DryHeatAndSand - Gaming
Nuclear Option Mod Manager | QuickStart Guide | (and some other stuff too)
updated
Sources
Helicopter blades in flight: youtu.be/NUZGLkH0RJU?si=2K-DVYEiXEvVmnkT
Vortex ring state in smoke: youtu.be/UBGZH8PzfTI?si=piNcIkThV3HTyGcf
Chapters:
0:00 Intro
0:26 Takeoff
2:13 Helicopter Lift
3:30 Vortex Ring State
5:22 Collective
7:31 Speed Control
9:45 Level Flight
11:10 Acceleration
12:18 Braking
13:36 Pinwheeling
14:52 Braking Turns
17:11 Missile Avoidance
19:18 Think Defensively
21:41 Landing Setup
22:32 Rolling Touchdown
24:05 Hover Landing
25:30 Closing
The Brawler works best with support from allied interceptors or with general air superiority. Brawlers should operate from behind allied lines engaging targets with missiles or glide bombs until defenses are soft. After the airspace is clear, Brawlers can close in for gravity bombing and gun runs on structures or fortifications.
Chapters:
0:00 Intro
0:31 Flight Performance
2:51 Strengths
4:58 Weaknesses
6:45 Conclusion
9:01 Closing
Chapters:
0:00 Intro
0:40 Hardpoints
0:59 RAM-45 Missile Battery
1:42 57mm Autocannon
2:51 20mm Point Defense
3:37 AGM-48 Missile Battery
4:11 Short Range Radar
5:07 Strengths
5:43 Airspace Denial
6:35 Coastal Support
6:59 Fleet Escort
7:41 Weaknesses
8:28 Rocket Salvo
9:24 76mm Guided Shell
10:27 Radar Jamming & ARAD
11:27 Closing
Each Superpower has deployed a megaship representing their interests to specific systems around the enclave. This event relies on powerplay merits for progress, making it a requirement for players to sign up at the megaship representing their powerplay leader’s superpower. Neutral players cannot accrue reward tiers in this GC; all players must be pledged to a power for rewards to accumulate and contribute to the victory of their superpower.
The weapon on offer is interesting, but not universally relevant and therefore not of concern to the average pilot. Some specific ship builds will find this module appealing but most players will find it difficult to use without a specially tailored ship build.
Signup Locations:
Federation - The Ironbridge megaship in the Col 359 Sector JW-V D2-31 system
Empire - Sapphire Lance megaship in the HIP 88965 system
Alliance - Horizon's Glow megaship in the Col 359 Sector DZ-M B9-2 system
Independent - Freeman's Touch megaship in the Col 359 Sector PM-T C4-3 system
Chapters:
0:00 Intro
0:21 Overview
2:05 Lore
2:39 Reward - Credits
2:59 Reward - Powerplay
3:55 Reward - Hardpoint
7:00 Closing
Hostile craft seen launching these weapons should also be prioritized for direct or indirect attack when possible. Radar jamming from an E-warfare system can disrupt the radar targeting of hostile aircraft and prevent the scimitar from working correctly when launched. If a hostile aircraft is believed to be acting in this role, lock it with a jamming pod and annoy it into submission, suppress any missiles that it tries to launch with the same tactics.
Chapters:
0:00 Intro
0:31 Effective Use
1:50 Performance
2:48 Weakness
3:27 Shot Positioning
4:12 Best Targets
5:26 Awareness
6:39 Closing
The Ibis is small but powerful, cheap but effective, soft but devastating. It’s a creature of nuance that demands crews who can attend to its quarks and fly it down a narrow path of effectiveness. It’s a perfect stumbling block for the inattentive, and ideal knife for the skilled, and a wonderful boon to the stranded. It adapts quickly to need, applies itself well to demands, and rewards careful crews with reliable and consistent performance. It’s the kind of machine that can well outlast the battlefield, and find as much use in peacetime as it does in war.
The UH-90 Ibis is the Plowshare and the Sword.
