#Nebulous: Fleet Command
1 messages · Page 8 of 1
we're just,,,, kicking around new ideas
we have a beam solomon build with nothing really of note in the top small hardpoint and we're wondering if we could sneak a few extra amms in there
although we might be getting to the point of having too many
I've had a lot of luck with softkill on battleships
except against torpedo ocellos
and am really wrestling with the idea of adding a second interruptor to fight the CMD
enough illuminators overpowers jamming, so you can sorta cheese that way
but you do have to manage the chaff
for sure
we should probably sleep but we have. strange and interesting thoughts
we are mangling our beam solomon
(although we accidentally put 6pt amms on it that didn't do anything so /shrug)
The most effective beamomon I have seen lately was all of 2000pts, although I'd possibly add 100 or so
beamomon?
Beam Solomon battleship
Conveniently I can take the beam sol, three of my torpedo corvettes and precisely one extra chaff in a full list
Fleet 'Solomon Beams GOH-SACTHOJ' is composed of 2 ships that cost 3000 points:
The Hanged Man : 'Solomon' class Battleship [Beam PD Missile EWar Sensor]
The Six of Wands : 'Sprinter' class Corvette [PD]
```This fleet uses 4 different missile types:
```yaml
SGM-101 Ceremonial Arming Dagger : DIRECT - HOJ(RADAR) - HE SHAPED [1pts]
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-278 I Remain Thoroughly Disinterested : DIRECT - NONE - NONE [7pts]
SGT-378 None : DIRECT - ACT(RADAR)/HOJ(RADAR) - HE SHAPED [8pts]
,,,, fuck it, we're going to throw this at a match and see how it sticks
wow that looks like a good fleet
it probably isn't, but we're about to see
Fleet 'Me no know what' is composed of 5 ships that cost 2911 points:
Sunk Kitty : 'Vauxhall' class Light Cruiser [Gun PD]
Pearline B. Salvay : 'Keystone' class Destroyer [Gun Beam PD]
The Such Rummy : 'Keystone' class Destroyer [Gun Beam PD]
Pen : 'Raines' class Frigate [Gun Sensor]
Lucid Jay : 'Raines' class Frigate []
goodness gracious
but thats an empty gun mount!
do not
speaking as a vauxhall main
the backpack is not for guns
because if you are presenting broadside in a vaux you just die
bowtanking vaux is tough as nails; broadsiding vaux dies instantly
what do i use for a broadside? the other cruiser?
you dont
D:
broadsiding is 90% of the time a bad idea
you want to be bowtanking as much as humanly possible
sloped armor massively increases your survivability
and putting your more critical systems behind the mass of your hull keeps them alive significantly longer
now
there is one caveat
the OSP lineship
wants to broadside
because it basically has to to do anything (unless you run turret bulker, in which case you point the top at the enemy)
damn :(
yeah lineships are there for the broadside lovers
anyways uh immediate observations:
- not enough PD, your ships will die to missiles
- on at least the vauxhall and probably the DDs, you want to run reinforced CICs. also the default CIC locations aren’t great especially for the Bowtank Machine (vauxhall), you usually want them as far back as you can get them (aside from some niche uses like bricknose axford and dual-CIC capitals, and small ships tend to not care)
- battle dressing station is functionally useless, it will get better when crew mechanics get revamped for conquest and casualties actually mean something but right now it’s not worth the 20 points
- bulk mags are kinda just… you really want reinforced mags, bulks will die is something so much as breathes on them
- DCC + workshop buffing a single large DC is a bit suboptimal, they are valuable but you really want a lot of DC for them to buff
- the actual ship roster is pretty good, beam destroyers as cap guards slap and the ARR+spyglass brick is an important niche for ANS
- you have too much gun ammo and too little defender ammo, a good benchmark is maybe 10k 20mm per defender, id recommend using the Show Hidden Stats mod to get a better feel for this, it’s suuuuper helpful
crew mechanics get rewamped
what
i have 0 idea how to add more PD because i am hecking stoopid
uuhhh currently crew mechanics are kind of barebones, there’s gonna be a massive overhaul to them at some point (i think it’s planned for when the Conquest update drops) that adds things like morale and makes crew casualties actually matter
but yeah DC teams are basically immortal as it stands unless you’re getting hit by grapeshot
oh.. i didnt know that D:
stonewalls in the C2s, 1-2 pods of chaff and active decoys and flares, killjoys if you’re good enough to use em, interruption jammers if you can fit them
you don’t really need auroras that much vs OSP and sarissas are niche
well yes
that’s why im telling you xP
dont sweat it, you’re learning and learning is good
C2s? killjoys? why not defenders? ;-;
so, every type of PD is good against a specific kind of threat
rebounds and stonewalls (flak) are good against massed, low-health missiles, because they do limited DPS to a very wide area. this means S2 spam, and also decoys covering slow missiles
defenders are good against single big missiles with a lot of health and straight trajectories. this means containers, or rather containers without decoy penaids
auroras are good against agile, fast missiles, because they’re hitscan and are DPS limited. this means hybrids (which, yes, OSP doesn’t have) and rockets
going all in on defenders means you’re putting all your eggs in one basket
terminal maneuvers will fuck you up
massed volleys will fuck you up
and decoy penaids will fuck you up
flak covers one of those weaknesses (massed salvoes) and significantly helps the other two
C2 = Class 2 mount, the 3x4x3s
killjoys are a really weird bit of emergent technique people discovered
basically, if you put a self-screening jammer penaid in a size 2 missile, and manually fire it at incoming missiles, it defeats a noticeably wider set of seeker combinations than an active decoy
oh.. to fit stonewall ill have to give up mk62's but those are guns i can shoot D:
your destroyers have beams
they will be fine
but i wont be able to output enough lead
beams have a tendency to just instantly erase the kinds of targets that Mk62s are good against, Mk62 don’t do that
there’s a case for keeping two mk62s in case you get jumped by a shuttle from a weird angle and need to buy time to turn the beam around, but other than that
I'd probably replace the ammo elevators with FPAs on those DDs
eh, not like this build will see use anyway :( but it is at least good to know that i was wrong in every aspect
nonono this is actually an okay starting point!
is putting HE-RPF for 120s even a good idea?
sorry, i didnt mean to be like putting you down or anything x.x
or do they not work against missiles?
everything is fine
you do want RPF! but for an entirely different reason
there's just too many fucking ammo types and i cant fit all of them D:
RPF isn’t great against missiles, it helps a little bit but its not ideal
where RPF excels is at killing small ships that can dodge your HE, damaging their thrusters until they can’t dodge anymore and you can switch to HE
Bring less of each type. You will generally find different scenarios over the course of a game where you want a different ammo so you don't need to bring enough of each for the whole time
but how many rounds is enough? 2k of each type? 1k? less that that?
Less would be my guess for most uses, but it depends on how fast the ship in question can shoot.
(And to a lesser extent how long you expect it to be in combat e.g. spotters with a self defence gun can skimp on ammo)
The general rule of thumb that gets thrown around is to carry ~20 minutes of total ammo for each offensive calibre spread over your ammo types. This does mean you need to do some maths or install the "Show Hidden Stats" mod
My intuition would expect a 250mm Vauxhall to be carrying about 1500x 250mm rounds total, but I'd want to check those numbers.
Focused Particle Accelerators, they boost beam damage
I think you want 2 on your Beam DD, otherwise the damage might be a bit sad
i can't fit 2, reactor doesnt allow that
I'll echo just dropping the secondary guns, they don't add that much when you already have the Face Melter 5K and a gun Vaux
Plant Control Center or Reactor Boosters?
well really it should be the Face Melter 6K because thats the range of the beam :V
or just another reactor instead of 3rd ammo elevator because it fits, huh
i never should've done that 😔 the fleet will perish to anything
i mean this isnt any better, is it
Fleet 'Me no know what' is composed of 5 ships that cost 2879 points:
Ship A : 'Vauxhall' class Light Cruiser [Gun PD]
Ship B : 'Keystone' class Destroyer [Beam Gun PD]
Ship C : 'Keystone' class Destroyer [Beam Gun PD]
Ship D : 'Raines' class Frigate [Gun Sensor]
Ship E : 'Raines' class Frigate []
this one doesnt even have enough points for ammo
I think you could probably fit the ammo you need by cutting the second reinforced mag on both destroyers
the second mag takes a lot of points
some components have compounding costs, which means the second costs more than the first, and so on
but what if all the ammo wont fit in a single mag
I mean, from experience, it will
it has only 270 capacity
oh wait you're significantly under 3k
you have a fair few more points to work with, try adding ammo to the magazines and see if that's enough
im only 121 point below 3k
yeah, for how much ammo costs that's a fair bit
that's like half a corvette
even the most expensive ammo is 1 point for every 25 shells (I think?)
really though I'd reccomend sticking with starter fleets for a while longer until you get a better handle on how the game works, or even just looking at them for inspiration
i dont think i'll ever play a normal game of nebulous 😔 mainly out of fear of getting destroyed by a single waypoint missile
It's a daunting game, for sure
and i dont want to ruin the game with my shitty builds for anybody
Saper you are welcome to play with us
If I can get decent at Nebulous then so can you, and I promise nobody will be upset with you if you make a misplay
advancements in sheer raditative power never before seen
holy Shit
the ball and cylinder device
putting your laundry up next to the heater so it dries faster
what's happening in the image?
no guns all radar any%
it's literally all jammers and early warning radars
there's something so beautiful about this
you should go to ship design jail for stuff like this
they should not
i wonder if it's possible to do this with a monitor
not that i would! i play modded
wait there are mods?
ye
Second this. My first ever game involved my game crashing and ships being eaten alive
And people don’t hate me
that's what boat night is for
I also learned it is a bad idea to play OSP for your first ever Nebulous game
sure is a pubulous day today
fleet name: same day delivery
though this boat night is hopefully a fleet swap, so you'd be learning other people's fleets.
