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SE Warfare II: Dreadnoughts Suck 

GetBrocked
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In Space Engineers Warfare II: Dreadnoughts or super capitals suck.
They were bad before, and now with advanced turrets, penetration and more any utility provided is vastly eclipsed by their inefficiencies as a vessel.
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@GetBrocked
@GetBrocked 2 года назад
I explained 5:40 poorly. And it's sorta relevant to explain why smaller ships are quite efficient at killing larger ships The bigger a ship, the bigger the interior relative to the exterior surface area. So massive ships have a disproportionately bigger interior compared to a equal block count number of smaller ships. So (made-up) for a destroyer you need to build 5 interior blocks for every one exterior block, a super capital would need 10-20 probably more. The same way a 10" pizza is significantly smaller than a 12" pizza. As long as the required weapons can be mounted (minimum size), smaller ships are typically more efficient. Due to just having more surface area relative to the size, which allows for more weapons. This also completely ignores the weight penalty of having a massive interior entails
@VestedUTuber
@VestedUTuber 2 года назад
To note, this would depend on ship size. A big, chonky cylinder of a supercapital like your "totally not the pillar of autumn", definitely. But something long, wide and flat, like a miniature replica of an Imperial Executor or First Order Supremacy class from Star Wars or one of a Tau Emissary-class from Warhammer 40,000, would have a lot less internal volume relative to surface area. Similarly, a ship with a lot of open spaces, such as many Star Trek designs, would have a huge amount of surface area to internal structure - although a ship like that might not be entirely practical.
@rorythomas9469
@rorythomas9469 2 года назад
To summarise, Firepower in Space engineers is a function of surface area, not volume. The other thing is that on water, the square cube law and hydrodynamics make larger vessels far more efficient than smaller ones. In space, this isn’t true, so the advantage of going big isn’t there like it is on water.
@NeilX2010
@NeilX2010 2 года назад
Sorry, i have to say that you conclusion are so wrong. Supership is useless in your world because of the server setting. In real world battleship can and repeatedly deployed in small formation that being a navy magnet that attracts multiple time of its force. The most obvious case is Bismarck. Royal Navy first engaged her with 2x battleship task force, a force ratio of 2+ and Bismarck wrecked hood. In order to sink Bismarck,Royal Navy detached 4+ battleship, 2 carrier and other ship, that's a force ratio of 4+. One more example is the battle of jutland, Genman high sea fleet pinned British fleet that is 2x of its size, through out the war that only one battleship can wreck havoc to many escort, no number of cruiser, destory can remove the threat within reasonable loss. The reason why battleship suck in your server is because everyship is indeed a battleship, and they can easily outrun the projectile fired toward themselves. No cruiser/ destoryer dare to come point blank of a battleship because battleship main battery demorish them outside cruiser's cannon range, They can only throw torpedo to battleship which miss 9 out of 10. What they do is shadow the battleship and wait for reinforcement that's is another battleship. Ship can't dodge a round that will hit irl because the round travel much faster that the ship. And battlesship also outrange other class, However, in your server that everyship have same attack range and the projectile speed is way too slow compared with the ship speed. That's why main cannon never hit, what is in your server is everyone bullet reach the same distance and same speed, why bother a sniper rifle instead of a machine gun.
@VestedUTuber
@VestedUTuber 2 года назад
@@NeilX2010 Three things. 1. Supercapitals aren't battleships. They're MUCH bigger and make up a much larger investment in resources. IRL, we've never had a supercapital because there was never a point. Closest thing would be the IJN Yamato but even then that was just an unusually large battleship. 2. We don't even use battleships IRL anymore, except on rare occasions as heavy artillery in asymmetric conflicts where the enemy doesn't have a reliable counter. Battleships were proven to be obsolete as early as WWII, where torpedo bombers and other attack aircraft proved to be a hard counter to them. 3. Another issue with battleships IRL is that for many economically weaker nations, building, maintaining and supplying even one would effectively bankrupt them, and even more economically powerful nations didn't make the bulk of their fleets out of them. And a lot of battleships were never even used in combat, because the nations that built them were saving them for big decisive battles that never came. You're focusing in the small picture of a single battle, when the primary issues with battleships and supercapitals are primarily within the larger picture of logistics.
@GetBrocked
@GetBrocked 2 года назад
That's fair. The downside is those types of ships have terrible firing arcs will pillar of autumn designs typically can bring both broadsides to bear in a 270 arc
@chaotixthefox
@chaotixthefox 2 года назад
The irony is that the ships people like to call dreadnoughts often represent pre-Dreadnought design philosophy. The Dreadnought was so strong because it didn't have weapons for every opponent. It didn't try to perform a million different roles. It equipped only big guns, was a tough nut to crack, and packed big dick engines to be way faster than a battleship would normally be. The idea being to clap anything it could hit, shrug off anything it couldn't, and flee when outmatched.
@StabbySabby
@StabbySabby 2 года назад
isn't that the armored cruiser/battlecruiser concept?
@chaotixthefox
@chaotixthefox 2 года назад
@@StabbySabby No, it is the HMS Dreadnought concept. Other countries were investigating the idea around the time, but a British admiral whose name escapes me sold the Royal Navy on his vision and got her built before anyone else. The captains of other ships referred to their vessels as 20-minuters, because that's how long they thought they'd last against HMS Dreadnought. It turns out even that was very generous as she went on to sinkk a pre-Dreadnought battleship in 4 minutes iirc. A battlecruiser is a smaller execution of the idea.
@volatile100
@volatile100 2 года назад
@@StabbySabby Armored cruisers were similar in concept, on a smaller scale. They were supposed to be able to match or outmatch everything that wasn't a dreadnought. The idea was completely replaced by battlecruisers, and then the armored cruiser then turned into "light cruisers". Heavy cruisers as an idea were essentially created by the Washington Naval Treaty. Battlecruisers were intended to hunt armored cruisers and other ships with lesser armaments, with dreadnought/battleship armaments, but with the speed of cruisers. Very similar in concept, run away from bigger ships, hunt everything smaller. But the battlecruiser had the express purpose of countering armored cruisers, even if that later changed. The dreadnought concept was like Chaotix said, big guns, and fast-ish, more importantly that they used steam turbines vs regular steam engines.
@CC-2062
@CC-2062 2 года назад
@@chaotixthefox I believe you are talking about admiral Fisher.
@BazilRat
@BazilRat 2 года назад
My 'Dreadnoughts' fit the dreadnought design philosophy. It has big guns, slightly smaller guns, and point defences. It's not designed to take out the cruisers and frigates and destroyers... that's what the cruisers, frigates and destroyers in the fleet are for. It's intended to defend itself against anything that gets through the fleet and fighters while getting into position to fuck up the enemy's bigger ships and stations with massed turret broadsides.
@kinkrow6221
@kinkrow6221 2 года назад
The Infinity is a weird case though. Given pressure and threat of genocide, it was meant to be a colony ship in addition to military. They wanted it to carry materials, resources, and people en masse, with the ability to defend itself.
@trenchbird4722
@trenchbird4722 2 года назад
I feel like not enough people know this. It's a constant misconception about what the Infinity is supposed to be, and why it gets used as a long-haul exploration vessel rather than a cornerstone of the UNSC's post-war Naval strategy, which actually *is* mass utilization of lighter ship lines.
@kinkrow6221
@kinkrow6221 2 года назад
@@trenchbird4722 Yeah, it's function is survival first, war second, and is meant to escape if need be. The scene where it slipspaces in and crashes through a Covie ship with far weaker shields was pretty hilarious though.
@martinosborne4703
@martinosborne4703 2 года назад
Why don't people read the lore? If they did, they'd know about this. It isn't even the first time in the halo franchise a civilian vessel was repurposed for the military. The Spirit of Fire was a colony ship meant to deploy habitation buildings and infrastructure. The Infinity was meant to be a contingency plan to flee the Covenant, going far into space (potentially beyond the Milky Way). When the war ended, it was given better armour and weapons and turned into a Warship.
@pillarmenn1936
@pillarmenn1936 2 года назад
@@martinosborne4703 Probably has something to do with the fact that 1.) Halo is branded as an action fps power fantasy so lore is the last thing majority of people look for and 2.) The lore is split into multiple mediums so its pretty hard to keep track.
@CMTechnica
@CMTechnica Год назад
@@pillarmenn1936it’d be the last option. The fact of the Infinity being an Ark for humanity if they lost the war is first (and only, I believe) in the books that take place between 3 and 4. That pretty much no one read
@Husker5454
@Husker5454 2 года назад
Space engineers has a sweet spot between Functional and Mass . Too small and you can be crippled by a few vollys of weapons or stripped of turrets . Too large and you cant repair / build or maneuver . For me i think the sweet spot would be 18k blocks and the largest around 25k for survival combat .
@GetBrocked
@GetBrocked 2 года назад
my argument, is that 25k is way to much. Especially when you could realistically field 5x5k ships.
@catfwish
@catfwish 2 года назад
What I took from this: if you make a supership, and please don't, make it a cluster ship using a modular system so complex it makes you sick from the disorientation of thinking about it.
@zzurge1173
@zzurge1173 2 года назад
If there's one thing I've learned from starsector is that if your dreadnought isn't working, *you aren't using enough*
@Hive-Mind-BBX
@Hive-Mind-BBX Год назад
Currently working on modifying a Dreadnought found on the workshop. So much to repair if it gets damaged... Dreadnaughts are huge, they get hit EXTREMELY EASILY! So many damn systems, so many control seats needed to fully man it, etc, etc. But damn is it cool, also functions as a Carrier, as most of our larger vessels do.
@Joeythedungeonmaster
@Joeythedungeonmaster Год назад
I agree with the inflexibility thing. In a game I play called stellaris, you build ships. There is a supership called the juggernaut, and it takes many years of in game time to build, and is costly, so I don't want to lose it. Typically I feel better off building a smaller fleet than using the juggernaut.
@philosiraptorjr4912
@philosiraptorjr4912 2 года назад
This was something I thought was cool with Stellaris where the smaller corvettes and destroyers are making up the bulk of efficient fleets with only 1 or 2 battleships and dreadnoughts rather serving the role of heavy artillery providing supporting fire and carrying the heavy weaponry needed to bust down heavy fortifications, these ships only being useful for large resource rich empires that can also afford a large fleet of smaller ships which are able to distract fire away from the bigger ships.
@nilious
@nilious 5 месяцев назад
Tbh, your chosen Scenario for the Eternity's Advent is pretty much something I wanted to do with a Dreadnought. A very minor nomadic faction living inside a Super Ship. The reason it is such a huge vessel with everything concentrated upon it? Because it's their mobile home. They need everything they could ever need inside that ship. But yeah, Dreadnoughts are truly impractical. That is why we don't build these things anymore.
