Episode 15 of Project Prometheus Join our channel to support the videos I make! / @aquilaecompany Thank you to our members! Mark LaFentres
Пікірлер: 26
@aquilaecompany9 ай бұрын
Specs Doc for building your own ships: docs.google.com/document/d/1LP0Cpwimc0v7AFlKHlJlW1HGXQdamQ4D7VrCVtYP4-E/edit?usp=sharing Discord Invite link: discord.gg/RsvkAJV4Nc
@wertoll23859 ай бұрын
Don't forget ballast tanks on your torpedoes. It keeps them in the water.
@shawnreed3439 ай бұрын
To counter a submarine in FTD: Make sure you have sonar detection in order to know where it is. Wireless snooper can also work, though not on *all* subs. You can use torpedoes- just make sure they have a ballast tank on them so they can dive underwater. You can use APS- just make sure the shells have supercav base. You can use CRAM- just make sure they're firing down/underwater. (this actually works surprisingly well) You can use PAC... though those aren't in Promethius. And you can use magnet bombs- just make sure they get within the magnet range. You did a nice job with your first submarine. Just try spacing your ammo stores a bit- a couple metal beams between each ammo ought to work to keep the ammo from chain reacting.
@aquilaecompany9 ай бұрын
Ammo detonation is a universal problem with my ships
@shawnreed3439 ай бұрын
@@aquilaecompany It's a problem that can be fixed just by separating the boxes with beams. You can put the ammo at the bottom of the ship with wood underneath; that way if the ammo goes, it blows out the bottom and doesn't chain detonate. :)
@sammyhre35169 ай бұрын
Aquilae Company: I have yet to build a ship that can't beat a Jacob's treehouse Cyclops class: proceeds to immediately lose badly to a Jacob's treehouse and of course the Kermen class would do better after having a refit to enhance what it already does anyway
@MaybeNotAFurry9 ай бұрын
Kerman class trying not to ram a disabled ship (impossible)
@aquilaecompany9 ай бұрын
Never in itslife has it considered peace
@stichersmith86579 ай бұрын
Hey Nick! It’s been a while since I’ve watched your content but I’m so glad that your still posting! You channel has improved so much since I last watched it and I wish nothing but the best for you and your channel!
@aquilaecompany9 ай бұрын
Welcome back my friend! Appreciate your support as always. We’ve been busy around here!
@RadTheImpaler9 ай бұрын
The way to count subs is with: torpedos with ballast tanks, super cavitation base advanced cannons and pac cannons, mines can hurt your own ship.
@whereisgugo9 ай бұрын
Really enjoy your videos! Keep them coming.
@aquilaecompany9 ай бұрын
Appreciate you! They're only gonna get better we hope
@scorpion5639 ай бұрын
Supervcav aps is probably going to be the hard counter to subs in promethius, wspeciallt with the torpedo defense some players (including myself) are running
@axoltheotl21989 ай бұрын
The Cyclops is a decent starting sub, with the exception of what kind of warhead the torpedo is using, as from my own testing (out of my 1,392 hours, around 1/2 or so is weapons testing), torpedos using HE don’t do as much damage as regular missiles using HE (this also includes fragment warheads.) Now using a shaped charge head on the other hand, that works wonders as most ships don’t have a lot of HEAT protection underneath the water level. Only other option that’s very good for a submarine torpedo is EMP (for some reason. No, seriously, it’s ridiculous how many of the crafts in game either die quickly due to ammo exploding or the AI being knocked out when hit by either a strong enough EMP torpedo or a bunch of small-medium EMP torpedos). Using the shaped charge heads does require the remote guidance, which can be a bit finicky if you don’t have enough detections, but that can be fixed by slapping an active sonar and passive sonar to each side of the vessel.
@tennetrynighthawk38449 ай бұрын
in order to keep your highly volotile ammunition safe, the submaine should loiter at about -100m and during its attack run should rise to about -50m launch off the fat man, and then decend back to -100m again.
@LordRunolfrUlfsson9 ай бұрын
WW2 torpedoes would have no guidance systems; I don't know how that fits into your rule set. WW2 subs would have to launch from periscope depth, but they could go deep to evade attack. They were awfully slow under water, though. A submarine's best defense is to remain undetected; I don't know if stealth is modeled in FTD. Ever since torpedoes became guided, there's not much a surface ship can do to counter them; all they can do is run and hope the torpedo runs out of fuel before it catches them. Countermeasures that distract a torpedo exist, but they usually only buy the target a little time. A submarine can often evade a torpedo because they can evade in three dimensions, and the torpedo's search sonar has a limited field of "vision". Torpedo interceptors (counter torpedoes) are in development, but I don't know how far along they are; you might be able to create something like that in FTD, but would it fit the theme? Another counter for submarines is aircraft. With sonar buoys and dipping sonar, they can potentially at least keep a sub so busy evading that it can't effectively attack.
@aquilaecompany9 ай бұрын
You are definitely correct that torpedo guidance is not era correct, but torpedoes are mostly useless without it in FTD which is why we're keeping them. There is some stealth aspect but I choose to ignore it
@LordRunolfrUlfsson9 ай бұрын
I believe the counter for submarines is torpedoes, since cannons and beams are of little use against submerged targets.
@masterb21309 ай бұрын
APS cannons can still be very effective with sonar and super cavitation shell parts.
@kiritotheabridgedgod41789 ай бұрын
Torpedoes are useless against a well built submarine. Just cover it in rubber and it will have a sonar signature so small, that most torpedoes will lose their lock (If they managed to get one in the first place) while trying to turn.