#Nebulous: Fleet Command
1 messages · Page 6 of 1
It'll kinda suck tho if you're RPFing a shuttle and don't even notice the pods launch
Ah, yeah that is a potential concern xD
I actually really like that, having to be careful with what you're shooting 250mm of high explosives at feels very in-theme
Task Force 4 Autumns
You can zoom in and see if you hear alarms, if you do it means the ship is dead and about to release lifepods.
I still have no idea what the evac alarm sounds like vs the other alarms lol
Roll the dice: Is the fleet you're facing about to be four shuttles or four ConLs? You may never know
Space oil is my means of checking
Is that the end product of rory's work?
YEAH!~
While I doubt this will happen, I wish they would change it so ships broadcast an evac signal (i.e. changed their intel status to "Evacuated") before they actually started podding - say, 30 seconds before (it's 1 minute between ship getting killed and pods IIRC, so that would be right in the middle)
Very much worth learning. Knowing when a ship is dead sooner is very helpful
Sweet. He did a good job
Checking for smoke/alarms is one of those micro taxes that Neb is mostly good at avoiding
But I know that removing it completely will never happen because of the playerbase, so making it less critical at least would be nice
Oh also I get why you don't wanna just have your tenders automatically withdraw, but I still don't know what'll discourage "okay everyone withdraw" when it's not a fight you wanted to have in the first place
I'm sure there will be changes to ensure QoL, we definitely don't want people to accidentally kill lifepods too much because that would be frustrating and not good gameplay.
That's... a discussion that's being had xD Conquest is still early in development.
Could have it only work if they have a functional antenna as well
Heh, yeah I figured
Also I didn't know that podding was a whole minute after, that means waiting for pods is potentially a lot of wasted fire
Yeah, it takes a while
I can't comment on specifics, but yeah I at least think that trapping an enemy fleet into a disadvantaged battle should be rewarding, but also not overly crushing for the team that got trapped either.
something something balance
happy middle grounds etc
Could be something like a fuel cost to withdrawing that goes down over time
Or goes down with total score acquired would be better
So if you withdraw without capping a single point you're losing a lot of fuel, but if it's been a back and forth battle where each point has changed hands twice but now they've pushed you back and there's no chance to retake, you can withdraw for free
I'm meanwhile imagining a different paradigm where enemy ships that get close can prevent a clean retreat so you at least have to fight the fast ones off
I forget, what are the rules for the tug-of-war mode?
if you have more points than your opponent, you get score?
i kinda want to play a game with carriers and vanilla+ to see how stuplidly fuckbusted it is
Yep, score change is based on difference in points held. In Skirmish it tends to become annihilation but should work a lot better in Conquest
in the concept document, it says that retreating from a defensive battle without killing any enemy ships will double the victory point losses from that battle - fight or face dishonour
Ah I see
in offensive battles, it's not an issue because you wouldn't be in the battle if you didn't want it to happen
Makes sense, though I'm imagining this incentivizes yubbing one thing before you skedaddle
And thus the enemy force wanting to play cautious and prevent a yub death without at least inflicting damage themselves
Control:
both teams start with 0% points
Team A holds 3 caps, Team B holds 2 caps = Team A accrues 6 points per tick, Team B accrues 4 points per tick
Team A holds 4 caps, Team B holds 1 caps = Team A accrues 8 points per tick, Team B accrues 2 points per tick
Tug of War:
both teams start with 50% points
Team A holds 3 caps, Team B holds 2 caps = Team A accrues 2 points per tick, Team B decays 2 points per tick
Team A holds 4 caps, Team B holds 1 caps = Team A accrues 6 points per tick, Team B decays 6 points per tick
effectively, in Control, an early lead can spiral into a victory because you can hold on to a single cap and still inch over the finish line, but in Tug of War, to win, you have to hold a majority of the caps until the end
testing against a bb with disco, 2 blankets, 2 chaff/flare launchers facing up + down, active decoys and the meme missile firing torps at about 3.8km range, with various illum counts
Mathematically, it's like playing control and you win with a 500-pt lead instead of a 1000-pt threshhold
ah
Tug of War puts time pressure on the team that holds a minority of the map, without making the whole battle revolve around the cap points to the exclusion of good positioning and other strategic considerations
Definitely, we will see how it plays when balance testing starts. A lot will depend on how easy or hard it is to manufacture new missiles to resupply
four shuttles would be considerably more dangerous
oof
three conLs and one shuttle becomes a terrifying monstrosity but four conLs is a piñata
because none of them have radar
I want to be set loose on conquest purely to design awful container liner carrier strike groups
carrier strike group vs. 20 vauxhalls
... come to think of it, are we ever getting sub equivalents
torpedo MN
fat, slow, can't take a hit fom any missiles because it has no PD, hits like a truck, ambush dependent
fairly cheap
assert dominance over the Solomon
IDK, they could have radar if they have 40 containers of throw rate instead of 56
You could get 52 plus a radar fairly easily
just pray your radar conl doesn't get popped
drawing straws for who has to play the radar conl again
you think you're getting multiple container liner designs?
you'll take the radar container liner and you'll accept it
You could probably go 12 channels and an EWR
of course we'll need at least 2 battleship designs though, one for beam and one for cannons
Taking up design resources with the Vauxhall that's nothing but six torpedo turrets as we speak
Then thequstion of wich kind of Gun BB gets made, is it in the patern of the Sunray, on of pyropes nightmares, or the Queen of Hunger.
All my EWAR gone
come to think of it, most of my usual designs are very cursed for Conquest
the Uncomfortably Little DC battlecruiser Ocellos, the Kitakami Vauxhall, the beam BB...
Capitals will also be running on fewer compartment slots due to Flags and likely an extra magazine. It's going to be interesting to see how the designs shift when we aren't optimising to limp over 1000 points of control
Well, flags don't have to be in capitals - there's a reason I mentioned the Box of Nerds (unarmed Monitor with an intel center that sits in the backline)
Will be curious if there's any incentive to fighting with your flag - hopefully there will be
Extra mags will also depend somewhat on the withdrawal costs, but I imagine you're right about them being more common
It's a lot easier to get them in Ocellos and Axfords if you're not squishing up against the 1500 point line, and being able to put down a crippled Sollie for good is very worth the cost
the most likely flag spot for ANS is probably going to be a yub axford or raines
I think putting it on a Raines is rather risky, they're already priority targets
Sure, but how often do they get engaged until the game's already a lost cause?
Depends on how many MMTs OSP has
Fair.
Time to roll out the prowler-drive 4-PD intel/flag-room raines
if not that would be funny, double prowler sprinter on the floor of the map
Or a beam so you can give anyone who tries to hunt you down a nasty surprise
please help my ensign, they're running out of points to build their fleet. Here is their flak budget:
yikes
Okay, the largest compartment on Axford is a 6x1x8, Vauxhall or Keystone both have one this size, Raines does not
can frigates benfit from having restores or do you just run 1 rapid on em
They can, personally I don't
I like having 1 because I'll often lose drive or reactor
214 points, for anyone curious
213, right?
I don't think its super worthwhile to have restores on them, I tend to find the frigate once it starts taking real hits tends to die or be broken past one restore
Are Activest Decoys supposed to be ~14pts?
213 1/3, it rounds up
They should only be like 8 IIRC
7 or 8
If I drop down to regular SSJ instead of BSSJ it's 9, hm
BSSJ is much worse for this case
Hm. I thought you fired it off like a usual AMM
So no defensive behavior either, I take it, you just dump it out somewhere
You do, but you want it to just pass by the incoming salvo and draw them off
you do need it to be marked defensive to skip programming
If it has a seeker it will home in and destroy itself
You do, but without a seeker it just dumbfires in the vague direction of the incoming missiles
here's my version
Ah, I see.
i wish there was a way to mark an amm as manual fire only in the missile designer
Targeting behavior 3+ only, or 2+?
you only want to shoot them at ARAD or HOJ
so i guess you can just set 1 2 and 3 to red
Set it with no targets. Prio marked missiles still get AMMs that don't match on size
same :(
I made a suggestion on the neb server for exactly that
You can launch them at ACT as a jammer too, though they will likely return to target
now, dare I risk a beam BB with only two beams + the fore CLS mount (I do not have anywhere else to put a launcher for S2s)
you can just set 1 2 and 3 to red
Why not three beams and VLS on the C4?
