Тёмный

With Cannoneer and Ballistae Is The Castle Finally Safe? | Cataclismo Let's Play 

Aavak
Подписаться 239 тыс.
Просмотров 3,2 тыс.
50% 1

Welcome to episode 5 of my Cataclismo Let's Play!
Ever wanted to be in charge of building a castle to defend the last bastion of humanity from unending hordes of twisted abominations? If so, please book a session with a therapist immediately. Then, while you wait for your appointment, check out Cataclismo!
********************
Help Support Aavak’s adventures on Patreon - / aavak
Join Aavak and the Dapperlings on Discord - / discord
Aavak on RU-vid - / aavak
... and - / @aavakafterhours
Aavak on Twitch - / aavak
Aavak on Twitter - / aavak_
Aavak on Instagram - / aavak_official
********************
#LetsPlay #Cataclismo #EarlyAccess
Cataclismo Playlist: • Let's Play: Cataclismo
Cataclismo on Steam: store.steampow...
********************
3rd party music attribution:
Music from filmmusic.io
By Kevin Macleod (incompetech.com)
License: CC BY (creativecommons...)
End screen background music - "Frost Waltz"
End screen & character art:
Jackie Musto - www.kayandp.com/

Опубликовано:

 

12 сен 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 51   
@chriswoodend2036
@chriswoodend2036 24 дня назад
I just had a thought about AI behavior in this game, are spikes not just damage but a pathfinding negative? Like would a door (which seems to attract) and a LACK of spikes help funnel horrors into a specific lane. Also a group of horrors is called a "telemarketer."
@BuranStrannik
@BuranStrannik 23 дня назад
Yes, lack of spikes does have that effect.
@gnaskar
@gnaskar 23 дня назад
"What started as a solid design started having fixes and patches bolted in place, ending up with a whole that is significantly less well designed than you began with. Even though you've been trying to address problems, and yet here we are." How dare you turn this game into a metaphor for my software development career. The worst part is now I'll looking at the patched together mess and wondering why I ever designed it that way, and knowing there's no way the customer will let me burn it all down and start from scratch.
@gnaskar
@gnaskar 23 дня назад
You know what, I take it back. The worst part is when it's someone else's patchwork mess. Especially when there are decades worth of them. That was 3 years of my life I'm not getting back. And I did not leave if in any better shape than I found it.
@Aavak
@Aavak 23 дня назад
Yuuuurp, new devs supporting legacy software is a horror story big enough for it's own series of novels and a possibly a movie franchise XD
@CaptAoife
@CaptAoife 23 дня назад
You're kicking butt! I'm really enjoying this series.
@thatoneguywhosaysstuff9529
@thatoneguywhosaysstuff9529 23 дня назад
For finding un upgraded bits in the huge mass of the walls, I would suggest putting down a singular instance of the unupgraded item in question, then double clicking It. If it is alone, upgrades are complete, etc etc
@Aavak
@Aavak 23 дня назад
Fantastic tip!
@Scapestoat
@Scapestoat 23 дня назад
Maybe your scouts are just really bad at their jobs. "Hey Gerald! ...does that look like a Few to you?" -"Yah." "Okay, job done. Let's go get a beer at the tavern!"
@shae98sc2
@shae98sc2 19 дней назад
Aavak asks the scouts how many horrors are going to assail the walls tonight. Scout 1: "Lemmie check boss." *Turns and shouts out the window* "HEY CLEM!" Scout 2, in the distance: "WHAT?!" S1: "HOW MANY OF THEM THERE HORRORS IS OUT THERE?" S2: "'BOUT A FEW!" S1: *turns back to Aavak* "'Bout a few." Thus the markers for Horror numbers are forever marked as "few".
@Scapestoat
@Scapestoat 18 дней назад
@@shae98sc2 At this point, when the Devs finally fix that bug, I would like to see the amount after "Few" change to "More than a few". :>~
@Elhazzared84
@Elhazzared84 23 дня назад
It is hard to say what is the best defense without overwhelming testing but based on anecdotal evidence from what I've seen there are a few things that seem to pop out. First is that trappers are only needed 1 per side. Considering how much they slow down everything, they probably snare everything in a large radius and given that they barely do any damage, that should be enough. Second is that lobbers don't do much damage, as you pointed out their primary value is in stripping enamel so just keeping 2 per side is enough, for the most part we are waiting for them to hit a weak enemies that then gets finished off so the corrosion spreads. Having many would mean lowering the damage significantly for enamel stripping which is probably unwise. Maybe it need more if we get to a point where there is a huge amount of enameled enemies but with current numbers more than 2 seems overkill. Archers seems to be your main source of damage for big units. they do alright damage, they fire fast and the fire is an extra dot that only really matters on enemies with a lot of HP and so they seems like one of the units that you want a significant number. Ballistas deal good damage too but given that their AoE is arranged in a line you probably can do with only 2 per side and make sure they have them side by side making sure they always have a big line of enemies to shot at. Bombardiers seem like another main stay of the army, they deal large damage in a large AoE. Although I'd have them in lower number than archers