#Nebulous: Fleet Command
1 messages · Page 3 of 1
There's also the important case of "the EWR can see the capital even if nothing else can"
I build for it, but Tom has done it to me a couple of times, it's just that I'm the only one who uses it as a primary battleship defence method
And also "I can illuminate the capital enough to make it visible"
Yeah
I dunno even then knowing you do it I certainly have hit you with gales
Not super often but like, it’s not infallible
I know we have fucked it up and had our escorts eat a salvo of sqales, but losing an escort is usialy better then losing a cap ship
its not really infallable but I think clean good gale dumps from a good angle at a good range like 6k ish against not totally blobbed ships kinda need to punch fairly reliably to be worthwhile
the odds need to be pretty good because conditional all in coinflips are inherently iffy
I feel like they do
I think they did okay but if everyone is bringing 3+ jammers per capital group to beat out containers
I'm really not sure about it
I really don’t think these changes are going to make people bring that much jamming, even if it would make their fleets better
And especially not if the containers continue to be as easily beat by the activer decoy
I also think 6k is around the range it gets really hard to jam out Gales
lighthouses do suck a bit
They do
They are just worse than Spotlights but I kind of like them as well
my missiles definitely work on a lot of people
Like, the cone on them is small enough that CLs reliably leave behind their chaff without needing to micro so
I can’t dislike them that much
It's actually the exact same angle as a Spotlight as I learned today
yeah
Just the shorter range makes them feel thinner
I just like their cost and power efficiency
Maybe I like the spotlight too
they are definitely good on those numbers
I just am consistently annoyed with ocellos bringing floodlights and completely negating any micro I do lol
I do that! Except I turn them off when people are Galing because I'm not a monster
I guess the problem with being fully jammed out is that if it happens you are just so boned because of how all in missiles are
well gales are
I was going to say OSP missiles in general but Torps are actually pretty solid as a sidearm
yeah its definitely more of a OSP issue
Yeah, getting jammed out does suck
HoJ isn’t a cure but it does help a bit
though I do think that sometimes trying to missile a target probably just isn’t useful
And that’s not news or anything but it’s certainly more relevant with the OSP imo
Yeah, it just has a lot of potential to become problematic when the way to survive getting missiled and the way to survive getting shot are the same, particularly when two of the OSP missiles (S2s and containers) need heavy investment to be viable
If your missile backpack has no good targets its a lot less of a detriment than if your Isekai Truck has none
I do think Gales will probably remain fine though, even if people get better about bringing jamming
And let's be honest people never bring as much jamming as they should
Honestly I’ll wait for post boat night to like sound the death of OSP S2s or Feeders
I don't think anyone is saying feeders are dead?
S2s are absolutely not dead either, they are potentially slightly harder to play
It's only Containers that are really 6 feet under
(Some torps also take a hit, but that's not exactly terrible)
I'm kinda shocked that torpedoes got their health doubled AND take half damage from certain PD but containers only got the latter (and technically have a worse stat for it than torps but it currently matters in 0 cases)
yeah, Torp go spinny and defenders just stop working so like it's even weirder as they did not need the buff IMO
Might bring a pure torp liner to next game: liners are already buffed and torps are apparently good
Torp liners are fun, and the liner movement buffs alongside the long haul drive buff will be nice for them
Very feast or famine though
The Isakai truck is a good design to run, if you can get off good ambushes. Personaly my experince has been murder a fleet and die to "being the bigest target deseise"
I've had good success with Gale torp liners with a bajillion jammers
Isekai Truck losing EO presumably hurts a bit, though does the modern version even bring a salvo?
Our version have been running CMD, or the most modern CMD/WAKE
I suppose wake seekers being slightly better now is nice for that one
And DCX are probably a welcome addition
and .25 of a point per missle is nice to get them to stop doing the Disco circle
Do they not have decoys? I thought torps only have two slots
Not that torps really need the decoys
They don't but the base Crysknife was 12 points alone
I should callsign the torp Monitor in my capping fleet Isekai Box
SGT-358 Gom Jabber is a size 3 missile that costs 12 points.
Yeah that explains why I have twice as many liners in my torp fleet lol
But yeah thy are the price point whare decoys would need to work a lot better then they do to be worth the damage drop off.
I could see bringing a salvo of decoy torps to break deathball PD if torps died to PD
But yeah
I spent far too long looking at this missile trying to find out why it costs 3 more points than my usual ACT[WAKE]
Which has similar or maybe even more maneuver
(It's because I use Weave, I'm just blind)
Yeah thease use corkscrew
well when the health increase happened, torps were a lot worse than containers
also it wasn't double, it was 110 to 160
yeah torps pre buff were dismal
and if you increase containers' health any further up from the current 150, then you just make Defenders the only option to kill them
they're already at the upper limit for safe health values more or less
Containers are in a weird position where they act as a softkill skill check or a “can you mass Sarissas” check
They absolutely die to base hardkill, that is in fact still an issue even when I'm shoving literally 20 decoy modules into each strike.
The easy way to make them slightly tougher against defenders without affecting anything else would be to tweak Defender armour pen or increase their armour such that it deals half damage to them and generally shuffle things around (increase Sarissa pen, etc) so that nothing else is affected, which would be straightforward enough.
No I mean on testing, unless I'm misreading something, where it says they're going up to 350
Shit I swear I read it and now I can't find it
Did I hallucinate this???
I think so, torps are still at 160
Yeah and I started looking for something else that got changed to 350 and can't find it either
that would be the C53/C54
(the C53 used to be 350HP and is dropping to 300, iirc)
<@&942093958551588904> would anyone be up for some games, either now or later this evening?
I'm streaming viewer games in an hour
oh!
are y'all playing on test branch, or main branch?
haven't been awake or around much to catch your streams in a while, but am currently both today
yay Vivi game!
Ooh, Vivi stream, I'm usually available too late to catch those
Unfortunately probably can't do a Neb tonight, but good luck!
,aom!
main!
And we're live! I'm streaming yet more NEBULOUS: Fleet Command viewer games on my Twitch channel - come bring your fleets and join the battle!
https://www.twitch.tv/docvivileandra <@&942093958551588904>
I'M BACK! Mad scientist VTuber's first playthrough of War of The Chosen (I've played the base game) - Commander Difficulty, Ironman
Removed 5hp explosion damage from Blast Frag destruction effect and increased Blast Frag warheads component damage to 70 per increment (was 60). AMM damage done will now be consistent with displayed values.
Ship main engines will now remain detectable by WAKE seekers for 15 seconds after emission stops.
Missile body cost discounts now apply to terminal maneuver costs. Increased container missile body top-end maneuverability by 50%. Missile decoys will now only launch when the missile's velocity vector is within 7.5 degrees of the PIP Increased JRR's base debuff probability when at 100% HP to be 10% (was 0%). ```
@wary flame Decoy separation buff finally here
(And possibly also usable container terminals)
Unlikely, they still have bad agi and massive hitboxes, but if they're even slightly functional it'll be huge
The top-end maneuverability went up too, it's not just the cost discount
That's mostly just going to make up for them being much faster now, I cannot state just how much they couldn't use terminals before
A max agi container wouldn't wiggle enough to move its entire hitbox off the centerline of the flight at any point
Number one problem right now is that it's literally impossible to make jam resistant cruise containers besides pure wake primary, all act seekers go dumb when jammed and ARAD goes nuts dumping decoys the moment it sees a jammer so one SSJ ruins a whole salvo.