Why not just do a S3 bowling ball then?
Bowling ball?
Activest Decoy
... you know, fair point
Jesus, that's actually much less expensive than the S2 version.
S3 decoy with max maneuverability + cold gas + no seeker, no warhead is 4pts
update: forgot to install the jammer
I think you forgot the SSJ
10pts
You could probably drop the maneuver to save a few points
I think you want burn time more than anything else
175 m/s for 7.4km at 18.9/2.5g is 8pts
i feel like the carriers mod needs more time in the oven. however, ive found the hulls that got added in vanilla+ interesting so i made a BC and a CC fleet. vanilla+ is still kinda silly imo since it adds smol beam turrets that can go on a vaux which is. terrifying
Fleet 'BC + Escort Frigates' is composed of 3 ships that cost 3000 points:
Bone Pack : Constantine []
Gusty Armor : 'Raines' class Frigate [PD Missile]
Bold Data : '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:
Fleet 'CC + Scouts' is composed of 1 ship which costs 3000 points:
Straw Black : Typhon []
```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:
mostly throwing in the activer decoys since i wanna use em :)
what do regular 4 point active decoys work on?
Well they cost 8 points now. They bait ACT and ARAD seekers and SAH if they are illuminated
(and pass the validation for all of the above)
oh fair
does having chaff and then just using activer decoys for ARAD and HOJ if you have an s2 launcher better then? since theyre 8 points too
Seems to be a common setup at the moment. If you already want an S2 launcher the costs are pretty close
SSJ decoys trigger ARAD seekers at jamming ranges which can mess up decoys and sprint stages.
Active decoys can't be avoided by ACT[ARAD] seekers like the SSJ AMMs
vaguely contemplating this as a battleship fleet for the modern state of neb, as loath as I am to walk into anywhere with just a mere six torpedoes
Fleet 'NG 2 Magician' is composed of 2 ships that cost 3000 points:
Mirror of Days : 'Solomon' class Battleship [Beam PD Missile Sensor]
Shield of Morning : 'Raines' class Frigate [Gun EWar]
```This fleet uses 2 different missile types:
```yaml
SGT-351 Ascalon : DIRECT - CMD - HE SHAPED [25pts]
SGT-370 False Idol : DIRECT - NONE - NONE [8pts]
disregard stonewall, obtain interrupt jammer
and way more softkill
can also remove three of the rapid DC lockers and take Aux Steerings instead, they absorb damage like nothing else
they do different jobs
but you can afford to pare back on the flak, stonewalls to rebounds
swap one for the interrupt
I generally go with 10 or so act decoys and 20+ chaff
I assume no flares anymore?
Can't really remember when I last saw an OSP wake missile anyway
maybe take half a dozen
Fleet 'NG 2 Magician' is composed of 2 ships that cost 3000 points:
Mirror of Days : 'Solomon' class Battleship [Beam Missile PD EWar Sensor]
Shield of Morning : 'Raines' class Frigate [Gun EWar]
```This fleet uses 2 different missile types:
```yaml
SGM-270 False Idol : DIRECT - NONE - NONE [8pts]
SGT-351 Ascalon : DIRECT - CMD - HE SHAPED [25pts]
Is the VLS-2 worth it over just S3 SSJ AMMs?
Debatable
At the moment, it's +10pts and +1 mount, and I suppose if I didn't, I could do something like
this
Fleet 'NG 2 Magician' is composed of 2 ships that cost 3000 points:
Mirror of Days : 'Solomon' class Battleship [Beam PD Missile EWar Sensor]
Shield of Morning : 'Raines' class Frigate [Gun EWar]
```This fleet uses 2 different missile types:
```yaml
SGT-351 Ascalon : DIRECT - CMD - HE SHAPED [25pts]
SGT-370 False Idol : DIRECT - NONE - NONE [8pts]
If you hit z to launch an activer decoy at some containers, if you put it on the first one will it explode when it reaches it or will it go past (it doesn’t have a warhead)
Jesus.
Nice
Only if you have it on self destruct I guess. It should otherwise keep going until the fuel runs out
Ok I’ve gotta check that then
It's very funny on the container ones as you get to watch them sail out past the retreat line
raines won't use the large DC locker, it can have two rapids or one rapid and an aux steering
maybe drop one stonewall and take a rebound instead, put all that budget into a stack of active decoys and you're probably all right
Interesting to see how much the meta's changed in the area of capital fleets, that's for sure.
Have torpedo turrets became better or are they still kinda bad?
i wonder if mazer will make a special ui for tug of war
trying to update this hybrid cl fleet into something else since torpedo turrets are still bad and i dont know what
Fleet 'Hybrid CLs + Jamming Sprinters' is composed of 4 ships that cost 3000 points:
Split Candy : 'Vauxhall' class Light Cruiser [Gun PD]
Deaf Wrap : 'Vauxhall' class Light Cruiser [Gun PD]
Metal Squat : 'Sprinter' class Corvette [PD EWar]
Fancy Comb : 'Sprinter' class Corvette [PD EWar]
```This fleet uses 5 different missile types:
```yaml
SGM-110 Block : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-113 Jab : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGT-313 Javelin : DIRECT - CMD - HE SHAPED [12pts]
SGT-314 Arrow : DIRECT - CMD - HE SHAPED [24pts]
@noble zodiac dont you have an ans capgame fleet thats a similar format? (2 vauxes and sprinters)
yup
1 sec lemme grab it
i need to update it tho
(mostly bc the PD is bad and softkill is A Thing Now)
Fleet '3k - Saga of the Ice Queen (Mk 1) (Reskin of Vancouver Canucks)' is composed of 5 ships that cost 3000 points:
I Am A Huntress : 'Vauxhall' class Light Cruiser [Gun PD Sensor]
This Life Is Mine : 'Vauxhall' class Light Cruiser [Gun PD Sensor]
Path To Isolation : 'Sprinter' class Corvette [Missile Gun PD]
Mirror Mirror : 'Sprinter' class Corvette [Missile Gun PD]
The Loneliest Of All : 'Sprinter' class Corvette [Missile Gun PD]
```This fleet uses 5 different missile types:
```yaml
SGM-10 Sliver of Hope : DIRECT - HOJ(RADAR) - HE SHAPED [1pts]
SGM-135 Egg Cracker : DIRECT - CMD - HE SHAPED [4pts]
SGM-177 Eyes of Fire : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-222 From Dust To Dust : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [5pts]
SGM-H-262 Like Tears In Rain : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [10pts]
padding out all your spare bow compartments with aux steerings I would say is optimal
adds a huge amount of tank
ok
curious to see how you update it!
what is a good way to do liners + ewr tug + bloodhound tug? mostly curious what mix of guns on the liners
doesnt a good gun liner run ~1000ish
My general version of that is a 250mm (4c56 + 1C53) liner and a gun liner of choice (450/100, plasma/100, second 250m).
