resources ^^ could just be very cool to see more diverse armies with tons off smaller units fighting as well ^^ super cool and well done project :D looking forward to its future
@Erebus2075
@Erebus2075 Месяц назад
fell over this game by coincidence, and damn i am impressed, the feeling off movement, shooting etc. the base for an amazing game is already very functioning ^^ so much looking forward to this games future :D rockets seem to need a lockon off some sort, as a heavy you are hitting nothing with rockets at the distance every firefight seem to be :P should be really cool if they were like stinger guided missiles; you laser mark your target then shoot it into the air to clear an Los and then it will fly/guide itself and explode above or towards the target in a devastating explosion ;D aliens could all spawn a handfull off smaller ai controlled aliens to follow players, especially the smallest aliens which is never really used bc its too easy to get a bigger one (the price off a lightning tail is double off a crab, but it is vastly superior to a crab; and everyone loves shooting fodder and see them die in masses; weaponries that are generally unit spawn based would be super cool as well, give those humans something to shoot at when they are just standing there looking cool ;D the one silly small thing i love in killing floor is when your reload upon already being reloaded; it checks the mag and do idle animations in a nice way; it gives me something to do while moving instead off spamming jumps xD and it looks really polished with such cool small details ;) a kind off creep, effect on ground where your nodes are put down would be cool, especially with a positive effect for aliens fighting on it or above it; maybe something that obscure vision from big tower like alien buildings etc. also a lot off the rts controls, queu, shift commands, etc are still a bit lacking; though still very playerble; as said been very impressed with how smooth, movement and combat feels on both alien and humans. maybe instead off paying per unit as aliens each building slowly produce up to a max off x unit off its type, as in a lessor spawner would produce 5 crabs, 2 lightning tails; the lower amount off units the faster production, always maxes out on lowest tier unit before higher is produced (this also counter act the issues off macro management off unit building and it makes it feel very swarmy; could give an upkeep on structures when in production to balance resources ^^ could just be very cool to see more diverse armies with tons off smaller units fighting as well ^^ super cool and well done project :D looking forward to its future
@JayEmGe
@JayEmGe Месяц назад
10:50 chemtrails confirmed to be from rockets all along!
@TarsonTalon
@TarsonTalon Месяц назад
I think the unarmed transport should serve as a mobile class terminal. Otherwise, it will probably be a campaign-only vehicle, similar to the trucks in 'Halo: Reach'.
@TarsonTalon
@TarsonTalon Месяц назад
I didn't know ALT did that. Now I'm gonna use it, and be accused of hacking, lol.
@damienduverger885
@damienduverger885 Месяц назад
Ai only use one building of each type, I have tested it with the aliens.
@LycanMB
@LycanMB Месяц назад
@damienduverger885 humans have been changed to utilise more buildings, whilst aliens haven't been touched yet
@damienduverger885
@damienduverger885 Месяц назад
Ai Tanks seems to prefere firing with machin gun instead of their canon
@damienduverger885
@damienduverger885 Месяц назад
I did the same game as you yesterday and Sol build 3 raf at the start while cent only build 2. They got crushed. I don't remember seeing sol build aditional raf but they build additional harvesters.
@vadandrumist1670
@vadandrumist1670 Месяц назад
Truly a nice throwback. Makes me want to rewatch those "Win with only X" videos. As for the improvements I would say that it is crucial that the AI knows how to position infantry so they cannot just be picked off in the field, and how to coordinate their units so they can fight in groups. The latter is particularly important for air units due to how exposed they are, as demonstrated by your own aircraft being quickly destroyed despite the cautious gameplay.
@Edaxidous
@Edaxidous Месяц назад
siege tank arc works and looks good that was a nice change.
@zariisofficial
@zariisofficial Месяц назад
Doesn't seem the AI is fixed lol
@octahedron2064
@octahedron2064 Месяц назад
its far better and far from done
@chariothe9013
@chariothe9013 Месяц назад
@@octahedron2064i don't remember my harvesters trying to climb up refinery like that in older patch, it happens to me last night exactly like in this video.
@octahedron2064
@octahedron2064 Месяц назад
@@chariothe9013 well, there are still some issues and there is still no collision avoidance. Thats also what happens with the light quads in the beginnings
@zariisofficial
@zariisofficial Месяц назад
@@octahedron2064 Really? crazy since I was playing yesterday and the harvesters where getting stuck on the refineries
@kadboots
@kadboots Месяц назад
No more harvesters getting stuck anymore :(
@octahedron2064
@octahedron2064 Месяц назад
Nice, AI vids again
@LycanMB
@LycanMB Месяц назад
More to come!
@jayb1196
@jayb1196 Месяц назад
@Edaxidous
@Edaxidous Месяц назад
Siege tank REALLY needed that weapon arc.
@Cojack_0
@Cojack_0 Месяц назад
Ty Lycan that u always take ur time to give us this patch overview with dram. Now we can watch it and understand it way better. Ur the real Distinguished Gentlemen Sausage <3
@tf2demon264
@tf2demon264 Месяц назад
I realy enjoyed how silica evolved in the past months, it has inproved a lot in the performance area, last time I checked but I tought it still needed more, and its heartning to hear that its still being worked on!
