You can flip (mirror) the ammo factories input and output. to have the ammo pile next to cannon, and sulfur pile next to the intake. Its a small move but consider it.
Another idea from other youtubers: Dedicated operators. Operators and loading crew and battery crew should all be separate. Operators should never, ever leave their seats. They do nothing save operate the equipment. Their crew rooms don't need to be anywhere near what they are operating as they're not expected to ever go back there save for the times they are killed and need replacing at a station, but that is not done in combat. Also also, repairs aren't necessarily something to fear. Armor is a lot cheaper per point of hit points than shields and you will always get tons of spare steel plates from every battle. Having a huge unshielded armored prow with channels for ion beams or railcannons to absorb all damage in the beginning of the fight is very economical and not vulnerable to disruptors or enemy railguns. If you space this armor it's also very resistant to missiles. You could arguably make the front half of your ship a giant armored prow meant for nothing but damage soaking.
Finally! Finally somebody discovered the fanning tactic and proceeded to use it in their lets-play! Everybody else I've seen have been using Railguns completely incorrectly.
@@Mason11987 inconsistent in what way?? -If your not hitting the desired component the railguns targeting settings are wrong. Fire at will just fires if any ship component is in the line of fire rather than holding fire till it will hit the desired component. -If its just not firing make sure you are turning far enough, the weapon does need to lead the target though not by much given the velocity. Reload is 4 seconds. At the half speed for combat thats normal for a lot of people that means waiting 8 seconds before you rotate back the other way. Railguns have enough power for 4 shots without reload so you should get at least that many before it craps out if crew is the problem.
@@KartikayBagla No, there indeed are some fanning tutorials, most notably the one made by Saris, one of the official ship designers of Cosmoteer, but I meant that almost nobody is using them in their lets-plays/career mode games.
13:45 You just gave me an idea for a Grave Digger build. Lots of thrust, a scoop design, a few mining turrets, and lots of EVA crew. Make it big enough to scoop up astroids too.
I think you'll find your match in 14-16 range ships. They start mounting sensors by default, and have enough armor to take a couple of salvos from your railguns and many of them are fast. Fyi, range tops out at 8 accelerator segments so for maximum DPS you want to spam as many 7-8 accelerator segment railguns as you can fit. My lvl 18+ killer has 10 parallel guns. Even then the level 18 ships can often emerge unscathed from a volley if I get cocky.
To correct you, no. Railgun range caps at 9 accelerator pieces, not 8. But the thing is, there's nothing stopping one from using more railguns on a fan. I myself, have made several designs with a total of eight 9-accelerator railfans that are still bordering under 1.5 million cost in credits. And whilst they struggle with sustaining and take a while to recharge their railguns, it almost doesn't matter as they can kill almost everything their size and sometimes even larger with as little as four fans (Or the amount of shots' worth of batteries a single railgun module can hold). And there's nothing stopping you from going even bigger!
@@NickAndriadze I think he should refit the ship to shoot backwards and make a new one for processing materials. I think i would go with a feet of 4 vessels, 1 as a craftworld, 2 railgun dreadnoughts with a single armoded side and a sort of pd/shield ship with deck cannons. Like that you could split the mass, have faster reacting ships and use the dreadnoughts as side wings / turrets.
Ok, now i'm going with 2 Railkytes, 1 pd wall with deck cannons, 1 Warehouse/Factory ship with no trusters and 2 pd walls (no cannons or trusters, linked to the warehouse with a "T" shaped hook) + 2 "solar trucks" as locomotive, it reaches 67+mps xD
I prefer about 4-10 rails of close to maximum length... The range really is only a small part of why I like the rails... Penetration, penetration, penetration is what I want! Pierce shields, slice deep into armor, cut off entire sections. Also grouping rails into packs makes way more sense on longer rails, as each is so much more dangerous/powerful, so with 8 rails you could split them into packs of 2 and target 4 cockpits in a single fan! Or 2 with 4 rails each... 4 near max length rails will punch through basically anything, if they hit perfect. And if they don't, you'll get them on the next swing with the help of the other 4 rails that DID hit their cockpit and can now be retasked to the remaining one.
I had the same problem with crew leaving the ship to get stuff on my massive quad railgun ship. I even went as far as to make sure there were routes to both sides of the ship by creating corridors running through the base of the railgun. They still went out the airlock in the middle of battle. So, I solved the problem by just placing 1 airlock for my entire massive ship at the base of the railguns. No more idiots going out the airlock because there is no other airlock to go to. I can live with the crew taking a bit longer to run to the sole airlock to salvage stuff and back to their stations after that. Better than the frustration of seeing little white blips in space screaming O2. Yes, it's important to allocate space for specific things to pick up. And no, steel is really good. Ever notice you never seem to have enough of it when you want to make major upgrades? Every region you're at, just dump out all your excess steel into space by deleting the storage block and then undo the delete. The issue you have is that your storage space is pretty much fixed because your build is enclosed. My build puts everything on the front of the ship, so the entire space behind is just engines and open space. I can freely build more storage to pick up more steel and clear it all out at my designated resource depot. If I end up not needing it, I just spend a bit of time picking it all up and selling it off at the station. Or I just fully fill my ship with storage blocks and pick it all up, like 20k steel. What's funny is that all that steel weighs nothing. Only the storage blocks have weight. LOL! Yes, it's great you are aware your ship is not capable of long fights. You have a logistics and crew problem. I probably mentioned it before, flak batteries require 10-12 crew, and deck cannons require at least 16. But with quad railguns, you don't need the deck cannons. It is just not great that your reversing speed is less than half your forward speed. I suppose the difficulty isn't that bad. I know I have had to kill 6 small and 2 medium in quick succession when I aggro-ed the pack. Buggers were flying in at over 60m/s, just so you know when you try the harder difficulties. Oh, and another thing. I don't store munitions (other than nukes I pick from ships I kill). Factories are at door of the weapons, munitions loaded directly into the weapon during battle. Just 1 crew needed to run to get power and raw materials for the factory, usually also at the door of the factory.