Chapters:
0:00 Intro
0:45 Uses
1:34 Flight Performance
3:19 Durability
4:31 Considerations
6:00 Counteraction
7:39 Defensive Tactics
9:05 Logistical Power
9:47 Conclusion
This video will review some common terms, vocabulary, and brevity codes that can get used in Nuclear Option, and in other combat flight simulators. These terms are sourced from a variety of sources, so they may differ somewhat from real world application. Feel free to add anything I missed, or got incorrect in the comments below.
This video is bookmarked, so feel free to skip around as needed if you already know something or only need specific information.
Chapters:
0:00 Intro
0:20 Disclaimer
0:46 Terms Begin
0:56 Effective Fire
1:15 Target Lock
1:48 Firing Solution
2:25 Guidance Methods
2:50 Thermal Guidance
3:31 Radar Guidance
4:06 Radar Jamming
5:06 Notching
6:56 Laser Guidance
7:49 Datalink Guidance
8:41 GPS-Inertial
9:43 Brevity Codes
10:25 FOX Codes
11:28 Wild Dog
11:56 Guns, Guns, Guns
12:20 Pickle
12:41 Rifle
12:58 Long Rifle
13:13 Magnum
13:32 Laser On
14:28 Lasing
14:47 Nose Cold
15:10 Nose Hot
15:30 Bogey
15:52 Bandit
16:21 Hostile
16:59 Defending
17:19 Splash
17:41 AWACS
18:19 Conclusion
18:35 Closing
The Concord cannon is another great example of a weapon variant expanding on gameplay, but remains highly confined by its mount type and hardpoint size, like all power play weapons. Its use and purpose are well defined, giving this weapon an identity and application that can be integrated on most ships in the game, making it one of the better variants to chase overall, though not the best or most relevant.
Chapters:
0:00 Intro
0:30 Stats
1:15 Combat Performance
2:41 Engineering
4:22 META
6:01 Conclusion
6:37 Closing
This video will detail some changes to the UI that I believe will help in this regard, and then speculate on how these changes can facilitate an expansion of these unique attributes. The goal is to better communicate features and abilities to players in outfitting, and provide a foundation for additional abilities and features to be added to all ships as needed going forward.
Chapters:
0:00 Intro
2:15 The Hull Tab
3:47 Common Abilities
6:26 Specialized Abilities
7:04 Type-10
8:49 Type-7
9:45 "Scout" Ships
12:08 Keelback
13:06 Sidewinder
14:53 Hauler
15:36 Adder
16:06 Imperial Courier
16:46 Conclusion
17:31 Closing
Chapters:
0:00 Intro
0:26 Target Acquisition
0:50 Mini-Map Overview
1:33 Commit
2:03 Radar Ping
2:34 Altitude Check
3:01 Leftward Turn
3:27 Nose Hot
4:06 Minimal Range
4:45 No Escape Zone
6:06 Missile Launch
6:25 Splash Vortex
6:47 Results
8:02 Closing
This combat scenario covers tactical decision making when using the Chicane at low altitudes an urban environment. The Chicane is commonly revered for its ground attack capabilities, and rightfully so, this helicopter platform is durable, maneuverable, and well protected against attack. These strengths are, however, predicated on distance and reaction time. One common mistake a pilot can make is overconfidence in their abilities. The Chicane relies heavily on subtlety and stealth to approach and destroy a target. Without this advantage, it becomes brittle and relatively easy to kill.
Chapters:
0:00 Intro
0:51 Urban Approach
1:39 5km Range
2:26 Target Dropped
4:02 Convoy Approach
4:56 Convoy Attack
6:16 Critical Mistake
7:02 Failure
7:20 Damage Assessment
8:07 Conclusion
8:21 Closing
These weapons are the selection available as of patch 0.32 and may not reflect the current offerings in game. Individual weapon performance in game may differ from figures provided in this video, as future patches make adjustments. Feel free to add any additional information, corrections, or insights I may have missed in the comments below.
EDITORS NOTE: The current patch is 0.30.2, not 0.32. Thanks to @KajuTheRudeMonke for pointing this out.
