#Nebulous: Fleet Command
1 messages · Page 9 of 1
And every other missile you can softkill
My version runs a bit under 1200 points, not sure if you could squish them into 1000 to get the 3x Vaux fleet
But 2x Vaux plus some scouts or cappers is always a fine choice
We could use another player in ERI #4
Interesting
nvm we good
You can see if you scroll down my own iteration on that sort of thing
this
also, re-checking my HEI S3H, they do have a secondary seeker
all is good
update: things are not good, hardened skin hekp adds +5pts
Yeah, I just really like that the PDless ones can operate on their own, you can send one off to bully a bulker or take a point or kill some tugs without having to detach your entire fleet
well, 43pt hekp is fine, I'll just cut 30pts worth of softkill
What do you want the hardened skin for?
per the discussion below, more aurora resistance + survives bulker AMMs better (something I noticed testing it against my own bulker AMMs)
also, if we really think about it, wake missiles aren't real and I can take all my flares off
Ooh, adjusting AMM breakpoints is fun
Wake secondaries are very real but the flares won't help much against them
I rarely bother to bring more than a single decorative flare
yeah, I can fit 6x hardened skin cmd/sact hekp s3h if I go down to 4 active decoys / 4 activest decoys and cut flares
flares help a bit against stairslikes
I find
they stop the whiparound behavior from being as lethal
(alternatively, I cut the last emergency s2h on the missile truck and put those points into softkill)
True, less important against OSP though, S2s don't have the same zwoop
yeah less relevant for ans
my ships seem to like firing the activist decoy randomly
any idea what is doing that
even with pdmsl set to manual
I think some people just set it to no targeted missile sizes to avoid that, so that might help
ahh that might be it
Odd that it's firing against PDMSL settings though
pretty happy with this
at this point you just finish the ocello off with 250AP and the bulker with 250HE, they can't kill a CL at this point
actually, hold on, I forgot to jam their PD
Pretty important vs Sarissas, that
Might want to only use half your jammers though since the testing range is somewhat unrealistically close range
Yep, the Sarissas are what killed my S3H
when I jammed them, all of the HEKP got through and I lost two less HEI
(that said, my AMMs continue to maul my S2H)
You can use the missile mounted jammers against amms
True, but I'm not sure if that's a great use for activest decoys
also: what do you do against monitors, just throw 250AP at them?
The missiles do nothing (relevant, though they smash up the surface mounts pretty well)
Oh that's what the jammer on Biblically Accurate Vauxhaul is for. Good thing I didn't need to fight Ocellos
1v1 Annihilation on Cliff is my favoured mode for vs-AI testing where they behave the overall best
it's mostly for softkilling incoming Act[CMD], I need to go run some tests because jamming PD just decreases the range it gets lockons, and I need to figure out how much stage range I need to stage before auroras under one blanket at 9.5km range start hitting
it doesn't do much to auroras but it does do a lot to sarissas
sarissas just straight-up stop firing under two blankets at 8km, it seems
also good, since sarissas rather maul the BAF's brand of reasonably slow direct-fire CMD
I think any decent Ocello should be packing sarissas and interrupt these days
because of the number of CMD missile bombers
Sarissa's FCRs are very vulnerable to jamming, so even once they start firing they'll be dramatically less accurate
Torps give MNs a big sad
(Also, Beams)
I put double sarissa on both of my ocellos, but I don't have enough room for interrupt if I also want to max my aurora count and provide some ballistic PD for the occasional S2 dump
fair, so if I see a MN fleet just back up and outrun them
ANS S2s are pretty rare, IMO softkill for really big dumps and BSHORTed Auroras for small ones is the way to go
Since the ballistic pd is so worthless against everything else
back when I originally made my Ocellos having one 20mm and one flak was nice
probably not necessary now (?)
I'm pretty dubious that that'll make a difference against many fleets, definitely won't save you from big gale swarms
interrupt is by far the most important pick, because my god everything is CMD
sarissas are good cover for your scouts
I will have to go make Misc's Team Support Ocello at some point
I should probably try to fit in an interruptor on mine
Because wow is there a lot of cmd
Or maybe swap the floods for hangups
Since I'm more worried about saving my friends
what the fuck is a damage control
Fleet 'NG 3 Devil' is composed of 2 ships that cost 3000 points:
Salt The Earth : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
Burn the Woods : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
power also isn't real, you don't need to have the interruptor on and fire sarissas at the same time and shoot your guns, that's silly
what is important? fast
also these being basically immune to 90% of ANS missiles in the meta
Oh it's 3 micro reactors and a plant control, hahaha
Plus at least one of the auroras will be masked at a time
That's still more restores than I have on my Ocellos lmao
(Admittedly same DC I just have a Reinforced
)
I'm more thinking of the 2 restores/ship
Rapids don't really count as a full compartment of DC
Okay fair
cannon jumpscare
But yeah Ocellos have to sac something to fit in 1500, and DC is the only option that doesn't impact peak combat effectiveness
This is why I run Raiders, Simply Do Not Get Hit
sometimes you just have to be faster than a gun vauxhall and with the same count of barrels
(well, one more barrel and two of 450)
I just keep them around in case I lose all of my drives somehow
otherwise I'd say I'm good on restores and put those points into AMMs
Eh, the FM580 has 1k hp and 70 DT, it'll probably survive
Just don’t get hit lmao
Exactly!
Though ngl I'm slightly concerned because this brings me down to 3 DC teams which means I'll have to be more judicious than usual on the flanking
Wait, Hangups have 20k range? TIL
Always assumed they had 10k
nah, hangups have fantastic range
I've always used them on my ANS S3H carriers for that reason
Do Hangups go through rocks?
I'm now wondering how difficult it would be to bring like 6 Hangup Sprinters and simply cover the entire map in Hangup cones
I honestly don't know - never mattered for me because all my missiles are direct
Since if nobody is outside the cone the antenna strength doesn't matter, they'll all lose comms anyway
new griefing method unlocked: infinite hangup works
225 points for an ELINT/Hangup Sprinter
175 points for a radarless pure Hangup one
This might actually be a usable strategy
8 Hangup Sprinters, 3 with ELINT, for 1500 points, leaves you room for half a real fleet still
I presume you just throw MD monitors into the other 1500
Wrong faction
If I try running this I'll probably do something like a Softkill Vaux and a torp capper Sprinter
Or maybe just a Softkill Vaux and nine hangup Sprinters
Since they can cap in an emergency
This feels very cursed
Fleet 'HangupMax Baseline' is composed of 10 ships that cost 3000 points:
Luna : 'Vauxhall' class Light Cruiser [Gun EWar PD]
Risk Avian : 'Sprinter' class Corvette [Sensor EWar]
Tray Bound : 'Sprinter' class Corvette [Sensor EWar]
Lackagh : 'Sprinter' class Corvette [Sensor EWar]
Eye of Wonder : 'Sprinter' class Corvette [Sensor EWar]
Venice : 'Sprinter' class Corvette [Sensor EWar]
Stale Parts : 'Sprinter' class Corvette [EWar]
Stolen Dilf Valour : 'Sprinter' class Corvette [EWar]
Court Limp : 'Sprinter' class Corvette [EWar]
Cred Steep : 'Sprinter' class Corvette [EWar]
```This fleet uses only one missile type:
```yaml
SGM-159 Shuttlesniffer : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
I was curious which ships I've seen the most so I checked in my skirmish reports. I really should have expected this.
I've played those Ocellos a lot lol
That's Echo and Dive?
Yep
I wasn't the first to die aside from the Beamstone Jumpscare so I'd say this went pretty well
either the training arc paid off or I was too cautious about the game
Better to be too cautious than too aggressive, at least when you're still starting
I'll be making a second version of the fleet with mines though because I love mines
I'm the children
Someone has to die first unfortunately, just a matter of practise
and I yearn
Container liner is also a juicy target
Ohhhh yeah ConL is the priority target
don't you have the range on your containers to waypoint them from the other end of the map?
