#Nebulous: Fleet Command
1 messages Ā· Page 12 of 1
or you could go with 250 spinal, plas turets and t-20's so you can gt them all on te same target
[Reply to:](#1164000873031151637 message) One plasma turret front, 250 casemate side, T30s top and bottom
Sounds entirely too sensible
Also your HEHC output goes from 39 RPM to 19 RPM
(If I did numbers right)
<@&942093958551588904> would anyone be up for a pub game?
In a bit, lancing at the moment
yes but only because I was going to bring the Destroyer Device
Haven't played in weeks, but I can join for a game or two
results of the pub game:
so did you kill any ships?
Never had to use the HEKP?
we'll be home in about a half hour if ny'all are still around
never got close enough to
device capture fleet doing work
ah, 5000 of that first sprinter's damage was containers
The Device unfortunately rotated a bit and lost floodlight at the last volley
I feel like my argument for the s1 dump is that you don't lose damage putting the beam into the void of a bulk liner
@radiant sable Heya like Tron said I have S2 and S3 AMM's but they're intended to be used against Torps and S2 swarms respectively. Containers are far too durable and spammable for one to carry enough AMM's to defend oneself from them, though I do have some designs that can be used in a pinch. Tron is right that Softkill+Defender is the way against Containers, but if you'd like I can still send you some designs.
Nice ^^
What were the intended target profiles of them? Do you have designs laying around I could look at? I'm curious 
deleted them š
basic idea was backpack of BF S2s with EACT seeker
the main goal was to hit pre-staged hybrids
they worked pretty well
the main thing they did was increase aurora effectiveness
Oh fun!
also had some low range cold launch max maneuver ones for stopping close range salvos
and then some offensive ones for killing stuff :D
I see, yeah I've been considering such a thing with S3 AMM's.
For me though I really don't like regular Blast Frag, but EL frag is ludicrously expensive on S3's.
Iāve just been using a slightly changing 2pt s1 since late MMU now
itās pretty hard to beat bulk
Yeah, mass BF is pretty cost effective if you have the tubes for it.
Unfortunately S2's and S3's usually can't field the amount of tubes required to do that, and even when they can S2's and S3's are so slow and cumbersome that you only really have 1 salvo or so to intercept enemy missiles, and BF doesn't pull the numbers to make that viable.
Nice ^^ yeah that's a good way to do it I think.
But yeah the best success I've had with S2 and S3 AMM's is making S2's that can kill Torps with about the same cost and reliablility as S1's, but trading less tubes for a chance to multikill enemy Torps, good for use against big clustered dumps from swarms and bulkers.
And then S3's that can be manually fired to take out a swathe of S2's from a blob of them.
They have to be manually fired though because of a critical lack of tubes and the fact that they're expensive to the point where firing more than 1 per enemy salvo makes them instantly cost inefficient xD
There was a really short window when backpack S2 AMMs were kinda good during S3H times
Interesting! ^^
I use the 3pt EL Act ones for most things, I am considering trying CMD because you can cut the salvo size down to 1 and actually save some cash
What do you use against Hybrids with SSJ/Decoys?
cursing under my breath, mostly
but act usually gets a few anyway
need a few SSJs stacked up to completely bamboozle them
tbh, mine pretty much always hit
SSJ is a bit sad
I've found a lot more success with BSSJ as an anti AMM penaid on hybrids in practice. Which is a bit sad for SSJ
definitely, SSJ mainly seems to work well as the AMM
Fleet 'Solomon Beams P-NEOCH-ACT-SARADACT' is composed of 2 ships that cost 3000 points:
The Star : 'Solomon' class Battleship [Beam EWar PD Sensor]
The Fool : 'Sprinter' class Corvette [Missile EWar PD]
```This fleet uses 3 different missile types:
```yaml
SGM-101 Ceremonial Arming Dagger : DIRECT - SAH(RADAR) - HE FRAG [1pts]
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-H-380 None : DIRECT - ACT(RADAR)/HOJ(RADAR) - HE SHAPED [17pts]
Fleet 'Solomon Beams P-NEOCH-BER-SACTCMD' is composed of 2 ships that cost 3000 points:
The Hanged Man : 'Solomon' class Battleship [Beam PD EWar Sensor]
Six of Wands : 'Sprinter' class Corvette [Missile Gun PD]
```This fleet uses 2 different missile types:
```yaml
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGT-378 If You Can Read This You're Too Close : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [13pts]
Fleet 'Solomon Beams P-NEOCH-ACT-SARADACT' is composed of 2 ships that cost 3000 points:
The Star : 'Solomon' class Battleship [Beam EWar PD Sensor]
The Fool : 'Sprinter' class Corvette [Missile EWar PD]
```This fleet uses 3 different missile types:
```yaml
SGM-101 Ceremonial Arming Dagger : DIRECT - SAH(RADAR) - HE FRAG [1pts]
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-H-380 None : DIRECT - ACT(RADAR)/HOJ(RADAR) - HE SHAPED [17pts]
this is our babies if you treat them badly we'll be cross
also we should probably give the actual fool and star so you can be sneaky
Fleet 'Axford Shipkiller QUE-CMD' is composed of 2 ships that cost 3000 points:
The Fool : 'Axford' class Heavy Cruiser [Gun Missile PD EWar]
The Star : 'Keystone' class Destroyer [Beam PD Sensor EWar]
```This fleet uses only one missile type:
```yaml
SGM-H-332 Spike : DIRECT - CMD - HEKP [53pts]
^ use these ones sometimes to make the sneaky build work
Oh thank you! we have yet to figure out how to build a decent axford
Also, question, whatās the purpose of the single blanket on here?
I guess anti act missiles?
Anti-ACT, we believe.
dangerous space warping
We think this gets more total RPM then the old 2MD max ROF ones
Fleet 'New-MD's' is composed of 5 ships that cost 3000 points:
Balor : 'Bulk Freighter' class Line Ship [Rail]
Sauron : 'Bulk Freighter' class Line Ship [Rail]
Duncan Idaho : 'Tugboat' class Clipper [PD Missile Gun]
Duncan Idaho : 'Shuttle' class Clipper [Rocket PD Sensor]
Duncan Idaho : 'Shuttle' class Clipper [Rocket PD Sensor]
```This fleet uses 4 different missile types:
```yaml
SGM-104 Red Rose Petal : DIRECT - CMD - HE FRAG [4pts]
SGM-106 Ember : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-170 Look out, your Highness! : DIRECT - CMD - HE FRAG [6pts]
SGM-200 Looking for that hull breachussy Block II : CRUISE - ACT(RADAR)/PSV(WAKE) - HE SHAPED [10pts]
... No I don't know why those shuttles have Small DC lockers, and we will fix that
Yep, I run triple MD these days as well
Quite happy with it
personally, I'd bring a nose grazer as well, but that's personal preference - I also bring AMMs on the things themselves, but you have shuttles for that
... that said, I also have a very unhealthy number of AMMs
Oh we fixed thigns and put more AMM's on them
Fleet 'New-MD's' is composed of 5 ships that cost 3000 points:
Balor : 'Bulk Freighter' class Line Ship [Rail]
Sauron : 'Bulk Freighter' class Line Ship [Rail]
Duncan Idaho : 'Tugboat' class Clipper [PD Missile Gun]
Duncan Idaho : 'Shuttle' class Clipper [Rocket PD Sensor]
Duncan Idaho : 'Shuttle' class Clipper [Rocket PD Sensor]
```This fleet uses 4 different missile types:
```yaml
SGM-104 Red Rose Petal : DIRECT - CMD - HE FRAG [4pts]
SGM-106 Ember : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-170 Look out, your Highness! : DIRECT - CMD - HE FRAG [6pts]
SGM-200 Looking for that hull breachussy Block II : CRUISE - ACT(RADAR)/PSV(WAKE) - HE SHAPED [10pts]
We think it should be enough, though like I personaly am not sure that the chaff is going to do anything
Capfleet is doing well, but for some reason I just keep getting my torp tugs beamed, I'm quite bad with them
Mines are doing more damage than they are, but obviously cannot push
Do you feel it is a scouting issue or just being forced into predictable spots? I know those are issues I've been running into now beamstones are popular again
Not being able to mount a jammer on them feels real bad wrt this
Ive been considering upping the range on my torps but I donāt think thereās a real 6k range torpedo
also damn you misc someone used your mine tactics on me in the wild
clearly this is your fault and not me driving onto the most easily mineable point in the world (E point on tombstones)
Both, but it's harder for OSP to scout things like beamstones with EWRs and Huntresses than it is for a couple of spyglass frigates on the edge of the map to get good coverage on OSP.
They really are a huge boost in efficiency, although I need to get my eye in. What did you lose?
the game :p
really though I walked my axford backwards into the point because I forgot the range on sprint mines
and you can't easily rpf the ones stuck to rocks

two questions:
can you comm jam minefields to have them activate on hostile ships, since they can't receive iff?
how good is bssj+rac on s3h? how close can you get a missile before it starts getting tracked?