Chapters:
0:00 Intro
0:18 Terminology
0:37 Smart Weapons
0:50 Weapon Categories
1:12 Optical Guidance
1:43 Thermal Guidance
2:22 Radar Guidance
3:11 Air to Air Missiles
3:26 IRM-S1
4:30 MMR-S3
5:20 AAM-29 Scythe
6:46 Ground to Air Missiles
7:11 RAM-45
8:20 Strato-Lance R9
8:59 Air to Ground Missiles
9:32 AGR-18 Lynchpin
11:01 AGM-48
12:15 AGM-68
13:25 AGM-99
15:01 ARAD-116
16:50 ALM-C450
18:11 ASHM-300
19:23 ALDN-4 (20Kt)
20:30 Gravity Bombs
21:06 76mm Guided Shell
22:10 PAB-80LR
23:20 PAB-125
24:11 PAB-250
24:46 GPO-500
25:39 GPO-2P Auger
26:43 Demolition Bomb
27:38 GPO-N (1.5Kt) & (250Kt)
29:51 Closing
The Vortex is a powerful tool in the hands of focused, fast thinking pilots who can prioritize targets, and ignore distractions in service of critical objectives. It rewards that subtle flier with top tier stealth and responsive flight controls that enable some of the most evasive flying available in a manned aircraft. It rewards the practical thinker with a wide selection of tools that can readily prosecute almost any target, responding quickly to the unexpected attack, or the sudden opportunity.
Chapters:
0:00 Intro
0:30 Flight Performance
3:01 Effective Use
5:37 Counteraction
7:21 Conclusion
8:04 Closing
Chapters:
0:00 Intro
0:36 The Basics
2:47 The Standard
4:22 Scalability
6:42 A Change In Tactics
8:08 A Smarter Fleet
11:05 Slower IS Faster
12:52 Shutdown Fields
16:19 Interceptor Damage Model
17:47 Thargon Swarm
19:27 The Rapier
22:16 Scout Effects
23:45 More AX Weapons
24:46 Additional Thargoid Ships
25:48 Conclusion
26:30 Closing
Nuclear Option offers a variety of available weapons across multiple archetypes, not all of which are implemented at time of writing. The following are a selection of weapons available as of patch 0.29.0, along with their attributes and best use cases.
These weapons are the selection available as of patch 0.29.0 and may not reflect the current offerings in game. Individual weapon performance in game may differ from figures provided in this video, as future patches make adjustments.
Chapters:
0:00 Opening
0:20 Terminology
3:10 Air-to-air Missiles
3:26 IRM-S1
4:30 MMR-S3
5:18 AAM-29 Scythe
6:45 Ground-to-air Missiles
7:05 RAM-45
7:39 StratoLance R9
8:17 Air-to-ground Missiles
8:46 AGR-18 Lynchpin
9:56 AGM-48
11:05 AGM-68
12:30 ARAD-116
15:15 ALM-C450
14:59 ASHM-300
15:42 ALND-4 20kt
16:46 Gravity Bombs
17:18 76mm Guided Shell
18:16 PAB-80LR
19:20 PAB-250
19:58 GPO 500
20:47 GPO-2P Auger
21:24 Demolition Bomb
22:17 GPO-N 1.5kt & 250kt
The tarantula is a supporting aircraft designed to complement others and fairs poorly when acting alone, move with ground forces and while covered by allied aircraft. The Tarantula is vulnerable when landing to drop kit, or when lining up for gun runs, but it can bank hard to avoid fire when its rotors are in their full forward position. Acceleration and braking take time, so plan ahead and have some abort plans in mind if an attack run goes sour.
