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And optimize your crew. I ignore the crew work priority and only assign them to fixed tasks. You need 2 groups: Group 1 only operates, they stay in the room/gun room forever (fixed assignment). Group 2 is assigned to power generators/ storages and runs around to supply energy/ammo. The energy generators/storages are fixed assigned to their rooms/guns.
I played around with all weapons and my conclusion is: Railguns, very long railguns outperform every other weapon. I slowly extended them, started with 2 short ones, now I have 4 nearly max length. The huge range is just too good. You can snipe pirate bases and most of the ships before close combat starts. For close combat I made 2 prism setups with 16 ions emitters each.
Defense wise I go with massive amounts of shield in the front together with huge crew counts to carry batteries.
My early game ships used 1 railgun and a few cannons with a good number of shields +point defense.
I would add more shields to the neck that will cover wings and add disruptors and other guns to wings(relocate two deck guns to wings).
also make deck guns not fire at will, only when you set targets, so disruptors first strip shields and then you click and deck guns shred naked flesh
also pd doesn't really work in little quantities. 4+ per spot is ok
- Constantly draining ammo in absurdly high quantities (although to be fair, it's cheap as dirt, but also in the interest of fairness it should be noted that storing explosive stuff means inventory management or "random" explosions because of fire).
- Range lower than a 1,000 credit Laser Blaster.
- For the crew requirement, you could run 4 Laser Blasters... which admittedly would only do a third of the damage, but also don't run out of ammo (unless you count power), and they do that damage from 70 meters outside the range of any and all cannons.
- Swap them out for 2 Heavy Laser Blasters instead, and that damage is roughly half, instead of a third... and still outside cannon range.
The benefits of deck guns are: placing them inside the ship, cannons being immune to disrupters, and being able to fire in any direction without having to spin the ship. They do gobs of damage, but they're inferior in every other way to nearly every other weapon that requires unlocking... and some that don't.The only thing that I would feed ammo to is missile launchers, because those things do ridiculous damage at ridiculous range... if they hit.
They need to fire a lot. put a capacitor close by. I find 1 capacitor per 5 PD gives the crew enough access to power to sustain the PDs in a fight. you cannot use a power generator to feed those. the generator dishes out power cells too slowly.
A capacitor at the corner of the PD intersection on the 2nd picture would do
It would be better of you have a corner of PDs there, 5 facing up, 5 facing the side instead of the 5 facing the side only.
I also have the PD to attack and defend. the extra wall of bullet seem to improve defence.
Also, makes sure every room is touching a corridor and that the crew chooses the corridor instead of traversing a room.
Even the power generators the way you have them set, means the crew has to traverse the entire room to feed the engine connected or the other ones on the other side of the room.
Again you can use capacitor(s) there, enough to last a fight
Where are the engine rooms?
Where are the layered defenses?
Tips/guides/stuffs after looking over your ship pics:
You have designed primarily around aesthetics. There's nothing wrong with that. BUT, here, you've designed so much around how organized and nice the ship "looks" that you've hampered its efficiency. You ship may "look like" it should perform well, 'cause it looks like it... But, it would be surprising if it survived any combat at all. That's because in terms of "efficiency and performance" it "looks terrible." That's OK - EVERY new player will go through that same process of learning that "looks like" does not mean "is like."
Don't put your command rooms (cockpit/et al) where they're the most likely ship's component to take damage. Don''t. You should put them towards the interior, aft, portion of the ship.
Your PDs only have a two-charge capacity and the energy source is too far away. They will fire once in combat, run dry, and then you'll probably not see them firing again... ever. Mouse-hover over a PD outside of the build menu screen and you'll see a colored line leading from it to what the game believes is the closest energy source. If you haven't carefully constructed it for good efficiency and the line is not green, that PD will most likely not have 100% up-time in combat. Select all the PDs that you've assigned to be fed batteries from the same power-source. (Double-click to highlight all that weapon's type on that side of the ship or you can just shift-click select them into a group.) Then, give them all the order to fire continuously and watch what happens. (You should always do this to test the efficiency of your crew providing the weapon with ammo or energy and see if you can get all weapons firing with 100% up-time when possible.)
