There's No Better Teacher Than Your Enemy!



Welcome to Episode 15 of my Cosmoteer Let’s Play! Ever wanted to manage your own starship? How about building and upgrading it too? And what about more than one ship, your own fleet even? Cosmoteer has it all and more!

********************

Help Support Aavak’s adventures on Patreon – https://www.patreon.com/aavak
Join Aavak and the Dapperlings on Discord – https://discord.gg/aavak

Aavak on YouTube – https://www.youtube.com/aavak
… and – https://www.youtube.com/channel/UCk7U8vOfzutkuZ-coGdpXrw

Aavak on Twitch – https://www.twitch.tv/aavak
Aavak on Twitter – https://twitter.com/Aavak_
Aavak on Instagram – https://www.instagram.com/aavak_official/

********************

#LetsPlay #Cosmoteer #EarlyAccess

Cosmoteer Playlist: https://www.youtube.com/playlist?list=PLGe_S5n7MjT3WSOpQK8HmmgSj0O5Cr9tZ
Cosmoteer on Steam: https://store.steampowered.com/app/799600/Cosmoteer_Starship_Architect__Commander/

********************

3rd party music attribution:
Music from https://filmmusic.io
By Kevin Macleod (https://incompetech.com)
License: CC BY (http://creativecommons.org/licenses/by/4.0/)
End screen background music – “Frost Waltz”

End screen & character art:
Jackie Musto – http://www.kayandp.com/

source

31 thoughts on “There's No Better Teacher Than Your Enemy!”

  1. The missiles are great for reducing an enemy to dust & they have great range, but they seem rather chaotic & not very accurate. I think u launched a few full broadsides right into the Scarab. As long as u have friendly fire turned off it's not so bad but like u said everything about missiles is expensive. Have u thought about swapping the roles of the Fire Ant & the Scarab? Put shields & railgun on the Fire Ant with missiles all down the side as both missiles & railguns have greater range & have the Scarab circle around behind with the powerful Ion beams to snipe out the cockpit, engines or whatever else is in the rear of the enemy ship?

    Reply
  2. Arm FIREANT with EMP missiles and possibly NUKE. But EMP is a must, also add more armor to scarab, A-LOT more, and more Point Defence points, it Doesn't require crew to operate. Maybe buid Tractor Beam to keep enemy at bay

    Reply
  3. 47:12 "The target area is only two meters wide. It's a small thermal exhaust port, right below the main port. The shaft leads directly to the reactor system. A precise hit will start a chain reaction which should destroy the station. Only a precise hit will set off a chain reaction. The shaft is ray-shielded, so you'll have to use proton torpedoes."

    Reply
  4. Glad Tilly and her two humans are feeling better was a fun Ep Aavak as for possible tips on Missiles you did what I was going to suggest and Hot grp 'em but might I suggest a tweek?,

    Try splitting them into 2/4 groups, Port and starboard so you can control the engagements maybe even For/ Port and Aft Port so 4 groups thus can save on missiles when you just need a couple to pop a section or 4 targets in one volley. I have been doing this on my Gun boats to moderate success.

    Reply
  5. I often find my crew trying to bring stuff between modules, because I'm not good at setting up crew orders, but otherwise…. Modular is much bulkier and tend to be more durable design-wise. It also tends to be more costly. I prefer my modular builds, but I couldn't tell you if they're any better.

    You could also probably do with testing out your ship in creative against other designs to see how it reacts, that might uncover certain weaknesses you may have not previously noticed.
    I'd tell you to add a railgun-spine down the middle of your fire-ant, but I'm not 100% on whether that old design-strategy is as good as it used to be.
    If you DO add a railgun, I'd advise you put a couple horns on the front of your ship. As in two massive pieces of armor that defend the very valuable gun. Especially if it's a particularly large one. I think the horns on your Fire-Ant might be big enough as is, considering its size. Just be sure to add shields, you don't want to lose that rail just 'cause your opponent had shields and you didn't.