Chapters:
0:00 Intro
0:28 Attributes
2:45 Transport Variant
4:33 Gunship Variant
6:50 Supporting Weapons
8:50 Conclusion
9:52 Closing
0:00 Intro
0:20 What Makes It Boring
1:26 The Technical Problem
3:02 Previous Systems
3:49 The Ideal Solution
5:19 Fuel Stars & Scooping
7:50 Star System Approach & Departure
9:48 Deep Black Drops
10:33 Lore Justification
12:11 Conclusion
12:30 Closing
Images from Wikipedia - Stellar Corona: en.wikipedia.org/wiki/Stellar_corona
Visual aids used in this video were extracted from the Frontier Livestream youtu.be/xMazIZ57NQI?si=KTxgWzgNxdIpJqcn
Chapters
0:00 Intro
0:30 Materials Volume Adjustment
2:42 Fixed Blueprint Progress
3:54 Reduced Engineer Unlock
5:04 Suit Engineering Requirements Reduction
5:52 Suit Carrying Capacity Increase
6:34 Thargoid War Material Rewards
7:16 What's Missing
8:44 Conclusion
9:42 Closing
Pilots looking to fly the Ifrit need to think in straight lines, get in and get out quick. Prefer attacks from a greater distance and avoid being tricked into a kill box. When possible, fly with friends, preferably in the most focused configuration you can, mostly air or mostly ground. Avoid close contact with the Revoker, you have more missiles that it does, so use them. Thermal missiles are your worst nightmare, use terrain if you can, but remember to cut throttle and break hard if not.
Remember that a multi-role fighter is a jack of all trades and master of none, don’t get stuck competing against a specialist in their element or you will probably loose. Play to your greatest strength by supporting the allies on a map, the Ifrit is fast and carries a long stick, you should be smacking people with it from outside their reach whenever possible. When setting up a bomb run, be sure that local air defense is handled at range or by another ally, a single S1 can kill the Ifrit so be careful with anything that fires thermal.
Chapters:
0:00 Intro
0:30 Flight Performance
2:09 Loadout
2:41 Best Uses
4:38 Weaknesses
5:59 Unfocused Power
7:44 Conclusion
9:02 Closing
The Sirius Heat Sink Launcher is a top shelf utility mount that allows commanders a performance gain exceeding the current best engineering standards, as such it is highly desirable. With no difference in power, distributor, or mass loads compared to the standard variant, the Sirius sink blends easily into any build that favors sink capacity over other concerns. While the materials requested of the tech broker can be time consuming to acquire, none of them are difficult to find, making it relatively simple to get enough ingredients for batch purchases.
Chapters
0:00 Intro
0:35 Attributes
1:10 Engineering
1:38 Practical Use
2:51 Conclusion
Further advancements in this technology are expected over time, through what form these advancements take is yet to be fully explored. It has been implied that future ships will take SCO drives into account in their design, and that enhanced SCO performance may be a driving force behind encouraging commanders to purchase them.
Chapters:
0:00 Intro
0:19 SCO Technology
0:46 SCO Boost
1:44 SCO Scaling
4:34 Other Attributes
5:22 Exceptions
5:49 Intra System Travel
6:20 Deep Space Transit
7:35 Combat Operations
8:28 Conclusion
9:48 Closing
If you are looking for a good VR game, Arizona Sunshine offers a well-built campaign mode, and the foundations for a robust hoard mode, though it does need more content to reach its full potential. The story isn’t award winning, but it does carry player effectively through the campaign mode without leaving a sense of boredom. The overall tone and direction are presented with a sense of campy confidence that leaves this title with a sense of identity that I hope to see in future sequels and DLC.
If you like VR shooters, this is probably your jam.
Chapters:
0:00 Intro
These changes would help deal with a lot of the current issues and inefficiencies in the sensor systems. They would increase the amount of information players have without needing to change the current interface layout. These changes take advantage of current assets, with the most difficult request likely to be the module sub targeting indicator.
Chapters:
0:00 Intro
0:26 Current Radar
2:00 Target Status Override
3:28 Target Intent
4:54 Sub Targeting
6:25 Hostile Objects
8:17 Team Effects on Allies
9:10 Detection Range
10:12 Conclusion
10:43 Closing
Chapters:
0:00 Intro
0:23 The Problem
2:09 Scrapping
4:01 Respect For Time
4:46 Closing
We should definitely and respectfully let them know when we don’t like something, and more importantly, vote with our wallets when they don’t listen. What is happening to elite is not a crisis, but time will tell if these decisions bear good fruit.