I think ACT does still see a battleship before its PD can fire under a blanket
which is not all use cases, but is the one I mostly care about testing
I'm shocked vauxhalls apparently needed a nerf
Pretty sure that's just missiles leaking out of the jammer cone
Besides, you need some time to deploy decoys
normally any validated act missile just goes wild and wiggles everywhere the moment you jam it
they've needed one for a long while arguably, but there were other even more overpowered options on Alliance side, and the OSP had a bunch of overtuned options they could use to counter
both of those are no longer true, and so LCs were stomping through matches
I must be living in a different meta
one of the problems is that LCs have a huge skill gap, one of the highest in the game
experienced players can use them to get away with murder, newer players are much better off in an Axford
this nerf specifically targets the evasion ability of the LC, which is the primary tool used by veterans and neglected by newbies, so theoretically it brings the two extremes of play closer together
Vauxhall Queen @noble zodiac herself suggested this nerf, so I'm optimistic lol
This is also most notable in the test branch where the big checks on Vauxhalls took a hit. E.g. 250mm liners
yeah, 250 LNs and Tugboats got whacked
Tug swarms losing firepower and torp tugs losing speed definitely bumps Vauxes a few steps up the food chain
And yeah Vauxes have been maybe a bit overtuned for a while, Raines just overshadowed them in a lot of the same areas
Big fan of these changes, especially if that wake change applies to validators
thats good container buffs damn
Indeed they do
wait whar
i mean my main focus of suggestions was on 250s overperforming and OSP not having an anchor against them lmao xP
but also yeaaaaaa agility is extremely forgiving if you know how to dodgeulous
So cruise missiles all have one softkill solution, which is either SSJAMM or one Blanket
no more cruise for us
but hey, hangups are pretty sweet now
oh I thought you did, my bad
I think you at least were in support, I remember that much
yeah CL's kinda just die if you glare at them with a Moniter.
Like in the last few boat nights CL's have not been doing well, and have been dieing only slightly faster then the corves my Corve squadrens. this might just be from p-net players being Agro in the "yub into spawn" way that is common here
For containers, couldn't you run EACT[CMD]/CMD off an EWR track? Limits you to TRPs, which sucks, but means you get decoy separation before getting into PD range
Still vulnerable to interruptor + blanket ofc, but better than just blanket
can't really cruise off ewr tracks i thought
gets eaten alive by sarissas, but yes, CMD is the only seeker you can do anything with
You can't for cmd validators since they try to lead and go to the moon, but that's not an issue for cmd secondaries
Mm, yeah, didn't think about Sarissas
sarissas will eat them, interruptor or the now useful hangup will remove them from play
I'm not sure how EACT[WAKE]/WAKE does with decoys, do they separate when it first sees a wake?
the 2 blanket 2 hangup jamcube raines is now good for hiding and deletes any missile
Or do they only separate when they see main engines? If it's the latter that might be the best choice now
they get jammed and go dumb, then drop all their decoys into flares when the wake cone sees it
and you can still All Stop normal Wake
They re-added the cooloff period, though only to 15s
Which might be too short for cruise containers
Especially since presumably light ships can adjust heading and pop chaff as an alternative
that's a) probably too short, only lets your container move about 3km between pressing all stop and losing tracking and b) is only for wake val last I checked
At least in main it doesn't really matter that it's for validators only, since once you stop you're not moving, so the lingering trail leads most of the way to you
But yeah, 15s at container speeds (even post speed buff) is very short
One scryglass frig and you're kind of boned
the general problem is that every single cruise missile requires user error on the part of the opponent now
and OSP invests so much to get a decent missile salvo out that that just means they're non-viable
you just can't bring a 3k ship on the principle of "maybe they'll forget the SSJ AMMs and all blankets, then not press Z"
Or making full stop radar off the worse option wich is not easy for cruse
Ship main engines will now remain detectable by WAKE seekers for 15 seconds after emission stops.
seems to be for all seekers
Hemm... a shepard shuttle for shooting down AMM's might be a role OSP needs to consiter how to work
I question the viability of that, since it means you need to get the shuttle within a few km of the target
y'know, I guess an AMM with HoJ seeker set to only fire on size 2s works
There is the kind of hilarious idea of a few ARAD S2 AMMs leading the pack of cruise missiles
getting a shuttle within a few KM of the target is not that hard, you need to do it with rocket shuttles normaly
It's not, but it's removing the whole point of a cruise missile fleet
I.e. being able to hit stuff far away at short notice
rocket/graser/graser shuttle might do it, but is a tremendous faff and OSP really doesn't have the budget for it considering how expensive their missile setups are
Hmm, ARAD/EACT/CMD is maybe a reasonable seeker setup that's a massive pain to softkill
has arad in it, jamming it makes it dump every decoy it has into black space then turn around to chase the jam signal
Could go CMD primary but then you must have a Bloodhound
And that's a significant cost
And vulnerability
Yeah, not going to be a good time for OSP cruise fleets
"Congratulations, you can have three seekers as long as all of them are worthless refuse"
triple wake containers go
CM-4 6AM Wakey Wakey
I continue to not be entirely happy with "we fix all the load-bearing bugs, break half the game and then spend three updates duct taping it back together" as a design style even if I like most of the stuff in the test branch right now
yeah
yeah I'm not sure how to wriggle out of this one
I honestly really love all the giant nonsense components liners have gotten, I like monitors as well
but these missile changes are just, strange
there was a neat proposal to make SEARCH ARAD an upgrade for an extra point or two, that wouldn't go for jam signals
oh that'd be cool
I like a lot of bits of it
I'd be onboard with that, I think
then you at least have to turn the radars off and then softkill the rest
even if you give EO back to OSP, you're still stuck with one AMM invalidates everything else
which isn't that hard with the superAMMs
"radar off, activate jammer" is not a significantly harder softkill drill but it's something
missiles just kinda keep bricking
I was about to say "oh what if we made turning the radar on and off take time" but I think that would have so many rippling effects that it would be just such a bad idea
spend a repair every time you turn radar back on fixes an awful lot of things in a weird way
its probably terrible but
maybe an ECCM module or something
Do Defenders have EO backup? If not, that also prevents PD from shooting down stuff currently lost in the sauce, which would be nice
softkill either needs to be significantly less capable or significantly more expensive, since as long as you can trivially shred salvos of any expense with less than a hundred points of chaff, actdecoy, flares and jamming equipment, nobody can risk bringing any of those missiles
If you use softkill go all in on it
module that ignores jamming for x seconds
Mmm, not a fan of that
long enough to ignore a passing AMM, short enough to let offset jamming work
no, they don't - only flak-types
Same issue as with EO, I don't think "thing that simply removes a bunch of mechanics" is a good choice
it doesn't remove a mechanic if it's time limited on a slow ass missile
Could do what I've suggested before and have a boosted self-screening illuminator module to increase radar sig
just a penaid that makes things not dump all the decoys into space
True, but idk, just feels... inelegant
I mean tbh if we want to get realistic
honestly, make chaff cost like, 5 points, make active decoys 10 or 15 or something
there are those networked missile groups
see what happens
where they share target info and such
the irritating thing there is that time-to-target is pretty invariable and the moment they're jammed they fail, so either it lasts long enough to reliably work or it just doesn't
ANS cruise isn't doing so hot either, they have EO Val and face less jamming, but S2 AMM from a VLS still ruins ARAD/Act
but I guess even then you need like, a missile that you can trust guiding them
tbh
the sheer turn rate of stairs and similar things makes them better against jamming
assuming the wake cone still works
people actually bring flares now, but it's still good
flares are usually in the same place as chaff so you generally get past it
It's also so much less costly to lose half a salvo of stairs to chaff
And they often are fast enough to just hit before chaff deploys
esp with osp radar often having more blindspots
maybe the answer really is just letting cmd go on cruise
(There's no way to select a track in path firing mode, TRPs are a clunky workaround)
hangups and interruptors doing things seems preferable to just accepting missile death at the hands of the activist decoy
like at a certain investment level softkill should also just be allowed to work. that's why an interrupter exists in the first place
yeah
but I guess at least the activist requires spending on dedicated pd
the worst problem of the 120 frigs
was that they didn't need to spend on anything other than guns
well, it's 8pts in a VLS-2 you can also put real missiles in
it's hardly breaking the bank
I think the failure case of "blob of hangups and blankets and a little box of chaff wins" is worse
because its something you want anyway you just get beating missiles free
you can hoj at those at least
they can do pulloff with part of the jamming group
if they are clever and fast
tbh
you should be rewarded for being clever and fast
I think a change I would like
Also the early decoy separation neuters containers
unlike pressing z to shoot one missile
I mean yes but a strategy needs to work on good players
I'm not bringing missiles I can't shoot at tom or misc
It needs an opportunity cost
Spilled the OJ on the HoJ
FWIW most missiles have been working on me :P
you have done the jamming pulloff
Also I think most missiles shot at you have been direct
Which are fine IMO
It's cruise that's an issue
the pull-off is hard enough that I'm fine with it working on S2s, the irritating thing is that it pops decoys/staging early so you don't need to do the tricky part against anything but S2 spam
I'd like to see some sort of behavior like
cmd can be trackfired, and if it is with a validator, the first thing the validator picks up gets set as the cmd target
give Search ARAD/HoJ invalidator
I would like to see a viable s2 cruise fleet on osp
You should be able to pull search ARAD with EWRs and Bloodhounds
or at least longer ranged general missile use
Making Wake reliable enough that WAKE[ARAD] or WAKE[ACT] are worth using could help as well
that would be nice
the awkward thing about it is it wants to pretend to be heat seekers ala planes
but planes uh, mostly want their engines on
and the engines stay pretty hot even if turned off for a little
its just always felt weird in neb
I do kinda like its niche role as a yub seeker
but it needs something else filling the more general role then
because atm radar/arad put control in your opponents hands basically
i want to try pure WAKE as a corvette jousting weapon, because you can make 1 point missiles that way
Cheap+crappy+gives ways around jamming is a fun niche
The sticky version?
