#Nebulous: Fleet Command
1 messages · Page 4 of 1
I think there's like, small portions of the vauxhall that have armor shred bleed through to the opposite side, is it somehow similar with axford?
the amount of armour that things shred is armourPen * (armourPen / remainingEffectiveArmour), so something with 30cm penetration against 60cm armour only shreds 15cm on the first hit to a non-shredded area
plasma was supposed to have this functionality turned off so it always shred its exact penetration value
it did not
texture seam issue, same thing happens on every hull, it's unavoidable but gets much worse the larger the shred radius of something is, so you usually only see it with plasma which has a large shred radius
WAKE[ACT] are so very nearly good
But even with 30g turn they just love to miss
For hybrids at least, I'll need to try some real slow containers
i switched back to mainbranchulous but i still see the PNET testulous server?
pretty sure the servers just always show up - if you connect you'll most likely get a version mismatch
might be worth pinging @wet root to let them know that the server is apparently still up
(if this wasn't worth pinging, sorry lark)
yeah
Oop, thank's for letting me know
I think the nerf to boosted reactor really hurts hmmm
a lot of osp ships just feel like you are either a lot more vulnerable, or playing with 20% less power budget
does the game handle multiple AMM on one ship properly yet?
and hangups got fixed right?
maybe so until you consider the new CMag and DCX
Yup
oh yeah the new slots for them are great
like they really help
but its a different deal
but I think if you have these super durable components you can't have the explodey reactions
What do you mean by this?
in the past they really got confused and it was hard to have a few differently tuned ones
for different missiles
Hii hi 
Sooo I've been wanting to attempt to play more games, and this space one is one of the ones I'd like to play. Also sorry my fleets are likely awful, and a 12k fleet of mine would maybee lose against a 3k fleet.
But I'd like to learn a little about how things work and at least understand how sensors and detection properly works. I think only my size 3 hybrids are somewhat okay right now.
a 12k fleet? can you do that? 0-0
Not normally, most fleet I think are 3k.
hi hi
some of us play semiregularly
and uh, in like 9hrs and 15 mins or so we have our weekly boat night where we all play a bunch of games
in 9 hours huh? abandoning sleep to play ship games once again
or at least observe as i dont have a fleet ready :(
I would recommend just taking tf oak or something for a first game
and getting a feel for it
oak is 3 heavy cruisers, right?
yeah 2 heavy cruisers
its definitely hard to find times that work
its not really ideal for me either
I don't love getting up early on a sunday
2 am boat game is perfectly fine
I've made a couple fleets already, but yeee. I think the most I can do is deal some damage to only cruisers and larger right now.
after the update yesterday, all the starter fleets are really good now, so you can try those to find one you like
and one of the best ways to get started with the fleet editor is to take your favourite starter fleet and make a copy of it and start tweaking things from there
you could also post one of your fleets here and we could give feedback if you wanted
i wish i had enough brainpower to operate more than 1 beam bestroyer.. Last tiem i tried i damaged one of them with the other :(
Oh did all the starters get updated?
I thought it was just the OSP ones
Yeah, there was a big pass. No more Rail Axfords is the most obvious ANS change. e.g. Pyrope rejigged TF Redwood into rail/250mm keystones + scouts
I see
other interesting things, the decoy fix has made hotlaunch CMD things work properly now
so that's cool
Are rails still awful??
they're fine, just a very specialist weapon in a particularly beginner unfriendly way
I attempt the Nebulous noises
Awww, none of my OSP missiles hit the Battleships from the Oak fleet.
I increased their speed, and got this instead
thats my average missile warfare
Then my Alliance Missiles
Against the same fleet.
They go squish
I think size 3 Hybrids are the only things I even remotely understand.
Sadly said firing vessel costs 6200 points 
OSP S2 gameplay is in a bit of a rough spot
S2?
size 2 missiles
Ooh, thank you. I really don't know the short name for things yet.
doing big dumps from several ships at once with illuminators guiding semi-active warheads is your best bet for it at the moment, as OSP
Hecks, I don't even have any of those created.
Fleet 'OSP - MD Missile Monitors' is composed of 4 ships that cost 3000 points:
Beacon of Contemporary Britishness : 'Cargo Feeder' class Monitor [Missile Rail Ewar]
UK Airport Pilgrim : 'Cargo Feeder' class Monitor [Missile Rail Ewar]
Bristol Airport Multifaith Cube : 'Cargo Feeder' class Monitor [Missile Rail Ewar]
Waiting For God To Arriva : 'Cargo Feeder' class Monitor [Missile Rail Ewar]
```This fleet uses 2 different missile types:
```yaml
SGM-207 Windy : DIRECT - SAH(RADAR)/SAH(RADAR) - HE SHAPED [3pts]
SGM-208 Breezy : DIRECT - SAH(RADAR)/PSV(WAKE) - HE SHAPED [4pts]
I think I've stolen this from lark at some point and put new names on it
Fleet '3k Lines and Veils' is composed of 6 ships that cost 3000 points:
The Misty Bean : 'Ocello' class Command Cruiser [Rocket PD Gun]
Flare : 'Shuttle' class Clipper [Rocket Sensor]
Torch : 'Shuttle' class Clipper [Rocket Sensor]
Fire : 'Shuttle' class Clipper [Rocket Sensor]
Doormat : 'Tugboat' class Clipper [PD]
Loft : 'Tugboat' class Clipper [PD]
Fleet '3k Alliance Beans 2' is composed of 3 ships that cost 3000 points:
Mush : 'Vauxhall' class Light Cruiser [PD Missile]
Clip of Kirsten : 'Sprinter' class Corvette [Missile PD]
Karole K. Maighdlin : 'Sprinter' class Corvette [Missile PD]
```This fleet uses 2 different missile types:
```yaml
SGM-100 LittleSquish : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-H-321 Lueil : CRUISE - PSV(EO) - HEKP [57pts]
Fleet '3k Alliance Beans 2' is composed of 3 ships that cost 3000 points:
Repose : 'Vauxhall' class Light Cruiser [PD Missile]
Respite : 'Sprinter' class Corvette [Missile PD]
Hiatus : 'Sprinter' class Corvette [Missile PD]
```This fleet uses 3 different missile types:
```yaml
SGM-100 LittleSquish : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-H-321 Lueil Block II : DIRECT - PSV(EO)/ACT(RADAR) - HEKP [49pts]
SGM-H-342 Scatter to Dust Block II : DIRECT - PSV(EO)/CMD - HE SHAPED [35pts]
Heya, next week could do a modded boat night?
I really wanna play Operation Burning Lance with you guys ^^
In my opinion it's one of the best mods out there and it's a total overhaul of the game introducing 4 new factions all balanced against each other!
Elaborate?
I'll be missing today's Boat Night. I'm interested in hearing how the new tools shake out.
I've found that my battleship feels a bit more vulnerable now, wondering if that's just a me thing or if others here also feel that in games.
Mine has been fine, which is interesting, to the point I'm not entirely sure you need escorts any longer
yes, but yours can also effectively shoot back at targets, whereas mine is a boolean 5km death zone
Containers are way scarier in how fast and maneuverable they are, but conversely they're also all soft-killable.
That's only new thing threatening BB's now besides 600mm HESH.
Monitors can be spooky.
yep. it's interesting because monitors are also the best target to melt with the beam, it's the approaching then that's the problem.
the interesting thing about container softkill is that it's dirt cheap, so it's pretty trivial to just discard one escort and go "BB is omnisoftkill now"
I'd be interested, I think it would be a lot more feasible if we could find decent starter fleets for it though, so not everyone has to make new fleets for four factions
Also a summary of the factions' unique aspects would be helpful
Yeah we don't mind just making wild guesses and hoping it's decent, but we do get that most folks don't like that.
But we are intersted
I can make Starter Fleets for every faction!
Yeah, this mod seems absolutely gigantic
as fond as I am of the idea of long-range beams, this is a "mod" something like 8x the size of Neb itself
I'd be down for a mod game
i'm a bit concerned
I'm generally dubious about MP mods, especially ones that add this much Stuff, idk
The mod creator just put that there as a disclaimer, he actually puts massive work into the mod and balacing it ^^
it does look kinda cool
What are you worried about?
balancing
Generally I find a lot of mp mods are poorly balanced, and have very high powered things and generally uh
Having seen some of the ideas that get floted in Bal-Con, honestlay not unresonable
[Reply to:](#1164000873031151637 message) The mod creator just put that there as a disclaimer, he actually puts massive work into the mod and …
Yeah I won't promise it's amazingly optimally balanced, but I think it'll be fun!
