#Nebulous: Fleet Command
1 messages · Page 7 of 1
I'm down to stackulous pubulous
I could do a game yeah
sure
Activity 1?
(this literally just happened btw)
YES
You guys mind if I just lurk?
I unfortunately can’t run nebulous properly on my laptop but I still like the game
sure
@plain ice sorry, I didn't see you there D:
Only just heard the leaving sound
I can stream if you'd like
Only if you want to, I just had to answer a call
alright, if anyone else wants to hop in and spectate neb ping me and i'll move to a non-limited channel
CL Sweep (lighting is terrible)
my two shots of that:
Cursed, awful idea of the day: 250 Ocello with a missile backpack
Missile backpacks are pretty bad on Ocellos, since they don't get hybrids
Which are usually what offset being limited by channels
Fleet 'OakCello with full EWAR' is composed of 2 ships that cost 3000 points:
Barrage : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
Bombard : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
built something even weirder
I like the concept, but executionwise, please do not build a 1500 point gun capital with 0 ammo elevators
(Also double intel center only helps with redundancy)
You want a Parallax as well
Recommend chaff, you can theoretically kill HoJ with good juggling but it's very hard with just two Ocellos
And Stairlikes will just go right through jamming
my frontlines attempting to find the CLNs
lol
I feel that next time I see a CLN strike launching from an area of Totally Empty Space I should just pos fire it with my BB
this is my first attempt at a vaux/sprinter fleet with current meta PD considerations, i feel like the nearly 500 point sprinters are a bit overkill?
Fleet '250 CLs + Utility Sprinters' is composed of 4 ships that cost 3000 points:
Many Fence : 'Vauxhall' class Light Cruiser [Gun PD]
Five Darts : 'Vauxhall' class Light Cruiser [Gun PD]
Port Kilo : 'Sprinter' class Corvette [Missile EWar Sensor]
Elder Rib : 'Sprinter' class Corvette [Missile EWar Sensor]
```This fleet uses 3 different missile types:
```yaml
SGM-110 Block : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-222 Ramp With Ample Head Room : DIRECT - ACT(RADAR) - HE SHAPED [4pts]
SGM-299 Activer Decoy : DIRECT - SAH(RADAR) - NONE [8pts]
I would cut one interruptor and consolidate all the actdecoy onto one ship, plus a couple more, so that you aren't out after two salvos
also fill those excess compartments with more aux steering
more beef more good
well i reasoned that these two groups are supposed to operate independently
hmm, cut one reinforced each and do the same thing, I suppose
fill both compartments with aux steering and grab three more actdecoy and one more chaff each
KKMs removed for being out of scope but the defender “bugfix” was added (along with pavaises)
Is it still over for containers and torps?
Patch Notes - 0.3.1.20:240104-0720
+PUBLIC TEST BRANCH+
Changes/Features:
- Removed Kinetic Kill Mass warhead, out of scope for this patch. We'll continue experimenting with it in the near future.
- Increase Shuttle structure hitbox coverage.
- Increased muzzle accuracy of Mk61 and Mk62 cannons to 0.05 (was 0.15).
- Adjusted some Bulker and Container LN targeting volumes to better encompass the hull.
Bug Fixes:
- Fixed nonphysical ballistic raycast weapons (e.g. Defender, Pavise) physics update order resulting in almost always missing targets traveling transverse to the mount.
- Fixed NullReferenceException with the Cargo Feeder hull.
- Fixed loaded fleets in the fleet editor having overlapped badges from the previous fleet.
- Fixed LN random target selection volumes not being adjusted properly in some cases, leaving dead zones which would never be selected as an aim point.
The 20mm fix should help prevent Defenders from just whiffing entirely when shooting at salvos passing by, someone will have to test how much this impacts their ability to hit weaving torps and decoys
Hopefully terminals still get them, if not we're going to have problems
If they do, I think this mostly just increases swarm and triple vaux/keystone durability against containers
Defender targeting logic being steadily improved has resulted in it taking a larger and larger proportion of the ANS PD slots already
lol
dose structure take damage on over pen like normal or?
Should help with the "missiles hit in the nose, shuttle disregards entirely" issue
I believe overpen hits structure, yes
Probably a good change
KKV gone, which is probably good also
This looks like a more detailed structure hitbox than anything else rn
That structure box might be big enough to hit with RPF
didn't really have a potential use case unless it got the ability to reliably hit containers with CMD, in which case it would have just ruined the CLN's whole deal by ignoring decoys for cheap
Yeah, I like the idea but I do think containers would need to be like
I don’t want to say a threat because they’re scary
yeah I've been doing some good work with CLN
I think they’d need to be extremely good and consistent for KKV to really have a place imo
The deal with the last container update was "you are way more hardkill resistant in exchange for dying to softkill extremely easily" so you then can't really introduce a weapon that is purely a container hardkilling device without messing that up a bit
Either it's bad and you have a new useless weapon or it's good and you have no more CLN
I wanted my telephone pole S3Hs 
The metal_pipe.mp4 S2 spam will have to wait
if you think about it, in the void of space, waiting in a picket at low power for a KKV strike to land is "10 hours of silence randomly interrupted by a metal pipe falling"
local middie misses something while rebuilding axford
What did EO reliability look like? (I do remember EO is also pricey)
nothing special if I remember correctly
you needed CMD with a bullseye lock to hit, which meant you needed 6+ bullseyes
Yeah I heard about TQ severely limiting CMD KKM
(And that any radar one got fooled by decoys)
No decoys, and only two banks? What's that budget spent on?
Also now KKM's "kill one container w/ direct hit" doctrine is making me wonder about viability of HEI AMM. Might need too much warhead to be good
Yeah saw they were removed and was thinking about HEI as a substitute, but if they don't hit then welp
steadily developing a cap doctrine where every push on a cap is done with one capping ship and one covering ship with missiles positioned further back
ANS can't really do that because sprinters are too damn expensive so I have rearmed my S2H frigates with Pyrope's cruise S2H and hopefully they can cover multiple sectors at once
just need to figure out whether single SSJ is enough to beat shuttle AMMs or whether I need BSSJ
the shuttle/MMT pair is an exceptionally easy-to-use unit, you just cannot contest The Vaux
spectating more games
I dislike
I dislike even more
OSP has six ocellos, three of which have all or partial plasma armament
ahhhh
Torpcello real
if you're gonna torp something just get the cls.....
between six ocellos there are only eleven guns and one aurora
whoever that is is pretty based, honestly
that's not how you torpcello
bestie.....
lol
this is three different people
OSP even has the MLS-3 to bypass channels!