give OSP optical seekers, i.e. a guy with an xbox controller and binoculars sitting in the container
honestly I earnestly wonder about a seeker which occupies your programming channels the whole time it's in flight but is very hard to jam
would probably work better if crew mechanics were implemented and could interact with it though
fly by wire container would be funny
I think that's an awkward way to balance things, at least for the OSP, because it basically doesn't matter how long I'm stopped from firing for afterwards if my first salvo kills a BB
you're not wrong
They're already so limited by strike count as well
it does stop you using time on target attacks, which are the mainstay for containers
so it's a real limit there
True
yeah, I suppose
it also spreads out how close together you can put strikes
which probably doesn't matter much but is an element
It does hamper the ability to finish off a ship you winged
But I'm not sure if that's a good thing
eo but with thematic downside for osp doesn't seem like a bad idea at all
yeah
I'm still think it would be worth giving OSP EO back but giving ANS a crappy dazzler
and it's not like eo decoy strikes were exactly uncounterable by the average solomon
Fly by wire would be interesting if it had a range limit
if anything cutting out ToT attacks will make a solomon with pd harder to crack
I mean I was thinking more TV guided than fly-by-wire
but I suppose that would have to be jammable
fly-by-wire (30km spool)
laser comms time?? /j
yeah, give the ANS a laser S3H
Give OSP really big mirrors they can use to bounce illuminators around rocks
ewr tugs replaced with mirror tugs
bouncing illuminators as well as getting a nice tan
Though more realistically, cut the cost on CNLs enough that you can actually bring a couple lighthouse shuttles and use cruise SAH
Yes, yes, SAH containers will make OSP win every single game ever played
I really want to try a stacked game with cruise SAH containers at some point. If your team all bring a few illuminators and basically call shots for you I can see that being really interesting
I can see something like that working
I have an idea. TV guidance: OSP EO that requires a comms link to the ship like CMD. TV guided containers could once again get away with one or two seekers, leaving a slot for Decoys. This essentially brings back eo container yub, but with a twist and with ANS having some counterplay options.
Unlike Blankets, which are just good to have around in general, comms jamming tools are very…niche.
I think they will be less so in fiture
now that hangups apparently got fixed this time for real honest they work
Yeah, they are not just for murdering ConL's
I do wish hangups were less... hard to test?
I almost wish that they made it so when you had the ship selected you only saw friendly ships you could pick up on radar
My brain’s drifting towards “rework CMD cruise behavior” but that’s a more involved fix
I think CMD cruise being functional would be better served by like, a new seeker
and I do think there wouldn't be a way of making it target a specific ship
i'd take being able to use multiple TRPs
Would perhaps be interesting if CMD was actually commandable
as would being able to drop TRPs from within the missile targeting interface
thought: very hard to jam cruise seeker that you have to tell beforehand what class of hull it's aiming for
CMD missile cam is the buff HEKP needs
Give it a module to have friendly missiles follow it like ducklings
I was thinking the ability to re-order in-flight missiles instead of selecting a target at the start and the missile being ride-or-die on it
that'd be cool but... honestly I can't think of a situation that'd be useful
like, sometimes you overkill something?
You could plot a course then give it a target order when it gets near the end
I guess? but I feel like you don't often have a lot of range to spare when firing missiles
that's true
Yeah it opens up CMD yub, or being able to start wiggling mid-flight when the first one gets sarissa’d
It reay depends, like we do a decent amount of like 6-7km popup strikes wiht the Duncan's Hullbreachussy missels and those have a 12km range.
Pepsi's suggestion of making it tie into Intel isn't a bad option either. In absence of being track fired CMD targets the WARSHIP track nearest the flight path.
(Could get fancy and reuse the priority logic from AMMs to preprogram it with selection behaviour)
maybe I've just optimised (derogatory) my missiles into oblivion
It also depends a lot on the missile, my gales have a lot of range because they have no warhead so I have trongle to spare
not gonna be around for boat night, extremely sick
Sorry to hear that, we do hope your feeling better soon
There will also be no boats for me, Im visiting my dog again this weekend (and my family I guess :p)
I'll be on in a moment, once I have acquisitioned my bagel
i'll be on
<@&942093958551588904> boat time!
@unreal hound could you open the boat night rooms?
May not be able to participate, computer is currently disassembled
you may now boat
thank you!
Are we running test patch today?
test
passing on boat night this week, have fun everyone
but consider: nobody brought a blanket.
decoy fixes officially worked
if you're cold, they're cold. put a blanket on 'em
support containers at the back of the salvo on EACT, so the worst case divergence issue, and they all stayed in the right place
yeah, containers are doing well in the testing games so far, but I'm worried about the meta shifts a month or so down the line
they feel very good when they can acquire the right target
that is the sole remaining issue so we'll see how that works out
I'm ahead of the game, I already skip PD on half my ships in favor of more jamming
Now I can drop the PD on the other half
I don't think that's the lesson to take
Yeah I cycled out my jamming escort for SSJ AMMs but I don't think the difference mattered (for me). The lethal strike I took was once I was unescorted anyway
Oohhhhh, I should be dropping DC for more jamming instead, gotcha
I assume the SSJAMMs were what got that one strike
Yeah, pulled the containers off angle at the last moments
@unreal hound looks like boat night (and fight night) are wrapped up
Hid them thanks tom
👍
after a few games of testing the bowling ball AMMs I think these are going to spread pretty damn fast
Arad removal device
Bowling ball = SSJ AMM?
I think they should, but probably won't be universal. Mounting a VLS-2 is more restrictive than a VLS-1 and/or a pile of defenders and stonewalls.