One of the best ways to learn to build stuff your not used to AFAWC
me and DerangedOcto managed to carry two entirely useless ensigns against a full team of commanders
fun game, but I'm not sure I'm cut out for this bulker life
having important ships is stressful
How do you make bulkers work now that EO is gone?
Wait that's bulkers not containers, disregard
i've had good luck with CMD/ACT/[ARAD] containers
(at least i'm pretty sure that's their seeker combo, lemme double check)
yeah, CMD/ACT/[ARAD] for the damaging containers, and CMD/ACT for the decoy containers
it is very stressful yeah
Your triple threats misc, do their escorts have jamming?
Are you calling cap ships unimportant? 😛
mine are stolen, but no, two dazzlers, flak, 20mm, pinpoints
and then AMMs on the ships themselves
cap ships are inportent but they are atritable assets
how important is it to have the chaffbox on the front? i wanna swap the bullseye and the chaffbox positions since it was behaving kinda clunky when it was trying to use the T20
like this
Not very important, chaff box location is rarely relevant, you'll just get your bullseye shot off a bit more easily
My brain cannot stop theorycrafting for conquest
I feel like I am going to spend far too much time grooming officers with any kind of spread modifier for higher commands
I wonder which types of officers will be best for high command
My immediate thoughts are signals and/or logistics
Since those are useful to just about every ship, while things like gunnery buffs are limited to gun ships
Oh I had read "spread modifier" as "spread of modifiers" lol
if anyone makes you faster I am immediately promoting them all the way up
Yeah also that
Turn rate could also be excellent on OSP
Im wondering if we’ll have any which affect the strategic level
Presumably
That's what I'm guessing logistics will do
Maybe ops too
Faster resupplies, maybe better fuel efficiency, better out of dock repairs
Since that deals with radar
Better fuel efficiency would be amazing for a sprinter or something
Any cruiser group will want that if it's available
I really do want to suggest a support ship which can DC enemy ships once the next devlog happens
Or just disabled/abandoned ships in general
To put out reactor blooms/fires which will turn into reactor blooms
Thatd be neat
sorry, one of them probably was me:(
I wonder if there is anything that will actually be important for missile boats
like there will be programming and reload time but tbh those are not in the end thaaat important
I might actually make it to this bote night if I speedrun sleep after my shift
% programming time would mean that slots and points spent on %programming time could be spent on moar channels...or anything, really
unlikely, unless you remember playing a huge swarm of monitors on Pillars alongside a 450 bulker squad and some mass drivers
also I played some larger AI games and I can't believe I made the mistake of trusting AI to cover my ass lmao
it had a clear line of sight to where I was getting shot from but chose to instead keep low and move its entire fleet at a snail's pace to a cap
iirc it was one of the default heavy cruiser fleets that was easily in range of the railguns shooting me
lesson learned act as if AI allies are not there
Yeah the AI only knows how to death ball from point to point
by the way, I'm not sure what to put on the large top mounts of my ocello - ideally it will never Be Perceived so they're purely last resort self defence
all ocellos should have a full set of heavy guns
you pay an exorbitant amount for those mounts and cannot justify leaving them empty, Ocellos may be shoddy capital ships by ANS standards but they're the best thing you've got
that's the thing I'm getting to
I'm wondering if swapping one 450 for a 250 is a good idea to be able to track rushing corvettes
or is losing a 450 bad enough that it's better to shift the fleet around to make sure it's never not screened by another ship's small guns
250 is also a good option but 450 is probably the go-to
needs a parallax radar and a bullseye for target locks, plus an Interruptor Jammer
those are core
ANS loves to spam CMD missiles and Bullseyes are better locking equipment than anything else OSP has
so the ocellos like to stick with bulkers and protect them with the big bubble while painting targets
I run 2x250 and 1x450 on my Ocellos, it's a good deal
Massacres frigates and the dreaded Capfleet Swarms
shame OPN can't load HE-RPF on guns that support it on ANS
unless they can and I'm blind
the forgotten WW2 shell
During the second world war, the Allies made sure to never fire them on trajectories that would take them into space
so that the OSP couldn't reverse-engineer them
now that is forward thinking
this is why that incident where the US ship Langley tried to shoot down the planet Venus was notable
on that note, is there more faction lore than just the fleet selection blurb (and gear flavor text but that's mostly army campfire stories)? because from that alone the conflict reads a little funny
"Pretty soon, word came down from the navigator," he added. "It was determined that this was the planet Venus. It turned out that we had fired 300 rounds at the planet Venus."```
Mazer does have a lore doc...somewhere explaining the backstory (and a map to boot). Supposedly it'll come out with Conquest.
Like OSP trying to break away from the unusually reasonable for a space federatiob alliance not because they were ever mistreated but because they can
I'm still maining OSP because space toyotas
conventional warfare is for squares (don't ask me to engage in it I will cry)
I have been running 1x250 on my Ocellos recently because of a glut of corvettes, it's less a matter of tracking speed and more that 450s will overpen so much against Sprinters it's actually really hard to kill them
If you only have one mag it's not worth the 450 ammo
That’s why we need 450 grape
wait WHAT
i was joking but funnily enough i tried assembling something like that
I don't really spend points on programming time
is the thing
maybe container liners really like it
it's a bit scuffed that you can pre-program missiles by flicking fire control on and off and not as a normal order
There is, as it turns out, a certain point at which you get enough Pavises to protect against the Fishtail
(At least for the ACT[CMD] version)
(That number is somewhere between 4 and 40)
Misc, never stop bringing us ridiculous naval history anecdotes.
I did see a player that just had a trillion of them and it seemed kinda good I guess
it can be as few as two, as long as one is offset, since sometimes bursts coming in at an angle end up firing along the path of the more-or-less-random oscillation
it's designed entirely to murder lone pavise shuttles
I do like the ACT[CMD] version, it doesn't have the awkwardness of a having a lock make them worse
when is the boat night again?
This should adjust to your local time
oh
heck there's randomized boat night tomorrow, right?
There is! Join us!
my S2H and S2 designs are straight CMD becuase when mounted on a bullseye and blanket frigate or corvette they become un-softkillable MMT murderers
the S3H is Act/[CMD] because it's loaded in corvettes that lack effective FC radar
Makes sense, I'm putting them on ELINT Sprinters with - yeah that
If you don't have time to get fleets tested and submitted you're still fine to join, we should have plenty of fleets
Remember that we'll have 4x as many fleets as needed if everyone submits 2 of each faction
true
this looks like a CoaDE clip
I really adore how PD looks in neb
yeah
the ANS (if I recall correctly, and mazer may have changed it by now) is extremely the US, especially in the way in which it's very different from region to region, being a collective of originally independent states. The OSP was some level of oligarchy IIRC (in a very robber baron style, I think they literally have barons), and was suffering some sort of vague economic displeasure/violence that I don't totally recall
the Fishtail series are also very flashy missiles because of that big sprint stage flick they do
they are nice
something with manufacturing and not having much of it but being resource rich, I think
did some testing good missiles
the ANS also just got done bombarding striking miners, so you know, very 1920s
yeah also that
the escalation described made a lot of sense in a very like
bad way
like there's a terrorist action which results in a blockade which spirals out of control, is what I recall
The ACT versions are particularly nice for that since if they catch it anywhere except the very center of the cone they just fling themselves sideways then do a nice harmonic descent
hm, is the escalation described anywhere in the game?
also reading about killjoys was amusing when the very first thing I did upon acquiring the game was making a slow forward jamming container
not really, the lore doc's also been taken down because mazer wants to make some significant changes to it
Of course if you want some background context on the AN, there's https://secondlife.fandom.com/wiki/Alliance_Navy
yeah lol
some day mazer is gonna see one of my ships with a cursed second life thing and know
If someone could upload these to the drive I'd appreciate it
need to figure out which of mine to add
presumably I update my OSP capfleet and add that
or do something funny
I hate to be that guy but you're missing the mark here on a lot of things, and as the Neb lore aficionado I must nitpick it ||sorry||
the ANS is extremely the US, especially in the way in which it's very different from region to region, being a collective of originally independent states.
