LAMS Tutorial - From the Depths

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hello ladies and gentlemen I am border wise and welcome back to from the depths energy weapon tutorials part two of goodness knows how many actually today we are covering the defensive side of the laser systems and from the depths also known as lambs which stands for laser anti munition system like back in the first laser video we've covered how to blow enemies up with a laser system now we're covering up we're covering up no no no we're not covering up we're doing the opposite we are uncovering how to blow up enemy exploding things that come and kill you also knows munitions well done me alright so basically Lam systems are laser systems which are built roughly the same way it's the same components as offensive laser systems except they are channeled into a lambs node instead of a laser combiner or laser cutter for short-range laser combiner etc etc and the main difference between their building a defensive versus offensive laser system is that with offensive laser systems you tend to have more pumps than storage and you need to have as much armor penetration value as possible which basically means if we go over to our laser system here you have the multi-purpose laser you have the coupler cue switches go on that you have the cavity lined with pumps storage pumps frequency doublers and everything in here now offensive lasers tend to need a lot of pumps and they also need a lot of frequency doublers because in order to keep up a constant rate of fire you need to pump a lot of energy into them and you also need a decent armor penetration so they actually are worth a damn against things with decent armor lambs or defensive lasers are basically the opposite of that they have more storage generally than laser pumps because generally they're shooting at things that come in waves so a barrage of shells or a missile volley and they just need a lot of storage to blow up everything in the volley and then they can just recharge in between them so they don't need to be constantly kept at a consistent firing rate and they also don't need many frequency doubles it's usually good to have at least one but since they're not actually destroying armored targets for the most part every as of now and bear bear in mind look at the date of the video right now as of right now every single projectile in front of dev speed a missile be it a crab shell be it an advanced cannon shell has an R value of one so in order to full damage to it you need an arm value of two on your laser and this particular one has an armor value of 8.3 which is way more than you need and that just comes from one frequency doublet it's all you need so it's an important step but you really only need one frequency doubler I keep hearing different things about how much ap is actually a good idea for them for an intercept lab system that would be laser anti munition system system so we'll just call it defensive lasers for now because that's easy on the tongue and voice but basically some people seem to find that having higher AP means that their laser does more damage or does more damage across radiative weird stuff like that hopefully one of the devs will see this video or well let's not hope for too much hopefully if someone who actually knows the code behind these things can drop in and tell us exactly what's going on but anyway you don't usually need that much I'm a penetration at all but you do need a lot of storage and one thing you also need oh one thing you definitely need above all else are these things so you don't know what these are these are found in the AI section in their munition Warners and these are what spot incoming projectiles so they can see they can see missiles they can see shells and oh goodness I don't know what will do that so they see missiles and they see shells the other things here they don't really see they cannot spot torpedoes by the way now you cannot do that and then like they're not the only way to see things at all to see torpedoes you need passive sonar which is the look down here it's a good thing I made notes of it and there is no passive sonar down here I just wasted my time but it's found here and that is what you can see torpedoes can detect right now this can't detect missiles oh no boys a torpedo active to sonar seekers it can also see it's not in the tool tip but you it can also see a torpedo propellers so anything that's making any noise underwater it can detect that basically if there's a torpedo and also the passive radar can see passive can see radar or seeking missiles and lectures but generally speaking munition Warner's you will always need if you want a Lam system to work it's the only way to spot shells at the release so the other thing that's pretty important these days for lambs is this thing this is the output regulator it's found over here in the energy weapon sections and that it sticks on the multi-purpose laser and what that means is that it means that the laser no matter how much energy is left always does the same amount of damage so usually with a laser system be a defensive or offensive now what happens as the laser depletes his energy storage the damage goes down so we're going to demonstrate that right now with our friendly Marauder friend over there who's going to shoot at us in a friendly manner so this lab system by the way is a something I came up with it is Marauder proof so it can consistently so long as the angles right in enough of the Lambs nodes can shoot at the incoming shell it can destroy a Marauder she'll like that so you'll see here that the damage is going up again as the laser system recharges it's because we don't have an output regulator on it so if we quickly go back here stick the regulator back on it's now at 8500 80 and it will stay at eight thousand five hundred and eighty wait for it and