this is the most cursed oops all ocellos ever
TLS-3
oh my gods and this is vanillaaaaa so it cant even be a 3-15 why the fuck would you undermount thaaaat
Player 1: 2x Ocello but with all ballistic PD, frontlines and hangups, one with 450, one with triple plasma
Player 2: 2x Ocello with rebound/defender, 2x450 and 1xtorp turret each
Player 3: 2x Ocello with mostly ballistic PD, 2x450 and 1x plasma
and an MN fleet that got instantly missile spammed
the BB is being plasma spammed by the ocellos, this is very silly
they have literally no follow-up so it's fine, it's lost its Supplementary Radio Amplifiers
which it has
for some reason
one torpcello is lining up the BB
the torps are coldlaunch and have no terminals
the ocellos are winning
oh right, are we doing branchulous next boat night?
didn't really get a consensus, so I think not
battleship players smh
Misc is doing animal research, I see
with KKV removed I actually don't think there's anything that shoddy left on branchulous
and it's great for spectators
defender fix might get wild but we should see
Other than the Defender fix I think it's basically all QoL fixes/improvements
And a few missile tweaks
This is why I have torps on mine, a salvo of 4 torps knocks out a Vaux, and the tug's gun can keep it down
if the joke here is that public players are animals, this has atrocious vibes
got a report for this message
let's dial back dehumanizing humor vs strangers in general
What’s especially good about it for spectators?
Ooh that is nice
They said something about range bands, I believe?
The lines to indicate locks also seem nice, for spectators and players
Those are what I think the height maps are
We are up for testulus
given how my current ones are going, i'd love to have someone who can carry me
well you can't rely on me for that lmao but I'd be down when you're done yours
the decision to put a blanket on my 3k solo BB was a good one
wish i could join a pnet nebulous game but i am afraid i will jsut get shredded by missiles 😔 and who want the midshipman on their team anywa
That an like protect the middy is everyones favorite side objective
i am too dumb to be worthy of protection
we found the MLS-3 Ocello!
not quite visible: the plasma turret and VLS-2 on top
It appears to be venting atmosphere
Look there is a lot of the time where we just play head empty with a heart full of violence and like it works
[Reply to:](#1164000873031151637 message) i am too dumb to be worthy of protection
addendum: it was an MLS-2 actually
VLS/MLS combo is... intriguing
I like this doctrine and it's what I have been doing as ans really
Though I wonder if trying to beat amms from shuttles is gold plating a bit much
Most shuttles won't have a big stock so I'd either clean them up with a second volley or let the gunships do it
If they brought AMMs at all
Yeah
I guess a small box of them makes sense if you think the main way ans is stopping your cap game is missiles
Yeah I it doesn't sound like a bad choice, just not a choice everyone makes
The SSJ is what, 5 points? So, not cheap, but not breaking the bank either
Well if you want it with your s2h and don't want to do really fiddly tot it's more pricy
I run AMMs on shuttles and it works great, and is extremely annoying when they're swatting your 22pt CMD volleys from the overwatch frigates
I actually like it more the more I think about it - for S3s, it gets you one extra missile in the volley baseline, and gives you more salvos
I still think torpcellos are a bad idea, but at least this might make them slightly less bad
TBF our most modern shuttle fleet has some vary full AMM boxes. but like part of that was just trying to get to 3k points on it
Hmm, I wonder how the points would look if I swapped the ACT torps on my tugs for SAH and stuck a few 1-point AMMs in the chaff box
Probably evens out across the missiles, so it's just the 15 points of Lighthouse
Which is unfortunately rather a lot when my tugs run 270ish baseline
Better softkill resistance might be worth it though
Especially with the reduction in chaff launch time
the OSP capfleet player has brought a Nerd Bulker that is afk at the back
also five unarmed EWR/Bellbird ships, three unarmed bellbird shuttles and an acap LN with no DC
I am amazed OSP is doing as well as they are
Nerd Bulker is pretty funny
it's strictly more expensive than nerd monitor right?
But I think it needs to be able to fight off sprintrs
intel annexes, especially stacked ones, don't...do anything, right?
Analysis annexes stack like other buff modules, most people don't value the diminished returns though
also do Scryers stack?
no
I think you mean five is a lot
(Seriously, how long does that thing take between intel packets)
oh gosh there are 5
That's the build I used in testing, it does do weird stuff launching sometimes tho
@wary flame @wicked mirage I'll sit in IPS-N if you'd like to talk post-game, neb server is a bit too loud and much for me
👍
One sec!
im trying to figure out a vauxhall/sprinter fleet but im not sure how to do it and fit in current meta PD considerations
clean numbersss
Saw a fleet earlier that was triple rail DD, cap defence Vauxhall and two sprinters and now I really want to give that one a go , the tension between going to sleep and staying up all night fleet building
All that in 3k?
So I guess like... 800 + 3x600 + 2x200 ish?
also neb keeps updating the test branch, any new changelogs?
Last changelog was 23 hours ago
Removes KKMs (for now), fixes a bug with defender/pavise missing on deflection shots
notes here
cheers
doesn't seem to stop my cork torps at all
@noble zodiac didnt you have a vaux/sprinter fleet with current meta pd?
as in active(r) decoy/interruption
oh, i thought i saw you or someone else doing a fleet that was 2 vauxes with 1 sprinter escort each
post please?
It's compressed, but rails being rails mean you can go pretty light on them, one softkill VLS and a couple of defenders is all the accessorising needed
yea 1 sec
ok
im in the debrief part of
playing a game of lancer,
neeb to find the fleet
update: found it
Fleet '3k - Heat From Fire (Mk 5)' is composed of 5 ships that cost 3000 points:
Dance With The Angels : 'Vauxhall' class Light Cruiser [Gun EWar PD]
Away With Your Fairies : 'Vauxhall' class Light Cruiser [Gun Sensor Missile PD]
Until The Lights Go Out : 'Sprinter' class Corvette [PD EWar]
Dagger Draws The Eye : 'Sprinter' class Corvette [PD EWar]
Say That We Were Brave : 'Sprinter' class Corvette [Missile Gun PD]
```This fleet uses 4 different missile types:
```yaml
SGM-10 Sliver of Hope : DIRECT - HOJ(RADAR) - HE SHAPED [1pts]
SGM-20 Sliver of Hope : DIRECT - SAH(RADAR) - NONE [2pts]
SGM-222 From Dust To Dust : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [5pts]
SGM-264 This Is Not A Warship : DIRECT - NONE - NONE [7pts]
I originally took them, but just been trying without for the last day or two and not really noticed much difference. 30pts is a lot on a 300-350pt corv so I'd leave them out.
yeah that was my inclination
one channel feels a bit low but y'know
torps are very all or none
thanks!
I think I have stretched my ANS capfleet a bit much trying to get 9 ships in it and I'd do better compressing my elints into more torpcorv
They're fragile to the ubiquitous command val weave S2 tug that OSP loves, though, I'm still working on AMMs to reliably fix that.