Needing to be manually triggered is also a tax on micro some people dislike. Especially in this context where failing to execute the defence clearly got you blown up which feels worse than just not having brought the tool.
it costs you one Stonewall mount and in exchange you render anything ARAD completely nonfunctional and the rest considerably less reliable, I think its mere existence will basically lock out the CLN from serious non-rocket strikes
Oh, I think it's a good deal and will be running them myself. I already run the equivalent containers on many of my bulkers.
I just don't anticipate them being universal. Though I guess the dazzler problem applies where you can just have targets denied cheaply so it isn't worth the risk much of the time
precisely, your container liner is a 3000pt investment and each decoy strike is probably at least 300pts of that, so you really can't invest that much when an 8pt amm or a single blanket that most people have anyway just turns it off
need to spam rocket boxes because those are comparatively softkill resistant
Made myself some Wake/[Act]/Act basic spam containers and want to see if those work
why does the wake need ACT validation again
flares?
... yeah, flares, ok, ignore that
and the ACT backup for when the target hits allstop/is bowon
Act Val is secretly the best validator because the target can't stop having a radar signature
real
and if you give it a primary that ignores chaff
I can’t argue with that realt
i hate that that makes sense
And as long as you set unvaladated to acept then you can't jam them out eather
ITD EVEN BE SO CHEAP TOO
CUZ ITS LIKE
the two cheapest non-SAH seekers
wake primary and act val
the downside is that you have to be a bad enough dude to get a hit with Wake Pri
I hope it actually hits, wake primary makes for fun missile play/counterplay
also doesn't work great with decoys because they will launch them at the wake, not at the target
but I may try it with the corkscrew containers and try to get some interesting sneaky hits
well no see that's what you have the ACT backup for
Corkscrew containers? Can they actually dodge defenders post maneuver buff?
make it SEACT for extra shenanigans
Omw to make a 40 point hekp liner killer s3h
no, but they do make it a bit difficult because they Go Fast
Well yeah but if the wake isn't able to hit then you're back to chaff killing your strikes
if it's EACT you can maybe launch decoys vaguely at the target then pick up a wake on the way in
Ohh misread you, gotcha
Have you found out a good speed/maneuver amount that doesn't miss sprinters with the new triangle btw?
I could experiment on my own but I'm lazy
You could also mix the salvo with some WAKE/EACT[ARAD], those are vulnerable to flares +emcon+active decoy but you can't do that and the flares+jamming that you need to stop the WAKE[ACT]/EACT
Honestly the best ConL defence agents a sprinter is roofguns, or s1 offencives
[Reply to:](#1164000873031151637 message) Have you found out a good speed/maneuver amount that doesn't miss sprinters with the new triangle bt…
Like the Duncans do get atritted by container strikes, espicaly when they are on a point, it's mostaly that once a sprinter starts to dive a ConL that hiting them with a container gets relay chancy from our experince.
Yeah, my concern is more for my anti-scout/capper containers on non-ConL fleets
I want to adjust to use the new speed but not being dodgeable by Sprinters is pretty much the most important thing for those
Part of the problem with having containers that miss sprinters is that you don't have a cruise seeker that can discriminate against them. So that turns sprinter escorts into a kind of permanent chaff
sure, game
what happened there
what
god's strongest shipping container hitting you in the red glowing spot?
I was testing some 100mm monitors and it turns out that if grapeshot has nothing to hit or crit it just kind of eats structure
lmfao
stuck a POS fire marker down and apparently I just missed the components after the armour was chewed through
yeah positional fire will do that
Reminded that we dforgot to post this last boat night
Fleet 'Torp-Test-Light-Mk-ii' is composed of 2 ships that cost 3000 points:
Reverend Mother's Toybox : 'Bulk Freighter' class Line Ship [Missile Gun Sensor EWar PD]
Duncan Idaho : 'Shuttle' class Clipper [Gun Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-100 Pocket Sand : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGT-358 Gom Jabber : DIRECT - CMD/PSV(WAKE) - HE SHAPED [12pts]
incase anyone wants a testulas ready truck
That reminds me that I should put 250s on the roof of my Gale Torp bulkers
...though I had forgotten they halved the effectiveness of roof 250s in test
They are still the most cost efficient thing that fits in that capacity unfortunately.
You could give up shooting anything heavier than a Vauxhall and run T20s in those slots if you wanted a bit more flexibility
and even on test they still pack a decent punch, espicay with 3 AEs
Yeah and for mixed liners the 250mm is important for breaking DTs, even at lowered volumes.
I do wonder about a mix of t20 and 250
just to hassle sprinters with grape
but you probably do need the 250
2/4 torps and a savo or two of 250 works well enough for the Reverend Mother's Toybox from our experince, even if it's a bit tricky to get the pinpoint and 250's on the same target.
Doing away with most of the reliance on 250mm also means you can comfortably drop the yard drive which is very tempting. The buffed long haul drive is so nice for aggressive positioning
I was wondering what layout you were using to get a pinpoint and 4 c53s on target
Yeah the Chin pinpoint can do it at a weird 40 ish degre ange whent the ship is rolled ike 50 ish degrees or so, it's vary finicy but hopfuy you have the duncan still around. hopefuy
Makes sense. My roofgun builds either just run 3x C53 or rely entirely on others for locks. I might steal sneaking a pinpoint under the chin for the option
Oh yeah it's great for when your driving a coarse at a soloman with 2 full salvos qued up and and just wating to go WaCom tight once your close enough
Dazzler bugfixed, rocketainer renamed, starter fleets rearmed and reloaded
Wait, was that a new bug specific to test, or am I misunderstanding what was happening with jammers?
Or was that only for automatic target assignment rather than manual?
If the latter does that mean SAH AMMs are actually usable now?
Dazzlers and illuminators worked fine when manually tasked, but when autotasked would sometimes fail to work at all because the PD controller was rapidly swapping targets, flickering the ewar instead of holding it. That's now fixed. This also means that now, when you reassign any ewar device to a new nearby target, it'll keep operating while it rotates over to the new target instead of turning off until aligned
so yes, SAH AMMs are back on the menu
Does this also make it so the dazzler works properly?
Yes that was the main thing that prompted a bugfix so late in the update cycle
Illums are a happy side effect
The stream is live! I'm hosting yet more NEBULOUS: Fleet Command viewer games on my Twitch channel below - bring your fleets and join the battle!
https://www.twitch.tv/docvivileandra <@&942093958551588904>
She/Her; Mad scientist ENVTuber, real life computer engineer and future BioChem PhD. I love strategy & management games, as well as anything that lets me talk about science! Also plan to do science streams and mini painting. Did my own rigging! https://throne.com/docvivileandra/wishlist
Per balcom some of the starter fleets got major changes, which should bring up the performance of underperforming ones. Plus a new OSP fleet, Cobalt Squadron
yeeeee loads of starters got changed which I'm super excited about
Ooh, EWAR not turning off is also really nice
wonder if this will lower the skill floor for defensive Blanketing enough that it becomes really common?
It doesn't really change the skill floor much
Or at all really
It's more relevant for area-targeting rather than track-targeting
we need to play on Caltrop this boat night
apparently all the default maps got festive little updates
most of the maps got covered in fondant upper space snow, but caltrop gets light strings!
I will play Caltrop right now
fuck it
<@&942093958551588904> would anyone like to play the festive caltrop map exactly one time so that we can have our fill before boat night?
perhaps
busy goofing around with the Mardurk gigaship

can't believe you've lied to me like this ;_;
@rigid bison @misty storm Apologies, all I wanted to say was that it was fun playing with you guys xD have a good night.
yeah! was fun
what is boat night?
every Saturday, we have a scheduled time to play Nebulous when most everyone's schedules line up.