you'll see it's staying at that and that's what the output regulator does and I did completely forget to mention the output regulator in my offensive laser tutorial that's cuz I generally don't use it for that I find it's most useful if you've got multiple sniping lasers on the same laser system because if you don't have this it means you got say three laser combiners on a turret and the first one does max damage and the other two do less than that and that's no darn good and you can't regulate it just by messing around with the combiner so that's where that's useful but it's really useful for anti munition systems because it just means that until the laser system is completely empty it won't well or below a certain level at the very least it will consistently do the same amount of damage which is very convenient okay you can stop shooting at us for a second okay one more one more boom and so the important thing for this end the way I managed to build this reasonably small this isn't this is about as small as effective lab systems get by the way I just did it again land system system system system system system defensive lasers this is about as small as they get or at least it's as small as I can make it they generally get far more effective the bigger they are cuz you can just stick more pumps and storage on them they skip the scale up the size pretty darn well and they're usually the best for it's best to use them on crafts which are the too large too or too slow for that matter to effectively dodge incoming fire because well yeah if it the things small and fast enough it kind of doesn't need these because it can just dodge cram shells it can evade aps and the missiles have their own defenses that you can employ in stick which honestly work or efficiently than defensive lasers more on that in a second so so you need to match the damage to the targets so each Lam's note here does about 8580 damage and that's cool so if all four of them fire at once that is a bigger number and I try not to do too much math but that's 600-1000 damn it thousand screw it which it's something less than I don't know it is a little bit less than 40,000 damage or something like that that matters way off like you can do that yourself because I cannot brain meth at the moment and the reason the way you find out how to what damage you should be doing is well you keep a target in mind the Marauder has a big cram cannon that fires reasonably slowly and in order to fry at least one cram shell coming your way every so often you just build a cram can and this is a max gage cram and it has a shell health of 12,000 incidentally cram shells which don't have any explosives or basically if they don't have any explosive or EMP or frag mixed in with them basically pure kinetic frag or frag with no pellets at all their in meat they cannot be destroyed by laser and ammunition sisters that is not an intentional feature but it does mean that a lamb spoofing is a legit tactic which I should probably talk about someday that's like it's not easy at the same time it's not incredibly difficult but anyway so our lamb system in order to deal with a 2011's shell which by the way I don't think the world actually has a max cage cram shell doesn't seem big enough there's an easy way to find that out [Music] and build and over here and this is okay this is max gay it looks skinnier for some reason in any case so it's a max go scram shell and what that means is that our laser system needs to do about 12,000 damage per clock and it can easily do that because it does about 16,000 times well in fact it's a little bit too much damage so it can consistently just fry and Marauder shell and if you're shooting at something else like you kind of have to tailor your ant ammunition system there to whatever is being thrown your way and it helps to plan ahead which I am not good at doing for the most part and from the depths ApS shells for instance this shell if it's at 500 millimeters is just a kind of regular squash head at 3,600 so potentially this lab system could deal with the odd ApS thrown away except for the fact that ABS shells tend to be a little bit too fast for munition ones to spot in time and a little bit too fast for laser they've been well basically for lasers to catch which is a little weird again I don't think it's an intentional feature but anything moving at about 500 meters per second it takes a very quite a strong Lam system or even one with no cue switch is to catch that so not great against APs and missiles just generally have too much health so these are small missiles and their health is about 240 each which means potentially lamp system can fry them but these things tend to come in well a lot at medium missiles at 2,100 health ok still manageable can still be pop airline system and large missiles forget it 21,000 health you need an absolute monster of a lamp system to continually deal with garages of large missiles and frankly there's better ways of dealing with them so it's not interceptors for one yes so that's you got to know what is being shot at you and you got prepare your lamb system to match that so you also got to think about power requirements one of the reasons why historically I hated laser systems particularly lambs and didn't use them very much is because I wasn't actually good at making engines since I have learned how to make good engines or at the very least how to prefab good engines made by other people you fear for life lambs are a lot easier because they are power-hungry not as power-hungry as they used to be but still this little puppy requires about 2400 power and it's very useful like always check the Baltic purpose laser it has all the information these days that you would ever want so reasonably power-hungry and it helps to well either get the engine built first and match lambs to it or build the lambs and leave enough room for a