Cosmoteer S2, 8 – BIG DAMAGES – First Look, Let's Play



Now with modifying some of the settings, let’s set out on a more FUN and interesting journey! ⭐Support Katherine on Patreon: https://www.patreon.com/katherineofsky

Find on Steam: https://store.steampowered.com/app/799600/Cosmoteer_Starship_Architect__Commander/

A huge thank you to the developer for providing me with a game key!

Release Date: 24 Oct 2022

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Check out these other fun series:
Timberborn Golem Update (The Other Mesas): https://www.youtube.com/playlist?list=PL4o6UvJIdPNoV8J3EimJxfyDX-tB70SdK
Factorio 248k Mod: https://www.youtube.com/playlist?list=PL4o6UvJIdPNqllP7IA-oMtm36buGspdNY
Factorio Seablock w/ Mathias: https://www.youtube.com/playlist?list=PL4o6UvJIdPNq5muuq4aXIlyxSAgmCxOAp

Copyright © 2022 KatherineOfSky. All rights reserved.

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About Cosmoteer:
Design awesome starships using intuitive ship creation tools that are easy to learn but hard to master. Fully customize your ship’s shape and floor plan, choosing where to place individual modules including weapons, engines, hallways, and crew’s quarters. Your ship’s design is key to its survival, and every decision you make will impact its performance in battle. Easily share your designs with others through the Steam Workshop, Forums, and Discord.

A ship’s crew is its lifeblood. Numbering from half-a-dozen to a thousand or more individually-simulated people, your crew will pilot your ship, operate its weapons, and carry munitions. How efficiently they operate determines how well your ship will perform in combat. Your crew are autonomous but you can optionally customize their behavior with specific roles and job priorities.

Command your ship or fleet in real-time tactical battles. Combat is physics-driven, explosive, and immensely satisfying. Each module can be individually targeted and destroyed, and whole ships can even break apart into multiple pieces. Target an enemy’s weapons to eliminate its offensive capability, destroy its shields to lower its defenses, or go for the kill by taking out its reactor.

Become the most famous “Cosmoteer” in the universe by battling A.I. ships, taking on contracts for factions, earning loot, and upgrading your own ship while exploring a procedurally-generated galaxy, alone or in online co-op with friends. Then test your ship design and command skills online against other players in multiple PvP battle modes. Or let your imagination fly free in the Creative Mode where you can build whatever you want with unlimited resources.

Still want more? A powerful modding framework and Steam Workshop will keep Cosmoteer constantly feeling fresh with new player-created weapons, modules, and other enhancements.

#Cosmoteer
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20 thoughts on “Cosmoteer S2, 8 – BIG DAMAGES – First Look, Let's Play”

  1. With my factory ship which is pretty much a brick, I have 2 lines of factories for those 4 wide and 3 wide. They are either side of the central line with power and crew. They have 3 large storage either side of them in a row. Which provides a dedicated input and 2 dedicated output locations. I haven't filled all the factories yet, but it should be good enough for the main structure. I did go for medium power along the central line with smaller power on each area on either side for the thrusters.

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  2. 17:00 the front of your ship was on fire and it spread into the reactor, causing it to explode.
    Yeah the game isn’t great at communicating that your ship is on fire. Sometimes you realize it only after important parts go kaboom.

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  3. Dear KoS, you shall read comments more often 😄 Or maybe live transmission with audience sugestions on the spot 🙂 Give Picadillo bigger thrusters. Harvest at "Kuiper Belt" (dashed circle), replace big reactor with small one, install sonar and it will be fine.

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  4. Looking for Astroids field when you are not far from the Big Astroids field ring that around the sun, the pain of recording and playing the game with too many things going on as always but it does make it very Entertaining to watch

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  5. To control game speed when enemy is spotted there is an option. (Settings > Gameplay > Informational Overlays > When Enemy Spotted > Choice of Speed) I hope this helps.

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  6. 29:25 "Why does it go into blueprint mode every time?" Because you still had unsaved blueprint changes from way back when you were trying to switch the huge thrusters for larges. You have to either apply ("make it so") those blueprint changes, or discard them by clicking the blueprint mode button in order to make direct instant modifications to the ship, unfortunately, even if they're as simple as adding a door. Otherwise it raises the possibility of versioning conflicts, which would be a nightmare to program around or for players to understand even if he did.

    10:28 "Why are you not going? Ship weird." Because at 10:16 you gave an attack order against a hostile contact, but the hostile disappeared a second later, which cancels the order, so the ship no longer had any orders.

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  7. Blueprint mode/Open Build Panel: The hotkey B in my case will open the last default option you picked last time it was open. If you turn off Blueprint mode in the Open Build Panel the next time you open the panel it will not be in BP Mode. There is a hotkey for BP Mode too.

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  8. It can be saddening sometimes to hear you record in advance so far, because there are times where I notice things you miss, usually on your ship design, so by the time you read my comment it’ll already be fixed, love the content 😉

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  9. Ah wow, recording so far ahead, most suggestions are useless by the time it matches up for us 😅 though I guess that shows you simply enjoy the game that much maybe.

    A few suggestions I think will still be useful are, many ships going forward are going to have EMP weapons, either guns or missiles, I strongly suggest not relying on Shields to cover weak points and try to account with armor and spacing for exploding. May want to make front armor AT LEAST 3 thick for close encounter ships, the tunneling designs get very survive over time.

    Also something you can do to get more thrust is while occasionally upgrading is fine, you can also pull your engine rooms further out of the body to have more thruster contacts, because you can often surround those and thrusters with as much armour as you want along the sides.

    Another thing is I find crew is often killed or left behind when their beds close to the front or reactors and it often cripples ships when the reactor explodes, even if you survive to repair, not enough crew to move or do much.
    I don't really have any suggestions to fix this though I have seen some people put a layer or two of armour between reactor and components or sectioning off areas such as weapons, movement and storage with armor so that if one area goes down it's isolated from fire and explosions. However this seems to increase risk of jumping out the airlock in flight.
    The "fixes" I've seen come with strong risks or micromanagement.

    Your ship exploded because the crew were mining and weren't manning the shields is my best guess.
    Enemy snuck up on you I guess. Unfortunately.

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  10. Your crew management is all screwed up. You have a ton of red shirts doing nothing, whilst your yellow shirts are leaving the rear engine room uncrewed whilst they go all the way to the front of the ship to more energy about

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  11. Obviously, one of the biggest rules of thumb here is "If anything on your Ship stops working after making a change, check for Missing Doors – they're often removed by the Mirroring function in Ship Building."

    On larger ships, try to build your Thrusters in small groups around an Engine Room, with access to its own Crew, Power and Airlock/Fire Extinguisher. These self-contained 'Thruster Clusters' keep a dedicated crew on hand at all times to ensure fast and efficient movement from your Ship. You'll often want a Thruster Cluster mirrored for two total, to handle lighter ships, or one large centralized Thruster Cluster with multiple Engine Rooms supplying Large/Huge Thrusters, surrounded by Armour on Heavy Freighters or Massive Warships for maximum efficiency.

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  12. I believe the reason you could not enter build mode (as opposed to blueprint mode) is it's not allowed/available while repairs are required/pending (but not 100% on that). Also, it is in no way intuitive, but you can set attack ranges on your ships. This would allow you to, for example, out range cannons with lasers. Basically the only way I found out was seeing another YTer doing it. This is especially useful when attacking static targets like weapon platforms. Enjoying the vids, keep up the good work.

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