We ideally have all fleets ready then so we can get in and play - I think it'd be worth reminding everyone about this as we've got a lot of new-ish players since boat night started.
there's some voice channels that get opened up that are only visible if you have the Nebulous: Fleet Command role (which you can grab in the bot channel)
are you playing on the test version of the game?
Generally yes
this was posted by Mazer so it's officially sanctioned
I have a genuinely deranged idea for getting containers through softkill that this margin is too narrow to contain
and probably will not work
what's the idea
tell you once I manage to make it work even once on the test range because if it doesn't I'll have to fall back on my three less stylish crazy ideas
like triple seeker designed entirely to enable a successful wake primary shot
Tell me none of them are getting really good at pos-fire
no but TRP CMD with a bloodhound tug is in there
and probably the most practical
also Act/Wake spam with the widest corkscrew I can get, in the hope that wild swirling will result in random successful target acquires
I do think that a super wide corkscrew would do a number on squadrons of small ships, just form the, as Nu-containers are hard enough to doge wiht a five corves with out a loss when they are not direct fired
I guess if your prediction is perfect you can just have the seeker turn on super late
afraid not, need to deploy decoys early
ah right yeah
hrm
and I guess having some being the decoy ones with longer seekers or a different seeker activation point doesn't work
well the micro for the latter seems pretty impossible I think
okay but I want to know even if you don't get it to work.
ACT/[ACT]/ACT
actually... I just realised that WAKE/[WAKE] actually does have an effect I think
does it?
I hope it doesn't work in practice but since wake val doesn't care about flares,
wait
actually I still have no idea what wake primary actually looks for
I think it would work there
validators don't find flares because the seeker isn't looking for flares
this container liner is steadily starting to blow more and more points on utility to the point it only gets eight or so strikes a game, which isn't great
but at least rocket containers work in small numbers
How many strikes do you get in your live build?
ten, if I split between EO/D and the new rocket containers in the way I want
Okay so not a huge drop but still significant
a lot of the newer liners are dumping 140+ offensive containers but they're all pretty low tier
these are as gucci as you can get
can squeeze up to nine strikes but then I have zero leftover basic spam which is not good
this container salvo has its internal spacings precisely calculated and I'm not sure they'll be adequate, which is a brand new problem I have not previously encountered
spacing at max range between first component and second component is about 1.25km, which is not enough because SSJ has a range of 1.5km, so I just have to pray that the bubble is kind
ideally I want to lower the spacing as far as possible whille still working against the SSJ AMM, but I can't even reach the threshold where it's guaranteed to work
okay Misc, what was the deranged idea that probably did not work
salvo leader AMM containers
identical seeker complement, improved agility, identical speed and range
5pts with base frag, 11pts with EL frag, but I'll decide which I need if I can get proof of functionality
not sure if I can just tack them on to the front of a salvo at the same speed, which would be ideal because it means you can hide the AMMs, or whether I need to make them faster so they space out ahead
no seeker combo will get me past this jammer AMM, so I need a long-range cruise-guided antiradiation counter-countermissile container
which is a weapon profile that didn't exist until I invented it a few hours ago
you just gotta fit a pavise on there. I've been saying.
that comment was actually the inspiration
I can't get a pavise but I can get some kind of hardkill
bomber escort container would be great if it turns out to work
early access carrier dlc
the countermeasure is fairly straightforward so I don't expect it to scale, but it's worth trying to see if I can punch out one bowling ball
what were your specs?
HoJ, minimum EL, slightly higher speed and maneuverability, and detonate on target lost
the problem was it wasn't far enough ahead, and the decoys would still separate early anyway
and all the other containers would get looped
my decoys are launching off EACT, so hopefully they're being fired already
this is so deranged and I love it
and I noticed that most of the containers only started looping when they got past the centrepoint of the SSJ bubble
so maybe I can get away with it
if not, I can crank up speed until I get 1.4km separation at max range, any higher gets prohibitive, and see if that works
gotta ask mazer for a sprint stage amm container
the front doors fly open and a smaller container comes out
EACT Detect Small Targets might also help to get it aimed early
AMM CM-4R12?
container that flies open and blasts a dozen grape shots
unironically, I expect OSP container gameplay to open up significantly when you can have parasite fighters launched off of your ships that can escort your containers to target
slap a "suppress point defenses" order on
I would rather not wait literally two years to have a ship, but in the meantime it's AMM gaming
Well... per Mazer's comment last year the OSP carrier hull is already here
The container liner is gonna pull dual duty while th ANS gets a dedicated one
sure, but first we need to wait for next patch, get next patch, wait for conquest, get conquest, then wait for the carrier update and hope nothing gets in the way
this is a bit like "wait for the second faction" in Jan 22
What seekers do people use for the very active decoy? Could you put a BSSJ EACT detect small targets container in there and have it go off track before it gets in range of normal SSJ?
I heard chatter the balance patch might land today
big patch out today
but there will apparently be at least one more
the activist decoy has no seeker
Also is cheaper
Were plans for it mentioned or just its existence?
it's apparently "the CLN patch" which I have absolutely zero confidence in because of how wild the changes were this time around
Ahhh I see
and how much any talk about the CLN provokes massive crying from a few veteran players who dislike the fact it exists and think it's impossible to balance
simply don't be on the official neb server, easy.
we're gonna get plasma warheads, I can feel it in my bones
which will be bloody useless because high ex actually kills things
yes
I really don't want plasma warheads but I swear something on that tier is going to show up, I just know it
wait, parasite fighters?
if we'd get a new warhead choice, what might be actually interesting is "when this container is destroyed, jam the point defense thing that shot it for a short period"
But that'll never happen
Mazer was perfectly happy to just hammer cruise missile seeker reliability as part of a Vibes Patch and then throw out fifty different massive changes, I really think most of these bug fixes and previously intended things should be considerably more considered, but I suppose if it wrecks the CLN it just becomes a different kind of wrecked
I like triple seeker life but softkill should perhaps be a little less trivial if this is how everything's going to work
the number one problem is "literally everything eats shit to blankets or SSJ"
SSJ?
missile Self Screening Jammer
not super advanced, but does require making a custom missile and understanding why it works that way
Not technically true, CMD and WAKE have different issues
I actually saw Mazer's comment on removing EO from OSP, his thoughts are that giving ANS viable softkill options will "improve their PD diversity" which I'm kinda "hmm" at as a mostly-outside observer but maybe yes that does mean less hardkill threat which'd mean more usable CMD
But he also doesn't like the existence of manual weave
the diversity argument is correct, but in that case I would like slightly less binary softkill such that you can get leakers heading into hardkill to force you to vary that up too
CMD is not a cruise seeker, wake is not really a primary pick but possibly that's changed
Actually, quick question about offset jamming, it even works if outside the seeker cone, right?
it works if you're ahead of the seeker cone, arad can't see distance, but you can't jam a missile from behind
not really an issue for most fleets because the jammers are in the fleets
it's an issue for me sometimes
need to get better about sending my corvette charging ahead
I'm mostly worried with softkill supremacy that it's going to be even more of a binary state of nothing hits vs I die
missiles are already kind of there but with softkill there's no other way it'll end up
It's kind of binary in a different way, it doesn't have the hardkill aspect of "two leakers knocked out my PD and now I will eat four salvos"
"is my opponent competent enough/aware enough to press two buttons on time" is also kind of an annoying state to be in as a missile player
I was wondering if like a 30 deg cone could be jammed from like 70 deg off
Yeah, "ship that only works when my opponent misplays" is not a healthy design
I'm also rather worried it might lead to EWAR being nerfed, IMO it's in a pretty healthy state except the whole containers issue
I don't think you can
maybe mazer will land on a good solution somewhere
I still think the eo but takes up your programming slot for the duration of the missile flight was a fun idea
I have very little confidence in any kind of missile balance patch for the CLN purely because half the vets who don't play one loath the idea of ever getting hit by a container and are willing to doompost about any possible buff
Thijs: Thematically that's CMD, maybe CMD just needs to be cruise-compatible
making it thoroughly miserable to discuss without half a dozen people being passive-aggressive at you
missile gameplay has been really boring/bad for me the last couple times I've played anyway though so I'm not the right person to speculate on it
I'll also say, for all the mention of it Misc, you still were able to handle CLN pretty well last boat night. Though like you said, I think people will take time adopt the softkill strategies.