monster engine just in case you need it yeah and it's one-to-one power regeneration by the way if you put 2,000 power into a lamb system you'll get 2,000 energy out of it and about 2,000 damage consistently so this yeah what was I even talking about I don't know stick to the notes photo I stick to the notes you should probably talk about the cue switch so the cue switch for lamb systems similar story to offensive lasers anything between 0 and 4 generally speaking for cue lasers are the best options so I'm just gonna quickly convert this one into a fork in later for cue switches on each laser coupler nice and consistent and the reason for this is because for cue lasers have the right balance between being efficient as a not wasting energy and power because they deliver a nice jolt with every pulse and if we spawn in d'arnot that not what I meant to do let's just get rid of these two friendly Marauders in the favor of an unfriendly Marauder so this thing works just as well when shooting at use when shooting with the 4q laser as a 1q later as it did before come on Marauder friend fire and don't miss it's really annoying when you're doing test firing the darn thing mister is gonna miss no so it took a few more pulses but less wasted energy because it does turn it forgotten how many pulses it does per second I think 40 no not 40 per second something facility I don't know darn it I don't remember the math and this is where the difference in Q switches becomes at handy because they'll be speaking this shorter the range of your lamp system the fewer Q snitcher for Q stitches - Q switches you can get away with because it just goes zap and then the destroyed and you'll see here that particularly when firing at anything that gets really close you it's better to have fewer Q switches but generally speaking if you can't decide for Q switch is the way to go and anything between 3 and 1 is pretty strong but inefficient because if it's zaps a projectile it's kind of zaps are too hard and wastes a bit of energy over killing if a projectile comes in say with the health of the scram shell 12,000 and your lambs nodes all together are doing about 16,000 like with more than 16,000 let's be honest well closer to 70,000 that's a bit of wasted energy in there and your laser system is still gonna have to compensate for that so more Q switches more efficient and 0 Q switches are interesting they have kind of a weird niche use it's generally better with the lamps on the other side lamp system again with the lambs to have at least one cue switch on it because 0q switches they just don't do damage once enough and they don't do enough because you'll notice here the AAP has gone up and it's the same damage per second has gone down so let's preview that again cue switch look so damage vs. aim damage for a second is 450 and it stays like that no matter help whoops no matter how many cue switches you have alright but the split second you have no cue switches on it white rook so same downs for a second is why is that higher that's weird I don't know why they haven't yeah that's not what a kook would be the case at all oh well basically the problem is is that they is that is that 0q lasers have a niche with offensive lasers and that they do less damage overall but they have higher armor penetration value so it's useful for making laser systems that are a little bit cheaper may have perhaps a little bit more compact and need slightly fewer frequency tumblers with lambs you're not shooting at heavily-armed things anyway so you're better off with more damage and more storage rather than more AP so they can still work but generally speaking you don't get as good results of it we'll see if this one can actually handle the Marauders she'll do it it can but look how close that got and Zuki lasers do have the advantages that they pretty much never do overkill because it's like their damage is dealt like such very small amounts of damage done very quickly which basically means that they'd never overkill anything so they're actually very well potentially very good you see that one didn't work and that's because that shell came in at an angle that that top node couldn't kill it which is unfortunate but anyway so yeah they are actually pretty good remember these small missiles over here I find that if you are gonna try and do to be quite ambitious thing these days of zapping missiles with a laser anti munition system 0q lasers are the best thing for small missile baragas in fact I will demonstrate one like that they're designed for deleting the bharatas of one of my own ships it's quite fun to watch actually but the other thing that potentially and this isn't just for 0q lasers for any Lam's is that if you have an hai AAP you can potentially deal with smoke so go on the lamp system there's this option here file within smoke smoke all it does is drop the AP value of lasers which means that generally speaking smoke is not incredibly good against lands but it can drop the AP it actually effects now think about it and this hasn't actually not occurred to me before putting smoke on a lambs node actually reduces its effectiveness by at least half because you're cutting the AP down below two which means that it has trouble dealing with it so smoke actually still is useful that never occurred to me before i'm so happy i thought of it now it means i can start making smoke guns again whoa but I'm getting off topic again basically you could stick a lot of extra ap on your lambs potentially to counter that I would not recommend that for the most part it's usually better just to and this is gonna be surprising for a lot of people to me saying this is to stick it your lambs nodes on a mast or high on superstructure because that means that if something is shooting smoke shells at you which is only done with ABS by the way it's more likely to hit the rest of your craft and cover