@dylanwight5764
@dylanwight5764 2 года назад
It's kinda hilarious that your opening statement features footage of a ship class which -- in its respective universe -- is known to be incredibly tough but prohibitively expensive. It's not the most powerful nor the largest, but it was more than durable enough to carry the massive balls of every man and women and sassy computer aboard.
@crungus__
@crungus__ 2 года назад
I think the Bismarck is also a good example of the super-ships don’t work philosophy. She sunk the British flagship in 15 minutes (granted, the Hood was badly in need of a refit and modernization), and then got the entirety of the British navy hunting her down because she was such a threat. That’s another problem with super-ships: they’ll be able to win every battle, but that capability is so scary your enemy will exhaust every resource in their arsenal to make sure it’s at the bottom of the ocean. I think another thing that would’ve been useful to touch on are the issues of arming and fueling a massive super-ship. With so much of your navy concentrated into that vessel, your enemies won’t even need to engage it in battle. A force focused on smaller, lighter, faster ships could just intercept all the poorly defended shipments of supplies going to the dreadnought or blow up the refueling stations before she even arrives. All in all, great video! Haven’t seen any of your channel before, but I’m definitely subscribing after this!
@thezerg618
@thezerg618 2 года назад
Also its just that small ships can just kill with artillery and railguns from long range and dodge the dreadnoughts shots
@titanic_monarch796
@titanic_monarch796 Год назад
I guess the theory of these is to maximise the output of one player in battle, but they kinda really drain from everything else logistically.
@arthurg1425
@arthurg1425 8 месяцев назад
The argument i can think of for super capital ships is, they can beat any smaller force without being destroyed, and they can support their fleet w/ their defenses, or by being the highest priority target. This only works if it has enough survivability, though. (And being able to repair in-between battles) It really depends on the system these ships exist in, in other games growth may be exponential. moar volume = more efficient. A much higher armor standard prevents smol weapons from working.
@killman369547
@killman369547 2 года назад
I try not to build oversized ships. But the highly modded player-made anti-ship missiles i developed are basically the size of Polaris SLBM's so it's not easy to keep the ship size under control. But the missiles are so effective that its 100% worth the trouble.
@doubt3430
@doubt3430 2 года назад
As a starsector player The pandemonium class dreadnought was created as a diplomatic ship meant to show diable avionics military, technological and industrial power whenever they do their fleet demonstrations during diplomacy However most of their officers favor the maelstrom battlecruisers due to it being more practical What I'm saying is dreadnoughts are more effective as mobile bases or shows of power Your better off with a carrier for a flagship Battleship of your area daring
@dragonunity6273
@dragonunity6273 2 года назад
Oh, and yes, GIANT jack of all trades ships are: Titans Mobile space stations MCB Lincours. And what if...we don't need stations? We don't need base, we don't need positioning? My titan, if you can name it, have 20 ships connected in it, all of them are self-functioning and for your world are capital ships and destroyers, all of them connected to main body, making massive titan ship, if we need resources, we go to planet and annihilate massive part of it, if we need more, we destroing asteroids fuileds, if we go war, we destroy all stations of other factions, we not connected to anything, we not need anything, we are migrating fleet that conected to one body.
@indigenous.rabbit2877
@indigenous.rabbit2877 2 года назад
I am mainly a creative ship builder but sometimes test some of our (often massive) ships with friends in a survival setting. It is not a completely fair comparison as we use modded thrusters and scripts are enabled. But most of the issues you describe here I find are counteracted by the following thing: you can drastically cut back on the required crew by having automatic welders on all important systems. With scripts you can also set automatic targets for your ship to focus (+ you have guided missiles) so you no longer need gunners. On average we only need 2 people (not counting fighter pilots) to manage a ship about twice the size of the large ship shown here. One person for fire control systems and to give the script new targets to fire the guns and missiles at. The other person to pilot the ship and manage fighter launches and recovery (this proces is managed by a separate person in the case of a carrier or ship with large amount of fighters). The modded thrusters are a big help though as they off course allow for high maneuverability on large ships significantly improving their effectiveness. I do agree with your view on concentrating all effort and recourses on one ship. To us it doesn't matter because we do it for fun but in a true survival setting it would be deviating to lose one giant asset and it would make a lot more sense to spread out the power. Also you off course can only be in one place at a time with with one ship and by building more smaller ships you spread out your sphere of influence.
@UNSCrearadmiral
@UNSCrearadmiral 2 года назад
Another thought is that with a one off super ship like the Eternity, you tend to get the same thing we see in Halo 4, Del Rio didn't want to risk the most capable vessel the UNSC had due to her cost and the morale loss, effectively making her useless. this also happened with bismarck/tirpitz and Yamato/Mushashi, since if they are damaged you lose their firepower for a long time and resources now have to diverted. but if they aren't used you have the same problem. Large super ships are almost always used either recklessly or over-cautiously
@GetBrocked
@GetBrocked 2 года назад
yep it's really hard to tell when it's time to hold back, and when it's time to commit it and risk it for the biscuit
@UNSCrearadmiral
@UNSCrearadmiral 2 года назад
@@GetBrocked especially with how the eternity doesn't have a support group, if you had the heavy Cruiser and two DDs for escort, and if they were EFN loyalists, it would make the world of difference, however you would still run into the COA wanting you to be a big stick and the KE throwing everything they can to bring you down as the morale loss would be crippling
@GetBrocked
@GetBrocked 2 года назад
@@UNSCrearadmiral I'd imagine the EFN with a support fleet of 6th gen warships would just be lights out for the system. Only with a joint strike would anyone stand a chance of defeating it. Ironically, while the Eternity has the legs. The Heaver Cruisers like the Dawn class are far more suited for the type of combat we see in Outlands
@BloodyCrow__
@BloodyCrow__ 2 месяца назад
Just got this game. The thought of having the fuel these monsters in survival sounds ridiculous.
@icecuttingfire
@icecuttingfire 2 года назад
I'm more interested in the concept in the idea of a ridiculous super ship that more than a military asset but also major production asset. think of a foundry ship that lays down hulls and refines material on the move. Practically a ship that performs the function of a system's industrial base.
@magicturtleult1481
@magicturtleult1481 2 года назад
I completely agree on all counts. And on the build efficiency angle I would also point towards specialization (as was done earlier in the video). If the super ship needs to be able to use anti-capital and PD, then dedicated, smaller anti-capital and PD ships can be made. And as an added bonus they can go to 2 different places (tactically and strategically) as-needed. Buuuut for the sake of completeness (and curiosity since I can't quite pin it down): what about the aspect of such vessels where they act as a force-multiplier? And bonus question: what about super-carriers? I would imagine that efficiency suddenly shoots up since the interior has combat value now.
@nirkoren823
@nirkoren823 2 года назад
this is why even in real life they just moved from having giant armored battleships with massive guns to having smaller boats that are more nimble, cheaper and have missiles
@nirkoren823
@nirkoren823 2 года назад
big ships just not practical anymore
@preadatordetector
@preadatordetector 2 года назад
So lesson is, big resource investments must mean more maneuverability and ease of use to be useful.
@kemian4156
@kemian4156 2 года назад
Thing is, you're looking at it with the perspective of a real-life engagement, or a strategy-game one like you have on your server. Thruth is however, on most servers you play, you will only have to fight against a maximum of about 3 or so ships at a time, which - if you really designed your "pride of the fleet" right - can easily shrugged off. And often, you wouldn't even use that ship to fight other ships, but rather destroy the enemie's static locations, where one big-ass gun carrier is actually a viable tactic.
@CvlturedSage
@CvlturedSage 2 года назад
The only really good large ships are carriers for mass amounts of drones, that can hold an entire strike force alone. I’d use these as the centrepiece of my navy and then focus everything else on smaller ships like cruisers or frigates (which would be AI too). I would design them to be cheap and disposable.
@zamba136
@zamba136 Год назад
I built an extremely massive ship. It was so big that i built it in 4 parts, and each part lags my modern PC. It wasn't a Military Ship, it was an "Oil Rig." It's kinda funny how small ships are in SE compared to IRL. It was sized to be to scale to IRL Oil Rigs. Fighters in SE can be smaller than cars. The smallest IRL fighter is HUGE in SE.
@SpaceFlamingo07
@SpaceFlamingo07 2 года назад
Grand Admiral Thrawn agrees with this video
@dovakiin296
@dovakiin296 2 года назад
Is it possible to use a ship that's more like a Carrier? Big ship, lots of armor, mostly PD and a hangar filled with remote controlled small craft, or even having the crew of larger ships remotely controlling them from the Carrier? That way you don't loose the crews of smaller ships while also have a menacing flagship.
@aloadofbollocks988
@aloadofbollocks988 2 года назад
11:00 It's ironic because this is precisely what the real Dreadnaught was meant to counter/replace.
@JayEmGe
@JayEmGe 2 года назад
Correct me if I'm wrong, but if energy shields were to become vanilla / added to the equation, I feel like the tables would turn in favor of large ships. All that interior space could now be utilized for power and shield generators.
@GetBrocked
@GetBrocked 2 года назад
potentially. There is still the tactical, and strategic inflexibility.
@steelgreyed
@steelgreyed 2 года назад
I played a game called BSG Deadlock for about 5 years, and one of the awkward parts of the game besides an AI that learns your tactics and knows how to wreck them, is the constant razor balance you need to maintain between flexibility of movement which is vital in a missile based warfare system that requires radar locks, and enemy's tried and true method of jumping giant missile boats DIRECTLY IN THE MIDDLE of your fleet and going to town, you learn bigger is slower, however slower has a better chance of going "oh crap what was that?" next turn instead of "oh f............" You WANNA field nothing but Jupiter Battlestars, however they have the speed of a tortoise with focus issues..... I spent no less than 2 years trying to come up with the perfect fleet formation, and once I found one, they nerfed it.......(grumble) so the hunt remains.
@steelgreyed
@steelgreyed 2 года назад
The fleet I used. I called Hammer. It was a 6 hull fleet which kept head hunting to a minimum, and was 2 carriers, 2 heavy armored missile boats, and 2 battlestars, 1 Jupiter and one Minerva. the Minerva being a Glass Cannon Orca to the Jupiter's Megaladon. It was also fast enough to disengage if everyone aggroed on it exclusively in close quarters, with its own flak to better fend off being outside the Jupiter's flak range, and every time you free up the Jupiter to do what it did best. And if everyone jumped on the Jupiter, well its called a Glass canon for a reason actually able to out dps a Jupiter. While the Carriers and Missile boats covered strike craft control and torpedo strikes adequate to "answer" a Base Star. The formation could even run as 2 independent fleets and lose very little strike power.
@michaeljohn7275
@michaeljohn7275 2 года назад
Im gonna build it. Its gonna be big, its gonna be great, and ill have CDF pay for it all.