Aurora would do it and still insulate against rockets, but money and fire arcs would be an issue
+PUBLIC TESTING BRANCH+
Bug Fixes:
Fixed escorts getting left behind if their top speed with thruster damage was less than 50% of the guide's top speed. Formations with engine damage will now accelerate together.
Fixed an additional case where escorts would be at 0 velocity when attempting to form up with a stopped ship.```
fumbling around trying to build rail DDs
damn these things are cheap if all you want is a gun
455 for max ereg
Every Vauxhall needs the
Aux Steering
Aux Steering
Aux Steering
@noble zodiac im curious why you have 1 jamming sprinter with the 2 vauxes and one sprinter independent?
<@&942093958551588904> anyone up for some pubulous?
sure!
till is around and potentially up for it
sure
in which case I'd love to spectate
I could hop in later
because i forgor to form it up
they’re supposed to be merged
Oh fair
I would like to play but I'm in the middle of killing the Dweller of Dread
@wicked mirage you're famous!
(probaly not the actual topic of the conversation, I don't think you run torp corvettes?)
it rounds
To two significant figures, that's correct
to nearest
LOL, yeah I run Torp corvs in my capping fleet
Hybrid AMMs, huh?
For my commodore game, we brought 47 ships and won by sheer weight of capfleet spam, crushingly
the soup new does it again
Congrats on Commodore! Shame about the admiralty's budget crunch
when you would make commadore but all the roles are filled so you have to wait for one to retire
||it was the filling up animation, right?||
||it sorted it out in the end, yes||
this... thread? forum post?? didn't show up when searched for and I had to find the thread in #strategy-club and use the crosslink
amazing
anyways I'm doing the tutorials but I was visited by an idea and I gotta know: do radar seeker missiles have IFF?
afaik yes
... wait what would you be getting out of IFF not being a thing with that setup
like yes that's useful it helps stop ACT AMMs but
amusingly ships that don't have a working antenna or comms on don't register as friendly for missile iff
I thought it worked the same for radar missiles
I don't think so, IIRC radar missiles won't even go for completely dead friendlies
I would never have thought I'd say this, but I feel like I've been seeing a noticeable lack of capital ships on ANS teams recently
Other than that one incident with the 2000pt Cheapomon, I think when I see them they tend to be big missile backpack 2k+ investments
There's about as many capital fleets but they're more concentrated
that makes sense
I mean like, as an explanation, I don't get it at all from a gameplay perspective
I've been having a lot of consistent success with 1.5-1.75k axfords + friends
I am however watching a game with an axford which has 4 barrels of 450 so maybe it's for the best
seperated by maybe 2 seconds
I'm going to try making a 1.4k Axford with 120 secondaries using a lot of aux steering tank, I think it might be a useful asset if if I can fill it with enough softkill
my omni softkill EWAR axfords come out to 1.5 each, so I think it's 100% doable
Up to 1380 before ammo and I can concievably lose some stuff, so looking good so far. For CA triple drives, would you take a raider or go double small whip?
hmm
my personal favourite is raider/raider/whip
but I'd probably go double whip if you're not planning on orbit dodging at every opportunity
now that raiders aren't good for permaflank I think the single raider is a lot less useful
ammo is going to be an issue
I may need either a bulk mag surrounded by aux steering or two mags
one mag, might be all right but it's tight
what do you use it on, just Ocellos?
can 120AP even pen MNs?
I don't think so
the amount of damage it deals to things which need it you could probably get away with just plainly not bringing it
but it does feel bad to plink off the armour with HE
come on Hazel
hazel despises your underscores
there are no underscores
not the fleet name then
not any callsigns or missiles either, I reset them all to stock
I guess hazel just doesn't like your fleets
Hazel does not like the idea of 120 sidearm Axfords with one defender each
I should try putting 120s on my Vauxes
I should use 120s more in general, really
Always forget how much more dps they have than 250s
yeah
they can't hit monitors which is a big deal, but otherwise 120s are pretty darn good
big fan of 120s
My mindset tends to be "put a 120 on if it doesn't fit a 250" but that's definitely not a sensible approach
Though I might need to swap my disco ball for a missile backpack for anti-Monitor work if I do put 120s on my Vauxes
Fleet 'Sidearm Axfords' is composed of 2 ships that cost 3000 points:
Kim Kitsuragi : 'Axford' class Heavy Cruiser [Gun Missile PD EWar]
Raphael Ambrosius Costeau : 'Axford' class Heavy Cruiser [Gun EWar PD Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-208 Pinball Champion : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [10pts]
SGM-210 The Kimball : DIRECT - NONE - NONE [7pts]
aha
if what I changed last is any indication it was the fire group names
cursed almost-all-softkill axfords with one defender on the bottom to catch stuff that is approaching from the angle most likely to occlude chaff behind the ship
ammo count is very tight but there's not budget for a second mag if I want robust softkill
the aux steering block is so cursed
in like, a conceptual way I think it actually makes a lot of sense
being functionally impossible to kill nose-in is hilarious, but a bit strange
the 120 axfords have the niche upside of automatically bowtanking because they want to direct all their guns at the same target
excellent missile names
new frontiers in fucked-up ocello design
it has a prowler, a sig scrambler and a bulk mag
@wary flame what's your usual torpedo design look like?
will get it for you after this game is over
I'm watching
I discovered that double disco ball actually does jam torpcello at normal ranges
That's a 250 casemate, ye?
oh my gods
he has no PD
truly the bulk liner of ocellos
They could have a chaff box and a disco ball hidden on the other side
I bet they don't
But they could!
it's still an ocello, not mounting sarrissas or at least auroras is such a waste imo
Yyyeeeaah
they had another 250 casemate on the other side
Bonus points if you don't mention to your team that your Ocello is pdless
like far be it from me to disparage off-meta choices but the opportunity cost is huge
wonderful
At least they're ready if they get flanked
@junior heron these are my current gucci torps
my others are mostly just seeker swaps on this one since it works fine, and I got the engine on this from the Crysknives
is that 10/4 or 9/5
Hm, maybe I should drop the speed on mine, that 5k range looks nice
Btw, reminder that I'll not be there to set up the server for boats, so someone will need to host
I’ll be missing miss game 1 maybe game 2
In testing I found that single disco did tbh
<@&942093958551588904> boat night open!
ooh I can make boat night today!
yeah I'm around gimmie a mo
non-zero chance we can just raid the public test server
Just make sure everyone hits ready after game instead of leaving
Or you might get randoms joining
We might be on latter, but we cant make it right now
@wary flame are you spectating or actually in a game right now?
I can't play again today sorry gamers x.x I need to nap for my DnD game, my sleep schedule has been super messed up lately
@wary flame mind if I ask you for your cap fleet?