This one is the closest to being right. You can draw parallels to the very early USA, when the states still had significantly more autonomy and identity to them, and citizens were often more loyal to their state than the federal government. The way it's been described is a defensive pact like NATO slowly becoming a single state.TL;DR much more decentralized than the modern USA, and explicitly much more dysfunctional and bureaucratic.
The OSP was some level of oligarchy IIRC (in a very robber baron style, I think they literally have barons)
Marshall is on record saying that they called the OSP leaders "Barons" because it sounded cool. I personally think that was ill-advised because it generates this exact misunderstanding. The OSP is an indirect democracy. Each inhabited world, of which the OSP has four major ones, elects a delegate called a Baron to represent them in the Conclave with the other Barons. Interestingly, the Conclave itself is the executive branch of government, there's no single person who is head of state. Which leads to problems, such as the current conflict - most of the Barons wanted to slowly secede through the legal process, but a minority thought that was taking too long.
and was suffering some sort of vague economic displeasure/violence that I don't totally recall
Which was solely the Alliance's fault, and is one of the main reasons why the people of the OSP don't particularly like the Alliance and want to leave. There was a famine created by the Alliance's corruption, leading to a small uprising which was crushed by the Alliance Navy. Bethel, the system that took the worst of it, later voted in the Barons who would kickstart the war.
Yeah, the chain of events goes something like: famine from Alliance mismanagement -> uprising in Bethel -> AN crackdown -> few years of quiet -> OSP does a terrorism -> AN puts up a blockade -> OSP stokes tension -> AN does a war crime -> Bethel declares independence and starts mobilizing
at which point the Alliance has to move in and crush the rebellion as quickly as possible to show strength, lest other member nations think the Alliance is weakening and also try to secede. Since the Alliance's representatives' power is tied to the Alliance as a political construct, their personal incentives greatly align towards keeping it together, so despite not wanting to fight, they won't offer peace
at which point the other OSP systems have no choice but to join with Bethel and also secede, because if Bethel is crushed then their strategic position and bargaining power evaporates. They can't sue for peace and go back to trying to legally secede, though they want to, because their voters would massacre them next election
Most people in this setting don't want to be at war, but through incompetence and a few warmongers on both sides, that chain of events happened and now everyone's locked in with no way out
so my toyotas have a decent enough cause? sweet
feels better than playing the Texas Faction
toyotas?
they're very popular as technicals round the world
i thought that was the reason you called them toyotas
you could replace every image in this with ospn ships
really?
aside from the ocello, which is a bunch of mothballed ANS ships they've captured, everything in the lineup is a repurposed civilian vessel
armed with either very antiquated guns assembled out of museum pieces or industrial equipment
or The Device that they've just slapped together
oh
oh thank god someone corrected me
please, it is not unwanted, it's been like. a long time since the lore doc got taken down and I can only half remember
also like
you only pointed out one thing that I said which was wrong lmao
observations from more playing vs AI: I'm making the mistake of approaching this with an RTS mindset instead of a sim mindset
being fired at at all got hands
@wicked mirage do you still use your torp liner, and if so, would it possible for you to send the fleet my way?
Sure!
Give me one sec to make sure it's up to date.
Fleet 'THE ISEKAI TRUCK' is composed of 1 ship which costs 3000 points:
ISEKAI TRUCK : 'Bulk Freighter' class Line Ship [Missile PD Sensor]
```This fleet uses 7 different missile types:
```yaml
SGM-102 Starshard : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-171 Esunaga : DIRECT - CMD - HE FRAG [5pts]
SGM-177 Orichalcum Barrier : DIRECT - CMD - HE FRAG [9pts]
SGT-308 ISEKAI TOOL : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [9pts]
SGT-309 ISEKAI DEVICE : DIRECT - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [10pts]
SGT-310 PROTAGONIST NOMINATION : DIRECT - CMD - HE SHAPED [23pts]
SGT-311 ISEKAI MACGUFFIN : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [11pts]
Here you go~
isekai truckulous
w-why is it called isekai truck and why does it have so many missile
these missiles scare me
providing one good fleet and one somewhat-meme fleet in each category because what else can you do
i bet your meme builds are way better than my actual build:(
I have been so unable to keep my fleets up to date with whatever the current meta is that the prospect of joining games where I don't have to bring any of my own is potentially a bit of a relief tbh
(according to the pin you don't have to submit any fleets to join?)
yeah there's plenty
You're welcome!~
Also, thank you random ship name generator xD
RWBY?
Yeah!~ It's my favorite show ^^
holy shit its John RWBY
fleets uploaded with descriptions
50% are memes of varying levels of quality, two are actually good
although I am using this as an excuse to get people to test my new fleets out so they might still have a few kinks
oh mine don't have descriptions but are pretty straightforward
What's wrong with those?
they used to be absolutely everywhere and tended to be used by very bad players indeed
lots of complaining about not having nukes or the ability to shoot people up with the 20mm
Does this make the Isekai Truck a California summer and blueberries with MCRN tags an aging pine forest?
Nature must heal. Renewal through destruction.
The what truck?

We have our own version that just uses one kind of torp, but yeah they are meen ship arcatype
there it is, Shogun
Iesu Christi
Very possibly
why crayon point at viewer
My landmine MN is an attempt at a controlled burn, maybe I should call it the Firebreak
From the neb server, natch
CAP Players?
That's
Yeah, that's accurate
people who build fleets entirely around capturing objectives
Players who bring lots of fighty small ships that scatter everywhere and take capture points, usually with some scouts as well
sometimes called "dad" because you take care of everything or because you're off grilling while the big fight is happening
did you stop seeing them?
they've never left for me lmao
I did, yes
strange
what does MCRN stand for?
I do love this meme but also the fact that cap is capitalised strongly implies that they are in some way a combat air patrol
martian congressional republic navy
I think
it's from the expanse
when planes? they are coming, right?
Speaking of mines. I just got done making a pair of capping Sprinters that double as minesweepers, and can kill enemy Shuttles.
'Minesweeper SX' is a 'Sprinter' class Corvette that costs 350 points.
'Minesweeper MX' is a 'Sprinter' class Corvette that costs 340 points.
These are free to be used by anyone of course ^^
The Sarissa Sprinter is able to have everything on at once so long as the PCC stays intact 
what's sarissa again? a laser pd?
coilgun pd
Railgun PD, basically
shoots sand
Unfortunately no, the power is very tight.
one day I'll learn.. i only remember defenders D:
mm, tragic
If you only remember 1 thing, that's a good thing to remember
It's only got 70kW to spare, unless you wanna turn the Radar off lol
150kW
but I've heard that defenders are not good and i should use stonewalls
does the sarissa have an integrated FCR?
both are good at different things
The only downside is that you have to be very careful because you need the Sarissa to get close enough to FCR lock but not trigger the mines. So you only have like, less than 1km of wiggle room.
Defender is the #1 anti-container device
presumably why its friend has the illuminator?
Oh you could run both if you wanted xD These are made to be independent if need be.
Yeah you need a wide and in depth PD net to like stop every thing
you could also drop the gun, put the sarissa on the nose and add the usual torp complement
the sarissa fits on the nose?
the nose mount still doesn't look like a class 2 to me lol
You'd have to put on a Small Reactor Booster but yeah.
but yeah I suppose so
S1 Offensives are good, but they're pricey and I wanted these ships to be as economical as possible.
While still being effective.
I mean, you've got a sarissa already lol, but fair
Yeah, but I gotta cut points somewhere! lol.
since it's only one gun, you can save 20pts with Mk61 and stock drive
Also to clarify, the one with the Illuminator has SAH EL Frag AMM's to take out Mines. They can also double as anti-S2 and anti-Rocket. You'll to put them on manual though so they don't waste themselves.
ahh I see
wouldn't losing the whip leave it under power?
have fun boat nighting, commanders!
I think so yeah. The Whip gives 150kw over the stock.
You'd be 80kw under.
acceptable if you are down with only using sarissa or defender, but not both I suppose, and minesweeping is a high risk occupation
Yeah, it'd be a trade off lol
I wonder if you could run the 250 on this instead of a 120
The important thing is that these things have minesweeping as a second job, with their first job being capping and dogfighting.
probably not much more effective though
You could, you'd be 5kW under I think, but that just turns off your R-mag which does... nothing.
Literally the 10kW the R-mag uses is worthless, does nothing.
that's very sad
And it's the first thing to shut off in the event of low power
It doesn't exist xD
it should stop the automatic doors from working
lol
oh also, you're a tester, do you know if mags still working at 0% but not greyed is intended behaviour?
Yes
As far as I know anyhow.
bizarre, but fair enough lol
R mags are very misleading xD
Oh btw fun fact, the Sprinter's innate radar buffs also buff the Sarissa's FCR.