If you are going all in on rail guns I would recommend to have more reverse thrust than forward so you dont get closed in on. Just switch around your rear setup
You could try pointing the missile launchers backwards, then the missiles will come in on a straighter trajectory towards incoming ships, and they won't be going so fast that they just fly past enemies.
What I would suggest since I played it myself quite some time now, when you use a lot of conventional ammo stuff (especially deck-cannons) it is always nice to have crew being split into operators and then ammo supply. I tend to have couple haulers dedicated ONLY to carrying ammo into the guns and crew dedicated ONLY to operate the guns. It saves a lot of time, since the crew has to get in / get out of the cannon, then carry the ammo, get in again, shoot once, get out and carry. It is way more optimal to split this process into two :)
12:51 There's a door missing between the rightmost railgun loading room and it's ammo storage room. Oh, the inefficiency. Having your poor crew go through 2 doors instead of 1. Have you no soul?!?
fight the centari imperium! Being wanted means ships will surround you at your last sighting, the more negative the reputation means less fame, credits, and stuff but you get more reputation with other factions.
I suppose really getting more(a lot more) reverse thrust is a high priority. Also maybe more forward shielding? If I remember things correctly later enemy have nukes, a lot more powerful ions, and tractor beams, which could hit very hard on the forward side if distance cannot be maintained
He will learn after he eats the nukes. The best defense is extreme reversing speed. Shields and some armour are for just in case a small one catches up. Then there's flak batteries.
Nice, ive watched a few of these vids of yours, you should do builds for pvp. like this ship is great against npc but it will fail very fast in a pvp fight, for example the weakest part is the back, if you get hit in the two reactors there both wings are gone :)
What about 3 vessels, intended to work together? A frontal bulkier one, with frontal pds, bridge cannons and shields, and 2 with rail guns, longer and with sheld and pds mostly on one side, mirroring eachother. The 2 with railguns move on the sides of the bulkier one, moving very close as if they where a single vessel with 2 "turning" wings to take aim. This should improve the maovrability of the railgunns and let you use them as turrets. When could we have joins and moving parts? They could be usefull for this and Ion stacking xD
Given hte goal of hte missiles and cannons is effectively defensive guns (for secondary targets that have got close) have you considered rotating the cannons so they can fire sideways/backwards, and maybe putting some PD on the back of the ship? That way you can take on fleets at once.
admiring the 1 ship challenge stubbornness, if only as a benchmark to how good this game is designed in favor for fleets of ships over single ships. single ships in this game are significantly less efficient than large fleets of smaller ships.
Need better crew management for your deck guns and missile crews. Need a supply crew to constantly manage the supply chain for ammo and production while the gunnery crews can stay at their stations during battle.
Im not very experienced at this game, but just looking at your ship at the start of the video I can see issues all over the place. Your resistance to having a second ship is also misplaced. Not only does it allow you to have a dedicated miner/production ship - which you might not want to do. Having a small fast second ship, means you can often get that around behind ships and take out the control room quickly instead of having to grind through tons of armor. ie, your main ship becomes a tank and your smaller ship the DPS that goes around the back and backstabs. PS: the game speed goes below 1x you don’t have to keep going in and out of pause all the time to work out what is happening
Hit the lack of challenge wall like you with railguns. Switched to beams. Kinda the same thing but crew requirements are higher and no sniping from out of their range. A little more balanced.
Is it possible to have weapons in multiple control groups? If so, you can have all railguns in control 1, the left ones in 2, and the right ones in 3. That would help with ships that have multiple control rooms.
Crew can be in isolated sections so they have only a short distance to be able to move. If can have "extra" crew, then start thinking of how to speed up reload (weapons and shields). One way to save amount of forward (backing) thrusters is to fire backwards. In fight turn the vessel and drive away while firing since most AI vessels do not flee.
I'm still quite early in the game, and want to do a similar capital ship thing, was thinking if the ship had explosive charges could little ships come off cleanly if i gave it enough room, and im not sure if it counts as one ship at that point.
@@AssidiousBlue tried the flankers for a bit but found the game too easy (meant I didn't really need to care about my main ships defense if I could throw a haphazardly constructed cockpit with some stuff chucked onto it at any other enemy ships flanking me). Maybe if I play a harder difficulty I'll try using more ships
How come you don't just put 6 ammo factories below the deck guns, and then you only need storage for sulfur? With the bonuses that 6 ammo factories would grant each other (25% 50% 50% 50% 50% 25%), would they not make ammunition as fast as the deck guns can use it?
nilaus you could just say fuck ammo, and use ion prisms from the sides/back of your ship, rockets/cannons are cool but so expensive and arguebly not good for extended fights, energy weapons more or less cant run out of ammo and just require people, less space that is unarmored - yet you can tell them to do precision damage and melt smaller ships while you railfan around also your defenses are really lacking, youre gonna get shit on if a single emp rocket gets fired