Fleet 'Cleric Capfleet Acap' is composed of 9 ships that cost 3000 points:
Cleric Of Solomon : 'Raines' class Frigate [Missile PD Sensor EWar]
Cleric Of Mammon : 'Raines' class Frigate [Missile PD Sensor EWar]
Penitent : 'Sprinter' class Corvette [Missile Gun PD]
Mendicant : 'Sprinter' class Corvette [Missile Gun PD]
Templar : 'Sprinter' class Corvette [Missile Gun PD]
Hospitaller : 'Sprinter' class Corvette [Missile Gun PD]
Heretic : 'Sprinter' class Corvette [Sensor Gun PD]
Apostate : 'Sprinter' class Corvette [Sensor Gun PD]
Sacrifice : 'Sprinter' class Corvette [PD]
```This fleet uses 6 different missile types:
```yaml
SGM-100 Commodity Money : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-H-266 Ki Rata Strike : DIRECT - CMD/SAH(RADAR) - HE SHAPED [14pts]
SGM-H-267 SACRED TECHNIQUE - RELIEF : DIRECT - CMD - NONE [15pts]
SGT-358 Gom Jabbar : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [13pts]
SGT-358 Wierding Way : DIRECT - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [12pts]
Fleet 'Sidearm Axfords' is composed of 2 ships that cost 3000 points:
Kim Kitsuragi : 'Axford' class Heavy Cruiser [Gun Missile PD EWar]
Raphael Ambrosius Costeau : 'Axford' class Heavy Cruiser [Gun EWar PD Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-208 Pinball Champion : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [10pts]
SGM-210 The Kimball : DIRECT - NONE - NONE [7pts]
ok, re-engineered this with more ammo
act-decoy and killjoy count is lower than I'd like but hopefully enough to convince a CLN to fuck off
<@&942093958551588904> Conquest is looming on the horizon, bristling with spikes of limited ship designs. In order to prepare (and also since it's just fun), I propose another Fleet Swap Night on the 13th.
For those unfamiliar, each player submits up to 2 OSP fleets and up to 2 ANS fleets beforehand (submitting fleets is not required). During each game, players are randomly assigned two fleets for their faction, from which they choose one to play.
ah piss I logged in to neb on my lappy to test if an idea I had could fit
and I think its synced all my old fleets that I removed back into my steam
were you thinking of doing another shared google drive folder?
I can't set one up right now, but that'd work
Or if people just post the fleets here I can compile a zip
does discord think this an evil message to send
Fleet 'Tron - OSP 2' is composed of 5 ships that cost 3000 points:
Rhyfelgi : 'Cargo Feeder' class Monitor [Missile PD Sensor]
Gorchfygwr : 'Cargo Feeder' class Monitor [Missile PD Sensor]
Ymerawdwr : 'Cargo Feeder' class Monitor [Missile PD Sensor]
Gorsedd : 'Cargo Feeder' class Monitor [Missile PD]
Amddiffynfa : 'Cargo Feeder' class Monitor [Missile PD]
```This fleet uses 4 different missile types:
```yaml
CM-432 Morthwyl : DIRECT - CMD - HE SHAPED [13pts]
SGM-121 Fflowlyn : DIRECT - ACT(RADAR) - HE FRAG [4pts]
SGM-123 Aderyn Ryhfedd : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-133 Cyllell : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
Fleet 'Tron - ANS 1' is composed of 2 ships that cost 3000 points:
Anadl y Gorllewin : 'Axford' class Heavy Cruiser [Gun EWar Sensor PD]
Anadl y Dwyrain : 'Axford' class Heavy Cruiser [Gun EWar Sensor 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]
Fleet 'Tron - ANS 2' is composed of 4 ships that cost 3000 points:
Rhyfelgi : 'Axford' class Heavy Cruiser [Gun EWar Sensor PD]
Melin Gwaed : 'Keystone' class Destroyer [PD Beam]
Llygad y Dydd : 'Raines' class Frigate [PD Sensor]
Rhosyn Marw : 'Sprinter' class Corvette [PD]
```This fleet uses 3 different missile types:
```yaml
SGM-123 Aderyn Ryhfedd : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-133 Cyllell : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-133 Cyllell Block II : DIRECT - ACT(RADAR) - HE SHAPED [4pts]
no! my files shall pass unhindered
Fleet 'Tron - OSP 1' is composed of 4 ships that cost 3000 points:
Rhyfelgi : 'Bulk Freighter' class Line Ship [Missile Gun PD]
Gorchfygwr : 'Bulk Freighter' class Line Ship [Missile Gun PD]
Ymerawdwr : 'Bulk Freighter' class Line Ship [Missile Gun PD]
Llygad y Dydd : 'Shuttle' class Clipper [Sensor]
```This fleet uses 2 different missile types:
```yaml
CM-432 Morthwyl Block II : DIRECT - CMD - HE SHAPED [13pts]
SGM-123 Aderyn Ryhfedd : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
oh god
Lmao
maybe the drive makes more sense
Hazle!
Yeah hadn't considered Hazel, if someone could set up a drive that'd be helpful

It's the same drive as before but I removed the old fleets
Let me know if you still see fleets in there
Feel free to name your fleets whatever btw, just include your name somewhere or let me know which fleets are yours
seems empty to me
And I'll add 'em to the fleet roller
can I submit mine even if I know I can't play (have an ongoing Stellaris campaign)?
I think there was some leaning towards limiting submissions to people who'll be playing
So probably better not to if you know you won't be there
If you're unsure, feel free to submit, I can just pull them from the list in the roller easily enough
is there a way to queue orders like "execute in 20 seconds"?
also I don't believe the game ever says what intelligence is
I can make an educated real life guess but the game term is a mystery to me
its how fast enemy tracks get identified and how much detail you get on them
broadly the team just needs one intel centre and you are good
(identification happens in a bunch of stages)
I'd be down, but I'll hold off on ship submissions until I can actually make it
no
except movement orders, you can string those together but not in like
a time way
in a waypoint way
Awww I missed boat night for my sleeps of 2 hours.
has anyone had any success with beam axfords recently?
no but you've inspired me to try and make a beamford fleet
:p that was almost the opposite of what I meant to do lmao
I've had more than one game in the past week where a beamford jumps out at like 3-4km against my 450 liners and just keels over and falls apart
And I was wondering if anyone had been doing better than that lol
are there recommended readings for learning the game? I think I can figure out the nitty gritty of design myself but stuff like what's a "normal" fleet comp
the starter fleets are pretty good as examples honestly
they're for the most part perfectly competent fleets
I think they're lacking in the softkill department, so learning how to build that is a pretty good starting point
(softkill being defeating missiles without shooting them down, usually by jamming out their seekers or deploying decoys. dunno how much you do or don't know)
that's true
beyond that, "normal" fleet comp ranges from one battleship to up to 10 shuttles+tugs+monitor fleets, so mostly it comes down to finding what level of micro you're comfortable with
I have a good understanding of the underlying concepts but zero of how this specific game executes them
all I know is that I'm osp
as in the underlying concepts of softkill?