So it can lock missiles further away than other Sarissas.
So that makes it more forgiving when Minesweeping.
It's like a free ARR and TC just about
Also the Pixie Moth missiles in those are just 1pt Wake Offensives
Size 3 warhead to give a bit more maneuverability and range.
what gamemodes are played during the boat night?
Control is the standard
And now that we know that out thermastat and firealarmes are not goign to be replaced mid boats we have uploaded our fleets
We might be a bit late to first game tho
@toxic scaffold your ANS fleets are jpg files rather than fleet files
🤦🏽
jpg? the formations instead of actual fleets?
Looks like they grabbed the thumbnail image instead of the actual fleet file
Yeah that is exactly what i did
Hey guys, I fixed up my cap fleet and made a true Rainbow fleet! 🌈
7 Ships all named after different colored gemstones! 💎
Fleet 'Color Shards (Intel+Cap)' is composed of 7 ships that cost 3000 points:
Emerald Shard : 'Keystone' class Destroyer [Beam Gun PD Sensor]
Tigerseye Shard : 'Raines' class Frigate [Gun Sensor PD]
Ruby Shard : 'Raines' class Frigate [Gun EWar PD]
Citrine Shard : 'Raines' class Frigate [Sensor PD EWar]
Amethyst Shard : 'Sprinter' class Corvette [PD Gun]
Lapis Shard : 'Sprinter' class Corvette [Gun PD]
Iolite Shard : 'Sprinter' class Corvette [Gun PD]
```This fleet uses 6 different missile types:
```yaml
SGM-102 Starshard : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-11 Pixie Moth : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-123 Ruby Thorn : DIRECT - CMD - HE SHAPED [4pts]
SGM-123 Star Ruby Thorn : DIRECT - CMD - HE SHAPED [7pts]
SGM-133 'Red Scythe' Anti-Clipper : DIRECT - CMD - HE SHAPED [7pts]
SGM-172 Blood Rose : DIRECT - PSV(EO) - HE SHAPED [11pts]
6 missiles, damn
Requesting again that someone upload these to the drive
(I can't)
<@&942093958551588904> boat night channels are now open!
Are we on testulous? Wait, is testulous even a distinct thing right now?
it is but I don't think we are
I've never done the randomized fleets thing, how are the fleets assigned?
how does one even sign up for a boat night
it has been done
if you've got the role you can see the channels
Oh darn I forgot to submit any fleets, is it too late?
No
Ok just gimme like 10 mins!
Ty much!
<@&942093958551588904> looks like we're doing test branch tonight btw!
@sly glade
attempt 1 at Tom's container liner: do nothing because everything is CMD and there are many interruptors, then get beamed
attempt 2: deal 17k and cap one (1) important point, resulting in a clutch victory
at this rate of improvement I will be singlehandedly destroying opfors and capping the entire map by game five, right?
how do you even deal with containers
softkill
my brain is smooth, is softkill like.. flares? decoys? chaff?
i feel like the moment i show up to a game with my fleet instead of Perijove's (very cool build by the way) i would get instantly deleted by a single missile :(
I mean thats part of the fun of swapping fleets, you learn new tricks from other peoples fleets and try things you usually wouldn't that you can apply to your fleets
yeah
long range direct feels alien to me but it worked really well
what is long range? ~11 km mass drivers? or is 8km considered long range as well?
mass drivers are 20-ish km
I didn't see quite how far those missiles could go but it was probably 11km+
also mass drivers fucking hurt, maybe I should get them
For a very rough rule of thumb, 10k+ is long range, 6k- is short range
(Though doubtless everyone has their own numbers for that)
Also it looks like the server just crashed from running out of RAM, I guess 12 players and a bunch of missiles was a bit too much for this instance size
So time for me to bump it up to the next size up for the future
ouch..
how drastic is the range difference of mass drivers and plasma in osp? i am sadly in bed:(
Drastic
very
MDs are what, 24k? And Plasma is... 8k I think?
plasma has a max of 8, and is most effective at 4
MDs are the premier long range weapon, they hit the entire map
oh
(Well, MDs and missiles)
i hope i wasn't completely useless during game 1:( got kinda lost in movement control
Oh, there's a new flavour of compute-optimized instances, fancy
You did fine from what I saw
You survived and shot stuff, that's doing well as a new player, let alone in a game as chaotic as taht
I lost a frigate and nearly lost one of Vauxhalls:(
That's kind of the ideal amount of losses, means that you were taking actual fights but managed to retain combat effectiveness
i wasn't taking actual fights D:
flanked a bulk freighter that Tom was beaming while the frigate was moving to C (and died there:c shouldn't have separated it)
and the vauxhaul was damaged by mass drivers on the way to A :(
Flanking a bulker is a fight
And losing a ship trying to take a point is just how the game goes
Taking no risks usually means taking no wins
a defenceless at the time of arrival freighter :( that i wad shooting with he-rpf for some reason:(
(Though I recommend playing somewhat cautiously when you're newer, it takes practice assessing how big a risk is)
250 RPF can pen a bulkers thin skin
oh they can? huh
yeah actually on that topic @wet root you had a group of like
I wouldn't be hard on yourself in your first games
s3h/torp frigates
how was I supposed to use those?
because they seem like a really cool idea but uh
I was not doing it right
Hunt scouts and cappers, and also torp bigger ships that skimp on PD
I think we just didn't have EWRs that game lmao
me still think that was more of a Perijove's.. failproof(?) fleet design than my performance:(
I had one but I thought it was an MMT until I went to take a point
ah, alright lol
so I guess it was simply a skill issue on my part
very understandable
I think you ended up doing a fair amount with them?
i had a disco ball and 2 hangups on a destroyer
Oh wait frigates I thought you were talking about the Sprinters
Those are just supposed to go hit whatever looks good to hit
Bulkers, Monitors, Tugs, whatever
next boat night is normal boat night, right?
Not a huge fan of Act [wake] torps but otherwise they were very neat
Be a strong enough force to punch most small capping forces and threaten combat ships, while being small enough to skulk about
(Early Warning Radar, not EWAR [Electronic Warfare])
oh
I really like the combination on torps, since they're the hardest ones to softkill if you launch from close enough within the rear aspect
And they're super cost-efficient
1.5 points
Those torps cost 5 points I think? Or maybe 7
They can also just act as normal ACT for finishing ships you've knocked out temporarily with the hybrids
Btw @tulip vault how did you like the 460 point Beamstone?
it's hard to get across a jovial tone over text, so read the following in one
I despised it lmao
:D
like, fascinating insight into someone else's brain
but holyyy I did not like that ship
why could it not lock anything, that's my question
I knew whoever would get that would hate it
Because a Bullseye costs 40 points plus some extra power
it put in pretty good work I'll admit but I think the work would've been better with a bullseye instead of the guns
That's fair, I've been wiffling on whether to keep the guns or not
Helps with goaltending, but it is 40 points
yeah
I think the use case for secondaries is mostly superceded by the fact that you'll probably know what direction you need to point in already as a goaltender
but I do get the logic for sure
Well it's more that I like to skulk it around somewhat ahead of the points to try to catch the flank on a bulker or Ocello
And the secondaries mean I can still deal with shuttles that want to get past in the meantime
mm, fair enough
But as mentioned, definitely on the fence with those
I'm skeptical of mostly unbuffed 120s, really
like I think the axford or vaux can bring enough AEs to push it over the edge
and the DD probably can too, but does it want to
They're not exactly terrifying, but 3 of them can still deal with a shuttle fairly well
Maybe what I should do is put some S1 offensives on actually
maybe
40 points worth of s1 offensives could work
I think personally I'd nudge it up to 500 points to fit s1s and a bullseye
Spotlight + 25 S1s does a lot of work
haha, yeah
I should maybe do the same for the guns on the gun cap Sprinters
a development of the surrender CL I put in tonight's list pool, this one has only about three-quarters of the missile load, most of it HEI, but has two cap sprinters
Fleet 'Biblically Accurate Vauxhall' is composed of 3 ships that cost 3000 points:
Triclavian Insurrection : 'Vauxhall' class Light Cruiser [Missile Sensor PD EWar]
A Miraculous Surfeit of Nails : 'Sprinter' class Corvette [Missile Gun PD]
Unholy Bridle : 'Sprinter' class Corvette [Missile Gun PD]
```This fleet uses 7 different missile types:
```yaml
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-111 That'll Be The Day : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-200 Be Not Afraid : DIRECT - NONE - NONE [7pts]
SGM-H-266 Reign In Hell : DIRECT - CMD/SAH(RADAR) - HEKP [21pts]
SGM-H-299 Serve In Heaven : DIRECT - CMD/SAH(RADAR) - HE SHAPED [12pts]
SGT-358 Gom Jabbar : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [13pts]
SGT-358 Wierding Way : DIRECT - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [12pts]
featuring a bunch of bad jokes made by a friend about a niche religious argument from the thirteenth century
really falling in love with the torpedo corvette format of fighting the OSP fleet waves
VLS-3 sprinter cap units feel like proper small warships, not just platforms for kit you can't fit on the capitals, ANS feels far more like the "high-tech real military" faction when you have these little dogfights breaking out everywhere with individual ANS warships slinging half a dozen different kinds of missile and countering the same with multi-layered PD even on ships that small
I would try that but I'm pretty sure I can't handle the micro required
I've started using them as general-purpose auxiliaries
I have a cheap BB somewhere that is basically fine to go fight on its own, so the extra 900pts go into two torp sprinters and a spy frigate
They'll be really interesing in Conquest!