Chapters:
0:00 Intro
0:25 Live Service Funding
2:28 Perverse Incentive
3:12 Prebuild Ships
4:36 Early Access Ships
6:27 Ideal Funding Model
8:25 Ascribing Intentions
10:27 Conclusion
11:16 Closing
The Super-cruise Overcharged FSD is a modified jump drive variant that, at time of writing, sacrifices raw hyperspace jump performance for the ability to boost in super-cruise. This boost function is activated using the same button currently mapped for normal thruster boost. The overcharge mode allows for vastly increased acceleration and top speed, but generates tremendous heat, reduces the effectiveness of ship control systems, and will rapidly drain the largest available fuel tanks.
SCO technology is a powerful tool for use in a number of powerful applications in trading, combat, and power play. While it can be used for exploration, high fuel, limited hyperspace range, and the prospect for module damage, makes it impractical for use without the support of a nearby carrier or station. With this technology still in its infancy, further advancements are expected in the near future, with a high probability that SCO technology makes it into other drives going forward.
Traders & combat pilots will find this technology the most useful, especially when supported by fleet carriers.
Chapters:
0:00 Intro
0:54 Attributes
3:14 Intra System Travel
4:34 Deep Space
5:47 Combat Operations
6:17 Conclusion
Nuclear Option offers a variety of available weapons across multiple archetypes, not all of which are implemented at time of writing. The following are a selection of weapons available as of patch 0.27.4, along with their attributes and best use cases.
These weapons are the selection available as of patch 0.27.4 and may not reflect the current offerings in game. Individual weapon performance in game may differ from figures provided in this video, as future patches make adjustments. Feel free to add any additional information, corrections, or insights I may have missed in the comments below.
Error Note: In this videos terminology chapter I mix up notching with terrain masking. Notching is an evasive maneuver, terrain masking is the process of hiding from radar using low flight or object occlusion.
Chapters
0:00 Opening
0:20 Terminology
2:52 Air-to-air
3:06 IRM-S1
4:08 MMR-S3
4:40 AAM-29 Scythe
5:31 Ground-to-air
5:54 RAM-45
6:33 StratoLance R9
7:13 Air-to-ground
7:37 AGR-18 Lynchpin
8:49 AGM-48
9:54 AGM-68
11:04 ARAD-116
12:56 Cruise Missile
13:48 Nuclear Cruise Missile 20Kt
14:22 Gravity Bombs
14:58 PAB-80LR
15:34 PAB-250
16:13 GPO-500
16:47 GPO-2P Auger
17:25 Demolition Bomb
18:19 Nuclear Bomb 1.5Kt
18:52 Closing
The EW-25 Medusa looks and feels unique among aircraft in the game, it acts as a well-executed demonstration of new features and functions that are likely to be expanded as the game develops. While the Medusa is relatively easy to fly, its mechanics are much more challenging to master than other aircraft, they will take patience and practice understand and master.
Chapters:
0:00 Intro
0:28 Laser Power
2:32 Suppress & Silence
3:52 Flight Characteristics
4:57 Vulnerabilities
5:57 Best Use
7:01 Other Uses
7:38 Conclusion
8:43 Closing
I have a lot of projects external to this channel that demand my attention on a day-to-day basis, some are work obligations, some are family commitments, and others are being compiled into an additional channel which I plan to talk about more in the future. These projects mean that I may need to take occasional breaks to manage my workload, but they do not mean that I am walking away. Building this channel is a major accomplishment that I take great satisfaction in, and am thankful for the audience that has congregated around it. I hope that what I make continues to be helpful, informative, and that nobody comes away from one of my videos feeling baited or bored.
Chapters:
0:00 Intro
0:34 Channel Memberships
1:08 The Tip Jar
2:06 Future Plans
3:30 External Projects
3:57 Thank You
4:17 Closing
Overall, the Imperial Hammer is a top shelf weapon variant that every commander should have somewhere on their top five list. It’s a great weapon that can be made relevant in many situations, with practical performance that will at least match its standard counterpart. The hammer’s firing behavior gives it a unique sense of identity and challenge that makes this variant fun to use.
Chapters:
0:00 Intro
0:34 Attributes
2:45 Engineering
5:32 Practical Use
8:09 Summary
8:54 Closing
This module is well worth the effort and wait to acquire, and its one of the more dramatic weapons in the game. The cloud of vapor trails this weapon lets lose can be seen from far away, and look as intimidating to bystanders as they do to attackers, making it a weapon equally suited for trolling as it is for practical combat.