Round out your points with a shuttle or two
may i see an example
You are rarely going to be unhappy to have a 250mm liner, while the others are more tailored to specific threats
Not from me, I'm about 1500km away from my PC
It sounded to me like withdrawing ships that withdrew before the like, retreat phase, went somewhere semi-random? Though my brain may be just filling in the blanks there
But also conquest just looks great
The portraits for the officers look awesome, not to mention that the bonuses seem very very relevant and quite good? Which I do like quite a bit
I think it was just that they had to be given an order to a location (presumably different from their current destination if intercepted)
Oh, huh
Yeah I dunno then
I guessed it was a hasty retreat in disarray kind of thing but I suppose not
I think it's more ensuring they can't just turn around and re-cap
Or that interceptions disrupt their operations
I do like the idea of a retreat in disarray kind of thing
Have them go to the nearest friendly location or something
That could be annoyingly abusable though
Ditto, though I did submit a suggestion that officers should only get bonuses that are actually relevant to the ships they're serving on (e.g. no -programming time if you don't have any missiles)
So that they end up specializing in their own ships
#905325713861771265 message
I more had the idea they went to a variety of friendly places, or maybe even an uninhabited rock, just to make it real annoying
Also your officer thing is a great idea
Im so happy that mazer didn’t do AI art for the portraits. I didn’t expect it persay but these of days it’s always a worry plaguing me
But they look so good, the artist they got is amazing
Alright, now that I've finally sat down and read the devlog, I'm really looking forward to running a commerce raider Vauxhall fleet.
The question is whether S3, pure 250, or some combination thereof will work best for killing logistics ships, and "does this finally make Prowler Vauxhall worth it"
(ab)using the Romulan Cloaking Device that comes standard with every Ocello for commerce raiding is gonna be funny
Are Ocellos fast enough for commerce raiding?
(that is, the ones that aren't my triple whiplash abominations)
They can be
Hm.
New battle win method: just rush their fuel ships and run
enjoy getting stranded, idiots
wonder how fuel ships react to grape from sunnydrive gunshuttles
(or rockets if that fails)
I assume they're actually going to be fairly heavily armored so you have to interact with them with serious guns (250+)
Interesting idea
that might be something I can see the Alliance doing, but I dunno about the OSP, lorewise I mean
I'd assume that the OSP fuel ship will be a liner variant so will be similarly durable
Lineships are durable because they're full of empty space, I would expect one that's full of fuel to be much more volatile
I feel like yub strikes are gonna be the real thing they fear
if ANS logistics is not container resistant...
Sarissa+softkill+defender escorts will be very useful
Yub will be a logistical strain on its own, so I think that minigame will be interesting
simply don't have a logistics train 🙂
Then you beat everyone who had to spend resources on bringing a logistics train + defenders for it to the fight
I think actually its a pretty big buff to yub ships if they can just fuck off
after firing everything
like sure you gotta handle the logistics or whatever
but its probably easier than making a whole new ship
depends on if you can intercept the ammoless ships before they get resupplied I suppose
especially if VLSs work like they do for the US navy right now and they can only be resupplied at a base
VLS fluff explicitly says it can only be resupplied in port
which is interesting, because IIRC torpedo tubes/turrets don't
yeah mls you presumably can load from a supply ship too
I guess osp yub outside containers is pretty bad atm
so I dunno how much it will change
MLS's would be reloadable out of port, right? (at least, lorewise) because the missiles are just in a magazine?
Yub ships may just end up being economically unviable lol
Also wait because starting ammo is a factor of total ammo in your navy designs...
Can't wait for the inevitable story of a game where ANS skimps on defender ammo count to squeeze in another ship or something, and then the OSP hit whatever station makes defender ammo and realise they can just drip feed single containers or weave missiles as ammo sinks and run the pd budget dry
(I don't think it's likely but it would be funny)
Yub has the advantage of letting smaller, cheaper, hulls punch up and simply by existing forcing the other side to respect groups of smaller or fewer ships and play more cautious
(Also, making and refitting missiles might end up being easier, especially for any missile ships that don't need to be at port to rearm, than changing or refitting the PD/softkill options of ships - the smaller ship design pool also means once things kick off you can tailor your missiles to specific enemy targets and in environments where PD is a known quality)
Yeah, if you yub someone they're out a ship and all the ammo and officers on it, you're just out the missiles and the trip to port
Oh! The fact major repairs need port might (depending on what counts as "you need to go to port to fix this" damage) have implications for battleshorting
(chained this off of thinking about the fact that won but got missiled hard is much more pyrrhic now)
Auroras (and to a much lesser extent grazers) might be better simply for not having ammo consumption
Also are there gonna be boats today?
Don't see why there wouldn't be, though I'm probably not joining tonight
I know Aneta's looking forwards to it
I'll be around
We are probaly goign to pass, insomina has been kicking our ass
backpack missile question: why S3H and not S2H? I figure the general argument for hybrids is the sprint stage and HEKP for killing monitors, but wouldn't S2H be as good in that role, but also cheaper?
I know one thing is that s2h benefits a lot more from larger salvo sizes, which kinda conflicts with the idea of a backpack
oh, looking in the editor, the S3H sprint stage is just larger
does anyone have a standard example of a current meta 250 liner?
this is what ive got rn
Fleet '250 Liners + Search Tugs' is composed of 4 ships that cost 2561 points:
Flaky Dying : 'Bulk Freighter' class Line Ship [Missile PD Sensor]
Weedy Frost : 'Bulk Freighter' class Line Ship [Missile PD Sensor]
Snub Logo : 'Tugboat' class Clipper [Sensor PD]
North Delta : 'Tugboat' class Clipper [PD]
S3H are more cost-efficient on a per-missile basis, and better at getting past point defense in small salvos
But they also take up a lot more space, so for smaller ships like Vauxhalls I prefer S2H backpacks, because 24 S2H goes a lot further than 6 S3H
<@&942093958551588904> opening boat night channels!
I'll be on in a few mins
@wary flame will you be joining us today?
I don't think I can play Boat Night today x.x as much as I would like to I got stuff to do today D:
fair enough
Abandon the stuff, Jessie. There is only Boat.
Sink into the Boat. Let it embrace you as a friend.
probably not boating tonight, sorry
I'm around noiw
They're about halfway done with a match rn
oki
Game's over!
Can't give you a full build, but here are some things to look at:
- after a few ammo elevators a rapid cycle cradle or two improves your fire rate more for c56s (the goal being 3ae:2rcc)
- a citadel mag should be a free durability upgrade if you are using the xl slot. I doubt you'll fill it
- conventional wisdom suggests that you don't need a GPC for 250mm
- bulkers are so long that they really benefit from running 2 cics at opposite ends of the ship. The one in the bow can even be a basic if you are skimping on points (it takes less fire)
- my standard bulker DC Loadout is one each of: [DCX, large storage, reinforced] and fill with rapids/aux to taste. This gives you a good density of restores without being too expensive. Larges have a habit of getting shot out inconveniently
Yeah the biggest compartment slots the only thing that really needs the space are mines and missiles
And even then it's potentially a shitton of missiles
Citadel is only the capacity of a large slot reinforced mag, but that's still plenty unless you are bringing ordnance or a double load of ammo (e.g turret bulker or 450/100) though even those should just squeeze in
I know from experience that 450/100 and plas/100 can still fit in a large reinforced
Yeah, i just remembered when I refit after the patch I struggled to fit an overlap of ammo types i.e. more ammo than I need total so I didn't run out of AP if ANS brought oops all capitals
ok thanks
The rarest sight
POG
That’s amazing
something like this? ignore the other 2 ships @mint sinew
Fleet '250 Liners + Intel Squadron' is composed of 3 ships that cost 1926 points:
Flaky Dying : 'Bulk Freighter' class Line Ship [Missile PD Sensor]
Timid Base : 'Cargo Feeder' class Monitor [PD Gun]
Snub Logo : 'Tugboat' class Clipper [Sensor Gun PD]
```This fleet uses 2 different missile types:
```yaml
SGM-110 Block : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
not sure on ammo balance
Looks pretty solid.
- PD/backpack can be tweaked to taste.