I guess are an exercise in finding the few poorly considered things and abusing them
I mean thats how you play multiplayer
That's a toxic mindset IMO
Speaking for myself, I've found mods for MP games to be generally dubiously balanced, but I'm less concerned about that for a one-off thing where most everyone is unfamiliar with the mod
<@&942093958551588904> hey guys, boat night is now open o/
I really disagree that playing to win is toxic in a competitive MP game
tbh playing mp games to win isn't toxic it's like one of the most honest ways to engage with a game
Yeah, like we stoped naming our ships after false track numbers becouse honestaly it's a bit much for the frendly games here
you're engaging with the whole game without building personal constructs of 'honor' and 'cheese' and stuff
like there's always a line for sportsmanship and etiquette and angle shooting but playing to win games that can be won is like, why else is there a wincon otherwise
Trying to abuse the game to win especially when playing with friends is childish and stupid, and if that's the kind of thing we're pursuing here I'm not gonna play with you guys.
(We did have a big discussion about the track number names, personally I was more against them because they were obnoxious than anything else)
Crap, probably gonna miss boats, sorry
I'll put my mod hat on: I'm not gonna platform people being weird about how other people play games and gatekeeping correct 'honorable' ways to play
if you wanna play in some specific way negotiate your needs and boundaries
don't set your needs as the universal ethical standard and talk shit about the way other people play
hey @wet root is the dedicated server still rigged for the test branch?
i mean the thing is like, if we're going to play something we want to play something where the options available to us are balanced, so it doesn't lead to abusive play patterns like this
I mean I already destroy people in this game every saturday, I would think people would want to leave the sweat behind and have fun.
Oop it should be main but I think I forgot to change the name
I mean, lots of people enjoy 'the sweat'?
Or like, if you have to deliberately play stupidly in order to not win, the mod is a problem, that's the kind of balance issue worries we're talking about
Enjoy exploiting balance concerns and being cheesy?
this is a really toxic pattern I see in competitive games all the time - people creating their own weird standards of honor and then shit talking people who cannon rush or whatever
you call it exploiting, I'd call it playing the game in front of us
I play strive to win too
Sure, you guys do that. I won't. Enjoy boat night.
You are absolutely welcome to play how you want - I definitely enjoy bringing fleets I'm not as good at or that aren't that meta - but saying it's toxic for others to not play that way is not great
cool, seeya
I think you're talking past eachother here a bit. there's a difference between building the best fleet you can out of whatever idea you have vs taking a clearly broken thing and running people over constantly in what are supposed to be friendlier matches
tbh taking a 'clearly broken thing and running people over constantly' is like, a thing you should negotiate against in the context of what you consider to be friendly matches and not a thing you should just throw shade at people for
this is a pattern that keeps popping up in the competitive channels all over pnet and across gaming in general
otherwise you get stuff like people being mad about zoners in fight club and calling it toxic and shit
In the context of a game, I think the correct response to such a clearly broken thing existing is to stop playing until it gets fixed, not pretend it's not there
I mean if you wanna negotiate homebrew rules and etiquette limits that's fine
Because otherwise the game isn't really about the game, it's about a weird and convoluted social contract about how not to play the game
just don't call playing to win toxic
some games are very involved with social contracts
(NAP culture in dominions, everything involving edh, etc)
honestly my issue with OBL is that it leans really really hard into generic military science fiction tropes with the factions and their interactions with each other (and in hypotherical mod v vanilla matchups):
Space Americans (dev's words, not mine) who have all the high tech weapons and EWAR
Religious zealots with low gun/missile tech, lots of crystals and "plasma bolts", and everything painted purple.
"low tech expansionists" who are reduced to s3 containers, rails, and 450s
and a generic zerg-looking evil hivemind
It very much feels like playing someone's first sci fi setting: the homeworld mod: the Nebulous mod.
good cruiser gaming but insufficient
I feel like I just have to twiddle fleets after each big patch even if there is no reason an individual fleet wouldn't work well
next boat night is <t:1702756800:F> <t:1702756800:R>!
Part of that for me is any time missiles get adjusted I have to go in and tweak a bunch of fleets, and once I'm in the editor, I might as well...
yeah haha
container anti-SSJ AMMs were theoretically capable of making intercepts but in practice did not do a great job, I only got one
the SSJs don't have seekers so they don't actually fly at the missile salvo to make the intercept easier, which foiled my cunning plot
new plan: Arad no longer exists, Act and Wake combos only
I wonder if Wake/[Wake] ignores flares if it gets a successful wake validation
hm. what kind of fleet?
Fleet 'BBtest' is composed of 2 ships that cost 3000 points:
Queen of Hunger : 'Solomon' class Battleship [Gun EWar PD Sensor]
Knave of Plenty : 'Sprinter' class Corvette [Gun PD]
An update for the era of softkill
That is so many blankets lmao
Wait, yknow what doesn’t have a seeker though
Rockets from launchers
Now albeit that has other problems here but it’s a consdieration
it's only two extra, and two stonewalls were not working any more
IIRC chaff is a lot more effective against Gales than active decoys, so you definitely might want to spend the 50 points to get 25 of it in each box
But otherwise that looks painful to missile
I've assembled what is 100% a ripoff of misc's container bulker fleet
Fleet '3.0k - Highliners' is composed of 4 ships that cost 3000 points:
Rhyfelgi : 'Bulk Freighter' class Line Ship [Missile Gun PD]
Gorchfygwr : 'Bulk Freighter' class Line Ship [Missile Gun PD]
Ymerawdwr : 'Bulk Freighter' class Line Ship [Missile Gun PD]
Llygad y Dydd : 'Shuttle' class Clipper [Sensor]
```This fleet uses 2 different missile types:
```yaml
CM-432 Morthwyl Block II : DIRECT - CMD - HE SHAPED [13pts]
SGM-123 Aderyn Ryhfedd : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
hahahahaha
in testing it seems effective enough, though it does fold to a single golfball
I also rolled this absurd looking monstrosity
I've never seen it before but I like it
the johnny bravo of bulk freighters
I'm not sure
forward bridge has always been there
I think there has been one, but the way it's attached looks very strange
not very very just sorta out of place
I always think it looks like a little freighter pompadour
thanks, you too!
it is unfortunately still Caltrop so playing on it is a mess
but it looks wonderful
Can't you get 5 250s if you put them on the roof with the right config? Seems like that would be worth losing a couple rapid DCs per ship, since C53s are only 10 points now IIRC
you can get 4? I think? not sure
it's certainly more than 3
I might try for it but I'm not sure
I kinda like the DC
That is a terrifying amount of DC to be buffed by the DCX
4 is the max C53s on the roof
You could go for 3 up with a pinpoint on the nose to help your container strike maybe?
Yeah 4 is the roof max, though I do feel a big pile of t20s is a real consideration too
Post nerf
The main reason I have them is to finish off the giant piles of red components the container strikes leave
so I don't think t20's fit the bill really
I would like to present the cursed C56 Monitor:
that's so awful
what's cursed about it?
250/T20/container on the back is good stuff, I think
yeah
I think I'm going to keep running these highliners as-is until they stop working
I just haven't run into enough comms jamming to justify me relying more on guns
one day
one day nebulous players will realise softkill is good
today is not this day
Good radar jamming/anti-scout work could be an issue as well, but a friendly Bloodhound should help with that
wait is that an acutl thing in the game now
8 250s?
The c53 lost half its autoloader, this is the replacement that only fits in big slots and has the same stats as old c53 IIRC
Mostly a tug/roof gun nerf
Softkill meta means I can finally have Vauxes running solo that bring their own jamming
I too have made a build for the days of omni-softkill
the over-engineered CA
it looks the same on both sides and only costs 1500
double interruptor? or is it masquerading as well
I did sadly have to remove one of the raider drives from this ship because it's very hard to hide a jamming ship with two raiders
(Though that's because this thing is built as a capital)
now it's dragon whip raider I think
But have you considered, more jamming
Though I'm not sure the Ax has slots for that
I don't have the points for that really
it does have the slots but only if I move the interuptor back and stop lying about my identity
Oh, yeah, if you're running them in pairs makes sense
it doesn't look like it has jammers in the image you posted
are they on the little s1s on top?
Aren't those blankets on the back side mounts?
Opposite diagonals
yeah the jammers are on the extended wing mounts
at some point a bugfix or something resulted in them actually being usable at the same time
they have like, 5 degrees of depression right?
can both point forward
even if not, you can manually jam both forward/slight angle, and the cone should catch whatever's in front
the targeting logic at some point seems to have made them do the second bit semi-automatically
- Jammers and Illuminators will no longer stop radiating when assigned to a new target within 45 degrees of the previous one.
I think it was this
because it's trying to radiate at something it can't quite reach but is firing anyways
Interestingly I think that only works for mounts that are traversal-locked
Rather than ones that are obstructed by hull
Like jammers on the Keystone's back mount
I think obstructed by hull only counts for like, the little circle diagram showing where it'll actually refuse to bear, as opposed to issues with the depression of the mount
but I'm really not sure
it works either way so I won't really question it lol
I have realized that this means you can put a Bullseye on the back Keystone mount
Hmm, I wonder how much Supplementary Radio Amplifiers change the distance at which you can push CMD missiles through an Interruptor?
That's fair, maybe even a box of rockets could be good for that
I am a huge roofgun enjoyer but losing like 40% of their dps is huge
Does anyone know how the specifics of missile seekers being jammed out works?