    Anyways, I hope this helps you on your journey towards bigger guns.

    Reply
  6. Control-click is your friend in combat, especially when it comes to railguns. Note that you can:
    – tell a ship to rotate while flying or strafting, so it points at a ship while moving elsewhere
    – control-click a part in rotate mode to point at it specifically – I use this with my railguns on Fire at Target for pinpoint-accurate shots
    – control-click a part without any movement tool selected to target a specific part (you were trying to figure out how to do this), which does NOT tell the ship to move to it. You can set a follow distance, then rotate to a part, then click the part you rotated toward, and the rails do the rest.

    Reply
  7. When trying to kite backwards like with the scarab I find it easier to use move command with that + looking button. Because when you use that the ship maintains it's current rotation, thus it will fly backwards if you pick a spot behind in. If you then click the rotation button and pick and enemy you will keep looking at that enemy while moving to the location.

    For targeting enemy system if you just right click on them it puts you into attack mode which stops the move order. You need to instead select the weapons individually and order them to attack. It helps to put them in a hotkey group, CNTRL+#. Then when you want to pick a target simply press whatever number you assigned the weapons to. Also I group weapons on side of my ship separately so when attacked by groups I can have weapons on the port side attack enemies over there and weapons on starboard attack enemies on that side.

    Also when sniping with your Railgun for the base it didn't seem like it was targeting the part you selected. Do you have the railgun set to Fire At Target or Fire At Will? FaW the RG will shoot as soon as any part of the enemy ship is in line of fire. Where as FaT will fire only when the selected part is in line of fire.

    Reply
  8. If your after additional rare resources they can also be found within the damage area of the star. You will need a dedicated ship with 6-7 large shields mounted on the front and a couple of tractor beams to pull the asteroids back out of the danger area so they can be mined safely.

    Reply
  9. One thing that I note is that you seem to take the time to take out all of the weapons in every encounter. Sometime, the fastest way to eliminate the threat is to just go directly to the cockpit or the reactor. You have to consider how long it is going to take to take out all of those weapons versus just punching straight through the armor and completely taking out the threat.

    Reply
  10. It looks like the fire ant is at a quarter of the crew that it needs. Seems to be a common issue with these ships.
    The final fire ant appears about half the suggested crew.
    HE missiles are easy for point defenses to shoot down, as ships get bigger they will get less and less useful. Nukes and EMP missiles are much more durable. Personally I don't like the system at all, which is sad as missile boats are normally my favorite weapons.

    Reply
  11. Honestly the lack of hallways just makes me worried as to what crew do when the stuff they're supposed to work gets wrecked but they survive… if they have nothing to do do they go to other sections of the ship?

    Reply
  12. You need to turn your fire ant around. The missile section needs to be the butt, not the head, on account of how explosive it is.
    You should be producing the missiles as you use them instead of storing them. Put the factory right next to the launcher.
    Guns should always be on the back of your ship. Fire backwards as you fly away. Gain a negative turning radius and make them fly into your bullets.
    Railguns should almost always be twinned. Access them both from the middle between them.
    You should make a small ship whose entire job is to be bait. Fast, tiny, filled with shields and point defense. Goes in, pokes the bear, runs back to the fleet.
    Lead your shots with missiles. Aim at the front of the ship so your missiles will be swinging into its side and back instead of falling past it.

    Reply
  13. Maybe reduce the workers for the missles so you don't blow all the ammo in 2-3 engagements. Also move the crew to a few deck guns on the fireant in case fighters decide to make a rush or the scarab is heavily damaged. (Nukes are ahead.)

    Reply
  14. can i just say you are going to want shields on the fire ant, with the newfound presence of railguns of decent size, one well placed shot from them would annihilate the fire ant, and the fire ant is just a massive bomb with thrusters, 80 crew and half a ship is not something you want to replace

    Reply

Leave a Comment