This is my second favorite type of content. I really enjoy testing and demonstrations of different tactics like this. I look forward to seeing how this craft's new role affects your larger strategy in the campaign. Your designs in particular seem to have more specific consideration for how they will work as part of a group than what I've seen from other creators. Not that they don't try to make specific craft to fill certain roles, but that the roles they choose seem less cooperative. (This might stem from the general difficulty of making even 1 craft behave how you want, so I see why most prefer to let each craft function pretty much independently rather than struggle to implement synergy between multiple uncooperative AI.)
@sunRay049 ай бұрын
I don't even need to watch the video to say that it's really good and I liked it.
@ΑθανάσιοςΠαππάς-σ7ψ9 ай бұрын
14:26 You can hide any block with decos. You just have to chesk the "box" that hides the original mesh when you are creating/editing a deco (it will fully hide the block it's tethered to!) I even use this to make glass out of HA (transparent/hidden HA is cheezy).
@anamerican10549 ай бұрын
For taking out air fighter craft a PAC would work great.
@bungalowbill5219 ай бұрын
Those are coming. I’ve been testing out a prototype, but it could use some more work.
@Garethaxz9 ай бұрын
The new breadboard stuff is unhinged, The single most powerful block in the game just became even better lol...
@bungalowbill5219 ай бұрын
Sadly, it’s still missing a lot of things I want like the ability to spawn a vehicle with a blueprint spawner and convert it into a subvehicle so that carriers can autoreplenish. Currently, the process is manual and has too many steps. There is a lot of nice utility for converting between reference frames that I haven’t used yet, though.