#Nebulous: Fleet Command
1 messages · Page 5 of 1
You can probably keep them in formation mostly with the axford if it's just 2, otherwise it's kinda just 2 groups
Yes, Shogun was saying a single Axford as the entire fleet
Fair enough.
Actually, weird question.
Can you make a railgun fleet out of an axford+a few destroyers
That isn't terrible
That's why I said what I did
And yes I know, ANS railguns.
don't bring the axford imo
unless its a gun axford
Just stick to DDs?
oh I see, I didn't read it as such
Yeah solo axford fleet is not recommended
also yeah just stick to DDs
or make the axford an actual combat element
I don't know how cheap you can get DDs but 3 rail DDs + gun axford could work I think
Got it, because I built a railgun DD fleet and it
Didn't do that much, but I don't know how much it was my build being bad and how much it was ANS railguns not working how I expected.
You might just not have noticed the effects of them
It's hard to tell
from the side of the user they do seem kinda ineffective but getting shot with them sucks
Got it, because looking at damage numbers those were basically zero.
Well I strapped a pair of Mk.64s to each of them
Hoping that the Lord's caliber would help
That works, I will say I feel it's a hard fleet to pilot
Yeah, I could tell
It also has a spyglass frigate with a prowler so I have some cap and utility
I keep trying to make scouting corvettes and just can't because they have no power output
I would reccomend not putting the prowler on the frig
much to everyone's chagrin it still does close to nothing
Whiplash then to zoom around faster?
I like pyropes scout dd with the super spyglass
I mean I might just go regular drive but whip makes sense as well
See I thought of doing that but I'd have to make a frontline destroyer without a forward gun to fit it in-budget.
Remind me and I can post some Fleets after work
Because putting the spyglass on your backline railguns doesn't make sense to me.
If you're 11km away from something enemy as a railgun destroyer you should probably run.
I'm listening
if you're looking for inspo I think the starter rail DDs are pretty good
certainly room for improvement but they are cool
it's one of Hunter's builds, which I put my own spin on, let me go get it
we have Hazel here now, superb
Ahh, I see. The DDs I don't super-like, but I will probably yoink the scout corvettes.
yeah
also in an effort to clean up my fleet folders, I've deleted almost all my fleets except for the ones I actually play
50 fleets of garbage, disposed of
@junior heron if you're willing, could I nab the modern iteration of the Autumn?
Fleet 'Autumn of the Storm - 3k' is composed of 2 ships that cost 3000 points:
Autumn of the Storm : 'Solomon' class Battleship [Beam PD Missile EWar Sensor]
The Long Distant Road : 'Sprinter' class Corvette [PD Sensor EWar]
```This fleet uses 4 different missile types:
```yaml
SGM-100 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-102 Arcane Bolt : DIRECT - CMD - HE SHAPED [4pts]
SGM-204 Bulwark : DIRECT - ACT(RADAR) - HE FRAG [4pts]
SGM-299 Activer Decoy : DIRECT - SAH(RADAR) - NONE [8pts]
makes sense
i'm more of an ambush ship anyway, chasing things down over open terrain is bad for me actually
I need to test this but I'm not sure that's entirely accurate now - with the Bloodhound buff, they can actually see frigs a decent distance outside jamming range (~12.5k IIRC), and I think Prowler is just enough of a reduction to bring that back down to ~10k
hmm
maybe
would be cool if true
I think that everything that worries about getting bloodhounded like that though probably can't afford to run a prowler
if the scout's getting bloodhounded something bad has already happened I think
and the frig swarm probably doesn't like all the debuffs
Frigblob might not care much, guns are cheap and any reactor gets you your frontlines
The jammer cares but one big reactor is enough there with the hull buff
The scout can get found by ewr and killed with bloodhound and md or boom shell
I more mean the speed penalties, but fair
Oh yeah that sucks
and yeah, I hear that, but the prowler's penalties are just so rough I hesitate to put it on anything
And if you can jam out the blood you can escape but maybe not otherwise
Prowlerwhip would be funny
I'm not sold but I can see the logic
But yeah, the speed penalties kinda kill it for blobs
it's -15% and then accel nerfs
I am desperately beating this battleship with a stick to try and fit it into 3k, give me a minute
remember everyone, prowler drives are often seen alongside ships with the E70 'Interruption' Jammer
I'm assuming solo scout
I think I'd take occasionally dying to MDs over being way less useful in the late capgame
so true
Maybe for jammer escorts it's tolerable though, does a prowler Raines keep up with an Axford?
Wait that blurb is on the e70? I assumed it was the other disco ball lmao
Ah, rip
On the masq it would make sense
it's not a huge speed disparity, but it gets worse considering you (meaning me) typically permaflank axfords
Tbf you permaflank Raines too
I think it would maybe make even less sense there
Smol ship with few thrusters
since masq tends to make your radar sig bigger
also true but it makes the disparity between speeds bigger
You don't actually see it happen in game but lorewise making a big ship pretend to be a class down seems not entirely ridiculous
I should build newer, better deception fleets
OK, this is my version of OVERLORD, a list a couple of the commodore club guys were throwing around and gave me when I expressed interest. I lowered the ammo count by about 150 rounds to reinforce the magazines, traded a large locker and some missiles for modern softkill and changed out the PD, although I am tempted to reduce the DC further for interrupt
I suppose yeah
solly -> axford is plausible
and I actually do have an axford -> vaux fleet
this better have only the twin-barrel on the ventral and be missiles everywhere else
though it's probably not great
hazel is having a nap
lol
Fleet '!!!UNSELECTED' is composed of 1 ship which costs 50 points:
The Littlest Guy : 'Shuttle' class Clipper []
your fleet is classified misc
might just be too big
Better in lore where you can't just out the camera over at the opfor and watch the rounds come out of a single turret spot though
Nah she can hande our 12k fleet
dunno
Hazel doesn't like underscores
that is true lol
In names
though you can probably just check the shells hitting your ship
ah
I've had this issue a lot lol
Hazel just isn't into it
You probably have to remove them in the name field in the xml as well
older version
so weird
Fleet 'Project OVERLORD' is composed of 1 ship which costs 3000 points:
Friendship Nonproliferation Agreement : 'Solomon' class Battleship [Gun Missile PD EWar]
```This fleet uses 2 different missile types:
```yaml
SGM-200 Lancet : DIRECT - CMD/HOJ(RADAR) - HE SHAPED [9pts]
SGM-210 Activest Decoy : DIRECT - NONE - NONE [7pts]
Odd, maybe it's that Hazel likes spaces rather than dislikes underscores
I think Hazel dislikes hyphens in ship names
I removed it
less missiles than I'd like but still a decently full backpack
volleys of 5 S2s?
Ill-starred hasn't been an issue for me, oddly
five weave S2s for slapping small stuff, thirteen salvos
could go to 12 and add more DC
Surprised you're not putting any cruise S2H in there
mm, I suppose I understand s2s as an anti-small ship thing
Seems worth losing a salvo or two of S2s for the anticap
shuttles, clippers, anything without adequate bastion coverage
yeah
I hesitate to criticise because I tend to think very harshly of battleships in general
it certainly seems like it could perform well
gun BBs are a terror now of days
I have seen an older version do 40k damage and then get absolutely slapped by basic containers because it only had one defender per side and no softkill
this one deemphasizes the rebounds and empties out a quarter of the backpack for good softkill and an extra ammo elevator
Oh just noticed it's a supercorrelated Spyglass, fancy
you're slow and your tracks and fire rate will get worse when interruptor and PD is up, but it should function
double GPC too
both features from the original OVERLORD I managed to preserve
Somewhat surprised that even with that many TCs you can land CMD hits on shuttles
you have no lock capability so, well, don't get jammed
I like the HoJ backups, if you trackfire those down jamming LoBs can they survive with anything other than a friendly hangup/golfball Ocello?
unsure
3k for one ship is scary.. How much of that is missiles?