Yes, but it's a lot harder to hit moving targets w/ that travel time
And some maps like Nyx's eye I do run into the limits of their range
And just sitting in one place is sort of risky
Knowing how people tend to move and getting a feel for the lead time is game knowledge that just takes practice
my conclusion from today is that I should spend more time going after correct targets for my weight class instead of holding the line to the last like a good private
Almost always better to fall back and focus on something else than to die holding the line
There is definitely a tech to just holding till the last on a capture point to troll the enemy team if most of them are going for it though
To like.. zombie over the finish line for tickets
Yeah, beaching yourself on a point is sometimes important
although my tugs/shuttles charging axfords with their one piddly gun and actually distracting them for half the game was amusing
If you are going to die, dying on a cap you hold is good too
Turns it into a ticking time bomb that could strip somebody's armor on their side trying to cap
Generally speaking tugs just aren't really good fighters
And shuttles are really just ambush fighters with rockets
For major fighting you want feeders or larger
The fun part is you can fit a salvo of 4 torps on a Tug, which is enough to threaten an Axford
So they have to respect you
Torpedoes are an exception yeah
Makes a tug scary
The big caveat of the tug and shuttle is that they're made of paper
(Or S2s, which I think are the more common choice for MMTs)
considering replacing the PD launchers on my shuttles that don't have torps already
Yep, Tug and Shuttle are very glass cannon
since people don't seem particularly inclined to missile my shuttles anyways
Arguably value in carrying a handful of decent S2s or cheap S3Hs for just obliterating shuttles to ensure they don't cheese you on back caps
But most people don't do that
IMO it's worth keeping the chaffbox on shuttles, but the PNET meta might differ from the pub one
I think dying first is a relatively unimportant thing to worry about
as lark said, if people die, someone did it first
it's more important to not die for free imo
Yeah was usually dying with 35k damage
Or a captial kill
So not too fussed over it
Fleet '03 - Destructive Interference' is composed of 4 ships that cost 3000 points:
Merit and Marks : 'Ocello' class Command Cruiser [Gun EWar PD Sensor]
Crate and Chick : 'Cargo Feeder' class Monitor [PD Missile]
Beep and Fun : 'Tugboat' class Clipper [PD Gun EWar]
The Neat Modem : 'Tugboat' class Clipper [Sensor Gun PD]
```This fleet uses only one missile type:
```yaml
SGM-112 No U : DIRECT - CMD - HE FRAG [4pts]
quickly slapped the monitor together because I'm going to sleep
the antennas give it full hull integrity for 5 points each
I'll try to fit better engines on it tomorrow
thank you btw I like it
Empty container stack launchers give twice the durability for the same cost.
That then gives you cheap access to a few utility containers
It's a little entertaining, the tankiness of strapping a rack of explosives to your hull (even decoy boxes are full of rocket fuel)
Regular jammers don't so fairly sure hangups don't either
whats the best way to do axford + firgate escorts rn? this is what ive got rn but im not sure if its the best
Fleet '450 CH + Utility Escorts' is composed of 5 ships that cost 3000 points:
Owing Crust : 'Axford' class Heavy Cruiser [Gun PD Missile Sensor]
Molar Steel : 'Raines' class Frigate [EWar PD]
Avid Fine : 'Raines' class Frigate [PD Gun]
Woven House : 'Raines' class Frigate [Gun PD]
Iron Snake : 'Raines' class Frigate [PD Gun Sensor]
```This fleet uses 3 different missile types:
```yaml
SGM-110 Block : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-299 Activer Decoy : DIRECT - SAH(RADAR) - NONE [8pts]
Can you make it work on the dedacated server?
Going to try
Anyone available to hop on for a few minutes to test it out in 10ish mins when the server's up?
sure
Okay, server's booted successfully
switch from testulous to mainulous
download: 1.02 GB
???
Yeah it be like that sometimes
Let me know when y'all are done, I've got my game up
We're testing on non-dedicated server to see if it fixes the points being stacked all together
Ah, fair.
The lobby is up, password is lancer
Showing up as in progress
Bas Lag Mentioned 
@sharp crow would you mind posting your axford + escorts fleet?
I feel like I've seen something that generates similar cities at some point
re: earlier conversations about Ocellos, I'd probably call this my idea of a "stock" CC right now
PD might need some improvement to survive proper gale dump nonsense, but you can swap the floodlight for an aurora if you really want
has interrupt, para, bullseye, proper guns, floodlight for locking annoying sneaky sprinters and is reasonably durable with four restores and the aux-steering steel jaw
'Ocello wip' is a 'Ocello' class Command Cruiser that costs 1525 points.
just a few golds
we are (just) victorious in goldulous
but I need more wiggle on my S2s and more pavises on my shuttles
it'd be nice if there were more low level players
two golds left when they saw me join with my 0th level because they didn't want to pubstomp me lmao
in the second commodore game we managed to squeeze out a win against forty tugs because they ran out of torpedoes before getting the double axford fleet
who did 52k beam damage while my cap sprinters were getting overrun baiting targets for my DD and getting a few licks in
I will say, sometimes the stacks of new blues are too brave for their own good and I feel bad when I'm playing with four captains and commodores and they insist on charging at us
I should host some of those blue-only lobbies at some point because I like watching those matches
I beat on a stack of golds with like one silver and some blues earlier
the ANS missile team complete with pure missile axford and pure missile axford except the bottom turret 450
which I was surprised to see work out
oh yeah, you can absolutely flex on a lot of the commodores
there are even a couple of strangely bad rear admirals
rank inflation hits every game
I think I crave a mine/missile fleet
yeah I was just impressed the 2 relatively new players held up against the bulker monitor blob + cap sprinters everywhere
@tulip vault am in IPSN
cool shot of sprinter shadow
scrimpter...
spronter...
Yeah, can’t the floodlight pierce jamming
@tulip vault you okay?
something I've been wondering for a while
are there circumstances where illuminators meaningfully improve track quakity?
Also misc, do you feel like only 1 ocello is necessary on OSP fleets rn? Since 2 has been the standard for a while in my experience
how do I preview the amount of damage a HE warhead will do btw?
I know it's 50 damage rays but the stat screen only tells me explosion radius
missing a few data points to be able to visualize the difference between missile sizes
I would not like to live in the world of 1100 HP S2H
Missile health is "body integrity" I think
Missile armour is "wall thickness", if AP<Wall Thickness the hit does half damage to the missile
Ocellos have lackluster direct combat value compared to ANS capital ships and bulkers, the reason you bring them is to access specialist kit like interruptor jammer and bullseye (mandatory), hangups, parallax, sarissa, floodlight and aurora (handy), not for the platform itself. Since AMMs can provide good hardkill to any OSP ship, aurora spam doesn't get you a ton and most of those others are not particularly useful in duplicate, especially if you just have two Ocellos sitting on top of each other being redundant.
I could see two Ocellos if each is in a different part of the map supporting different bulker or MN groups and everyone else is bringing many small ships, but probably not three or more normally.
Ok
Ocellos aren't awful in a fight but OSP lives and dies on efficient firepower and they certainly aren't that. They're pretty great for shutting down Direct CMD spam within the bubble radius and locking the perpetrator right back though.
But 2 ocello fleets are generally better served by replacing the second ocello with something else I’m assuming?
My immediate thought is a 450 bulker
having a brainfart, how do I load a new ammo type into a weapon without giving a fire order?
you don't
you can just give a fire order on empty space, then cease fire immediately
trying to figure out the optimal configuration of PD and EWAR on my ocello is giving me an aunerysm
more specifically I know what I want but I don't know where I want it
Is there a cease fire hotkey or do I have to pop open the widget again?