Specifically what the conditions are that makes a seeker decide it is jammed
For Act and other radar baised missles it's when the radiateaed power of the of the jammer is straonger then returning radatated power of the RADAR, with Gain and senastivity having some efect as well.
for CMD we belive it is just wich signal is sronger, with signals degradign at the square cube IWRC\
hmmm that makes sense I guess
pretty decent showing from the highliners
I do think I'm going to try and cram in more roofguns over more DC
even if it means giving up the dumbest looking hull I've ever seen for a liner
<@&942093958551588904> anyone feel like some pubulous?
sure
I'm tempted but after a three-game lose streak I think I'd rather take a break
is 600 monitors + shuttles anything?
id like a fleet that has goof capgame fleet but also a stable base of fire if thats possible
Stacking pubs is a good way to break that streak! But also fair
That's not too far off from my MD Monitors + Tugs + Shuttles fleet, which I have been quite pleased with
Rocket Shuttles have the same idea as Torp/250 Tugs in that they can demolish enemy scouts/cappers and punch up quite effectively if you get the right engagmenet
(Unfortunately no pubs for me today, since I'm at least theoretically doing workulous)
The main thing to keep in mind for a fleet like this is you will lose any fair engagement, since they will simply have more stuff if they didn't invest in the cap game. So build with that in mind, and play accordingly
ive already got an MD monitors + search tugs fleet so im looking for something different
just soemthing to have in case the team needs more cap game
ive got ocellos, containers, MD monitors + search tugs in case we need more vision, and im looking for a fleet to take in case we need more cap game.
not sure what else is good to have comp wise in osp beyond that. looking to have stuff in my repitoire in case the team needs a role filled
Since I think you're operating under some slightly mistaken expectations, to clarify, the fleet I was talking about is a cap fleet with a sprinkling of MD Monitor, not an MD Monitor fleet
thats fair
Might be useful as a point of comparison, the tugs in particular are fantastic for map control
Fleet 'Invisible Full Moon' is composed of 10 ships that cost 3000 points:
Illusion Seeker : 'Cargo Feeder' class Monitor [Ewar Missile]
Crown Vision : 'Cargo Feeder' class Monitor [Rail Missile Sensor PD]
Luna Wave : 'Cargo Feeder' class Monitor [Rail Missile PD]
Mind Starmine : 'Tugboat' class Clipper [Missile Gun PD]
Parallel Cross : 'Tugboat' class Clipper [Missile Gun PD]
Lunatic Echo : 'Tugboat' class Clipper [Missile Gun PD]
Obsessioner : 'Tugboat' class Clipper [Sensor Gun PD]
Patriot's Elixir : 'Shuttle' class Clipper [Missile]
Discarder : 'Shuttle' class Clipper [Missile]
Demotivation : 'Shuttle' class Clipper [Missile]
```This fleet uses 8 different missile types:
```yaml
CM-431 Ripple Vision : CRUISE - ACT(RADAR)/[CMD]/CMD - HE SHAPED [8pts]
CM-432 Ocular Spectrum : CRUISE - ACT(RADAR)/[PSV(WAKE)]/PSV(WAKE) - HE SHAPED [5pts]
SGM-159 Illusionary Blast : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGT-334 Mind Wave : DIRECT - SAH(RADAR)/PSV(WAKE) - HE SHAPED [8pts]
SGT-338 Undersense Break : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [9pts]
SGT-344 Medicine Chest : DIRECT - SAH(RADAR)/PSV(WAKE) - HE SHAPED [5pts]
SGT-350 Disorder Eye : DIRECT - SAH(RADAR)/SAH(RADAR) - HE SHAPED [4pts]
SGT-359 Disbelief Aspect : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [7pts]
sure, thanks
You probably want something like Sundrive + Yard Drive on your Monitors if you go 600mm, since you'll need to pick your engagements
ok
hm. i wonder if some kind of liners will be better
since i dont want to have to micro monitors and my capgame stuff, that seems like a lot
its just that i think 600 is cool and want to play with it more
Well, I'm not sure that liners are better on the micro front
At least Monitors mostly take care of their own heading properly
And you don't need to worry about burnthrough > bombshell like you do with Monitors
Something I've been messing with that likely complements a cap fleet is a T30 speedy bulker. Playing it like a goalie Vauxhall to just jump on anything thinking about capping your points.
how do you do two drives on a monitor?
Drives in the big slots, Light Civilian Reactors for power
Or the new compartment
Jury-Rigged Reactor I think?
i see
Working sadly, will flick a build over later
Ok
an exhibit from one of me and tom's games
this CLN and the CMD S2 spam monitor fleet did less damage combined than 5 rockets, and we still almost won
it was very hardfought
Oh nooooo
0 decoys and never used the mine containers, a tragic sight
(At least I assume 0 decoys given how many containers they brought)
hows this
Fleet '600 Monitors + Capgame' is composed of 9 ships that cost 3000 points:
Pubic Broth : 'Cargo Feeder' class Monitor [Gun PD]
Flip Madam : 'Cargo Feeder' class Monitor [Gun PD]
Pet Salad : 'Cargo Feeder' class Monitor [Gun PD]
Eerie Drew : 'Cargo Feeder' class Monitor [Gun PD]
Acute Disco : 'Tugboat' class Clipper [Missile Gun]
Wavy Sick : 'Tugboat' class Clipper [Missile Gun]
Ended Delta : 'Tugboat' class Clipper [Missile Gun]
Fore Hour : 'Shuttle' class Clipper [PD Missile]
Hokey Ankle : 'Shuttle' class Clipper [PD Missile]
```This fleet uses 4 different missile types:
```yaml
SGM-113 Jab : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGT-338 Undersense Break : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [9pts]
SGT-359 Disbelief Aspect : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [7pts]
i was told you kinda need a critical mass of 600 to be effective so
also i need a new container "fleet"
you need at lleast a yard drive on those MN's if you want to get them on target at a resonable rate, espicaly with how 600mm is an anti light weapion with like a side of anti hreavy
The design I imagine as something like this. I haven't rigorously tested this build yet so I'm sure there are inefficiencies in here. This layout needs to be on a bulker with a vertical rear mount and ideally with the outlying middle casemates so the plasma turrets can shoot forwards (but you can always tweak the mounts to work with other layouts).
'bulker - 100m, light cruiser test' is a 'Bulk Freighter' class Line Ship that costs 1178 points.
oh right sorry
gotta futz around with that
no need to be sorry, it's anew wepion and most of the time you don't need a certian drive
I might swap the Aux Steering and Large DC, then replace the LDC with a Storage - you would still have 6 teams, and you'd get two more restores
That's the setup I use for my triple threats (or even trading the aux for a rapid and upgrading to a citadel CIC). I'd swapped this one out of a storage to bow tank more than roof tank, but I suppose I could do that with the cit mag/DCX instead
So many options, I love bulkers
So now that I'm slowly dragging myself into the game after a while, I've been wondering
Has anyone got good ideas for a kind of general-purpose Ocello fleet? I've also been thinking one with missiles but I don't know if those work well in the OSP
- 2x sarissa, 2x-3x aurora
- 2x 450 turrets or 1x 250 1x 450
- two ocellos
What's on the third turret slot?
Rear slot can be a jammer, an EWR, a chaff launcher, ????
you're in an Ocello, you're pointing front-on at people 90% of the time
I meant the third big turret, don't Ocellos get three?
Two on the dorsal and one on the ventral side?
Probably another 450 if you can fit it
Honestay the mk81 is a good sidearm on an ocello, thouhg as the game is now your not going to be doign much agesnt a BB or CA with out torps
I'm fine with using torps, question is how should I use them
And what are some good anti-capital torpedoes
Actually, could a 'torpedo cruiser' with 250mm turrets plus torpedo VLS work?
Now that torps are Kind Of Good?
A decent standard torp
SGT-358 Gom Jabber is a size 3 missile that costs 12 points.
CMD/WAKE, okay
And We tend to just use CLS cheak mounts, and yeah 250+torps shoudld work, though you might want to go more softkill in that case.
More softkill as in-
like Omnisoftkill is not a bad build now, but the disco ball only works so well if you get clsoe to it.