- I forgot to mention this in the first pass but one of the aft sections of the bulker has the PD mounts aligned with the broadside casemates. This means you can mount a C53 alongside your C56s for a bit more firepower
Also the monitor can take citadel mags too
Yeah, just uh. What would you reccomend for ammo on the bulker?
🤷 start at 600 of each 250mm ammo, 12k 20mm and 900 flak? Adjust to taste and experience
lookin pretty good
Fleet '250 Liners + Intel Squadron' is composed of 4 ships that cost 3000 points:
Flaky Dying : 'Bulk Freighter' class Line Ship [Missile PD Sensor]
Used Yield : 'Bulk Freighter' class Line Ship [Missile PD Sensor]
Timid Base : 'Cargo Feeder' class Monitor [PD Gun]
Snub Logo : 'Tugboat' class Clipper [Sensor Gun PD]
```This fleet uses only one missile type:
```yaml
SGM-110 Block : DIRECT - ACT(RADAR) - HE FRAG [2pts]
that looks pretty reasonable
I'd maybe get a huntress on one so it can burnthrough if you get jammed a bunch
but thats about it
Consider a yard drive on the monitor over a sundrive. It'll be pretty sluggish to aim otherwise
ok
Now I'm looking at your spotters:
- unless you are being jammed a second arr doesn't make a huge difference, you are likely better off with a scryer
- I'd also look at a huntress on your monitor as you have the TCs to make it good to shoot at anyway (and can still scale up to a boosted for the power)
- 100mm ammo comes in stacks of 250 so it's free to round up
OH that right on the 100
scryer is a good shout, I don't mind the double arr I personally find it helps with finding sprinters but thats a preference thing
ok thanks
That's what I get for trusting conventional wisdom, I should run the numbers myself to check that
Its hard to know, I found it helped a bit but its so hard to know with neb what actually matters
what benefit does a scryer give if im just using amms and hope
also cant the intelligence center id missiles
Scryer can ID the size of the missile quicker which helps with picky amms
Also it does but much slower than a scryer
Ok
The size along with the seeker head, which is very helpful for counter-play.
random fun fact about the scryer. It weighs slightly more than other comparable modules, meaning if you have two idedentical ships, like a pair of CLs, the one with a scryer will move like 1m/s slower.
No idea why that choice was made or why I felt the need to share it.
(Just to nitpick, it's closer to 1cm/s slower, weight is basically entire negligible)
It is a nice touch, since the scryer is basically one of those old room-sized computers IIRC
What are some good niches to cover as ans team comp wise?
I think ANS as a faction is a lot more able to bring all-rounder fleets than OSP, but I think beam DDs are a very powerful niche that I often see underrepresented in games
Hm. Was thinking about that
What would a current meta beam destroyer fleet look like rn?
Hii hi, are peoples still playing a little Nebulous?
The classic "niche" ANS is the cap/counter cap fleet where you bring a combination of scouts, fast ships and ships which are good at killing cappers
Unfortunately Boat Night ended a couple hours ago
Make sure to bring at least two FPAs
I have a double Vauxhall+double beamstone fleet I ran before the patch
And of course there's TF Ash
are eregs worth it on beam dds?
also, is a 250 or a 120 better as a secondary gun on a beam dd?
like, can a 250 get out turned at close range
Generally not, a big strength of beam DDs is that you can just battleshort when you need more beam
ok
250s are fine at close range but as a rule of thumb 120s perform better than 250s when unbuffed. 250s help you kill bigger ships while 120s help more with the small threats
120's have better DPS base then 250's and most things the OSP has can be pened by 120AP
hows this
Fleet 'Beam DDs' is composed of 4 ships that cost 3000 points:
Avian Key : 'Keystone' class Destroyer [Beam PD Gun Missile]
Naive Pier : 'Keystone' class Destroyer [Beam PD Gun]
Ago Wagon : 'Keystone' class Destroyer [Beam PD Gun EWar]
Dinky Dibs : 'Keystone' class Destroyer [Beam PD Gun Sensor]
```This fleet uses 3 different missile types:
```yaml
SGM-110 Block : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-222 Stairs With Ample Head Room : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [5pts]
SGM-299 Activer Decoy : DIRECT - SAH(RADAR) - NONE [8pts]
Awwww, time goes zooom and I was making and having a little food then.
Is there a schedule for when people play normally?
The main time is Saturdays at 12:00 PT for Boat Nights, but I think there's often some people around in the early afternoon on weekdays
Boat Night is the same time every week, spontaneous games are most common EST evenings
Or PST afternoons, whatever
You could also check Vivi's schedule, she usually plays Neb with viewers about once a week
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
did ans used to be able to take MLSes? im seeing in a video a vaux with an mls
this is wild https://www.youtube.com/watch?v=VpuwX5lW_Mg
Kandosii destroyed our fleet three times in a row. I finally redeem myself.
yeah long ago, before the Modular Missile Update
MLS got yanked from Alliance roster so VLS could be more easily balanced, then a bit later it was re-introduced with the OSP Update
them just SLINGING torpedoes and amms at eachother at insane speeds at super close range is wild to see
Yeah
The AMMs of that era were the only real defense
And some species of Macehaull developed Auroras for shooting the AMMs
I miss my MLS torp axford
It hasn’t been the same since the MMU
Which is probably for the best, riposte screens were silly
Defenders could handle torps, they didn't have weave or corkscrew back then, but Defenders were near useless against anything else due to bugs with their target leading logic, so they weren't very common picks
also the one torpedo design (remember this is before modular missiles), the Mace, had a max range of 3,120m - I know that number exactly because if you played the game back then you lived or died on respecting that number, avoiding ambush or rushdown through caution or scouting
the functional max range was also somewhat lower, because in the absence of CLS the torpedoes had an absolutely gigantic arc out of the launcher
it was just one of only a few ways to actually shut down ANS capitals in the absence of just running other capitals into them wholesale, which is why the AVA meta eventually calcified around big axford and solomon deathballs
IIRC rail solomon was also good and very hard to approach
Rail BBs were very good at that point yeah
Is taking any offensive missiles useful for a beam dd? I’ve got a chunk of points left and a pretty empty s2 launcher
Also are parallaxes worth it on a beam dd
They were basically what everyone had to play around yeah
A lot of torpedo shenanigans were so you'd have something lighter than a Solomon that could kill a Solomon
Because otherwise rail Solomons just kinda killed everything if they had even a little team support
Our Beem DD's run stairs as there secondary wepion
[Reply to:](#1164000873031151637 message) Is taking any offensive missiles useful for a beam dd? I’ve got a chunk of points left and a pretty …
I personally forgo missiles in favour of EWAR and scouting, but I think missiles are very nice to have on beam dds
Next week I'll be there!
Do you take any extra channels or?
one or two, it mostly just for the attrition constantly getting handfuls of them thrown about gets. any ship that's running light on flack just hast to deal with you pokeing it from potentaly across the map for a while.
The other thing about taking Yub as a seconday on beemstones is that it lets you do thigns as you get into postion, and beem stoens do kinda just kill most OSP ships that get sent to deal with yub-nub fleets
just don't get flanked
does this look good?