1: yes, but it's very difficult
2: I'm not sure
hmm
Would any of these help you? 
SGT-365 PUMPKIN BOMB is a size 3 missile that costs 11 points.
SGT-311 Super Heavy Caliber is a size 3 missile that costs 16 points.
SGT-366 Drifting Flower is a size 3 missile that costs 11 points.
The support modules / seekers can be modified to your tastes, it's mostly the engine triangles that I wanted to show you ^^
Each of these has varying degrees of ability to dodge defenders. You'll need some volume but a handful of these should be able to get thru a defender on a DD I think.
I once heard that 3.4g of Maneuverability at 200 - 225 m/s with Corkscrew is ideal for defeating Defenders, but these do pretty well for their range.
Thereās quite a few memes about minefields turning on you in the nebulous server but it seems to mostly be a case of turning your own IFF off to try and be sneaky only to realize youāre in a minefield.
So possible, yes. Easy, no
Which is what Tom said but in more words
yeah people really want that 15% extra RCS reduction, at the cost of extremely high explosives
right
,,,,, hm. does emitter power drop off following the law of squares?
also, how wide is the angle of a hangup?
30ā°, right?
I think itās 20
Just take the rock
this scenario is now an orbital bombardment mission
Ram it full speed and watch it drift
someday
we've made the fool worse
Fleet 'Axford Shipkiller QUE-EO' is composed of 2 ships that cost 3000 points:
The Fool : 'Axford' class Heavy Cruiser [Gun Missile PD EWar]
The Star : 'Keystone' class Destroyer [Beam PD Sensor EWar]
```This fleet uses 2 different missile types:
```yaml
SGM-H-348 Anelace : CRUISE - PSV(EO) - HEKP [57pts]
SGM-H-349 Misericorde : CRUISE - PSV(EO) - HEKP [59pts]
SGM-H-349 Misericorde is a size 3 missile that costs 59 points.
SGM-H-348 Anelace is a size 3 missile that costs 57 points.
update: this are wrong and we need to fix them
Fleet 'Axford Shipkiller QUE-EO' is composed of 2 ships that cost 3000 points:
The Fool : 'Axford' class Heavy Cruiser [Gun Missile PD EWar]
The Star : 'Keystone' class Destroyer [Beam PD Sensor EWar]
```This fleet uses 2 different missile types:
```yaml
SGM-H-348 Anelace : CRUISE - PSV(EO) - HEKP [60pts]
SGM-H-350 Misericorde : CRUISE - PSV(EO) - HEKP [62pts]
SGM-H-349 Misericorde is a size 3 missile that costs 62 points.
SGM-H-348 Anelace is a size 3 missile that costs 60 points.
this will never work but we want it to anyway
Fleet 'Axford Shipkiller QUE-EO' is composed of 2 ships that cost 3000 points:
The Fool : 'Axford' class Heavy Cruiser [Gun Missile PD Sensor]
The Star : 'Keystone' class Destroyer [Beam PD Sensor EWar]
```This fleet uses 2 different missile types:
```yaml
SGM-H-348 Anelace : CRUISE - PSV(EO) - HEKP [60pts]
SGM-H-349 Misericorde : CRUISE - PSV(EO) - HEKP [62pts]
if you're using single seeker missiles with a spare slot, stick a free SAH seeker in the second one
even without illuminators, it means the missile will fly straight when jammed rather than wiggle everywhere
ah, that explains the massive cost
@wary flame
Fleet 'The Jar' is composed of 1 ship which costs 3000 points:
Ruby's Very Own Cookie Jar : 'Ocello' class Command Cruiser [Missile Sensor PD EWar]
```This fleet uses only one missile type:
```yaml
SGM-267 Tossing Cookies : DIRECT - SAH(RADAR)/[CMD] - HE SHAPED [9pts]
I need to play more Elden Ring, I left my last run stuck on Malenia
He's such a cheerful fellow
Ah yeah she's super hard, I can help!~
great duel fight, I'm just not quite good enough at it
might take you up on that
also
80 clipper decoy in this CLN, so here we go

what the fuckulous
I have invented comedy
Fleet 'NG Fool' is composed of 2 ships that cost 3000 points:
Whoops, My Trigger Finger Slipped : 'Axford' class Heavy Cruiser [Missile Gun EWar PD Sensor]
Designated Cap Device : 'Keystone' class Destroyer [EWar Beam Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-H-378 Estoc : DIRECT - CMD/PSV(EO) - HEKP [49pts]
SGM-H-378 Estoc Mle. 1630 : DIRECT - CMD/PSV(EO) - HE SHAPED [33pts]
(the masquerade, of course, is set to "Sprinter")
the general intent beyond Comedy is that I was quite happy with the HEI hybrids, 250, and 120 on my other build, but wanted tools to crack monitors and ocellos
Thus, I swapped a salvo of HEI and six barrels of 250 for a salvo of HEKP and a 2x FPA beam, equivalently
It is debatable whether this is a good idea, which is why I am presenting it for examination
also wondering whether it's worth paying for EO over SACT for backup targeting
This looks fun Ash! ^^
I think you probably want EO primary if EO anything
Big fan of the Axford with sidearm Beamstone
Why EO primary, out of curiosity? I'm not sure on how EO works, I've just noticed that sometimes I lose track on my CMD/SACT missiles and my hit rate drops significantly when relying on that secondary - I thought EO would provide greater reliability for the points.
SACT?
if you want something absolutely 100% dead combining them may be an idea but they're both so good that it's a low return for the cost
Steerable Active (radar homing)
the way I understand it CMD will never use a secondary seeker so long as the launching ship is still aware of the target ship's existence and the missile is not being comms jammed
so the SACT is not improving accuracy because the CMD is still driving the missile by wire relying on the parent's track
even if the track is really bad, it would need to lose it completely to kick its own better radar on
Yeah, my problem has been losing track completely
had a game where the bulker/ocellos I was shooting at just completely disappeared
same for heavy jamming
eo would work there but its quirk is that it works off of intel the parent ship had at the moment of launch
if the track is just a track it'll go after anything, if it's "WARSHIP" it'll go after all warship, if you have the hull it might go after a different same hull in vincinity
I think there's a point where eo is able to pick out a specific ship by name
... hm.
I like CMD/EO because if they have a discoball they probably don't have a blackjack, and if they have a discoball and a blackjack then they probably don't have as much gun as the average fleet so you can just shoot them lol
Or there's multiple fleets working together, but then that just means you need to work with your team to pick off their PD tools so your missiles can get thru.
Considering how rare EO is, I don't think I've seen a blackjack on an OSP fleet - thus the choice of EO secondary
that said, I might cut the EO secondary on the HEI and save CMD/EO as an anti-Ocello silver bullet
That could be good. That's what I use for my direct fire HEKP's for use against Ocellos.
I figure if I'm paying for the HEKP warhead I might as well go all out to make sure it hits xD
welp, 17 bought me nebulous, time to learn how to play this game š§
Because EO/CMD costs the same as CMD/EO, and if you have a bad track (e.g. they jam your lock off but they're within range of a Spyglass) CMD will miss, whereas if they get Blackjacked they'll just fall back to CMD
Welcome!
Heck yeah!! I'm totally down to help a new player learn just lmk! I can help you with the fleet editor and get you up to speed. The others here can too 
I'm about to take a nap but I can help when I wake up
welcome! <3
happy to help too!
(the greatest ship in neb is friendship)
Alright, lab rats, it's Friday, and that means it's time for some Friday Night NEBULOUS: Fleet Command! Everyone's free to join, so ready your fleets!
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
tysm ā¼ļø
i may take you up on this if times line up !!
Blackjacks are kinda unnoticable unless you shoot EO at them, In one of the Ruby shelf games last night Castigation ran a fleet i gave them that had an omnijam ocello in it. but I don't think anyone shot EO at it so it never matterd.
[Reply to:](#1164000873031151637 message) Considering how rare EO is, I don't think I've seen a blackjack on an OSP fleet - thus the choice ofā¦
Oh congrats!
This is a very fair point - I have my HEI back as CMD/SACT now, so I'll swap my HEKP to EO/CMD instead of CMD/EO
I have also discovered, after getting jumped by one (1) tug while having my beam turned the wrong way, that my sidearm DD needs to have 120s
in general, I think I'm going to drop the two hangups (going from 2h 2b to 2b flat) and get a 2x120 turret and a Defender
... actually, 2x120 or 1x250 turret?