ah
well the game executes them pretty close to how you'd expect they work
radar mechanics are a bit simpler than real life
quite a bit, actually
if I understand things correctly, while comms are up a ship doesn't need any radar of its own because it'll get all the data beamed?
uh
well something still needs to be tracking it
but yeah radarless ships are a thing
and do fire control radars lend their accurate readings to allies or are they just purely "buffs this ship's guns"?
all tracks are shared across ships with their comms up
there's very few things that are local tracks only
so, yes
oh I just remembered a very important thing
I need to fuckin
print a reference for naval directions and glue it to my wall
I've been exposed to sailor speak on a regular basis for the last 10 years and I still haven't committed what the fuck a starboard stern is to memory
I mean
that's not all that important in this game tbf
like I group my guns like that but otherwise
starboard = the other one
then the one that is not port is not left
now, the ones I struggle with are ventral and dorsal
port is a red drink
there's no port left in the bottle
rip
or if your brain is irrevocably broken you remember left and right based on port and starboard
(my brain is irrevocably broken)
I managed to remember ventral and dorsal because fish fins
dolphins have a dorsal fin
That's how I remember it as well lol
also just far too much time brute forcing myself to name the groups ventral/dorsal
But yeah nobody really uses those directions over voice or anything, you can definitely just name stuff "left guns" and "right guns" and be fine
oh Lark you play flipped, do you know if the general map rangefinder flips too?
like, does 90 degrees become 270?
there's also no naval term for up and down which is pretty important for nebulous which makes the others sorta irrelevant
hmm
Unfortunately, I also play very high FOV, so the numbers on it are basically unreadable
I feel like that's a different thing entirely?
Up and down are important in Nebulous in the same way east and west are, not left and right
in what way are east and west important?
It's definitely awkward that we don't really have good non-subjective terms for those axes, though
oh I see
Call them "space up" and "space down"
"not the enemy's gate" "the enemy's gate"
haha
but yeah I get your point
zenith and beneathith
beneathith
it's perfect
ideally pronounced with the mightiest lisp you can manage
@fresh storm Jdee's tutorials are a bit outdated but I think still pretty good https://www.youtube.com/playlist?list=PL8VCvOHfHA1L2o5ozHmF3vclqJkI-aoyP
oh
i don't know these things
the problem is those have different space meanings
Tron my zenith suggestion is based entirely off a wikipedia diagram, which I realize now is directly under another diagram that does include a nadir label
this made me crank my fov up to 90 out of curiosity and honestly? I'm immediately better oriented in space
:p
nadir is just like, one of my favourite words lol
Yeah I really like the high FoV, it just means you can't read the names on the arrows in deployment
I don't understand how people play on high fovs, I'm on like, 30-35 and any more makes everything unitelligable for me lol
Simply Do Not Read
I think if you're doing it seriously you want to use left, right, up and down to represent the actual directions on the map given your spawn orientation and port/starboard/dorsal/ventral do describe which way ships are pointed, but nobody actually does that.
Directions are usually done by talking about the objective zones or particular terrain features associated with them, you'll push under A rock or past B pillar
is the CPU worth anything for learning?
maybe for the muscle memory of hotkeys and clicking on ships
It's very bad, it just drives vaguely in the direction of a point with all its ships in a huge ball firing everything
but otherwise no not at all
but it's OK for the basics of "here's how to bowtank, here's what ammo to use"
one tip I'll give: rebind the move hotkey
"here's how to counter jamming"
I think it's still M by default and that is way out of the way
It's good for familiarizing yourself with the basic controls
Zenith does have an actual antonym, it’s nadir
Funny tho to use Latin for up/down and English for the lateral compass points
Oh they’re actually from Arabic (by way of Middle Latin)
mine stat sheet says they support TRPs 
lol
next boat night is on <t:1705176000:F> <t:1705176000:R>
this is going to be a good game
(it drip fed rocket containers into PD all game)
Is that plasma?
no just pavises
somehow managed to lose this match despite eating an entire vaux fleet and an entire keystone fleet and having the remaining enemy completely pinned
the rocket shuttle player suicided ten shuttles in the first five minutes, laid a ton of sprint mines that didn't do anything and then complained the MNs and LNs killing everything were being too passive
that's the pub life
MN/LN?
might want a pavise on these because I did eat a couple of torpedoes
Monitor and Bulk Freighter respectively
the latter also known as a "liner", hence the two-letter abbreviation
hm, I've been winning pretty consistently against the AI but I think that's 100% down to it being that stupid
I had a pipe dream of a container bulk freighter but 8 containers feels like barely enough for one strike and then it's just wasted space on my hull
when roof guns were good there was a build for that
but I think its a bit awkward now
containers on bulkers can be useful, but not as a main weapon
I have a few decoy containers on mine
yeah I think a container backpack is an option, or utility containers
tbh even empty container banks are nice extra armour for 5 pts
I don't really have a feeling for guns yet
when a container hits I can tell that they did not enjoy that
but even when I have a barrage of plasma and 450mm plus some other stuff going on for minutes I can't tell if the enemy is being damaged or not
yeah it gets hard to tell, in general plasma is in an awkward space atm
but 450 generally messes stuff up its hitting
honestly
it can be really hard even for experienced players in general to see how much damage you are doing with things
railguns are especially notable where getting railgunned is miserable and turns your ship to 9999 fires
but when you are shooting people its like "am I doing anything?"
The only time you you will ever know for sure you did something whit rails is when you inflect the spread debuff on a beamer while it's fiering, or the damage debuff on a beemer that is shooting you
???
what the fuckulous
truly unassailable
we're actually playing tug of war and other than some bizarre fleet designs it's really fun
very different from control
i think it's probably closer to what it seems mazer's design goals are at least
given, yknow, conquest is gonna run on it lmao
Tug of War definitely seems better when retreat is an option, it just loves to become deathmatch otherwise
Though that might be a matter of 1k being too many points now that I think on it
Should try ToW on 500
Or maybe even 250, thinking about how much of a gap usually opens in control
My record for a semi-serious game control win is something like 650pts, I don't think 500 is a margin you'll hit very often but I could see maybe 350
Nah, it's accurate
The best way to "obtain and ensure control of the combat area" is by making sure there's nothing alive with a hostile IFF in said combat area
Also note that because points go up and down at the same time, tug of war margin will be twice what control margins would be
yea tug of war forces you to hold your territory/points
as opposed to just taking them
you can’t get a cascading runaway advantage early on, you have to hold on
I mean, intensely anecdotal here but this tug of war game didn't really turn into just a deathmatch, though I do think it is much more interesting when retreat is possible
...honestly I don't know what isn't lmao
Retreat technically possible, just entirely unincentivized
well that's a new record by about... 10k?