Ahh
A tale as old as time
huh, having the stuff evenly dispersed on all my sides so that the ship points directly at the problem enemy without any heading commands works suprisingly well
I would've expected that stacking my PD to one side would be far stronger but no
Strong side/weak side PD arengment s used to be common but like IWRC they fell out of favor not to long after we started to play
I realize the imminent issue with having PD on only one side but it it were genuinely better I'd be willing to eat the occasional egg on my face
Yeah it's Fine for ike broadsiding capitals but those are a bad idea in general
Alright I finally learned the ship builder and got back into this game…I will learn nebulous.
@wary flame
yes that is what I have been saying
a bunch of reasonably scary map control tugs is also good
torps and 100mm
Would you mind posting an example?
can just do MMTs
or swap the MLS-2 for a torp launcher and give them a pavise
and four torps
C30, MLS of desired flavour, Bellbird jammer, VLS-1 with chaff and Act EL 3pt AMMs, single rapid DC and aux steering, plus RCIC and Huntress
They help you get a track but not really with track quality
(IIRC there technically is a slight improvement but it's negligible in essentially every case)
ok uh. how do i optimise a 450 bulker?
cos rn i have less rpm than the ocello its with
three ammo elevators, two RCCs, T20s on the top and bottom mounts for extra dakka
long haul drive
big pod of AMMs on the back
That works, I always liked double drive
long haul is currently brokenly good so you don't really need it
when it gets actual downsides back then I imagine the dual drive LNs will return
Your other option is something like this monstrosity of a fleet.
Fleet 'Four Riders' is composed of 4 ships that cost 3000 points:
King of Conflict : 'Bulk Freighter' class Line Ship [Gun Sensor PD]
Jack of Endings : 'Bulk Freighter' class Line Ship [Gun PD]
Ace of Pleanty : 'Bulk Freighter' class Line Ship [Gun PD Sensor]
Queen of Glutony : 'Bulk Freighter' class Line Ship [Gun PD]
```This fleet uses 2 different missile types:
```yaml
SGM-100 Pocket Sand : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-106 Ember : DIRECT - ACT(RADAR) - HE FRAG [2pts]
Shit that last refit lost a pinpoint

I'm not sure the 4 bulker fleet is super viable anymore
the firepower's good but HEI missile spam is pretty prevalent
and cheap
How do you guys export ship lists in that format?
copy the .fleet file into the channel and the bot will pick it up
Yeah HEI dose do a number on it but like also it takes a lot of HEI to put them down. like we mostaly stoped playing it as the fleet was a huge pain to control.
LIke the fight betwen it and a gale fleet is a fight no one likes or comes away happy from
I’m assuming .fleet is just a game export thing?
Like something you do in nebulous itself?
Right click Neb in steam > browse local files > saves > fleets
Got it thank you
first game with the cap fleet going good lmao
Is that a map w/o a natural point? Because dang
What else is good to have with an ocello and a 450 liner? I’ve got ~350 points left
yeah lmao
it's the belt
Spotter tug
Acap
Like, spotter tug with a bloodhound?
Bloodhound, EWR or both
I had the epiphany that the game will let me take a ship that's low on power into battle
it's not a "go back to editor and fix your illegal design" warning
mhm
I do it with a lot of ships
I wonder how many points I could shave off my fleet by just doing that
since it's an ewar/int fleet
I have the power footprint of a nation
start of match (and the next 15 minutes) vs end of match
truly one of the games of all time
the party rock
I know intel is important on OSP, but what can you typically/practically fit it on?
the funny part of that game is I'm confident if they'd just pushed we would've folded like paper
ocellos, monitors
MD liners
It's actually pretty hard to get it on Ocellos without crew shenanigans
Anyone for some Pubulous btw?
What kinds of ships can do well at protecting an md liner and or ewr/bloodhound tugs?
we have a way to make an intell center fit on a railcello but i don't know it personaly.
from what specifically?
My immediate thought is foward 250 liner + md liner with intel + search tugs
I would think fast stuff encroaching on the intel group
Which server for pubulous?
uhh
I would say AMM shuttles with a rocket rack to just hang around would be more point efective
not sure as of yet
Ok
Lesten
I guess I need to modernize my OSP fleets too
Was thijs there for last boat night?
I need to iron out this axford+frigates fleet and then I’ll focus on OSP
I was not
Ok
Would you mind posting your axford + frigate escorts fleet? I heard you had a good one
Fleet 'ANS - Axford + Frigate Backup' is composed of 5 ships that cost 3000 points:
Silmarillionaire : 'Axford' class Heavy Cruiser [Gun PD Sensor]
Middle Earth Cinematic Universe : 'Raines' class Frigate [EWar Sensor]
Lesser of Two Eagles : 'Raines' class Frigate [Gun]
Nazgul Polycule : 'Raines' class Frigate [Gun]
Bombadil 2: Civil War : 'Raines' class Frigate [Gun]
I haven't played in a while so it may need some tinkering
for one the axford probably needs an interruptor now
busy modding morrowind rn but next time there's a session i'll hop on
yeah it kinda needs some activer decoys and an interrupter
Misc does 6 activer decoys, 2 actual active decoys and an interrupter on his “TF Oak but with modern pd” fleet
I need to check that for sure tho
so smol :3
@wicked mirage My experiments on a DD-sized Sarissa Device, 0 warnings but you could trim it to run leaner
'Sarissa Device' is a 'Keystone' class Destroyer that costs 920 points.
1 less micro lets it run most of its stuff at once, 1 less berthing should staff DC fine but feels cheaty
this is my shot at it @sharp crow
Fleet '450 CH + Utility Escorts' is composed of 5 ships that cost 3000 points:
Right Will : 'Axford' class Heavy Cruiser [Gun PD Missile Sensor]
Molar Steel : 'Raines' class Frigate [EWar PD]
Home Echo : 'Raines' class Frigate [Gun PD]
Icy Depth : 'Raines' class Frigate [Gun PD]
Iron Quiet : 'Raines' class Frigate [Gun Sensor PD]
```This fleet uses 3 different missile types:
```yaml
SGM-110 Block : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-299 Activer Decoy : DIRECT - SAH(RADAR) - NONE [8pts]
If there is another game, folks who are currently nebulousing, please ping me
ok uh. i have no clue how to make a MD liner
Ooo!~ Very interesting! It even has Intel! Awesome ^^
Yeah I tried matching the CL's specs as close as possible and it's pretty dang close!
I think you can get away with 1 Berthing if you put it in one of the big slots?
Ah yeah instead of the reinforced mag
Sand takes like no space, conveniently
I submitted one I like to the fleet swap night if you want to steal homework. Pretty sure it was my OSP fleet 2.
The short version is to only go up to 3 mass drivers for efficiency and offload all radar to other ships. I like to build a pretty cheap shuttle and leave it parked nearby to act as close defence and spotting for incoming missiles.
Oh I had a good time with that fleet!
@junior heron Reminder to CIC your Ocello
probably need to just rebuild a 12k OSP from the ground up :P
whats some good stuff to accesorize a md liner with
usually nothing, I think my MD liner / rail Ocello fleet just had some ballistic PD on the liner
all the radar and anti-hybrid PD was on the Ocello
That's fair, I do like the idea of sharing illums across a 12k but the ConL seems tricky
post if you dont mind?
It's not modernized for the current meta, and if it were I'm pretty sure I'd take the ballistic PD off entirely
ok
This is still a good AMM, yeah?
SGM-113 Buckler is a size 1 missile that costs 2 points.