Fleet 'Beam DDs' is composed of 4 ships that cost 3000 points:
Avian Key : 'Keystone' class Destroyer [Beam PD Gun Missile]
Naive Pier : 'Keystone' class Destroyer [Beam PD Gun]
Ago Wagon : 'Keystone' class Destroyer [Beam PD Gun EWar]
Dinky Dibs : 'Keystone' class Destroyer [Beam PD Gun Sensor]
```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]
A few things:
- I’m not sold on the lack of redundancy in this fleet — an unlucky missile strike or even just a few shells could remove your ability to lock and then you’d be pretty high and dry
- No EWAR is personally kinda scary but that’s a more personal thing, if played solely as ambushers it’s less necessary imo
- I also think these ships have too much DC and not enough DC buffing compartments. Repair speed is huge for battleshort reasons, and as such I think you’d be further ahead with a DCC or workshop rather than the large. One restore is good to fix the beam or a reactor or something, but a situation where more than one restore would actually save a beam destroyer doesn’t come too frequently ime
Why did the list list like that
No space after the - in the first entry
Yeah I don’t know how to make a dd fleet. I was just trying to fit in the needed soft kill stuff
And go off my intuition
Also, you only have frontline burnthrough, which means you will fold to jamming
Underscores strike again
Well either way that’s my current beam DD fleet
It’s an xml
You can also save the points on the programming bus if you split the missiles across two ships
Lets you get a third FPA in as well
still .xml
Yeah Im sadly not at my computer right now
Alas, my fleet will have to stay concealed forevermore
Fleet 'Tron - ANS Fleet 2' is composed of 5 ships that cost 3000 points:
Cleddyf O'r Haul : 'Keystone' class Destroyer [Beam PD EWar Sensor]
Cleddyf O'r Cyfnos : 'Keystone' class Destroyer [Beam PD EWar Sensor]
Cleddyf O'r Gwawr : 'Keystone' class Destroyer [Beam PD EWar Sensor]
Llygad Y Dydd : 'Raines' class Frigate [PD Sensor]
Cu Disgleirio : 'Sprinter' class Corvette [PD]
```This fleet uses 2 different missile types:
```yaml
SGM-123 Aderyn Ryhfedd : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-133 Cyllell : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
thanks
Oh yeah they have ACAs
Forgot about that
But yeah that’s what my beam DD fleet looks like, and I think it’s pretty good, though power management is super tight on the leader of the pack
This one is a bit elderly, but it's my dedicated beam fleet - notably it's in two pairs of two, since four DDs is ridiculous overkill against most any fleet
Fleet 'Loose Rain' is composed of 4 ships that cost 3000 points:
Rutile Flection : 'Keystone' class Destroyer [Beam EWar PD Sensor]
Triple Meteor : 'Keystone' class Destroyer [Beam EWar PD Sensor]
Perfect Freeze : 'Keystone' class Destroyer [Gun Beam PD]
Bright Night : 'Keystone' class Destroyer [Gun Beam PD]
Pretty sure it's still the fleet that has my personal damage record
That is pretty sweet as well yeah
Fleet 'Beam DDs + Softkill Escorts' is composed of 5 ships that cost 3000 points:
Cleddyf O'r Haul : 'Keystone' class Destroyer [Beam PD EWar Sensor]
Cleddyf O'r Cyfnos : 'Keystone' class Destroyer [Beam PD EWar Sensor]
Cleddyf O'r Gwawr : 'Keystone' class Destroyer [Beam PD EWar Sensor]
Past Leeds : 'Raines' class Frigate [PD Gun Missile]
Llygad Y Dydd : 'Raines' class Frigate [PD Gun EWar]
```This fleet uses only one missile type:
```yaml
SGM-299 Activer Decoy : DIRECT - SAH(RADAR) - NONE [8pts]
oh i gotta change the names :)
Never, except when the mk62 can't pen armor or break DT IIRC
ah
However, unlike the mk62, it significantly outranges the beam
120 is 7200m and 250 is 8000m
and i mostly just have the guns there to deal dmage to stuff that can get around the beams
i do like this setup in terms of ships
Yeah, guns are a good idea for anti-shuttle/tug work
Six blankets feels kinda overkill though?
Nah, you relay don't want to get seen or locked in a beemstone
I see
Also having blankets on each ship means you can split them up
Having an entire fleet of beamstones in one place is fairly questionable unless you expect to need the PD coverage
if an amm is set up like this will it still shoot if i press z on something?
yes, that is the standard setup for the SSJ S2 AMMs used to softkill ARAD salvoes
ok yeah
wait it does fire?
i would've assumed priority-targeting would only fire things doctrined for the target
guess that would mean it wouldn't fire before you identify the missile
huh
wait so you literally just fire these straight at the inbounds and they work?
i thought you’d need to do some like off-angle fuckery :V
Nope, just fire and watch all the ARAD missiles choose their own path to the stars
note: because the prioritize will lead the target, you want to make sure the missiles are on their final inbound course towards you
when I was playing the outnumbered game against Lark+Aneta+Punch, Lark was arcing a lot of containers around lots of ways, and I think I fired at a few volleys that still had a few changes in their course
Ime the real thing is that having all 3 in a ball lets you jam effectively in many directions
That’s why I drive them around together
It also tends to guarantee that at least one aims properly
remember when TF Ash was the scariest fleet
I think it’s still pretty spooky tbf
does this look good though?
Fleet 'Beam DDs + Softkill Escorts' is composed of 5 ships that cost 3000 points:
Bound March : 'Keystone' class Destroyer [Beam PD EWar Sensor]
Sound Veil : 'Keystone' class Destroyer [Beam PD EWar Sensor]
Stark Humor : 'Keystone' class Destroyer [Beam PD EWar Sensor]
Able Tune : 'Raines' class Frigate [PD Gun Missile]
Deft Story : 'Raines' class Frigate [PD Gun EWar]
```This fleet uses only one missile type:
```yaml
SGM-299 Activer Decoy : DIRECT - SAH(RADAR) - NONE [8pts]
I'm not sure about the workshops on dds
They're nice for the beam repair speed
yeah I guess
I would definitely put a third FPA in though
3fpas is nice I find but I don't mind the heavy jamming instead
2fpa kills pretty fast too
If it were one or the other I'd agree, I have 2FPAs in mine to support jamming
But there's empty module slots there
yeah
Wait, are FPAs 3x3x3?
think so
yes
<@&942093958551588904> playing pubs if anyone wants in
pubulous
Sadly Ive been marooned, so there shall be no pubulous for me
loading up now, what lobby are you in?
Lesten
Sadly, I shall be Nebuless for the next week
D: oh no
will you be around for boat night?
and/or does that also mean you're dotaless?
Unfortunately not, probably won't be able to spin up the server either
And yep, no Dota either, my laptop definitely can't run it any more
next boat night on <t:1704571200:F> <t:1704571200:R>!
with this fleet, i was recommended to have the bloodhound on the monitor and the EWR on the tug, but why not the opposite? the tug can rotate a lot faster
Fleet '250 Liners + Intel Squadron' is composed of 4 ships that cost 3000 points:
Flaky Dying : 'Bulk Freighter' class Line Ship [Missile PD Sensor]
Used Yield : 'Bulk Freighter' class Line Ship [Missile PD Sensor]
Timid Base : 'Cargo Feeder' class Monitor [PD Gun]
Snub Logo : 'Tugboat' class Clipper [Sensor Gun PD]
```This fleet uses only one missile type:
```yaml
SGM-110 Block : DIRECT - ACT(RADAR) - HE FRAG [2pts]
Ooh, still playing right now? I'll attempt to join when Nebulous has loaded.
