#Nebulous: Fleet Command
1 messages · Page 13 of 1
Hmm, maybe
Clearly what we need to settle this is a duel
Maybe I can learn to orbit dodge again
heh
450 LN vs ANS capitals is a complex balance environment with lots of variables.
For instance thruster damage affects dodging capability, and LN's are just straight up faster than Axes.
That is certainly true
(Not relevant to the balance at all but has anyone noticed the braking thrusters on LNs falling off at the slightest touch? Seems like I lose them constantly, even though I thought they had main engine health.)
Also if the 450 LN also has sidearms then Grape gets added to the equation, which also outranges 120's.
I don’t think I really follow how grape is a big threat to a capital when paired with 450
This is because those Thrusters are often somewhat isolated and don't have other components to split damage with.
If Grape can find a hole made by 450 it'll start fires, reactor cits, debuff guns, etc.
Which happens more often than you'd think in an extended firefight, especially considering how much Grape even sidearm T20's can put down range.
That feels like an exceptionally large if, but you’re the rear admiral, so Ill take your word that it happens enough to be relevant
I wouldn't consider my rank, just whether you trust me as a player lol.
as someone who plays a lot of solomons/axfords, grapeshot is the one thing we truly fear
[Reply to:](#1164000873031151637 message) That feels like an exceptionally large if, but you’re the rear admiral, so Ill take your word that i…
I would say take anything I say with a grain of salt, I'm not the authority on the meta, I just know a lot and am fairly skilled.
Lmao well clearly nobody has put the fear of grape in me yet
outside of situational things like mines it's the number one threat
Btw pyrope I am pretty genuine about this
Yay violence!
I would like to go up against your fancy 450 liners
"1v1 me on abyssal" - tron, 2024
Ah, see, my fancy 450 LN's will lose a straight up gun duel in open space xD each of them only has as much output as you'd expect a single LN to have. They just have fancy missile toys and AMM's.
So in open space it would come down to whether I can blow you up with missiles or not.
Also these LN's can't spot for themselves and will absolutely die within Ithaca range lol
Haha well, I wasn’t thinking a straight duel on abyssal
Usually I rotate around cover and alternate between shooting and reloading in safety.
Loath as I am to suggest it I wonder about the on side of yukon
We could, but I would need a Spotter Tug on my side for a fair fight I think, and it would boil down to whether I can kite you outside of Parallax lock range in a very protracted engagement I think.
We can do that if you want, but I don't know if it would be fun lol
For either of us
Mm, well, fair enough lol
Even within Parallax Lock range I'd have a chance, but I'd have to stay outside of 7.2km
Otherwise the Sidearms would eat me
Im just kinda running out of problems to solve, which sounds insanely conceited considering how often I lose games
Naw I feel you, you're looking for new and exciting things to try in order to keep the game fresh.
But like, as OSP the answer is usually just caps or plasma, it feels, and as ANS it’s like 90% of the ANS kit
Oh actually no I need to figure out how to beat my hands your bones
They have a horrifying gale swarm
8x Bastions I do believe.
Well yeah lmao but I don’t have room for that in any of my fleets
I wonder if I can shove a killjoy in my OSP fleets somehow, without bringing an ocello
A 3x Bastion Shuttle is about 130-150 points I think.
Yeah, I just already have my PD shuttle slots taken up by anti-torp pickets
Gotcha.
Because that’s an extremely legit threat to obelisks
Here Tron, I really wanna make you a Hero-Bulker fleet like my Pumpkin and Pomegranate. It'll be especially for you! If I do that will you play it?
1v1 me on canyon then
Oh god, my brain cannot handle 15k
Sure I will, so long as Im given reign to rename the ships according to my style lol :)
No tom
lmao
Live footage of both fleets trying to find each other xD
Yknow honestly a 6k 1v1 with only cap fleets on canyon would almost be something real
Absolutely! Consider me a blacksmith forging you a magic sword. You'll have to take care of it and care for it!