120mm axford, while it does get slightly owned by rockets, eats through ships and can actually like
engage the whole OSP lineup?
very cool
I made a double 120 Ax build and it's been extremely fun
if it gets eaten by rockets, is there any room for auroras somehow?
that's what the main cannons and potentially backpack missiles are for
Ah, I see, it's not all 120s
all four side mounts are dual 120s, so your double axford fleet basically has eight gun sprinters taped to it
since those cannot normally carry buff modules
This got my brain wandering and led to me thinking of annihilation mode w/ partial scoring so you only need to kill most of the fleet, and you could do something like retreats count halvesies
(Possibly even less than 'most')
Honestly 120 AP chews up a ocello faster then you can with 450. the big problem is moniters, but main guns handle those
Do you go 120/450 or 120/250?
IDK how well 250 AP handles monitors but they do have that nice flat front when engaging head-on
some innovative ship design I've seen here
do they end up having better RPM than the T30?
well I did some testing and uh
no not really, is my answer
you can fit them, but only in the little wing mounts, and they don't really do much against rockets there in any case
I think my strategy of try and kill anything with rockets before it gets close and failing that, strafe, tank, and pray, will have to stand for now
the escort beam DD does help though
if I play this game again my rocket backpack bulkers are going to terrorise any and all 120 axfords
lol, lmao even
mine have one spare mount each after the requisite equipment and both of them are currently defenders
which can occasionally clutch against rockets but your main rocket defence is just a disgusting amount of RPF
what's taking up the class 1s?
like, a vls, a bullseye, I assume
but past that I can't guess what the third one is used for
Fleet 'Sidearm Axfords' is composed of 2 ships that cost 3000 points:
Kim Kitsuragi : 'Axford' class Heavy Cruiser [Gun Missile PD EWar]
Raphael Ambrosius Costeau : 'Axford' class Heavy Cruiser [Gun EWar PD Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-208 Pinball Champion : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [10pts]
SGM-210 The Kimball : DIRECT - NONE - NONE [7pts]
chaff redundancy
could swap one of those out for defender but they're the half-arc neck slots so meh
hmm, makes sense
I'm not sure about the single jammer though, unless it's just softkill reasons
softkill and sometimes just locking out a bloodhound that got too close
I shut down an entire CLN a few days ago with just the nose blanket on my 3k S2 backpack BB
and since then I've been strongly considering having a blanket on my capitals
yeah hmm
that ship does feel like its playing very unsafe on the missile defense front
this is my current 120mm ax fleet
Fleet '3.0k - Omnisoftkill Axford' is composed of 4 ships that cost 3000 points:
Rhyfelgi : 'Axford' class Heavy Cruiser [Gun EWar Sensor PD]
Melin Gwaed : 'Keystone' class Destroyer [EWar Beam PD]
Llygad y Dydd : 'Raines' class Frigate [PD Sensor]
Rhosyn Marw : '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]
but I guess in the softkill world
it has effectively maximum possible softkill, and then I make a deliberate greed choice to die to point blank torps and rockets in exchange for truly massive firepower
I don't know how it does against SAH because nobody has shot that at me in a week
but yeah I think the firepower is a genuinely okay tradeoff
its's a greed pick but I like to think it's appropriately channeled greed because of how good these are at ripping up anything besides monitors in CQC
you can be artillery from standoff range and since at that range they can only really hit you with cruise you're fine, and in a knife fight you are very scary
especially given that point blank torps are basically unstoppable anyways (you can stop them but I honestly don't think the investment is worthwhile)
Pyrope runs one of these with a dedicated PD and support CL, I'm not that sensible and just go "fuck it if they get me they get me"
I think SAH is gonna get through but the lots of chaff from lots of angles will help
but its not the most popular fleet to be used
sure I can, it'll go straight but it won't seek properly
unless there's about ten
in which case yeah sure you can have that
5 illums beat like 3 blankets I found
at 6km
illuminators don't have falloff like jammers do
More illums than blankets feels like a lot
I don't think I've ever seen more than 2 in pub games
which doesn't make it not a design flaw
but it's certainly a consideration
I mean you can't beat everything
I'm guessing 2 illums beat a single blanket?
I don't think so
I'm pretty sure that's dependent on range because I've absolutely done it before with one blanket
the key is that blankets stack diminishingly and illums don't
the blanket is mostly there for Act/[Wake] and Act/[CMD]
which are popular S2, torp and container picks
Ah, so prolly more along the lines of like 3 beats 1, 4 beats 2, etc
most SAH spam is SAH/HOJ, which I have SSJ AMMs for
I think the gaps are generally in acceptable places
yeah
I guess its one of those things where like I use a lot of stuff that breaks that kinda defense
and in exchange I get three fully specced up gunfrigs attached to the side of my TF Oak, because the eight twin 120s there are more heavily buffed than those on frigates and corvs
so in my head its vulnerable
I guess if you're illum-stacking you might not need HOJ at all
but in practice against the broad metagame its probably relatively safe
HOJ is a liability
I'd rather no seeker
I agree
SAH/HoJ is a crutch IMO - it's easier to break jamming if they don't react well, but it's one of those things where it relies on your opponent playing poorly, rather than you playing well
I wonder how good a noise filtering support module would have to be for missiles to actually make use of it
one that sees through jamming?
probably hilariously so
especially in these days of every missile having many seekers
ARR is -0.7 dB, for reference
BRB while I check on Neb's radar/jamming model
More gain might be more useful than noise filtering
lmao, but also concerningly real
'SSM Battery Squishy' is a 'Cargo Feeder' class Monitor that costs 729 points.
playing with this design, a monitor that sits at the back not emitting until it can paint anything of Vaux size or smaller and then slap it with double weave S2s
so absurdly expensive though
I take it the S2s are CMD?
that is a lot of money for something with a basic cic
at that cost go for Reinforced/Citadel
Eh, basic is reasonable here, since on Monitors reinforceds die to missiles anyway, and they don't have much more HP IIRC
Though you will be eating fire while the missiles are in flight, but ideally it's only your target shooting you
(i.e. only 250s)
You'd probably get more value out of a DC upgrade than a CIC upgrade
Issue with putting an RDC in is that MLS are very squishy
in theory I'm 12km away and undetected, since it can see and shoot to 14k
I'm assuming you run radar off so you don't get seen by ELINT?
yes, the Huntress is a last minute sprinter location service in case of MMT death
I have been tempted to remove it
or go down to 20 missiles and 1 launcher for more DC
but three salvoes of 8 should fuck up a Vaux so I kind of want to keep that capability
I probably would go RCIC myself in case of small missile salvos or unlucky 250AP shot
Yeah, if you can't kill a Vaux I think you're paying a bit too much for something that does nothing for a lot of the game
Have you thought about sticking a container stack on top? The extra HP is pretty notable for something as empty as this
I actually have this version, which is cheaper and tankier but far less heavily armed
'SSM Battery Prototype' is a 'Cargo Feeder' class Monitor that costs 699 points.