@LycanMB
@LycanMB Месяц назад
Silica SUNDAY this week, yes join yes! also apologies for the mic clipping, i turned it up to max by mistake
@vadandrumist1670
@vadandrumist1670 Месяц назад
(If you see a similar comment its because I uploaded it but checking back on it said that there were zero comments and it was not visible.) So, the Power Armor discussion seemed to go into a circle, so I am going to organize my points for it here. To define Power Armor for the sake of the discussion, it is an infantry unit that is augmented by armor that they wear, not pilot. Examples are found in Halo, Warhammer 40k, Earth Defense Force, Fallout, and the original Starship Troopers. The concerns over the inclusion of Power Armor can be summarized as follows: "They would be too durable to be realistic for the setting." "If not too durable, they would be redundant to other infantry units." "If they were durable and mobile, they would be overpowered and players would never play other units over them." I will address these after explain what I believe Power Armor's role is on the battlefield. For the additional cost of equipment, training, and size, Power Armored Infantry have increased durability compared to other infantry, and they can wield super-heavy weaponry while remaining mobile and/or infantry weaponry while being even more mobile than other infantry. However, their role is still limited to infantry in both its advantages and disadvantages. Infantry is suited for rapidly repositioning in terrain unsuitable for vehicles, and being able to use cover to defend themselves. Power Armor would function in this capacity as well with their specialization determined by the weight and types of weaponry given. Within the context of Silica they would be best when it comes to base defense due to their ability to reposition between buildings faster than most other infantry, and being transported to suitable terrain to defend from or rapidly assault (including enemy bases). Individual mobility can be expressed in ways suitable to the factions, such as implementing Sol's hover technology. To address the concerns of durability, they need not be able to survive against direct fire from missiles, rockets, or tank shells. Their advantage in durability would be relevant against infantry and anti-infantry weaponry, while they would need to utilize the same survival tactics as other infantry units. At the point where heavier armaments become inconvenient, any infantry or light vehicles that would attempt to root them out of their defensible positions would face the infantry unit most suited to fighting back when cornered, and still able to rapidly evacuate if given an opening. To address the concerns of redundancy, that would depend on the weaponry and precise stats. As I have explained above though they are inherently suited towards infantry vs infantry, and unlike other infantry units will be more likely to survive and respond to surprise attacks, if only marginally when compared to the likes of vehicles. I would like to reference Team Fortress 2's "the Heavy" as an example for how a durable infantry unit with powerful weaponry like Power Armor could possible be while still being balanced. To address the concerns of being overpowered I would have to say, mostly yes, but only from an FPS perspective. This is where the balance of cost and production time come in from the RTS side. For FPS players there are many games which have overpowered units that have requirements to unlock and utilize, such as those from the Battlefront series, and these mechanics can be considered for implementation. My idea would be that each Unit Player begins as a Scout, but has a queue, say with 4-6 slots, that they can fill with units (infantry or vehicle) for free that will automatically begin their production time. While all of them begin cool-down simultaneously, each slot has a progressively detrimental time modifier, but a points system may be implemented and/or the Commander may have functions to reduce this time. When that unit becomes available the Unit Player will be given a notification and option to spawn as it with a click or wait until the next respawn. This system prevents the Unit Players from interfering with the Commander, though the Commander may need to be given compensation in the event of an uneven balance of Unit Players among the factions. This system could work for Aliens as well, and may even be suitable enough to replace the unit hijacking entirely. Additionally, there was some discussion about how to make scouts more playable. I would say the scouts exemplify the role of infantry as they are the most fragile but speedy. In addition to faster run speed/sprinting and endurance, their light weight could factor into the speed of the hover bikes. However, they best serve for the RTS side as the "Quantity" to the Power Armor's "Quality". The loss of one scout is only a dent in the fighting force, and if given the right AI for it they would have far better survivability than their durability would suggest. Perhaps their use would be best exemplified in the mentioned Siege Mode as they would be able to rapidly respond to attacks from multiple directions.
@Dustin10191988
@Dustin10191988 Месяц назад
Oh I love Dram!! Take on Mars has a special place in my heart
@armchairgeneral7363
@armchairgeneral7363 Месяц назад
Well, we're overdue on an open world-ish Star Wars game. Especially if it's taking an step away from the main cast
@LycanMB
@LycanMB Месяц назад
Abrupt end to the stream due to a PowerCut :(
@vadandrumist1670
@vadandrumist1670 2 месяца назад
Been awhile so I may have just forgotten, but were the vehicles set to stationary, or do they not yet have the AI for repositioning? Especially against squids like that, any vehicle that is even slightly mobile should do its best to keep itself from being swarmed for as long as possible. I imagine the light quad could do a fair bit more damage if able to kite and gather a chasing pod.
@devlogerio
@devlogerio 2 месяца назад
Delta Force is a game I'm interested in too, I will 100% be among the first players, I enjoyed the hek out of the old Delta Force games back in when games were real
@GabrielFernandez-es5nc
@GabrielFernandez-es5nc 2 месяца назад
where is your giveaway code exactly?
@LycanMB
@LycanMB 2 месяца назад
You missed it, this was a live stream
@HumiIiation
@HumiIiation 2 месяца назад
Asset flip. Seen these models sold on every 3d website avalible.
@guiseppe36749
@guiseppe36749 2 месяца назад
This is some geniuine artistic new gaming experience. A step away from the mainstream fps games. well done. I bought it, and even though it's a rough gaming experience atm, it's really fun to play with a lot of potential. I'll be close by for the progress of this.