@GetBrocked
@GetBrocked 2 года назад
haha. Im linking that in the discord.
@bradymenting5120
@bradymenting5120 2 года назад
I mean, super ships COULD be useful as long as you don't go overboard. An oversized battleship or supercarrier could be an excellent centerpiece for a fleet, especially if it can function as a sort of mobile base, like the UNSC Infinity does. it could be a serious force projection tool, but needs some form of escorts, which can be a pain to work in Space Engineers. This only works to a certain extent, however, and if you go nuts with the scaling or fall victim to feature creep, it would easily turn into a Death Star scenario where it's just a massive resource sink and you can't use it in any meaningful engagement. Even then, it could be an effective fleet in being, like the Tirpitz, stationing it at strategic locations to make capturing the location too costly to be worth the gains, thus even if your ship never sees battle it was still effective on a strategic level as a deterrent.
@jaspervlogt3843
@jaspervlogt3843 2 года назад
what is the ship at 0:18? i lvoe its thruster arrangement and woudl liek to build somethign similar
@matthewwagner47
@matthewwagner47 Год назад
That's what is call a slot battleship friend.
@additiveartificer9365
@additiveartificer9365 2 года назад
Making Ship that so modular it can Combine into one ship to travel and Scatter to do stuff and employ Drone swarm
@dusting1851
@dusting1851 Год назад
bro.... what??? the CSO class was 32 KILOMETERS long. The Infinity was 5.6 km.
@averagegamer6877
@averagegamer6877 2 года назад
Lots of ships are called "Bad" but sometimes people execute these builds wrong. i mean i had built a dreadnought, but i can agree i lost EVERY battle i had with it. Dont wanna spend my entire day writing this, but just saying that these ships can be decent if executed correctly.
@theunloadedrpg1376
@theunloadedrpg1376 2 года назад
Think of these dreadnoughts like the bismark and the tirpitz, two nazi super battleships that were the biggest in the world and outclassed everything else. They were too massive to afford to lose, and after one assault the tirpitz got hit with a british bombing run, and the bismark launched one raiding operation before taking damage and being confined to port for safety for the rest of its service. When you invest too much into any one ship what you're doing is giving your enemy a high value target
@Opurator_prime
@Opurator_prime 2 года назад
Maybe if the game didn’t lag so much then we could actually use them the right way
@silvercrescent1264
@silvercrescent1264 2 года назад
Superships are ridiculous. I have said this about the UNSC Infinity, it is stupid overdesigned. If you have the resources to build the Infinity, you have the resources to field 8 frigates, a dedicated carrier, a dedicated battleship with all the armaments that that entails, and a suitable escort fleet. A Super battleship should be designed exclusively as a capital ship killer. It should be escorted by a screening fleet and it should act as a means of protecting the light ships from heavy ships while the light ships counter other light ships and strike ships.
@simsom4343
@simsom4343 Год назад
Can't you almost argue that Air craft carriers / super carriers themselves are a concept of a Dreadnaught? Its a bigger and stronger (if you count the aircraft/spacecraft (if in space) as part of its weaponry) and generally is considered a hyper specialized ship that does *one thing* in particular extremely well, it's always heavily defended by other types of escorting ships so that it can do its job without problem Using carrier as a dreadnaught concept, this whole "the entire fleet in one ship" issue is the main issue, not necessarily having a big ship in itself, if for example, its a small part of the force instead of the main part of the force one of my philosophies in Endless space 2, is that when I unlock carriers, I always make sure that the Carrier isn't most of my fleet, but a smaller supporter for my fleets rather I'd say only make a dreadnaught if that only is like say... 20%-30% or less of your fleet tonnage
@SpacenoidCentral
@SpacenoidCentral 2 года назад
The only thing Dreadnoughts are good at are looking cool and giving players a false sense of power.
@Man52451
@Man52451 Год назад
I see them as like a mobile bace and should be built to die in a combat situation but also taking the the fight to the enemy or being a distraction and should be used to push an advancement
@admiralmallard7500
@admiralmallard7500 Год назад
Eternity is like a Battleship+a forward operating base, hence why even lower tech standard battleships cam compete with it
@sweetinvictus654
@sweetinvictus654 9 месяцев назад
sadly your points are true, but a cannon mod pack my server runs fixes a lot. you really cant fit the gigantic guns on small fleet ships so we make fast huge ships with an assload of armor and as many of the giant guns we can fit. with space for a few point defense weapons it becomes a beast in battles. we typically run the dreadnought with a smaller battlecruiser designed for anti-fighter and harrassing targets while our dreadnought demolishes any attempt our other mates make.
@iamscoutstfu
@iamscoutstfu 2 года назад
Supersize ship =/= dreadnought. A dreadnought is not defined by size, but capability. If you can't win with the ship except under ideal circumstances, then you don't have a dreadnought, you just have a big capitol ship. The fact that you found it necessary to engage fleets piecemeal means that you do not have a dreadnought. A dreadnought should be able to engage an entire ENY fleet, on their terms, and not only hold it's own, but stand a very credible chance of prevailing. "As long as the required weapons can be mounted (minimum size), smaller ships are typically more efficient. Due to just having more surface area relative to the size, which allows for more weapons." This statement assumes parity between the dreadnought and its opponents, which is an erroneous assumption. A dreadnought would carry weaponry that gives it the ability to 1 or 2 shot anything cruiser size or smaller and simply could not be fielded on smaller craft due to the restrictions on power generation and management for smaller craft. A dreadnoughts weapons would on a larger scale and likely unique or bespoke to the ship itself. Further' a Dreadnought would need to have an answer for every battlefield situation, whether engaging a swarm of fighter sized craft at extreme close range, or a heavily armored capitol ship at ultra-long distances. To this end, a dreadnought is required to be (relatively) fast and agile, allowing it to position itself for the greatest advantage in any engagement; maneuverability is as much a weapon as a cannon is.
@A_user_I_am
@A_user_I_am 2 года назад
Big ships may not be useful but they are fun
@erccdang
@erccdang Год назад
If the dreadnought is underwelming tacticaly you should grant it some kind of power on the strategic layer. Like being able to jump it and some nearby ships or just itself deep into enemy territory. Or the ability to scramble enemy fleet jump drives so they can't retreat etc. Or a super weapon that can automatically destroy or disable one enemy ship at the start of a fight If factions are able to commit so mucg resources they should be rewarded for it in some way.
@admiralmallard7500
@admiralmallard7500 Год назад
Or just spend those resources better
@bandannadee9370
@bandannadee9370 2 года назад
The only place Dreads are good in SE is the crazy servers with little to no rules
@Wezryx
@Wezryx 8 месяцев назад
Because mega structures are fun to build and they're cool
@yourfavoriteinstrument
@yourfavoriteinstrument 7 месяцев назад
AND THE DREADNOUGHTS DREAD NOTHING AT ALL!
@bryce5895
@bryce5895 2 года назад
I would say the main point really comes down to one thing: if you can't afford to lose it, you can't afford to use it. After all, you have to assume in planning that any ship you put in the line of fire will at some point be lost, and if the loss of that one single asset would cripple you, it loses its usefulness as it can't be effectively deployed.
@GetBrocked
@GetBrocked 2 года назад
yep, generally as a rule. Though there a scenarios where that's not true. Thinking off carriers in the pacific conflict comes to mind.
@WaluigiIV
@WaluigiIV 2 года назад
The statement "If you can't afford to lose it" is literally the defining statement for the dreadnought arms race and the war which followed. There were a total of (IIRC) 3 naval engagements involving dreadnoughts, because everyone was too afraid to lose them.
@chaotixthefox
@chaotixthefox 2 года назад
@@WaluigiIV The creation of HMS Dreadnought practically reset the worldwide naval standings, no one would want to fall behind. Any Dreadnought style ship would slap any pre-Dreadnought one, so the one with the most is the strongest.
@VestedUTuber
@VestedUTuber 2 года назад
@@GetBrocked Only thing with carriers is that if they end up on the front lines, something has already gone very wrong. A traditional carrier is a backline support ship, not a frontline combat ship.
@katarjin
@katarjin 2 года назад
Learned that from Eve Online...real quick
@mattp1337
@mattp1337 2 года назад
Boiled down to a single sentence: "Never have a single ship represent more than 30% of your total resources and personnel, because the strategic, tactical and logistical constraints on your fleet as a whole outweigh all possible value of a large asset." Or just: "The Tarkin Doctrine sucks" for us Star Wars nerds. *30% for arguments sake; the number might be higher/lower.
@flawer1316
@flawer1316 2 года назад
Or basically the same way battleships just became obsolete
@wraith_1367
@wraith_1367 2 года назад
Note to self: build tie defenders and employ blue aliens
@dontblink9445
@dontblink9445 2 года назад
"The Tarkin doctrine sucks" said no one ever... heretical at best :P
@dogebanzai456
@dogebanzai456 2 года назад
my swarm of corvettes can overcome any difficulty.
@MrCoolguy425
@MrCoolguy425 2 года назад
@@flawer1316 it’s a bit different than that. It’s more so that smaller ships do everything battleships did, but better. Battleships were important because no other ship could do what they did, win fights against battleships. When smaller ships (or aircraft carriers) could do this without being threatened by the battleship, they became obsolete
@TheGobou77
@TheGobou77 2 года назад
"can't split into smaller ships", man, i think you got a concept right there: what if it does ?
@matchesburn
@matchesburn 2 года назад
I've seen people pull off amazing things with merge blocks and connectors alone. I haven't played SE in about 2 years now so I don't know the current state of the game and mods, but it should be even easier and have more options for such a thing. The biggest problem was that the control and interactivity between two connected ships isn't great and it would be a nightmare to build, script and action group it all out. Do-able, but it would be a headache.
@jamess7140
@jamess7140 2 года назад
The remade Obsidian Blade in the second book of Neal Asher’s Jain Trilogy is a good example of this concept.
@MDoomhammer
@MDoomhammer 2 года назад
hmm.. multivector assault mode? ;)
@josephburchanowski4636
@josephburchanowski4636 2 года назад
In most cases, merging multiple smaller ships together provides no tactical advantage over having them in a formation.
@XCal
@XCal 2 года назад
The psychological attrition would be unbearable. Imagine living in the constant knowledge that in theory, your battlecruisers could combine into the Space Dimensional Fortress Macross but they're constantly apart due to any and sensible fleet doctrine precluding the few niche events where this would be necessary. 99% of all crew members have this subtle eye twitch whenever they see Voltron or anything that combines, the Gunbuster combination sequence gets repeatedly uploaded onto Pornhub.
@Sinaduel
@Sinaduel 2 года назад
I've always thought the only huge ships worth building were Carriers, but the fact that SE doesnt really have the stability to support 30+ people in a fight those make no sense either.
