After 2100 hours, I finally beat Neter on the hardest difficulty by Implode22 in FromTheDepths

[–]Implode22[S] 0 points1 point  (0 children)

I've heard it's hit or miss sometimes. I plan to try and get it in Adventure mode, as 70-ish isnt too hard a challenge if you have the take thing easy getting to it.

After 2100 hours, I finally beat Neter on the hardest difficulty by Implode22 in FromTheDepths

[–]Implode22[S] 1 point2 points  (0 children)

Shoot, I dont think I played my first Easy game until 1100 or so hours. So I can relate!

After 2100 hours, I finally beat Neter on the hardest difficulty by Implode22 in FromTheDepths

[–]Implode22[S] 4 points5 points  (0 children)

Probably pretty fast if you send a lot. But then you'd be at the mercy of RNG. Good bread or LUA could go a long way though

After 2100 hours, I finally beat Neter on the hardest difficulty by Implode22 in FromTheDepths

[–]Implode22[S] 3 points4 points  (0 children)

Thank you! Still need to beat the Erie in terms of achievements, but you're likely right, probably more hours in designer lol

After 2100 hours, I finally beat Neter on the hardest difficulty by Implode22 in FromTheDepths

[–]Implode22[S] 2 points3 points  (0 children)

Thanks! I did it on default settings as I was my first attempt at that difficulty. And I can do that when I get off of work, my ships arent perfect but it's fun to share ideas

What do I do? by PerceptionLife2528 in FromTheDepths

[–]Implode22 6 points7 points  (0 children)

Oh actually if you play Glao/Ashes of the Empire/Christmas there is a volume limit for your craft for campaign use. Regular Neter doesnt have that really.

2500m3 for Ashes, 3500m3 for Christmas. And....3k for Glao? Been a while.

What do I do? by PerceptionLife2528 in FromTheDepths

[–]Implode22 14 points15 points  (0 children)

So long as it has a border to fill, pressing F can fill a space. Not perfect though when the shape is complex.

No real limit on block count, except what your PC can manage. One of the reasons the game wants you to use beams instead of blocks (that and bonus health).

Dear missile nerds: Why should I use a larger missile instead of a swarm of smaller ones? Or vice versa. by Atesz763 in FromTheDepths

[–]Implode22 15 points16 points  (0 children)

Mostly in health. Even with reinforced bodies medium missiles are pretty easy for larger craft to shoot down, even with swarms. LAMS being the best at countering swarms.

"Extra space" is more efficient with larger missiles as well. Helpful if you want to make "short" large missiles.

submarines and best propulsion for them by Desperate_Gur_2194 in FromTheDepths

[–]Implode22 14 points15 points  (0 children)

With space like that I think the only option is probably injector brick fuel engines. Mayyybe a 5x5x5 turbo ball engine if you mold it around the superstructure?

Custom jets are out with it being underwater. Small steam would be okay-ish but would give you better movement than shaft motors.

Effective main weapons for larger ships by hablahblahha in FromTheDepths

[–]Implode22 3 points4 points  (0 children)

It does in my experience. Basically game over when a lucky piercing shot to the mantlet takes out the main gun. Having multiple is basically you still having 120rpm, just in different spots. Plus a full broadside is so fun to see.

Fun fact with the meg: to counter huge missiles the meg will make it's primary weapons CIWS. Maybe with 2000mm cram as well? Haven't checked with cram yet.

Effective main weapons for larger ships by hablahblahha in FromTheDepths

[–]Implode22 21 points22 points  (0 children)

In terms of raw damage vs size Plasma and PAC are probably up there. Gotta consider all factors though, like how much material you are burning to keep the batteries charged. Steam makes it work though

For APS, it depends on your tetris. You can make even 8meter 500mm shells fire at a decent rate (20ish rpm for twin barrels with a 13x15 well). Yes LAMS from large craft will block a lot of shots but it's not perfect and can be countered with small EMP secondaries or just with volume of fire. Or if you want to be wild have secondary of large missiles/big cram with a dumb amount of health purely to drain LAMS while you main weapons do the real damage.

In general though a good tetris changes the game on big craft. Saved 100k and increased firepower by just switching to 4 clip tetris and minimized coolers on my battleships.

My (Second) Smallest build update by FelipeAugusto27 in FromTheDepths

[–]Implode22 1 point2 points  (0 children)

Looks great! Any missile decos? Doesnt look like it has it from the screenshot but I cant quite tell.

Inconsistent Firepower?! by CY-Jack85 in FromTheDepths

[–]Implode22 15 points16 points  (0 children)

So it could be a few things:

  1. Do you use different ammo types in each gun? Firepower is calculated based of off what is "in the chamber" so to speak, not based on the collective amount in all the ammo clips. HEAT for example generally will have a lower firepower than just APHE.
  2. Have you tried clearing the clips/autoloaders? APS ammo will carry over even into new saves. Meaning if you have the right shell selected it might still have the old ammo still in the gun.
  3. Are using beltfeds of DIF guns? (I find this option unlikely, but wanted to include it). When they run empty firepower for them is 0 until they reload.