Fleet 'Solomon Beams P-REN-SACTCMD' is composed of 2 ships that cost 3000 points:
The Hanged Man : 'Solomon' class Battleship [Beam PD Rail EWar Sensor]
Six of Wands : 'Sprinter' class Corvette [Missile Gun PD]
```This fleet uses 2 different missile types:
```yaml
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGT-378 If You Can Read This You're Too Close : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [13pts]
@wicked mirage you are very smart and we are taking a note from your book and giving our beam bb a railgun
it will make its targets dead and also on fire so they can't stop being dead
oh god
i hit the advanced tutorial mission 1 final ship with a missile first try !! 
misc said this was rare!
good job!
Fleet 'Oak Softkill' is composed of 2 ships that cost 3000 points:
Moral Judgement : 'Axford' class Heavy Cruiser [Gun PD EWar Sensor]
Value Failing : 'Axford' class Heavy Cruiser [Gun PD Missile Sensor]
```This fleet uses only one missile type:
```yaml
SGM-210 Activest Decoy : DIRECT - NONE - NONE [7pts]
Fleet 'Solomon Beams P-REN-SACTCMD' is composed of 2 ships that cost 3000 points:
The Hanged Man : 'Solomon' class Battleship [Beam PD Rail EWar Sensor]
Six of Wands : 'Sprinter' class Corvette [Missile Gun PD]
```This fleet uses 2 different missile types:
```yaml
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGT-378 If You Can Read This You're Too Close : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [13pts]
Fleet 'Sidearm Axfords Sneaky' is composed of 2 ships that cost 3000 points:
Raphael Ambrosius Costeau : 'Axford' class Heavy Cruiser [Gun EWar PD Sensor]
Kim Kitsuragi : 'Axford' class Heavy Cruiser [Gun EWar PD]
Fleet 'Mine Tugboat Caps' is composed of 10 ships that cost 3000 points:
Black Stones : 'Tugboat' class Clipper [Missile EWar Gun PD Sensor]
White Stones : 'Tugboat' class Clipper [Missile EWar Gun PD Sensor]
Empty Triangle : 'Tugboat' class Clipper [Missile Gun PD]
Ladder : 'Tugboat' class Clipper [Missile Gun PD]
Dumpling : 'Tugboat' class Clipper [Missile Gun PD]
Striated Space : 'Tugboat' class Clipper [PD Missile Gun]
Smooth Space : 'Tugboat' class Clipper [PD Missile Gun]
Actually A Knight : 'Tugboat' class Clipper [PD Sensor Gun]
Slate : 'Shuttle' class Clipper [PD]
Shell : 'Shuttle' class Clipper [PD]
```This fleet uses 5 different missile types:
```yaml
SGM-1 Currency Conversion : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-208 Offmarket Vape Canister III : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [11pts]
SGT-358 Gom Jabbar : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [13pts]
SGT-358 Gom Jabbar Block II : DIRECT - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [12pts]
(just showing eight a set of common fleets and giving her the basic Axfords to play with, pay no mind to this lot)
(hi :3)
affirmations: āevery rail shot i have ever fired has hit its markā
so true
pointing my array at the bulk freighter 11k away and hoping that all this shooting is hitting
it absolutely is ā¼ļø
This performed pretty well though
Fleet 'Can I Really Fall In Love WIth An MK500 Railcannon' is composed of 5 ships that cost 3000 points:
Sheer Heart Attack : 'Keystone' class Destroyer [Rail Gun Sensor PD]
Sweetest Steel : 'Keystone' class Destroyer [Rail Gun PD]
Electric Interstellar Love : 'Keystone' class Destroyer [Rail Gun Sensor PD]
Heavy Metal Kiss : 'Keystone' class Destroyer [Rail Gun Sensor PD]
Smile And A Wink : 'Sprinter' class Corvette [Sensor Gun PD]
I'd rather bring it and not need it than get missile bonked, I s'pose
Fair. I suppose that, were I you, I'd bring defenders over rebounds (especially with the number of points you're investing in flak!) and then swap your Mk61s to Mk62s with HE-RPF to fill in flak's role at a cheaper price
Mhm mhm
in general, RPF is your Friend (and so are Parallaxes on at least one of your destroyers, just in case)
flares are definitely not necessary either, now that I catch that. hm, what else
eh, fill the extra points you'll get from cutting out the flak to taste
probably start by filling your empty DD modules with rapid DC and working from there
RPF really isn't a substitute for flak, but I do tend to prefer Defenders on DDs, since your threat is primarily containers
If you're in Gale range something has gone terribly awry, and cruise S2s are quite rare
Agreed - I'm more talking about for killing container decoys
I believe that 120 RPF is adequate for that over flak
haven't tested that one, I could definitely see it working, my main concern would be turret traverse times
But on a rail array that's a lot less of an issue
apparently defenders do pretty good vs decoys after the patch
I think gales can definitely kill dds but its not something you can really protect against
or like you can but its awkward
I can see a little bit of flak, because the MMT is one of the only OSP ships that will typically get the chance to engage a railstone array with missiles and those carry exclusively weave S2s
but I think the practical thing to do there is take 6-10 ACT EL Frag AMMs in the squadron set to S2s, which will 100% handle that every time, then a couple of defenders for basic containers
rather than both flak and defenders
Fleet 'Obelisk Mine WIP' is composed of 4 ships that cost 3000 points:
Salt Feedback Loop : 'Bulk Freighter' class Line Ship [Gun Plasma PD Sensor]
Table Flip Power Generation : 'Bulk Freighter' class Line Ship [Gun Plasma PD Sensor]
Chloride : 'Tugboat' class Clipper [PD Missile Gun]
Sodium : 'Tugboat' class Clipper [EWar Gun PD]
```This fleet uses 2 different missile types:
```yaml
SGM-1 Currency Conversion : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
@olive blade PD escort and mine tug are just my current taste, a swarm of shuttles is more normal
actually should cut intel out of second bulker and get a shuttle, this really was a first draft
hasn't caused me any problems, although plasma hits are the limiting factor on how quickly you eat people
hmm
I think the optimum plasma turret count is maybe 3, but nobody runs that because it looks awful
need Lefty and Righty the triple T81 LNs
hmmm I found even 4 with eregs felt a little slow
against people rotating their ships
4 I find doesn't kill fast enough with the 100mm once stripped
but I'd have to run some tests
did the low crew thing get fixed?
crew still isn't real
you just need it for DC teams and nothing else
(also personally I run 1 ereg and 2 plasma per liner and it works fine, it's just a tad sketchy against battleships but I don't really think that can be helped)
<@&942093958551588904> opening the boat night channels! o/
oh damn boat night tonight
Oop, be on in 10
Boats!
enjoy your boats, commanders
we are now Coolā¢ļø š

š
but also now you are no longer blue
and will intimidate people when playing with The Stack ā¢ļø
Happy boating!
boat time :0
\
Fleet 'Testulas-Tripple-Threat' is composed of 2 ships that cost 3000 points:
Parlament of Fools : 'Bulk Freighter' class Line Ship [Gun Plasma Sensor Rocket EWar PD]
Inequality Street : 'Bulk Freighter' class Line Ship [Gun Plasma Sensor Rocket EWar PD]
```This fleet uses only one missile type:
```yaml
SGM-100 Pocket Sand : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
silly discussion we've come to in team 1:
How many points would you give up to guarantee one point in a game
and bouncing around what map and what capture zones are worth how many points
Dunno, but also depends on how long I'm 'guaranteeing' it for
If it's for the entire game, and you choose the point, I think you can easily spend up to 200
the way I figure it'd be done in-game would be the other team just doesn't capture the point ever
More becomes a bit riskier
sorry, spending fleet points to keep permanent control zone control
Ohhh interesting
If it's for one point for the entire game I'd give up >500 pts out of 12000
I'd spend 500 points on my own natural if that's just locked down forever and doesn't need worrying about
the actual gamble there is "how many points do you pay for each of 3 points, the two enemy naturals and A"
because if you lock those three you just have to live
I suspect the answer is around 11800
Depending on the map, a pair of shuttles can be very sneaky
Though if the opfor knows this is happening you have to pay a lot less because 12000 points gets you a lot of seeking for your game of hide and seek
ANS might actually be better at it come to think of it, because ELINT being undetectable is huge for skulkery
I think hiding for like 30 mins is a big ask
An ELINT prowler sprinter can manage that, esp if it has a friend hiding elsewhere for crossfixes
Sprinters and Shuttles are particularly interesting for it, since they have the speed to dip pretty far out beyond the withdraw line
I think it's really highly map dependent
I said this to tom but I would spend quite a few points to own A on Nyx from the E side
The Intell box is perhaps a mistake but this fleet should be able to hold ground.