Give me an hour, and then after that I'll make the Corvette we talked about earlier Tom ^^
I really quite like Axes at 1.5k
but I do build a lot of budget ships
I think if you pushed me I'd go to 1550 just to get an extra large locker in each, since I'm a little short on tonk, but they have all the firepower they're ever going to need
I really want to give you a blue ribbon that says "Most Sensible Shipwright", Misc xD
I think the Axford/450 LN matchup favours equal points in Axfords, since it's on the LNs to get the good engagement angle close-up and they can't repair any damage they take in doing so like the Axfords can
but I have killed Axfords with a single 450 LN in the right place, it's not 100% decided
what really swings it in my book is a single gun Solomon, which can just stare down three 450 LNs and kill them all
and have 600+pts off doing other stuff
I'm incredibly unsold on solomons in general, but they do kinda just win a lot of fights
not every fight by any means, but a lot of them
IMO against sollies I think one's best bet is to either burst em with missiles if they lack softkill, or have plasma. Other than that I just try to kite/avoid them. They're most of a fleet by themselves, are slow, and they can only be in one place at a time.
@tulip vault Are you okay with going under-crew or would you rather have enough crew at the expense of some DC?
I'm still holding myself to the standard of not going under crew, yeah
kk
It's your sword, I want to keep your tastes in mind ^^
my ships may be objectively worse for it, but I prefer it nonetheless
yeah, I think you basically need plasma if you can't torp rush them and they don't misplay pretty heavily into 450s
case in point: that pubgame awhile ago where I won a 1v4 with effectively One Solomon
you either have the tools to deal with it or don't, and if you don't, you need to figure that out quickly and just go for caps
on the mines discussion: I invented an abominable creature a bit ago, which was a cruise S3 with EL Frag
I don't think it's cheap or effective enough to actually bring, but it is funny
I feel like right now the main advantage 450 LNs have over other 450 platforms is their mobility with the Long Haul
Which makes me a bit worried because I definitely expect there's a long haul nerf on the horizon
Also, I never realized LNs have that low sustained 450 output, does that even outperform a pair of Ocellos?
I doubt it
No, but a pair of Ocellos cost significantly more
As in, do three LNs outperform a pair of CCs
(they also shoot more accurately and are immune to most types of missile, so)
... good question
One LN is well behind one CC
oh in that context yes I think
I think it depends on how much anti-missile you put on your Ocello
less room for ammo elevators
(Admittedly in practice CC dps is a bit lower because of that front turret being a bit wonky and sometimes choosing not to shoot)
if you're going 5 AE it's almost exactly even, I think
That sounds about right
if you're doing a reasonable ocello LNs win out a bit
I've gone down to 4x AE on some of my CCs just because ammo is super tight on one mag
In this meta, though, I do think I'd take the double CC
But I've also squished a second mag in some, so I could bump those up to 5 again
ocellos not having burst fire also heavily favours the ANS capitals, because they have the nanomachines regeneration
so they can often just repair up between salvoes that do relatively little damage
Reasonable PD, two drives, 5 AEs, choose two
(Seriously, the boosted reactor does so much for your PD options)
I do think the Ocello-Axford fight is pretty even
Last time I made a double Ocello fleet, I was very uninterested in fighting ANS capitals to begin with, so I just went double whip and a bunch of 250s to hunt down their abominable swarms
I think the Axfords absolutely rinse the Ocellos
I wonder if it's worth it to put sidearms on Ocellos...