most historically accurate blue BB called Bismarck
solo killed by a 580pt monitor
fired eight basic act S3H called "V2" at me, missed completely and was then splattered
Awww, poor Bismarck
Yikes! Deserved tho lmao
@olive blade look at this shit
Wish you could report those fuckers
the Neb community does already have a meme for this
HMS bismarck
HMS
bismarck
I bet that this abomination was a 3k BB run by a midshipman
I'm fairly sure that's the ANS Bismarck
it had an escort, it was the HMS "princ eugn"
:^)
to be fair, I've idly contemplated a set of battlecruiser Ocellos called the Scharnhorst and Tirpitz before, but those actually did something
and OakCello is a decent build
TIL (painfully) that only one of the two Axfords in TF Oak has chaff, the other does not
WHAT THE FUCK IS A SOFTKILL
yeah their PD is fine when kept together but split up it's not gonna fly
you can tweak Oak to your liking and save it as a new fleet
there's room for more chaff on both ships, but to get the points for it, you'll have to figure out what to sacrifice
which depends on your playstyle and what you value in a fleet
I'm sure the DC teams will appreciate their shore leave
Fleet 'My first Container' is composed of 1 ship which costs 2999 points:
Dash Found : 'Container Liner' class Line Ship [Missile]
```This fleet uses only one missile type:
```yaml
CM-400 Container Block II : CRUISE - ACT(RADAR)/PSV(WAKE) - HE SHAPED [12pts]
Brilliant
fits the starsector reference
wait how does that work
replace the drive with a boosted reactor
and you have enough to power the EWR
the drive animation is from burning in, and is a bug
(I think, with the drive thing)
135 points, better be on point with your deployment
its cute
but idk
a basic ewr tug with reinf cic, a little chaff, a pinpoint and a c53 is 231
(not-quite-)twice as expensive but probably more than twice as useful
It’s a silly little creature but I would not use it over a normal EWR tug
the sniffer
Oh, huh, I might actually bring the EWR buoy, 145 points with chaff is cheap
new testulous
CMD val nerfed, chaff and flares deploy near-instantly, a few bug fixes and kinetic kill AMM warheads that are free and oneshot containers
not sure I like that part
I can see it on nyx yeah
why
and is there a full changelog somewhere
"ANS Rails do double damage" is a nice bugfix
The mine change is really nice for setting up minefields in ambush points
I'm not quite sure thats what it works out as tom but it is nice
I think it is, that seemed to be what the bugtesting I saw people doing mathed out to
It is, ANS rails were doing half component damage against almost every ship
I think the exception was spinal shots on capitals
hmmm
anyone down for a small Testulous game?
I'm not quite sure what the numbers for half would be
but nice that thats the effects
40/20/10... per component instead of 80/40/20... IIRC
I'm curious which seeker/validator combo no longer stages early
I assume its arad and something
Yeah
I'm really not sure why chaff needed a buff
It's one of those buffs that mostly lowers the skill floor, which is nice
Experienced players already chaff plenty early, this means that there's just a bit more leeway for newer people
ships autochaffing works pretty good
It does make curving around rocks a bit less useful which is sad
more like 20/10/5 vs 40/20/10
Ah, couldn't remember if it was base 80 or 160
yeah I dunno
I'm not entirely sure what the dev vision for missiles is I guess
Also trying to think out what the CMD val area of uncertainty change means in practice
The OSP have invented burrowing mines, lovely
I like a lot of the little tweaks here but Im not so sure about the big changes
Im really unsure about the chaff thing
Mostly impacts the ability to use CMD val on poor tracks to beat chaff
Also the kinetic kill warheads being free is very very odd
I suppose if they’re not meant to be used with CMD that makes them pretty vulnerable to SSJs but even then
they work with CMD, Pyrope has made some monster missile backpack that can eat three decoy container salvos with ease
Ah well then I truly have no clue
I like the idea of anti-container AMMs but I feel like they shouldn’t be that effective
Because they cost what, 2 points? If Ive done my head math right?
4?
They work with cmd against big ass containers. They do struggle with smaller things (unless the incoming projectile is locked)
reports from spectating some serious stackulous: Act/[CMD] still works, just not on BRN or Elint tracks
beam DDs still seem to be fucky with dragonfly drives
there's a bug where defenders don't produce VFX although they work fine
containers got extremely softkilled, nobody really went for the KKV AMMs besides Pyrope and it didn't really seem like they needed them
Huh, specifically with dragonflies?
maybe not but those were the only ones I saw and they were not behaving
Mazer mentioned the PID is calibrated for standard drives now so it might be throwing it off
Huh
seems to me like the optimal KKV design is some kind of dirt cheap cruise missile with a massive warhead that you spam redded ships out to either structure break them instantly or blast all their reinforced components
KKVs also work on ships?
they are (very jankily) dual-purpose
they fire exactly one superheavy damage ray that either does nothing if it clips empty space and misses the structure hitbox, instantly greys out one component regardless of durability or deals a disgusting amount of structure damage
since KKV warhead is quite literally free since it's just a big tungsten rod, you can make some very cheap kill confirms
... time to slam people with salvos of 48 KKV Gales
Actually, can you get to 2 points with pure SAH S2s?
yes
Heck, of all the boat nights to miss
I assume the damage is based on velocity? What's an S3H KKV look like?
good point, actually
<@&942093958551588904> hey all, with the new test branch out I figure it'd be good to ask early: would people like to try it out this boat night, or stick to main branch for now?
figure I'll ping early so there's time to build fleets over the week if the answer is test branch.
I suspect there may be a followup patch or two before Sat
Oh god it has a single damage ray?
doesnt *overpen but yeah
Actually maybe this is good, we can put the fear of CIC snipes back in solomon players
Whether that's a thruster, a citadel compartment, or the structure box
Im good with testing as always
it's probably gonna get patched out, Mazer said he only tested them on S1s and didn't consider potential usage vs ships
That’s nice to hear
lol, fair
I was thinking of proposing Fleet Swap Night for the 13th (the one after this), so Testulous for this boat night could work out nicely
public testing doing its job already heh
Honestly I don’t hate the idea of them being dual purpose but that level of jank dual purpose seems bad
Alas for anyone who wanted to cast spell of 1000 Bricks Until You Die
i could go for a fleet swap night again
I took Tron's MN fleet and it turns out that if you go all KKV you can make 2/3 of the missiles CMD Val
which is disgusting
Fleet Swap would be Mainulous, presumably
Damn, not even going to get a chance to play with "god's most normal 250 vauxhall that happens to just have 32 insta-stage KKVs in the backseat"
Oh god
That’s not okay honestly
I'm pretty sure all 1 damage rays is also just better on Gales
Im so confused by the reasoning behind the warhead being 0 points
Being able to grey stuff is the weakness of missiles
Because it's diegetically a lump of metal in the warhead compartment
I assume the whole "only intended as AMMs" aspect
yeah KKM is really unbalanced imo
And also yeah, intended for AMMs that only kill 1 missile and only on direct hit
It would be a fun option as an antiship warhead but definitely should have a cost there
Say the antiship variant needs fancy alloys
The antiship variant is pointy
I think it just needs to not have such cranked damage (and possibly bounce on sollies)
But also yeah I think you’re right
9 hits, knocked out exactly four components, those orange sections are actually "one side grey, one side fine"
perhaps if it also had some high explosives for after it penetrated as well...
two options here:
make HEKP free, or make KKM 2.5 points per tick
TBF, the "explode several times down the length of the ship" is kinda silly
For 9 hits that’s a pretty good result honestly
I do like "OSP's version of HEKP is just a big rock"
Though I imagine it’s very inconsistent in practice
well, the volley was 16 missiles and cost 32pts
Yeah that's excellent value
9 hits with HEI is like, something, but it certainly wouldn’t knock out a turret and a reactor
What does the damage look like on an S1 of these?
Also TIL that one side grey one side green averages out like that, weird
this was one volley of 64 into the nose of stock TF Oak
note nose, considering the damage to the reactor sections
Yyyeah that's terrifying
I mean for a volley of 64 that’s not like… a dead axford in either case, but also it cost 128 points
and it’s a very sad axford
And that's split across two axfords
have you tested against reinforced components?
i'm not seeing anything redded out ever, always just grey
oh, value judgement has a red compartment there
I'd been assuming the missiles were just arriving in close enough prox to double tap reinforced stuff
Honestly if it was made a bit more consistent, as an antiship weapon Im not sure tom’s joke of 2.5 points a tick would be that out of line
Same price as normal HE honestly seems like it'd be fine
Except maybe vs sollies and monitors
I mean being able to grey components like it does is a very strong ability for a missile is my thing
yeah
Absolutely, but also inconsistency is pricey
a regular well-built missile volley that hits already mostly kills you and leaves you incredibly vulnerable to any finisher gunfire
And failing to kill a Vaux with 25 gales is pretty bad
My take is that a cost makes it a high cost but specialized AMM to complement it’s power.