@badgerwildgaming6908
@badgerwildgaming6908 2 года назад
Unless you count a drone carrer like Aaron used in one of his servers.
@A.Person.Who.Exists
@A.Person.Who.Exists 2 года назад
Scripted auto drones are the best
@Allegheny500
@Allegheny500 2 года назад
We have one large space carrier in the works but we mostly rely on escort carriers that are not much larger than a destroyer. They carry six heavy fighters and five smaller craft or drones on a top side deck that allows the escort carrier to land in water and operate.
@bobbywinicher9080
@bobbywinicher9080 2 года назад
I can PROMISE you that a properbuild dreadnaught Could our gun and outlast any fight against a bunch of smaller ships.
@bigglasses2625
@bigglasses2625 2 года назад
@@bobbywinicher9080 one dreadnought cannot survive 15 playermade missiles + some decoys, dreadnoughts are not worth the cost
@rhinocowboy3929
@rhinocowboy3929 2 года назад
I personally make use of only one dreadnought in my faction in space engineers, and calling it a dreadnought is probably a bit of a misnomer. We have no base and instead live on one of these massive warships, using it as a mobile base and disengaging from battles whenever possible. Even in our case I wouldn’t want to put it in combat, but if we do get backed up into a corner it’ll put up one heck of a fight. Basically my point is Dreadnought = Bad Mobile Base = Good
@kabob0077
@kabob0077 2 года назад
You have a Craftworld... Or a Mothership.
@nullproxy9639
@nullproxy9639 2 года назад
@@kabob0077 tis a holy ark mechanicus, not a xeno craftworld
@Mikalent
@Mikalent 2 года назад
We did the same thing on an old server I played on, just because a few clans where so dominant on the server, you either had to be small enough to go unnoticed, or become nomadic.
@briansouthparkstudio1357
@briansouthparkstudio1357 2 года назад
that what the infinity class in halo was meant as a powerful lifeboat in case they lost the war
@A_random_nerd
@A_random_nerd 7 часов назад
So the phalanx basically?
@Arbyfig
@Arbyfig 2 года назад
When it comes to space engineers, the reality is the weapon systems have a fixed size, realistically, space engineers is the perfect game for Jeune ecole ships, because the largest weapon a frigate can use(the railgun), is the same size and firepower as the largest weapon on a capital class ship, so an analogy will be that in a world war 2 context, the US destroyers have 5 inch main battery, but imagine if the fast battleships could also only mount 5 inch batteries rather than their 16 inch batteries. That is one of the major limitations for large combat ships, in my opinion. For superships. I think that the ideal 'supership' would be slightly larger than their standard capital, like the montanas to the iowas. If its any larger, than its more like a mobile starbase than a combat ship
@GetBrocked
@GetBrocked 2 года назад
for sure. I think I probably should have defined super capital; as something bigger than even a big battleship
@Zetimenvec
@Zetimenvec 2 года назад
I can only imagine the universe in which warfare 2 considered this point, and included some massive 5x5 based or even bigger dreadnaut sized weapons platform who's recoil force was so great that any ships under 5,000 blocks would be helplessly spun and flung around. I also felt like that one mod that put in the stackable chamber for determining range of the weapon was a decent solution.
@GetBrocked
@GetBrocked 2 года назад
that's a good point. In fairness to SE. Warfare II basically only has destroyer/medium weapons. and the only "capital" weapon sucks on bigger ships, (and in general in Ship v Ship combat)
@mikewhitaker2880
@mikewhitaker2880 2 года назад
when it comes to weapons scale a GOOD example is the 40k gothic universe, sure the names of the weapons are the same, but a macro cannon on a destroyer vs a macro cannon on a cruiser or battleship fires shells proportionate to the ship size..
@Zetimenvec
@Zetimenvec 2 года назад
@@GetBrocked A cool way to make dreadnoughts viable is to add a third bigger block size grid with all new weapons and thrusters unique to it. I'm thinking they'd have better range, and better T2W ratios, but with higher consumption and greater material costs. I think the only problem would be having to have a bunch of custom curve/angle shapes to prevent the ships from looking like a minecraft mod.
@starmada105
@starmada105 2 года назад
I think that supercapitals have their place in space engineers. Some systems like refinery armor or massive gravity cannons can only be used on really massive ships. Supercapitals are a chance to innovate, as you have near unlimited space to explore pretty much any concept of your choosing. To make a supercapital work, you can’t just use what the game gives you, you have to innovate, creating better armor, weapons, thrusters, etc. Player built munitions are often far stronger than game provided ones. Obviously supercapitals will never be common or super practical on survival servers but they have their place in this game.
@StabbySabby
@StabbySabby 2 года назад
i never played space engineers, but my guess is instead of building a "traditional" battleship with guns on all angles and all it ends up doing is making a pre-dreadnought with no large guns and in space, what you do is just make a gigantic ship with multiple extremely large custom made weapons like spinal-mounted Clang guns or something of that nature and instead of using it as a brawler, you use it as a flagship, sit at a distance and snipe enemy ships from a distance and only have one or two in your entire navy
@Coldfront15
@Coldfront15 2 года назад
@@StabbySabby You also have to think of how you employ your ships in this 3D environment. Range is a critical element, but profile of the ship, resourced dedicated to protection, and simple doctrine like defeat in detail or defending in depth allows you to minimize the damage of your ship. Generally, you want a force multiplier allowing you to overpower three to one... now its just a matter of calculating these force multipliers.
@Aereto
@Aereto 2 года назад
@@Coldfront15 Then there's carriers. Not designed for direct combat, but can support the fleet in terms of combat and recovery support, different from supply ships and tenders. One of my common design doctrines in my ships is repairability, where a projector or two is included in every ship for post-battle repairs and recovery, with choices to either quickly close hull gaps and leave the crew to repair interiors, or slowly repair inside out to restore combat-ready state before another combat encounter. If nothing else, keeping those disabled ships from being salvaged or captured by other factions would net potentially lost resources.
@QualityPen
@QualityPen 2 года назад
If you take a supercapital ship and a fleet of missile corvettes and frigates with an equal combined mass, the latter will wipe the floor with the supercapital ship. Player made missiles have the firepower to burn through any armor A corvette launching a salvo of 8-16 small grid missiles will (assuming most reach) punch a hole through armor (doesn’t matter what) then eviscerate an interior section several blocks wide and a dozen or two blocks deep. That’s enough to destroy or seriously cripple up to an about 8,000 ton ship, depending on design. If you have a 200,000 ton ship facing down 100 such corvettes, that’s potentially 100 such holes. I doubt any 200,000 ton ship can sustain that kind of damage. The other thing is, as mass and internal volume increase, the ratio of surface area to volume and mass decreases according to the square cube law. Since weapons are positioned on that surface, that means the weapons to mass ratio likewise decreases. The fleet of individual ships will be able to bring more firepower to the fight. In conclusion, while a supercapital ship will no doubt defeat any opponent of a lesser class in a 1v1, the resources invested in its construction could be used to create a superior force in direct battle, to say nothing of the benefits of having multiple vessels to reinforce different areas.
@lunkystraydog6572
@lunkystraydog6572 2 года назад
I built a Titan class once.
@portalpony477
@portalpony477 2 года назад
The point of SUPER MASSIVE ships is to specialize into a extreme, usually a super massive weapon that couldn't normally be used. That is why BIG BOYS exist.
@mdbgamer556
@mdbgamer556 6 месяцев назад
Exactly this. He does make a point about the cost being high, and if you don't have the resources you can't, but this exactly is the point of super massive ships: Overspecialization. Take for example the Death Star. It counts, it's fucking massive beyond belief, it's super fucking expensive, and guess what it could do? Delete planets from existence. Couldn't move worth a damn that I remember, but whoever was in charge could point at a planet, say they didn't want to see it anymore, and it wouldn't exist anymore. Where is all your power base? Planets, typically. Your power base, your resources, your people. Everything. It doesn't matter how many space stations you build, a majority of your shit will be on planets.
@noname-zt2zk
@noname-zt2zk Месяц назад
First thing I thought of was the 2cm laser mod
@galacticgamer8760
@galacticgamer8760 3 дня назад
*Cough Cough* Malevolence Ion Cannon
@galacticgamer8760
@galacticgamer8760 3 дня назад
That's more of a battle station than a dreadnought.
@cdgonepotatoes4219
@cdgonepotatoes4219 2 года назад
The thing about flagships, these huge warships that make PR scream in joy: they're always designed to be accompanied by a sister ship or a fleet. They're not jacks of all trades, they're specialized either as support or a "hammer", carrying the biggest, baddest equipment to have both a range and a firepower advantage over the enemy. Their sister ship usually covers what the flagship lacks, say if your flagship is a carrier it has cannons or if it's full of cannons then they focus on anti-air, anti-destroyer and mine clearing duty. Each other are ready to rescue and retain the other's crew in case one of them is sunk. Of course, each warship/sister combo is then also usually accompanied by a few cruisers or destroyers as well as a screen for other vessels, if their goal is that to battle and not merely an escort.
@nicklausdavis
@nicklausdavis Год назад
This is exactly what I think as well. “Super” ships entire purpose is to be the ultimate force multiplier. Sure they’re *very* strong by themselves but what their true strength is is enhancing the tactical options available to a fleet by being something that enemies *have* to address. I like to think of super ships as less of front line brawlers that are just another ship on the line and rather a tactical asset that can be sent alongside a support fleet to do jobs that would otherwise be too costly to do such as raiding back line planets, resource hubs, ship production, etc…
@TarsonTalon
@TarsonTalon 2 года назад
The reason you can get away with something like Eternity's Edge, is because you aren't trying to hold territory. The vessel IS your territory. Your faction is protecting the assets of other factions out of the kindness of your hearts. But realistically, you can turn and dip out any time, and no one would be able to stop you. Maybe you should have made this clear to the CDF that the only reason you can even have a ship of this size, is because it is all you have. They have to defend space stations and mining outposts, whereas you just have to defend yourself. If they try to create a ship that can defeat the Eternity, they are going to lose everything else. They will not be able to protect their taxpayers, which means their only alternative then is to become mercenaries or pirates, and become just as trapped on their ship as you are.
@GetBrocked
@GetBrocked 2 года назад
shss don't tell anyone, but we were really close to abusing what you are discussing in a certain scenario.
@TarsonTalon
@TarsonTalon 2 года назад
@@GetBrocked Heh...spoilers.