650pts of missiles and missile infrastructure, not counting the Activist Decoys
which can share the launcher
3k ships are definataly one of the harder to play fleets out there, but with the curent patch you only have to worry about missles as a BB most of the time.
the PD escorts for my old BB have become less and less relevant, you can get away with pushing it a bit these days
Why the Rebounds instead of Stonewalls on the big mounts? Just saving points since those mounts have pretty mediocre angles anyway?
yeah, with single ship omni-softkill being extremely possible I don't think you really need PD escorts
cheaper
Makes sense
they're for stray S2s and rockets
big all-in rocket dumps are a danger without full Stonewall coverage but you will reap a bloody toll on shuttle squadrons before they launch
what even is th the difference between aurora, defender and rebound
It's not like you're surviving a Gale strike that avoids your chaff anyway, so might as well save the points
20mm (Defender/Pavise) deal absurd DPS to a single target, they kill high hp targets like containers and torps. Flak (Stonewall/Rebound/Bastion) deal light AoE damage, they kill swarms of missiles like S2s and rockets (and decoys from containers)
Lasers (Aurora/Grazer) have perfect accuracy, so they can't be dodged by terminal maneuvers or sprinting hybrids. Auroras also have long (3k) range and can BSHORT to get better PD for a couple seconds before they catch on fire and explode
I'd like jammers but this thing is already desperate for power so no blankets
if you lose the PCC, optimal missile defence requires cancelling fire orders on the main guns
I should update some of my OSP Gale fleets, with the move towards softkill they could eat well
with it, you just shoot slower with interruptor up and PD firing
Anecdotally I've been seeing more OSP gale fleets/sidearms recently and they've reliably done okay.
Christ on a monocycle why am I so bad at this game
Dual Axford fleets are notoriously tight on points. Usually with a single Axford you'd put a VLS in the back, but not an option here because missiles cost way too much. You can go the way of TF Oak and go with another main gun battery, allowing you to broadside for additional firepower. Alternatively, you can put an Mk65 on the back, for swatting shuttles while you bowtank against other threats. You can also put an Interruption or VLS-1-46 or a PDT there for increased missile defence. Finally, you can just put nothing there, and invest the points in your internals.
Got it, man why is this so difficult
Also the reason for the earlier message was me hitting #13 in my lose streak
What are you losing to most often? Containers, cannon bulkers, being outcapped, etc?
I set about Oak earlier to add a proper softkill suite and it's genuinely hard
250 bulkers and getting outcapped as ANS and OSP respectively
should be able to handle 250 bulkers with bowtanking capital ships these days, try to only fight one or two at once
TF Oak modified with what I consider a bare minimum softkill suite nowadays
for the love of god montressor
/hazel
it's Oak with an interruptor, S2 SSJ AMMs, more defenders and active decoys/chaff
downside, less DC and ammo
Well I mean with ANS I mostly play CLs which
Tend to die
yeah, 250 bulkers are your natural predator, but you want to be sitting right at 8km with your nose in
Yeah jamming and using a rock so you don't have to fight the whole Shiver? Pack? at once as well as to hide you from any EWR's is the way you deal with bulkers as ANS. But also remember that falling back to a defensible position is almost always beter then just fighting in the open
At least that's been our xperince wiht 450 bulkers and BBs/CAs.
Cap-gaming on the other hand is a lot more of amindsent then a fleet build IMO. A lot of it is just going "no i don't like this fight" and peacing out to look for an easyer point to take, or if there si noting else a fight to help with. and as much as you need violance in you heart when you your capping a point bloodlust is your enmay
dedicated capfleets are important to have but require a completely different way of operating
See the issue is the only sensible OSP fleet I can play is Mass Drivers, anything else I'm useless at.
At which point I mostly play sensors with two tugboats after shift clicking the biggest enemy.
Would MMT squadrons make a good cap fleet?
Playing sensors is a very important job! I would recommend prioritizing the smallest enemies almost always with MDs though
What's the buld on MMT's again?
I know they are covergent wiht Duncans but but the same
MDs give Vauxes a bad day and absolutely smash anything smaller, only takes a couple volleys to kill an escort
I think 250/torps/jammer?
Right, because they're actually accurate.
Kind of, MMTs are excellent for killing the enemy cappers and scouts, but they're rather slow and vulnerable to CLs for doing the actual caps
So you kind of want a mix IMO
Of tugs + shuttles
Right less sensor coverage then the duncans, and not the Knock-off stairs and torps mix that the duncan squaderns have
an MMT is 100 or 250 on the front, bellbird, MLS-2 with 8 or so weave S2s, then whatever
But I think our Tug dunacans are more a cap-QRF hybred fleet
Im not super convinced about MMTs but they do have some amount of punchup which is nice
Oh, S2s, interesting
I should consider putting 100s on the front of my tugs post 250 nerf
Can 100AP pen a Vaux?
I think so?
It can technicaly
Also the HEI damage means they can't kill a lot of stuff on capitals, they can help out if someone else is fighting the capital already but they can't really kill one on their own
And due to how the damage mechanics work actually knock out small ships rather than just making big ships sad.
Also taking out the small ships means the capitals need to play more aggressively and so become easier targets later
Snap.
Define 'how the damage mechanics work'
Fracturing Blocks work like HEI missiles, in that they deal damage in a bunch of low-damage rays
Also, killing small escorts as a doctrine makes your missile teammates happy with you
Those rays can't break DT on capital ships, which have like 40% damage reduction
So they can red out stuff but not grey it out, and capitals have enough DC teams to just fix it back up pretty quickly
Ahhh
Only way you kill a capital with MDs is critical events or killing all their DC teams (which, admittedly, they can do pretty well)
Yeah, I kept targetting big ships because they're easier to hit, and because my teammates usually have nothing that pens the armour
It can be helpful to keep a big pinned down with MDs, but in general they like to hit stuff you already have friends hitting, because if you turn the BB or Axford red it makes it a lot easier for friendly 450 AP to turn them grey
But escorts are even tastier because people bring escorts because they need them to cover a weakness, and you can expose that weakness very quickly with MD fire
So like target and blow up PD frigates?
PD frigates, jamming sprinters
It's why when we ambush with our Isakai Truck most of the first salvo goes into the escorts. and yeah
Even better if they've put their Bullseye on the escort
Killing the small stuff first is a good idea on a lot of fleets, MDs are just particularly effective at it
Raines usually get my focus when I'm running Ocellos, for example
Technically is all I need, I just need to be able to pos fire the drives after I hit a Vaux with a torp salvo to keep it down
And an escort whit out it's big ship is now a dedicated caper with a playerd full attention behind it.
After a torp hit 100mm AP should go into a Vauxhall easily as you have these nice holes in their armour to shoot through
True, but the holes aren't always in the right place
But it will pen from a fresh start too, just not at an angle
Yep, and sitting right above is a good place to pos fire from anyway against Vauxes
Keep out of elevation of their guns in case they have a microreactor
Oh yeah. I've played a lot of turret bulker vs Vauxhall engagements and Vauxhalls don't love being showered in 100mm AP. You do want access to plasma/250mm to be actually able to kill them but 100mm AP will put the hurt on them
Yeah, I don't really mind not being able to k-kill 'em, if my 250-point tug can knock it out and keep it immobilized there until someone else shows up (from either team), I'm fairly happy
I also have a couple MD monitors I can put to the task if needed
See the problem is all of these strats rely on teamwork and cooperation
I play pubs.