Fleet '@}~`~' is composed of 7 ships that cost 3000 points:
Spacer's guild private lounge : 'Cargo Feeder' class Monitor [PD Sensor]
Duncan Idaho : 'Tugboat' class Clipper [Missile Gun Sensor PD]
Duncan Idaho : 'Tugboat' class Clipper [Missile Gun Sensor PD]
Duncan Idaho : 'Tugboat' class Clipper [Missile Gun Sensor PD]
Duncan Idaho : 'Shuttle' class Clipper [EWar Rocket PD]
Duncan Idaho : 'Shuttle' class Clipper [Gun Rocket Sensor]
Duncan Idaho : 'Shuttle' class Clipper [Gun Rocket Sensor]
```This fleet uses 3 different missile types:
```yaml
SGM-100 Pocket Sand : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-106 Ember : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGT-358 Gom Jabber : DIRECT - CMD/PSV(WAKE) - HE SHAPED [12pts]
man setting pd doctrine to point really makes the amms super stingy
I thinmk I might have to go back to are
yeah
cap gaming on nyx š
however,
@junior heron if you're seeking a boat game, mine has wrapped up
boat!
hav fun boating
mangled some missiles and maybe got the fool into better shape?
SGM-H-349 Misericorde is a size 3 missile that costs 73 points.
Fleet 'Axford Shipkiller REN-EOEACT' is composed of 2 ships that cost 3000 points:
The Fool : 'Axford' class Heavy Cruiser [Gun Missile PD Sensor]
The Star : 'Keystone' class Destroyer [PD Beam Sensor EWar]
```This fleet uses 2 different missile types:
```yaml
SGM-H-348 Anelace : CRUISE - PSV(EO)/ACT(RADAR) - HEKP [53pts]
SGM-H-349 Misericorde : CRUISE - PSV(EO)/ACT(RADAR) - HEKP [73pts]
SGM-H-348 Anelace is a size 3 missile that costs 53 points.
i think we've managed to cut our railgun fleet down to the bone
Fleet 'Keystone Sniper ECT' is composed of 6 ships that cost 3000 points:
Eight of Cups : 'Keystone' class Destroyer [Rail Sensor]
Nine of Swords : 'Keystone' class Destroyer [Rail]
Two of Cups : 'Keystone' class Destroyer [Rail]
Page of Pentacles : 'Keystone' class Destroyer [Rail]
Queen of Pentacles : 'Keystone' class Destroyer [Rail]
Judgement : 'Keystone' class Destroyer [Sensor]
That is definitely stripped haha
At that point I'd probably cut the small dc for chaff a couple of defenders and ideally a backup radar and bullseye
I like the concept though
Mazer's taking apps for conquest mode testers, if anyone is interested: #749252281404489758 message
App window closes March 1st.
I'll probably be disqualified because I'm not in the nebcord, but hell, I'll toss an application in for the hell of it
what is your current ingame rank?
lieutenant
they do not know
Oh god it's the Job Interview Question
so it turns out that these missiles work somewhat well
HEKP is scary, when you can afford to bring it
SGM-H-349 Misericorde is a size 3 missile that costs 73 points.
SGM-H-348 Anelace is a size 3 missile that costs 53 points.
This S2H Yub fleet works really well, I highly recommend you guys giving it a try! It's pretty straight forward and features:
- Scouting S2's
- A few extra cheap S2H for aggressive scouting
- Mixed Salvos of equal parts ACT/[EO], ARAD/ACT, and ACT/[WAKE] for taking on Shuttles, Tugs, and Bulk Freighters.
- EO/ACT HEKP S2H for taking on Monitors and Ocellos.
- A pair of cruise Killjoys with seekers and 15km range for disrupting enemy missiles volleys from around corners.

Fleet 'Glitter Gems (S2H Yub)' is composed of 2 ships that cost 3000 points:
Froststone : 'Raines' class Frigate [Missile]
Glittercrush : 'Raines' class Frigate [Missile]
```This fleet uses 6 different missile types:
```yaml
SGM-232 Hollow Gem : CRUISE - ACT(RADAR)/HOJ(RADAR) - NONE [11pts]
SGM-299 Snowflake : CRUISE - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [6pts]
SGM-H-2-2 Rose Quartz Shard : CRUISE - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [14pts]
SGM-H-202 Zircon Thorn : CRUISE - PSV(EO)/ACT(RADAR) - HEKP [28pts]
SGM-H-221 Fire Dust Flare : CRUISE - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [15pts]
SGM-H-222 Turquoise Shard : CRUISE - ACT(RADAR)/[PSV(EO)] - HE SHAPED [19pts]
I've been playing with cruise myself and ended up with salvoes of 50/50 Arad/Act and Act/[EO-R] hardened skin S3H
they're expensive as hell but surprisingly functional, because they hit damage breakpoints on grasers and AMMs
Ooo that's cool! Hardened Skin is really good these days.
trying to figure out a cheap cruise tug-hunter design using them because I bet I can beat the usual AMM complements on those things with the old fire on elint technique
I will say tho, [WAKE] can be really real if you get side/rear aspect on something.
I was going with wake val originally and then Octo pointed out EO val was a thing on ANS
I had container brain
Yeah EO Val is so good.
I think it's absolutely good for hunting things besides bulkers, bulkers are easy wake targets because they just hand the rear aspect shot to you on a silver platter
true lol
but bloodhounds and EWRs do the opposite, so fancy validator needed
EO Val is useful for hunting Mass Drivers too.
I'm a bigger fan of EO/CMD for S3H after running them lately, but that's my personal preference
far too expensive to get my kind of volume, or for cheap scouts
and CMD doesn't work with cruise anyway
Yeah CMD/EO is really good for direct fire HEKP, I think.
very much the HEKP Device
yar
xD
EL Frag torp go BOOM!
I will say in the few games we have brought stairs to in the modern era of neb, the amount of time a bulker spends going sideways makes WAKE a lot less likly to trigger
It can, potentially.
Yeah if they're not using their main thrusters Wake wont go, but conversely Bulks need their main/front thrusters for good LT, so there's a decent chance that Bulkers being shot at will be using their main engines at least some of the time I think.
wake val behaves very well against bulkers in my experience
wake pri less so
30pt HEI S3H make me sad, even if they do deal 2.6k damage
but I think these might do it, the question is how to make a reasonably priced launch platform
'S3H Hunter (Experimental)' is a 'Raines' class Frigate that costs 650 points.
hmm
maybe
708pts with ARR, which is probably a bit much when it's mostly shooting at elint tracks anyway
three salvoes that should gib your average scout tug instantly, and one leftover missile
wait, wrong AMMs
'S3H Hunter (Experimental)' is a 'Raines' class Frigate that costs 666 points.
appropriate point cost
Cut another 50 to make it Biblically accurate
(levity aside: why Whip over Prowler for a long-range cruise cart?)
tempted to make an s2h sprinter to deal with cap shuttles
speed good, although you could save 10 points by cutting that and going stock drive
prowler is very expensive for something that stops you going to places
Also WRT earlier talk about the MCRN mod, it seems like Ancient (the maker of it) is slowly poking at things but it's an extensive overhaul
New code new models
I've been in the torp sprinter vs shuttle arms race for ages, want to skip the hassle and just use my latest?
or at least have a look at it
I personally swear by the cork s2s
sure
Oh really?
Thatās vaguely interesting
'S3H Cap Sprinter' is a 'Sprinter' class Corvette that costs 345 points.
@radiant sable this is my go-to extremely expensive cap sprinter, in this age of pavise shooting down torps I've been switching out to Fast Startup S3H to get around it
if you want to make it cheaper, do 2x Arad/Act torp, 2x Act/[CMD] torp and 2x Act/[CMD] S3H, costs less
maybe pare out a couple of AMMs
torps for shuttles without pavises and bow-on tugboats, S3H for anything, single Arad S3H for launching into the jamming white-out of a lyrebird shuttle or MMT at sub-4km range so it instantly stages and knocks out the jammer, allowing you to kill it with the other missiles
Fleet 'Solomon Beams P-SAE-SCMD' is composed of 2 ships that cost 3000 points:
The Hanged Man : 'Solomon' class Battleship [Beam PD EWar Sensor]
Six of Wands : '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-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-H-389 Fishtail-APT : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [18pts]
SGM-H-389 Fishtail-APV : DIRECT - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [17pts]
SGT-358 Gom Jabbar : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [12pts]
....why is it more expensive now
we put a little more ammo on it
it was that or give the hanged man something like 28k 20mm
EO val :D
I love EO
S3H :D
you could've been sleeping
missiles :D
Fleet '3k velvet v2' is composed of 6 ships that cost 3000 points:
Velvet : 'Raines' class Frigate [Missile]
Devil : 'Raines' class Frigate [Missile]
Angel : 'Raines' class Frigate [Missile]
Cap fast Die fast : 'Sprinter' class Corvette [Gun PD]
Cap slow Die fast : 'Sprinter' class Corvette [Gun PD]
Cap that Die there : 'Sprinter' class Corvette [Gun PD]
```This fleet uses only one missile type:
```yaml
SGM-H-300 Bug : CRUISE - ACT(RADAR)/[PSV(EO)] - HE SHAPED [23pts]
spyglass on the frig is for spotting any flanking rocket shuttles, killed 4 of them in a game just now
rly valuable in pubs if no one can watch your flanks
I'm super unhappy leaving home without in fleet spotting for pubs. Even if I'm playing a fleet that shouldn't need it.