Not sure if meta evolution changed things
I mostly use these ones that I took from Nop, but if you want to go for cheap 2pt spam then I'd cut the range somewhat to stop them charging out and trying to intercept whatever
more agi
SGM-1 Spring is a size 1 missile that costs 3 points.
hows this? tried to whip up some defense mintors
Fleet 'Intel MD Liner + Search Tugs' is composed of 6 ships that cost 3000 points:
Rash Auto : 'Bulk Freighter' class Line Ship [Rail Missile PD]
Mothy Fret : 'Cargo Feeder' class Monitor [PD Gun]
Muddy Valor : 'Cargo Feeder' class Monitor [PD Gun]
Snub Logo : 'Tugboat' class Clipper [Sensor Gun PD]
Mild Lack : 'Tugboat' class Clipper [PD Gun]
Elect Nod : 'Shuttle' class Clipper [Missile PD Sensor]
```This fleet uses 3 different missile types:
```yaml
CM-S-400 Bowling Box : DIRECT - SAH(RADAR) - NONE [4pts]
SGM-110 Block : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
no idea if its a good idea or not
When galespam was meta? IDK
RCC's have not buffed MD's in a while
So, neither?
Seems like a solid base. I'd not personally bother with the aux steering on a MD bulker, a spare basic cic seems a more useful option in that vein given you are only bringing one restore.
modernized MD liner/rail ocello fleet
Fleet 'NG 3 Priestess' is composed of 3 ships that cost 3000 points:
Cryptographic Error : 'Ocello' class Command Cruiser [Rail PD EWar Sensor]
Common Mistake : 'Bulk Freighter' class Line Ship [Rail PD]
Incorrect Semicolon Placement : 'Shuttle' class Clipper [PD Rocket]
```This fleet uses only one missile type:
```yaml
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
50 AMMs should probably be enough
(that said, should I bring more MD ammo?)
the names are amazing
methinks that is enough MD ammo considering their firerate?
i'd keep that one tbh
I have a funny fleet idea that needs a broadside bulker for The Joke but no weapon loadout for them stands out to me in particular
mass drivers are pure support and so subtle at it that even my intel fleet ass is understimulated by them
and guns sound very suboptimal for engaging anything that can shoot back
what's the secret to not exploding when you're not fast, small, armoured nor long ranged
Kill them quick
Also bulkers can be both fast and long range
Long haul bulker is one of the faster ships in the game when flanking
well, in a straight line
Bulkers can take a shocking number of hits, casemates have a lot of hp and they have a lot of empty space shells can hit and do nothing in
They also can dodge reasonably well, they don't have as mediocre vertical thrust as expected
I mean
They change direction pretty quick
But straight line speed counts for lots
MDs absolutely smash anything smaller than an Axford, they just can't kill capitals easily without gun support
Railguns are much more support
if you have MDs + Ocello rails firing at a capital target, it's not going to actually do anything and is going to be missing most of its PD
at that point you just lean over to your torp player and say "crush his skull"
abelard
… hell at that point you could probably just bring containers or S2s of your own and slam them into the target
You can also bring one 450 in your extra broadside slot to break DT with
My old ocello was 2x rail 1x 450, but I wasn't a huge fan
Yeah, wouldn't mix and match on an Ocello, they're already very expensive for not very much rail output, they can't afford to lose another third
But MD bulkers usually only want 3 MDs, so they have a natural spot for a 450
I suppose what comes out of that is that I'd need to sacrifice a DC compartment for a second reinforced mag, probably
/ swap one of my three eregs for an ammo elevator
I wouldn't recommend it, the point of a 450 is that it doesn't cost MD effectiveness but lets you hit DTs
Losing an ereg costs a lot for little value
If you want 450s for anything other than specifically breaking DT bring a good 450 bulker, not a bulker that's bad at 450 and bad at MD
Hm.
(Or a good 450 Ocello)
ANS or OSP?
we have a few small ship feets that we can share and you can use or work from if you want
that'd be nice !! Probably ANS I haven't touched OSP
To some extent part of fighting little ships is having a decent ship count yourself
But light cruisers and s2h carriers are the current usual ways
guess i'll just have to learn to manage more than like 2 or 3 ships
It's definitely a skill worth picking up
This is our favorsed anti smll ship fleet but it's in part a cap feet, but part of it's desigen is to win the cap fight by just overmach most smal ship forces anyone else will bring, and dose a good job of unting down small ships
Fleet 'Hoard 2.0' is composed of 10 ships that cost 3000 points:
Duncan Idaho : 'Sprinter' class Corvette [Gun EWar]
Duncan Idaho : 'Sprinter' class Corvette [Gun EWar]
Duncan Idaho : 'Sprinter' class Corvette [Gun EWar]
Duncan Idaho : 'Sprinter' class Corvette [Gun EWar]
Duncan Idaho : 'Sprinter' class Corvette [Gun Sensor PD]
Duncan Idaho : 'Sprinter' class Corvette [Gun Sensor PD]
Duncan Idaho : 'Sprinter' class Corvette [Gun PD]
Duncan Idaho : 'Sprinter' class Corvette [Gun PD]
Duncan Idaho : 'Sprinter' class Corvette [Gun PD]
Duncan Idaho : 'Sprinter' class Corvette [Gun PD]
You get two squadresn in the fleet so you don't have that much micro as ong as you set each formation to lose. but each formation is able to deal with most OSP ships that are out of postion espicay one small ships.
S1 offensives are a good bet as well usually
s1?
they all have callsigens, and well at this point it's a bit of a meme
[Reply to:](#1164000873031151637 message) lmao they're all Duncan Idaho 💀
how do you add a callsign?
when you go to rename a ship, one of the option on the pop-up inclueds calisgen as well of gving the ship a new number
oh
me strategically changing my ship numbers every match so that no one can write them down for a rematch
Just remember it agenst the pilotnet aws and coventions of Nebuus to juat name your ships faux tracking numbers
Laws*
Perfectly fine since I don't think OSP masquerade modules can work with Axford signatures and you can't mix factions on a team anyway
OSP masquarade can only do ANS signs
commanding this many ships seems daunting so is there a way I could just. replace a couple with a light cruiser or something as a stepping stone
unfortunately
Yeah the foux track numbers thing si more about how it messess with the game as with how the caht auto-hook tracks and just the difacuaty of reporting them wiht out messing somthign up
Absolutely. Gun Vauxhall groups are a good tool for hunting down light ships while not being dead against heavier ships.
A classic template is 2 light cruisers loaded with 250mm guns and 1-3 corvettes to bring jammers and cap points
And they are formationed up so as long as you Shit+ when you give an order you are basicaly just controling two ships
oh cool, thanks! I'll mess with a build like that
We are not sold on Vauxen actuay beeing good agenst any real number of small ships but we are wiling to admit that not every one runs there MMT esque ships in groups of 4
what are beam destroyers even good at? battleship kills? or smaller ship kills?
Beam Destroyers are have a favourable match up agesnt MN's Ocellos, Bukers and ConL's as ong as they are postion well
oh.. and theoretically would they be effective against ans' own ships?
oh:(
they are very sillily effective against ANS ships tbh
or yknow, were
most of their struggles against OSP are just failing to hit anything important, but ANS ships have far fewer voids
i wish i could test my stupid osp and ans fleets but they probably are very bad..
hey saper careful about beating on yourself, it's an old unhealthy habit and you don't want to fall back into that loop
it's okay to be a new learner at a game
if you're having trouble thinking positive thoughts, best to just get some space and not make it a public channel thing
Except monitors, which are compact-layout ships with chunky compartments
yknow you say that
and you're right
like 100% you are correct
but my beam DDs love to skim the little beveled edge of the monitor where nothing is
I can't wait until test gets merged lmao
merged?
like, turned into the real patch, the one we're actually playing on
as opposed to a public test branch
what even was changed on the test branch, if I may ask?
defenders are better, beams can aim
chaff deploys faster
I think SAH validators work now
nothing majour really
SAH is semi-active... homing?
