Hello everyone!
I have been working on a set of ships for use in From the Depths, so I decided to compile a list of descriptions of them. Pictures of completed ships can be found on the FTD forums.
First off, we have the Cestice-Class Destroyer Escort. Armed with several different weapon systems, It is a "Jack of all trades" type of craft. Cestice DEs are able to counnter any enemy craft besides spacecraft and submarines.
Armament:
1x 166mm Twin-barrel HEAT gun
1x 402mm Flak Mortar
1x 4-tube Missile Turret
1x 5-tube Torpedo Rack
1x SABOT AA minigun
Next, we have the Carlsbad-class Mortar Frigate. The Carlsbad is a fire-support ship, able to engage from long-distances and lob high-explosive shells while ships that are closer take the heat for them. Carlsbads have no internal metal armor belt, so its best if fire is drawn away onto ships that can take a heavier beating.
Armament:
6x 402mm heavy HE indirect-fire mortars
Next, we have the Kuriko-Class Battleship. Quite a sterp up in terms of firepower, armored by 5 meters of metal armor. She also has a runway on her rear deck, which allows launching and recovering an air wing of 12 Goshawk fighters. With the runway combined with her powerful radar systems and high-speed aircraft, She tends to act as a forward operating base for naval operations, defending areas like Eriwick from Arkangelsk units.
Armament:
-3x Triple-barrel HEAT Railguns
-6x Twin-barrel secondary HEAT cannons
-14x Triple-barrel AA gatling guns
-10x EMP Torpedos
-8x flare systems
After that, we have the Dove-class Heavy Cruiser. A predecessor to the Kuriko, utilizing similar weapon systems. It is a class 4 "Netermax" design, which means it has a very low waterline for its size. This means it must be kept out of stormy areas, unlike the Kuriko, which is more than capable of braving large storms. Kuriko actually will stay is storm-heavy areas to defend against fighters and sabotage patrol boats. Doves are seen patrolling areas of Janwall, protecting the area from Arkhangelsk Engineering's cruisers. Tend to work in conjunction with Valsyn-tek cruisers, getting closer while they provide fire support.
Armament:
-4x twin-barrel Heavy anti-ship batteries
-12x multipurpose secondary batteries
-2x 5-count torpedo racks
Next, we have the Shortsword-Class Escort Carrier. The Shortsword launches squadrons of P-2 Cobalt historical fighters that have been pulled back into service to station on these carriers. Shortswords are currently beginning deployment near Parallel A-44, near the remnant of the Onyx Watch. Only watch is unable to field fighters to combat these, but their all-wood construction makes them flimsy when put up against OW cannons. best to deploy fighters from at long-range, but weak if OW can slip past radar.
Armament:
-8x Direct-feed AA guns for close-range defense from enemy fighters
-3x 178mm Light antiship cannons for destroying small warships nearby
And our current Work-in-progress is the Artemis-class Battlecruiser. Armed mainly for heavy anti-ship, she's meant to slug with the largest ships that Arkhangelsk Engineering is able to field - and come out victorious. Currently under construction in shipyards near Eriwick, work on the fourth Kuriko-class Battleship has slowed as workers are transferred to the Artemis. Completion date
estimated at June 3rd. Usin new C.R.A.M. Technology, Her naval rifles can be larger than any ship made by Secariio Naval Confidante to date
Armament:
-5x Triple-gun 1500mm Anti-ship Naval rifle C.R.A.M. Cannons
-12x Twin-gun 1200mm Anti-ship Naval rifle C.R.A.M. Cannons
-24x AA Gun mounts
More to come!
Conf's Gaming Blog
Confidentbottle's Official Blog!
Friday, May 6, 2016
Thursday, April 28, 2016
Enjoying Tower Unite
Hey everyone!
I've been playing Tower Unite quite a bit recently, and I think its time to share a full review of the current early access iteration, and what I really enjoy about the game. For now, i'll mainly be focusing on issues with the game for this part of the review though.
First off, the condo system.
I like the condos, but I have a few complaints.
I've been playing Tower Unite quite a bit recently, and I think its time to share a full review of the current early access iteration, and what I really enjoy about the game. For now, i'll mainly be focusing on issues with the game for this part of the review though.
First off, the condo system.
I like the condos, but I have a few complaints.
- You're inside a skyscraper but your condo is at the beach, and not really a "condo" at all. It would be nice if you could at least choose what was outside your condo (i.e. the plaza below)
- There isn't a roof. What if it rains?
- Video players are relatively low FPS, but that may be my game in general
- Customizable floorplans haven't been implemented to my knowledge
Next, the plaza.
Again, I like the plaza, but there are some things that annoy me.
- You can get stuck in plaza seats sometimes
- Players tend to bring confetti guns into the theater and ruin the whole experience
- Movies are often laggy, similar to condo media. Its far from unwatchable, but the stutter is noticable.
- Its hard to join a game world from the plaza because very few people join from the plaza, and you can only join gameworlds with people in the same plaza as you
On to Game Worlds.
First, Minigolf:
- You can get stuck on some holes in various spots
- Altitude is much more challenging than other courses. This may be intentional, but it's quite nice as a change of pace
Next, Ball Race:
- Like Minigolf, you can get stuck in some places
- Lag sometimes makes levels unbeatable
- physics can be jenky at some points
Next, Virus:
- Virus is a lot more fast-paced than it was in GMT. I like it more this way.