Had enough games that were far more miserable than they needed to be because nobody brought eyes
Excellent screenshot
3 no PD bulkers are yummy c:
As the resident Gale Raines player, I agree wholeheartedly
huh
you can get a smaller radar rcs with a double prowler raines than you can with a prowler sprinter
2167m^2 vs 1965m^2
oh
ooh
ohohoho
'Stealth FF' is a 'Raines' class Frigate that costs 477 points.
this probably costs too much but you're theoretically invisible until you're ~2/3rds as close as you'd usually be detected
Fleet 'Axford Shipkiller M-TAC-EOEACT-STEALTH' is composed of 2 ships that cost 3000 points:
The Fool : 'Axford' class Heavy Cruiser [Gun Missile PD Sensor]
Strength : 'Raines' class Frigate [Gun EWar Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-H-348 Anelace : CRUISE - PSV(EO)/ACT(RADAR) - HEKP [53pts]
SGM-H-349 Misericorde : CRUISE - PSV(EO)/ACT(RADAR) - HEKP [73pts]
hastily checking the Axford to make sure it isn't triple-prowler
nah, the fool's normal
actually, we could probably get rid of the reactor to stick another whiplash in it
but that's,,,,, more thinking than we want to do rn
(I've seen it once, it literally couldn't return to the point after it backed off)
it's gotta keep prowling
where self destruct buttn
scram reactors until no reactors remain
good to know >:)
(this is not actual advice, we wish we could scuttle ships, but that's probably a violation of stable treaties or some such)
You'll have to settle for abandoning ship
@wary flame you are hereby banned from inventing new and interesting ways of killing people
we just got hit with the five-finger strike or whatever you called it by a tugboat who planted them on the other side of our fucking c point
The five-point palm exploding ship technique?
but usually you're only mining one point
damn we should use that
that name whips
So I've been playing this fleet and enjoying it
It's my fleet for when I want to help the team with caps and Intel but also want to play a big cool capital ship xD
Fleet 'Huntress' Dream (Intel+Cap)' is composed of 4 ships that cost 3000 points:
Huntress' Dream : 'Axford' class Heavy Cruiser [Gun EWar PD Missile Sensor]
Memories : 'Sprinter' class Corvette [PD Gun]
Revelations : 'Sprinter' class Corvette [PD Gun]
Nightmares : 'Sprinter' class Corvette [PD Gun]
```This fleet uses 7 different missile types:
```yaml
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-H-2-2 Rose Quartz Shard : CRUISE - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [14pts]
SGM-H-201 Amber Shard : DIRECT - CMD - HEKP [25pts]
SGM-H-221 Fire Dust Flare : CRUISE - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [15pts]
SGM-H-228 Fairy Thorn : DIRECT - SAH(RADAR)/[PSV(EO)] - HE SHAPED [15pts]
Banger names
I like this a lot, not needing to fit in 1500 points gives CAs a lot of much-wanted breathing room
(I've been wanting to do something similar with an Ocello and MMTs myself)
Yeah, not having to cut corners is nice ^^
Very important suggestion however:
If you swap the Interruptor and the VLS-2, you get a bunch more missile slots at the same price. You already have two Floodlights.
Consider: SAH S2 AMMs
That would be cool! I think I'll definitely try that on a different fleet. This one uses SAH S2H's, but a different fleet with a slightly shifted focus could benefit from that really well I think!
Heck yeah, thanks Peri

They're great, they're reasonably priced and the [EO] not only prevents chaff from working but also lets you single out a particular ship if you track fire it with enough intel on the target.
These are set to Accept however, so a little finesse is required sometimes. It helps if they have a Dazzler though.
I suppose the benefit over SAH[CMD] is that you can blindfire into jamming?
Hm, avoiding the Dazzler makes sense, but I feel like reject might be worth it with the new validator change that lets reject missiles fly straight under jamming?
2x floods does a lot but you don't want them to wobble outside the 3k max acquire range
Potentially, CMD val wouldn't be bad but it can validate chaff if you shoot at even a mid quality track.
SAH is actually 4k
Reject would help vs jamming, I think it comes down to a preference of whether you want to be able to still have a chance against a dazzler or be able to potentially slip under radar jamming.
Oh, I haven't had a chance to test that yet, good to know - mid quality being like an uncorrelated Spyglass? Or even on better tracks
If they're swimming in chaff even a Frontline track can sometimes validate chaff, but generally anything with 30m of error or better will work fine usually.
Makes sense. Could bring a mix as well
Fantastic, saves me lots of testing!
Ty
Np ^^
Also yeah I should try CMD val on these I think. If I'm being jammed super hard I'm gonna have a hard time using these anyway even if they're set to Reject on the [EO].
CMD val should definitely be on Accept though, otherwise I might as well just use a CMD primary seeker.
And that gets got by discoballs and hangups.
wait, does eo still have 100% validator reliability?
I'd have to check, I can't remember.
Ooo, CMD/SAH wouldn't be bad either.
A little bit more expensive tho
Tbf I think I'm the only person who ever runs hangups on Ocellos
I've seen it a few times from other folks but yeah it's rare.
If it works like ACT[CMD], SAH[CMD] might actually have some benefits in terms of dodging Pavise fire
Also can hit through jamming if you've got a Spyglass track or something
But yeah, fairly niche
Yeah, it could be good tho.
Saves 0.5 points too!
heh, true
I do like how [EO] val can help against swarms where tracks are blinking in and out through the jamming like popcorn.
Idk, I'd have to think about it and whether I like Reject or Accept better.
(To elaborate on this, for ACT[CMD] it will usually acquire not quite perfectly in the center of the cone, so as it corrects and overcorrects it gets a nice pseudo-weave)
Oooh
Yeah, not requiring a track seems really nice, especially with Floods
Yeah ^^
...heck, I might have to steal this fleet concept and finally learn how to fly an Axford
Fleet 'Sidearm Axfords Fast' is composed of 2 ships that cost 3000 points:
Raphael Ambrosius Costeau : 'Axford' class Heavy Cruiser [Gun EWar PD Sensor]
Kim Kitsuragi : 'Axford' class Heavy Cruiser [Gun EWar PD]
oh hey its the doublewhip raider build
bowtanking takes a bit more forethought but it's very handy for keeping range against plas/100
in an effort to keep with the times I've made a double sidearm axford fleet and wow is pure capital gaming relaxing
certainly not easy by any means but not needing to click around to four different places every few seconds is a nice change of pace
it's very chill
šļø
šļø
we are not cut out to be a team mom
microing cap, intel/elint, and trying to yell at people to shoot this or that is. more than we can do
that said our standoff jammers fuck
nobody can see shit š
This is why I have four different groups of jammers, two types of guns, and a Raider drive on each of my Ocellos!
With effort, you too can make your capitals take lots of micro!