like the main hull of your craft rather than any sticky outlets that will demonstrate what I mean by that by spawning in something decent clam system I'll spawn of the tier the tier isn't as a scary as she used to be these days but it still demonstrates quite nicely what I mean so you will notice that the tier has a great big tower superstructure up here and it has lambs notes on it in fact it has lambs nodes right at the very top I think this is on a turret actually it is that's crevasse anyway the reason for this and this is the upgraded version of the turret of the teeter the tier back in the day when this thing was incredibly scary mr. poster just mildly scary these days one of the reasons this it was so annoying is because it's lambs was very very strong and if you were going to smother this thing in a PS smoke it had lambs notes right at the top of this tower here which is a hard target hit and it's out of the smoke area if you hit the main hull all along here that is a very good tactic still because there are still a faction craft which have smoke shells and I will spawn in one right now this is our old friend the trebuchet also not as scary as she used to be but ye gods she can no stop moving right now you'll crash into the tier we go and find this that's not it here we go so I think we would this be I think this is the central gun turret has smoke on it and they see AP reduce to 30% so if that lands on a lambs note it basically just well now that I've gotten my head out of my plum and I have done the math properly if your lamb system does has two AP the absolute minimum it needs to be reduced net to 30% means that now I'm doing math again this is not good it's like the 0.6 which is not enough to deal full damage to the nisshin's and 30% for remember that lambs we have back on the fortress is about 8 AP 30% of that is 3 times 0.2 4 I think no that's not right it's 2.4 so having that actually a roughly 8 AP is not a bad idea because it means the smoke shell won't immediately your lambs system I said lamb system again someone keep track of how many times I said lamb system because that is not correct hello selecting you guys and also I'm going to destroy you because I don't need you around out of here need you animal alright so basically lamb systems yeah they're fun not sure where I was going with that so they did some things are better dealt with lambs than others so the best thing to use lamb score is these days it's still deleting crown shells but despite their massive amount of health it is possible to make a lamb system that the Farrelly's can thin out a barrage coming your way because even one crammed shell can do a lot of damage so the less shells hit you the better and especially in the opening stages of a fight destroy even if you only destroy the opening volley and then you stop suffering hits after that that's good because crammed shells start battles fully crammed which means they do with the maximum potential damage you never want to get hit by that so a lamb system that even just deletes those shells it can still save your bacon in fact the bacon of my ships has been saved multiple times and so bacony goodness can happen I might be getting hungry they're gonna bake it the second thing that crab shells not crab shells Lambs lambs and crams they rhyme a potentially confusing is the leading aps shells however if then na vs shell is moving at over 300 meters per second it's probably not gonna hit get hit but it can still occasionally zap it and this is actually again where a 0q lambs can be quite handy because they're very very accurate and in the back of the day they were the least accurate form of lambs there were but these days very accurate they pretty much never miss whereas the pulse lambs occasionally seem to miss actually it's weird but yeah like wouldn't rely too much on lambs to defend yourself against big ABS shells and also they basically are useless against oh look at the shell detected range of a 250 millimeter shell is around 42 meters that is too short no pretty much no lamb system can possibly do anything about a shell moving at 500 meters per second that only gets spotted to 42 it's covered that distance too fast if you go up here this 500 millimeter shell is only detected at our hundred and 69 meters that's potentially enough time for lambs to do something but not really and once you start getting into small gauges forget it a 100 millimeter shell spotted at seven meters nope it's not gonna happen and missiles as I've mentioned a zero coulombs potentially if it can keep up a consistent rate of fire so forgetting what I said before about war but more storage that's pumps you need a pump heavy system to deal with a consistent a small missile barrage it can deal with that and fuel for cue lambs can potentially deal with a few meeting myselves and large missiles nope you need an absolute as I said before you need an absolute monster of a lamb system to deal 21000 damage consistently without running out of power very fast especially if you've got multiple large missiles coming at you which means that large missiles are actually really good for distracting lands fire so even if you have just one large missile on a craft that's off with say that small missiles medium missiles crams or even like slow ApS shells and big slow API shells if you do something like this like if you just have reinforced bodies on it 78,000 health and the detect it can be detected a long way away like over 1791 meters this thing will is spoof slams like no one's business like even medium missiles if you do this trick so we go here here reinforce body reinforce body seven seven thousand eight hundred you make it a little bit longer and it's got the same health as a maximum gage cram shell lambs have real trouble dealing with this like real trouble like even like you know I'm gonna do a live demonstration right