You have all "Redshirts." This may be due to importing the ship into Creative mode. But, if you have not set up proper roles for your Crew in order to create specialists that focus on specific duties at high priority then you will likely watch vast networks of your ship's systems not working appropriately... The difference in performance between and all Redshirt crew and one that has been properly fine-tuned with Roles with a good mesh of Priorities is astounding.
As said above, those Deck Guns can not fire through each other. No "top mounted" weapon can fire through another top-mounted object. Read the weapon's description. :) And, as well, mousehover over ANY ship component in the game and press ALT to see a detailed description of that items stats. You may also get additional info in that description as well. (Deck Guns are best used being supported by or supporting other weapons systems. The are good for highly specialized and well protected "brawler" types of ships with lots of close-range weapons designed to chew up opponents or as "one-shot, one kill" weapons useful for swatting down very low-tier and small unprotected ships that could otherwise annoy your's during combat with larger, dangerous ships. (Pack hunting))
Note: On "weapon critiques" - Most weapons in Cosmoteer are very useful in their role as long as they are being used properly... in that role. So, when you get criticized for liking Deck Guns, be advised that there are some pretty terrifying ships that make very good use of Deck Guns. What you're being criticized for is not simply focusing on using them, but not designing your ship around the use of them.
There is no reason to not use an Engine Room on your outboard engines. You're losing 50% efficiency there as well as the just-as-valuable central location to feed those attached engines in one spot. Engine Rooms are priceless efficiency boosters...
Your Deck Guns aren't going to fire very often... You need to assign special roles in your Crew to operate them and make sure that those Operators stay in their seat, manning the weapon, while another Role in your Crew compliment loads those weapons. And, you may need to create a Role who's job is to only move ammo to storage from the factories.
There is no reason to not "attach" factories to "ammo-based" weapons and load weapons directly from the factory's output. Ammo is made very quickly from one raw material, sulfur, and sulfur does not explode when it's hit in combat... which is a great reason to use it instead of storing a ton of Ammo. Also - Sulfur saves a LOT of space in terms of how much ammo can be manufactured from it. ie: Don't store ammo if you can use a factory to make it as needed.
Every time a Crew has to walk through a Room and not a Corridor, their movement speed is slowed by 50%. To supply your Engine Rooms at the stern, your Crew must walk through Factories. And, there's no reason at all for those Factories to be where they are, block the way. Reverse that and put the Reactors much closer to the Engine Rooms. (I don't think you need two Reactors to feed those two engine rooms. (Don't have their output in front of me, so you should highlight them and press ALT to see how much power in Battery Units they generate per second. Then, add up the Power Requirements of all components that should be powered to see if it's enough. And, also, make sure you have enough Crew Assigned to transport those batteries and Crew assigned to those Engine Rooms to operate them without being able or told to leave the Engine Room to go get batteries...
Whenever you go through a major redesign/refit, always load that new design up in Creative mode and test it. Test its components, it's speed, how the crew move around the ship to fulfill their Prioritized jobs, etc. Test the Roles you create to see that they're working effectively, watch your Crew perform, make changes where necessary, etc. There is NO reason not to do this. If you leave it all up to "live" and don't test new complex designs in Creative mode, you'll wish you had. :)
That's a bunch of armor and not a lot of engines to push it. Speed and Manueverability are KEY advantages in combat in Cosmoteer. You must absolutely focus on efficiency there. If dumping armor means you can avoid taking damage, you didn't need that armor, right? :) (Though, take note: Somewhere around the third Sector or so, then a bit later in late game, you'll find yourself fine-tuning armor and shield combinations as incoming damage is going to be unavoidable at times. So, before then, experiment with doing that as you'll end up doing a ton of that in the end-game.)