Maybe have it so it’s very new conceptually
I shot a whole bunch of gales in the nose
that was about 60 in the nose
with 5 size warheads
Yeah that’s not what one would hope for from 60 missiles hitting
If the anti ship ability stays in in some form I do hope they get more consistent in some way, though I don’t know how you’d do that while keeping the gimmick
its not the worst in that it did mess up the drives and guns
Tbf, a Sollie can tank 60 normal Gales to the nose as well
You really want to get a side or back hit
yeah I'll fire similar at the front with regular gales
and test some side hits and stuff
I guess it depends on how plain nose on you’re firing
Yeah, even a bit of angle changes things a lot for normal Gales
in the testing range there’s a solid like, 10ish degrees by my reckoning the formation gets offset by default, so that might skew things
I wonder how well wake KKM's would work, as the drive section tends to be packed wiht imporent thigns
same missiles with HEI
very similar actual damage value
That's a BB that can limp away and fix up if left alone, but the second salvo will kill it
yeah like the first one actually had a bunch of things broken which is interesting
comparatively
Sadly wake is still quite unreliable, I was trying hard to get wake HEKP to work
And they also gotta go through the thrusters first so you'll need more than one
The first one pays more in restores if they both get away, but I would prefer to be driving it any day of the week
Because it actually might make it out
Yeah that’s kinda what Im thinking
I expect a top down KKM volley just removes a solly though
I do think throwing rocks at an axford might be better value then HEI at the same pont value just from how it's repair bonus works
Im wondering what a mixed salvo would look like
Does a KKV Ceremonial Arming Missile work as intended? Is it any cheaper than the HEI version?
I feel like you need the KKMs to be faster, because if they hit second the damage from the HE is wasted
Can you have a 0 point missile?
Curently the KKV warhead is 0 points,
Because otherwise no they aren’t I think
Either one is 1pt but yoy can make the KKM actually effective
I am away from my normal rig and thought the arming missile was 2pts
the less ceramonial ones are
Not unless you overpay
I feel like that beats the point of the ceremonial arming missile
It must be so useless as to never warrant being fired
I think that might be part of the point, so you don't have a complealty useless missle siting on ever ship with a VLS-1 as part of best pratices
I have killed a tug with an arming missile before
I find that cranking the warheads is almost irrelevant because anything over 1000 is going to insta-grey basically anything it hits anyway
OK, FM500R drive has 1500hp and is the tankiest thing in the game
anything north of 2500 in damage is gilding the lily
Also big drives are big, they'll probably eat a few
so containers get it free, S2s have to try a tiny bit
how much warhead do they get per bit?
depends on speed but my size 5 does 1200 damage
which is plenty for anything
maybe I'll nudge it up to 1250 so it two-taps the big boy drive
perfect
8k range but it's a 2pt gale, you get what you pay for
so that's what, 750 for a minimum warhead? Probably more, since extra fuel means more speed
how fast can you get an insta-stage s3h kkm
a normal drive only has 1000 and that's the next tankiest thing in existence, if you want to two-shot that you can go all the way down to a size 3 warhead and nearly max the speed
nobody runs 500-R drives
Don't you need 835 damage?
side hits kinda weird
with same missiles
its not thaaaaat much better than front hits tbh
why 835?
That can’t move or shoot at least
1667 EHP
Top is what seems terrifying, could see it just killing every compartment
Does the armor pen care about angling?
56 doesn't break bb armour right?
(Side is terrifying for HE)
Still curious if it's like HE or HEKP for angling
I wonder if these bounce with armour angling
yeah
I turned the warhead and pen way up
34 hits from the front
so I wonder if things do bounce
It would make sense if armor angling mattered.
also my illuminators keep doing this
I wonder if its just an angling issue with nose illums
Illums can't angle straight up, it can be an issue with nose illums on Monitors
I've lost salvos to it before 😭
it doesn't even want to angle the monitor
to fix it
I shot 105 big ones into the front,
definitely kills it
Apparently 80 degrees max, which is less than I'd thought
I wonder if you can structure break ships fast
Can't say I'm especially thrilled
18 S3H KKMs to the nose (six-missile salvos), 12 of which hit
Bet a lot of them did literally nothing
Easy to whiff all compartments and structure when hitting the nose of an Ocello
Planning to try side shots next, I think
There's a reason HEKP has the AoE
Top is still I think the thing that really kills, since all the compartments are much larger hitboxes from that aspect
lightshow :)
these things seem to suck if they hit at a weird angle
I think front on might actually be one of the better angles
it turns out that top-down is the perfect angle for my ocellos to just shoot down all the missiles
side-on, 36 missiles in three salvos of eight and one salvo of four
(almost all of which hit)
relatively normal missile
if I shot this cruiser's normal warload at an ocello side-on like that, it'd be dead - albeit the version that uses these is something like 300pts cheaper
yeah I don't think these are like worthwhile on big expensive chassis
I mostly just find it very strange that it's redding out a CIC but not killing it - if it actually could snipe, then I'd see a use for it over conventional torpedo designs
These things obliterate a reactor and a large drive in a single shot, but a CIC's too much armor?
dunno if it was posted here yet, but this has floated around the main neb server:
Reinforced tag
Can't be killed in one shot
Oh, ew. You're never going to hit a CIC with two of these.
Well, that's a shame. The days of slinging telephone poles at people are delayed.
I do hope Mazer decides to make an antiship version
More warhead types = more fun
👁️ very cheap torpedo
If we do testulous this week I’m assuming we should gentlepersons agreement to only use KKM on defensive missiles
joining the main neb server to post "make anti-ship KKM actually have a cost, s2 or larger only, ignore the Reinforced tag" and then never elaborate
I think they are genuinely interesting
and I kinda like them
I can see a cool role where you shoot a spread at a big ship to mostly break the turrets and engines but not really kill the ship
and thats kinda interesting as a space
Offensive KKM is just HEKP and yall aren’t ready to admit that
HEKP does not have the right telephone pole energy
I want to bring boxes of rocks to ship fights
Make it an OSP tool for sniping capitol CICs, mags, and whatnot.
I want my space LOSAT dammit
it mostly doesn't hit those
it hits like drives and turrets and big things
but thats still like
pretty useful imo
consider the following:
fast KKMs to kill drives and reactors, then hit them with slow torpedoes for the kill
can't dodge, can't power PD
yeah
(shame that wake doesn't work or "the engineering stack sniper rifle" would be the perfect candidate)
they seem quite nice against beamers actually
you hit the drives or the beam real easy
Beam Solomon? Yeah, side-on
beam dd I mean
... huh.
If I were mazer I’d cap max pen on KKMa at just above Defender pen. Useless against ships, usable on missiles
counterpoint: we want the AShKKM
the main issue with them as as defensive missiles is that they're completely dismantled by decoys until they get CMD seekers, at which point they immediately ignore decoys and would completely negate containers as a going concern for 4pts each if they could reliably hit things
as is they still get half a salvo quite a lot
so you can't make them hit stuff and they're not great if they can't hit stuff other than for bullying torp sprinters, who already had a hard time against OSP scoutfleets
Frankly they exist in a weird space
It also sounded like CMD tends not to be great at directly hitting most missiles, but I didn't see the actual tests
they're not, but containers are so massive they do all right as long as it's head on
you see lots of very strange clipping effects and then all of a sudden half the salvo randomly dies, and not the front half, just random chunks of container
I think the KKVs are kind of half-baked and pointless, considering the stated reason was "have ANS use AMMs more", and they already use plenty
in the process you make a weapon that can only be useful if it competes with softkill to beat torp sprinters and containers into the ground
and torp sprinters being good is very important because otherwise you die to the OSP shuttlewaves
Yeah I agree that they are pointless. ANS already uses AMMs enough as is.