I also made this awful thing where I stripped most of the HEKP out of my surrender CL, filled up some of the space with HEI so it still has about 80% of its prior missile count and then gave it two torp sprinter friends
boat
I suspect that if balance is still broadly similar you'll see a lot of ships like that, general-purpose escorts and defence ships
give me command of the ANS Harwich Force, I'm ready
might want to load up with a few more cheap S3H and a few less torps, because then if a superior force shows up you fire off all your missiles at range, try to inflict casualties and retreat from a less suicidal position than those occupied by torp corvs that just failed to kill their target
converse opinion: the dominance of small ship swarm fleets has become slowly stifling to anything except excellent micro capabilities (and good-performing computers)
the frontline fleets seem to be the same ship count as ever, 3x bulker, 2x axford, 1x BB or 5x monitors in a big formation are all still pretty popular
cap game ship count has just exploded somewhat from the days when I could patrol the entire map with three frigates
I love this kind of dispersed ambush warfare disrupted by the big fleets ploughing through and exerting these big zones of control, but I hate fighting blobs of smaller ships all moving as a unit, which seem to have been mostly disrupted by bombshells at this stage
Oh, I'm aware - it's just become rather disheartening to go and play my cruisers like usual and end up either 1) gunned down by a monitor swarm or 2) torpedoed to death without being able to react in time to save the ship
(which is why I was working on modernizing my BB lately)
MNs and plasma/100 bulkers are very scary and I fully admit I'm not much good at fighting them
torps are an easier problem to solve since we have The Bubble
I have actually seen lots of BBs going double interruptor to wall off torp Ocellos and guarantee that anything else can't even try
Ah, even more reason I won’t be able to play Nebulous
My computer is uh, not good
Yeah, I've been thinking of putting a disco ball on the vauxhall backpack mount at this point
just because that's the only point that can reasonably fit one
optimisation I've actually been impressed with
since the dedicated server update I haven't noticed many dropped frames at all, and my machine is quite dated if not completely out of it
6.5 year old 1060
disco on the backpack and missiles on the other backpack has been my go-to
laptop :^)
yeah I'm standing by my lots of illuminators torp doctrine
I start dropping frames when I see more than ~20 missiles on the screen at one time
which, coincidentally, is exactly when I need to be doing micro
Some of the dominance of small fleets is also a consequence of the demands of 5-7 point control
it's been pretty fascinating to see the evolution unfold, we started out with barebones scoutcorvs with the team's railguns able to instantly wipe anything they spotted. Then railguns got nerfed and hybrids were introduced, the scoutcorvs got a bit more fitted because unlike railguns, missiles can be shot down. Then we got the OSP and a whole new era began. The cost efficiency of rocket shuttles led to another big evolution in corvette loadouts, as you now have to kill the enemy capper quick or at range. People began to adjust to rocket shuttles, and in return, the OSP began to evolve the multi-mission tugboat as an all-purpose scout and capper that could outgun corvettes. The Alliance then rediscovers the torpedo and starts to shift scouting duty to frigates and lean more heavily on ELINT
tbh the real threat to the MMT is the s2h carrier
I expect more SAH torps to be appearing in response to this
in general corvettes kill shuttles, MMTs kill corvettes, bullseye/CMD bombers kill MMTs (and anything else insufficiently protected) and then mass drivers and old-style EWR and LRT tugs suppress bombers
response to #2 is organizing a good teamcomp with your teammates in the lobby, with sufficient scouting to spot the torpers early enough to prevent the torpening from occurring. Or bring your own scouts for the purpose, but then the "gunned down by monitors" problem becomes worse, so yeah, tradeoffs
but, interestingly, can kind of be ran down by shuttles if the other layers aren't there
there's been one very recent evolution, which is the OSP going "wait, all our stuff really is dirt cheap" with the advent of tanky DCX MNs and LNs and tripling the small ship count
which I think has really pushed ANS to round their scouts out and start fighting a proper small ship war rather than supporting heavy units with a handful of unarmed utility ships
exemplified by the 4-6 shuttle acap rush replacing the old "both sides send one, both sides lose one, now we begin the real game" joseki
I really loved that when I first saw it, it was very much "wait, are we trying to go through the motions on A or do we really want to win A"
Funny how the DCX worked out, it increased the cost of the average bulker to the point where the triple bulker fleet became inadvisable, and they've gotta fill the remainder of their points with something, so fuck it more clippers
"if you wanted to win early tempo", my master said, "you should have been prepared to cap A immediately, with every last shuttle in your fleet."
To bad it's not cap the enamays naturals with every shuttle in your fleet any more
I've actually seen them come back but only in pre-stacked games where the other three OSP fleets are each bringing 8-10 ships
and the natural subsequent progression of that was "if the enemy is set up to play scoutwar, the OSP just balls up half a dozen monitors and 3-4 bulkers, then drives straight to the nearest ANS natural murdering anything they see while 20 shuttles hold down the map"
not sure what to do about that yet
We think that Beemstone PID getting fixed might help thigns once wolfpacks caome back into fassion
hmm, random guess, avoid the deathball and move around it killing shuttles until the deathball splits up to cap, then missile the split up elements
oh yeah beam targeting getting fixed is gonna be huge
Keystones will be a much more common sight to counter MNs and Ocellos
Yeah MN's don't relay have much to worry about other then getting to the fight right now. though the still need to respect beems
harder to do these days when you're moving through shuttle-infested territory, but I suppose that the PID fix means it might cut directly the other way if an ANS deathball forces OSP to make a similar rotation into dispersed beamstones
still, those Plas/250/100 triple threat LNs are bloody terrifying, since they outrun vauxes and outgun Axfords
yeah the "avoid the deathball" is very much easier said than done against the longhaul
reactor blooms aren't as bad as I thought huh
my ocello ate three when I was testing my PD because apparently the AI for missile fleets has the great backup plan of "hug the player with your ships after your missiles are spent and hope for FF"
was actually inside the "fireball" of all three
and was mostly just scratched up
it can knock out or remove the mounts and thrusters from smaller ships like corvettes and shuttles, but the big effect on anything else is removing all the armour
a charred black ship has no armour protection whatsoever, which will completely ruin the defensive capabilities of an Ocello, Monitor, Axford or Solomon and put a sizable dent in anything else
there was a brief incident where people were deliberately starting overloads on specialised all-aux-steering tugboats and using the two minute countdown to suicide them into enemy battleships dug into tricky positions
that got fixed quick sharp
Fleet '01 - Impedance Marching' is composed of 5 ships that cost 3000 points:
Merit and Marks : 'Ocello' class Command Cruiser [Gun EWar PD Sensor]
Fried Dough : 'Cargo Feeder' class Monitor [Rail Plasma Missile PD Gun]
Study Risky : 'Tugboat' class Clipper [Sensor Missile Gun PD]
Beep and Fun : 'Tugboat' class Clipper [Gun EWar PD Ewar]
Gooey Curd : 'Shuttle' class Clipper [Gun Rocket EWar]
```This fleet uses 2 different missile types:
```yaml
CM-S-400 Container : CRUISE - PSV(WAKE) - NONE [14pts]
SGM-100 Balestra : DIRECT - ARAD(RADAR) - HE FRAG [3pts]
my first attempt at a fleet, up for major point redistribution already
(ammo counts also not zeroed in, just testing)
this is meant as a support fleet for my friend's amazon warehouse but I'm having trouble getting a good idea for what works and what doesn't because AI games are really something else
I think I'll be getting rid of the monitor because it's not durable or punchy enough for its cost and I'd rather have something for ambush bursts
though admittedly it was able to fully come back online after getting punched by three keystones and hiding behind a rock
so serious feedback time if you want it - I think your fleet lacks focus. You have a wide variety of ship types, and each has a wide variety of equipment on it without committing to any single role. Sure they have many different roles, but if one of your ships meets a specialized opponent, it's not going to win
the mantra of fleet design is Specialized Ships, Generalized Fleets - you should come in to each fleet with a playstyle idea or set of roles you want it to fulfill, design a bunch of specialized ship types, then combine those ships like legos to form a generalized fleet that can take on most challengers when operating in the intended role