Oh you mean jammers, right
A pair of 450 Ocellos with a few Sarissas and Auroras and a pair of Blankets apiece is just a very solid fleet
Yeah get the two omni jammers at least, you can do that in a twin ocello flett to with out to much problmem
Bullseye on the backpack
I'm personally not a huge fan of torps on Ocellos, I would prefer a single Ocello with a couple torp monitors instead, but that's definitely personal preference
They are good for killing Sollies, but you're an Ocello, you can walk over Axfords already
I see it as insurance if they get in beam range and tune my Ocello torps to 5km for that reason
Missile sidearms are really nice vs Sprinters or poorly-angled Raines though, 450 is not good vs Sprinters
the 250 is my anti-Sprinter tool
Fair, yeah, that's definitely a playstyle preference
I've considered going to 2x450 1x250 for that reason myself, though I opted not to because it does hamper your anticapital abilities pretty significantly
this is so real
I should maybe put some SAH S1s in my backpack now that I have two Floodlights on one of mine
I'm not sure what my current Ocello build is, hold on
I think the thing is that you can get two good ocellos for 3k, and that's a good fleet, but two good axfords for 3k gives up so many of the advantages ANS has
Yeah, two Axfords is decent, but it doesn't do what Ocellos do and fill in swathes of stuff that OSP needs
(It also just has 17% less firepower, which is pretty significant)
Ocello probably wants a disco ball these days, CMD is very popular for ANS
- yard/2x whip
- 2x 250, 1x 450
- parallax, bullseye
- 2x sarissa, 2x aurora, 1x defender, 1x stonewall
you can get that to exactly 1500 each
for some reason I thought the math worked out in axford's favour for AE reasons
Sadly at workulous, but I can post my Ocellos later. Though I would recommend swapping something out for more DC if you're not me
but I haven't thought about it in a while
It does if you're skimping on AEs on your Ocellos, which people do for some reason?
Yeah, these things have basically no DC because I put all my points into Fast
But if you're not hamstringing your Ocellos for no good reason, then no, they keep well ahead of Axfords
For me the points are in EWAR, but same
Okay, what I thought would work apparently does not at all fit in a 1500 point limit which is
annoying
Okay, let's say hypothetically Auroras were way too expensive for what I'd want them to do, but I still have Sarissas. What's good PD to replace them?
A chaff box, Defenders are like kinda trash right now and around here most folks are bringing shorter ranged torps that can pen a mostaly intact PD NET just fine by being supper spinny. and two bastions is not enough to keep out larks gale dumps
You could do one with each too
I will second a chaff box, it will do a lot vs S2H strikes as well
If you want to be silly you can fill it full of SAH AMMs and put some Floodlights on as well
(I'm actually considering testing this myself now that illuminators theoretically autotask correctly)
Our updated and untested ocello fleet for referince
Fleet 'Twin-Ocellos' is composed of 2 ships that cost 3000 points:
Duncan Idaho : 'Ocello' class Command Cruiser [Gun Rail EWar Missile Sensor PD]
Duncan Idaho : 'Ocello' class Command Cruiser [Gun Rail EWar Missile Sensor PD]
```This fleet uses 3 different missile types:
```yaml
SGM-100 Pocket Sand : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-106 Ember : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGT-358 Gom Jabber : DIRECT - CMD/PSV(WAKE) - HE SHAPED [12pts]
I find torps vs beams awkward bc often the bshort beam messes you up before your torps hit
(But I already have the Floodlights for EWAR so the investment is lower)
From 5km it'll take awhile to hit them, yeah, but it makes it a mutual kill instead of you just dying to beams before your guns can kill them
I mean if you lose cic or antenna you don't get them
We can speek form personal experince and say that dose not work all of the time,
Which I find will happen
Well, with CMD torps- yeah that
It's Better Than Nothing dot jpeg
Losing your bullseye can also be a big sad
Though modern backpack bullseye tech makes that less of a risk
Welp, can't make torp ocello work seemingly, either the torps die to PD or the ship is too squishy.
Oh you can, but like you do need to like only do ambush stuff. they have actualy been a problem for NAS the last few boat nights
ANS*
Dedicated Torpcello is A Build, though one I remain unconvinced by
Torps dieing to PD is mostly a matter of tuning their maneuver
Ocello dieing to damage is kind of just an inherent risk, you're similar to a beam BB in threat and playstyle except without a Solomon's tankiness, and your opponents know this
Also more then 3 or so ticks for the warhead is mostaly wasted with how the damage moddle seems to work
auroras are generally more important than sarissas
sarissas produce an 8km bubble of annoyance and micro tax for a good missile player, which is worth having around, but the Ocello's missile resistance comes fundamentally from having auroras and comms jamming
Got it
Man, why is OSP so confusing to build
ANS I can manage but OSP is just such a headache for me
I've made one fleet of Mass Drivers and I made them as good as I conceivably could which is to say not very
They have a different doctrinaire then the ANS, and it's kinda a weird one. ANS can make generialiest ships but the OSP has to specalize. like a buker wiht out PD is like far more common and usefull then the sam amount of points spent on a CL with no PD
Apparently it's just incompatible with how I think of ships
I might just take a bunch of Ocellos and stuff them all with 450s, pretend I'm playing Battlecruisers
Ocellos are definitely the most ANS-like of OSP ships (since, y'know, they are ANS ships), the main thing about them is you do need to keep your teammates in mind while positioning since it's your job to give them PD coverage
Thing is, I kind of don't know how to kill ANS ships
Tbf Sarissas are shockingly good at sniping missiles in final approach (often even if they have terminals). But yeah Auroras are a whole different level
Because the vast majority of my gameplay against ANS was before the OSP update where I just spat out S3H missiles
Which the OSP doesn't have
sarissas aren't bad these days considering with the decrease in cruise seeker reliability a lot of people are going for Direct CMD, which gets nailed by sarissas since it can't wiggle
but if I had to pick I'd go aurora
What happened to cruise seekers?
For Vauxes and smaller, apply gun, for Axford and Sollie, big missile volley to the face (or apply a lot of gun)
Well that's kind of my issue, it's really hard to have both on an OSP ship
wake validator only works from the rear 200 degree arc and cools off after 15s rather than 30
Wake val is less sticky and only works from certain angles now
and OSP lost access to EO seekers
Ahh, so me sticking to ARAD validator was actually ahead of the curve, nice.
so everything they have can be softkilled with some combination of comms jamming, active decoys, blankets and flares
arad val will go for said decoys, which are not really optional now because otherwise containers will eat you
On my ANS hybrids
Well, yeah, you generally don't. Which is part of why OSP is so tricky, you have to pick your targets (or be bulkers and bring much gun)
Doubly so because I'm terminally incapable of putting just one weapon system on a ship.
Missiles do work as an anti-everything tool, just takes some practice in budgeting how many to use on smaller things
there you have to turn radar off, but ACCEPT on validators works now
so it's not useless
Oh Accept actually works now?
can fall back on act seeker these days
Though, define 'works'
ARAD/Act is functionally identical and more common
accept will in fact switch from an unvalidated target to a validated target if one presents itself
Ahh, good
which it did not previously do
Yeah, quite well actually
be warned, some OSP players have started orbiting jammer-equipped missiles around their fleets to catch ARADs
That does help my big issue with ACCEPT which is 'it saw a random dead shuttle first and is now going to smack that for ten times its health'
many missiles will still do that, including Accept on hybrids because they will stage at the dead shuttle
so even if they redirect last second they may not have the range
Ah, right
but it's an improvement
I'll take an improvement
the big thing is the ability to use a validator that isn't necessarily always going to help without ruining the missile
ARAD/ACT gets pulled by jammers, not that going wibbly is much of an improvement
Well if there was a silver bullet everyone would use it
This is why my stairs have like 5k sprint range nowadays lol
That being said, didn't Defenders get nerfed at some point?
the siver bullet is four skeital 450 bulkers, wich are only slighlty less anoying to control then they are to fight
Torps and Containers got a buff to there engines so tuned right missls just don't get shot down that often with out some work.
[Reply to:](#1164000873031151637 message) That being said, didn't Defenders get nerfed at some point?
This is how Accept does now
I don't think containers can dodge defenders still but torps definitely can
Like full reverse with the noise in on a CL can save it from a like OK torp strike. but like a BB is kinda just dead if you get a good ambush off on it
Espiciay with how secondary seekers work when like the primaray is jammed
I am considering Act/[Arad]/[Wake] for that reason
wiggly is an improvement
Got it, with that and EO changes (OSP not having them) I'm thinking of going back to an all-softkill loadout on my vauxhalls.