Chapters:
0:00 Intro
0:10 Stats Overview
1:10 Highly Desirable
1:38 Significant Downsides
3:32 PvE & PvP
4:00 Engineering
6:00 Build Considerations
6:54 Conclusion
7:19 Closing
The Advanced Accelerator can only be installed on a limited number of ships. It draws a ton of power, and generates a lot of heat, making the advanced accelerator difficult to work with in a lot of situations. As a result, its best acquired by players who have already unlocked engineering for power, distributor, and accelerator modules, since most builds will need a bit of adjustment in order to apply these weapons at their best.
Chapters:
0:00 Intro
0:13 Stats
0:28 Considerations
1:05 Engineering
2:44 Desirability
4:21 Conclusion
5:15 Closing
Watch the Ragtag Mercs practice racing popular PVP ships in Arena Commander. Get familiar with the handling and performance of different combat ships on the race track. See how these ships perform in the hands of different players from track to track.
Chapters:
0:00 No Audio
4:18 Stream Begins
4:45 General Chatting
17:45 Friend Server Down
24:35 CIG Money Trouble
27:15 Friend Server Still Down
31:12 Shop Talk
35:50 The Algorithm
36:27 Not A Scam
48:51 RACING BEGINS
1:04:34 Gatac Syulen Chat
1:09:26 Esperia Talon
1:13:05 Switch to Arrow
1:29:17 Switch to Buccaneer
1:36:29 Switch to Aurora
1:43:06 Switch to Mustang
1:51:45 Switch to Gladius
1:58:55 Closing Out
Nuclear Option offers a variety of available weapons across multiple archetypes, not all of which are implemented at time of writing. The following are a selection of weapons currently in game, along with their attributes and best use cases.
These weapons are the selection available as of patch 0.25.2 and may not reflect the current offerings in game. Individual weapon performance in game may differ from figures provided in this video, as future patches make adjustments.
Chapters:
0:00 Intro
0:18 Missiles Use
2:23 Air to Air
2:34 IRM-S1
3:53 MMR-S3
5:17 AAM-29 Scythe
6:39 Ground to Air
6:58 RAM-45
7:29 StratoLance R9
8:10 Air to Ground
8:31 AGR-18 Lynchpin
9:37 AGM-48
10:54 AGM-68
12:02 Cruise Missile
12:49 Nuclear Criuse Missile
13:17 Gravity Bombs
13:49 500kg Bomb
14:52 Demolition Bomb
16:11 Nuclear Bomb 1.5kt
16:56 Conclusion
17:24 Closing
Chapters:
0:00 Setup & Testing
9:30 Defford Link
14:31 Snake Pit
17:40 Spectacular Crash
18:00 Racing Continues
20:35 Old Vanderval
27:35 Halloran Circuit
34:32 Miner's Lament
42:58 Intermission
52:26 Defford Link 2
58:53 Miner's Lament 2
1:07:27 Defford Link 3
1:12:24 Old Vanderval 2
1:16:55 Halloran Circuit 2
1:23:54 Miner's Lament 3
1:32:23 Old Vanderval 3
1:37:23 Game Crash
1:39:30 The Icebreaker
1:45:16 Miner's Lament 4
1:52:09 Rikkord Memorial Raceway
1:57:23 Miner's Lament 5
1:05:46 Closing Out
Arena Commander offers a bunch of different modes, but one of the best is Classic Race. On the surface it’s not a complex mode, but it remains one of the most important in the game, since it acts as the most effective expression of the racing career currently available. There is a solid selection of tracks derived mostly from the Stanton system, with a few that are currently unique to the mode.
Master Modes, Maelstrom, Flight Surfaces, and their related component rebalances are going to alter the performance of each ship on a fundamental level, but you should not let that keep you from getting started, since there are principals that will remain consistent across these changes, and since racing is fun right now. The barriers to entry are low, and the potential for improvement is high and measurable.
Its not a bad time to get in the game, but even if you decide against it, consider funding others that you think look fun. Hits and misses abound, but win or lose, developers are only able to take risks that players are willing to back. We can set the standards ourselves, or let them be set by wall street, and last decade, they’ve missed more often they they’ve hit.