Missile gameplay for me has been sniping lone capture shuttles or radar tugs, which are targets that a beam battleship has a bit of time actually tracking down and hitting without sacrificing a lot of positioning.
the one salvo that was opposed by a single SSJ AMM did nothing
I saw this in some stacked games on the various neb servers too, people going "hardkill is doomed, CLN OP" and then not bringing blankets or SSJ or even active decoy
as soon as softkill actually shows up life is spectacularly harder
But would you play softkill-only BB?
ah, i've mostly been around for test branch boat night as I'm too lazy to swap between fleets and branches :P
okay so fun fact: 4 blankets is enough to hide a battleship at about 5km
I missed last boat night but the one before I had a game where my vauxhalls were failing to kill shuttles while I got container and gale dumped by ships offscreen
no, but I would play solo BB because you don't really need the escorts any longer
I learned this with Pyrope on the caltrop match
which was just miserable honestly
then seeing vauxhalls get nerfed in the following test patch because apparently they were too hard to kill for their dps was a bit of a whiplash
yeah, I haven't quite gotten "just orbit dodgeulous" to work
though I keep ending up with my CLs way too close
I think I'm just kinda burnt out on neb is what I'm realising now
Dodge CLs are also weirdly pigeonholed into one or two weapon choices, which I just find... boring.
I've talked about my dislike for "a Vauxhall fleet where all you do is Command Gun" before
Well, torps seem pretty viable too now
fair - when/if you're feeling it again, it's always a pleasure playing with you.
Torpedo vaux seems weird to have out in the open playing dodgeulous games, especially because you lose missile duels hard if you've got torpedoes instead of S3H
I was thinking as an alternative to pure gun, but hmm
can do that with 3 blankets as ong as it's not a ocello, but yeah OPS radar is jamable enough to hide a BB with out to much eort.
[Reply to:](#1164000873031151637 message) okay so fun fact: 4 blankets is enough to hide a battleship at about 5km
Biggest problem for that is Bloodhounds, since BBs definitely can't do the Raines thing of being too small to see
But that's a matter of positioning and/or missiles
4 prowler BB:
(it has yet to arrive so it can't say anything)
This is why you put jammers and Raiders on them, so you also command position and command ewar
I feel weird about the game design of multiple drives
The ludonarrative of it, basically
you're right, they should stack up to higher max speeds
the issue was mostly that when you blobbed twelve of them up they kind of rolled everything because you can't sneak around a vaux swarm like you can a capital deathblob
and they ate lineships and ocellos too fast for the difference in durability to matter
Yeah BH and EWR is what part of why we llike to keep the Queen of HUnger near rocks, as in therory we can hide her behind them if we need to (or when the jammers are on cool down)
[Reply to:](#1164000873031151637 message) Biggest problem for that is Bloodhounds, since BBs definitely can't do the Raines thing of being too…
Hello Spacers! For the end of the year we have what is probably the most major minor update we've ever released. This update is the product of months of iteration and public testing with our community on the public test branch and we're happy to finally bring it to the live build. The goal of this update is to increase OSP build diversity substa...
oh hey it's here
I did not know HEKP containers were possible for a testing patch
Additionally, rocket containers are now susceptible to triggering on chaff and active decoys. ah, I wasn't just imagining this
is it the main game update or the test version update?
they weren't before??
I think they were too bad for it to matter
they couldn't hit a ship travelling in a straight line chaff or no chaff
test games show much more missile build diversity.
If that's the data that's been gotten out of "a few weeks of people scrambling to make any usable missile," I'm somewhat concerned
Aha! Found the thing I misread as being torpedoes HP, it's the torpedo turret
- Increased TLS-3 HP to 350 (was 175).
I mean, that's only really containers, and even then it's helped diversity a lot
"Literally only EO/D" was effective but very much not diverse
Yeah Torps and S2's still work fine
And wake actually works as a seeker now! At least somewhat!
Increased aperture size of R400 LRT to 100 (was 70).
what does this mean?
Well we lost our HEKP s1's on our OSP ships just as they were actuay getting good. but also that's the most holdout sidearm posabe
Radar equsasion stuff, meaning that more radation is going to be comming into the recever IWRC
[Reply to:](#1164000873031151637 message) And wake actually works as a seeker now! At least somewhat!
This is also a great buff, for what it's worth; it means my torp vaux can actually hang out for more than 0.1 seconds taking fire and still get a salvo off
before, it seriously risked just getting a few of its turrets smashed and losing its kill-shot
It shoud et it see smaller ships with out becomeing to much more vaunrabe to jamming
I have maybe a week's left of scrambling left in me, maybe we can cook something up
Hm, looking at the equations I think this is just a 43% buff to the return power in all situations for them
but personally I would like some form of premium all-aspect cruise seeker that is resistant to blankets and has its own flavour of dazzler, to complexify ANS softkill a bit
How much better were they compared to HEI?
Will need to check how that impacts distance you can see small stuff at
this proposal has become known as "lime dazzler" for some reason
Yeah the issue, IMO, is shrimply that containers can be defeated by stuff a decent ANS player carries already
baray worth the exrtra point, but worth it to bring along with some HEI
[Reply to:](#1164000873031151637 message) How much better were they compared to HEI?
Yeah, the same issue occurs for MLS ships but at least for them it only degrades salvo size, you don't lose the missiles in them too
Yup, if I lost one of the turrets that had my Extremely Expensive Cluster Decoy Warhead torpedoes in them, it was a big "shit, what do I do now" moment
admittedly, most people don't make EWAR missiles that are the approximate cost equivalent of hefting up an entire corvette and throwing it at you
IMO, putting your eggs a in one basket like that, you shoud expect to lose it fast
Oh I know what OSP needs to replace EO. You know how there's ACT and EACT?
I propose Advanced Wake, or AWAKE for short
Yeah, that's why I've gravitated to doing exactly what Thijs mentioned and playing it like a submarine
Ideally, unless you're playing a very good OSP yub player, you should never be getting shot in the first place until you're ready to remove something from the map
also much like most submarines in Europe, this means they stick painfully closely to coastlines and have a small operational range
I do like ANS's torp boats being a bit more resilient than OSP's at the cost of being even pricier
Anyway time to look over the new/updated starters
wait, new starters?
I really like this idea actually
They updated the starters and added one new one IIRC
IDK about that Trucks run about 3k and are decently resilient with the new DCX
[Reply to:](#1164000873031151637 message) I do like ANS's torp boats being a bit more resilient than OSP's at the cost of being even pricier
god maybe i need to boot up nebulous.. to get decision paralysis when building a fleet and give up cause it will get destroyed easily with no change of fighting back
True, it's more a different flavour of resilience. Which is nice!
It really is decision paralysis: the game
Yeah it is
[Reply to:](#1164000873031151637 message) True, it's more a different flavour of resilience. Which is nice!
