Essential Complex Words & Acronyms All Players Must Know - The From the Depths Dictionary

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The From the Depths word and acronym dictionary introduction to make new and old players understand the lingo better in FTD for better and easier communication about FTD terminology, we break down and explain the most important acronyms and terms players must know. Get to know the language used by the community and in-game so you can dive in properly:

Here is a SHORTER version of the wordlist, please check the full version in pinned comment:
0:00 Intro

1:02 Basic naval terms:
Bow - the front of the ship, offboard
Fore - the front on the ship, onboard
Stern - the rear of the ship, offboard
Aft - the rear on the ship, onboard (white light)
Port - the left side of the ship (red light)
Starboard - the right side of the ship (green light)
Deck - the "floor(s)" of the ship, onboard

3:36 - AC - armour class, reduces damage with lower AP than AC
4:43 - AP - armour piercing properties of damage
6:24 - AI - artificial intelligence, mainframes
N/A - AoG - Army of Gmodism, combined forces of the Gmodism Empire
7:03 - AMM - anti-missile missiles
8:04 - APS - Advanced Projectile System, aka Advanced Cannons
8:51 - AP-chem - armour piercing APS round with chemical payload
9:51 - Azipod - a water propeller pod on a spinblock
10:21 - ACBs - automated control blocks, simple input-output triggers
10:49 - Bread - short for breadboard, a programmable microcomputer
12:12 - CC - custom campaign, player-made campaign
13:01 - CJEs - custom jet engines, large and efficient thrusters
13:26 - CIWS - close in weapon system
14:00 - Charge laser/charge plasma - lots of damage energy stored but low recharge rate
15:36 - Chemical/Chem - describes APS round type, including explosive, incendiary, frag or EMP
16:45 - Cheese/cheese tactics - unfair or boring "hacks" or tactics
19:37 - CRAM - big slow 1000-2000mm custom cannon system
20:32 - Dakka - firepower, more dakka is always the answer for improving builds
21:05 - Doom CRAMs - very large cram cannons with serious crit potential
21:34 - Dumb - non-guided missiles
21:52 - DIF - direct input fed guns (APS)
22:59 - EED/defuse - Emergency ejection defuse, used in APS shells for guns with ejectors, making them safe
24:29 - EMP - electromagnetic pulse, destroys electronic blocks like AI and detection
25:49 - ERA - explosive reactive armour, stops HEAT, HESH, and APchem
26:46 - Fins - stabilizer fins on APS shells or missile steering fins
N/A - FLAK - previous name of APS Munition Defence components, MDs, and thus is still used by seasoned players
26:39 - Frag - fragmentation munition and payloads
16:18 - God mode - toggle to make craft not take damage in designer
27:53 - GP/Rail/Rail-Assist - gunpowder/rail propulsion in APS
29:16 - GP/GPP/GPPP - general processing power (AI)
30:40 - HA - heavy armour (strongest, but heavy)
30:57 - HE - high explosive
31:17 - HEAT - "High-explosive anti-tank" shaped charges
32:11 - HESH - high explosive squash head
34:00 - HP - refers to Hollow Point tips
7:10 - Interceptors/ints - missiles that shoot down missiles/cram shells
30:12 - INC/incen/Incendiary - fire damage type from flamers, crams, missiles, APS
N/A - IR - referring to infra red cameras for detection or missile guidance
34:45 - Kinetic - ranged weapons dealing kinetic damage (penetrating/impact damage)
35:34 - LAMS - laser anti-munition system for targeting incoming shells and missiles
36:50 - LUA - programming language used to program missiles
37:21 - LWC - local weapon controller
37:58 - MDs/MDB - munition defense/body in APS, also called FLAK
39:36 - Mats - materials/resources, the in-game currency
N/A - Oxy - oxidizer for incendiary damage, makes fires burn better, also underwater
40:16 - PACs - Particle Cannons, immune to active defenses but inefficient
41:29 - PID - proportional-integral-derivative controller for smooth propulsion
42:51 - Pendepth - when a shell has a penetration depth fuse
43:47 - Prefab - "ctrl+p" menu to save and paste block clusters
44:50 - SAP/SAPHE - semi armor piercing/ +high explosive
45:47 - SM/MM/LM/HM - small, medium, large and huge missiles
46:02 - Sabot - refers to sabot heads on APS shells or sometimes sabot bodies
47:02 - Sandblaster - APS gun firing many small kinetic rounds
33:05 - Spall - fragmentation generated from armor hit by HESH shells
18:56 - Spinclipping - using subobjects to force blocks inside each other
48:27 - Subobject - "ctrl+o" menu for saving/spawning turrets etc.
49:00 - Tetris - patterns to place systems in the most efficient way
49:52 - VLM - vertical launch missiles

This is not the full list, see PINNED comment to this video where you can add useful additions.

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