@devindeocharan8323
@devindeocharan8323 2 года назад
The eternity seems more like a long haul mothership rather than a Dreadnought. With all the production systems, durability, and size makes it quite useful for a expeditionary fleet. It could repair and maintain large fleet of vessels, acting as a mobile repair dockyard, along with that is its carrying capacity. It would be able to house multiple utility vessels, like mining, scouts, transports, faber, and other such parasite/subcraft that allows a fleet to run. Its able to safely carry them, making the fleet self-sufficient, since most fleets need a dedicated logistics unit and shipyard to reinforce the fleet. If you cut off logistics, they would run out necessary resources to maintain there vessels, making them less combat effective overall and giving them limited amount of time they can stay in combat, but you wouldn't have that. Same goes for cutting off access to shipyards, they cant make more ships and do extensive repairs, so you can eventually bleed them dry, with them unable to replenish loses, whereas you could. Infinity could handle most logistics purposes and has minor ship production ability via fabrication craft, which would take more time compared to a shipyard, when out in frontier or unknown that may not be luxury you have. As well Eternity could defend itself and handle large super heavy vessels that a fleet may encounter, which would usually inflict heavy loses. While infinite handles the enemy super capital the rest of the fleet could handle the remaining forces, especially with support from Eternity parasite craft. Eternity itself could heavily augment a greater exploratory fleets combat ability, with strike craft, fire support, handle larger vessels, and draw fire. Most fleet commanders, upon seeing infinity would target it, drawing fire away from rest of the fleet, which is logical it could field the most fire power, but its ability to support rest of fleet is far more useful. Do agree the concept of Dreadnought does not work, and role of super capital does not work for Eternity. But as a long haul vessel, mothership, and flagship for a fleet it does. A mothership like Eternity gives fleets far less dependency on supply lines, able to support fleet well via its firepower, and parasite craft, and handle heavy capitals. Equipping fleets on long haul expeditions, on patrol fleets on far off border, or to fleets going in deep into enemy lines would be a great benefit. dreadnought itself could work well in a larger armada, if its armed with a super weapon or weapon of mass destruction..The concept of Dreadnought that's a fleet on its own would not work, but as central vessel or centerpiece of an armada designed to support and work with it would. Edit 1) Someone did make a good point, dreadnoughts could come of use due to them fielding super weapons or weapons of mass destruction that can't be used by standard capital vessels, so thank you Mike Whitake
@Demopans5990
@Demopans5990 Год назад
Currently, it is a similar case within Eve Online as well. Dreadnoughts in Eve are dedicated siege and counter-siege platforms. Super carriers and titans are mostly used for logistics and as flagships whenever there aren't several dozen titans deployed at once, by which point, you have other problems (B-R for example)
@heretichamburger3775
@heretichamburger3775 2 года назад
First time ever hearing of SE, immediately captivated, you have yourself a new sub! You are very thorough and could make documentaries
@GetBrocked
@GetBrocked 2 года назад
hah? no way. That's cool, though a bit confused how/why YT is showing you SE content.
@daedricderp754
@daedricderp754 2 года назад
SE is very fun. I'm glad you are interested in it
@gelobledo
@gelobledo 2 года назад
SE is a hell of a drug
@stokesseegers5012
@stokesseegers5012 2 года назад
It's a cool game. The destruction of the structures was better five or 6 years ago. Parts of ships would Collide or get shot and it would just be pieces flying everywhere. But it made it very hard to build complex machines cuz they were just fall apart in a spectacular explosion of pieces LOL so now the explosions aren't as good but you can build some really cool stuff
@sarbe6625
@sarbe6625 2 года назад
You should know that while SE can be fun, it can be extremely buggy and this video is not representative of how gameplay usually works at all.
@CaptainRhodor
@CaptainRhodor 2 года назад
Bigger and more is often less. Two well-designed cruisers with good synergy can match or even surpass a single battleship/dreadnought/titan/Jimmy John's Super Salami Sub or whatever you want to call it. They're cheaper, more versatile, damage is spread out over two ships as is targeting priority, etc. Also, despite my bad call in overconcentrating the Rider heavies, I'm still proud that the Ravager never became a port princess like other "superships" of her ilk. She basically never left the front lines, outkilled most of the other ships in the fleet, and always came back for more.
@GetBrocked
@GetBrocked 2 года назад
Ah yes... the Jimmy John's Super Salami Class Super Missile Destroyer. aka JJSS Feared the universe over :D
@CaptainRhodor
@CaptainRhodor 2 года назад
@@GetBrocked After the war she was retired and became, ironically, a Subway delivery carrier
@GetBrocked
@GetBrocked 2 года назад
but then was fired. as it turned out, super subway carriers are far worse than a lot of smaller delivery vehicles
@GetBrocked
@GetBrocked 2 года назад
also as an aside, I don't consider the Ravager or the uh... new Battleships that are fielded as dreadnoughts. They're fine in terms of weapon to size ratios. This video more tackles oversized ships as we see so often in the SE community
@CaptainRhodor
@CaptainRhodor 2 года назад
@@GetBrocked But from a role perspective she fit perfectly into the description. She was a significant chunk of the Rider fleet strength, and losing her would have been catastrophic. She became the priority target in every fight, relied heavily on her escorts to swat away attackers, lacked versatility, and was too slow to dodge so she had to just take hits on the chin.
@gravekeeper4469
@gravekeeper4469 2 года назад
Dreadnaughts and big ships in general are a bad move if playing solo even against the AI as the time for fixing can take ages oppose to ten mins max on smaller ships
@PatrixBest
@PatrixBest 2 года назад
While I don't know how decoys work anymore, if you're playing solo vs AI, why wouldn't you have self-repair systems?
@owo1744
@owo1744 2 года назад
@@PatrixBest Its hard to manage what resources you need to repair a ship, and you need mods like the nanite one
@PatrixBest
@PatrixBest 2 года назад
@@owo1744 no, just well placed decoys and welders
@CaptainRedbeard89
@CaptainRedbeard89 2 года назад
Given how I pilot a fighter In se I agree
@kookoobrick54
@kookoobrick54 2 года назад
It's funny, the kind of ships that dreadnoughts end up being in Space Engineers are the kind of ship that HMS Dreadnought, the ship that revolutionized warship design, broke away from. Pre-Dreadnoughts were these large ships with every caliber of gun under the sun, overbuilt and inaccurate as all hell. You couldn't tell the splash of one shell from another so how are you going to correct your aim after all.
@seanrea550
@seanrea550 2 года назад
That and you had to store all that ammo for all those guns. At the end of the day it did not make sense to have big gun with slightly smaller gun.
@Lesminster
@Lesminster 2 года назад
Imo the most important thing is evasion. Auto guns predict where ship gonna be, which can actually be taken advantage of. If you constantly change directions the enemy guns won't be able to really hit you as you are never in a place they predict you would be. I remember capping entire space stations with a space suit just because of that fact ;) So, relatively tiny destro with way better ratio of engine thrust to mass will achieve better value for a block because it simply cannot be hit enough times by huge, bulky, capital weapon using dreadnought. And now you got 10 of them. Now 10 ships is pummeling that huge cow of a dreadnought while not receiving that much of a return fire.
@GetBrocked
@GetBrocked 2 года назад
yeeeep. Literally happened to the Eternity multiple times. She kills one ship and then has a really bad day. while the other 4 beat the shit out of her
@mikewhitaker2880
@mikewhitaker2880 2 года назад
and the use of suit only is one reason we need the inhibitor block everyone hates now in many AI ship mods...
@devindeocharan8323
@devindeocharan8323 2 года назад
Seen a few ships making use of a ring that rotates separately of the ship that has multiple decoy blocks, making auto weapon unable to hit. Very good concept for anti capital strike craft like a bomber or gunship, would be especially useful against station which are mainly armed it them.
@mpnuorva
@mpnuorva 2 года назад
My favorite fictional example of this is the Imperial Star Destroyer from Star Wars. It's a normal ship for it's faction; there are literally hundreds of them around the galaxy, but at the same time it's also considerably bigger than anything fielded by anyone else. It's also less of a battleship and more of a mobile military base. Not only does it have the gun batteries and large hangars and fighter complement, it's designed to house and haul marine and ground forces complement from planet to planet. All in one ship. And it has all that, because it's not designed for warfare, but for policing and subduing scrappy rebels. I would guess that if you pit an ISD against a same sized ship, or even a smaller, nimbler one, that is purpose-built for hauling firepower to the field, the Imperial would lose.
@GetBrocked
@GetBrocked 2 года назад
it's interesting to note. The Eternity is sorta that too (but I left it out). She has massive areas for crew, a huge hanger that makes her basically a carrier. and the ability to produce food, water, etc. She is her own fleet tender. As mentioned for the EFN (those that built her) she isn't nearly as a big of a deal, thus not classified as a super battleships. So this makes sense.
@AGrumpyPanda
@AGrumpyPanda 2 года назад
Another example is the Dictator cruiser from 40k. By replacing the lance batteries (read: huge lasers) with hangar bays, it becomes very good for planetary support and flushing out pirates, but if the strike craft aren't pulling its weight it's going to lose a straight gunfight against basically any other Imperial or Chaos cruiser.
@homersimpson5497
@homersimpson5497 2 года назад
Interesting. I couldn’t disagree more. The Isd, especially the ISD2, is a purpose built battleship fresh from the lessons of the clone wars. It is larger than any contemporary vessel, has large, long range, powerful main guns, and is fast. It was designed to be the center piece of a fleet, able to dish out massive amounts of firepower from distance, while also being able to absorb hits from enemy ships. It has a small hanger, equipped with crappy fighters, and is absolutely massive. Contrary to what you say, it is purpose built to take on large enemy fleets. It was notoriously terrible at fighting rebels; their quick, in and out tactics, mixed with heavy fighter and bomber support clapped isds, who did not have small enough weapons to take on the smaller ships.
@Can_O_Crayola
@Can_O_Crayola 2 года назад
@@homersimpson5497 Exactly. As we see in Rogue One, an ISD that actually gets to pin down an enemy fleet will absolutely trash the opposition. Vader's Star Destroyer single-handedly crippled Raddus's flagship and most of his support that didn't get away in time. The Rebellion's scrappy fighting tactics were there for a reason: any head-on attempt to fight an Imperial fleet was going to end poorly without significant advantages.
@confusedturtle2275
@confusedturtle2275 2 года назад
hundreds of them is an understatement. at the empires peak they had over 25 000 star destroyers
@stcredzero
@stcredzero 2 года назад
With the square/cube law, there SHOULD be a huge advantage to larger ships. The same thickness armor gets heavier proportional to hull area, or N^2, while the internal volume increases proportional to N^3. If greater internal volume enables greater ammunition stores and larger and more efficient engines and power plants, then given effective armor, larger ships should be more effective per unit weight and per unit cost. What this means, is that Space Engineers is balanced such that the square/cube law doesn't work. This actually makes sense for the game devs, because that way, they don't have to deal with burgeoning inflation of component count and load on the GPU. That could result in too much lag.
@deriznohappehquite
@deriznohappehquite 2 года назад
Yeah, if larger systems are more efficient per weight, then larger ships will be more effective.