Fair
But also I can't rely on friendly pilot netters all the time, which is why I build fleets around the principle of 'can conceivably 1v1 3000 points of anything'
Which is doable with ANS with enough cheap-ish S3Hes
The problem is I'm not sure that really is a feasible build, since a more specialized fleet will win in its preferred engagement
If you want to win pubs what you really want is cap game thoguh
oh no c30s are 5 points more expensive than c53s
I do not have the points budget for this
Is that why everyone runs swarms?
one of the many reasons, such as them also being nigh impossible to kill
c53's do let you finish off axfords wich is nice
[Reply to:](#1164000873031151637 message) oh no c30s are 5 points more expensive than c53s
Swarms are also nice in that you are a lot less likely to lose your entire fleet
Whereas Axfords or Sollies you're a big priority target and once you've been targeted you don't get to play the video game any more
hell, not even axfords - vauxhalls also have the same problem
you can afford three at most
True, but they're pretty painfully slow at it with the new changes to them and tugs
True, though at least Vauxes are usually cruising more independently, so you won't just eat Gale strike 1 followed by Gale strike 2 to the other Axford
Hm. I have room for 600 100mm shells in my mag. Which two calibers do I take 250 of?
Thinking grape and AP
There was this old Pyramid 23 artical that talks about the exact point whare qulaity gets trumped by quinity and it's not much in most cases. having two thigns that do half as much as the big thing is worth about 1.3x roughly in the games they did the math on. granted thease were hex and chit games wich are only vagualy related to neb, but like a group of five corves will lose 1-2 ships to a container strike that would kill a BB
excellent content from the neb server
and grape and AP do give you the most coverage. HE is relay only anti-ifrig
[Reply to:](#1164000873031151637 message) Thinking grape and AP
my interruption jammer and Pyrope's extremely strange AMMs are bullying torp ocellos
Anyone down for some pubulous?
Alas, not today for me
the interruption jammer has been doing so much work at team support lately that I'm considering making a kind of standoff support frigate/tug and sticking a couple in my capfleets so they can also insure the real fleets against missiles
bellbird/dazzler or blanket/interruptor, plus a rack of bowling balls and S2H/weave S2s
For team support, could you put a hangup on a Sprinter and just have it hang out invisible comms jamming anything nearby?
Unfortunately I don't think you can track fire hangups on friendlies but even so the range seems nice
that just gave me an idea
Yeah Hangups don't work too well at defending their host ship, but you can use them to shield Interruptionless nearby allies
Excellent
'Cleric of Solomon' is a 'Raines' class Frigate that costs 630 points.
softkill frigate
with some very strange missiles that I will not go into just yet, since they're ungodly expensive
I don’t know what this is a reference to but I do like the frigate
K6BD frigates, for reasons that will become obvious once I actually test the tech on these to make sure it works
This is really an everything frigate
Shame you probably can't fit an ACA in there
Speaking of which, don't forget some sort of DC so you can flank and BSHORT
Also do you have the power budget for a Spyglass? The extra range on seeing missiles might be quite nice
'Defense Onion Soup' is a 'Sprinter' class Corvette that costs 307 points.
interruptor sprinter with well-fed defenders as a kinetic defense against incoming Containers and Pilums and the 250 to counter rockets and spammed S2s via destroying their common launch platforms.
Ah K6BD
Makes sense
It's always ridiculous to me that Raines only cost 25 points more than Sprinters
My first thought was some sort of insanely obscure double backflip biblical reference
(Though the value of Sprinters is in their speed and tiny sig ofc)
updated cleric has DC, 545pts with only six of each missile, which is very reasonable
My crazy expensive capping torp frigates are 650, so that is indeed a downright reasonsble price
well, it's only got 6 offensive S2H, they're just for shuttles
(The torp frigates can suplex an unsupported and poorly positioned lineship so it’s usually worth it)
Are those the only missiles it has?
no, it is at 7110/7100
magazine 10 kw doesn't count so it's perfect
and I like para here because the intent is that the Cleric is deployed a few KM behind a friendly task force
where it can burnthrough, offset scout, floodlight to counter jamming and support SAH, blanket and hangup for softkill and still have missiles it can fire to nail OSP small stuff
the Sacred Technique S2H are something I need to test, they're Strange AMMs
main downside to this thing is that it has no chaff, but you can always toss the floodlight
something very satisfying about the thing you do when you adapt someone else's fleet, where you go through and check all the missiles and maybe replace them with your equivalents so you know the exact quirks and the right names, rename some ships, fiddle with compartment arrangement and magazine/VLS loads
this thought brought to you by adapting some imported torpedo sprinters to work with the softkill frigates
That must've been hilariously bad before the AMM changes, when interception chance was based on relative speed
Adjusting the sprint stage so it never actually sprints
Can confirm this, I'd been meaning to build a support/cap fleet and your posted Cleric of Solomon build gave me the inspiration I was after for the support elements. Pretty sure I'll have ended up in a different space than you did
zero dc is uh intense
Mine is purely a first draft, the first change I might make is swapping floodlight for chaff and flares, but the idea is that is a one stop softkill ship for a fleet in front of it so we'll see if that's necessary. Floodlight is handy for counterjam.
I can definitely see the logic
So, I'm wondering now
Besides 'take a recon corvette', how exactly do you build and play a battleship?
I've had an idea to double up on whiplashes and use beams, but I don't know how viable that is
That or cannons, I'm not sure which
AIUI guns are the most meta for BB, sometimes with a beam in the rear slot for vaporizing flankers
beams are plenty good, I'd look at tom's build
generally you just fight stuff and try and not get got
Beam BB wants to be sneakier since it's got no range and is effectively a 5km radius instant win bubble if it doesn't get torpedoed,so ideally you ambush at least something.
My standard BB is 450 on the three forward-facing mounts, beam on the back
AIwhat?
As I Understand It
Ahh, got it
Fixed the DC in the slightly updated model, it was a mistake
@tulip vault can I have your latest gale MN fleet? I would like to test a couple of things with the softkill frigates against it
Fleet '3.0k - Mass Gales v4' is composed of 4 ships that cost 3000 points:
Mynydd Oer : 'Cargo Feeder' class Monitor [PD Missile]
Mynydd Marwol : 'Cargo Feeder' class Monitor [Ewar Missile]
Mynydd Fawr : 'Cargo Feeder' class Monitor [Ewar Missile]
Mynydd Dialgar : 'Cargo Feeder' class Monitor [Sensor Missile]
```This fleet uses 3 different missile types:
```yaml
SGM-132 Fflowlyn Block III : DIRECT - CMD - HE FRAG [4pts]
SGM-133 Fflowyn Block IV : DIRECT - CMD - HE FRAG [9pts]
SGM-218 Drudwy : DIRECT - SAH(RADAR)/HOJ(RADAR) - HE SHAPED [4pts]
I'd reccomend trying to softkill this fleet with the gales swapped to wake backups rather than HoJ as well
At that point I just need blankets and flares, I want to practice the pulloff micro
yeah
the one other thing I would see is if the frig can softkill missiles actually aimed at it
It's just good practice to kill the escorts ime
The idea is that it's 3-4km behind the fleet it's escorting
If the blanket is insufficient I'll drop the floodlight and get some chaff in there
OK, this thing is extremely annoying to test with enemy control on in the test range, will have to steal @tulip vault to test it properly
I'm actually around right now if you'd like
sure
testing conclusions: misc's secret technique is very effective, and I have made a new horrible gale fleet
SAH/CMD anyone?