Could also go /wake and go right through jamming
I just built an all softkill Vaux, haven't had the chance to test it
#1164000873031151637 message
Ahh, discoball vauxhall, it's like in the old days of patch 0
Oh lark we took you advice and rebalinced the Quuen of hunger's chaff boxes
Fleet 'BBtest' is composed of 2 ships that cost 3000 points:
Queen of Hunger : 'Solomon' class Battleship [Gun EWar PD Sensor]
Knave of Plenty : 'Sprinter' class Corvette [Gun PD]
Oh that's satisfyingly balanced
160 points of active decoys hurts my greedy bones but I know it's sensible when you've got a 2.7k point ship to protect
yeah, and like she should be deploying two at a time so like those points don't go as far as they would normaly
I think she'll only automatically deploy one at a time, from alternating boxes
I might be wrong, but worth testinf
Ditto for chaff, but for that you can just spam z
(And you might well want to manually deploy a second decoy anyway)
Yeah, we definatly want to see how it shakes out in actualy play
having the ability to dodge active decoy from the right angle is also very good, not sure which is better
retiring arad pri is likely a good idea
yeah, might be worth bringing both, though the container banks issue rears its ugly head there
@dark dawn the standard for ocellos is 2 sarissa 2 auoras and 3 450s iirc. I can post mine in a sec, it’s a tad outdated tho and may not be like. ~fully optimal~ on the smaller stuff for the current meta
(Standard for the Nebcord, that is. I'm pretty sure the most-used Ocello variant on PNET has a pair of Blankets :D )
Fleet 'Ocellos' is composed of 2 ships that cost 3000 points:
Ionic Jog : 'Ocello' class Command Cruiser [Gun PD Sensor]
Pudgy Grain : 'Ocello' class Command Cruiser [Gun PD Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-113 Jab : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-114 Catch : DIRECT - CMD - HE FRAG [6pts]
the catches are specifically anti s3h amms. two will kill an s3h
i need to update my fleets
Have to say, not a fan of the 3 AE Ocellos with empty slots and very expensive AMMs
I do like the Raider + Yard combo
Fair enough
An Ocello is still an Ocello, just having a Parallax and Bullseye does a ton
Try the new Monitors! They’re nice and simple to wrap your head around, they’re durable and they don’t have roll logic issues like Bulkers. They’ve got a great selection of weapon choices too
Or take an OSP starter fleet and tweak it from that starting point as you play and learn it’s weaknesses, that’s a good way to go about learning
Anyone tried running a beam Solomon with ewar and 4 prowlers, so it can look like a keystone?
mostly been working on this. trying to properly pin down the design on the monitors. took it from an osp starter fleet so im sure its not the best
Fleet '600 Monitors + Capgame' is composed of 9 ships that cost 3048 points:
Pubic Broth : 'Cargo Feeder' class Monitor [Gun PD]
Awed Bird : 'Cargo Feeder' class Monitor [Gun PD]
Numb Soak : 'Cargo Feeder' class Monitor [Gun PD]
Elect Bold : 'Cargo Feeder' class Monitor [Gun PD]
Acute Disco : 'Tugboat' class Clipper [Missile Gun]
Wavy Sick : 'Tugboat' class Clipper [Missile Gun]
Ended Delta : 'Tugboat' class Clipper [Missile Gun]
Fore Hour : 'Shuttle' class Clipper [Missile]
Hokey Ankle : 'Shuttle' class Clipper [Missile]
```This fleet uses 2 different missile types:
```yaml
SGT-338 Undersense Break : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [9pts]
SGT-359 Disbelief Aspect : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [7pts]
took the tugs and shuttles from the fleet @wet root sent yesterday
i like the ideas of the shuttles mining the home points and then sitting in reserve, while the tugs go for the foward points
and then having a stable base of fire with the 600s to support
Oh cool double drive MNs
I've been running the odd 600pt torpedo LN with sundrive/reinforced drive and they're actually quite fast, it's impressive
I feel like you might want to drop one tugboat and use the points to beef up the other tugboats and shuttles. They’re stretched a bit thin. The shuttles can’t do anything after dropping mines and the tugboats don’t have any PD
The first game with them I forgot to give them radars and spent the first half thinking "man these hangup buffs are something else"
since someone was intermittently comms jamming me so I assumed it was that
What changed with the monitors recently?
more armour, more modues, new class of casmate, and a special gun for it.
The new casmate the C90 is a new calibure,hte 600mm, and it's ike main use is it's bomb shell that is like anti-light ship flack, and it also has a HESH round that has 60 point damage rays
The hull got massively buffed and basically everything you can mount on it got buffed too
It now has 48cm of armour, more than a heavy cruiser, immune to 120mm and resistant to 250mm. Also now has 5 module sockets so it can buff its weapons well
Yeah the old C60 that nobody used has been turned into the biggest gun the Cluster has ever seen, very in character for the OSP
Wasn't the C60 that 450mm gun?
Yeah
I kinda liked it though
No point in ever picking it because the C65 did everything better
Yeah
EXACTLY THE POINT, you didn’t even remember it existed lol nobody used the thing
Yeah your best bet with corves or frigs when you see a MN now is to just run
Should I put T-30s on them besides the Big Boy Cannon?
we like MLS-3's, for the anti heavy punching
The 600 mil isn't heavy enough?
You have a few options. T30s are good, they’re the same performance as before but they and their ammo are much cheaper now. T81s got buffed, they now have an 8 shot burst. You can fit MLS as always. And the Stack Launcher now has new and improved rocket containers, expensive and limited but very powerful
Wait, Rocket Containers are good now?
the bomb shell has trubble pening a CL and HESH is weird when it comes to how it like damages things
Like getting shot by it as a capital you got from "It's fine" to "oh all my non reinforced compents are dead" kinda slowly but once you get there it's stright to "everythig thing has a bajilion crits and is red" deseiase
Honestly, that sounds like 100mm AP would be good as a followup to finish off the almost-dead systems
Oh HESH is vary good at finsihsing a ship off, it just struggles agesnt fresh ships
Ahh, so the exact opposite problem
Yep, it's heavyer then normal damage rays can like brake a Reinforced DC locker, as long as it's the only thing that ray hits but the rays are so long
They are! Still vulnerable to jamming and chaff but they actually hit things now
Also, I got vindicated in my decision to switch to all-softkill on my CLs as I went into a match with Three Goddamn Container Liners
You can also do what I do and bring anti-scout cruise containers
Those games are always Something
We lost hard but I feel like if our lineup didn't contain two battleships we wouldn't have
600mm doesn’t have an AP round so it falters against bowtanking capitals
Rocketainers are extremely based and you should try them
Should've just beamed them: #strategy-club message
That does tend to signal a loss in pretty much any matchup lol
Or beamed their containers
Man, huge shame Defenders aren't as good as they used to be
Are they not? I don't recall them getting nerfed
Well I'm going off of what was said earlier
Though I guess torp buffs are effectively a nerf for them
They will still eat unlimited cosmic containers if given the chance though
Ahhh, might hold onto those in that case
Since Unlimited Container Works is still my biggest enemy
I should probably mention that part of said chance they are given requires that you have something else clearing decoys
Flak usually
ahh
I mean I could theoretically fit both on the side of my light cruisers
I'm just not sure if that's a good idea
Historically my plan for CLs has been defenders and hug a rock so the decoys go wide, but the decoy improvements in the most recent patch might've scuppered that strat
Defenders weren’t changed at all, but containers got more speed and agility, so if you want to hardkill them you probably need more than a single one
The reduction in CLN launch delay probably hurts defenders a lot too, though I've not tested yet
Yeah 5 ish defenders and 2x stonewalls are not enough to stop container siderm stirkes form LN and MN's
Okay tbf those MN container strikes are absolutely ludicrous
What is the salvo size, 24?
IWRC it's 2 salvos of 10
but it could have been ike 20, it was TBH enough and like that's all that matters most of the time
I think this is tougher for osp tbh
But def true for ans
MN container strikes? What is this referring to? nevermind I have an inability to read
Depends, rocketainers yes but regular `tainers, they can probably handle it, that's a lot of Defenders
Personal experience says otherwise for us, at least the high speed and "short" ranged CMD/D ones Tron runs
I think it's @junior heron who has a MN fleet that brings a single ridiculous salvo of containers (previously EO/D, now not sure what, maybe CMD/D?) that just deletes a single capital then plays the rest of the game as a gun Monitor fleet
close, it's the other nebulous pnetter whose name begins with T and contains an O
Yeah it's the welsh ships that mean death for capitals
heheheheheh
I'm usually the one on the receiving end of such strikes.
but Tron and I had a really close game where he used that fleet, and I went around capturing points recently.
huh, nevermind then, I was assuming something more conventional with higher range and not quite maxed speed
Yeah they are somthing else
I wonder if the monitor super volley should use a mix of seekers
Since even softkilled containers distract pd but you force them to have everything
Ah heck
oh yes I do do this
they are CMD now
they are, as a result, way less reliable
but the monitors around them are pretty tough
I have been wondering about this as well, but misc hasn't figured out the best combo yet so I'm kinda waiting for conclusions to be had before moving away from the CMD containers
because at least what they check is semi-uncommon
Yeah I like hedging my bets a bit
i was told you kinda need a critical mass of 4 to be effective with em so
With what, the bomb? Those are on the monitors and I agree with that assessment, but I was talking about the tugboats
oh thats fair
i reasoned one for each foward point
hows this. not sure on the compartment setups on any of these
Fleet '600 Monitors + Capgame' is composed of 8 ships that cost 3000 points:
Cleft Hair : 'Cargo Feeder' class Monitor [Gun PD]
Edged Head : 'Cargo Feeder' class Monitor [Gun PD]
Metal Bind : 'Cargo Feeder' class Monitor [Gun PD]
Dopey Dread : 'Cargo Feeder' class Monitor [Gun PD]
Privy Equal : 'Tugboat' class Clipper [Missile Gun PD]
Wavy Sick : 'Tugboat' class Clipper [Missile Gun PD]
Hokey Ankle : 'Shuttle' class Clipper [Rocket Missile PD]
Well Ion : 'Shuttle' class Clipper [Rocket Missile PD]
```This fleet uses 3 different missile types:
```yaml
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGT-338 Undersense Break : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [9pts]
SGT-359 Disbelief Aspect : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [7pts]
You can launch rockets on visual tracks if you are brave (and close), but I'd generally prioritise a radar over rockets personally
Yeah, if you want to make those shuttles do literally anything other than be ACAPs I would recommend radars first, pinpoints second, then swap the mines for rockets third
Actually more chaff second, then pinpoints and rockets
Naked cappers
ah isee
would more dc or a ammo elevator on the tugs be worth it?