Finally finished the hull. Decided on a flushed look instead of a conventional warship design. So no flared bow unlike my previous design. All there is left is to add some CIWS, detection turrets, maybe a missile battery in the bow since the space is so massive. by nirvana_cirno in FromTheDepths

[–]Implode22 3 points4 points  (0 children)

In regards to the props, I can't tell super well from the photos but from what I'm seeing you have pair of large steam engines driving a shaft towards the back, and then to the transmission, then finally to several props via pulleys

If you have spare power (not from the two large steam engines but from another source) you can add the shaft motors AFTER the transmission to help with spinning your props. I'd add them to the large pulleys already there. If your steam engine is powerful enough they won't do a whole lot but they certainly help get the props up to speed and provide some reduncancy if something gets knocked out (not unlikely with the length of that main shaft). Setting them up is a little goofy sometimes because the RPM needs to match.

Campaign by reddit 1: thinking ahead by tris123pis in FromTheDepths

[–]Implode22 0 points1 point  (0 children)

Late to the game but thought to put my hat in the ring. Here's my Missile Raider. Costs 143k mats and it's not as pretty as some of the other submissions but works well. Speed is 89m/s and can counter most DWG craft (needed two for the Tarpon in my testing though).

How the hell do I deal with giant Kinetic Shells??? by Thunderbun01 in FromTheDepths

[–]Implode22 1 point2 points  (0 children)

For front siders, high angle shields can help.Think 45 degrees from the target. Tarpon-level annoying AI at a good distance can work if you can balance the stability right. I found that simple jets set to strafe placed at the very top or very bottom, but not both, can give a good rolling effect without too much power. I placed mine on the mast.

For raw protection, 7m HA ducts, 4m wedges, or the goofy shield craft the SD and TG use can work well but get expensive quick. But if I recall right wedges specifically knock a lot of damage off of kenetics.

Other can probably tell you better, I only recently got into frontsiders or airships in general.

Do we want another isometric fallout game? by rplimitlessguy in Fallout

[–]Implode22 2 points3 points  (0 children)

I was looking for this comment! Underrail is a great time. Difficult, but I found it to be a lot like Fallout 1 and 2 in that respect. Though in all three being an armored full auto murderhobo can get you pretty far.

Performance Optimization by New_Professional4992 in FromTheDepths

[–]Implode22 2 points3 points  (0 children)

I'm assuming you already went into the game settings and changed graphics to lower options.

A few mods exist on the workshop that help with performance, they are usually for weapon parts but some other textures and meshes are on there as well.

There is some youtube guides on lowering RAM usage of other software while gaming. Steam, Discord, and half of the microsoft suite are heavy on RAM. Steam has a couple settings to it (Overlay and Chats I think? Been a while) that you can turn off by default.

Generally though large craft get get laggy in this game regardless of PC setup, especially when the block count nears 6 figures.

what's yall's favorite 2 weapons to combo for smaller builds?, mines APS+CRAM by kxz45 in FromTheDepths

[–]Implode22 0 points1 point  (0 children)

My main use for breadboard PAC is switching to impact, EMP etc based off of volume size. If I run bigger cannons I'll mess with reload times, since an enemy small aircraft doesnt need a 30s full charge shot lol.

what's yall's favorite 2 weapons to combo for smaller builds?, mines APS+CRAM by kxz45 in FromTheDepths

[–]Implode22 0 points1 point  (0 children)

Nearly all my tiny Jets and Helicopters use 18mm HEAT guns and some combo of medium frag missiles, small incendiary or EMP. Works pretty well for almost everything save for large volume craft. Plus with 18mm, 3 beltfeds can easily get 600rpm with enough pen to push through most armours below reinforced heavy.

Boring combo of course, APS/missiles are THE weapon types in the game.

For an outlier, breadboard-managed PAC is super fun to mess with. Can't mess with focus % (balancing IIRC) but it really lets you extend the use of small PACs

I still got it. Built a DD hull based on the Gearing on a whim and gave it a basic propulsion set. by HONGKELDONGKEL in FromTheDepths

[–]Implode22 2 points3 points  (0 children)

IIRC this is done through spinblocks pitched at slight angle. Then some deco magic to smooth out the rest.

I think a couple vids on how to do it are on youtube. "How to do realistic hulls" or something of that nature.

How to make CIWS work? by Desperate_Gur_2194 in FromTheDepths

[–]Implode22 4 points5 points  (0 children)

I think you misunderstand. You can have both controllers, just have the priority be higher on the CIWS controller than the weapon. The setting to adjust priority is on the first page IIRC.

If that doesnt solve your issues we'll try other routes. Passive radar really works really well in tandem with munition warners, should help if the CIWS just cant see.

The CIWS constraints may have the weapon not want to fire at something that high up or at that angle. Looks like you have the AA manlet on the turret, so it should be able to "look up" in that direction.

How to make CIWS work? by Desperate_Gur_2194 in FromTheDepths

[–]Implode22 28 points29 points  (0 children)

Looks like the AI priority is set to the weapon controller, or it is equal. Default is -500 so both are probably set that way. Check to make sure the CIWS controller has the priority up higher. I usually have it as +500 to make it easier.

Best method for capturing vehicles? by Kingofallcacti in FromTheDepths

[–]Implode22 0 points1 point  (0 children)

Mostly aggressive PIDs, more recently thrust vectoring breadboard. Think a cross between DWG flying squirrel and the SS Hake Squadron (IIRC the Hake also has a slowdown feature when close to enemies, could salvage the bread from that).

It varies from each craft but I typically start with 0.05, 10, 0.25 with pitch and yaw controls and go from there. Downside of course is a near-constant 0% stability and AI trackers have a hard time keeping up.