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As for OP: You're not going to make a cannon not explode. Your goal is to limit the damage of the explosion - either to only the turret, or even only the gun (only the loader is also possible, but not really worth it). And clipless does help with that.
Apart from that, armour the area around the turret. Just use loads of metal (or HA, if you're limited in size here). When using frag, also consider using ERA to stop the fragments.
Yeah i know. So i asked how to mitigate damage not remove it completely.
Cause it's a disaster when 5mm 8m shell go off.
Normal ship
http://steamcommunity.com/sharedfiles/filedetails/?id=1295739740
Ship after main turret explosion
http://steamcommunity.com/sharedfiles/filedetails/?id=1295739761
It's just... whow. I need to make suicide drone with that thing.
Outside changing ammo type to kinetic and EMP only thing i can think is make it fragment and make cone narrow so only thing it's damage is turret cap. I tried to put lots of ERA in front of ammo ejector cause with 500mm there is only 3-4 shells spill on ammo detonation but it's not really working well. Maybe if i mix ammo better. So for example if only 1-2 shaped charge bullets in ammo then it can be stoped by ERA.
Also i think i cant remove all explosion damage from HESH. But at least it's less dangerous if it's explode inside ship if ejectors directed to top.
Yeah i know. I play this game for a while now. But most of time i made just puny things. And it's no fun in middle of a game. So i want to make it big.
I know how to armor stuff so it's not that easy to destroy. But when turret go big it also explode really big.
Edit 1:
Plan with ammo mix with shaped charge and another nonexplosive ammo failed. Cause nonexplosive ammo still do enough kinetic damage to destroy ERA. Even EMP.
But it destroy only one ERA block.
Edit 2:
Wait. ERA remove any bullet? Tried with frag and it did not explode
ive heard it also makes explosive shells weaker but its a really expensive way to stop explosive.
theres a few ways to make aps less explosive:
1- use the armored clips, they lag less and have a bit more HP than the open clips
2- add armor around the loaders and coolers on the turret, this helps stopping explosions and fragments from destroying it easily
3- add ejectors, if you build your ship smartly you can use ejectors to eject the shells downwards or upwards when the loader gets hit
4- the final and most expensive one is but using clipless loaders, just use a loader with 1 or 2 inputs on the top/bottom, 1 is usually enough. this way the loader doesnt have a ammo reserve to and the explosion is alot smaller. loaders are more expensive than clips tho so its an expensive solution, also because theres no ammo stored in clips so you need more ammo barrels to load the gun.
i have a platform uploaded detailing how to armor a turret effectivly but i dont have a turret with ejectors on that platform yet.
two 500mm bullets are actualy only reason why it's somewhat achivable. cause it's only 3-4 bullets to metigate.
ERA in front of ammo ejector are works for shaped charge. It metigate most of damage.
http://steamcommunity.com/sharedfiles/filedetails/?id=1295957629
For frag and squash it's for some bizzare reason need to have 1 space gap to ERA.
http://steamcommunity.com/sharedfiles/filedetails/?id=1295989341
If no gap then ammo still go off ~80% of time. i think it's related to bullet spawn mechanics.
BUT for some other bizzare reason amost all time game remove only 1 ERA block instead of 2. So 2 blocks of ERA are enough.
Also sometime it hit 2 nearby blocks so it cant be fully reliable.
Tried make turret bath with ERA.
http://steamcommunity.com/sharedfiles/filedetails/?id=1295957728
It works and can be done below turret but i dont have any good turret with ejectors below.
1- obviously it will be done at later stage.
2- obviously i already done it. but turret explosion itself are too big.
3- i already done it as you can see. but it will really only work if they are not obstructed. which is usuay bad option. When it not obstructed then it will only works on narrow circumstances which i figure out in that thread.
4- this option is just bad. cause:
a) it still explode if it get hit when battle start.
b) ROF are just bad.
if you want i can share this platform.
http://www.fromthedepthsgame.com/forum/showthread.php?tid=27051
if it explodes at the start of the battle it wont explode as big because theres only half the amount of shells stored. after a minute theres only 1 shell per gun stored because it fires it immediatly
below 250mm explosive shells arent even strong enough to detonate nearby loaders when hit. with clips 250mm will explode the whole turret
https://steamuserimages-a.akamaihd.net/ugc/927045449559934983/E5BA5FB94EB9651ACF67ACC17BACF7C479D47220/
https://steamuserimages-a.akamaihd.net/ugc/927045449559938398/D38B3F2BAF27AD9A6B5B9A0E360801FA485255B5/
http://steamcommunity.com/sharedfiles/filedetails/?id=1249047555
a) with thin bottom first fail of antitorpedos are fatal
b) it's limit size of lower deck. cause i cant place turret on vital components.
it's not really true. for example:
http://steamcommunity.com/sharedfiles/filedetails/?id=1296534667
base reload time is 22.16. first equal block count is 10
left (5 autoloaders, 5 ammo intake) 22.16 * 1.5 * 1.5 = 49,86 / 5 = 9,972 cooldown
right (2 autoloaders, 4 clip, 4 ammo intake) 22.16 * 0.84 = 18,6144 / = 9,3072 cooldown
or 2m
http://steamcommunity.com/sharedfiles/filedetails/?id=1296534913
base reload time is 31.33. first equal block count is 24
left (8 autoloaders, 8 ammo intake) 31.33 * 1.19 * 1.50 = 55,92405 / 8 = 6,99050625 cooldown
right (3 autoloaders, 6 clip, 6 ammo intake) 31.33 * 0.66 = 20,6778 / 3 = 6,8926 cooldown
difference are larger the larger is turret.
for example 2m variant with clip and 48 blocks have 4,0729 cooldown and clipless is 5,5219125 cooldown
to be exact 5/3 is 1,66~ if we consider 500mm :D
125mm are more close to not explosive.
yeah. also last time i checked explosion localised where autoloader placed. so checkerboard pattern are can reduce damage even further.
but. larger turret - larger drawback from lower ROF. so it's not really apliable to big turrets. it's just better to place 2-3 puny turrets instead of 1 big. which is no fun on big ship.