The tricky part is you can very easily build Monitors so those huge compartments are mostly or entirely ablative, and once they're gone it's a lot easier for the beam to just slice through nothing
Yeah but that can happen with any ship, like Ocellos and Axfords too
Beam slicing through the bridge and taking out exactly one (1) berthing is a classic
wait can i run a neb dedicated server in a linux vm? I feel like i saw someone saying they did in the official neb discord
this is a joke that works especially well on me
I'm not sure you can run it on anything other than Linux lol
If you have any questions on hosting one feel free to give me a poke, I spin one up every boat night
yeah i ended up deciding to get a SFF computer as just my general linux machine and run it off of that
i will ask you if i end up with any questions :3
ok i need to sit in on some games at some point i cna barely eke out a dub against the AI and not consistently.
me too !! i'll probably be on tonight if anyone wants to
i'd be up to it as well :)
hey <@&942093958551588904> would anyone like to stack a pub avec moi?
is avec moi "with me"?
yes
how soon?
I mean, now, but I will likely play more than one game
If you can give me 15 mins, sure!
we might be on in ~30 minutes
i'd like to join as well but we prolly wont have enough space
Ok!
I'll be there in a bit.
"This channel has the maximum number of people" @tulip vault
D:
one sec Discord is bugged
@tulip vault steam's back up!
does anyone have a build like this i can yoink question mark
If you're confident in your softkill skills I've been having a good time with these recently
Fleet 'Softkill Meta' is composed of 5 ships that cost 3000 points:
Luna : 'Vauxhall' class Light Cruiser [Gun EWar PD]
Vulture : 'Vauxhall' class Light Cruiser [Gun EWar PD]
Hula Olive : 'Sprinter' class Corvette [Sensor Gun PD]
Aspen : 'Sprinter' class Corvette [Sensor Gun PD]
Eldrazi Scion : 'Sprinter' class Corvette [Gun PD]
```This fleet uses only one missile type:
```yaml
SGM-159 Shuttlesniffer : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
You bring a damn sight more 250 ammo than I do
I should probably cut down on the AP and drop the flares + active decoys
But I've been happy with that much HE and RPF, it's only about 17 minutes of firing time of each
Yeah, I'm more saying I'm probably bringing too little ammo
Definitely used most of one or the other in more than a few games, if there's a bunch of light ships or if I'm just hammering bulkers the whole game
Ah fair lol
These are also very survivable Vauxes, between the EWAR, softkill, and Raider drives, plus enough DC to repair from even a pretty significant beating
So they usually keep firing most of the match
i have failed my plan
I have achieved 600 battles
SGM-100 Pocket Sand is a size 1 missile that costs 2 points.
Yeah! gg, have a good day Tron 
@junior heron Have a good day Tom 
you too!
i mean it hit 2 out of 2 shots
this one worked not so good :(
Fleet 'OSP something something' is composed of 5 ships that cost 3000 points:
Purse : 'Ocello' class Command Cruiser [Plasma Gun PD EWar Sensor]
Terrence B. Rape : 'Bulk Freighter' class Line Ship [Rail PD]
The Back Lean : 'Tugboat' class Clipper [Sensor PD]
Math Potty : 'Shuttle' class Clipper [Gun]
Charmian Z. Spieler : 'Shuttle' class Clipper [Gun]
```This fleet uses only one missile type:
```yaml
SGM-100 a dagger : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
I don't remember what softkill means!! thank you tho
softkill = decoys, jamming etc.
stuff that makes the missile not see you rather than stuff that explodes the missile
yeah
i will try to use this so that i also get better at ewar stuff then
hmm maybe it's time to learn how to missil
what advice would you give for baby's first missile fleet attempt?
Do you want to do cruise or direct?
for long rage blind "yub-nub' strikes i woud say the standard Pnet yub fleet is a good starter
Fleet 'S2h yub' is composed of 3 ships that cost 3000 points:
Wonderbread Guy but for Yubnub : 'Raines' class Frigate [Missile Gun]
Stolen Yubnub Valour : 'Raines' class Frigate [Missile Gun]
Gatekeeping Yubnub : 'Raines' class Frigate [Missile PD]
```This fleet uses 2 different missile types:
```yaml
SGM-100 Dummy : DIRECT - NONE - HE SHAPED [1pts]
SGM-H-216 Stairs With not Enough Head Room : CRUISE - ACT(RADAR)/PSV(WAKE) - HE SHAPED [11pts]
It's got a lot of cheep long rnage cruise missles that have soem resitance to softkill and bad aim
11 points missile
dear god
pff, 11 points is cheap
which one is simpler? direct?
you should see the S3Hs :D
uh oh
Direct needs less navagation and guess work overalll
direct is simpler - it's "what if i shot people like with guns, but i shot missiles at them instead"
cruise however is much more interesting, it lets you hook strikes around rocks and suchlike
cruise is harder tho because you have to know how to do waypoints, and then you have to get a feel for how to waypoint your strikes - how much targets will move, how wide your cones are, when to end the path and let the missiles go seeking
but in exchange you get to fire from impunity (behind rocks)
direct you have to expose your missileships to enemy fire
Yeah you can just sit at spawn all match and rain feer, terror and HEI down on your foes with out feer of getting shot back
But as far as direct feets go for OSP you want somthing like a torp bulker or MN's and for ANS you want Gales or insta-stage hybreds
i should learn proper ship waypointing before i try cruises:(
cruises are also necesary to get missiles off on cramped maps...and are powerful given how much time they spend hidden under rocks (rocc penaid best penaid)
rocc penaid??
the missileer school tutorial is good for figuring out the controls of it
i'm still too spooked to use cruise missiles tho
Not relay decently tuned torps work wonders on any map whare they can get in range
[Reply to:](#1164000873031151637 message) cruises are also necesary to get missiles off on cramped maps...and are powerful given how much ti…
Direct is... simpler, but something that requires a fair amount of game experience to play well - to do well you want to guess where your ideal targets will be and position to engage them without being caught out, as the nature of missile volleys means taking even a few hits can reduce your combat effectiveness in a major way. I actually recommend learning Cruise first, you'll get the chance to learn missile aiming and the PD/softkill game without also having to deal with the extra load of being a frontline fleet
Missiles actually use a different type of waypoint system (for some reason), which IMO is actually more intuitive - definitely worth going into a testing skirmish against AI and giving it a try
Routing your strikes around cover so that they don't see them until the last moment, making it hard to softkill in time and reducing the time your missiles are vulnerable to PD
As someone who almost entirely uses direct missiles nowadays: It absolutely is not necessary, cramped maps are the preferred locale for almost every direct fire missile
(I should do more cruise, it's always fun. Just also so easy to cut when the points chopping block comes out.)