@mdbgamer556
@mdbgamer556 6 месяцев назад
Such is the limitations of a computer program: It cannot properly replicate reality without at least one super computer. To boot, this is a video game, so it has a pass to not be one hundred percent accurate by default. Can you imagine having to deal with actual physics every time you entered orbit, entered the atmosphere, and tried to hit escape velocity? KSP gets that job done pretty well, but with the way SE is built, I don't think we'll be getting anything better than what we've got. (I did hear rumors of an SE2 though, so who knows?)
@Kekatronic
@Kekatronic 2 года назад
When you called a 25k block ship a dreadnought I realized how huge my ships are in from the depths cause thats like a normal warship to me
@ravenknight4876
@ravenknight4876 2 года назад
FTD blocks are much smaller than SE blocks, and placing SE blocks is more complicated.
@saturn5mtw567
@saturn5mtw567 2 года назад
Another point I havent seen made amongst all these other excellent points: if killing one ship cripples your navy, the enemy can design one or more ships specifically for the task of killing that ship. Depending on the effectiveness of their counter, they might have to pin you down with their navy, or maybe its some BS meta-ship, 100% guaranteed at least 1 kill. Either way, for the cost of an relatively small tonnage of extremely specialized ship, they've crippled your entire navy, not just the flagship.
@GetBrocked
@GetBrocked 2 года назад
great point that I forgot. A specific class was created to deal with the Eternity; the DDK. Which was basically a destroyer with a high yield, low reload weapon, basically meant to fly right up to slow super-caps and just point blank them
@saturn5mtw567
@saturn5mtw567 2 года назад
@@GetBrocked was it a shotgun, or a cannon? My ideal vessel would be a super-shotgun style weapon, and fire into the rear engines. Most ships would be absolutely gutted. I also saw a rotor-based fragmentation missile, capable of coring out a ridiculous volume (on servers where those are allowed) a few super low cost missiles could potentially delete your entire navy.
@vi6ddarkking
@vi6ddarkking 2 года назад
The "Dreadnought" Type Ships Are Supposed To Be Line Breakers. The Type Of Ship You Send To Deal With The Toughest Nuts. Supported By A Well Rounded Fleet, They Are NOT Supposed To Be Solo Actors. A Good Example Of This Being Done Right Is In Stellaris Gigastructural Engineering Mod With The Katzen. Trying To Deal With The Kaizer Moon Without Your Own Attack Moons Is A Pain, Extremely Costly And Show How Powerful This Type Of Ships Can Be.
@Neptune0404
@Neptune0404 2 года назад
The only viable reason I can think of for a proper "way too large to be conventionally practical" dreadnaught would be a ship primarily made as a mobile shipyard and command center. Any dreadnaught designed and intended to be used directly as an aggressive weapon is a waste, but a support dreadnaught can use its massive size to house technology other ships couldn't, and can sit in a defensive position without making its owners seem weak (as in the way using an aggressively oriented dreadnaught for defense might make you look afraid). In this case instead of having firepower in a less mobile configuration as it could be spread out in smaller ships, you instead have firepower in a more mobile configuration as the alternative is to fit it to a immobile structure. Importantly though, this means the only way this ship should be used is defensively. So for example, the Nova Class Battlestar is a good example of a ship such as this which is fairly well designed, but which notably was used wrong. The Last jedi's Supremacy is another example, as it would have served much better in a defensive role, and had no purpose being used to hunt enemy capital ships (although it was arguably too large even for a defensive role). While this removes or at least minimizes many of the problems aggressive dreadnaughts have, it is still putting a lot of eggs in one basket. And so, it will often still be better to spread the resources out, but in this defensive form, there are at least times when a navy might benefit from pooling its resources into one ship. Not by making an aggressive weapon, but by making a defensive tool.
@scribblerstudios9895
@scribblerstudios9895 Год назад
Anther good ship I think would be the chapter ship home of the Imperial fists from 40k. (My brain ain't working just yet to remember the name but I'm sure someone does) It's slow and powerful, but it's main advantages is it's tired defenses, a mix of heavy plating and some of the best voidshields possible. It's also a berthing for the fists' chapter fleet, and tends to rely on those and its nigh uncountable void fighter craft hangers to deal with anything more then a small (for 40k) fleet. Hells, I'd call it a slightly mobile shipyard/defense platform rather then a ship.
@mikewhitaker2880
@mikewhitaker2880 2 года назад
most universes also have another reason for dreadnoughts or super stations like a death star... and that is a super weapon or weapons of MASS destruction.. an example weapon we see in SE would be the Atlas super laser.... using these weapons can be a game changer considering the range and damage these weapons have... and MOST are balanced with long reload/recharge timers and/or huge energy requirements... whilst this may not be an issue in your verse, it is a consideration when dealing with the choice of whether or not a dreadnought or other super capitol/station does or does not suck...
@GetBrocked
@GetBrocked 2 года назад
that is actually a fair point that I completely glossed over because I am a fish
@maverickr0x822
@maverickr0x822 2 года назад
@@GetBrocked not a frog? are you sure?
@devindeocharan8323
@devindeocharan8323 2 года назад
There's also player made ones, like auto railguns, MIRV's, and other fun stuff like that. Those are usually big power drains for a vessel, take up a large amount of space, and eats through resources especially for missile launchers that are able to fab more of them.
@gen2mediainc.577
@gen2mediainc.577 2 года назад
superweapons designed for mega ships tend to be fixed, which makes sense but relegates them to siege roles since something big enough to manage the weapon typically cant turn to face an attacker in direct combat.
@gen2mediainc.577
@gen2mediainc.577 2 года назад
when will we get the Special Crazy Turret 2000 so you can make giant warships for offensive roles? all of mine have to be command ships instead of combat ships since theres no huge turrets to build them around. i guess at that scale rotor turrets with superweapons on them are viable, but its still a shame that i have to just put more large guns instead of having a centerpiece that i can use during a fight
@vibesheriff
@vibesheriff 2 года назад
I feel like the bigger ships should mostly be used as a seige weapon more than anything or be a big meatshield to distract enemy units rather than to be damaging or take out other units.
@ealtar
@ealtar 2 года назад
For a great visual exemple watch OUTLANDS episode 7 as you see the shields MELT and how reliant on "secondary" munitions the eternity actualy is
@GetBrocked
@GetBrocked 2 года назад
she has *really* weak shields as well. We could obviously spice those up. But that's pretty lame from a gameplay perspective. But 7, as you mentioned, is a great example of the Eternity getting her lunch money taken. We don't move for like 10s, our secondaries are offline. And we get stomped by a bunch of gun boats essentially.
@Cooldude-ko7ps
@Cooldude-ko7ps 2 года назад
@@GetBrocked ah. As in my opinion larger ships’s shields would have high health but low recharge rate (so they are better for attrition). Also I do think larger “super ships” could have a role but usually would be highly specialised. One such example could be a Halo UNSC Cradle mobile dockyard. By size it’s bigger than the infinity and it’s role is fleet support. I’m my opinion for a super sized ship to work well it either has to be built really well with practicality, etc or it has a designated role that benefits from the size. The Infinity could carry 10 frigates (probably destroyers or something by size, or bigger) so it could be construed that she is a way to give these smaller ships support (including heavy firepower).
@marty7442
@marty7442 2 года назад
The Carrier Ark Royal with Gloster Gladiators, and couple of destroyers was all it took to take out the Bismarck...
@Cooldude-ko7ps
@Cooldude-ko7ps 2 года назад
@@marty7442 not just destroyers. There were multiple cruisers and battleships that participated in the sinking. All the Ark Royal did was disable Bismarcks rudder
@luccagoldin5134
@luccagoldin5134 2 года назад
what shield mod is used on outlands?
@catzilla9330
@catzilla9330 2 года назад
Damn I’ve never thought of it this way. But now that I think about it, one giant ship really is more vulnerable than a bunch of separate ships, no wonder any massive ships I build get shredded by cruisers xD
@1EthanCC
@1EthanCC 2 года назад
This is similar to why you see Titans used so rarely in battle in Eve Online. They're a big resource investment (after the economy changes anyway) and using them always carries the risk that the enemy will drop a capital fleet on them, forcing you to commit *more* resources to defend it, and so on until you're in a massive UNPLANNED (very bad for an online group with IRL schedules) battle that carries a huge risk to your faction's security even if you win- which can't be guaranteed since you're at the mercy of who can log in. They also provide a vital function in their ability to bridge in subcapital ships, allowing you to drop the majority of your players in expendable ships wherever you manage to get a spearhead, so you can't afford not to have them. That being said, they're hardly irreplaceable, in fact thanks to years of economic shenanigans the big alliances pretty much have an endless well of Titans to spend. The real danger is the morale aspect of losing them: big alliances effectively have infinite resources and small ones can fight indefinitely without territory, MMO wars are decided by player morale and losing a Titan hits players harder than it really should because they're symbolic. The morale impact of losing a Titan is only really eclipsed by the morale impact of losing the biggest battle of the war, which is why you mainly see Titans committed in those regardless of the actual cost-effectiveness. This is also why you can't just sacrifice one, even if it would make the most economic sense morale trumps that. Better to lose far more in a pointless battle but keep players engaged than to just sacrifice a Titan. In a game, even if you could survive the loss of a super-ship in terms of resources, you might not in morale.
@badgerwildgaming6908
@badgerwildgaming6908 2 года назад
This was the thinking of the U.S. Iowa class vs the Yamato. The Japanese biggest fear of the Iowa was her speed and accuracy (which today is still the most accurate guns of any war ship to date) they where sure they could win if they saw the Iowa coming and could stay out of her range but give it a cloudy day and the Iowa closes in range the Yamato was too slow and too inaccurate to have a good chance of winning. It's one of the reasons they never fought.
@GetBrocked
@GetBrocked 2 года назад
it's also worth noting, that the Yamato isn't truly a dreadnought in many ways, as practically speaking. She's only marginally more powerful than what was fielded at the time But yeah. history got robbed of one helluva show down with a Iowa and the yamato
@MasterChiefSargeant
@MasterChiefSargeant 2 года назад
@@GetBrocked Dreadnaughts were outclassed by battleships such as Yamoto and Iowa class were around. We only use that term in science fiction because it sounds scary. It just described a new way of building the battleships after the HMS dreadnought. Dreadnought era ships were steam or other modern power sourced battleship with main guns. You really get what most people associate with a classic looking battleship. So yeah Yamato wasn't really a dreadnought not because it was marginally bigger than everything else but because it was just a battleships
@GetBrocked
@GetBrocked 2 года назад
@@MasterChiefSargeant yes I'm very aware I have a degree in this xD. I'm using the science fiction term. Much a space battleship probably won't even be called a battleship because... "ship"
@nuclearphoenix177
@nuclearphoenix177 2 года назад
I was apart of a faction in an SE server that was making a dreadnaught as our main base. For my whole time with that faction it took them over a week to build that single ship while other factions that were apparently weaker had there own fleet that essentially out powered what we had at that time. Easily said the ship got attacked and raided forces the leaders to just turn it into a station
@ALUCARD-us3il
@ALUCARD-us3il 2 года назад
I only build ships that big for the looks and Roleplay, nothing more, just like in real life dreadnoughts are an obsolete class of ship with very VERY few exceptions
@boad6484
@boad6484 2 года назад
I know super ships are just a Kilomitors long billboard sign saying "I'M AN SCARY SHIP". and don't have much use. *But it's still an kilometers long billboard sign saying "I'M AN SCARY SHIP"* try getting FF pilots to engage that kinda thing without nope'ing out XD
@GetBrocked
@GetBrocked 2 года назад
the irony is that this comment is from the faction that engaged a super cap with Frigates on 3 separate occasions... and actually did quite well.