But also in team games your teammates can pick up some of the other specializations
Which means in a 3k you don’t need to super-generalize
taking your ship the Fried Dough as an example, it has a TE45, T81, and T20. The buffing module mechanics in this game really encourage ship specialization. The TE45 likes energy regulators, the T81 likes rapid-cycle cradles, and the T20 likes ammo elevators. Generally speaking, your primary weapons need at least three buffing modules, otherwise they won't have the damage output to do more than tickle. The gold standard is five buffing modules. For example, the Mk66 cannons on your Ocello have a reload time of 20 seconds unbuffed, and can be brought down to 10 seconds with five ammo elevators - that's double the damage output. With three different weapons in different buffing categories, it's really difficult to buff them to an acceptable level
I was going to fully commit to scouting and ewar and have a swarm of clippers to intercept threats
That's true I suppose, it depends on how closely reliant on your teammates you want to be
but I got the impression that I'd look stupid without enough gun
well your scouting tugboats seem to not be very fully committed, they have a bunch of other equipment on them that's not scouting related (guns, minelayers, jammers, etc). OSP scouts are often very very far from the frontline because of the long range of the EWR and LRT, all that extra stuff that only works at a closer range is either going to be unused or is going to drag your scout into danger so you can use it
you really wouldn't, plenty of people like playing gunnery fleets in this game, we always need more players who like filling the scouting role for the team 🙂
sweet, official approval to bring less firepower
though for the record all the guns aside from Fried Dough are dual purpose
...or maybe not
the C30 is the same gun as T20 in a different mount but it's not marked as dual purpose so I assume it won't shoot missiles
IIRC the C30 has no ability to elevate/depress, so the entire ship has to rotate to bring it to bear
Which would make targeting missiles difficult, considering how fast they are
(And also just annoying since your ship would be randomly rolling about)
Also the 250mm on the Ocello aren't actually dual-purpose, since the OSP doesn't get access to RPF
also I like how the random names gave the ocello the proud sounding Merit and Marks
and it's flanked by ospn rustbuckets Fried Dough and Gooey Curd
second go at it, will revise with testing
Fleet '02 - Impedance Marching' is composed of 6 ships that cost 3000 points:
Merit and Marks : 'Ocello' class Command Cruiser [Gun EWar PD Sensor]
Beep and Fun : 'Tugboat' class Clipper [PD Gun Missile]
The Neat Modem : 'Tugboat' class Clipper [PD Sensor Gun]
The Muted Panic : 'Shuttle' class Clipper [Gun EWar PD]
The Shot Valor : 'Shuttle' class Clipper [Gun EWar PD]
Fancy Intro : 'Shuttle' class Clipper [Gun Ewar]
```This fleet uses only one missile type:
```yaml
SGM-200 Tempest : DIRECT - SAH(RADAR) - HE SHAPED [4pts]
damn, i've ran out of power and cant fit more energy regulators D:
oh, i can't just stick 4 mass drivers on a side of a freighter.. damn
The usual magic numbers work out to be 3 mass drivers and 3 Energy Regulators (with no radar installed). This balances the cost of the power needed with the rate of fire you get
Yeah, the 4th is really intensive on the power infrastructure
who needs bulk magazines anyway
but eh, the freighter is probably better left for more experienced players
with no radar? how am i going to be shooting then?
what's the difference between Bullseye and pinpoint other than the max range?
relayed radar tracks are as good as your own
the max range is significant and the bullseye, hm, I'm not exactly a radar specialist
casts a wider beam and has a smaller aperture
I don't remember if you get better resolution with a smaller or larger aperture in radars
I wanna say larger, inversely to cameras
that... kinda is pretty much it, iirc the pinpoint handles jamming better tho
im probably wrong on that tho
I'm not sure how much about gain and aperture size matters for tracking radars in the current implementation of radar mechanics
since they can lock anything in range anyways if they know that it's there
Fleet 'OSP something something' is composed of 3 ships that cost 2708 points:
Purse : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
Terrence B. Rape : 'Bulk Freighter' class Line Ship [Rail PD]
The Back Lean : 'Tugboat' class Clipper [Sensor]
i have no idea what i've done
like, my sensors are stuffed into a small ship that doesnt have damcon (tho i can fit it with change of reactor and removal of PCC)
the ocello is just.. a mess, same with bulk freighter
and i havent spent like 300 points
i can't buy a mass driver monitor since it puts me over 3k..
combining a mass bulker with a railgun ocello could be a funny maximum annoyance build
but probably only an option in large team games
oh, you exist on the map? big mistake
railgun ocello is something i havent thought of because i saw mk65s and slapped them on
This is intense necro but also like
I really don’t think it’s true
You need a cap fleet in a 4v4 certainly, but frontline elements are no less useful than they’ve ever been imo
You just need to shift priorities towards exerting a bubble of instant small ship death around you as opposed to mainly anti-capital tech
I think that’s why 100mm is so good right now (and imo to the same extent 120mm on axfords but opinions vary on that one)
It does, pretty significantly
Its about 3-4 blankets to break a bullseye depending on range
I have no idea how to break a pinpoint beyond killing the mount itself
I actually did the instant flank speed C rush in a pub lobby on pillars
It worked shockingly well
We didn’t really kill much because it was all vauxhauls but ANS ended up so wildly out of position that it became very easy to pick them apart
oh, good to know
The pinpoint is excellent
hey @wet root , how did you go about changing the corpus for your ship names?
It's informed more by my recent experience as a Vauxhall player than anything - I don't imagine other fleet archetypes have similar issues.
I'm just in an awkward spot where 250 isn't killing fast enough and I'm putting out less S3T than the enemy, relative to how comparatively fragile I am
If you'd like advice, I've advice to offer, but I will admit vauxes specifically suffer a little harder than most things against the main OSP threats, yeah
Shoot, go ahead
EWAR
I think, keyword on think, the answer is lots of EWAR
it won't help with torps much, though those can be universally (only 30% caveats) softkilled
but EWAR is your friend, especially as ships with small-ish radar sig
if you want to play fully anti small ship you're also not likely at risk of bloodhounds looking at you
I've had a lot of success with massive amounts of EWAR on all my fleets recently, but ymmv
Might be time to pivot back to "one gun/s3h vaux, one with disco/2x hangup/2x blanket," then?
I'm not sure
Personally I'd go down to two vauxes from 3, and fill the remaining points with EWAR escorts
but I am not a CL player at all
revised based on experiences
Fleet '02 - Impedance Marching' is composed of 6 ships that cost 3000 points:
Merit and Marks : 'Ocello' class Command Cruiser [Gun EWar PD Sensor]
Beep and Fun : 'Tugboat' class Clipper [PD Gun EWar]
The Neat Modem : 'Tugboat' class Clipper [Sensor Gun PD]
Fancy Intro : 'Shuttle' class Clipper [Gun Rocket Ewar]
The Shot Valor : 'Shuttle' class Clipper [Gun EWar PD]
The Muted Panic : 'Shuttle' class Clipper [Gun EWar PD]
wow how did you fit all the fancy stuff under 3k
I did the inverse of this
also I really like the autogen names
didn't have to click on them long at all to get something fitting
i really wish i could do good builds like that
like what would you add there? some shuttles with 100mm?
Fleet 'Me no know what' is composed of 5 ships that cost 2879 points:
Ship A : 'Vauxhall' class Light Cruiser [Gun PD]
Ship B : 'Keystone' class Destroyer [Beam Gun PD]
Ship C : 'Keystone' class Destroyer [Beam Gun PD]
Ship D : 'Raines' class Frigate [Gun Sensor]
Ship E : 'Raines' class Frigate []
Fleet 'OSP something something' is composed of 3 ships that cost 2713 points:
Purse : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
Terrence B. Rape : 'Bulk Freighter' class Line Ship [Rail PD]
The Back Lean : 'Tugboat' class Clipper [Sensor]
that's an unfortunate name
which one of the two
I'm still rotating the actual ships in my head but I can see that you could bring more ammo at the same cost
it'd be a better idea to put the pinpoint on a shuttle or some other ship because the tug will be very visible due to the woodpecker and it can't survive being close enough to lock
woodpecker?
my idea was to let the tug sit with the sensorless bulk freighter :(
I call the early warning radar that because well
let me get the image
Duga (Russian: Дуга́, lit. 'arc' or 'curve') was an over-the-horizon radar (OTH) system used in the Soviet Union as part of its early-warning radar network for missile defense. It operated from July 1976 to December 1989. Two operational duga radars were deployed, with one near Chernobyl and Chernihiv in the Ukrainian SSR (present-day Ukraine),...