just sent that announcement to my friend who's been saying she wants to try it
hopefully this gives me someone to play against
@rocky orbit thread here. if you'd like the role, you can spectate the saturday boat nights
@tulip vault I had a bit of a look at your container monitors and did a bunch of tweaks to the fleet to fit my preferences, I'm not sure how interested you are in them but I can send them
there is one optimisation that has no cost though, and that is that theyhave boosted reactors when they just need normal
oh, feel free, I've actually been meaning to do a retrofit of my own
I'd love to see other people's take on it
also the reactor thing is a good catch, thanks
Fleet 'Bomb container monitors' is composed of 5 ships that cost 3000 points:
Double Daylight Savings : 'Cargo Feeder' class Monitor [Missile PD Sensor]
Military Participation Awards : 'Cargo Feeder' class Monitor [Missile PD]
Honest Nebulous : 'Cargo Feeder' class Monitor [Missile PD]
Glup Shitto Merch Deal : 'Cargo Feeder' class Monitor [Missile PD]
Nebulous 5e Adaptation : 'Cargo Feeder' class Monitor [Missile PD]
```This fleet uses 3 different missile types:
```yaml
CM-432 Cut Grass : DIRECT - CMD/ACT(RADAR) - HE SHAPED [14pts]
CM-432 Cutty Grass : DIRECT - CMD/ARAD(RADAR) - HE SHAPED [14pts]
SGM-199 Classical Music to Deter Teenagers : DIRECT - ACT(RADAR) - HE FRAG [2pts]
good names lmao
cheers
I've been trying to use the bmb shells in an anti missile role but I can't conclude if it works or not btw
giving it and the missiles a fire order but putting them on hold fire while the ship turns to bear and programs
don't try
then releasing them at the same time tends to synchronize the bomb shell with the release of AMMs from your target
that's pretty clever actually
that might be a use case
but for normal anti-missile work they're not good at all
I was testing it in the test range and felt like size 1 AMMs tend to slip through the radius?
which implies it uses damage rays?
idk
Also looking at this I think my these changes aren't bad, just not my speed
it does use rays, yeah
a real PD net on that fleet is nice but I think the primary issue with it is more that the missiles are entirely reliant on ANS failing to bring something they really should bring
I've reworked mine to try and use my cursed SAH/CMD seekers, but I dunno if that really works
I will however certainly swap the large for a reinforced as you have
I really thought I already had some reinforced DC
just checking, doesn't the wake persist for like, 20 seconds after cutting the engines?
wake is complicated
wake val and wake primary works on two almost entirely different systems
yeah thats why I diversified the seekers a bit
and I don't get how it works lmao
the weird module layout is so that the restores get taken in the correct order btw
ah makes sense
what do people use for S3H backpack warheads? Currently running HEKP to help my CLs deal with monitors and maybe take shots at bow-on bulkers, but wondering if just regular HE would be better? Putting 12 of those into two bulkers that one time and not doing anything made me very sad
HEKP has a lot of variance
you're almost certainly further ahead with HEI most of the time, I think
hekp really needs the good angle
then it shines
but HEI always works and is half the cost
occasionally you'll huck one (1) HEKP through the pillar of the bulker thats holds everything and instantly kill them
but usually it'll disappear into nothing
tbh
usually hekp kills like one gun and one back panel
I find
on a bad angle
the guns are pretty big and its hard to hit nothing
I think it really depends
if you're the ship the liner is shooting at, yeah that makes sense
source: people shoot my bulkers with hekp a lot
but if you're any kind of off angle sometimes it just skims along the edge and disappears
I have been doing SAH [CMD] for torps
lately
what are the "hull configurations" people speak of btw
waait
it sounds like alternate ship shapes?
they do but then I can still angle the beam
and I find targetting is a little bit sticky
bulk frieghters have a random shape they come in every time
if the cmd val gets it on the right target then gets jammed I find it switches to chaff less
huh
but that might just be me reading patterns in nothing
?????????
wild
I think to some extent cmd sah, sah cmd, sah [cmd] etc are all fairly interchangable
the mounts and where they are doesn't change much
there is one or two builds which need a specific config
I see it
I use SAH CMD for a really cursed micro trick
sadly containers do not have the agi for it
is the config decided when you add the ship to the fleet editor or when it loads into a match?
fleet editor
Hit the 2000pt beam BB with a chisel - it's considerably more expensive with guns, because you need to pay for ammo and a second magazine
but this has a solid base of fire, enough missiles to shut down shuttle pushes on a natural and a torp sprinter to advance on a point under missile cover fire while the BB is bombarding things
Fleet 'Prototype Cheap BB' is composed of 3 ships that cost 3000 points:
Firm Committment To Fiscal Rectitude : 'Solomon' class Battleship [Gun PD EWar Sensor]
Synthetic Missile CDO : 'Raines' class Frigate [Missile PD Sensor EWar]
SPAC-Funded Warship Accquisition : 'Sprinter' class Corvette [Missile Gun PD]
```This fleet uses 6 different missile types:
```yaml
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-111 Currency Conversion : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-200 Golden Bomb : DIRECT - CMD/SAH(RADAR) - HE SHAPED [7pts]
SGM-H-211 Fishtail-C : DIRECT - CMD/SAH(RADAR) - HE SHAPED [11pts]
SGT-358 Gom Jabbar : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [13pts]
SGT-358 Wierding Way : DIRECT - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [12pts]
this game has very unfortunately hit me in the armchair general part of my brain btw
I'm strongly wrestling with my desire to write down actual doctrines to play by
I'm not charting out radar/picard ranges and measuring how long it takes for my ship to come out of cover, do its thing and relocate
that'd be absurd
the brain genius rides again
Fleet 'Beam DAD' is composed of 6 ships that cost 3000 points:
Bad Score : 'Solomon' class Battleship [Beam PD EWar Sensor]
Chantalle Y. Ernesto : 'Raines' class Frigate [PD Sensor]
The Laced Whim : 'Sprinter' class Corvette [PD]
The Jaded Swell : 'Sprinter' class Corvette [PD]
Money and Grunt : 'Sprinter' class Corvette [PD]
Put : 'Sprinter' class Corvette []
```This fleet uses 2 different missile types:
```yaml
SGM-1 NULL COMBAT : DIRECT - SAH(RADAR) - HE SHAPED [1pts]
SGM-150 Sunglass : DIRECT - ACT(RADAR) - HE FRAG [3pts]
it's actually cheaper
I don't rate the empty cap swarm much but the BB is pretty much the gold standard
hmmm
I don't agree with some of the decisions on it but it does look pretty good
and I do like it being a beam bb
that seems like very little ammo fo for 6 defenders unless the gameplan is to very tightly control their firing
they work, I just prefer being able to kill some of the endless waves of shuttles
surely this is what mazer intended when he added the aux steering
aux steerings are secretly just solid armoured bulkheads with a child's toy steering wheel embedded inside them like a penny in a foundation
I actually think having an equivalent to "armour compartment" is really nice for fleetbuilding but it should probably be indicated as such
I generated a few and saw my first non-long-boy ever
fascinating
non-long?
they're both cargo feeders
ooh
(Bulk Freighters, Cargo Feeders are Monitors)
Container Liners also have randomized shapes!
Hm - I wonder, is a MD bulker better as a Long Boy or a Short Boy?
My current one is a Long Boy
I'm willing to lean towards Generally As Large As Possible
to maximize empty space hits
bulker layout is all but irrelevant
Prrrrrobably short since I think they're a bit easier to softkill missiles with?
I say all but because there are a few select builds which need certain layouts
Since if you're dropping chaff from the midpoint missiles will see the long one sooner relative to the chaff
don't drop chaff from the midpoint 
There's also the very silly aspect that the big flat sections can have 450 HE overpen IIRC but that's only relevant for obelisk/roof gun bulkers
but they need the flat section insted of the unicornsection
I want to do The Funny with my ocello by dropping chaff from the rearmost hardpoint and shining my own illuminator at it while getting away from it with main thruster power
but haven't had the time to test it in practice
It Works espicily agenst SAH
gone one step further: avoid paying for cruise missiles by having a trail of shuttles dropping and illuminating chaff for direct-fire semi-actives to follow
(someone on the nebcord showed that you can semi-cruise by firing on an ELINT bearing, then locking the target after you're around a rock, and similarly convoluted methods took hold in my mind)
with a CMD missile, I assume?