My DC teams are on permanent thruster duty
(With the occasional excursion to the jammers if I have to lean on BSHORT)
we fully just have ours acting like this
yes, you will be repairing the sacrificial reinforced cic while being shot at
yes, you will be repairing that fire
go do your job
I definitely am looking forward to doing that in Axfords and Ocellos once Conquest hits
And we are free from the curse of 1500 points
It will be fascinating to see how losing the 3k point limit changes groups
AFAIK there's not one on groups
Just however many points of stuff you start with across the entire team, distributed as you like
I'm not a tester though, so take that with a grain of salt
hm
Or, well, not distributed as you like, I think it starts distributed across your stations and whatnot
honestly, one thing that's going to be interesting to us is how missile/yub fleets change
But AFAIK no more neat "four battlegroups of 3k points to a fleet"
Particularly how the "VLS can only be reloaded in port" aspect impacts doctrine, yeah
it feels like the optimal play will just be dumping everything and retreating (or at least sitting right next to the retreat line during the game instead)
Surrender CL might be a terrifying raider
take a cln, fill it with more mines than sense, mine every point, leave
Which is excellent, cruisers should cruise
oh yea for sure
it might be interesting how stealth starts to work too? equal parts trying to sneak across a map and trying to pack as much damage as you can to take out things
which actually seems nice
What's even better is if the opfor then just decides to leave as well
sensors combat as ans is actually really fun
Going to be fascinating to see how sensors work in the campaign map in general
for sure
Definitely expect to see more ELINT Ocellos
picket sprinters seem like a hell of a lot of fun
although that's probably taking too much inspiration from battlegroup 
I'm guessing small things like Sprinters and Tugs will be a lot more limited in a scouting role on the strategic layer
still, tho, i wish there were more kinds of passive sensors
Assuming they have pretty limited ability to operate independently
A wake sensor could be very cool
...no pun intended
Specifically on the strategic layer I mean, something that you could sniff out to see that a group used a transfer orbit here X days ago
I've got the kitakami vauxhall somewhere just waiting for if that's the case
every mount is a torp turret
woe, S3 be upon your logi
I'm guessing strategic layer ELINT will be much more precise
hopefully
we just want to have a bunch of little guys sniffing people out
it would be nice š
Hopefully you can have little guys screening your main fleet
Mhhh, fairly dubious about torps because the obvious thing to do when caught by a raider is scatter, but this is deep in the speculation mines
I think elint s2h corvs would be my first thought for raider
I'm assuming small ships like Sprinters will have very limited ability to operate independently
Fuel/crew/whatever limitations
I'm also curious, I could see them going either way on it
I hope cruisers get the largest relative ones by default
Oh true
Having bulkers doubling as logi would be pretty cool
I want to say we've heard that we'll get bulkers as logi ships, though I don't know if they'll be non-militarized versions
If I have to kill plas/100 bulkers as "logi ships," I will be distinctly displeased
Looking forward to seeing what the ANS tenders end up like
You almost certainly will have to for ammo tenders
I imagine as logi ships Plas 100 or mds are probably too slot intensive if a bunch are spent on cargo
Considering how much ammo they can carry in a bulk mag
But cheap gun liners definitely
Yeah, cheap gun/PD liners makes a lot of sense
"clearly I, a fast cruiser player, can just run down the OSP logistics train"
the four gun liners carrying the entire task force's ammo:
Does raise the question of whether ANS tenders will/can be armed, as well
Presumably with PD at a minimum
Softkill Vaux go brrr
hm, interesting point
wolfpacks of raider vauxes, one with 2x blanket/2x hangup, disco ball, and five 250, the other with S3H, bullseye, and at least two Defenders
Probably want to go all guns or all missiles
Having to send half your fleet home after one battle is not great
If you're trying to harass their supply lines
True, but if they aren't spending Ocellos on escorting their logi, that's free HEI kills
Hence why all missiles is probably a fine choice as well
Just not half-and-half, you want your raiders to have the same endurance
Makes sense.
(Though maybe something like 4x VLS-3 and one gun for killing supply ships without wasting missiles and finishing off HEI'd ships)
I mean I think AMMs and pd can go a decent way against s3h
Yeah, you absolutely can defend against S3H raiders without Ocellos
Even just good softkill could likely be effective, if they're off on their own you can probably jam the cruisers to prevent CMD
Fleet 'Raiding Group Vauxhall' is composed of 1 ship which costs 1993 points:
The Timed Gush : 'Vauxhall' class Light Cruiser [Missile EWar Gun]
```This fleet uses only one missile type:
```yaml
SGM-H-378 Estoc Mle. 1635 : DIRECT - PSV(EO)/CMD - HE SHAPED [32pts]
it's fine, the softkill will protect us
(but realistically I assume you drop a blanket for a chaff box or something)
4x6 salvos of EO/CMD S3H is probably enough to guarantee a dead supply train
why EO/CMD?
There was some Mazer comments a while back on how strategic radar works, I'm trying to remember
EO is basically unjammable (for how expensive it is, good), and if OSP starts bringing Blackjacks now, then the CMD takes over on a Parallax track
It's what I've been using lately for my Ocello removal HEKP, so I figured it'd also work on HEI where you need to make impact (instead of the significantly cheaper CMD/SACT)
Interesting idea, Iāve always used CMD/ARAD since you get better target selection
EO is nice for cruise though <3
How do you figure that goes for CMD/ARAD?
I used to use CMD/SACT for all my S3H, then switched to EO on some things as of late, so I'm absolutely open to other opinions
The only thing you have to worry about is jamming or comms jamming, the arad covers jamming and an ocello comms jamming you will have to shut down radar, chaff, and still comms jam
this is mainly for instastage but from what iāve played with it you pretty much never get soft killed
also a bit cheaper than EO which is always nice
Offset jamming can be a problem but that's pretty situational
Since they have to be jamming from far enough back to outrange the stage but close enough to break your contact
Also your local neighborhood Hangup Ocello can save a friend, but that's similarly rare
Instastage not leaving a lot of time for ID and softkill execution allows for you to sneak a lot of things in past things that theoretically could defeat it.
Jammers not automatically hooking ARAD anymore makes them a lot more effective as backup options. Not like an ocello can really afford to be fighting in close range with the radar/bullseye off proactively
These are the couple of things I could find about that
Radars have fairly short range in conquest so the primary way you'll see enemy fleets is when they're burning. You can count flares and right now I'm considering a cold waters-esque minigame of matching drive signatures.
A long-range mode (separate set of stats) will be added to all the existing sensors to work at the solar system scale. This mode has an extremely long pulse width and thus can't be used to detect anything within a few hundred kms.
I had forgot the drive flare thing, but yeah the long-pulse sensors is what I was thinking of
Update: Did a bunch of testing against an OSP fleet of a 2x Pavise shuttle, 3x aurora/2x sarissa/disco Ocello, and liner with a grazer, trying to kill the liner
In general, six missiles would not do it, but twelve would
EO, ironically enough, had problems in the first salvo insofar as (when fired at UNKNOWN tracks) it couldn't be jammed by anything in the enemy fleet, but would veer off and smack into the Ocello if it was held close to the liner
otherwise, same principles as usual for S3H vaux hold: need to get jammers onto the Ocello to shut down the Sarissa FCR
(18 missiles just gets you a reactor bloom on the liner, which is completely unnecessary but funny)
2x2000pt cruisers is probably enough for supply line interdiction with that considered - fairly reliable kills on up to four OSP supply bulkers without rearming
I had 50 AMMs on the liner, but they didn't go off under jamming
or, at least, if they were fired they had a minimal kill rate - in general, I lost one missile out of each salvo of six to a combination of AMMs and auroras
hardened skin a+
you are also super vulnerable to missiles back which is its own issue
Sure am - the disco ball isn't going to help that much
Did you remember to BSHORT the Ocellos for that btw?
Yep. Not much can survive against that much missile
"Today, Pyrope gets tired of little sprinters up in orbit spotting her."
'THE WHITE WHALE' is a 'Bulk Freighter' class Line Ship that costs 1285 points.
what on earth is that horrible device
Oh ye EWR and FCR too
waiwaiwait MMLN is the format of a RWBY team š¤
Team Melon
WAIT IT HAS A DCX
xD
good luck! i'm behind 1200m^2 rcs!!!!
It is the apex predator, the blue whale scooping up space krill, the answer to those little invisible ghosts flying around spotting me and my team all the dang time!!!
Why does it have two search radars
Huntress for spotting/burthru, Ithaca for shooting until I get an FCR lock.
Ithaca is 8.5km max range, Pinpoint is 6.5km but the ship also has to rotate to get it on target.
EWR for spotting long range and then closing with the search radars
Gotta turn off the radars in order to run the EWR
So it has 2 modes
Could prolly attach a Bloodhound
Alternate between hunting small ships / spotting large ships
Oh that's a good idea, I'll make a version with that
God's Angriest AWACS
Could fit Intel too...
Double drive is important to hit 50 m/s, can chase down Sprinters and Raines and destroy them.
Wait I forgot a Berthing
i love how accurate that bellcurve meme of middies -> blues/silvers -> golds is proving to be
New Creechure, has Intel, Bloodhound suboptimal due to lack of Track Correlators, would have to sacrifice one of the search radars for a TC, possible, but hampers Little Goblin that sees me hunting capability.
'THE WHITE WHALE' is a 'Bulk Freighter' class Line Ship that costs 1360 points.
have you considered just strapping a few containers on a bloodhound monitor? granted, we're just thinking about our own spotter shuttles, but if you can get a general idea of where it might be you could swat it with a single container, easy
,,, granted, that's just thinking about our pinard shuttles, not anything like the hermit
still, arad/eact would be good
That would be good however if they just drop chaff and turn off radar it'll softkill x.x
okay, so: this is probably a terrible idea, but our best napkin math says it might work, so,,,, eh?
CM-4-3 Say NO To Paparazzi is a size 4 missile that costs 7 points.
CM-4-2 Don't Look At Me is a size 4 missile that costs 8 points.
launch these in pairs-- Don't Look At Me is ARAD(a)/EACT(r)/[WAKE], ideally going to be able to get in range to spook them enough to move their eye in the sky and give the EACT a validated target to lock
paparazzi is the follow up to it, EACT(a)/WAKE(a)/[WAKE]-- if they do move, it has a validated EACT track, and a bonus wake seeker to steer it back in, in case it goes around. if they don't, it gives you a second chance at rolling the dice to see if act Just Worksā¢ļø
,,,,,,,, actually, it might be a better idea to change Don't Look At Me to EACT(r)/EACT(a)/[WAKE]
CM-4-2 Don't Look At Me is a size 4 missile that costs 8 points.