- Dynamite is hard to predict the landing area of
- Infected can sometimes spawn in the group of survivors
- On hospital, everyone camps at the vending machines
I'll talk about Planet Panic more later, once I've played it.
Well, that's it for now. Hope you enjoyed!
-Conf
Thursday, April 14, 2016
From the Depths Discord
Hello everyone!
I recently made a Discord server for From the Depths, that you can hop onto and check out!
I'll be there to answer questions, show designs, and help with your games if I can.
If you play From The Depths or just want to contact me, come on over here. I'm fairly active and will try to keep in touch with you as much as I can.
To join, just click this link: https://discord.gg/0oYoE7kzNKhN7txi
-Conf
I recently made a Discord server for From the Depths, that you can hop onto and check out!
I'll be there to answer questions, show designs, and help with your games if I can.
If you play From The Depths or just want to contact me, come on over here. I'm fairly active and will try to keep in touch with you as much as I can.
To join, just click this link: https://discord.gg/0oYoE7kzNKhN7txi
-Conf
Tower Unite Early Access
Hello everyone!
Recently, the creators of GMod Tower, Pixeltail Games, released a spiritual successor to GMT on Steam Early Access, named Tower Unite. So far, I have been really enjoying it.
For those that don't know what I'm talking about, GMod tower was a gamemode for Garry's mod that added in a social-life simulator with lots of minigames. Tower unite is essentially a standalone version of that.
Tower has no microtransactions (Which is a sad thing to be able to use as a valid selling point these days) and no subscriptions. It is just a single purchase for the whole game. Even in this early, unpolished and incomplete stage, what is there is very fun. I can easily see myself coming back to the game.
I'll go into more detail on it later!
Recently, the creators of GMod Tower, Pixeltail Games, released a spiritual successor to GMT on Steam Early Access, named Tower Unite. So far, I have been really enjoying it.
For those that don't know what I'm talking about, GMod tower was a gamemode for Garry's mod that added in a social-life simulator with lots of minigames. Tower unite is essentially a standalone version of that.
Tower has no microtransactions (Which is a sad thing to be able to use as a valid selling point these days) and no subscriptions. It is just a single purchase for the whole game. Even in this early, unpolished and incomplete stage, what is there is very fun. I can easily see myself coming back to the game.
I'll go into more detail on it later!
Thursday, March 24, 2016
Update on YouTube
Hey everybody!
To get it out there, I won't be working on youtube for now. I will very simply be taking a break from my already sparse uploading schedule and focusing on more important things.
So, why is that?
First of all, I've had massive amounts of issues with the RCT playthrough, so that's on hold for now. For some reason Fraps refuses to record it, and I've lost interest for the time being. It is definitely something i'll return to, but not until summer. I've also been having quite a bit of schoolwork, so I intend to go on a genuine Hiatus until the school year is over. During the summer I'll see if I can get back into YT.
I've got some animations that I intend on making, but it'll be a while until those get made. I'm most likely going to wait until Clip Studio Paint releases its animation tools from Beta and I learn the ropes of them beforehand. After that, I've got some ideas on the drawing board. I may even be bringing Road Chamber to light if I become skilled enough. It'll mainly be a matter of time.
Hope everyone has a great week!
-Conf
To get it out there, I won't be working on youtube for now. I will very simply be taking a break from my already sparse uploading schedule and focusing on more important things.
So, why is that?
First of all, I've had massive amounts of issues with the RCT playthrough, so that's on hold for now. For some reason Fraps refuses to record it, and I've lost interest for the time being. It is definitely something i'll return to, but not until summer. I've also been having quite a bit of schoolwork, so I intend to go on a genuine Hiatus until the school year is over. During the summer I'll see if I can get back into YT.
I've got some animations that I intend on making, but it'll be a while until those get made. I'm most likely going to wait until Clip Studio Paint releases its animation tools from Beta and I learn the ropes of them beforehand. After that, I've got some ideas on the drawing board. I may even be bringing Road Chamber to light if I become skilled enough. It'll mainly be a matter of time.
Hope everyone has a great week!
-Conf
Friday, March 11, 2016
RCT Playthrough Episode 2 coming soon!
Hey everybody!
I have decided I am going to leave the first episode unedited, and will edit them later if I get feedback requesting such.
Next episode, we continue work on forest frontiers. I start a few advertising campaigns for the park to keep the guests coming, and I build a new roller coaster! Check episode 1 for the rules that I'll be following for this playthrough.
I have decided I am going to leave the first episode unedited, and will edit them later if I get feedback requesting such.
Next episode, we continue work on forest frontiers. I start a few advertising campaigns for the park to keep the guests coming, and I build a new roller coaster! Check episode 1 for the rules that I'll be following for this playthrough.
Wednesday, March 9, 2016
RCT Playthrough ready!
Hey everyone! Episode 1 of the Roller Coaster Tycoon playthrough has been recorded. As of now, I'm deciding whether to edit it down by cutting out boring parts (like waiting for money to happen so I can build) or leave it completely uncut to give a full experience of completing the game.
Without editing, the first episode is about 45 minutes, but I may bring it down to 30 minutes with editing. If anyone has any opinions, post them to the comments!
-Conf
Without editing, the first episode is about 45 minutes, but I may bring it down to 30 minutes with editing. If anyone has any opinions, post them to the comments!
-Conf
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