@boad6484
@boad6484 2 года назад
yes but (most) other faction in fhe intirity of SE are not ready to die in an blaze of glory!!
@acetraker1988
@acetraker1988 2 года назад
Needs more dakka, unless/until you have god tier defence (most games have very weak defence). Mobility helps No Hits = No Damage. However Mobility gets rekt when targeting gets insane. E.g. in SE terms, OP scripted weapon systems. Quantity can beat Quality to a point.
@georgethompson1460
@georgethompson1460 2 года назад
Or even warfare 2 guided missiles/drones.
@Darkwingfriend11
@Darkwingfriend11 2 года назад
Accuracy by volume is my favorite tactic.
@RaptureZJ88
@RaptureZJ88 2 года назад
I like your video, however, I would say a 'Super-Capital' ship isn't just a ship. It is a statement. It is a symbol of national prestige. They are the flagship's of their nation. They are not a fleet upon themselves, but they are a fleet worthy threat. A threat in being. If I know your super capital is in a area, I have to dedicate enough ships to counter. More then counter. I have to leave enough ships in order to deter you from risking such a ship. 5 destroyers may be a threat to the Eternity, but that might be a risk you are willing to take. If I only have 15 destroyers, and it takes 10 defensively deployed to deter you, now my fleet is down to 5 ships for aggressive actions. A super capital is a threat and a boast. "Look what I can build and field. I am so powerful, I can afford such a ship. Do you really want to risk my wrath." And super capitals are not usually deployed alone. I really like your arguments presented, but don't over estimate the phycological effect. A super ship isn't the one and only ship you build though. Japan didn't just build the Yamato alone. It was the super ship at the head of a very diverse and powerful fleet. I would say a super ship should be like the US super carriers. They are the centerpiece of a fleet and a power projector. A force multiplier. We don't deploy the Nimitz alone. It has a fleet with it all times but it brings a fleet's worth of firepower alone. If you are going to try and take it on, you want to make sure. You will assign overkill to guarantee. Which I would say again, ties up the enemy. Because that super ship always represents a "what if" in the back of your enemies mind.
@GetBrocked
@GetBrocked 2 года назад
Except the US can build a lot of super carriers, more than any other nation can build regular carriers. Such that I wouldn't consider US carriers as a super project. This would be more akin, in my eyes, if we built a carrier design that dropped our fleet carriers from ~12 to 2. Now I think you'd agree, sure, there's national prestige, but to the point where it's actively limited our combat capability. Good points however
@RaptureZJ88
@RaptureZJ88 2 года назад
@@GetBrocked Oh yeah, a all eggs in one basket isn't a good strategy. The Infinity was a bit of this but that is because she was meant to be a Ark ship for humanity to flee on. They needed a all purpose style of ship and it was only after finding the shield world and the technology from there that she became a 'super ship.' Often they are a great narrative design though. Like Galactica. The last Battlestar against the Cyclons. It plays great for the story but not really in practice.
@VestedUTuber
@VestedUTuber 2 года назад
You've got a good point about deployment, but I do want to note that it assumes you have the resources to deploy a diverse fleet alongside a supercapital. That's kinda hard to do in SE.
@ealtar
@ealtar 2 года назад
@@GetBrocked prestige is overated and looses the war i would take a dozen Normandy SR2s or even SR1s over a couple of destiny ascensions
@jblockman_59nunyabidnis68
@jblockman_59nunyabidnis68 2 года назад
The specific ship you mentioned might actually function perfectly well in an IRL setting, considering it has a manufacturing facility on board, it covers all of his maintenance costs because it's capable of taking in raw materials and replacing damaged components. It could in theory at that point build another one of itself. It seems like the centerpiece of a defensive force of a colony or expeditionary Force.
@lykillcorreli6740
@lykillcorreli6740 9 месяцев назад
You kinda run into the crewing issue, though, where even if they have the industrial capacity to make a copy of itself, if you're out in some colony or exploring unsettled territory, you'd basically be stuck either splitting your crew in half or ferrying more crew from the main inhabited areas of your home civilization, at which point if you can just make the trip back and forth or have colonies sufficiently developed to supply your crewing needs, you might as well leave the industrial capacity at home and use the freed up space to make the ship even more combat capable, or at least maneuverable.
@collectiusindefinitus6935
@collectiusindefinitus6935 6 месяцев назад
At that point I think it's better off being a carrier that emphasises speed to stay away from dangerous encounters and manufactures fighters. As if the smaller size of a cruiser means it has a tactical advantage over a dreadnought, the smaller size of a fighter should give it a tactical advantage over cruisers. The larger size of the carrier could let it mount more efficient technologies not found on smaller ships, while the fighters try to strike a balance between being small for the mass production / hard to hit factor and gained effeciency, said fighters are also preferably automated seeing how crew is an issue.
@JonesCrimson
@JonesCrimson 2 года назад
Extremely large sized ships work amazingly well... As non-combatant vessels. Your crew size was basically half the real estimate, because a "Dreadnought" that requires 10 would need an escort of at least 10 fights to be fully effective. I think where these sort of builds shine is where you make it a rule that teams need a large enough ship to dock and "live on" and losing that counts as a loss, but for roleplay reasons you can just play with small ships and reasonably sized groups.
@mobiuscoreindustries
@mobiuscoreindustries 2 года назад
This is the reason why I bank heavily on custom scripted weapons, because on top of being HIGHLY customizable, it is by definition one of the highest force multiplier you can get on a ship, even with the added logistical cost, the cost of the weapon and the heightened complexity of operating the ship. Simply put, it allows ships to punch well above their weight by greatly increasing the potential of ship components by being smart about their use. for example, a big spinal weapon system can allow ships to really bring in the hurt on the larger vessels but it quickly loses efficiency over distance or against more nimble targets. However by using a ballistic computer, for difficult shots you can have the computer aim at the predicted intercept point. While you lose some things (like being able to aim at a specific part of the ship) and you add the extra complexity of operating a complex lock-on system, but on the flipside you can DRASTICALLY increase the envelope of situations the ship can comfortably hit the target at, including for some cases *ranges beyond the visual capability of the pilot* though pulling those off is not only are but requires fleet coordination. Another great examples is guided missiles, especially large grid ones. They require a dedicated, purpose built ship to really work with any degree of reliability, which puts IMMENSE additional design pressure upon the vessel, however their key aspect is being able to turn ship components (like thrusters, hydrogen tanks, or blast doors) into potent weapons. They do not rely on the same rules as weapons, instead following the same limitations as ships (usually far more constraining but also changing what weapons work best against them). And they tend to scale in their damage output the bigger the target is, allowing a small ship, piloted by a smart and aware crew, to punch above their weight class in a way that is usually not easily done without these kinds of systems. It can also be used in a more passive way to increase individual effectiveness of each crew by giving them acess to more information or automating some tasks. For example, you can have 15 fighter pilots, or one drone operator operating 15 drone fighters. You lose a lot of individual skillsets for the fighter pilots yet that means you can now allocate those 15 fighter pilots to, for example, fly 15 missile corvettes. It allows to shift strengths in unconventional ways which thus allows to defeat enemies which by any regards would de-facto win by using conventional tactics and ship designs.
@petros5155
@petros5155 2 года назад
I think a quote from a book I read describes this perfectly; "the loss of the Hood was to the British a loss of ~7.5% of capital ship strength. To the Germans the loss of the Bismarck was a loss of ~45% of of capital ship strength."
@GetBrocked
@GetBrocked 2 года назад
that's what I was getting at, great good analogy. Big ships are relative. Another example: the loss of a US super carrier, while a big deal doesn't actually represent a massive loss in capability. While if any other country losses a super carrier (which none of them own) it would likely represent upwards of 90% of their air-sea power
@chloekaftan
@chloekaftan 2 года назад
i have a counter argument for this, and i realized it while i was in the middle of building my capital ship in SE after going through a few days worth of nonstop grinding in World of Warships; first of all we need to clear all of the confusion in the room, "Dreadnought" is a term given to a very heavily armored ship that can fight any kind of threat with reasonable effectiveness, which fits in Space Engineers because a Massive Jack of All Trades Ship is best described as such. historically Dreadnoughts have existed originally as Heavy Cruisers retrofitted to have far more armor, and bigger guns, as well as a substantial array of casemate guns, AA batteries, Dual purpose Flak Cannons, etc. this style of combat was gradually phased out by World War II due to the rising prevalence of Aircraft Carriers and the rising costs of maintaining these Dreadnoughts amid the Washington & London Treaties. eventually to reduce costs and risks of losing their Dreadnoughts, a new type of ship was born. based on the Dreadnought design principle but vastly different in roles. the first is what we are all very familiar with, Battleships. These Ships were designed strictly to engage the enemy at extremely long ranges, most designs of this type did away with its casemate turrets and added a dual layered casemate belt and main armor belt, their armor was redesigned to follow the "Turtleback" configuration, whereby the interior of the ship would be armored layer by layer to form strongholds within every section of the ship, from the Fore/Bow & Stern/Aft Armor Sections, the Primary Armor Belt, the Casemate Belt, the Auxiliary Section, the Torpedo Belt, the Superstructure Section, the Barbette Armor, the Primary Gunmounts Armor, and the Citadel Section. (you can guess which one is the most important) some ships would even have a Secondary Citadel for protecting the Barbettes, and the Primary Citadel would gain an extra spaced layer and be renamed the Stronghold Citadel. These Ships were heavily armored for both long range and close range combat, but the latter is avoided as much as possible. Some designs would also have "Icebreaker Armor Belts" for Bow Tanking or Ramming an enemy ship. The entire purpose of Battleships designed with the Turtleback Configuration is to essentially be the proverbial "Castle that stems the Tide". fighting from a distance to support smaller friendly ships, offering a juicy distraction for the opponents while the team intercepts them, providing a delaying action to help buy time for allied ships to change the tide of battle, or acting as the primary command center for every ship in the fleet. these ships can definitely hold their own, but are not designed to fight alone in protracted engagements. the second type of ship is what is known as Battlecruisers. These Ships are designed with mobility in mind, borrowing the best parts of Heavy Cruisers, laying down heavy fire or long range artillery fire while evading incoming fire, these ships are intentionally designed as "Glass Cannons" to boost their mobility and maneuverability, and therefore are designed with an "All or Nothing" Armor Configuration, intentionally thinning the armor of all the previously mentioned sections, or taking full advantage of armor angling to force exhibit armor ablation, peeling the armor to prevent an over-penetration into vital sections (and yes this actually works in space engineers too), with the only armor section having any real protection being the Citadels of the Ship. The entire purpose of Battlecruisers designed with All or Nothing Configuration is to distract the enemy as much as possible while making them hurt hard, and finally when you have their attention, make them miss every single shot aimed at you so you waste their time while they cant focus on your allied ships. this is the embodiment of the Opportunistic Sniper, taking cheap shots and immediately dipping out before things can even have a chance to get hairy. the third type of ship is what is known as Pocket Battleships. These Ships are designed with the ability to brawl at close range and absolutely decimate the enemy before retreating, these ships are designed specifically to have as much weapons as humanly possible with an emphasis on extremely hard hitting unavoidable saturation of damage on an enemy ship, either to cripple them or to destroy them, and are meant to stalk their prey under the cover of land masses, rough oceans, or heavy storms, the very emphasis of Guerilla Warfare and Hit & Run tactics employed by the Americans, and of Blitzkrieg employed by the Germans. this type of ship is much smaller than the previous two types, and therefore don't strictly need to pick between a Turtleback scheme or All or Nothing scheme for its Armor Layout since its smaller size guarantees much greater mobility, maneuverability and lower detection profile. however these ships are extremely risky to pilot since the tactic used to saturate the enemy requires that the ship has to be so close to and surprise them that they cannot react fast enough to evade, retreat, or retaliate, making the chance of your own demise extremely high if you are not a very experienced and confident captain. unlike the first two types however, this type works best alone to keep its trail hidden.