now because it's hilarious and cool so if we have something like Strongest Slam system in the game as of right now that's on a faction craft it's actually the Titan because it's got two it's got one in the main it kind of thought the hull and another one in that kind of sub-object turret it has strongest one I've seen in the game most consistently frying things but if you do something like Lister which checks a lot of missiles around see where are you guys over here so the spectres probably not gonna win this one just so you know but it spits out a lot of missiles including some big ones and this is gonna be the strongest limb system that I know off in the game by the way and zapping them zapping zip nope and that's it that's it much damage missile swarms are pretty much exactly the thing that lambs are not good at dealing with particularly if they're made up of anything bigger than small missiles notice that this is a very convenient thing The Spectre has decoys and the missiles on the Titan are just getting its go find these things yeah they're getting pulled off that this is a much better way of dealing with massage wolves and lambs aren't gonna do it for those of you who are wondering and is the Titan copping it nope so as I thought the Spectre is getting absolutely annihilated but that's because its defenses are a little bit poop apart from the missile defense so yeah that's that's basically all the nodes all the major stuff about lambs and a few things to note on the lambs node itself it's got a number options here most importantly the color so you can have a black lamb system in fact I often do our friend this system can actually deal with two more orders at once by the way which is a very convenient because as I once made a video for the world is the scariest thing in the game and you should be terrified of it but it can't handle two and you can change the color of lambs and that is muy bueno it is in fact so good I must speak Spanish and that is embarrassing because I do not speak the Spanish see black lasers are best lasers this is a game in which the black lightning actually happens quite often so it's pretty neat so yeah there's that and there's also target all projection types fire within smoke we've kind of mentioned before you can choose to set the option of you can choose to set the option of whether to fire when they fire the Lambs note when it's being covered in the smoke generally speaking it's fine if it doesn't but if you've got a lot of AP on your lambs will be my guest you can set that option like that also you can choose what it fires at I usually set my lambs these days to only target shells for other missiles Oh Deary me thank goodness that list are you out of juice I think you might be out of juice I might have lied about the whole lot yeah I lied oh no I lied it can't handle two marauders at once it's too much the Marauder is too deadly I was I talking about I'm being weird okay so you can target shells with missiles generally speaking I said it just to target shells because that's what it's good for missiles generally have too much health especially for small lamp systems like this minimum diameter to engage this one is set to engage anything above 501 millimeters which means this basically means that only targets kraang shells and since the targets all projectile types it also targets medium sized and large missiles and yes so if you wanted this to engage everything set that to zero Maxim diameter to engage is 10,000 millimeters the max shell size in the game is two thousand millimeters as was discussed and I believe what's the millimeters of a larger missile I believe that this is also two thousand millimeters so I don't know what shells are being planned that can be ten thousand millimeters but that's scary and yes so you can customize this quite nicely so if you set it to say zero and 500 to target shells only it will only fry advanced cannon shells and a few like tiny crabs we've considered to target the missiles only it'll go this and this setup so one thousand to ten thousand millimeters it'll only target la medium and large missiles so you can tailor this quite nicely incidentally Lam systems can oh yeah this is this option right here engage protectors above water only this is the default for a very good reason so engage projectiles at any altitude engage projectiles above water engaged projectiles below water never do this because if you hover over the lamps node you'll see there's lots of stuff here it's a great the UI is lovely for these things you can see exactly what's coming on so the damage that five hundred meter is already black sixty point five percent so these things lose damage of a distance very very quickly at one thousand meters it's like thirty six point six percent damage so never pretty much never worth it to do that damage in water at 50 meters is even less thirty-two point seven seven so there was a time once upon a time when lambs were very very good at sniping torpedoes out of the water now those days are gone they're really shockingly bad at it these days which is why the default is just saying engaged projectors above water only because that's what they're best at just let them do their thing and you pretty much only want this if you have a very short range lands on a submarine and it's not gonna be shooting at anything else anyway because submarines can't detect you can't put munition waters on them anyway and so you you could do that but it's like it has to be very very short range we're talking like ten meter range on your lab system which I've never done but now I want to try it at some point what's the space I guess and there's all that the range range is important as I mentioned because these things lose power over range very quickly generally speaking what I usually do is set it to about 250 meters because at 500 meters it's about sixty percent