cos this is what ive got rn
Fleet '600 Monitors + Capgame' is composed of 8 ships that cost 2958 points:
Cleft Hair : 'Cargo Feeder' class Monitor [Gun PD]
Edged Head : 'Cargo Feeder' class Monitor [Gun PD]
Metal Bind : 'Cargo Feeder' class Monitor [Gun PD]
Dopey Dread : 'Cargo Feeder' class Monitor [Gun PD]
Privy Equal : 'Tugboat' class Clipper [Missile Gun PD]
Wavy Sick : 'Tugboat' class Clipper [Missile Gun PD]
Hokey Ankle : 'Shuttle' class Clipper [Sensor Missile PD]
Well Ion : 'Shuttle' class Clipper [Sensor Missile PD]
```This fleet uses 2 different missile types:
```yaml
SGT-338 Undersense Break : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [9pts]
SGT-359 Disbelief Aspect : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [7pts]
(would probs add in 2 dummy missiles so 40 points to play with)
If you want to make tugs more survivable, first give them chaff, then give them RCICs
I would swap out the Basic CIC's for RCIC's whare you can. it's a lot of surivabilty for the coust
well, my mount slots are already full so
I definitely do not recommend spending the points on the Bastions, they're good in bulk but on an independent tug having a single bastion pointed at a salvo does not do much
Whereas a chaff box plus decent emcom micro will save you from the vast majority of missile threats
I've been having a surprising amount of success with this fleet
Fleet '3.0k - Top Frigates' is composed of 3 ships that cost 3000 points:
Rhyfelgi : 'Axford' class Heavy Cruiser [Gun PD EWar Sensor]
Llygad y Dydd : 'Raines' class Frigate [PD EWar]
Llygad y Nos : 'Raines' class Frigate [PD EWar]
```This fleet uses 3 different missile types:
```yaml
SGM-123 Aderyn Ryhfedd : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-133 Cyllell : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGT-333 Gwalchmai : DIRECT - CMD - HE SHAPED [15pts]
I think I'm going to pull some S1s for another AE but otherwise I'm super happy with it
the crazy expensive frigates are a combo of pretty okay scouts, offset EWAR, and just really really good cappers
they get a little owned by rockets but I don't have a good answer to that other than shoot first, and I don't know if any frigate really has a better answer than that
Are the torps hot launch? If not, going to VLS might help out vs rockets, since they don't have to roll the ship to fire
Or you could do one bank of hot launch TLS and one cold launch VLS
Or wait, 4 channels, scratch the second option
Surely it's worth the points to put some chaff on the Axford, it's a lot more effective against Gales than the Active Decoys
Maybe going dragon for the firgs insted of whiplashs so they can get there torps on target faster, but yeah shooting first is the best defence agesnt them
you can tell I'm already having power issues with the PCC I have lmao
Looks cool
The OSPN Rebalance Patch is out in NEBULOUS: Fleet Command, and I'm hosting yet more weekly viewer games tonight on my Twitch channel below!
Come bring your fleets!
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
occasionally I'm spectating a game and I zone out slightly and realise how much of an absolute sensory blitz tacview is
how on earth did we all learn how to read this
oh god what is happening here
one of my friends is prone to sensory overload. she played with me once or twice and got jammed
that was a bad time
practice
lots and lots of practice
Soo many things on that at screen at once
Hit complex engagements with a preexisting model of what the battlefield looks like and just check the actual battlemap for updates to where key problems are
Would someone like to play a game or few of Nebulous at all?
@olive blade dunno if you saw in the after-action report of the game I spectated, the enemy team had something like 14 sprinters.
I've seen a lot of pub ANS meta be sprinter spam. I'm wondering about a monitor fleet that's designed to just sit on natural points and support with mass driver fire, but is mainly mounting some t30s to fight back-cappers.
sprinter spam does seem really great
I don't really know what the OSP has that answers it quickly enough
lots of things kill sprinters but I don't really know what short of extreme monitor spam blunts a torp charge
maybe 100mm liners
From our experince 600mm bombs do like murder sprinters relativly quicky, but ike not fast enough that if your fanking wiht a whiplash you can't force shelling of a arger thin skined ship like a ConL or Buker.
but yeah 100mm grape is pure murder for a corv if you can hit it.
Missiles and friendly MDs spring to mind, even if an MD salvo doesn't kill the VLS, redding out the CIC is enough to turn a coordinated charge into something a lot more ragged
that'sh ow you know this game is good
I would like to but alas, work
I think I've only ever had like 3 draws
yeah it's certainly not an unsolvable problem
So, been thinking about making a railgun fleet for ANS, I know it'd probably be mostly Destroyers since they're better as 'dedicated' fire support than heavy cruisers, but I don't know what a 'good' fleet would look like
I think the ANS starter fleet with the rail destroyers is a good place to start: you can tweak what's there (take out radars to add more eregs/jamming, etc)
TF Redwood?
I think so
who can i talk to about.. successfull missile salvos? i kinda didnt understand it from the tutorial :(
ask away here and we can help. Misc's the best CLN player, and we've got some other dedicated missilers
CLN?
container liner
for the tutorial, there's basically 2 things I'd suggest looking at:
1: make sure you're not plotting the missiles too close to the target. You probably want them to start seeking (so, they end the plotted course) before they're in range of the target's PD.
2: especially for the Axford cruise shot, try and find blind spots in the PD's arcs.
for in-game salvos:
- use decoys, or otherwise massive saturation. PD is pretty good at destroying small volleys, but past a certain size once you score hits you'll knock out the turrets and make further salvos a lot easier.
- jamming. makes it harder for the enemies to see the missiles incoming, and can degrade the range at which PD FCR locks on.
- gotta find the right seeker combos. softkill is very powerful, so finding ways that mitigate what the enemy can softkill, or use more expensive stuff to counter it altogether (EO, CMD)
how much jamming you need? a self-jamming missiles or something like a hangup?
I used to be the best, I'm out of practice
self-jamming got boosted so it's pretty powerful, problem is it only jams the target.
hangup is communications jamming, so it's a different avenue of EWAR compared to regular radar jamming with blanket/bellbird
now, in combination if you 1) jam the target and 2) hangup the target so it can't get tracks from its allies that's theoretically pretty good, haven't tried it in practice.
Otherwise, just pointing a blanket/bellbird at the entire enemy formation to blind all of them while the salvo is incoming.
I'd put Basil, RyMarq and maybe Hunter ahead of me right now
need to get back in it
Hunter also has like 2000 games so he's good at everything
i've had some good luck with CMD liner
Okay, I've put together a rail fleet, though I have a question. I put together a frigate with Spyglass, two track collerators and a Prowler drive, and my question is, is the Prowler a good idea or is the radar so strong the frig will be detected anyway.
CLN that uses CMD containers with TRP
to get around chaff/jamming
have secondary seekers so I can still cruise to weave
I do need a new liner. What have people been cooking? Im seeing cmd?
i've built a 12k fleet around a similar liner, except it's got SAH cruiser containers
and because it's a 12k I can be sure the rest of the fleet has illuminators for it
I mean, if it works
but that is extremely cursed
D: it's fine!
just gotta rely on teammates
also the first time i tried it my decoys were considerably slower than my regular boxes
which was an unfortunate problem
okay thinking on it I don't know if I've actually won with it
but it's felt usable at least
cursed does not equal bad, I'm certainly interested to see it in play
that was actually a fleet I was toying with for pubs
but I think probably bomb shells is also an option
I just built a CLN that's all ACT[CMD]/CMD, amusingly if you're shooting off of EWR tracks they actually do a decent Sarissa weave
The decoy boxes are the same except EACT and slightly slower so they do Misc's trick of deploying decoys from behind the main salvo
Haven't had a chance to try it out in-game yet though
Radar doesn't increase signature size, so you're pretty sneaky no matter what drive you bring. They did buff Bloodhounds recently, so the Prowler might be worth it, but the speed loss vs a Whiplash hurts a lot
Also not sure if 2xTC is enough to make Spyglass tracks fireable, I think Pyrope brings 3 or 4 on her spotter Keystone in her rail fleet
Which one's the Bloodhound
14k range, thin cone, gets fireable tracks
More sensitivity, it now sees frigates a bit further out
So there's a larger band between "sees frigate" and "is jammed by frigate"
its 4 I believe
About 12.5km instead of 11.5km, I believe
that was something I was thinking about too
like if the isekai truck can work, the longer ranged one can too surely
yeah. i think the sarissa problem is avoided by asking a teammate to go hunt them.
this of course means you need a cooperative team, so a new problem arises.