I'd significantly invest into them, probably half as many archers would be a good ratio. I'd have the entire army focused on shot the closest as for everyone that is how they will deal the most significant damage to the enemy except for archers which in my opinion excel at killing large targets. Everything else wants large clusters of enemies and enemies cluster at your defenses so going for closest is always best effect for non archers. Of course, I can't speak for the partisans as you haven't unlocked them yet. Lastly about making that extra tower, considering the place where it will be it may end up pushing a large part of the wave directly into it making the other towers and place much less effective due to the distances involved. It may even pull most of the wave there so I'd hold on that especially when the current setup works well. If there is anything I'd do different is that I'd normally try to build in a way that makes the enemy be out of the mist so that the attack uptime is larger and there is always spikes. I'd also build towers in the opposite way you do. Instead of making the tower bulge out of the defensive line I'd make a large wall and then have tower bulges go back inside your territory so that the defense is always a line which means there are no blind spots and the enemy will more likely to concentrate in a single point.
@Aavak
@Aavak 23 дня назад
Fantastic write up, really appreciate the thought you put into the feedback on the balance of units :D
@Runetrantor
@Runetrantor 22 дня назад
Having seen some other people playing during the wait for more here, I saw a couple things that you could find very useful... -TAB seems to show a grid over the terrain, so you can more easily tell where there's cliffs and where its pathable. -M apparently takes you to a top down view of the map, that also highlights the rough path waves will take if checked once the night approaches. -It may be wise to explore more of the map, to hopefully find better chokepoints to build the new walls in since you will need tor redesign a lot for cannoneers and ballistae.
@AntonsVoice
@AntonsVoice 24 дня назад
The cannoneers feel, or look, more like mortars.
@AriannaTheCrazy
@AriannaTheCrazy 20 дней назад
I started with the first taste this morning and binged my way all the way here! I'd love to see it carry on, I want to see what isn't considered a few! I want to see a lot! xD
@benthedaddyYT
@benthedaddyYT 22 дня назад
To me, a few is between three and seven. Less than three is a couple or one, seven to eleven is several, and twelve is a dozen.
@501Magnum
@501Magnum 16 дней назад
And above twelve is many.
@The_Ashling
@The_Ashling 23 дня назад
When you add four fews together, you get a sum. :P
@DisillusionedAcronym
@DisillusionedAcronym 20 дней назад
i'm genuinely surprised by how little aavak has lean into the squiggly stairs and arches. those were the first two things i thought of when i saw the gameplays. :-D
@BuranStrannik
@BuranStrannik 23 дня назад
Lil fun thing, the hordes seem to mostly ignore loose lanterns on the ground, and you can build them into unexplored areas by chaining. Can have the entire map lit up without affecting the enemy pathing.
@Bananahammock681
@Bananahammock681 23 дня назад
I would love it if upgrade unites that could replace earlier ones, such as canoneers replacing lobbers, had synergy. Like if they stand next to each other, the lobber stops attacking and instead reloads the canon with their balls of doom, at half the reload time. That would be so cool and leave you incentive to keep older units to buff newer ones.
@vilmaksp3054
@vilmaksp3054 23 дня назад
Our cannons great!
@olafredriksson5607
@olafredriksson5607 19 дней назад
I really enjoy this series. Thanks for the content !
@maximinc.6670
@maximinc.6670 21 день назад
Keep going! To be honest the campaign is pretty good for what it currently in it already I'd love to see you play it.
@RatoInsano
@RatoInsano 23 дня назад
I have been enjoying this, but since you asked it has reached a point to me where it's just more of the same, so I personally would prefer to see a new game instead. As a side note I have always been a big fan of you editing out a lot of the busywork in your videos, it really makes the videos more digestible.
@Aavak
@Aavak 23 дня назад
Thank you, I'm really glad the editing doesn't end up feeling like you're missing out. I try to keep it to stuff you've seen before, or, as you say, busy work :)
@bradboelter
@bradboelter 24 дня назад
Your resources did not change when you triggered the attack so I'd say it is just a time skip without simulation.
@ACID_
@ACID_ 23 дня назад
Do you already get the oxygen upgrade, that buildings cost less ? If not with that amount of houses I think it would make a big impact.
@thesquishedelf1301
@thesquishedelf1301 23 дня назад
I think, with the addition of Cannoneers and Ballistae, the Captors are much more useful than the Lobbers. The primary effect from the Lobbers at this point is the corrosion, but the Captors also get that, and the slowdown serves to group enemies better for the bomber-types to land their hits. The advantage Lobbers have over Captors is raw damage, which, if you’re just triggering corrosion for removing armour with them, is noooot really what they’re doing for you anymore
@MirageGSM
@MirageGSM 23 дня назад