CM-4-2 Don't Look At Me is a size 4 missile that costs 9 points.
if the primary validated seeker doesn't see a validated target, it,,,, should? switch back to just using the unvalidated seeker instead
you still get a roll of the It Just Worksā¢ļø dice regardless of it it's moving or has radar
everything has DCX
whatā¦
<3
Well I canāt say Iād ever bring one, but itās certainly innovative
hold on hold on we have the worst idea
Fleet 'Ocello Rails GHO-SPRSMCK' is composed of 3 ships that cost 3000 points:
The Lacy Clash : 'Ocello' class Command Cruiser [Rail PD EWar Sensor]
Tell and Pawn : 'Bulk Freighter' class Line Ship [Rail Missile PD Sensor]
Brook E. Snell : 'Cargo Feeder' class Monitor [PD]
```This fleet uses only one missile type:
```yaml
CM-4-2 Don't Look At Me : CRUISE - ACT(RADAR)/ACT(RADAR)/PSV(WAKE) - HE SHAPED [9pts]
this is the bad idea
we mixed our weird rails fleet with the sprint smackers and a perfect bloodhound
absolutely perfect dog
this is the worst but atleast there's dog
I actually have a couple stacks of similar EACT[WAKE]/WAKE boxes on several of my OSP fleets, they're excellent for keeping cappers and spotters honest
Mine have a bunch of extra range so I can send them way around the back to then sweep across the map at high altitudes
those have 25km? which hopefully it's enough
and yea act/wake/wake is so silly but if it works
I like my excessive cruise paths
But yeah they tend to get a sprinter or three per game, which is fantastic roi
Plus they're cheap enough to be fine to use for scouting
what's the meme?
A variant of this one, I've seen a few kicking around
true and real
the trick is that all the radars you can put on a MD liner a) cost power and b) are worse than ANS radars on an accompanying Ocello
so you just don't put any radars on it and enjoy your one less necessary reactor
I don't even bother with the ocello and outsource to my emotional support bloodhound
i am too dumb to build an OSP fleet :(
OSP is a bit of a mess to build as they tend to favour bringing a collection of different ships rather than refining a core design and escorts. Once you have a bunch of blueprints for the basic fleet roles that you like, building for OSP gets a bit easier
the answer is usually more shutltes
@wet root
Fleet 'Summer (GunCH+GunCL)' is composed of 3 ships that cost 3000 points:
Summer Rose : 'Axford' class Heavy Cruiser [Gun PD Sensor]
Rosary Seraph : 'Vauxhall' class Light Cruiser [Gun EWar]
Little Petal : 'Sprinter' class Corvette []
```This fleet uses 2 different missile types:
```yaml
SGM-102 Starshard : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-123 Star Ruby Thorn : DIRECT - CMD - HE SHAPED [7pts]
That really is the minimum possible corvette. Is skipping the mag/berthing intentional?
prbly not?
unless youāre trying to do weird stuff with certain pen depths
16 points for rapid and āa weaponā pretty much always feels worthwhile imo
caps are nice <3
Do modules even impact pen depth?
it effects damage calculations, iwrc
if you get hit with an he shell that detonates and hits exactly one module, even if only barely, it'll do full damage
if that module is surrounded by other modules, it'll split the damage between them
Hii hi, I saw some peoples post some missiles. So I share 3 of my favourite little missiles I have.
SGM-H-342 Dratus is a size 3 missile that costs 34 points.
SGM-H-353 Scram is a size 3 missile that costs 44 points.
SGM-H-321 Spellfire is a size 3 missile that costs 48 points.
My silly little fleet.
Fleet '3k Silly Little Beans 3' is composed of 3 ships that cost 3000 points:
Repose : 'Vauxhall' class Light Cruiser [Missile PD Sensor]
Respite : 'Sprinter' class Corvette [Missile PD]
Hiatus : 'Sprinter' class Corvette [Missile PD]
```This fleet uses 6 different missile types:
```yaml
SGM-100 LittleSquish : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-100 Scatter : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-H-204 Wriggletail : DIRECT - CMD/SAH(RADAR) - HE SHAPED [14pts]
SGM-H-321 Spellfire : DIRECT - PSV(EO)/ARAD(RADAR) - HEKP [48pts]
SGM-H-342 Dratus : DIRECT - PSV(EO)/ARAD(RADAR) - HE SHAPED [34pts]
SGM-H-353 Scram : DIRECT - CMD/HOJ(RADAR) - HEKP [44pts]
Oh, oops xD
ya!
<@&942093958551588904> anyone up for a pub game or two?
sure
Don't mine launcher costs compound?
spectating an abyssal pub game
O no
Nine MNs?!
I suppose the base cost is only 175 points
But still
Also Yub CL vs CLN on Abyssal
Playing Cold Waters over here
Lmao
They have DCX?!?
WHAT
HoJ primary
Or I suppose a Large or two Reinforced
one large
Massed c90's is not the worst idea ever for a fleet, though it's not that good on it's own
the status of the 1 (one) mass driver on OSP team:
HESH doe meen thigns to a BB if you can mantain fire on them, but it;s abyssle
I think you want plas if they're bowtanking you too?
Nah IWRC HESH ignores armour angaing like HEI
Wait I just noticed sig:minimal and lack of reactor, do these things not have radar?
incredibly normal ships, wonderful
Oh huh. Still feel like you'd run into the "gales on the nose" issue where you just remove the tip of the BB but it keeps everything important
But I've also not had any experience in that matchup
I suppose plas doesn't help with that anyway
yeah though they seem to reach deeper then gales, and the spread is enough to hit the cheaks and spread the damage out a bit more
[Reply to:](#1164000873031151637 message) Oh huh. Still feel like you'd run into the "gales on the nose" issue where you just remove the tip oā¦
Ah, gotcha
They also have 60 damage rays IIRC so they can break through reinforced stuff that gales would stop on
I don't think you can fit this much ammo in one mag in a BB lol
That's 134 points of flak and 70 points of 450, in case anyone was wondering
thanks for the games everyone :)
you too
double axfords really is so satisfying
I get to just right click on tracks
also the sidearm axfords look incredibly cool
sidearm Axfords are ones with 120mm secondaries?
yeah
there's a few names for them but that's the only one that really makes sense to me
Are activer decoys still useful?
Yar
yeah, you just need to turn radar off now so the ARAD follows the decoy
They still work but honestly since Ive started bringing them Ive been shot at with more gales as OSP (twice) than I have as ANS (never)
@wicked mirage youāre the maestro of amms, do you happen to know if they work on mines properly?
Mines have 40 HP so you need at least a Size 2 warhead on a S1 missile be it Blast Frag or EL Frag in order to score a kill with a single successful damage roll.
how do you fit a size 2 warhead on a size 1 missile
All Mine variants have 40 HP as well.
Oh but they do properly detect them?
Missiles have a ratio of engine size to Warhead size. An S1 missile can have up to 6 ticks of Engine with a minimum of 1 tick of Warhead, and a minimum of 3 ticks of Engine with 4 ticks of Warhead. In this case a "size 2 Warhead" is shorthand to refer to 2 ticks on Warhead on a S1 missile.
Mines are categorized as Size 3 Conventional missiles in the Defensive Missile guidance settings, alongside Containers and Torpedoes. There is currently no way to get an AMM to automatically distinguish between these 3 types of missile.
Mm, alright, makes sense
Those categories, do they determine what the AMM will trigger on? Or just what it will be launched against
It should be noted that Hot Launched AMM's have difficulty engaging mines due to the PD Controller's inability to account for fuel loss due to hot launch's initial course correction after it leaves the tube. Leading hot launched AMM's to run out of fuel and fail when shot automatically near their max range at untriggered Mines.
Just what it will be launched against.
Of course, happy to help 
my main concern is that "successful damage roll."
could just be bad AMMs or bad luck on my part but I feel like the mines never take damage from AMMs.
Stationary untriggered mines have random orientations and so I believe Blast Frag struggles to get a successful damage roll due to the high probability of getting a "side aspect fuze"... despite the mine being stationary. EL Frag circumnavigates this somewhat.
Heh, beaming them works.
Itās bizarrely effective
2 Floodlights and an ARR with a Sarrisa will let you take out untriggered Mines at 5-6km, just some food for thought ^^
That is pretty sweet
The current problem Im trying to solve though is uh
@wary flame what do you call it, the five finger point exploding palm technique? Or something
Anyways I donāt love having to take every corner at 3+ kilometres, and I have a lot of VLS2s sitting unused save for killjoys
So a cruise amm in there that could at least warn me of it would be cool, if it works
Which remains to be seen
I called it the Hand Trap/Crawling Hand Trap, but Five Finger Point Exploding Ship Technique has caught on
beams are just big Auroras
I do like handtrap more
This is a cool idea, I like it ^^
I'd recommend Ex-ACT just so you get the widest, biggest detection cone.