Chapters
0:00 Intro
0:30 Early Access
1:07 AAA Shade
1:30 Golden Years
2:10 Controversial Decade
2:59 Cultural Date Stamp
3:55 Technical Failures
4:48 Stagnation
5:44 Crowd Funding
6:37 Expectations
7:01 NOT A Scam
7:14 If It Succeeds
8:28 Next 12 Months
9:05 Conclusion
9:38 Closing
These aren’t all the vehicles planned, so depending on when you watch this video, there will be more. Keep in mind that Nuclear Strike is still in alpha, so these capabilities are subject to change as new features and vehicles get added.
EDITORS NOTE: The Linebreaker Sam actually fires the same missiles as the AFV-8, but carries more of them. It does not have a range advantage over the AFV series.
Chapters:
0:00 Intro
0:18 FGA-57 Anvil
1:11 Main Battle Tank
2:18 AFV-8 Series
2:30 AFV-8 Air Defense
3:30 AFV-8 APC
3:47 Linebreaker Series
4:04 Linebreaker IFV
4:26 Linebreaker APC
4:56 Linebreaker SAM
5:34 LCV-45 Recon Truck
6:02 HLT Support Trucks
7:08 Aero Sentry SPAAG
8:01 TK-941 Boltstrike
8:46 Closing
Taken as a whole, the Chicane is best deployed alongside ground vehicles and with air focused escorts like the Compass or Revoker, creating an effective screen against ranged AA and other aircraft able to close with the Chicane. Hostiles seeking to attack the Chicane should always attack from above the rotor line, ideally from behind its wings, where incoming rounds are likely to damage the tail and turbines.
Chapters:
0:00 Intro
0:36 Brawler & Archer
0:58 Handling
1:28 Low IR
1:51 Guns & Flack
2:01 The Turret
2:41 Ground Attack
3:10 Logistics
3:41 Stealth
4:46 Beware AGM
5:07 Conclusion
6:20 Closing
As a bomber, the Darkreach is surprisingly flexible in payload and engagement range. While it can’t engage other aircraft, it can neutralize large swaths of ground forces in a single pass and from a wide variety of altitudes, including stratospheric and low ground attack.
With high payload capacity, thick armor, and excellent fuel efficiency, the Darkreach makes for a powerful ground attack platform respected by all who fly for or against it. Offering a multitude of ground attack options, and ample range, the Darkreach can engage and destroy most ground forces, near and far, in a single pass. Though slower to travel, and more difficult to replace, the Darkreach is well worth the effort for those with the patience and awareness to wait for an opening, and exploit every opportunity.
Chapters:
0:00 Intro
0:27 Attributes
0:50 Low Altitudes
1:19 Standoff Distance
1:57 Gravity Bombs
2:25 Ordinance Intercept
3:25 Value & Logistics
4:07 Escorts
4:43 Conclusion
5:18 Closing
Pilots who play the Revoker to its strengths will find excellent successes at high altitudes, beyond the range of AA guns, providing fast response against hostile interceptors, enemy bombers, and other large aircraft. In this environment, missiles fired from the ground are easy to evade, often without the use of flares. This king of the skies is best assailed at altitude by other interceptors, or using saturation attack by multiple opponents.
Chapters:
While not as fast as a jet, the Cricket is ideal for hard flying at low altitude, where it can slip in and out of canyons or hide along mountainsides. These flying characteristics give the Cricket impressive stealth capability, despite possessing no stealth technology. Skilled pilots can strike out at enemy camps, convoys, or radar stations, flying below radar level, and only emerging from cover to deploy its payload before diving back to safety.
Chapters:
0:00 Intro
0:18 Low Flying
1:21 Landing Performance
1:48 Its Slow
2:21 Ground Attack
3:16 Considerations
3:43 Summary
4:16 Closing
This jack of all trades is a valuable supplement to established air forces, though as a master none, it’s often unfit for solo, or deep penetration strikes behind enemy lines. Its best kept close at hand, at or within the friendly lines of combat, venturing out short distances to strike hostile forces and then returning to dissuade a counterattack.