Crew Roles & Assigned Rooms/Parts and Chains :
Redshirts are typical unskilled, low-rating, fill-in broom holders. Edit their Role in the Crew menu and see what their Priorities look like. They'r e pretty much set to represent exactly what they are - "If you ever see a Redshirt doing something, that means someone who was more qualified to do that task was not available." :)
So, in case you haven't done so yet, you need to ALWAYS fine-tune how your ship's Crew perform jobs as well as how your ship's Components/Parts interact with each other.
You fine-tune Crew assignments to target specific Parts by Assigning their Crew Quarters TO that part. It can be storage, a weapon, an engine room, a factory... whatever. The Crew in those Quarters, if the quarters is assigned to something, will focus their efforts on "just that one thing." Those "efforts" will be focused on according to how you've set up their Priorities. Crew that do not have their Quarters assigned to something and have a Role that allows them to do a lot of things will most likely always be found wandering the ship, doing a variety of unhelpful things... They NEED direction and discipline in the form of proper Roles and Priorities.
Ship's components (Called "Parts" in the wiki) can be assigned to direct whatever it is they do to prioritize assisting the function of other parts. So, for example, Reactors can be Assigned to direct their Battery Supply to specific Engine Rooms. BUT, to make that happen, they must have Crew who's quarters have been Assigned to them to focus on the jobs available in that Reactor room, like taking the Batteries from the Reactor to the Engine Rooms that Reactor has been Assigned to power.
This can, for example, be done with Factories - You can Assign a Factory to direct its output to a specific Deck Gun. Then, assign Crew to Operate that Factory. You may want to fine-tune this by also Assigning a Storage room to supply its stored Sulfur to that Factory and a couple of Crew to move it from storage. Etc, etc...
In this way, you create a chain of Crew and Ship's Parts that support and provide the efficiency a Cosmoteer ship needs in order to work.
Links and stuffs:
https://cosmoteer.wiki.gg/wiki/Cosmoteer_Wiki (Bare-bones for now, but useful to refer to when not in game and thinking about your ship's designs.)
https://forum.cosmoteer.net/d/7783-cosmoteer-ultimate-ship-design-and-part-guide
https://www.youtube.com/watch?v=VhxTAi4kgX4 (OneEye designed many of the Faction ships in Cosmoteer)
https://www.youtube.com/@thatonekmc (He's been focusing on trying to produce some guide vids and covers a lot of different topics.)
Always look for and watch Let's Play vids/streams from good streamers/'tubers. You can learn a lot just by being entertained for a little while. :)
https://www.youtube.com/watch?v=HqgR5PULmFs&list=PLGe_S5n7MjT3WSOpQK8HmmgSj0O5Cr9tZ
I've really been enjoying Aavak's "Let's Play" vids of Cosmoteer. He always explains a game's mechanics, where appropriate, and why he makes the choices he does. Here, in his Cosmoteer playthrough, he explains a great deal. He does, however, make some mistakes. :) When he does, he always follows up in the next vid explaining his error and thanking his commentators who correct him. :)
I wasn't sure if you were working on a price or crew limit, so i tried to keep it close.
https://steamcommunity.com/sharedfiles/filedetails/?id=2894376945
It's at 710,000 and 124 crew. But i wasn't fiddling with optimization too much. Notably, the sulfur storage for the ammo factories is way larger then needed for fights at that range, i stuck some disruptors on to help deal with shields and create more projectiles to help deck cannon shots not get shot down. I would put more shields to protect the front/sides, but i don't know what you have to work with.