damage I have no idea what damage percentages are 250 but it's still high enough so it isn't a huge waste of power and this one is set to one four be-because because that means it does the most damage it can and this lamp system because this is the anti Marauder system it's designed to very quickly just a one-shot pop at two thousand millimeter shell just before it hits you so that's what this is geared towards this will not work very well against anything else and the angle below which to engage is ninety degrees so you can set this to do all kinds of things so 9 degrees is just in this kind of hemisphere I have never found need to tweak this for the most part but potentially if you don't want this thing shooting at shots whistling straight over you this can be a good idea in fact if you don't want to the darn thing doing what shells I should probably tweak that actually if you don't want your lens node shooting fruitlessly aircraft shells that are sailing right over you you can do something like this in fact this works I want to see if this works [Music] maybe we'll I'll keep talking to the meantime so there's that doctor that's basically it we're waiting on the demonstration a lot why are you doing that so yeah this still works just fine I'm gonna play at all this it means that if that Marauder like whips the shot and sends a shot sailing over the deck we won't be wasting power it's really not messing with the angle at all is it no no really so I've talked about lamb systems quite a lot so now we're gonna do some practical demonstrations I get to show off some lambs I made earlier and I don't claim to be an expert by any means but hopefully this will set some of you lovely people off on where the hell am i off on your own lambs adventure what this is the warden proof lambs great so you don't know what the warden is it is a motor craft these days it's this fellow and this rather meaty lamb system with a lot of bumps on it and as a fork you lambs is designed specifically to shoot down every shell that a warden can throw at you it's quite big probably could get away with using more storage that's pumps and but I find this works and that beeping is the munition water's spotting the target it's right there yeah incidentally if your lambs charge is up too fast you will get a warning about it so this is the kind of thing you need and the reason this charge is so fast faster the market needs you is because the warden you'll see how it's firing it is consistently throwing shells there's not a huge amount of time between each volley because that volley is staggered and I find that lamb system that charges too slowly it can't deal with that very effectively so remembering what I said about pumps versus storage generally you want more storage than pumps but at the same time if the thing is like shooting at you pretty rapidly you might want to up the pump amount so that's what this thing is good for it is the warden programs like that there and right here second one see this and this one is a little bit bigger it's basically the same design and this is the plunderer and crossbones proof flam so this is where you realize that lambs in order to deal with the particularly early game craft like I don't know that I don't think this is my best work to be honest I probably could make this a lot smaller if you gave me several years and a lot of Cubs zero or something like that but yeah that's what we're stuck with at the moment this thing can handle the consecutive barrage is off a plunderer or across bones and this is the settings that we're setting 250 meters white color and it will just continually and again this thing charges really quickly because the crossbones on the plunger I have a nasty habit of staggering their garages so it doesn't all come at once and when it does all come at once it has a lot of shells so there's a bit of an issue it is zapping it quite nicely though and this system is probably great for no it's not great for the early game where you'll be probably right into the plunder [Music] crossbones for the most part it has a lot of crams on it so in a full broadside is three six nine twelve sixteen yeah so when the crossbones goes full broadside we'll see if this lamb system can actually still deal with it I'll take a long time so you take the word for it this lambs can deal with that fully ignoring the aps shells because here we have three threes all about this is a single input oh this is a 0q plunder of proof land so I've talked a lot about storage versus pumps and one thing I don't believe I mentioned the last time I talked about lasers and I haven't mentioned it yet in this video for sure for sure it's the single input laser cavity this is generally not as good as just using regular cavities air pumps and storage cavities but I love these things I really do simply because it's easy to just make a big flat carpet of them and this is pretty much what I always use for making 0q lamp systems because it's a nice balance between being compact and being just no no being like this flat thing it's only two blocks tall as opposed to anything that uses a regular storage cavity is at least three blocks tall you can make these quite long and skinny but yeah this is a quite a silly one it's a very big and let's go find a multipurpose laser there we go it also takes advantage of the fact that laser couplers can attach directly to each other so you can't you can't do something like this connector can't be the connection between the coupler and another coupler but couples can connect to each other quite nicely which means you can make quite dense cavity lines like this but these things tend to be either just one cue or 0q simply because they're mashed up right next to each other they're 2q at the most but this is a plunderer proof so is spooning a plunderer put our money where our mouth is can you fire from there are all