I have now refitted the battleship I was just trying on you with six of the new missiles at the cost of five of those S2s and a few Activist Decoys
I was going to build a container liner with this setup
so it's only got 55, but that's probably fine
I still wish it could run jamming but it just doesn't have the power
and I'm not going down to two drives
I think my 12k fleet does run SAH/CMD just because I can guarantee everyone on my team is bringing illuminators
the reason they're called Relief is because they are inspired by a different famous sphere
excellent
Aaand that's game 14 
eight restores is dangerously low for a battleship but at this point I feel I really need that blanket
so 2 PCC it is
At least running out of restores is pretty far down the onion
8 feels like a reasonable amount
lost an ammo elevator for a scrier and amanged to shoehorn in a blanket
I think 3's a very respecatable amount
horrible abomination
regular amount of power
works with 4 ammo elevators but it has so much in softkill I almost feel it needs a scrier

I'm not sold on the correlated spyglass, but if it works it works
Yeah sure that's a normal number of track correlators
I love how it has every single drive too
it can't lock, so the correlators are not optional
You can't fit a bullseye on it?
a bullseye? with that power economy?
more to the point it's too damn expensive
spend less on track correlators
I meant with a downgraded radar and fewer track correlators
But if points are an issue then fair
OK. new version
only eight salvos of S2s rather than twelve
has stonewalls, intel instead of scrier, 4 AEs, 4 TCs, full softkill suite including a blanket and it's swapped the Activist Decoys for the S2H version so it can defend nearby teammates
4 TCs?? goodness
Fleet 'Backpack Battleship Intel' is composed of 1 ship which costs 3000 points:
Friendship Non-Proliferation Agreement : 'Solomon' class Battleship [Gun Missile PD EWar]
```This fleet uses 2 different missile types:
```yaml
SGM-200 One-Point Strike : DIRECT - CMD/HOJ(RADAR) - HE SHAPED [9pts]
SGM-H-267 SACRED TECHNIQUE - RELIEF : DIRECT - CMD - NONE [15pts]
this ship is probably just trying to do too much and should go back down to regular activist decoys to fill the missile mag up more, but I want to try it as the Super Frankenship
Obviously for SuperDuper Frankenship you should make it a 6k fleet with escorts
With a 4k solomon (or more?) as the backbone
Might be worth testing how much of a difference the second missile array makes
Without terminals I don't think there's much a 5-missile S2 strike breaks that a 3-missile one doesn't
(Though you lose a lower fraction to a single Grazer)
But I've no idea how weave changes that equation
5 is a good number for damage output, it reliably gets tugs
@wicked mirage I finally tried out your modified version of the Autumn of the Storm
I really feel the lack of FPAs
also the missiles are a little inconvenient to use - I want manual fire for the SSJ missiles, but I feel like the s2 AMMs want to be automatically fired. Just gonna hope that something gets implemented to fix that (either no programming time for track-fired defensives, or a manual-only fire doctrine).
That being said, having the s2 AMMs _ was_ a huge help against a rocket dump, and the auroras were pretty good at fending off some smaller volleys that had me worried.
I didn't really get any corssfix from the Autumn's pinard, but that was just a case of the map being Styx and I just kind of ran into the enemies.
I did miss having the restore for the Long Distant Road, and I think it wants a second jammer so it can truly just go invisible and run away. As much as I want to be able to fit a second bullseye in somewhere, it got caught out and drive killed pretty early. Also I'm scared for it not having a reinforced CIC D:
thanks for the fleet! fun to playtest other people's versions of stuff I'm familiar with.
(sorry for the giant wall of text, got excited to talk)
OK, I now have the intel version, that is a horrible abomination, and the non-intel version, which is actually quite smooth
downside, seven restores each
We run jammers on our gun soloman, and hug rocks so we can keep the enamy in the jamming cone and at 6-8 km. but we have not relay ahd a chance to test our recent updates
[Reply to:](#1164000873031151637 message) So, I'm wondering now
Besides 'take a recon corvette', how exactly do you build and play a battleshi…
slightly less horrible mutant
Fleet 'Backpack Battleship' is composed of 1 ship which costs 3000 points:
Friendship Non-Proliferation Agreement : 'Solomon' class Battleship [Gun Missile PD EWar Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-200 One-Point Strike : DIRECT - CMD/HOJ(RADAR) - HE SHAPED [9pts]
SGM-H-267 SACRED TECHNIQUE - RELIEF : DIRECT - CMD - NONE [15pts]
bullseye can switch freely with blanket depending on how scared of Tron you are at any given moment
Misc I'm going to time travel back two years and tell you that you will eventually be building solo 3000 point battleships
remember when you were the light cruiser commander
yeah, I used to be The CL Guy
back when everyone was arguing about whether to put three or four guns on the CL
I honestly got a little worried last boat night when I saw you were running CLs again
Huh, chaff + interruptor + bullseye on the other 3?
usually either Mace torpedoes or some kind of PD setup
none of the old instincts tell me how to treat rocket containers but once I realised it was "chaff, slide and have a chaff escort in front" it all fell into place
CLs have always been my "I don't know what else to play" fleet
Alrighty! Yeah I get you, it's definitely different from what you usually run lol
I hope you got some helpful information from playing it! And also had fun ^^
yeah!
New monitors can fit two DC complexes if you use the middle slots for berthings
Don't DCXs have compounding costs though?
I suppose if you want to make your brick really good at cap stalling
Oh I didn't realize the cost compounded
Yee, it's a bit of a shame but also otherwise lineships would get a bit silly
Yeah but you can go with DCX and Large Storage for the extra resotres and team.
if only roofguns weren't viciously ripped away from us
the funny thing is for MLS bulkers the new c53 is like slightly better just becouse of the price
I'd rather the bigger clip tbh
I found in my missile bulkers I still used the guns a lot
The price is nice but definitely not worth the halved damage
I found on a good game about 1/3 of the damage was guns and 2/3 gales for the gale liners
How does power work with Ammo Elevators? Does it only matter if they're powered when the reload cycle starts, or does it provide a modifier to how quickly the reload progresses?
I tried this and a beam got exactly the cic in the first second
<@&942093958551588904> And the stream is live! I'm hosting yet more NEBULOUS: Fleet Command viewer games on my channel below!
Anyone is free to join, so bring your fleets!
Wednesday Viewer Games! Join the discord to join the VC - type !discord in the chat!
Fleet '2x CL, Beam DD,Torp FFL' is composed of 4 ships that cost 3000 points:
Business of Ferrets : 'Vauxhall' class Light Cruiser [Gun Sensor Missile PD]
Scurry of Squirrels : 'Vauxhall' class Light Cruiser [Gun Sensor Missile PD]
Charm of Finches : 'Keystone' class Destroyer [Gun Beam]
Fancy Pigeon : 'Sprinter' class Corvette [Missile Sensor PD]
```This fleet uses 2 different missile types:
```yaml
SGM-H-302 Plan B : DIRECT - CMD - HEKP [25pts]
SGT-303 Plan C : DIRECT - CMD - HE SHAPED [10pts]
landmine beam, DD is a very good idea but I would drop the guns, give it a reinforced DC locker, some chaff and a defender
shove a scryer in that spyglass cruiser and get an interruptor jammer in there somehow because people are loving the CMD spam lately
otherwise, good cruising
hm, might just drop a Bullseye for the Interruptor
<@&942093958551588904> opening up the boat night channels a little early so I can wander off and make myself some grub
boats! boats! boats! boats! boats! boats! boats! boats!
nebus
oh no here's me who was relying on boat night opening at the usual time so I would have time to eat this grub I made haha
(I definitely still have time)
i uh cant show up today for the record. my PC refuses to hide the taskbar when i try to open neb and the reason for that is my OS files are somehow corrupted! so ive been trying to fix them for the past like 3 days lmao
rip
That sucks
is big raider, small yard drive whats typical for an ocello?
also waht amount of sandshot is good?
for 2 sarissas
2x whiplash 1x yard 🙂
become battlecruiser, become ungovernable
Fleet 'Deaf to All but the Song' is composed of 2 ships that cost 3000 points:
Ill-Starred Dive : 'Ocello' class Command Cruiser [Gun PD Sensor EWar]
Amplify Echo : 'Ocello' class Command Cruiser [Gun PD Sensor EWar]
```This fleet uses only one missile type:
```yaml
SGM-154 Balestra Block II : DIRECT - SAH(RADAR) - HE SHAPED [1pts]
lore accurate ANS vs. OSP matchup
@toxic scaffold
Thank you
this look good?