EO is technically wider, but I wouldn't pay for EO for this xD
Another thing you can do to clear a minefield, albeit extremely risky, is to intentionally trigger a minefield while mashing shift-z to drop a ton of Chaff. Triggered mines only have simple ACT seekers once activated by their magnetic proximity triggers.
yeah, I've done that once or twice
hehe
time to demand that mazer implements cruise chaff
Ive certainly tried that
It uh
Hasnāt worked
Honestly what mazer should do is make a 20 point active decoy with a big magnet strapped to it so it triggers mines
Here's a question, how many points would you pay for a Frig specialized in going around corners to check, detect, and clear any mines? And, what else would you want the Frig to do in order to justify taking it on the chance there's no mines in a game?
I've made a Minesweeper Frig or two, but the idea hasn't really taken off yet cuz I think it's too specialized.
thing is I'd want a corvette that can sweep the small 5-points
Which is why I want this amm to work lol
because that's my usual case where mines are a significant problem
I see, lol
Yeah Im with tom on this, the big out in the open minefields slow me down but I have rpf so they donāt do much more
Did it shoot down the mines?
no
š
Hmm, what about an Escort Frig you could detach from a Capital in order to be a "Canary" to check for mines around corners?
In my experience thatās very unreliable
If thereās a second trap laid at a slightly different spot youll lose the frigate and your actual ship
i'm not concerned with my capital getting hit is the thing, it's my corvettes trying to cap the 4th point when the game's at 600/800 that's the real use case
Aha, what if the Frigate survived the first trap tho?
Ahh gotcha, so you want a capping Corv that can survive mines?
If you can show me the magic pd net that shoots down 5 staged sprint mines I will gladly put it on every ship I have lmao

I'm gonna build something really cool right now, give me like 20 mins.
You guys are gonna love it!
on the reverse, I feel like I have no interest in building any OSP fleet
nothing of theirs is as interesting to build around as ANS tools, to me
Have you tried Bulkers with Mixed Container/S2 backpacks? They're really fun.
You queue up 2 Support 'Tainers with Decoys, and then fire the MLS's right when they launch.
I have 3 OSP fleets which work and 4 which are fun
lol
But I really just canāt think of anything new to do with them right now
Cannons on OSP feel extremely sad right now, other than 100mm and 250 when paired with plasma
Wanna see some of my OSP fleets?
Some of them are pretty quirky xD
They work good too
450/Torp LN /w Anti-S3H AMM's and two Grazer Shuttles with T20's to screen and augment the Bulker's existing PD. Also features an Intel MN with EWR + LRT, and 2 Gun Shuttles to cap. Escort can be detached later on to cap as well.
Fleet 'Royal Pumpkin (LN+Intel+Cap)' is composed of 6 ships that cost 3000 points:
Royal Pumpkin : 'Bulk Freighter' class Line Ship [Missile Gun PD Sensor Ewar]
Princess Candy Corn : 'Cargo Feeder' class Monitor [PD Sensor]
Friendly Ghost : 'Shuttle' class Clipper [PD Gun]
Kind Specter : 'Shuttle' class Clipper [PD Gun]
Dancing Scarecrow : 'Shuttle' class Clipper [Gun PD]
Little Lantern : 'Shuttle' class Clipper [Gun PD]
```This fleet uses 2 different missile types:
```yaml
SGM-177 Orichalcum Barrier : DIRECT - CMD - HE FRAG [9pts]
SGT-365 PUMPKIN BOMB : DIRECT - CMD/SAH(RADAR) - HE SHAPED [10pts]
Mixed 450/MD LN /w Container + S2 combo backpack. Also features an Intel mixed radar MN and a pair of capping Shuttles.
Fleet 'Queen Pom (450 LN+Intel)' is composed of 4 ships that cost 3000 points:
QUEEN POMEGRANATE : 'Bulk Freighter' class Line Ship [Missile Gun Rail PD Sensor]
Madam Liechi : 'Cargo Feeder' class Monitor [PD Missile Sensor]
Dancing Durian : 'Shuttle' class Clipper [Gun PD]
Dervish Dragonfruit : 'Shuttle' class Clipper [Gun PD]
```This fleet uses 5 different missile types:
```yaml
CM-466 SKELETIZER : CRUISE - ACT(RADAR)/[CMD] - HE SHAPED [9pts]
CM-S-4-3 POMEGRANATE SEEDS : DIRECT - CMD/ACT(RADAR) - HE SHAPED [27pts]
SGM-171 Esunaga : DIRECT - CMD - HE FRAG [5pts]
SGM-177 Orichalcum Barrier : DIRECT - CMD - HE FRAG [9pts]
SGM-236 POMEGRANATE GRENADE : DIRECT - CMD/ARAD(RADAR) - HE SHAPED [12pts]
"Pom" is an Aussie nickname for Brits so I did a quick double take there
lol
Do you happen to have the hidden fleet stats mod installed pyrope?
And then for something truly... inspired, this is a multi-mission radar equipped Ocello geared for Orbital play to hunt down and kill Sprinters and Frigs sitting up high to scout/spot for their team. Also features a combat LN in order to have a semblance of sanity.
Fleet 'The Angry Melon (Deranged)' is composed of 4 ships that cost 3000 points:
THE GIANT WATERMELON : 'Ocello' class Command Cruiser [Gun EWar Sensor Missile PD]
VIOLET GOURD : 'Bulk Freighter' class Line Ship [Plasma PD Gun Sensor]
Hollow Seed : 'Shuttle' class Clipper [PD]
Cracked Nut : 'Shuttle' class Clipper [PD]
```This fleet uses 5 different missile types:
```yaml
SGM-103 Ember : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-11 Pixie Moth : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-177 Orichalcum Barrier : DIRECT - CMD - HE FRAG [9pts]
SGM-206 Hedge Apple : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [12pts]
SGM-207 Crab Apple : DIRECT - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [10pts]
Yar!
Would you mind checking the RPM of the 450 on that liner in that case? Im sadly not at my computer or Id do it myself
Which one? Pomegranate or Pumpkin?
Or both?
Is the pom not MDās?
Pom has 3 C65's and 1 MD.
My reading comprehension is 0
I saw one MD and just assumed the rest were, like it was a normal ship

But no I was more curious in the pumpkin
The MD is to red things out and kill thrusters, the 450 is to then follow up and kill.
Ok! One moment
4x C65 /w 3 AE + 1 RCC = 25.49 RPM.
Swapping the 1 RCC for a 4th AE results in a slight decrease of RPM to 25.32
Wait thatās it?
Really?
ā¦huh
This isnāt a criticism of your shipbuilding btw
This looked like a very optimised 450 liner and I havenāt seen one in a while
I know lol, yeah C65's have high alpha but low DPS.
But thatās less than a bowtank axford with a reasonable amount of AEsā¦
I think Ive figured out why 450 liners feel really sad wow
I couldāve sworn they were closer to 40 rpm
Yeah I think Im on that boat as well now
Naw, unfortunately even with 4 AE's and 2 RCC's a Bulker with 4x C65's caps out at 30.77 RPM.
Because the alpha like⦠isnāt enough, one salvo from a bulker canāt really knock out anything important on an axford
Much less a solly
And that's with taking out the Radar for more dakka
an evening out, perhaps
I don't think 450 Bulkers need a buff IMO. The game is balanced with their output in mind. You can get a 450 Bulker with a full suite of buff modules and good DC for around 1k points, whereas an Axford with a similar amount of sauce and garnish is more like 1.7k
but I didn't much like the suggestion to just cut plasma to 6k range and change nothing else
I'm personally a fan of nerfs over buffs. I live in constant fear of power creep xD
The last thing OSP needs is a plasma nerf, yeah
It really doesnāt do much past 6k anyways
Mm, I dunno
I think 1.7 is too high of a benchmark for a nice axford
That's fair, I really like to gas up my Axes xD
With all the garnish
and gold leaf
Proly more like 1.6k
1.5k you gotta trim a lot of corners IMO.
And even three 450 liners, if Im doing my napkin math right, barely out damages two normal axfords
1.5 does feel a little sad yeah
Yeah, that sounds fine to me? Just my perspective.
I mean the thing is that itās not that much more damage and the axfords are way tougher
Like bulkers can zombie, and casemates are tough
Simply make 450 liners better (fire rate, less time cycling, ect) to compensate for the fact that axfords and sollys have their raw toughness to save them
I think engagement range matters here. Axfords will win the fight early but unless they get into cover and repair they'll degrade quickly whereas OSP has more fresh hulls to throw at the problem.
As a 450 Bulker player, I really don't think they need help xD
I dunno, maybe every pub lobby Im running into just is having skill issues but 2/3 times against 450 liners Ive felt like I can just kinda drive into their face with two sidearm axfords and melt them
Also, if you burst the Ax then it might not win the fight early either lol
Yeah, Sidearms are why. The Mk62 has the highest raw DPS of any ANS cannon. The only thing holding it back is Armor Pen and DT.