This is why they're nerfing CMD on ELINT next patch
These strategies are far too powerful
I need to remember to do this
...how does CMD work as a validator, even?
if the seaker sees the target and has coms to the aunching ship it will hit the target
I'm trying to imagine a scenario where you might want to and uhhhh
I'm coming up with two
It's realy good at hiting one ship out of a swarm or squadren, or hiting a ship behind ablative hulls
SAH/CMD if you desperately need to shave off half a point from the cost and bring enough missiles to recoup at least the cost of the illuminator
and WAKE/CMD for basically CMD but it goes for engines instead of center mass
ACT[CMD] is very strong
it's entirely non-softkillable by small ships
so I see it a lot on MMTs
actually that's not true they could lyrebird
but at that point they deserve to live
If you don't have a good track but don't want to die to chaff
(Namely for ACT[CMD])
I used to have a Lyrebird on my MD liner, but ran out of power to use it while I was modernizing 😔
I like to think that 50 AMMs covers its spot
Yeah you just have to worry about running out of AMM's in that case wich like we have seen happen recently when we were playing a missle fleet the other night
though we do want to pay a yub fleet when some one ese has brough the sarissa device to see how good it is at sniping AMM's
tested that and no it goes for center mass
WAKE[CMD] or WAKE/CMD? If it's the latter it might have just lost the wake track and swapped to the cmd secondary, which took it to center mass
You pay for what you get with wake seekers, unfortunately
it was WAKE[CMD]
Huh, not sure why it was going for the center then
are auroras all that much better than defenders?
fiddling with our beam bb fleet again and we're wondering if they're worth the points
completely different applications
on ANS, you have no reason to take them
especially on a beam BB where you don't have the power to spare
these days (you could chat with misc about this) BB defenses against missiles are 80% softkill, so chaff, disco ball, active decoys, and the activest decoy
right
Torps. And allegedly rockets, though defenders can deal with those if you're lucky
It's pretty easy to make a torpedo that will slip right past defenders, and they just completely disregard flak
From experience, I've not had any of my torpedoes killed by Auroras even when they do see them
yea, we're asking more because we recently got pretty badly beat by containers and our auroras didn't do much to them
oh
Against containers auroras are pretty good at stripping decoys but won't do much to the containers themselves.
yeah, just take softkill and you're done vs. containers
Oh, yeah, for a while auroras were a choice against the decoys on containers (with a few Defenders to kill the actual boxes once your lasers popped the decoys), but right now I'm not sure how viable they are with the potential extra decoys you can bring in the mixed salvos
Though Misc is absolutely the person to ask for anything regarding containers
Alas, I can't rn, but gl!
ty
a game of nebulous you say?)
a game of nebulous we say!
It's Wednesday, and that means yet more Wednesday viewer games in NEBULOUS: Fleet Command!
https://www.twitch.tv/docvivileandra <@&942093958551588904>
She/Her; Mad scientist ENVTuber, real life computer engineer and future BioChem PhD. I love strategy & management games, as well as anything that lets me talk about science! Also plan to do science streams and mini painting. Did my own rigging! https://throne.com/docvivileandra/wishlist
for a cap tug, is a 250 + 120 a good idea or should i do something else
i feel like i need to rework this
Fleet '600 Monitors + Capgame' is composed of 8 ships that cost 3000 points:
White Venom : 'Cargo Feeder' class Monitor [Gun PD]
Wired Quiz : 'Cargo Feeder' class Monitor [Gun PD]
High Squid : 'Cargo Feeder' class Monitor [Gun PD]
Hoar Flick : 'Cargo Feeder' class Monitor [Gun PD]
Main Moon : 'Tugboat' class Clipper [Gun Sensor PD]
Optic Ranch : 'Tugboat' class Clipper [Gun Sensor PD]
Hokey Ankle : 'Shuttle' class Clipper [Gun PD Sensor]
Ninth Cape : 'Shuttle' class Clipper [Gun PD Sensor]
```This fleet uses only one missile type:
```yaml
SGM-110 Block : DIRECT - ACT(RADAR) - HE FRAG [2pts]
are containers the best for the top and bottom mounts on 600 monitors?
god AGAIn
So it goes, hopefully your team appreciates your ships’ brave sacrifice
seeing your team about to have 4 points in that screenshot
the team did good, but i died like an idiot without even beaming anyone D:
we've had 3 reactor blooms this game.. my destroyer, 17's(?) battleship and.. a teammate's ship, i sadly don't know which one it was
@olive blade missile name idea: "As per my last email"
I think i have done that one at least once
Wild as this is, I think WAKE[CMD] might... actually be good?!
At least on hybrids with a very long stage range
Particularly against tug formations, I might need to try WAKE[CMD] as an answer to jam-heavy swarms
yeah you did
a whole series of things named after things like that
This is very nonrepresentative of an actual game, but it is pretty
yeah uh, what is best for secondary weapons for 600 monitors?
we have had luck with torps
what torps?
thease
SGT-358 Gom Jabber is a size 3 missile that costs 12 points.
Hm.
Why the longer range with smaller speed?
My cmd/[wake] torps are high speed short range.
They have about 3.5 ish G's of turn to dodge defender fire
and the range i to try to punch a beemer befoer it get's it's beems on you
Ah, yeah, that's a really good point
BB beam range is 5k, so you need to be outside of that as OSP
I get more license to run 3k torps because I'm ANS
well those have an efective rnage of just short of 5km so it's a bit more dicy, but some of us can pull it off
In my MN swarm I like one or two T81s and then put T30s on the rest. Gives you some ability to hurt capitals and greatly improves your effectiveness against single small ships which lets you split up to guard cap points in the late game
this is what ive got rn
Fleet '600 Monitors + Capgame' is composed of 8 ships that cost 3000 points:
Brash Race : 'Cargo Feeder' class Monitor [Missile PD]
Lost Pear : 'Cargo Feeder' class Monitor [Missile PD Sensor]
Posed Wound : 'Cargo Feeder' class Monitor [Missile PD]
Under Round : 'Cargo Feeder' class Monitor [Missile PD]
Main Moon : 'Tugboat' class Clipper [Gun Sensor PD]
Optic Ranch : 'Tugboat' class Clipper [Gun Sensor PD]
Hokey Ankle : 'Shuttle' class Clipper [Gun PD Sensor]
Ninth Cape : 'Shuttle' class Clipper [Gun PD Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-110 Block : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGT-358 Uppercut : DIRECT - CMD/PSV(WAKE) - HE SHAPED [12pts]
normally people use shuttles to do the cap and tugs to kill the enemy cappers
with missiles
yeah
ok
and a huntress for burnthrough and often a jammer
missiles are traditionally act [cmd] with weave
ok
'MMT' is a 'Shuttle' class Clipper that costs 86 points.
i dont think i have all the points for that
'MMT' is a 'Tugboat' class Clipper that costs 362 points.
yeah people usually use a couple of these to overwatch and a bunch of super cheap shuttles to cap
'suicide shuttle' is a 'Shuttle' class Clipper that costs 86 points.
this is at least the "meta" but obv there are other approaches that will work
Fleet '600 Monitors + Capgame' is composed of 8 ships that cost 3000 points:
Star Berry : 'Cargo Feeder' class Monitor [Missile PD]
Bowed Hymn : 'Cargo Feeder' class Monitor [Missile PD Sensor]
Halt Brace : 'Cargo Feeder' class Monitor [Missile PD]
Wise Ore : 'Cargo Feeder' class Monitor [Missile PD]
Punk Blip : 'Tugboat' class Clipper [Missile EWar Gun Sensor PD]
Smart Mean : 'Tugboat' class Clipper [Missile EWar Gun Sensor PD]
Back Howl : 'Shuttle' class Clipper [PD]
Only Decoy : 'Shuttle' class Clipper [PD]
```This fleet uses 4 different missile types:
```yaml
SGM-110 Block : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-212 Palm Strike : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [10pts]
SGT-358 Uppercut : DIRECT - CMD/PSV(WAKE) - HE SHAPED [12pts]
When I see these in a match I keep thinking of this bit
https://www.youtube.com/watch?v=kHX_4BltbSE
What's that, in your subscriptions feed? IT'S THE GOM JABBAR!