@experiment506
@experiment506 2 года назад
Maximum practical size is an interesting thing to talk about with warfare paradigms in scifi settings. For real life, the maximum is minimum. Each individual ship can't really protect itself from the weapons used on the field, so you make them as small as you can manage with as many as possible.
@PyroMancer2k
@PyroMancer2k 2 года назад
It's been a while since I played SE but I don't recall needing a crew to fly a large ship. I use to solo build and fly large ships on my own all the time. Back before the point system to limit the number of blocks, and even Holographic Blueprints were put in is when I use to play. In survival for simplicity I went for the Borg style of ship design with multiple layers of armor. My first design was suppose to be Borg Sphere but it looked more like a Diamond cause SE doesn't do curves. It was a large ship block set with one turret on each of the 6 ends and I got so good at building them I could build it survival in about 10-20 minutes or so. For larger ships I built a Borg Cube which was 13x13x13 Heavy Armor with layered armor on the inside. The thing was a brick with the most important internals at the center so even when all my weapons were gone I still could often break off from combat to get away. But that wasn't the largest ships I made in survival. The largest was the Borg Tactical Cube which was 26x26x26 heavy armor and took me about 6-8 hours as I recall to build in survival. Which was pretty fast considering I had building the standard cubes down to a science that only took about 3 hours and this thing was several times their size. Both cubes were meant for a single role, combat. So they didn't have the multi-function issue you mention. The Tactical cube was basically just more of the same, more surface area for more turrets, larger insides for more layers of hull. The ships both used gravity drives so they could could go really fast and thrusters were mostly just for making slow maneuvers. The Tactical Cube was so well armored I actually just used it to ram other ships sometimes including cutting a larger ship in half as it was a lot longer but not as tall or wide as my T.Cube. I took moderate damage but they were in pieces, and I did it more for fun and as a way to show I don't care about my ship getting damage than it being tactically advantageous. During that time I came to find I had a lot of the same lessons as mentioned in this video. Even though I was a solo fighting against groups so I could only be in one spot at a time having the one large ship had some major draw backs. First and foremost was the resource cost and time. Repairing those cubes was a PAIN. there would have damaged or destroyed parts on the other side of the layered armor. So I would have to grind out the damaged armor piece to replace tubes used to feed ammo to the turrets. The Gyros were encased in heavy armor as well and again sometimes a few would get destroyed and being in the middle of the ship it was hard to get to them other then fly through the hole to manually repair. At times it was easier to just grind down who sections of the ship and replace it. For those wondering how a solo could build such large ships in a short period, it is with a large welding ships. I had 13x13 wielders on the front of a modest ship that was mostly just assemblers and cargo bays. I made it that size so it could build one full layer of the Cube without needing to move. So much like a 3D printer I just laid one layer at a time turned on wielders and waited a couple mins and repeat.. Most of the build time was simply placing blocks. With the new blue print system I could probably pop out a cube in like 20 minutes, though the addition of engines damaging blocks on the ship make internal engines a problem now. Have a bunch of large ships around my base with auto turrets on was great for defense though. When it came to attacking though a lot of combat in those days was more scouting and raids. Thus the quick and cheap to produce Borg Spheres became my goto ship as I didn't really care if I lost one and they were super easy to repair plus with 6 turrets of which 5 could always fire from any angle when approaching the ship made it have a relatively high damage output compared to a lot of other ships I would stumble across. And being a lot smaller also meant it was really hard to it. The result was I mass produced them and would do raids and fights dealing way more damage then I took in a ship I didn't care about losing. Since they were also heavy armor at times when I lost my turrets I would use them to ram the enemy ship causing massive damage. Then just respawn at base hop in another which I got several of and go again as one mining run got me enough to build dozens of them. For size the spheres were basically two small thrusters point in all 6 directions, gyro, turret on each end, and encased in heavy armor. A single door on one side with like one open block inside and the cockpit is how compact it was. If had a team we would of zergs the enemy like crazy. :) So yeah the Massive ships are cool to look at, fun to take out for a fight, but when it comes to the logistics of war they aren't that great.
@killer13324
@killer13324 2 года назад
main point against dreadnaughts comes from a very good piece of advice from EVE Online: Don't fly a ship if you cannot afford to replace it. In other words, if you cannot replace a dreadnaught, don't build and field a dreadnaught.
@Savsgames
@Savsgames 2 года назад
I call this problem the Yamato problem. The Yamato was big. It was powerful. It was downright terrifying. And it cost the IJN a massive portion of it's budget. It's biggest problem? Logistics.
@xXStampsXx
@xXStampsXx 2 года назад
For some historical context for everything Brock has spoken about look at the German kriegsmarine during world War 2. Specifically the heavy surface raiders and the Bismark. The battle of the river plate shows how one "super" ship can lose to a group of smaller ships Artic convoys JW51B and JW55B are both battles that again show "super" ships or heavy capital ship forces can be beaten by larger groups of smaller ships and better coordination. The channel dash shows how "super" ships are always major targets The entire outcome of the surface raiding plan by the kriegsmarine shows how only having a small group of heavy/super capital ships means you don't have the hulls to be everywhere you need and take advantage of all opportunities to win or do damage. It also shows how in these types of fleets even moderate damages of capital ships csn cause a mission kill and delay operations for months or more.
@kirknay
@kirknay 2 года назад
German wunderwaffe, Japanese SBBs and SSCVs (like the I-400 series), or even a much more recent on the nose conflict (though corruption def did not help there) for more examples... What use is a super tank if you only have 5-6, and everything else has been missing tires for years?
@GetBrocked
@GetBrocked 2 года назад
the pacific was also a great example. The BBs really didn't do that much during the critical stages of the war. And most of the action was handled by destroyers and cruisers. The logistics of the war, and attacking/defending it (which by it's very nature was spread out, even during guadalcanal) meant that the BBs were really sorta overkill. Even when we saw major BBs be deployed. They really were only a flash in the pan. Which some sucess, but also absurd repair times. At the end of the day BBs ended up existing to counter the enemy's ability to have a single decisive battle, but practically speaking, never really did all that much. Not that this video was about BBs, but it does help my point. You got fulfil your commitments with Cruisers and Destroyers before you can have aspirtation of wunder projects.
@kirknay
@kirknay 2 года назад
@@GetBrocked BBs in the pacific also served better as ground support, such as artillery for amphibious landings, than against other ships most of the time. This was also shown in Europe on some notable occasions, such as when an American BB overfilled their ballast on one side so their guns could send artillery just that little bit further.
@factor3290
@factor3290 2 года назад
I’ve been looking for a good SE server for a while. Is this one patron members only?
@boad6484
@boad6484 2 года назад
you should check brock's videos on what outlands is and you'll figure out that it isn't an permanantly on server, rather an place to roleplay every so often. and the easy way to join is by just joining the discord and joining an faction there. no need to waist your money, unless you like the content ofcourse :) hope this helps
@alexmakins9496
@alexmakins9496 2 года назад
I think you really countered your own conclusion at the end. Dreadnoughts are more effective as a center of a fleet. We see this at the end of Outlands season 1 when the riders lend some ships to help the Eternity and we see the true power of it. In combat ut allows the Eternity to focus on maiming one ship at a time as the fleet helps defend it from the other enemy ships avoiding it getting swarmed. More importantly though if its set up as a mobile refinery and factory it can allow a fleet to extend its operational range. So to end: yeah I dividually they might suck.. but using a nuke as a sniper rofle would suck as well. Its more about how you use them rather than the class it's self.
@GetBrocked
@GetBrocked 2 года назад
I addressed why that's bad/good. The Eternity works as a center of a rider fleet because she's free. The riders got her for free. ofc a super cap in a fight will be amazing. The issue isn't that these ships are bad, they'll win every 1v1 or even 1v3. It's the cost -benefit analysis that makes them suck, they don't inherently suck.
@Cooldude-ko7ps
@Cooldude-ko7ps 2 года назад
@@GetBrocked true. The cost is important
@aurenian8247
@aurenian8247 2 года назад
I often think about ships in terms of what they get for the weight they have to haul around. Super capital ships always have so much dead weight. Especially if they are also production centres. If you have tons of production modules as well as tons and tons of cargo on board that isn't repair components or ammo then you are that much slower in a fight for no gain. Instead of a ship battle, a fight against some of these ridiculous ships becomes more of a base assault. The big ship is basically stationary and the attacking fleet can pick how and where to strike.
@valarisgames5814
@valarisgames5814 2 года назад
The only real exception to this rule aside from niche applications, at least in my opinion, is when you don't have anyone to fly the other ships--it doesn't matter if you have a fleet of 30 little warships, if you only have enough people to fly one or two. Dreadnoughts make a lot more sense when you have similar resources to multiplayer factions, but only one pilot.
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