Fleet 'Ocellos' is composed of 2 ships that cost 3000 points:
Ill-Starred Dive : 'Ocello' class Command Cruiser [Gun PD Sensor EWar]
Gruff Cubit : 'Ocello' class Command Cruiser [Gun PD Sensor EWar]
```This fleet uses only one missile type:
```yaml
SGM-113 Jab : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
@sly glade did I knock out the CIC on your Ocello at the end there?
no, the reactor started overloading
@wicked mirage
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]
Fleet 'Keine lust' is composed of 3 ships that cost 3000 points:
Queen of Hunger : 'Solomon' class Battleship [Gun PD EWar Sensor]
Knave of Plenty : 'Sprinter' class Corvette [Gun PD]
Jack of Lack : 'Sprinter' class Corvette [Gun PD]
Fleet 'Ocellos' is composed of 2 ships that cost 3000 points:
Gutsy Vigil : 'Ocello' class Command Cruiser [Gun PD Sensor EWar]
Bandy Void : 'Ocello' class Command Cruiser [Gun PD Sensor EWar]
¯_(ツ)_/¯
My takeaway from this boat night is that I'm out of practice with Gale torps
The term for this is "foreshadowing"
oh no
do i need 2 blankets on ocellos?
cos i dont know how to fit in the extra ammo elevator otherwise
No, bringing Blankets on the Ocello is something that's mostly specific to me
I think even 1 is pretty nice
yeah i like the idea of at least 1
is it good to have a rapid?
ive got 30 points to play with
Fleet 'Ocellos' is composed of 1 ship which costs 1470 points:
Peppy Flag : 'Ocello' class Command Cruiser [Gun PD Sensor EWar]
yeah rapids are useful
im not sure what to fill the back bottom mount slot with, max 20 pts
Personally I would probably lose a reinforced for another Sarissa, but I am the greediest of players
id rather keep 4 restores
T20 isn't actually a ridiculous idea
you could put another dc on one but not the other I guess
450s can't kill sprinters, having something that can is nice
a thruster armour module is an option, maybe if the power works swapping down some reactors from boosted to normal and adding a micro reactor
We do like the anti light backpack, as you don't have to bowtank them wiht capitals
T20 might also be slightly less useless at PD since it can borrow Sarissa locks
can the models of bigger guns be shot through or are they like, actual things that can mask out other guns
Is that the backpack mount or the ventral? Assumed the Bullseye is on the back
They can be shot through I believe
I do find the mag is pretty tight on ocellos
for extra guns
but one t20 is not the most hungry
what do you need to pen frigates with for osp 100?
Grape can if they're not very angled IIRC
cos ive got 1 point hanging and im trying to decide between a point of 100 ap, 100 he, 100 he-hc, or sand
pretty sure 100mm comes in packs of 250 now
yeah
HE is probably best for frigates
ok
huh
looks good?
Fleet 'Ocellos' is composed of 1 ship which costs 1500 points:
Peppy Flag : 'Ocello' class Command Cruiser [Gun PD Sensor EWar]
I bring thrice that lol
yeah well you do 2 mags
But I also specifically fight capitals
450 he can still pen a solomon right?
In my one mag version I go 300/300
broad side but like that's not a postion you can always get
From the sides yes
but if your planing on just running from solomans then like you don't need as much AP but that's not always an option.
hrm. how quick would i be able to kill a keystone's beam with that t20 and ap?
one t20? I dunno 10 minutes
Fleet 'Ocellos' is composed of 1 ship which costs 1500 points:
Peppy Flag : 'Ocello' class Command Cruiser [Gun PD Sensor EWar]
looking good?
yeah looks preaty well rounded
Ok thanks all, that’s what I was going for
yeah that looks quite solid
these container types are getting out of hand
I am going to try segregating each kind of strike into its own bank and see if it hurts strike density much
if it doesn't you get the nice upside of being easy to assess for damage and repair
huh. it seems like bigger guns DO mask out smaller guns
but my ship isnt turning
i wish i could put the turret on a lil stand or smth
so it would point over the 450 on the bottom
You want an angle like this with ocellos to get all the guns to bare, and while it's not bow tanking it dose engage the romulan cloaking device
romulan cloaking device lol
I mean at the right angle your RCS drops to 1/3rd of bow on
so the CMD are for like
TRP shots
and then the regular cruise do regular cruise things?
... how many of these to a strike?
is this the dreaded 14 channel CLN
No, only 12, although pushing up to 14 is now affordable if you really need it
4 beehives and 8 warhead containers to a strike, I find it economises suitably on damage
Carrier has arrived
I guess a modder got tired of waiting
It looks playable but really rough
Yeesh, I hate to dunk but that is not a good looking ship
Glowing hangar bays are really not nebulous’ vibe
Shh, it matches the bridge windows
TBH I actually like the models, there’s just been reports of jank in the discussion thread
But I’m really impressed at how ambitious it is
Understandable that it’s rough lol
I mean, fair enough lol, Id just expect something more bsg-like from the real models
It’s so, so very jank
(Also giving the ANS a way to launch a lot of S3H at once is silly)
Im interested to see how it plays, but I have no access to the fleet command at the moment
How do these strike craft operate
so, you add a strike craft wing to your fleet like you would a ship, and then your carriers launch to strike craft to fill them up
its
weird but it works?
its nowhere near balanced
but its there! and i am suprised someone managed to pull it off
And their weapons?
torpedo bombers real 👁️
It’s
So weird and kinda nonfunctional but you can just give the ans strike craft s3h which is busted overpowered
Do CIWS and such currently engage strike craft, or is it just RPF's job
👁️
Yeah they get engaged by pd
They get shredded
I would not use this in an actual game it’s fucked and weird but hey! It’s there!
I’m astounded someone managed to pull this off!
Some example fleets from the dev for the carriers would be helpful
The same dev made a vanilla+ mod which, among other things, adds an ans command cruiser with a big long mount for s2 or s3 launchers
weird, i keep hearing the exact opposite issue
(that theyre super resilient to basically all PD)
Some of the ships get taken down then the pathing of the rest of the squadron gets weird
This is the first mod that I'm genuinely interested in trying, honestly
I long for the mines (Carrier fleet with double gun CL escort)
You might not be able to pull that off they’re pretty expensive
Strike craft S3H strikes me as generally inferior to just yubbing them unless you can use them to guide CMD seekers from a safe launch platform
Strike craft torpedoes strike me as far more dangerous, their primary limit is range
You can put a radar on strike craft so you can fish things out, and pd guns on em too so you can take out amms
... you're telling me I can have CAP with PD around my carrier with extra Defenders for anti-container work
I'm downloading this mod right now
but yes, what Misc said is my general read when it comes to why I was eyeing up S3T
For ans, it’s a single torpedo tube, defender, auora, or a radar that can’t lock
carrier with 2x bomber 1x interceptor 1x CAP flights and unit-organic AWACS...
also, on the subject of vanilla+, this is terrifying
Yeah
Lmk what you cook up tho
At the moment, I'm tied up in "design an air-launched torpedo," but my current plans are "carrier, 2x9 torpedo groups with eight cmd/wake torpedoes and one radar, 1x3 interceptor group with all defenders"
ideally I also fit a gun CL in, but that's entirely dependent on cost - a proper fleet carrier is base 1500
actually, @wary flame what's the current state of the art on ANS torpedo seekers anyway
I think it's 8/6 engine-warhead, cmd/???