I think rn you do want LNs for that because long haul goes nyoooooom
25% repair cap is no joke, and neither are 120s/torps
And grape
has anyone tried Ocellos with grape 100 sidearms
I do like the CC/Axford matchup, lots of interesting nuance
oh yeah with sidearms I do think the ocellos get entirely rolled if they don't catch the axfords out
Loses you jamming or Sarissas, which is a big ask
without it's a lot closer
I know I personally have designed missiles that go straight through Sarissas, so that's (waves hand vaguely)
CCs outduel Axfords at like 8.5k+ with their better profile and dodging, but yeah sidearms seem nasty for their front thrusters
I think without sidearms the Ocellos also get entirely rolled
or auroras
you just can't really hurt the Axfords that much in a reasonable time
they can just close in and crush you
If I was fighting myself, I'd know that the Sarissas aren't going to matter as soon as the blankets get on me, so I best just kill them before the hardened skin HEKP gets out
or Leave
at the same time, I don't usually see the hardened skin HEKP tech in pubulous, so...
maybe I'm just too cautious around CCs lol
I'm still haunted by it just being the better axford ™️
Sarissas are for team coverage, if you just want to protect yourself Auroras are definitely the way
my team can fend for themselves at this point
I've never really had issues with Axfords in my CCs except Pyrope's assorted rail-assisted fleets
I'll spin up a sidearm Ocello when I get home in a bit
The cost of my DC choices is rails give me the biggest sad
Fleet 'Tron's Enchanted Sword' is composed of 6 ships that cost 3000 points:
+3 Orichalcum Sword : 'Bulk Freighter' class Line Ship [Gun Missile Sensor Ewar PD]
Crossguard : 'Tugboat' class Clipper [PD]
Pommel : 'Tugboat' class Clipper [PD]
Danger Sense : 'Tugboat' class Clipper [Sensor PD]
Potion of Heroism : 'Shuttle' class Clipper [PD Gun]
Potion of Strength : 'Shuttle' class Clipper [PD Gun]
```This fleet uses 6 different missile types:
```yaml
CM-S-4-3 STORMFLOWER : CRUISE - CMD - HE SHAPED [40pts]
SGM-102 Starshard : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-133 'Red Scythe' Anti-Clipper : DIRECT - CMD - HE SHAPED [7pts]
SGM-171 Esunaga : DIRECT - CMD - HE FRAG [5pts]
SGM-177 Orichalcum Shield : DIRECT - CMD - HE FRAG [9pts]
SGM-277 Heartsteel Blade : DIRECT - CMD/SAH(RADAR) - HE SHAPED [10pts]
Absolutely! Wanna talk in VC for a few so I can tell you about her?
woah that is a cool fleet
oh, thinking of osp spotters, have we shown you the absolutely perfect dog?
[Reply to:](#1164000873031151637 message) We could, but I would need a Spotter Tug on my side for a fair fight I think, and it would boil down…
we don't have a proper fleet with it we don't think, but it's effectively just a cargo feeder with a bloodhound and full to bursting with track correlators
Yeah! It was really tough to fight against xD it kept spotting me lol
yea!!!!!
no, it can get you something like a tq12 or 13 track on something, it's great for backing up gun bulkers and getting fire downrange at least somewhat accurately
actually, we should try to make a 450 bulker fleet with gun plotting stations to try and make it better 🤔
ouppy,,,
it's absolutely perfect!!!!! 😌
honestly if we hadn't been dealing with budget i think we could probably fit intel in it too without much issue
what are you talking about?
the absolutely perfect dog!!!!!
the creabture
just a little guy,,,,,
i think saper might uh want the ship file tho
we don't have it right now but we'll get it asap when we're home
just on lunch break rn sorry
i am just a noob and know nothing:(
pls stay safe:) and have a good day
it is a good day! a coworker brought in donuts and nobody else is eating them
and also we haven't been murdered which is also good
murdered? dear god, hope everything is fine
does this fix the minefield problem
SGT-311 Unknown Technology Blyat is a size 3 missile that costs 99 points.
great name
A HUNDRED POINTS
think about it this way: how much does a ship you would lose to that minefield cost
a corvette's base hull is 100! this is 1pt cheaper
of course, the question then becomes "are all minefields grouped up in an area at least 274 meters in radius or smaller," and I believe the answer is "yes"
is it faster than a corvette?
yes 🙂
that's... an interesting mine disposal method
I have also finalized the Selfish Ocello Fleet and will be running it through a pubulous before posting it here
selfish ocello?
no sarissas (replaced with 100mm grape/he-hc)
Wait hold on do RCCs apply to the MLS as well?
no :(
If you already have the minefield on track then for optimal mine clearing try to cruise it right into the middle of the field so it doesn't blow up on the edge.