I mean, these balance changes seem like they're for a meta Not Ours
ConL nerfs/reworks, "you people need to use AMMs more," etc
hell, I walk into our meta and I hear "bring eight SSJ AMMs if you have anything larger than a DD"
I got my AMM habits for both SSJs and S1s from playing stacks with some of the best players out there, I didn't invent that tech, if anything we use less
It's just a very strange addition all around
Me and Pyrope played the anti-container function out in testing and it's either overpriced or unreliable compared to "press Z for bowling ball", I still need to try S1 KKV against torps but if containers are any indication then terminals should work well.
Eh, I don't just mean our meta, but the metas our meta evolved from
these patch notes have increasingly reminded me of WoWS patch notes insofar as the realization creeps up that they're balancing for an entirely different common denominator
I think this may be more a case of "the dev team is one guy" because everyone else seems equally confused
this patch nerfed direct missile tugboats (they've been nerfed a lot lately, directly and indirectly, so meh, unsurprising even if I think it was unnecessary), containers, which are already locked down by bowling ball and torpedoes , which are the main ANS capgame weapon
It does make sense that there's some kind of group of low-skill (I do hate phrasing it like that, but it's true) players that are getting wrecked by ConLs and don't know how to build/use AMMs in favor of just piling defenders on or some such thing, but if that's not what's apparently happening...
the last change goes directly against the first change, it's a bit odd and in all cases but CMD vs containers you seem to be able to solve KKV AMMs with SSJ, so the new toys just mildly tax an assortment of random and generally unobjectionable builds
I do know that Mazer has actually seen the SSJ AMMs shutting a container liner down completely so presumably if those stick around he's good with that
In the pocket of Big Ball
Torp sprinters are actually a thing that is good?
for capping yes
yeah if they beat torps thats pretty brutal
at a quick test they can't hit my torps pretty much at all
the railguns fucking hurt now damn
6 minutes of firing of which I had to manually posfire the railguns and angle it all right and stuff
both reactors out, about half the guns
Just with the change where the PID aims better?
Rails deal twice as much damage now
(There was a bug where their overpen multiplier got applied twice)
Oh I just saw that b/c I didn’t read the bugfixes before
Yeah, Mazer has a tendency to put major balance changes under bug fixes
(Looking at you, plasma)
(Not to say they aren't bug fixes, they're just also balance changes)
Can’t wait for us to find out wake was bugged and the entire missile meta shifting again
I might need to give my Railcello+MD liner fleet an update
Oh no
Hm, they do 24 effective damage to the first component at 40% DR
Okay that’s less scary
Yeah, I pulled the railcello + MD liner of mine out of storage last night and wasn't particularly impressed
That breaks basically all the squishy modules and non-gun surface mounts, and I think radar panels and thrusters
Also much scarier vs lower DR hulls ofc
40% is BB DR?
Huh
the bug that halved damage was accidentally introduced in the OSP rework update, it's not that old
I mean being able to break off PD seems pretty good
but it does mean Railguns are back to Fairly Mean rather than the month or so they've spent solidly Meh
Time to put a rail on the 3k missile Axford
(You’re probably still better off with keystones)
Oh, nvm on trying Railcello again then lol
Since I think last I tried it was before that
Railgun damage ignores DR
They’ll deal 40-20-10 consistently to any target
Wait so them doing garbage damage was a bug?
Only very recently: #1164000873031151637 message
Ohh right
Don't expect too much to change, but you can grey more compartments now
I'll take that, I will do anything to make railguns work because I think they're Really Cool and I'm lazy and just want to click an enemy and deal big number
rails don’t really do big number tbf
the main threat from them is the 3000 fires
with the actual damage of the rails themselves mostly serving to crack DTs that the fires cant
they do deal a decent bit of damage on their own but
they don’t usually rack up particularly massive numbers in the AAR
Got it, that's kind of my only visible measurement of power besides 'getting shot by them myself', and since basically no one uses them
what they do is royally fuck shit up irregardless of damage numbers
they are the misery cannon
@wary flame 🌊
are yub fleets on ans side super needed/a valuable niche in this meta rn?
also does osp need to be worrying about taking defensive SSJ too?
Pumpkin looking pretty ripe
I will say that, no matter what happens in this testulous patch command cycle, I like the move to posting test branch changelogs outside of BALCON
in response to "buff defender again" arguments.
They work pretty well for OSP. They aren't the panacea that they are on ANS because of CMD and EO but seduce the very common ARAD/ACT threats.
OSP also has an alternative in decoy containers which do the same sort of thing pretty well.
Wait, defenders are good though(?)
They basically vaporise anything that's not protected by decoys/jamming
Well, 'anything'
Most Things
Nah cork torps can slip trough them, and weave s2's ignore them as well.
Defenders are pretty solid imo
Stop cheap missiles
They don't do everything but they shouldn't
that's the third time today that I've started a game only for someone to immediately vomit an entire fleet's worth of cruise S3H at us, get softkilled and then DC
Fleet 'Double heavy cruiser fleet question mark' is composed of 2 ships that cost 3000 points:
Dawnline Strider : 'Axford' class Heavy Cruiser [Gun EWar Missile PD Sensor]
Twilight Sojourner : 'Axford' class Heavy Cruiser [Beam Rail PD EWar Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-112 AMM : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-202 Super Saiyan : DIRECT - NONE - NONE [7pts]
messing round with the PD fit on my weird double CH fit
and by "messing around" I mean "replace PD with jammers and SSJ S2 AMM"
these used to have two Stonewalls and four Defenders each
(i don't know how to actually build an SSJ AMM)
is the plan to keep the two of them together?
yeah
right, only saw the 1 interruptor
here's my Activer Decoy, can optionally cut the CGB to save 1 point
SGM-299 Activer Decoy is a size 2 missile that costs 8 points.
as it is, you need to be sure the missiles are on their final approach, because there's no tracking, so you'll lead wherever the volley is coming when you fire it
oh okay, that's basically the S2 I've made, plus the gas bottle
kinda debating whether to put that on, +1 point is not that much when I have four of these
I admittedly haven't tested with/without CGB
but my main use case is having these loaded onto one side of a solomon, and I want them to be able to clear to the other side pretty quickly
If you're going to mostly softkill, I recommend bumping up your chaff counts a fair bit
Since you really don't want to run out
I would make sure each cruiser has at least one reinforced DC so it can daisy chain rebuild, give one cruiser all the actdecoy and one all the S2 SSJ
maybe cut one jammer on each but maybe not, four jammers can actually hide you some of the time
I think I'll keep the jammers until I test the fleet at least once
just did 30k as a capfleet, killed every single dispersed small ship the enemy had and won on caps despite my team including a terrible CLN and a terrible dual Ocello fleet that did about 20k between them
feels good
enemy did get greedy and pass up an easy B cap after killing the CLN to hunt mass drivers, which helped
the guy who did that had the temerity to complain that his teammates were bad
I am really liking rocket shuttles, I'm never sure if the second rocket pod is worth it
it does reliably get kills even if there's a hotshot Defender on the target and you can usually missile two small things, which I suppose does really help
I think the second rocket pod is generally worthwhile
Makes them about 300 points, which is comparable to an ANS cap vette and they can punch up pretty well with two
yeah, I definitely think the second pod is good
absolutely horrifically annoying levels of MLS2 Tug/rocket shuttle swarm in this game I'm watching
especially because it lets you do a volley of 35, and leaves 1 in reserve
it's just tricky to fit the requisite four MMTs and torp MN into my capfleets and still get a good rocket shuttle count
I think I can do two double pod, one single pod and two meat capshuttles
In our experince, a second pod of rockets meens that you can punch up more reliabaly, but grape kills sprinters fast enough and has a better range
<@&942093958551588904> anyone up for some games?