if I cut one of my two meat shuttles or a rocket pod I could fill the new one up with RCIC/ aux steering and put some clipper decoys on the bottom
but I am trying to keep it as pared down and aggressively focused as possible because just fitting it in has already dropped my capfleet to nine ships
That reminds me that I need to boost the range on my torps for the torp box in my cap fleet
this fleet also has a torp box
which is why i can't just deck out everything
I suppose it could be a two-launcher torp tug instead and free up points
but the torp MN beef has been so good
I think rpf will definitely thin these salvoes at that range
from a vaux
so I don't think 1 launcher would work
You just have to get them when they're shooting at something, I've done it with salvoes of 4 from MMTs before
thats fair, its definitely a limitation though
I think I like having them be a bit tough
and just not being super greedy with not using radar, since it is basically a 14k range bullseye you have paid for
so if your team is getting jammed and stuff its good
I tried a few games of capfleet in pubs
and tbh what seems to happen is my team just dies because they lack ships
I can make it tankier but only by either losing the forward parts of the capfleet or reducing the capability of my but fancy torp MN to a torp tugboat, which might be all right.
hmmm yeah I dunno
I just feel like a 700pt ship that is mostly radar you want to get good use out of the radar
Yeah, it's got 16 AMMs so it can take a volley or two under good circumstances
yeah thats probably fine
what's a bacpack?
so in general on ANS, you want to have your combat ships bow-towards the enemy because they bounce shots and present a smaller profile that way
so this usually leaves a mount masked, which is the "backpack" mount
usually you'll put a VLS there because missiles don't care about masking, but sometimes it'll be some other weapon. I've got an axford with a backpack rail for helping out across the map
I think Misc's battleship puts a beam on the backpack for knife-fighting and shuttle-swatting
Oh so triple rail axford is possible? Hmm
Now I really wonder why rail BB exists
(I guess the answer is "it doesn't really")
it used to
It used to, it got removed because a hard-to-kill long range combatant is not fun to fight
there used to be a double rail that went on the bigger mount
so the battleship could have 7 barrels and the axford 4
which along with the extra space for more modules for fire rate
gave it a bit more than double the firepower
Mmm, I getcha. Somehow I thought the mk81 was the same mount size and just cheaper
does wake seeker work for AMMs?
triple threat liners but in amazing work
also pictured a mine monitor that killed an entire CA with its mines, somehow
liners in general are extremely mean but those ones have the big burst
they're basically beamships
@wary flame 👁️
Yeah, they really are
Box Boat slowly loses programming channels as I put more and more toys on it
also, Misc and I are trying for ountnumbered
i'm not just missing this right?
the DC board doesn't have the broken P60
pd crew mutiny
they left
Took their mandated tea break
observation from messing around: mine containers might be an amusingly good PD micro check
they'll pretty much always make it within 2km if not AMM'd and the mines are tiny spread out targets that nonetheless trip PD fire
they drain turrets dry
what I mean by that is deploying them 2km away from enemy positions, to make myself clear
not using them as battering rams
did you get it
Not yet AFAICT
no
we got stomped
and I made Misc sad, whic hhas in turn made me sad :(
(we re-matched against the fleet in a proper 4v4 and won pretty well though)
😔
What did Misc run? I can see you brought box boat
capfleet into the anti-capfleet sprinter kill squad is not a fun time
and Misc's scouts all got hunted down by CMD missile sprinters
anti-capfleet sprinter kill squad I think needs a nerf anyway, but normally I just get salty and continue rather than get completely overrun immediately
Yeah honestly IDK if you can do the outnumbered win in control
assuming conquest counts fleet scores, I wonder if small, in-tact fleet vs large, beat up fleet will be the way to get outnumbered
I feel called out
I got curious to see if I could and then promptly spent entirely too much time making a Surrender DDG
Now TBF I did try and make it a well-rounded missile destroyer with actually-good (if expensive) S2Hs
I also put a railgun and intel center and saved some vls space for a few hurricanes and activist decoys
I'm working on an ewar/int osp fleet to coop with a friend and I feel very conflicted about the ocello
it's quite expensive to bring for just the genuinely unique ANS capabilities and that plus what they are gives me a feeling of putting all my eggs in one basket
dies of my ocello taking any damage
Ocellos tend to be pretty important to an OSP fleet
they're tankier than you'd expect when they're bow on, and the PD and sensors they bring count for a lot
like, you tend to have two on an OSP team, usually? People bring in double Ocello fleets p often
mm
they seem to be pretty easy to make near impervious to missile strikes with little extra expense at least
The bonus is that that imperviousness often extends to anyone else in the vicinity
The goon squad
@sharp crow
hey <@&942093958551588904> anyone for a pub game or two?
sure!
Will be doing my viewer games stream in like 3 and a half hours
I have the stomach flu x.x no games for me today 😷
we are currently playing lobby command
<@&942093958551588904> It's Wednesday, and that means time for more NEBULOUS: Fleet Command viewer games on my Twitch channel below! Anyone's free to join, so ready your fleets!
https://www.twitch.tv/docvivileandra
Wednesday Viewer Games! Anyone is free to join - if you want voice chat, join the discord! Type !discord for the link!
@runic torrent could you pin this?
also, as a reminder:
<@&942093958551588904> hey all, Lark put forward the idea (and a lot of us were excited by) that this upcoming boat night can be another fleet swap
fleet swap?
ah
There's another link to that folder w/ context pinned already, but I can re-pin it at the top above the memes
I looked through pins and glazed over it, only remembered that most recent posting of it
sorry
A bit more context
You got it boss
the TLS looks strangely cursed on these specific vauxhall mounts
Also because the bridge windows are right behind the TLS
It's like when you have a window advertised in an apartment listing but when you visit the window looks into a 10ft wide alley and your view is just a wall
oh hey like mine
(I'm not kidding, my apartment was advertised as having a CN tower view. it stares into a brick wall)
https://www.youtube.com/watch?v=E8Lhqri8tZk for context on Cantaloupe Slots
In this 2019 GDC talk, game developers Alex Schwartz and Ziba Scott explain how they set out to determine the lowest bar for success on App Stores. Take a fantastic tour of the weird, dark underbelly of the mobile app market, and learn what the pair discovered when they flooded the market with over 1,500 auto-generated slot machine games.