I use almost exclusively 2800-ish damage 4.8km range CMD/Wake torpedoes with corkscrew, because it seems to work fine as a standard model and is extremely defender-resistant
Depending on launch platform I have similar models with Act/[CMD] (fired from spyglass or EWR ships with tracks too bad to use regular CMD) and Arad/Act (launched from capvettes and tugs that may not live long enough to properly guide a CMD strike)
Strike craft radars can't lock, but an organic in-group radar should provide a good enough track for CMD primary
If it doesn't, try Act/[CMD] on ACCEPT, that way it still has some kind of guidance if you lose the radar and can find its own targets and check against the track number to validate rather than using datalink targeting data that might suck
I've also seen CMD/Arad purely as a countermeasure against the launch platform being jammed too hard to find tracks
Most jamming is tug-based, yeah? Don't really want my air-launched torpedoes going for those guys
Also common on MN squadrons or Ocellos, but it varies
I wonder if strike craft get liquefied by grazer shuttles due to the instant damage pulse
Almost definitely, but we'll have to test it
OSP PD seems to be primarily Grazer-, Aurora-, and Sarissa-based last I checked, so realistically I'm designing torpedoes that avoid the first two
Sarissas are something my planes have to dodge, and by that I mean "I have to find enough rocks to put between me and the AA railguns"
Planes may be agile enough to sarissa weave
OSP PD has shifted largely to AMMs once people figured out how to build them, which don't really trouble torpedoes at all, but to be fair neither does almost anything else.
I have no clue what price point the smaller carriers are supposed to be
Bah humbug, escort carriers are fake
There are only fleet carriers
speaking of, is it appropriate to be so committed to the vibes that every PD gun on the carrier is a Stonewall
The fleet carriers definitely look designed to be 3k ships once you factor in the cost of the fighters
My standard ANS PD toolkit is chaff, flares, 8+ active decoys, 1-2 defenders and a bit of flak these days
Since a carrier is basically a cruise missile platform it can probably forego the interruptor, and defender CAP handles that
20mm cap you can fly towards incoming container strikes might just delete them from the game, since ideally they'll intercept before decoy deployment
It's going to be a micro and offset spotter war, I think.
Container liners finding approach vectors that avoid the CAP flight, carriers locking down approach vectors while swapping between their attack flights and CAP
The fact that I can't defend myself against shuttles is going to be Interesting, if that's how the points shake out, but there's probably a roofgun-equivalent mount somewhere
oh, i played around with that mod some the other day
big fan of that creator's work, but the Carrier mod's definitely janky (affectionate)
Or you just keep one wing hanging about with PD and anti-shuttle torps and hope for the best
Esp since the hull currently has cranked DR it can take some fire and keep going
Yeah, we'll see if that ends up being viable in the attack scheme I have set - ideally, I'm going to want something like ~20 torpedoes for my outbound flights to be competitive by output
(Probably to be nerfed)
i was messing around with the command cruiser a bit
hey you want a yub ship that can also take a 450 turret?
It’s hilarious
It can take 160 s2s just on the big mounts
Also uh, can someone post the file for activest decoy?
yeah, the Typhon's very fun
this is the one I use, you can remove Cold Gas Bottle if you want to save a point.
SGM-299 Activer Decoy is a size 2 missile that costs 8 points.
thanks
can an interruption jammer jam out CMD missiles?
cr75?
@wary flame current air-launched torpedo draft
SGT-360 Kaladanda is a size 3 missile that costs 10 points.
(hot launch, since it doesn't say)
I admit, I'm not completely sure about just flat-out abandoning Maneuverability on the triangle, but I'm not sure if an aerial torpedo needs it
You still need maneuver for weave
Yeah, thus the issue.
And for how the missiles just spawn wherever the SC was at the instant they fired
it seems like you're supposed to use a 3 fighter formation with the escort carrier and a 9 fighter formation with the full carrier. no clue about OSP
hm.
Maybe I can just dump range since I'm using planes...
But I don't want to get the planes shredded by PD
My current standard torp is the SGT-366 Gom Jabbar, so named because I based it on something called the Crysknife, it's in this thread somewhere but search does not want to work today
bigger, more powerful antenna.
Ocello has a cr70 which gets through interruptor at close range, the full big cr75 is alliance (and therefore +ocello) only
ah ok
This is a really long-ranged torp, don't you just need enough range to keep the strike craft outside their PD envelope?
i wonder if hazel will read this
Fleet '2 Escort Carriers' is composed of 4 ships that cost 3000 points:
All Royal : 'Vauxhall' class Light Cruiser [Gun PD]
Blown Fluff : 'Vauxhall' class Light Cruiser [Gun PD]
Dyed Metal : Skate []
Clear Ploy : ANS 3 Craft Formation []
```This fleet uses 2 different missile types:
```yaml
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGT-313 Javelin : DIRECT - CMD - HE SHAPED [12pts]
Mods required:
huh, thats cool
yeah hazel does still show the compartments that are on the ship even if it doesnt have the hull data to know what the empty ones are supposed to be
That's what I'm not sure of, with respect to what is the PD envelope of OSP
3k ish?
The most I can recall is something - yeah
dont quote me on that
yeah
AMM range is the big unknown there (assuming they target strike craft). 20mm and flak is the same for both factions at ~2km. So you are dodging auroras at 3k
Gotcha.
also strange: I can put 27 torpedoes on 9 strike craft
Does that mean they carry three each, or do I need to go back to the carrier for reloads or something?
Hm.
Oh wait LMAO
Hangars on a fleet carrier don't give you offensive capacity, you need the ceremonial arming missile for now
Missile channels are how many fighters you can launch at a time
Strike craft are constantly evasive/dodging, so Sarissas will target but basically can't hit them
- PD shreds strike craft
- my defenders on my Ocellos do fantastic work vs. torpedoes
Yeah, I'm at 18 strike craft using 16 12pt torpedoes for each of two squadrons of 9 (eight shooters, one radar), carrier as empty as you can possibly get it for modules, and that's already 2790pts
I will say, 32 torpedoes effective is damn good for a 3k fleet, but at that point you shouldn't be able to carry up to 54 planes
It's led to a very funny situation, though
Which is that I only need 27 planes, so I drop one hangar and replace it with a triple 450mm
I am now an IPS-N Greenland
Thing is idk what to really put for modules since nothing buffs planes
Programming channels
You don’t need more programming channels to have more planes out
How do you get more planes out at a time, then?
Because launching one at a time is very eh.