I'm not familiar enough with the game to give tips on the roles of the ships but for components:
- rapid DC locker doesn't come with repairs so if the other one goes first, you can't bring it back up, permanently losing the repairs it had stored - I think the rapid teams can use the repairs from the module that adds no teams but only repairs though
- frontline is a very good economy option but unless you're extremely short on points the burnthrough and backup locks of the parallax are too good to pass up
- similar thing for the pinpoint, ocello can mount the much more comfortably ranged bullseye
ah nvm, I made that repair module up
rapids don't come with restores, but also the rapid DC teams can't restore components
I was thinking of large DC storage
yeah
it does add a repair team now
so rapid on beam dds is a bad idea? got it
no, rapid on beam dd is great
ideally you don't burn the beam out and need restores for it
(also ideally you have the rapid team go there but that might require putting a rapid DC in one of the large compartments)
augh
Fleet 'Probably a bad idea' is composed of 4 ships that cost 2844 points:
Ship A : 'Vauxhall' class Light Cruiser [Gun PD]
Ship B : 'Keystone' class Destroyer [Beam Gun PD]
Evil Peel : 'Keystone' class Destroyer [Beam Gun PD]
Ship D : 'Raines' class Frigate [Gun Sensor]
it has become worse
not enough ammo, no rapid DC but i will probably burn the beam :(
What's the current state of the art in S2H?
I have 16 slots open and base Vauxhall channels
(all the modules are ARRs to fuel the abominable device, so no buses to be found)
FWIW I think ARR caps out after just 1
as in, the bonuses don't get you anything more meaningful after the first one
ah, that's different
the abominable device benefits greatly from their inclusion
the abominable device?
you'll see 🙂
what's a good gamemode for AI practice? one where they act the least stupid
you scare me, Ash
behold: the abominable device
Fleet 'NG 3 Hanged Man' is composed of 2 ships that cost 3000 points:
Diadem of Eyes : 'Vauxhall' class Light Cruiser [Gun Missile PD]
Storm Lantern : 'Vauxhall' class Light Cruiser [EWar Missile Sensor PD]
```This fleet uses 3 different missile types:
```yaml
SGM-270 False Idol : DIRECT - NONE - NONE [8pts]
SGM-H-251 Rapier : DIRECT - CMD/ACT(RADAR) - HE SHAPED [16pts]
SGM-H-334 Saber : DIRECT - CMD/ACT(RADAR) - HEKP [38pts]
wow, 2 ships with cool names
pov: you are an OSP fleet that has to get through three blankets, two hangups, and a disco ball just to have the privilege of running the chaff, active decoy, and activest decoy gauntlet
wait WHAT is this 38 points missile
relatively standard HEKP cmd/act corkscrew s3h
that looks.. scary
The S2H won't really penetrate a proper Ocello defense net, but it'll fairly solidly massacre lighter ships
Small numbers of s2h wont even relay deal with any small ship that has any investment put in it. and like to circle back to your complainets about geting stomped by small ships Storm Lantern is just asking for a shuttle to close with in visual and murder it slowly
I mean, I don't intend to ever split up these two ships (and I'd be surprised if shuttles have enough PD to kill hybrids?)
I tossed it at a shuttle swarm in the testing room and it fairly reliably could kill a few shuttles with its S2H load
Most of them do if they are not naked, eather trough soft kill or cheepo AMMs
That and a t20 and a pinppint make a budget sarissa
I suppose.
I just don't really see any other way to compete without the abominable device
The current state of the art S2H is usually 11-14 pt CMD/SAH or CMD/Wake, fired on bullseye lock
I keep forgetting that missiles can be locked
The popular platform is something generally referred to as a Bomber, a sprinter or frigate with bullseye, blanket, VLS2 and spyglass or elint that floats around undetected in the stratosphere locking the swarms of OSP light units and deleting them because OSP has no comms jamming outside Ocellos.
Two pairs of bomber sprinters plus cappers are probably the single most annoying list to fight in the game because they can also exterminate bulkers if they don't have adequate PD.
Invest less in individual hulls and bring more ships IMO, eggs and baskets and all that
[Reply to:](#1164000873031151637 message) I suppose.
I just don't really see any other way to compete without the abominable device
and yeah, ewar is usually handled by one blanket tops on the cruisers and then a dedicated ACA sprinter
Quad blanket, double hangup induces suffering because two blankets are often enough to hide you so you can just rotate them
Yeah three blankets is enough to hide a Solomon at normal gun ranges from any native OSP radar
i was thinking more like 2x 1k Vauxen and 1k of suport/cap/escorts ships
[Reply to:](#1164000873031151637 message) (traditional guns-only triple vauxhall, died to torpedoes)
... I'll be real, that doesn't sound like a fleet I'd enjoy playing at all
it'd be undeniably more effective though
If you want to do super ewar cruiser, probably best to give it all the missiles so you can shuffle the interruptor onto the other one and then focus on guns and gun accessories
On one hand: yes, makes sense. On the other hand: where are my channels
ACAs and bus arrays conflict
I'm just not sure that fleet has enough damage to really hold its own in a fight
Yeah. I'm much more comfortable playing a version with several extra guns and another six S3H, but it has no softkill and half the EWAR.
¯_(ツ)_/¯
At the moment, that's meant it just Dies whenever I take it out
damn now i kinda crave more nebulous but my fleets are hot garbage
It dose take a but to learn what value certian bits have Saper, but like a fleet that can get into postion and shoot it's guns is a functional fleet
it's just.. there are too many options and not enough points D:
and not enough space in reinforced magazines ;(
TBH a full mag in a largish slot is enough for most non-capital ships but for them a secondaray mag is not a bad investment
but what if 500 rounds of each type isn't enough? it probably isn't
it is
Yeah unless it's like 100mm 500 should be enough
thought 1: I have moved most of the ewar functions off to a 2x blanket/2x hangup frigate, added another 250 and doubled the S3H count
thought 2: this fleet is now a 4k fleet, not a 3k
:^)
can you even do a 4k fleet
You can make one, but it's not likely to see play
Yeah you might have trubbe finding folks to play with, but ike 6k fleets and 12k fleets are more common
6K's for when your short a player, and 12K for 4v1 MATCHES
Gah
like how's that for a fleet? terrible?
Fleet 'Probably a bad idea' is composed of 4 ships that cost 2994 points:
Ship A : 'Vauxhall' class Light Cruiser [Gun PD]
Ship B : 'Keystone' class Destroyer [Beam Gun PD]
Evil Peel : 'Keystone' class Destroyer [Beam Gun PD]
Ship D : 'Raines' class Frigate [Gun Sensor]
you have way too many shells and way too many flares
also way too many ammo elevators, cut two of those and put them into mount gyros
then spend the points on better DC and a parallax on your CL
I woud not say to menay flares, but yeah more 20mm rounds and less of every thing else. and swap the large DC locker for a Reinforced on and then buy more lockers wiht the spare points if you can. rappids are preaty good for keeping your dries functional if you permaflank, and will fix crits faster
last attempt
Fleet 'NG 4 Hanged Man' is composed of 2 ships that cost 3000 points:
Storm Lantern : 'Vauxhall' class Light Cruiser [Missile EWar Sensor]
Diadem of Eyes : 'Vauxhall' class Light Cruiser [Gun EWar PD]
```This fleet uses 3 different missile types:
```yaml
SGM-270 False Idol : DIRECT - NONE - NONE [8pts]
SGM-H-251 Rapier : DIRECT - CMD/ACT(RADAR) - HE SHAPED [16pts]
SGM-H-334 Saber : DIRECT - CMD/ACT(RADAR) - HEKP [38pts]
I would like another 6-salvo of S3H but there's no feasible way to put it in the budget
so something like,, that?
Fleet 'Probably a bad idea' is composed of 4 ships that cost 2999 points:
Ship A : 'Vauxhall' class Light Cruiser [Gun PD]
Ship B : 'Keystone' class Destroyer [Beam Gun PD]
Evil Peel : 'Keystone' class Destroyer [Beam Gun PD]
Ship D : 'Raines' class Frigate [Gun Sensor]
your destroyers have about three times the amount of shells they need
cut those, parallax on vauxhall
and give your frigate an rcic
3 times the amount of shells they need
but.. shells..
I'm not sure whether a CL with no hardkill PD is viable, but fuck it, I have only so many mounts
Part of the reason you have no money is because all those missiles are insanely expensive
i am, sadly, low on power
have you considered half 15pt HEI and half hardened skin HEKP, and moving to 12pt 1100 damage S2H?
Not really, because HEI doesn't kill anything in my experience
I'm absolutely open to how to make the S2H less expensive, though
I have some shiny new models for most of those
current S2H
SGM-H-251 Rapier is a size 2 missile that costs 16 points.
HEI reds out stuff for your guns to kill, and is fatal against anything small, which is the danger zone normally
Is that SEACT or just one of the cheap ones?
SACT
You only actually need a little bit of HEKP to go through all the red stuff and finish it off
unless you're specifically planning to fight bowtanking Ocellos at knife range, which I'd say you probably aren't with a single gun cruiser and no torpedoes
I mean, bowtanking ocellos is what I specifically tested this against
(which is also why I said I wanted another 6-salvo, because I killed one but had to finish the other off with AP and would've (if it were a player ship) lost a CL in the process)
but yes, I'm not exactly sure how to make the S2H small-thing-killer cheaper but it would be nice
Slower is cheaper for hybrid sprint stages, and you can dodge the cost of weave by using Minimum Angle to make the missile oscillate wildly as long as you're firing on a bullseye lock to ensure it actually hits
12pts gets you good S2H, 11pts gets you janky but functional for shuttle/tug mass murder
may i share another probably bad fleet?