Chapters:
0:00 Intro
0:40 Loadout
1:13 Flight Performance
1:52 Strengths
2:10 Weaknesses
2:30 Late Game Performance
2:54 Conclusion
Steam Page: store.steampowered.com/app/2168680/Nuclear_Option
Official Discord: discord.gg/u64GtcNjkQ
Everything that is deployed in the game is working great, making it one of the best alpha level experiences I’ve had in a long time. I highly recommend this for fans of simulator games. These guys deserve success, and they need more publicity than they are getting for what they have built.
NOTE: At time of recording, the SAH-41 Helicopter was not available to play and so was not included in this review.
Steam Store Page: store.steampowered.com/app/2168680/Nuclear_Option
Official Discord: discord.gg/u64GtcNjkQ
Chapters:
0:00 Intro
0:40 One Issue
2:13 Learning Curve
2:53 Missions
3:52 Alpha Economy
4:12 CI-22 Cricket
5:03 TA-30 Compass
5:33 FS-12 Revoker
6:12 SFB-22 Darkreach
6:49 Nuclear Explosions
7:15 Damage Modeling
8:00 Conclusion
This video was NOT sponsored or requested by the developers or any other party. I made it on my own, because I think its cool and want it to succeed.
With niche applications, and severe hardpoint limitations, the Cytoscrambler is an interesting and powerful, but nuanced weapon best applied in PvE situations on close combat focused builds. It's an interesting mark to chase, but not an essential powerplay weapon to pursue if you’re just getting started.
Chapters:
0:00 Intro
0:22 Overview
1:15 Downside 1
1:40 Downside 2
2:10 PVP
2:38 PVE
3:05 Synergy
4:22 Engineering
5:02 Experimental
6:18 Conclusion
6:45 Closing
Overall Azimuth appears to have hit a home run with this weapon. Gimballed multi cannons are phenomenally easy to use, offer long combat endurance, and integrate well with most any ship. While still not as powerful as a guardian weapon, Azimuth has succeeded at closing the gap another notch. The tech broker restrictions are a major downside, since it places this weapon in direct competition with guardian weapons, but it does have the advantage of functioning in maelstrom systems.
Chapters:
0:00 Intro
0:18 Weapon Stats
1:34 Advantages
1:54 Drawbacks
3:47 Conclusion
This makes the Pacifier much easier to use, especially for larger ships like the anaconda, because it greatly increases standoff distance. This makes it a favorite for large ship PvP & PvE builds, where engagement range is expected to be under 3KM. Burst DPS attributes for this weapon are incredible, trailing closely behind the stock fragmentation cannon as one of the highest damage dealing hardpoints in the game.
NOTE: I'm this video I refer to the plasma charger when comparing performance, this was intended to be the plasma accelerator but the two were mixed up in my script.
The Plasma Accelerator is popular in PVP, while the Plasma Charger is commonly used in Thargoid Combat PvE.
Chapters:
0:00 Intro
0:25 Strengths
1:24 Downsides
1:42 Engineering
2:23 Considerations
2:50 Closing
What has always impressed me about it is the nature of its engine, which was originally written in javascript. This workhorse programming language had been essential for running various web browser elements for about a decade at the time, and was used in a handful of browser only games. Java also has a bunch of commercial applications, and is known for being powerful, if occasionally obtuse to work with.
Chapters:
0:00 Intro
0:40 Minecraft's Origin
1:32 Constrained Creativity
2:23 The Failures of Anthem
3:15 Minecraft By Comparison
4:00 Evolution in Design
4:32 Design & Success
5:23 Conclusion
Chapters:
0:00 Intro
0:38 Selected Power Supply
1:00 Wattage Ratings
2:15 Unboxing
3:08 Set In Place
3:45 Mounting & Fasteners
4:31 Cables Overview
6:32 Digital Monitoring
7:45 CPU Cables
8:23 PCIe & 600 Watt
9:07 Split Ends
9:48 Cable Management
10:27 Patience & Care
11:52 SATA & MOLEX
14:03 Leftover Cables
15:28 Braded Cables Care
17:00 Save Spares
17:46 Conclusion