Tempted to just build for 4k-6k or something
This probably means you need to up their maneuvering, torps should be able to break kinetic PD with few losses
I have about 3.5k range at 200m/s IIRC
This mod is only 2 days old so
Ah, I see. Mine are much faster, so I assume they might've given up too much maneuver
30 points for one tube is kind of a lot
Yeah, you want to spend a couple points on maneuver, it will do a lot more than the speed will against most PD
An MLS-3 costs 30 points and only launches two at a time, being able to launch remotely seems worth the extra price
seems balanced with current conl to me
but, it feels weird to not like, fill the ship out yaknow
oh, 100%
Interesting, plane squadrons fill out from the bottom up
(and, despite counting as missiles, they don't actually get buffed by channels)
alright, so:
- the best air-launched torpedo is apparently max maneuverability, outside of 2k range, slingshot them in and run
- the plane behavior is too incredibly jank right now to get good torpedo runs against optimized PD
(the planes end up desyncing (??) or something and rubberbanding around, so you lose part of your squadron and your launches end up not working)
Kind of sad. But I got one (1) actual, honest to god torpedo hit in on a double Ocello close formation and I'm counting that as a success
I think I’d rather wait till the official carriers come out but yeah
yeah the Manta is way too expensive
most of the reason for that, afaik (although it was mostly a coincidence of errors) is that they have fucking 50% DR and hilariously closely packed compartments
colepercy is allegedly going to
fix that
at somepoint
hopefully
Honestly all the carrier mod does for me is make me interested in what Mazer will do with the ability to meaningfully change game systems
And we're live with yet more weekly viewer games in NEBULOUS: Fleet Command! Anyone is free to join, so bring your own fleet!
https://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
Hii hi, are peoples still playing??
whipped smoething up rq with the battlecruiser, no clue how balaned the vanilla+ mod is
Fleet '450 BC + Missile Frigates' is composed of 3 ships that cost 3000 points:
About Keep : Constantine []
Ashen Chant : 'Raines' class Frigate [PD Missile]
Pagan Grant : 'Raines' class Frigate [PD Missile]
```This fleet uses 3 different missile types:
```yaml
SGM-110 Block : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-299 Activer Decoy : DIRECT - SAH(RADAR) - NONE [8pts]
SGM-H-216 Stairs With not Enough Head Room : CRUISE - ACT(RADAR)/PSV(WAKE) - HE SHAPED [11pts]
Mods required:
Not sure if anything in the mod changes this, but generally speaking spyglass tracks need more than a single TC to be good enough to fire on unlocked. At which point I probably wouldn't bother with the first TC unless I was committing harder.
Double basic drives offer no benefits outside of redundancy so you might be better off shaking loose the points to run something fancier
okay
yeah i really didnt know what to do with the two drives there
If you don't know what you want dragon/whip generally produces better all round performance than twin stock drives.
ok
new carrierulous patch just dropped
cole didn’t announce it much but
What did it do?
well a bunch of things
but most relevantly to that line of discussion:
manta is actually sane now
beautiful
Is there a patch notes anywhere?
no lmao
hence "cole didnt announce it very much"
also included in the patch:
- the normals got fixed (which im partially responsible for xP) so they dont look Weirdly Shaded™️ now
- C4 "secondary hangars" for capship backpacks with 3 fighters each
- apparently OSP fighters got their stats tweaked to be less prone to Not Being Able To Shoot (with word that AGM is actively working on fixing the actual kinematics)
- OSP fighters also got a torp tube of their own
no carrying a three-fighter scout squadron on a vauxhall, it's so joever.
oh also they got their durability tweaked
(and by "tweaked" both factions' fighters went down to 140 HP, from 200 for the remora and apparently fucking 500 for the breaker)
breaker got armor so it can bounce flak tho
general word seemed to be that they were way too hard to kill so
Have people been able to make them successful on offense, though?
oh no you can put a secondary hangar on a typhon...
The fighters are great missile interceptors, I've had a devil of a time with getting torp squadrons through good PD
you can have 3 scout ships on that monster of a yub cruiser
....
realization:
fighters with a torp tube are just S4H
unrelated: cant wait for us to do a gimmick fight night w the carrier mod and pyrope whips out a 450 Manta or a plane axford (and then does really well with them)
honestly, I'd do FPA + ereg beam Manta with nothing but fighters
... that... might actually be a genuinely decent idea
go looking for the carrier
find the carrier
"HAHA im gonna kill the carrier"
it beams you
probably more relevant once like
carriers restocking their fighters becomes a thing
but yea the most noticeable thing for me at least is
before normal map fix
after normal map fix
yes theyre difft colors but
I run a beam on my Manta instead of a second hangar for cost reasons, it's probably a genuinely decent idea
well the hull is now only 1000 so
(and im ngl this is probably shitty of me bc i came at him outta the blue but im weirdly kinda proud of the fact that that got fixed, cuz i suggested the thing that fixed it)
(cuz i Noticed That It Was Weird and made the connection to smth i noticed in my own modding endeavors and it turned out to be the thing i thought it was, so i Did The Helpy Thing, And It Actually Helped for once, and putting in the effort to overcome the anxiety actually paid off for once)
yea
To get 2x9 shooters and 1x3 CAP into 3k, I'm still having to leave space empty in the ship
Glad to hear it!
in case you get yubbed
I will never get yubbed (CAP flight + 4x Stonewall + 2x Defender)
fair
I'm personally not super big on playing random mods, its just a lot of work to learn and test for each one
Oh, 100% agreed, I'm just really into this because Carriers
yeah were not doing this for boat night
(It also turns out, as I test this more, that the X-factor for effective torpedo hits is having a good lock)
(the radar on the planes themselves is really stupendously bad for CMD missiles, I'll probably go to Act/Wake)
or EO
:devious:
Fleet 'CC + Scouts' is composed of 4 ships that cost 3000 points:
Straw Black : Typhon []
Boggy Bore : ANS 1 Craft Formation []
Fore Sixth : ANS 1 Craft Formation []
Brag Hop : ANS 1 Craft Formation []
```This fleet uses 2 different missile types:
```yaml
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-H-216 Stairs With not Enough Head Room : CRUISE - ACT(RADAR)/PSV(WAKE) - HE SHAPED [11pts]
Mods required:
144 stairs
the DUBIOUS little CREATURE
although the single fighter flights dont seem to path well
40 points per
and they go 200m/s
since the body itself is 10 points
absolutely deranged
right
Is there any way to hotkey Remora launches so I don't need to keep doing them one at a time
Having dealt with this problem hitting shuttles with frontline tracks, I suggest command validated active radar
Frankly this just makes me hope to all that is holy that Mazer makes real SC unable to cap (and similar actions)
CVAR doesn't get chaffed or active decoyed and as long as your ships and fighters have the track at all the validator will approve the much better track generated by the act seeker
depends on the plan and specifics but yea usually not
the plan here, given the context,
is "drop them at like 2km from the enemy's face with a bunch of fighters"
which might well be faster than the torpedoes
It's better than wake val for close range torping, you can't reliably get rear arc there and on accept it's still a missile if your ship loses track
or more likely gets deleted
Wait can strike craft cap things?
gentleperson's agreement not to have SC used as capping tools, ha
no they literally cant
(source: i tried to during early testing. it didnt work, lmao)
Ok that’s good
The remoras don’t have radar unless you give them the radar mount right?
Yep
Ok yeah
Fleet 'NG Wheel' is composed of 4 ships that cost 3000 points:
Sickle of Night : Skate []
Crown of Slander : 'Vauxhall' class Light Cruiser [Gun Sensor PD]
Sickle-A : ANS 9 Craft Formation []
Sickle-B : ANS 9 Craft Formation []
```This fleet uses only one missile type:
```yaml
SGT-360 Kaladanda Block II : DIRECT - CMD - HE SHAPED [13pts]
Mods required:
2km corkscrew cmd-only missiles, because you have two AWACS + bullseye/parallax vauxhall + 4x TC spyglass backing you up
at the moment the only thing that's really holding back this version is the inexplicable strike craft rubberbanding behavior, I think. Might be something wrong with the missiles still.
@wary flame How many Gs of turn rate do you find containers need nowadays?