Audio is from My Brother My Brother, and Me episode 261, cut and edited by me.
To listen to the full bit, go here: https://www.youtube.com/watch?v=-1ueYJZ7GSY
To listen to the full podcast episode, go here: https://maximumfun.org/episodes/my-brother-my-brother-and-me/mbmbam-261-is...
I've been designing and redesigning my torpedo corvs to fight the new threat of pavise gun shuttles in wings, which my traditional torps do nothing against, and settled on this thing
SGM-H-389 Fishtail-APV is a size 3 missile that costs 16 points.
standard fishtail min angle tech, decent warhead, arad/act with Fast Startup
which lets me pack three of them and sling them as if they were torpedoes
with a 5k stage range you can plausibly close to 4.5km and fire them off while jammed out, as discount instastage
it's a little pricy but it works
just have to hope the 20% fail chance doesn't screw you
okay that is a very good bit
I gotta get me the gom jabbar
the gom jabbar pattern is great for use against ANS but Pavises require a 3km-range torpedo to defeat, they're harder to cork through
good general purpose, though
also turns out that the ice crystal map does show reflections through the map to spectators
yeah it does lol
Beautiful
speen
they were stuck juddering together trying to actually fight stuff for a solid five minutes before they actually died and started rotating
now recreate it on purpose with two double broadside bulks
speaking of, I'm working on a MD bulk partnered with a plasma ocello
my thought process being that I'm already spending a fair bit on energy generation on the ocello
and I don't need my search radar to be on when I'm already in effective plasma range
so double savings!
No Time For Caution starts playing
plasma Ocello is generally a waste of space since it has the firepower of a single cheap monitor and spending all the power on eregs means there's none left to run the expensive auroras, sarissa, interruptor and ANS radar that you really want an Ocello for
may as well give it the good 450 or 250 turrets
not to mention spending all the power on the plasma itself
50% flank damage probability to long haul? sad
passive would be HoJ/ARAD, SAH, EO, Wake?
arad/act/[wake] reject, we container like men
+50% flank damage on the long hall is not bad for gun liners and they need it the most though Isakai trucks will suffer
The long haul is dead, long live the long haul
I actually really like that change
I thought a jammed missile was simply blind, what is this validator change going to do against jamming?
It actually makes it into a decision as to whether or not to bring it, though I still think itll be really good
validated arad doesn't chase jamming sources with a reject val on it
That’s… hmm
Sadly not at home right now
I really don't understand what it does
nobody is quite sure yet
I think it lets arad actually properly validate when it’s chasing a jamming signal?
But Im not sure
hey tom
@junior heron new change, Bowling For [Act] specifically does not bowl for [Act] any longer
Was Long Haul really that great? I almost always bring Yards.
arad/[act] is no longer sofkilled by bowling ball?
Huh
Is it still softkilled by normal active decoys?
41 m/s permaflank liner was a tiny bit OP
It’s probably the best drive in the game on main
I got ambushed by three vauxes this morning and literally just flanked at them until I reached torp range
while they backed off at 39m/s
how does one play broadside bulkers?
You pre-aim (set headding for whare you think the enamy ships will be) and do your best to not get cought out by every missle the ANS has brought. and neer flank as you don't get the speed bonus when your going sideways wichis most of the time
and if you have enough guns you can fire on some vary poor qulity tracks
OK, Arad/EAct/[Act] wiggled for a few seconds when bowling ball jammed but did not chase
interesting
Is this the death of the bowling ball?
probably not since you need a Reject validator to make it work
and interrupt means that [CMD] is not viable as such because the interruptor will turn the entire missile off if it's on reject
so you either mix your salvos three ways to load arad/act/[act], the support container for such and then act/[wake], or you go arad/act/[wake] on Reject and container like men
none of this "off-aspect fallback" nonsense, you either get wake val to confirm or you miss
I wish ARAD targetted radar equipment the way WAKE tries to target engines
I was visited by the vision of an S1 swarm sandblasting a hull bare
I mean that isn’t what sarh does
It follows specifically illuminators
I guess maybe arad should do that
oh yeah I'm bad with a
e
the
shortenings
I know what I'm thinking of but if the thing in question is an abstract jumble of letters my fingers consider it fully fungible with similar length jumbles of letters
That’s very fair
All the abbreviations are a confusing jumble of acronyms and not acronyms
Wake being the only non-acronym seeker is particularly fun
True
[ACT] set to REJECT and with Detect Small Targets disabled should now prevent HOJ and ARAD from seeking onto SSJ AMMs (previously, only primaries and backups respected the Detect Small Targets setting)
that as far as I know was the main intent of the change
but then the patchnotes went up and the wording of them is... quite a bit broader
and there's some weird interactions being found with unvalidated setups, so idk if bugs or more intended changes or what the heck is going on
# Perditio Changelog - 1.5 (18 Jan 2024)
### Changes:
- Added changeable seed option in lobby
- Added commands for dedicated servers for changing and voting terrain settings ("!helpperditio", "!voteperditio", "!changeperditio")
### Fixes:
- Dedicated servers now work with this mod
- Fixed "No option found for key" error for players in lobby while map changes to Perditio
Good news for Boat Night!
heck yeah
that fits but also seems like an incredibly complicated way to say "containers but not squales are immune to killjoy pull"
oh squall gales
honestly I think keeping squales vulnerable but making containers better is probably good
seems sensible
I personally would have just let "detect small targets" set whether your missile could be SSJ pulled or not, as a fairly elegant way to stop it being an amazing defensive tool, but I suppose overcomplicated container building kind of works
so when are we getting an illuminator module for containers 
I wanted to phrase it in the same way the UI does, and avoid using jargon
oh no, you got it right, I was just trying to summarise in balance terms
yeah in that case you've hit it dead on
[ACT] is pretty useful now, but most double-seeker missiles probably don't have room, which leaves containers as the only triple-seeker capable missile to be the main winner here
you can reconfigure a container salvo from act/[wake]/decoy plus arad/act/[decoy] to arad/act/[act-R] plus act/[wake] plus two support containers to make up for the decoy loss
not too difficult
or you can go arad/act/[Wake] on reject, add support containers and container like a man
get wake val to proc or bust
I like this a lot, means you only have to deal with the softkill the fleet editor actually tells you about
does the pd mix on the monitors look good here?
Fleet '600 Monitors + Capgame' is composed of 8 ships that cost 3000 points:
Star Berry : 'Cargo Feeder' class Monitor [Missile PD]
Bowed Hymn : 'Cargo Feeder' class Monitor [Missile PD Sensor]
Halt Brace : 'Cargo Feeder' class Monitor [Missile PD]
Wise Ore : 'Cargo Feeder' class Monitor [Missile PD]
Punk Blip : 'Tugboat' class Clipper [Missile EWar Gun Sensor PD]
Smart Mean : 'Tugboat' class Clipper [Missile EWar Gun Sensor PD]
Back Howl : 'Shuttle' class Clipper [PD]
Only Decoy : 'Shuttle' class Clipper [PD]
```This fleet uses 4 different missile types:
```yaml
SGM-110 Block : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-212 Palm Strike : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [10pts]
SGT-358 Uppercut : DIRECT - CMD/PSV(WAKE) - HE SHAPED [12pts]
Ehh It's hard to have good PD on monitors, wich is why most folks don't bother or do it just though an escort. but like just a box of AMM's should be enough as ong as no one tries to test your mag depth on them
ok
does salvo size for amms work per ship or is it coordinated between ships
It should be coordinated now
Ok