Given Ocellos are perfectly equipped and statted to murder CLs but heavily outmatched by ANS capital ships to the point spamming them is asking to be wrecked by a gun BB, I don't think "kills two Ocellos with no lost vessels" is a necessary design feature
Being able to HEKP one Ocello or a pack of MNs is great, but ANS is being swarmed by cheap meat either in shuttle or LN form and big HEI bombs either handle those or disable them for the guns much more reliably
If they have enough Ocellos that you need to kill two of them with no losses, you're probably good anyway
maybe mixing all the stuff here was not a good idea after all..
Fleet 'OSP something something' is composed of 5 ships that cost 2998 points:
Purse : 'Ocello' class Command Cruiser [Gun Plasma PD EWar Sensor]
Terrence B. Rape : 'Bulk Freighter' class Line Ship [Rail PD]
The Back Lean : 'Tugboat' class Clipper [Sensor]
Math Potty : 'Shuttle' class Clipper [Gun]
Charmian Z. Spieler : 'Shuttle' class Clipper [Gun]
kills one ocello with no losses (other was a bulker)
Fleet 'NG 4 Hanged Man' is composed of 2 ships that cost 3000 points:
Storm Lantern : 'Vauxhall' class Light Cruiser [Missile EWar Sensor]
Diadem of Eyes : 'Vauxhall' class Light Cruiser [Gun EWar PD]
```This fleet uses 4 different missile types:
```yaml
SGM-270 False Idol : DIRECT - NONE - NONE [8pts]
SGM-H-251 Rapier : DIRECT - CMD - HE SHAPED [12pts]
SGM-H-334 Saber : DIRECT - CMD/ACT(RADAR) - HEKP [38pts]
SGM-H-334 Saber Mle. 1893 : DIRECT - CMD/ACT(RADAR) - HE SHAPED [20pts]
the Mle. 1893s are weave/HEI, regular Sabers are corkscrew/HEKP
I'm reasonably sure double interruptor / 2x blanket / 2x hangup / the Softkill Missile Suite makes me relatively immune to OSP missiles without worrying about the fact I only have three Defenders
new Rapiers are 960 warheads for a little extra oomph - couldn't quite get another notch of warhead while still staging comfortably outside of 3k
need to not get rocketed, but their cruise should have a bad day
Yeah, the ideal with rocket shuttles at this point is "sit somewhere where I can actually see them coming (wasn't possible with torp CL) and hit them with 12 S2H and five 4-AE 250rpf"
there are not that menay maps that have points whare you can sit out side of rocket shutte amubush range and not be a target for MD fire
staging outside of aurora range doesn't help S2s that much because they have no health whatsoever, so they get auroraed a lot anyway
so I keep mine cheap and punchy
Hardened Skin S3H HEKP is the Ocello Removal Device and also resists one or two AMM hits when fired into bulkers
this is my standard model
SGM-H-266 Flakskip-A is a size 2 missile that costs 12 points.
and a dirt cheap S3H bomb using the same min angle trick, although paying for actual weave is actually an improvement here
SGM-H-388 Fishtail-LRH is a size 3 missile that costs 15 points.
Any particular reason for Hardened Skin? I can probably put that on my six HEKP Sabers if I cut an activest decoy or two.
I imagine it pushes it over a breakpoint
Yeah, I'm just wondering which one for my own knowledge base
auroras inflict a continuous string of small damage ticks so more HP is good for them, and it means you can tank two optimised EL AMMs (33 damage each, so against unbuffed S3H you would use salvo 2)
Ah, gotcha
as the missile not understander ™️ I did not know myself lol
yeah, for this fleet I was testing against my AMM-toting bulker + fleet support ocello fleet
as opposed to my usual double ocello battlecruiser target
Well, when my laptop isn't dead I'll throw hardened skin onto the HEKP and see where that leaves me
also, the HEI don't need a backup seeker, yeah?
Just CMD on the HEI S3H and S2H
If you don't mind losing vollys to loving the contact you don't need a backup for CMD, but like even a wake seconadary will help you and hits
I doubt the S2H need it with parallax/bullseye, but wake secondary on the HEI S3H makes sense - in general, for all of these things it's just "strip down the softkill suite a bit to afford better missiles"
I use a SAH secondary because if comms jammed it will go straight
and it costs a grand old zero points
Yeah you have to makae choices on wht to bring, an it's not just jamming but like but also the CIC gettign redded out. or any of delaate inportent bits getting shot off.
[Reply to:](#1164000873031151637 message) I doubt the S2H need it with parallax/bullseye, but wake secondary on the HEI S3H makes sense - in g…
current iteration, any feedback?
Fleet '02 - Impedance Marching' is composed of 6 ships that cost 3000 points:
Merit and Marks : 'Ocello' class Command Cruiser [Gun EWar PD Sensor]
Beep and Fun : 'Tugboat' class Clipper [PD Gun EWar]
The Neat Modem : 'Tugboat' class Clipper [Sensor Gun PD]
Fancy Intro : 'Shuttle' class Clipper [Gun Rocket Ewar]
The Muted Panic : 'Shuttle' class Clipper [Gun EWar PD]
The Shot Valor : 'Shuttle' class Clipper [Gun EWar PD]
```This fleet uses only one missile type:
```yaml
SGM-112 No U : DIRECT - CMD - HE FRAG [4pts]
Take off the iluminator, and see if you can upgrade the shuttes CIC's to reinforced ones, needing to get hit twice befoer it dises is a massive inpovement
But otherwise it's a soild looking fleet
my only thing is the rapid cycle cradle is a dead module on your ocello
I might drop the rapid cycle cradle on the ocello since it's using multi barrel turrets anyways
yeah
I think it literally has no effect, but even if it does its so minscule on ANS weaponry that it is not worthwhile
it has an effect but yeah it's minuscule
in general I'm not feeling the ocello's cannons, either I'm really bad at them or I got the NERF version
but shooting raines flat on in the side with a mix of shells and watching them just leisurely fly away is depressing
oh well 450 won't do much to a frigate
this is why I do 2x250 1x450 instead of vice-versa, yeah
most of the time it'll simply overpen and fly out the other side
The 450 lets you hit the big ANS threats, like cruisers and up
and destroyers, actually
to an extent guns in general have a problem with being nerf blasters
they had an axford that circled the station for something like 15 minutes
if you want to see things disappear, S3s of either variety
beaten to hell, all black armor and venting everywhere
but it still wouldn't die
the concentrated fire of my everything and the allied AI couldn't put it down
that repair threshold buff got hands
I think ironically 100mm grapeshot ended up doing most of the damage that mattered
once it was completely cracked open
yeah guns in Neb have high DPS and no armour pen or are AP nerf rounds, with the 600mm being a weird outier
250rpf into a shuttle swarm really do make you see where the DPS comes from
I was more talking about 120 HE vs Bukers
I've honestly not seen that, but I've been on the receiving end of enough plasma/100 to believe it
the smaller rounds have far higher DPS but have less pen as a result, as a general rule
We play a lot of gun corves, and 5 of them will kill most OSP ships with 120's faster then a vaux can wiht 250
ap nerf rounds?
450 has the best penatration of all the guns but the RoF is low enough that killing certian ships wiht it is slow and plooding
I think the beam bb is kinda the strongest single hammer
and I don't think anthing much trades positively into facechecking it
anyone up for some games?
like I think the beam bb is a really tough threat for osp
and can really zone out a big area
I think that's mostly accurate but a dedicated plasma 100mm push I think can facecheck a BB in the right circumstances
certainly not if it pops out prealigned though
if they get the drop on it maybe they can beat it, but I'm not convinced there
but like if they are flank speeding your natural it probably should be prealigned
I could
we've been trying to find a server but no one's filling out our missing
Test or main branch?
I might be able to catch a game 2 in like 20 mins
god i wish I had an osp fleet ready
I have a handful on the workshop I can share
Impedance Marching is a very good name
The starters are OK, or you can grab one from the randomized fleet folder
Ship names randomly choose a line from patterns.txt, which I think is under neb>assets>wordlists? Somewhere in that vicinity. Anywho, if you just replace the patterns with a list of names it'll select from those instead
Technically I suppose if someone names their ship [verb] it won't be able to select that
And will roll a random verb instead
Though you could avoid that by replacing the verb list with a single line that says [verb]
I have a variety of fleets derived from several different standard excepted sort of 'templates'
(Ditto for the nouns and last names and other random lists)
#voice-channels
I've recently been running PDless independent Vauxes with 2x Blankets 2x chaff pods on the side mounts and an Interruptor backpack, been quite pleased with their performance