I very recently had to up the agi on mine, I haven't found a sweet spot yet
let me check what it's at now
currently at 7.4G acceleration, 1.6G turn rate
with relatively small warheads, 3800 to 4800 damage
Oh, those must be going faster than I have these ones set to
235 to 240, standardised 20500m range
I can definitely bump up some speed then, I had these at 205, 24km but seems like that was overcautious
24km range would be nice, but is generally not vital
unless you're really invested in striking hostile natural caps early on
my god OSP capfleets get lots of ships
I can fit two acaps, three rocket shuttles, four MMTs with full missile complement and a torp MN fully kitted out with DCX
It’s really nice, yeah
It’s made it so difficult to build pure cap fleets on ANS for me
Especially because of just how crazy good rockets are at slapping small ships
Today's discovery: You can have missiles with the same apparent name in the editor if you add whitespace to the end of their names. However, if you save a fleet that has this set up, it will (silently) strip the whitespace from the end, meaning you'll have a bunch of identical MissileTemplates in the .fleet file. Needless to say, loading that fleet will cause Problems
(Thankfully, it's not too hard to fix that manually in the xml)
Alternatively, name them all different orderings of “pepper popper piper pupper”
Distinct combinations of common English words that you will mess up, especially spoken aloud
spent a good while messing around with torps
a basic good softkill suite is annoyingly hard to beat for osp
I'm a big fan of gale torps on OSP, at torp ranges it's real hard to chaff them
And the short range also means you don't need many illums to break jamming
(My tugs run ACT[WAKE] instead but that's because I'm already overtaxed for micro on that fleet)
I did some testing and you do need a decent few
illums
I found 3 struggled 4 comfortably beat 2 blankets
at ~3.8km
its not as clean as I was hoping tbh
Huh, against what target? Guess my success with them has been due to the illum jamming bug and/or the fact that I usually have a couple illums for redundancy plus better coverage
(And a shorter launch range)
I see my team will have a wonderful game this time
What's the issue there, the EWR?
EWR takes power, power means small salvos
It might well have a normal radar as well, given the presence of PD
Though smaller salvos are probably more viable now that decoy count doesn't depend on salvo size
At least you can still get hits with them now, you're just going to do less damage
EWR also costs lots of points and means it has to be in line of sight of the enemy to do anything with it, while emitting
throwing missiles at ELINT tracks labelled "early warning" is common anyway, this thing is no better protected against proper hybrids than an elint tug would be and far too expensive to risk
in the event, it sat perfectly still behind a rock on Tumbleweed missing container strikes on a beam battleship until it sailed around the corner and killed it before the ten minute mark
we still absolutely wrecked them because they had a solomon, two 2.5k S2H axfords and a beamstone squadron, and all their small ships were immediately eaten by my dedicated capfleet
we love to see a beam battleship winning
we killed everything on their team apart from one very lost beam destroyer and the beam BB, which went completely uncontested as it flew from point to point beaming the odd shuttle of mine and swearing as the MMT I had tailing it recapped anything it left within two minutes
The question is did you order a shuttle to orbit it at 6k
I did not, although it did beam a couple of shuttles I was not properly watching
it was Tumbleweed, I'm not sure you can fly a 6k orbit anywhere on that map
True
MMTs are multi-mission tugs, ye?
yeah, which I need practice in using because I forget they have delicious jam
Huh, I hadn't realized how easy it is to fit 14 channels in a ConL now
One JRR and one PCC does it
I currently use 12, since pumping the channels adds to damage more than pen now, but it's very doable
Clearly the decision should be based on how many decoy boxes per salvo you have
If you use 4 per salvo, bring 12 channels, so you can fit exactly 3 salvos of explosives in a rack. If you use 2 per, bring 14, so you get exactly 2 salvos per rack
my current CLN is actually going dual seeker with a decoy module in each container, like old times
want to test it out since I get more shots that way
7 salvoes conventional, 2 salvoes mixed CMD, 16 rocket containers on the side
I should probably bring rocket containers, they're just so vulnerable to softkill though
And expensive while they're at it
we are reaching new frontiers of beeftank MN technology
yep
also only 10pts each
filling my ship with fusion bombs because they come with armour is very funny
Is the DT on the reactors really worth the crit chance?
I suppose if the rest of the ship is full of DCX and RDCs
Oh I'd thought this was seen in the wild lol
Civilian reactors have a lowish crit chance right?
I think it's the standard 5%
the curse of being 60pts over in a list, just too many to make it up with judicious ammo squeezing
Buff module squeezing then?
that or just tearing the jammer off my MMT, which is probably sensible
Ah yeah the part you said you forget to use
Rock is best jammer, and rock is free
not on abyssal
there the biggest rocks cost 2.5k+ points
Pretty sure A) you can get cheaper BBs than that and B) BBs don't mask radars
no but they mask shots
That's not jamming!
but it is a rock
BB is EWAR because people pay more attention to it than the other ships
I like these missiles on a DD named Winnie The Pooh
excellent
<@&942093958551588904> Devlog time https://www.youtube.com/watch?v=z_reZOXAd4U
Phase 3 of Conquest development is almost complete, and this devlog covers team traits, officer mechanics, fuel consumption, scoring, and some conquest-specific changes to the skirmish battles.
Conquest Concept Document: https://docs.google.com/document/d/1Pv0jSMwneQzJ_7o2vx0QB_NSVup5N-t_N6TvlLCcICs/edit
Officer portrait art by ShieldMade: htt...
ooooooh
What's the sitrep?
Space HR is now a thing for conquest mode
Also we would disagre with mazer on weth or not ships in neb can be an anonnymous swarm
||I kinda wish in retreat phase on top of abandoning retreat you have an option to surrender and then the enemy captures your officers and ships and then your officers become POWs and you can try to get them back later instead of them getting destroyed||
||but id assume that wasnt in the original plan so whatever||
pretty sure you could just evacuate, right?
space hr is extremely my shit
in the concept document, it mentioned officer interrogation being one of the ways you can get intel on the opponent
so I assume there will be capture of officers eventually
Ok
@wicked mirage @noble zodiac I have a sneaking suspicion one or both of you may have featured in this devlog
im fairly certain that was pyrope
i wound up team captain in one test but i slept through the second session of that game and the second test pyrope was captain
amusingly, im pretty sure both of those games resulted in a RWBY logo on Team Atlas
In addition to abandoned retreat, I suspect a portion of the loser's lifepods might end up recovered by the enemy
Also yeah it's funny that two very-prominent Neb players are both big RWBY fans to the point of RWBY-theming their fleets
Meanwhile yes the officer stuff is cool but I wanna see the logi boats
hehe ^^ It was me since I the "captain" of my team during that test!
I got a new RWBY emblem btw!
Old vs New
My takeaway is that OSP can now stick an admiral in the Box of Nerds
... do war crimes add or subtract from your score?
Ooh, that's clean
The scoreboard does not say
Subtract, war crime bad
Heavy penalties specifically to prevent people from shooting life pods
yeah
I suppose that then leads to the question of "why would you want to"
because right now that's just wasting time and ammo
To kill officers
If you really really want to kill a specific officer and don't mind getting hit the penalties to do so xD it's a trade off.
I am curious if shooting pods that haven't been identified counts
Since if so that gives incentive to bring intel and be a bit more careful when shooting unidentified tracks
Pods ID quickly, but not instantly
Interesting, since I don't think you can tell who's in what life pod - so you end up sitting someone with RPF around a corpse doing nothing on terminal interdiction and accruing a metric ton of war crime penalties for ????? reason
Basically War Score represents things like PR and political clout, so it stands to reason that even if you don't know it's a lifepod destroying it still nets you penalties.
I would imagine Intel will cover that eventually™️ though I cannot confirm or deny anything.
It's interesting that Task Forces are apparently any group of 4 or more ships