cannons firing no you need to move in order for that to happen bbbbb so this one charge is a little bit more slowly because you can only stick one pump on every cavity there and it could still fry it by nicely and I completely forgot to mention destabilizers are occasionally handy for a lamp system but in general rather than using a stabilizer which is this thing here which increases the rate at which attached cavities use up energy it's generally better just to have more storage and stay a quick repair the thing there we go always remember to turn on to hear what this one is this one similar story is before this is a left one that proof lamps and if you have no idea what the left one is I don't blame you it doesn't get much screen time this is a 0 Q LAN system and remember what I said about zero coulombs potentially being good against a small missile Rodgers the key word is potentially because this little craft of mine made I made this quite some time ago actually it is a ship that is here we go so this is a we ship that spits out missiles like crazy it's reasonably cheap for a missile spammer like eighty thousand materials is cheap these days now for anything that Chuck's out lots of missiles and it spits out a wet ton of missiles with a staggered fire which helps if these came out at once this lamp system probably would have a lot of trouble dealing with it so lots of missiles lots of missiles and this thing basically charges too fast for these missiles to overwhelm it so it's just like popcorn and it can pull this off quite nicely because those missiles have very little health and if you are going to try deal with small missile barrage is a lamb system like this is probably the way to do it would not recommend though because this is literally the only thing that is really good at destroying it's keeping up with it keeping up with it boom boom boom boom boom I want you in my room now you might think that that's okay fine I'll just use a lamp system like this and I'll deal with mrs. Qin I see well there is an upper limit to everything and this is where our old friend comes in so if you ever want to test an anti-missile system be it decoys countermeasures interceptors lands what-have-you the go-to tests for me is the hornet's nest because this thing is very annoying and spits out lots of little missiles so this pulls it right here and we can go if exquisite this thing it just has so many missiles on it's not even funny so it has an enormous amount of small missiles like I don't even want to count that right now it's too many missiles it's just too many too many and you might think that after the previous performance that this slams will be able to deal with that and you will be sadly mistaken cuz it's just too many nope see there we go they've not still getting a lot of them but actually if that did a lot better than I thought it would they're hitting me and I don't like it yeah so ultimately once a missile spam gets to that level you're better off using other options be it decoys be it C whiz which is gun shooting at them missile interceptors listening something like that and the last demo I have is the kind of lab system that you need in order to deal with the hornet's nest and it's just not practical I just have not figured out a good way to do it look at this nonsense this is what I have to deal with yo so this is did I remember to change the sign no I did not oh that's the wrong bloody faction I was wondering why I wasn't colored weird wise you go to the supermarket and buy milk in order to nourish your brain because that's not happening right now so right here this is the product of a lot of experimentation this is what can actually deal with a ball in its nest and the lesson here is don't bother because a large radar processor signal generating missile would do a far better job for far less effort it just this thing is like melting it like pretty consistently but this is not worth it a lamb system like this just no no it's true look how expensive this thing is and look how much engine power is needed that's five well now it's four behemoths and I don't know what this engines cool like a big engine big hungry fuel engine look how fast the fuels going down this isn't worth it guys this really isn't worth it better off using decoys although this is kind of fun to watch so there that's basically land systems I did it again that's lambs for you they can be very effective but you do need to tailor them to whatever tasks you have in mind for them and generally better to shoot at them to shoot at crams with them that's not the right word use it's usually better to use them against cram cannons and coming in second slow big abs shells and then missiles like quite a distant third these days because they're just have too much health and they're too easy to spam despite their expense and their their running costs so yeah that's basically it for lands I hope you learn something from this and if you didn't I hope you enjoyed my planner hang on anyway so thank you all so much for watching please like comment subscribe if you want to see more videos like this support me on patreon if you like it really helps thank you to my current patreon supporters and I will see you next time in front of EPs energy weapons I think we've got at least one more no we're doing it the nightmare will never end I'll keep talking about energy weapons forever potentially but there's at least one more tutorial about them coming so thank you very much and farewell [Music]
Info
Channel: BorderWise
Views: 17,949
Rating: 4.924686 out of 5
Keywords: From the Depths, PC Game, Rambly, Guide, Building, BorderWise, Creative games, Early Access, Brilliant Skies Limited, Funny, UI, Tutorial, Lasers, LAMS
Id: FLVun7Kw9Kg
Channel Id: undefined
Length: 50min 57sec (3057 seconds)
Published: Mon Mar 02 2020
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