Yep, exactly.
Ideally, you have one of these and an offset spotter to actually see the mines
then you fire this around the rock and guide it into the middle of the minefield
it's SACT, so it can maintain lock while turning
Naw unfortunately, the 1st RCC is just statistically better than the 4th AE for raw RPM on C65's and C56's, and also lets you dump your autoloader a little quicker so you can duck behind cover if you need to, and lets you burst a little harder.
Actually, come to think of it
Against the average Auger trap, is 99pts a positive trade?
I've never played mine OSP
If you kill 10 Sprint Mines, yes lol
Sprints are 10 points per. Mattocks are 6 points per.
Co-op Mattocks are also 6 points.
Perfect. The 99pt minesweeping stick is actually an optimized meta tool.

Yeah... lol
On the other hand, it will also blow the hell out of any oncoming missile salvo.
Moreso S2's and Containers than S3's but still.
I don't know if you'd be able to make a positive return at all there, but not dying is usually a valid strategy.
I suppose if you see the container swarm heading towards your Axford and your disco ball/drives are out, you can just smack it with the Stick
should buy you enough time to repair
Imagine if Blast Frag dealt damage like RPF to ships xD
99 points to turn a Shuttle or two into a block of swiss cheese. Not at all cost effective, but very funny.
To be fair, 99 points to turn two shuttles into swiss cheese is cost-effective
On paper, yes.
But similar can be achieved with actual HEI Torps for a fifth of the price lol
It would be very funny tho yeah.
Giga Bomb Shell
traps are either five or ten mines, the issue is mostly that you have to do the blast frag roll to hit and might just Not Kill Anything if it fails
my optimised mine tugs are 320-ish points for 15 mines, so if you get 2/3 of one that's profit
I do have to ask, what's with all the orichalcum?
So what you're saying is I should figure out what to cut in my axford fleet to bring 1-2 of these
also,
(this man could not figure out that firing his entire load of S3 shipkiller torps into my completely grey nose would not stop me)
that said, aside from the memes, I am not OSP pubulousing again
getting facerolled by seven axfords is many things, but not what I'd call an enjoyable experience
updated with the Stick
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 [Beam EWar Gun PD Sensor]
```This fleet uses 3 different missile types:
```yaml
SGM-H-378 Estoc : DIRECT - PSV(EO)/CMD - HEKP [49pts]
SGM-H-378 Estoc Mle. 1630 : DIRECT - CMD/ACT(RADAR) - HE SHAPED [27pts]
SGT-311 Unknown Technology Blyat : CRUISE - ACT(RADAR) - HE FRAG [99pts]
It's actually pretty long range (21km max, I think?) but if you're at 3k, yeah, that'll just core out an Ocello however you want it with minimal counterplay
the question I have right now is GPC or SPC, all considered
Ah, found the real reason plasma liners are meta
Pub players love the Axford
Pretty much. I've not played a pubulous game with less than 3 capitals in a while (and those were all Sollies)
update: next pub was 2x gun solomon / axfords / one beamswarm
we lost by 60pts off a lead of 200pts when our middie forgot he had a sixth ship to recap our natural
think that's enough neb for the day
my issue with the 450 vs axford matchup is that the axford is like a full platform usually
it can bring the 450, side guns, a full softkillsuite
missiles if it really wants, good sensors
strong armour and dc, esp bowtanking
450 liners have iffy pd, need sensor support under any amount of jamming, are fragile and have far more complex movement constraints
I think you can work around the problems a bit, but imo fundementally the ship that has a lot less of these advantages should probably win the raw gun fight
cost for cost
It's a cool fantasy metal!~
Weirdly I think part of why 450 bulkers aren't great rn is that the Long Haul is so good, it makes the range constraints of plas/100 less of a factor
And the range is I think theoretically the main reason to take 450s over plas/100mm
Today's realization: Sundrives in Ocellos don't die to missiles
(Ocellos being the only OSP ship with 40% DR)
... Huh, the C56 250mm, C81 plasma, and TE45 MD are all 4x_x4 and not 6x_x6 but no mount can take advantage of this fact
I thought they only had 30%? Is it really 40%?