Hemlock is new
Simply do what I do, and whenever the decision is between quality and quantity, choose the latter (note: not actually recommended for new players)
Okay, and Cobalt is a 250mm 450mm Ocello and three 600mm/100mm monitors
250mm Ocello hissssss
Whoops, misread the loadout
Oh lol
"quantity has a quality all of it's owm" ~ Duncan Idaho
[Reply to:](#1164000873031151637 message) Simply do what I do, and whenever the decision is between quality and quantity, choose the latter (n…
I don't know the gun Mks yet so I went "okay, def not 120s" and forgot 450 existed
what's wrong with 250?.-.
Being able to kill things smaller than a Vaux is quite nice
I used to have all 250mm ocellos, they couldn't kill anything
so now my 2x Ocello fleet is 1x 450/1x 250 on each
Shorter range and you can't fight BBs or Axfords
Benefit is you can kill Sprinters and Raines a lot more easily
@wary flame Mind if I ask your quick thoughts on ACT/[CMD]?
Not Misc, but the reason it's a lot worse now than before is its main purpose is killing scouts off ELINT/EWR tracks, and track-fired missiles try to lead their targets now, which means they'll sail off into the void from the inaccuracy
(For non-scouts they just get jammed)
requires TRP fire which opens up a significant vulnerability to sarissas eating the entire salvo, requires holding a track, vulnerable to blankets
better use pure CMD and trust your team's Bloodhounds
I suppose you could run CMD/ACT[CMD] containers now and run them off EWRs
Or ACT[CMD]/CMD I mean
Vulnerable to cmd jamming of course, but should be able to cmd close enough to break jamming on the act
Oh the s2s in this fleet are ACT/[CMD] direct, huh
...strange
You need reject for this one or you just get your decoys popped by jamming/activest, right?
I guess if you can't guarantee a lock? I dunno how CMD val works anymore
This is Kyanite squadron, the desc says the missiles are for handling flankers
Kyanite, is that OSP?
yes, it's purely to let you hit a ship if you get radar jammed
[CMD] on direct in that case would ignore the ""swarm defence"" of a lot of swarm/squadron fleets
Means you can fire at stuff outside 6.5k without a Bloodhound I guess
Ohhh makes sense
I also see the only OSP starter with any sort of containers is Wulfanite, which has 4R6s on the monitor
conLs should not be played by starters, so that makes sense
It might be nice to have a few more container backpacks but yeah definitely don't want a conl starter
0 modular containers, mines, or decoys. And yeah no bulker backpacks either
ok so i think there is actually a point to multidrive from a thematic perspective
in that it's basically an abstraction of engineering your [approximate drive section] to produce more thrust power rather than more electrical power with the same total amount of thermal output from the cores themselves
Yeah that level makes sense, but gets weird with specialized drives and sets of buffs/debuffs
well yeah like i said, its an abstraction
cuz just in general most of the drives are net positives to your thrust output
"what about the prowler" reducing output to reduce signature
tbf the whiplash might be less of a net gain but the dragonfly is skewed high by enough to account for it
Huh, OSP also only has 1 fleet w/ s2s (Kyanite w/ the aforementioned direct ACT/[WAKE]) and no fleet with torps
2x small whiplashs and 2x big dragons is how the Queen of Hunger is abe to out flank TF oak, so i don't know if there lesser net gain matters all that much.
[Reply to:](#1164000873031151637 message) tbf the whiplash might be less of a net gain but the dragonfly is skewed high by enough to account f…
Weird but also big one ship fleets are somthign the starte fleets tend to aviod, but do you want an OSP torp fleet to use?
[Reply to:](#1164000873031151637 message) Huh, OSP also only has 1 fleet w/ s2s (Kyanite w/ the aforementioned direct ACT/[WAKE]) and no fleet…
IDK, noting that OSP starters are very gun-heavy and considering my thoughts on that, esp in light of OSP missile changes
Fair and resonable
OSP missiles do tend to encourage building a critical mass, so it's understandable that they don't have many partly-missile fleets, but it's also rather unfortunate
(Torpedoes Lark, who lives in a tug and fires salvos of three at a time, is an outlier and should not be counted)
the LRT now spots frigates at around 12.5km instead of 11.5km, giving it much more breathing room to stay in the gap between Blanket jam range and outside effective range
But there's also no OSP missile focused fleet either, whether conner or bulker or feeder
Whereas ANS has Sycamore w/ a heavy missile focus
Having a Gale fleet would be nice, I can understand avoiding torps since they require a fair bit of positioning knowledge
That's a really nice change
I also totally understand no mines in starters
Players already blow themselves up with mines too much
Exactly
The order was no new starters, just update existing ones unfortunately. I still managed to cyberbully Mazer enough to include SQ Cobalt because they really needed an oaklike starter
Honestly the best OSP missile starter would be an MMT swarm.
Oh I see, Cobalt was bullying
yeah the bullying budget was spent on that, sorry
Honestly legit
Oakcello is a good comp, after all
TBH Swarms and Squadren feets are not that newbie frendly even if they are efective when run right
Turns out nope, it dates to Aug 2022
wait, there are mines!?
Yeah OSP has mines, make sure your comms work if you're near friendly ones
I think it was added in the modular middle update. I'm pretty sure the only new starter fleet is OSP's Task Force Cobalt.
ah, Tech is already ahead of me
I suppose I just never checked the starter fleets after
Sycamore was added the same update
Is it The Isekai Truck?
It's our version of it yeah
I have an old version of it from the big tourney folder that I probably shouldn't use as is because some of the missiles lack seekers >.>
My space war series-
BGM: Sea Wall -Hans Zimmer
Prolly not using it but I'll keep it in mind. Or I slap CMD in where EO used to be I guess
Not a bad choice TBH
We need to do the Tourney again with all the stuff that’s been added and removed
we do have some new players, so we would like them to get a good handle on the game befoer that
fwiw
I don't think making cmd work on cruise fixes this
its not that much work for the ship to bring a comms jammer
It is an opportunity coast, like for a Vaux mounting one going to knock them down a gun or replace there backpack, or bringing an EWAR frig.
yeah it comes at a cost
but I think if osp doesn't have many options that becomes cheap
because if you have full softkill that basically works you don't need to invest nearly as much in pd
I think ideally you want softkill for containers to be pricey enough that bringing a complete suite of both it and hardkill for gales in a single 3k is a notable drain on your capabilities elsewhere
The issue is right now a lot of that softkill is jamming or fits in a VLS-2, both of which you want to be bringing anyway
yeah and the jamming is also very good against gales
osp doesn't get that many mounts so
if they want to bring a ton of illums to fight it, that hurts
Yep, although AFAIK they haven't fixed the issue where SAH/WAKE sometimes just decide to disregard jamming entirely
wake shouldn't be jammable? if its on aspect
But relying on a bug for your faction's missiles to work is not ideal
The problem is SAH sometimes sees through for a brief moment every few seconds
Which is just often enough to align the missiles through the jamming
Wake secondary seekers, also make so the gales dont wobble to jamming.
So the wake keeping it from doing the wiggle means you can just hit through jamming at any aspect sometimes
hmmm
maybe the blanket should just cost 120 points and take twice the power
it would still be good haha
(this is a joke)
(but kinda not given how much it does now)
My jamming frigates would be about 60% blanket by price
The Ocello is outdated equipment though, so it should get to keep the old price
we would have to cut 1.5 of the queen of hungers escorts at that price
But more seriously, I don't think it's EWAR that's the problem, frankly ANS doesn't bring enough already
And OSP has lots of answers, it's just for missiles specifically it's awkward
Here's a video of that SAH bug btw, I haven't tested it super recently but AFAIK it's still there
Hrm I think the issue is more that ewar totally stopping missiles while also blinding ships is a lot
That combined with the nominal counter (ARAD missiles) being very easy to trick with offsets/activest decoy
I kinda wonder if ARAD needs fixes
I'm not sure exactly what they would be
but it feels like the seeker not doing its job
Someone in here suggested giving it a search radar only mode, which would be nice IMO
Giving SSJs a minimum arming time might also be nice, would only really impact the activest decoy
lets give seekers the ability to reject validated targets :P
reject HoJ to avoid SSJ
reject SAH then illuminate everything but the target you want
its genius
Honestly Im still not opposed to giving radars some significant to semi-significant boot-up and shutdown time
reject CMD, then fire on chaff to spread the volley
If nothing else in a test branch to just see
Only if it has unique sound cues for shutting down and turning on
And only if the radars on OSP ships stop spinning
I think a boot and shutdown time for radars would be good
also it looks like the patch is live so no more test branch?