If you feel like you have nothing more to do - push them back!
@Friend2Trolls
@Friend2Trolls 22 дня назад
You know, it just occurred to me, but you might want to check to see if a bridge or two crossing that big mist lake in the middle could help speed up movement for your troops and workers.
@kazrazin5508
@kazrazin5508 22 дня назад
I'd say 75-80 and if the difficulty doesn't spike call it whilst your still enjoying it, but a "Let's see how long I can last by not repairing stuff" go at the end could be fun to see too.
@nobob8564
@nobob8564 23 дня назад
PUSH IT! I have a feeling your hubris will be.... uhhh... huberised(?)!
@Bananahammock681
@Bananahammock681 23 дня назад
Hubris is an Aavak's biggest weakness.
@noahstanford5718
@noahstanford5718 23 дня назад
Don't think I've seen it in the upgrade list, but if you can buy them I recommend grabbing Hunters. They're like archers but better at single target damage, so they'll probably be good against the abominations
@alexandert411
@alexandert411 23 дня назад
Lobbers and captors are more or less useless after you have cannoneers/ballistae. Cannoneers slow if they have low ground and both do wayyyy more damage to more targets than the lobbers do. The partisans are basically a combo unit of lobbers and archers that do more damage than either.
@FriendlyFrienby
@FriendlyFrienby 23 дня назад
It's been a real fun series, I wonder if seeing the campaign and heroes playing a larger role would bring a different view of the game?
@chriswoodend2036
@chriswoodend2036 23 дня назад
One more comment here but you can't build in the mist sure, but watching you look for a place to put down a housing block near the end of the video and thinking about that big arch that you used earlier... can you build OVER the mist? Like, Ponte Vecchio style?
@Aavak
@Aavak 23 дня назад
Yup, as long as you have enough support to anchor the structure.
@Talon1124
@Talon1124 23 дня назад
Lobbers and Captors will always have a niche, because they use poison, Cannoneers and Ballistae do not, they use Spark Shells instead. Spark shells put a debuff on hit enemies that causes them to explode on death, and if you have a good setup(I don't), you can potentially chain-react whole swarms with just a couple. Cannons also have a longer range, and larger blast zone, but fire slower than Lobbers, Ballistae fire from high ground, and cause a line of damage instead of a traditional AoE. Addendum: Hunters and Partisans are really unique units. Hunter needs to be twice as high as the Archers, so it might be an idea to make 'perches' for them on your walls. Partisans are a hybrid unit, they have two attack modes. They could easily supplement your Archers, but I wouldn't replace them because Archers get the split arrow AoE, Partisans are high single target. At archer height, they fire a burst of shots. Really good at stripping the enamal armour off the Opal enemies. At Hunter height, they turn into single shot snipers, but they're not as good as Hunters because Hunters have the Execution skill and can instakill low-health horrors.
@novachaser
@novachaser 23 дня назад
I'm not aware of the other targeting options; I think it would be better to target to middle of the group with all cannoneers. Since the splash radius which lands on top of the closest enemy will necessarily not have any other enemies in the blast hemisphere that lies between that enemy and the cannoneer (otherwise this would not be the closest enemy), it seems that having them on "closest enemy" targeting will missing out on half of their damage potential (more if they are targeting the front or any other apex of the group).
@shadeling6717
@shadeling6717 19 дней назад
Been watching this series and i like the idea of it. However instead of just tougher mobs with shields i'd like to see more diversity of enemies. Maybe add more troop options. Game i believe is in early access so we can see what they add as development goes on.
@birdie8672
@birdie8672 24 дня назад
I want to see more! More explotions! A few sessions ago you where unable to grab a update from the warehouse (dual to the lack of oxegan storedge) dit you end in picking that one up?
@porkeythejoejoe
@porkeythejoejoe 23 дня назад
3:10 A murder of foes? if you will
@Friend2Trolls
@Friend2Trolls 22 дня назад
I feel like the enemies need one or two more unit types. So far, it seems pretty sewn up.
@daymaster1
@daymaster1 23 дня назад
Wouldn't you want to have the Ballista attack the closest, because they attack in a line, so it will travel through the enemies like a wave?
@roadtrain_
@roadtrain_ 23 дня назад
I feel we should get to see partisans at least though i suspect they're a 2x2 captor.
@skaianDestiny
@skaianDestiny 23 дня назад
Not really, they're a versatile unit with an emphasis on shield busting that can either deal area damage when put in low ground or single target damage in high ground.
@GentlemanBrawler
@GentlemanBrawler 23 дня назад
Bork.
@porkeythejoejoe
@porkeythejoejoe 23 дня назад
3:10 A murder of foes? if you will
Далее
I Spent 500 Days in a Rimworld of Magic
3:29:35
Просмотров 301 тыс.
300 Days of Project Zomboid - The Movie
2:57:12
Просмотров 10 млн
How Hard is it to Beat KRASTORIO 2?
59:51
Просмотров 2,2 млн
I 100% Vampire Survivors with ALL 18 Secrets
3:11:48
Просмотров 150 тыс.
Baer Plays Darkest Dungeon: Modded (Ep. 1)
2:53:42
Просмотров 33 тыс.