It's also solved in large part by a lot of ANS not bringing Sarissas
I think the issue there is mostly Interruptor being good anyway
Yeah...
Interruptor is so good
I had my first good interruptor moment ™️ in a while the other day and it felt just supremely satisfying
awful to be on the other end of though lmao
I'm not sure I've ever actually used an Interruptor before
My plan has always been "just jam their radar", which... usually works
Probably going to change now that I'm actually putting one on a Vaux though
Tbh if people skip sarissa too much big minefields can work
The awkward complications are
- Mass drivers need a good track, but it's hard to provide good bloodhound tracks to them esp as your tugs tend to die
- Lone monitors keeping open lines of fire are missile magnets
- The usual but getting jammed out
I think a group of bomb chuckers can keep sprinters down pretty well
But the range and ttk is not amazing
A md liner works but is a whole fleet with escorts and can't uncap suicide capped points
Missiles are in an awkward place, s2 weaves are the best way to get around the defenders sprinters have but often miss
S1 seem to do OK but short range
I think md plus t30 monitors are pretty good but the good tracks is the tough bit
Fleet '=OwO=' is composed of 10 ships that cost 3000 points:
Duncan Idaho : 'Tugboat' class Clipper [Missile Sensor Gun PD]
Duncan Idaho : 'Shuttle' class Clipper [EWar Rocket PD]
Duncan Idaho : 'Shuttle' class Clipper [EWar Rocket PD]
Duncan Idaho : 'Shuttle' class Clipper [EWar Rocket PD]
Duncan Idaho : 'Shuttle' class Clipper [Gun Rocket Sensor]
Duncan Idaho : 'Shuttle' class Clipper [Gun Rocket Sensor]
Duncan Idaho : 'Shuttle' class Clipper [Gun Rocket Sensor]
Duncan Idaho : 'Shuttle' class Clipper [Gun Rocket Sensor]
Duncan Idaho : 'Shuttle' class Clipper [Gun Rocket Sensor]
Duncan Idaho : 'Shuttle' class Clipper [Gun Rocket Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-106 Ember : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGT-358 Gom Jabber : DIRECT - CMD/PSV(WAKE) - HE SHAPED [12pts]
I am back on my bushit agin
yeah i think my problem with bombs against vettes is that I don't know if it does enough to blunt a torp rush from walking over you
I think it inpart depends on the torp desigen, the ike 7km mega warhead ones like probaly can cross the 2km of range advantage you hve but also will have to deal with the bombsheels aso hitting misses, but ike R-Drive corves wiht the 5km High-G torps might not make it the 4km they need to befoer someting inportent brakes
J360s? I suppose you'll be close enough to use them, but might you want at least one Bellbird to cover your approach?
Also maybe a Pinpoint somewhere in the swarm
But also this looks like absolute murder for anything Vaux or smaller
had a halfway-successful game earlier with them (the Draw I posted) where even though they kind of got hard countered I still felt like they accomplished the job:
2 squadrons, each of 1 Monitor, 1 tugboat, 1 jammer shuttle
monitors are radar-off while firing MD, can switch it on and stop MD when they need to use guns. tug has a huntress so it can hunt for small things, and shuttle can jam out missiles/spotters.
got hard-countered by beam axfords and a destroyer ambush on Arroyo, but was able to keep the points locked down well enough
DCX DtT does mean even if you eat part of a salvo you can potentially stand back up again
I think on Pillars, where there's nice open sight lines from both natural points, the fleet could do better
There's like a 70% chance I'm reusing names here
Fleet 'Monitor Rearguard' is composed of 6 ships that cost 3000 points:
Agility : 'Cargo Feeder' class Monitor [Rail Gun PD]
Mountain Giant : 'Cargo Feeder' class Monitor [Rail Gun PD]
Naisha : 'Tugboat' class Clipper [PD Sensor Gun]
Shandris : 'Tugboat' class Clipper [PD Sensor Gun]
Default Quest Icon : 'Shuttle' class Clipper [EWar PD]
Secret of the Dryads : 'Shuttle' class Clipper [EWar PD]
```This fleet uses 2 different missile types:
```yaml
SGM-100 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-112 Palisade-O : DIRECT - ACT(RADAR) - HE FRAG [3pts]
How much would it cost to get the power to run both? Close range MDs are honestly not bad
that is true
Bridgemaster is only 1k tho
ah
right, i'm relying on grazers too
that's where the rest of the power budget is
Would swapping to Boosted get you radar + MD? Though it might make you asplode
also the aforementioned game that ended in a draw ended with a tugboat trying to push an axford off the point
honestly though I'm super unimpressed with grazers right now
not being able to zap a torp really really hurts
that is the worry - ideally these things sit on a point and live up to their "Brick" callsigns
Oh the squadrens are 1 J320 and 2 of the Pinpoint/t20 shuttles. and as for bellbirds, i find that i can hide the squadresn easly enough on most maps with good postioning of the EWR.
[Reply to:](#1164000873031151637 message) Also maybe a Pinpoint somewhere in the swarm
I don't think you care about the MD turning off while you're Grazing
can't do that if the reactor explodes
Fair
I do really like this fleet though
OSP needs more goaltender fleets now of days
I've seen so many Corvette fleets recently
Oop I'd missed the pinpoints on those. And makes sense, rock is best jamming
I haven't actually seen many but I've also left 3 different lobbies containing siger so there might be some extenuating circumstances on my part
Rock is Friend, Rock is Life. when your doing shuttles
I think I should throw together this Torpvette swarm fleet that I'm terrified of and see if it actually does work in practice
@tulip vault 👁️
Also that fleet is very amusing to me because structurally it's quite similar to my OSP cap fleet but the individual ship designs are emblematic of our fleetbuilding style differences
How efficient are AMMs vs torps?
...incredibly silly idea, how efficient are container stack launcher AMMs vs torps?
probably not great
especially because I think you need an actual radar
i dunno, maybe going down to 10 channels is okay
IWRC there was some testing of them done, and the probem was more that they just take forever to aunch and turn. but that was a while aho
Ago*
The speed and maneuver changes probably also help
Actually, they might be fast enough that putting a backpack full of container AMMs with like 15k range on a liner and parking it in the middle of the map is worth it
So they chase down any S3H that pass by
IIRC you get like an 80% interception chance from behind now with normal frag
so during today's test of "hey do some of these cruise missiles work?" the enemy has brought a real Grazer Device, with all 15 grazers
fortunately, OSP has no way to kill EO missiles so those were still effective
(Tron and I were discussing how we've never actually seen a blacjack softkill EO - either ANS doesn't bring EO, or OSP doesn't bring the blackjack)
Tron and I are doing a 12k 1v1 if anyone wants to come spectate
Heck, wish I could
12k is a very large number of ships
I sure hope you have formations set up if you're running 12k ships
is 2 rapids and a large storage a good dc setup on monitors?
Very much not
Put a Damage Control Complex on it instead for 20 more points
And you won't lose all your restores to the first missile that wanders your direction
instead of the storage?
Instead of all three
Okay, "very much not" is definitely hyperbole, to be fair
But it's pretty rare you'll lose anything you want to restore but keep your large storage
you can manage a DCX and Large storage if you are carefull, but like that's more of a thing for c90 moniters in our experince as they get hit in the face a lot
i used to do large DC + reinforced + rapid
yeah well these are c90 monitors
but yeah, i'm a fan of DCX now
Not the best desigen but it's not going down quickly
'The Brick' is a 'Cargo Feeder' class Monitor that costs 660 points.
Reinforced to go with it just does so much as well
IIRC you can fit it in the tiny compartments too
hows this
Fleet '600 Monitors + Capgame' is composed of 8 ships that cost 3000 points:
Cleft Hair : 'Cargo Feeder' class Monitor [Gun PD]
Less Gull : 'Cargo Feeder' class Monitor [Gun PD]
Fatal Maple : 'Cargo Feeder' class Monitor [Gun PD]
Tipsy Shank : 'Cargo Feeder' class Monitor [Gun PD]
Privy Equal : 'Tugboat' class Clipper [Missile Gun PD]
Same Vinyl : 'Tugboat' class Clipper [Missile Gun PD]
Hokey Ankle : 'Shuttle' class Clipper [Sensor Missile PD]
Dud Rube : 'Shuttle' class Clipper [Sensor Missile PD]
```This fleet uses 3 different missile types:
```yaml
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGT-338 Undersense Break : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [9pts]
SGT-359 Disbelief Aspect : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [7pts]
I would drop a shutte to put RCIC's in the rest of your ships, basic CIC's die vary fast and are kinda a trap option
maybe 600s arent the right call for this
im trying to have some capgame for this...