Yep!
oh yeah, time to move all the test fleets to the main folders
Significantly reducing the traverse rate of EWAR in general could be good now that it stays on when adjusting the angle
Makes it harder to respond to missiles from unexpected angles at brief notice, without really impacting ability to cover enemy fleets
(Previously they had to be fast because otherwise you couldn't really retarget them without getting shot)
I wouldn't mind that either
It gives a good reason to bring the sphere jammers too
got it, expect all these changes, plus the 120 cost blanket in the next patch
I do wonder how expensive you could make the blanket before it became unusable
Because I doubt 120 would be enough lol
and you just begin using single-use BSSJs
Depends on the ship, it does a lot for Raines and Vauxen
Raines in particular would be real sad about a price hike
Hm, according to the wiki EACT is just as vulnerable to jamming as ACT, TIL
Same power and gain at least
ARAD needs the ability to select what kind of radar it homes on, likely at a price.
That'd be the search radar only mode
I have said it before but I kinda would like an arad/cmd hybrid that when it picks up a jam, marks it as the cmd target
and holds to it as long as you can hold vision of it
like a sorta sticky arad
Of course it's sticky, you dropped it in jam
(But that is an interesting idea, it would be similar to locking a jam LOB except reliant on outside radar as I understand it)
I'm struggling to quite get the idea right in my head
but I think some sort of kinda sticky thing for jamming
is really needed
Woop Discord crash
What if jammers had a similar spooldown time to the proposed one for radar, where they continued to emit signals HoJ could track for 30-60 seconds after turning off?
I think that would hurt gunships that have jammers to fight under more then it would hurt offset jammers bating ARAD.
I think offsets baiting hoj is okay if it actually hits them
the problem is you can sorta do range gate pulloff
Yeah, though Mazer is proud to see the player base pull that off baised off what he said in Bal-Con on the matter IWRC
I think range gate pulloff is difficult and situational enough it's fine if it's effective for now
I don't mind relatively high skill/micro options for softkill existing yeah. in that case you always have the option to shoot the escort or cruise in from a bad angle
Spending the points and micro to put a jammer at the right distance is hard enough, and a strike from the wrong angle negates it anyway
Sticky CMD secondary in general would be neat, where it’ll remember a valid track generated by another seeker
CMD validator that just accepts any tracks ID'd as ships would be really nice
Would give more value to intel center, especially if it would reject ships marked as evacuated
Could do like SAH/CMD where you only need brief illumination or WAKE/CMD where if it finds your engines full stop can’t save you
yeah
in theory you can do the same pulloff from the escort
tbh I think like a team strategy where you just have a lot of single jammers spread out pulling from and covering eachother is very hard to beat
and probably doesn't take crazy micro
I don't really see that much value in a sticky CMD secondary over a CMD primary if that's all it does? But I could be missing something
I think the vulnerability here is you have a bunch of offset jammers that Vauxes/Tugs can go eat, and it takes a lot of investment that might not pay off if they don't bring that many missiles
But it is a quite flexible strategy, because you can always bring your offsets closer in to act as more traditional jamming escorts
Gets you some of CMD’s benefits without needing to be initially fired on a track
(Also my spooldown time suggestion would limit their ability to cover each other at least)
I did mean shoot them with guns. "Shoot them until their pd degrades" is much easier when the PD is on a distinct ship
shooting stuff until pd degrades is like
it sounds nice but I find that the pd only reliably stops when the pods come out
Makes sense, another solution to the "TRPs kinda suck" problem
and at least in the past was not an option for osp, though maybe the big boom monitors can do it
Yeah, which is why when the PD is a sprinter that you can fill with grapeshot the plan is easier
shooting escorts off big ships is a pain because the big ship is there
vauxes definitely do it super well
I find a MD monitor or two do well for that, but you need someone to give you eyes
they can do it too yeah
but they need time and space to work
and thats starting to head into multiple fleets together
which is fine but they will have multiple fleets too
I guess having reasons to rely on your teammates is my ideal version of the game, so that bias is coming through
Oh, huh. I was thinking mostly about missiles earlier but there’s no MDs in the OSP starters either
I do like having to rely on your teammates too
but I think thats in part the issue
you can bring all the defense alone
Yeah, my ideal is that you can bring all the defense alone, but it really eats into your budget
Enough that you'll lose to an equivalent fleet that's relying on friends to cover one or more aspect of missile defense
Oh, btw, @olive blade , I realised EWR-fired (and ELINT-fired, if the ELINT is on an Ocello) scout killers are back on the menu
ACT[CMD]/CMD containers
Do you need a large salvo to beat a defender? Those might be tempting to slap on the back of a bulker group
yeah and honestly
I think osp is in a good place there
its really hard to have everything in self contained osp fleets
and they trade a lot when they exist
hmmm I never quite brained my way around the 3 seeker containers
how do these work, so the cmd locks the elint track? I don't quite get the value of the second command
Act/[CMD] to hit the target and not chaff, CMD to chase down the track without needing to predict exact location
hmmm
I guess jamming is still an issue if you are firing on a bad track
but otherwise seems good
I am once again asking for some kind of "cruise CMD" for OSP
I don't think jamming is even that much of a concern, even an awful track should get the ACT close enough to break jamming
And if it does miss it should just come around again
hmmm maybe
As far as I'm aware, even with the speed increase one defender will eat basically as many containers as you can throw at it without decoys
The reduction in launch delay on CLNs might have changed that a bit but I wouldn't bet on it
might as well put decoys on then
Yeah might try a split with act/CMD/decoy and see what it takes to hit a lone scout
ACT/CMD/Decoy dies to chaff plus defender but that seems pretty rare
(It circles around after missing but by then the decoys are gone)
so much work to update fleets haha
god
did a bit of testing with plasma and it felt a lot better
unsure if that will translate well to the real game but
It's always funny when something gets a bugfix and a nerf but still feels like an improvement b/c the bugfix was that good
Oh wait it got buffs too
it didn't get nerfed?
I mean it did at one point in testing but those got rolled back
they could do literally anything to plasma
and call it a bugfix
and I'd buy it at this point
Excerpted from the final patch:
- Added falloff to plasma component damage matching armor damage falloff over flight time.
- Increased rate of plasma armor and component damage falloff and decrease max range damage to 25% (was 50%).
yeah but all of that is better than main branch used to be
sure now damage ranges from 60 to 15, but it used to be 12
sure now shred ranges from 60 to 15, but it used to be 30 to 15
which I guess yeah that's basically what you were saying
the bugfixes far outweigh everything else
Damage used to be 12?
Wow
Was any part of plasma working properly then? IIRC there was something about the falloff getting changed as well.
not really no 
there was also a bug with the armour shredding, it was doing twice the listed shred against Axfords and half the listed shred against Solomons
Extremely normal weapon
Welp, no container bank split, so we're capped to the rather brutal 6-ish missile types forever. Better be some help with at least the SSJ AMMs then, or we're just dead meat as soon as that gets around because without extra bank slots there's no space for something like CMD TRP holdout containers to try and punch through any jamming.