I'm using my 100% uptime deck cannon layout with 20 crew each i posted about on reddit:
https://www.reddit.com/r/Cosmoteer/comments/yz35f2/deck_cannon_setup/
Ah... I was looking at that and thinking "Deck Cannon that close to the Engine Room?" Then, it hit me - The Engine Room just supplies power efficiency and power... sort of. So, in essence, the "stun" that crew may feel does not last longer than the power-cycle of the Engines. So, the "engine stutters" I had thought might happen really wouldn't be likely... Right?
Your engines don't "stutter" when the deck cannons fire, do they? (If they do, it raises some mechanics questions that are hard to answer for. :))
Interesting thread. I haven't focused on a Deck Gun build. I added two to my current main Career ship as "fly swatters" for Swarming enemies and they do a fair job of that, but their up-time is much lower. When I make Deck Guns a primary weapon that's frequently seeing action (Those Deck Guns only see action during swarming events or infrequent problems.) I'll be sure to check your post and that thread. /bookmarked
I quite honestly forgot about the stun when i was mocking that up, and didn't think to check how it affected the engine room. Those side ones should be place a little lower to lessen the stun impact. I was doing more of a proof of concept throwing things together. It seemed to do fine in AI battles though as far as closing distance, so i don't know that it had a large impact.
I found Deck Cannons to be extremely fun when testing them. Very vulnerable to PD/Flak in smaller numbers, but the benefit is that they can fire over your ship. So when you have a lot of armor in front and you get close, there's not actually a lot of time for the shots to get intercepted.
this is something I've always noticed. I thought with deck guns that they might finally be worth it since you could move away from everything being front facing, but it seems so much easier to just build a rail gun ship, or a missile wall... I won't give up, but it seems like conventional guns are more of a challenge to build with
Deck Guns, if you want to really make use of them, are best used with Brawler type ships with other Cannon and some Disruptors that allow you to do large amounts of close-range damage so you can chew into enemy ships and cause a ton of internal fires. (It's a unique property of Ammo-based weapons - They can cause fires.)
So, in that example, your front-beefy ship, likely built like a "wall of cannons" would have a row of Large Cannons in front, maybe some sections of armor there, Small Shields to cover them, Factories behind that supplying those front cannons, and a row of Deck Guns behind that.
There's a few Faction ships designed to prominently feature Deck Guns. Go into Creative Mode and load in the Faction ships to check how they're designed and how they perform.
(Note: Faction Ships are not necessarily "well designed for gameplay efficiency." They are, however, well-designed gameplay "opponents." So, taking one of those and just using it as a player-ship without modifications to it isn't really adviseable, but it would "work" in a limited sense for the player until its shortcomings are exposed. They're good for short singe engagements and not "campaign" play as a player-ship, really. They can help to point you in the proper design direction, though.)
funny you mention it, i'm huge aavak fan too. I will say that most of my classic ships look pretty uh.. "effecient", lol. (rail brick, missile brick, rail brick, missile brick). I figured for my first large ship in this game, I would go ahead an try something a bit nice looking rather than fall back on tried an tested reverse thruster rail bricks. seriously though, thanks for the advice. I had no idea that deck guns couldn't shoot through each other, that I needed more PD, and how important the new crew mechanics really were. I wanted to focus on heavy armor plating because I noticed that I had never done that before, and with deck guns it just seems to push in that direction. I had a fairly successful design using a mono deck gun for a small ship, so I figured I should try and do something more complex
but with wall of cannons style ships, isn't there a big risk that you're ship will just chain reaction explode from all that ammo? thats why I've never did wall of cannons in the past. if I wanted a wall of guns I would just use lasers since I can defend reactor cores by placing them deep inside of the ship interior.
This is another build i was playing around with when i started trying cannons. Each gun is placed far enough apart that it's basically self contained. If one blows up, it doesn't chain to the ones nearby as long as there is a little bit of armor between them.
Also means it has a ton of damage being output while they have to chew through the whole ship to get to each cannon.
Could beat all of the built in ships with this. You just ran it into their front and blast away.
https://steamcommunity.com/sharedfiles/filedetails/?id=2891800840