Well ike that's the thing basic CIC's die a lot faster then an RCIC, and with out a CIC you can cap the point
you could swap your tugs out for shuttes and use the points to make them RCAPs and have the same amount of ships. like an RCAP shuttles tend to last longer in a fight then a non-reinforced tug,
Also the class 2 VLS-1 is the same points as the class 1 VLS-1 but more HP so swaping your pintpoint on the shuttes for that would slighty improve your abiaty to cap
ok
i just took off the second mlses on the tugs to get the rcics
i didnt feel like i needed it, would blow through the torps too fast imo
i get that it can double your damage, but if ive gotten into torp range with something i need 4 torps to kill with a tug i have other problems
yeah and your only caring 6 torps so it's not like your oding much by only being abe to launch 2 at a time.
can delete a sprinter and cripple a frig ig
For reference, in the fleet the tugs are originally from, they carry a salvo of 4 good short-range torps for killing Vauxes and small ships that have PD, and a salvo of 3 long range no-terminal torps for killing anything without PD or hitting bigger things that are already injured
You really need the salvo size of 4 to reliably kill Vauxes
fair
But they're also area control and ambush ships more than cappers in that fleet
but ive got 600 monitors
If you want dedicated cappers reinforcing them is strongly recommended
yeah i did
Especially if you're not confident in your chaff micro (or aren't willing to lose them)
I would strongly consider dropping the missiles entirely rather than going to one tube though, salvos of 2 are significantly less effective than salvos of 4
Stick a t20 or something on instead for the cap fights
ok
(For reference, a salvo of 4 easily breaks a Vaux's PD, sometimes breaks an Axford, and occasionally breaks a Sollie. A salvo of 2 usually doesn't manage to hit a Sprinter.)
would some s1 offensives work instead? ive alrady got chaff on there
probably not, s1 offensives need programming channels
otherwise you're shooting 1 at a time
Also you already have a 250 and some 100mms for dealing with the threats S1s can even potentially work against
Fleet '600 Monitors + Capgame' is composed of 8 ships that cost 2902 points:
Cleft Hair : 'Cargo Feeder' class Monitor [Gun PD]
Base Flu : 'Cargo Feeder' class Monitor [Gun PD]
High Squid : 'Cargo Feeder' class Monitor [Gun PD]
Hoar Flick : 'Cargo Feeder' class Monitor [Gun PD]
Privy Equal : 'Tugboat' class Clipper [Gun PD]
Slain Beep : 'Tugboat' class Clipper [Gun PD]
Hokey Ankle : 'Shuttle' class Clipper [PD Missile Sensor]
Bats Toy : 'Shuttle' class Clipper [PD Missile Sensor]
```This fleet uses only one missile type:
```yaml
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
Easy points to spend woud be to put a pinpoint on each tug, and upgrading the drives, 777's for the tugs and Rdrives for the shuttes woud be my perferince. other then that fill your mags and chaff boxes
Fleet '600 Monitors + Capgame' is composed of 8 ships that cost 3000 points:
Cleft Hair : 'Cargo Feeder' class Monitor [Gun PD]
Base Flu : 'Cargo Feeder' class Monitor [Gun PD]
High Squid : 'Cargo Feeder' class Monitor [Gun PD]
Hoar Flick : 'Cargo Feeder' class Monitor [Gun PD]
Slain Beep : 'Tugboat' class Clipper [Gun Sensor PD]
Optic Ranch : 'Tugboat' class Clipper [Gun Sensor PD]
Hokey Ankle : 'Shuttle' class Clipper [PD Missile Sensor]
Bats Toy : 'Shuttle' class Clipper [PD Missile Sensor]
```This fleet uses only one missile type:
```yaml
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
put rapids on the monitors in case the dcx gets messed up
thats like, a smart thing to do right?
oh
Having a rapid is never a bad idea anyway because they repair stuff fast, but you don't need to worry about losing your DCX teams
dont you loose the restores tho?
Yes, but a rapid won't do anything about that
well
(this one is a lot of container damage but I still did 20k with 450 again)
there is 9k of shooting down ACT/WAKE/[WAKE] containers
no decoys so I didn't even need to softkill
<@&942093958551588904> opened the boat night channels!
B O A T S
Hopping on in a mo
I have returned, will be there in a little bit 
Pyrope!
I'm currently about 30 mins out, give or take, feel free to play one ^^
ETA 5-10 mins
Fleet '- Fleet Not Selected -' is composed of 10 ships that cost 1466470 points:
The Poppy of Rafaela the Wroth Bite : 'Container Liner' class Line Ship [Missile PD]
Definitely Not a Decoy : 'Container Liner' class Line Ship [Missile PD]
Mirky Ferry and Pains : 'Container Liner' class Line Ship [Missile PD]
Slack Power and Scoop : 'Container Liner' class Line Ship [Missile PD]
The Broke Base of Robinet : 'Container Liner' class Line Ship [Missile PD]
Four Guild and Cure : 'Container Liner' class Line Ship [Missile PD]
Definitely Not a Decoy : 'Container Liner' class Line Ship [Missile PD]
Large Mulch and Lack : 'Container Liner' class Line Ship [Missile PD]
Puff Click and Ego : 'Container Liner' class Line Ship [Missile PD]
Squab Child and Year : 'Container Liner' class Line Ship [Missile PD]
```This fleet uses 3 different missile types:
```yaml
CM-400 Container : CRUISE - NONE - HE FRAG [97pts]
CM-S-400 Container : CRUISE - CMD - NONE [171pts]
SGM-100 Balestra : CRUISE - CMD - HE FRAG [14pts]
next boat night is <t:1703361600:F> <t:1703361600:R>!
incentivizing middies
Did they beat the commodores
unknown, we are five minutes into the match and nothing has happened
update: the middies are winning
torp CL killed four lineships
OSP has two container liners, two mine tugs and an AFK shuttle swarm supposedly being piloted by a commodore
Classic commodore fleet comp
no ANS ship is damaged or detected, OSP has two completely blind CLNs and some shuttles
middieforce descends
Yeah, no, from experience the more CLNs you see on one team the more likely that team is to lose
the middies have decisively won
is that a 5 liner fleet
Was, looking at the scoreboard
apparently this is what neb is like among the rather large pop of people who never join the discord, never form teams, just die in the abyssal depths of random pubs
insane, but very pretty to watch
it was, all basic CIC and no restores
they were all eaten by our boy the torpedo CL
saw five lineships, killed five lineships, refused to elaborate, left
CMD/ACTRADAR torpedo, bloody hell
either would have worked fine because there were no ocellos, no jamming of either type and no chaff
they had another CL killing things with basic thunderheads
hero cl
what discord?
hey <@&942093958551588904> anyone feel like some stacked pubulous?
I must remain boatless )':
i'm up for some games!
I can hop on soon
you will never guess which equipment this lore line is from
||It's the Interruption Jammer of everything...||
I would come look at the neb but the channel is full
Why is there a limit 💀
too many people joining any channel and going "hey here's my lancer idea" while people are playing a game
And we do have unlimited channels too
Okay, I need help here.
How do I make a dual-Axford fleet that works? I'm really struggling
I don't know what to put on the rear turret to make it work
Is it a VLS?
Got it, I tried putting missiles there, but I keep going over-budget
I might go for torpedoes since those are Okay™️ now
Yeah, if you're doing dual axfords I think a missile backpack is probably not the route to go
it is very expensive
Which is my main problem because I like missile backpack conceptually
But I struggle to make it work with a single ship
Honestly I might just commit to it though, make one very overcosted Axford into a missile battlecruiser.
Possibly with a beam or at least a three-gun secondary
I just like big capital ships and I kind of want to take a break from my usual vauxhall fleet
at the point you're making a Single Axford Fleet, you might as well make it into a Solomon
I've got a BB fleet kicking around that has either insta-stage hot launch S3H or hot launch torpedoes as a side armament with beams
Or you could take some escorts to carry jamming and anti small ship guns, though they are less usefull then they used to be
Honestly wondering if “mixed backpacks” of 1 set of missiles and 1 interrupt might work
If that's the case, any ideas on how to strap missiles onto a battleship without it being bad?
I could never get BBs to work but I guess by now I should at least try.
CLS in the front small slot
Ahh, so it doesn't clip the bridge.
Also, is double whiplash a good idea? The thing I dislike about BBs is how horribly slow they are
Also, are Sarissas at all worthwhile on ANS ships?
I much prefer axfords for missile and gunships
I have a fleet that's a gun axford with vls2 on the back and a couple of raines with a gun or two each
And a box of s2h on each
I'm getting mixed messages here
I think sollies are good but I'm not sold on them as missile carriers
May I ask why?
One channel base
Besides the fewer inherent channe-okay, fair.
I mostly just want to build a battleship but also really like missiles.
And you can't have escorts in quantity to pad that out
I mean in all honesty I just don't agree with this
I think the axford is largely more versatile, cheaper, and lets you bring an actual fleet around it
I think axford and a few raines is a venerable fleet that has never really been bad
solly has its place but it is not as an all-rounder
I mean, the point is if you don't want to bring a whole fleet