Regis...
its a fantastic video
timestamp for the song https://www.youtube.com/watch?v=E8Lhqri8tZk&t=7m6s
@wary flame I think would esp appreciate the video
holy shit
that was the greatest GDC talk I have ever seen
absolute magnificence from start to finish
11/10
Amazing
so turns out the staging flick on an S2H on min angle lets you just wiggle clean past pavises without actually having to buy weave
just need to adjust it to the point they have enough stage range and agi to reliably hit moving shuttles
yeah I've noticed that as well
OK, dodging is fine, agi is insufficient but I may have to slightly ensmallen the warhead to get the stage range in the right place
I am having so much fun with triple threat liners
they're like
really strong and good
maybe a bit fragile but even then not really, I still have 7 restores and aproximately 1 million modules to tank with
got the fishtail dodge working, now I see if I can make a version of it that squeezes the speed low enough to fit into 11pts
The Fishtail is a cheap CMD S3H with a tiny engine set to stage just outside of 20mm range and swerve around enough on Minimum Angle to dodge all but the luckiest pavise, for optimum shuttle killing. You'll lose one or two sometimes against a full squadron of pavises, but they'll handle 20mm on a single target just fine.
It's too slow to resist flak since the engine has been deliberately crippled to reduce the cost to 11pts, if you expect to be shooting at anything with a Bastion spend an extra point for a normal flak-skip S2H on Min Angle, which I've included.
Neither of these are groundbreaking but I'm leaving them here just to have standardized designs available to hand out.
SGM-H-211 Fishtail-C is a size 2 missile that costs 11 points.
SGM-H-266 Flakskip-A is a size 2 missile that costs 12 points.
continued playing on this theme and managed to get the same effect on an S3H, albeit slightly less reliably
14pts for 2k damage, 15pts for 3k damage
might not be an awful torpedo substitute
that is pretty rad
for anyone who wants to: you can add descriptions to your neb fleets by adding <Description>[text]</Description> to your .fleet file after the FactionKey
hey @oak shell I half recall you doing a bunch of work with the liner hulls segments, I am correct in my recollection?
unrelated, <@&942093958551588904> boats?
Sure
sure
(well I guess semi-related lol)
No, mechs
lurk
spectating the next SCCC game that they invited us to and their new opponents have some interesting CC and CLN designs
wtf
but the CLN can mount the intelligence center ;_;
But... you can fit the triple barrel 250 on those mounts... 
I don't buy it
split the difference: double barrels, 120mm
I'm around now for a game if people are
We just finished an intense game against one of the big admiral stacks, I think most of us were done for now. Sorry Till :(
ah well no worries
glad you all had fun 😛
I did 39k damage with the capfleet
tides of shuttles
skirm report for the SCCC game if anyone else wants it
Just made a S3H variant of this, because salvos of 1 single Corktorp still have some difficulties with Pavises
SGM-H-315 Bigtail is a size 3 missile that costs 14 points.
I can see that
I actually made that too
I then accepted 1 extra point to boost the warhead to 3k damage, so it hits harder than my torps
SGM-H-388 Fishtail-LRH is a size 3 missile that costs 15 points.
I had to fight a player that had like 6 fancy s3h corvettes one random pub and it was annoying af
these days the strategy that annoys me most is the stealth bombers, usually pairs of S2H corvettes with elint, bullseyes and jammers that float above the map raining down CMD on every OSP small ship while undetected
can't really missile them without full container strikes and they have enough ammo to execute full squadrons of lineships if you don't spam CMD amms back
I adopted it of course because it's good, but I do need a counter
cap fleet with mass drivers probably required
its pretty awkward and even then they tend to hug rocks and stuff
these ones don't, they're direct fire so they just cruise in the stratosphere with radar off, becoming basically undetectable and uncatchable
need to bloodhound and then mass driver them in the hope you can knock the missiles off, and a regular 2TC bloodhound track isn't good enough to CMD-missile them back so that doesn't work great
without an Ocello, anyway
Mass driver them when they are detected in the stratosphere, it’s still a spronter
It's the detection part that's the issue
Paraburn will see 'em, but good luck otherwise
Hmm, that is a lot more boom for the 1 point, that's probably a good call
Was planning on just tapping it with a finisher torp after but 2k might not be enough to reliably ko their pd
oh right yeah those ones, I always complete stealth bomber in my head to torp vette rather than s2h frig
I think 2x 2k will do it for shuttles, I'm not sure which I prefer
I think at least a cheapo MD liner with AMMs or even a couple of monitors is a must-have to shut down bombers these days
I was looking at a monitor based fleet
Mostly what I care about is 1x S3H bringing down the Pavises on a Tug so I can bonk it with the cheap torps until it dies, since I'm putting these on my EWR/BH hunter 'vettes
Sounds like I should do more Ocelloing in pubs in the coming days
I even have 250s on my Ocellos nowadays so I can theoretically kill Sprinters!
I've solved stealth bombers equivalents in the past by rushing them down with a 100mm bulker and sensor support. It's not pretty but tends to get the job done
it took me until this very second to realise that DerangedOctopus' callsign is "Eight Arms", I was always thinking "what's 8RMS meant to mean"
yeah, not sure it would do it on a tug, they have a decent amount of HE sponge
8RMS is an shortening designed to draw people from the UK astray
@wary flame you sitting in some other server or can I convince you to provide silly commentary from Activity 1?
I might play some soon if you are looking for a buddy
well this is a caltrop match so it should be over soon :P
😛
i'm a little sad my votemap for Abyssal failed after people complained about caltrop
I bet most people haven't even tried Abyssal
I'm a little unclear on this and ran out of time to test before work: does the missile analysis provide info I can manually act on with the rest of the fleet, or only the automatic response to the host ship?
it'll identify the seekers for you, which you can use for defense across the rest of the fleet
shared across the rest of the fleet I think
Assuming your ship with the intel isn't currently being comms jammed, it'll be shared
If you mean the Scryer module, it only analyzes tracks that the host ship can see itself with its own radar. But then the analysis is passed to the rest of the fleet. The Intel Centre compartment analyzes every track, teamwide, no matter where it is or who detects it, but is slower than the Scryer.
yeah I forgot what the scryer was called
does the intel center also identify missiles?
Yep, but slower
'Standard Torpedo Sprinter' is a 'Sprinter' class Corvette that costs 332 points.
here
SGM-H-388 Fishtail-L is a size 3 missile that costs 14 points.
is there any way to cheese softkill? we've been thinking about something like a s2 sah/hoj spam bulker with illuminator shuttles as a way to keep things cheap and effective-idh without immediately losing everything to one radar jammer
sah/hoj will chase SSJ amms
,,,, people use those?
damn, that's,,, a lot of points to spend on amms
it's a single 8 points AMM that is manually fired when you prioritze PD
and it can pull an entire wave of ARAD (which includes HoJ)
they're not the usual hardkill kind of AMM
as for getting past softkill
SAH is the best bet there, but even that can lose to chaff unless you're precise with microing your illuminators, which is really tedious
(I recommend against trying to use all s2 AMMs because the missile body has a cost, whereas s1 body doesn't)