apparently, yeah
Wild. That's a certified Rear Admiral moment xD
Yeah Ocellos are thin skined Axfords with smaller mounts that still can't all fire forword
It would be nice if they tweaked the front mount to make it a bit less fiddly to shoot forward
But then again I already occasionally hit myself with the bottom gun so maybe that's not the safest change to make
Is it just being so flat to the hull the hull masks the firing angle?
Yeah, you have to be pointing very slightly below your target to fire with all three guns
Can't fire directly forward with the foremost
And the front Dorsel turet keeps the rear Dorsal turet from deperesing fully as well
Though I do wonder how far away a 4xTC ship can spot an ocello wti the romulan colking device engaged
Spyglass can see them pretty much to max range
Though admittedly that's directly bow on, not sure about in stealth mode
Yeah 12~k vs 4~K is enough of a reduction that I was wondering. Though cheaking it it looks like you would have to run some number of [proweles to not be spoted at the edge fo 450 range
Or well in 450 range and not at the perfect angle
@grand pine absolutely perfect dog (intel version, you can scoop that out to reduce the cost to 430)
'Absolutely Perfect Dog' is a 'Cargo Feeder' class Monitor that costs 560 points.
'Absolutely Perfect Dog' is a 'Cargo Feeder' class Monitor that costs 560 points.
The aggressively nerdy pupper
It's nothing against the dog, it's just full of nerds
Which is kind of surprising since I thought that inside a dog it's too dark to read
I really don't think you need the annexes, but I suppose it speeds up missile ID a bit so nobody needs a scryer
would give it some chaff and AMMs/Ceremonial Arming Missile since it's quite the investment
fair! but this is also kind of meant to be way out in the middle of nowhere (although that's not particularly useful when it's the end of the match and the only things left alive are the ones that haven't been fighting)
that said yes give your absolutely perfect dog guns today!!!!!!!!!!!!!!!
Container stacks and backup antennas give good HP anyway, you can spend like 50 points on those and a chaff box to be a lot safer against missiles
or you can tell some nerds to move over
intel :D
Fleet '3k simply goalies v2' is composed of 9 ships that cost 3000 points:
Frozen Moonlight : 'Keystone' class Destroyer [Beam PD Missile Sensor]
Ephemeral Dawn : 'Keystone' class Destroyer [PD Beam Sensor]
Cap fast Die fast : 'Sprinter' class Corvette [Missile PD]
Cap slow Die fast : 'Sprinter' class Corvette [Missile PD]
Ephemeral : 'Raines' class Frigate [PD Sensor]
Ethereal : 'Raines' class Frigate [PD Sensor]
Cap cheap Die cheap : 'Sprinter' class Corvette [PD]
Cap cheaper Die cheapest : 'Sprinter' class Corvette [PD]
Cap soon Die sooner : 'Sprinter' class Corvette [PD]
```This fleet uses 9 different missile types:
```yaml
SGM-1 Winter : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-100 a weapon : DIRECT - SAH(RADAR) - HE SHAPED [1pts]
SGM-200 a long weapon : DIRECT - SAH(RADAR)/SAH(RADAR) - NONE [2pts]
SGM-200 boop : DIRECT - ACT(RADAR) - HE SHAPED [4pts]
SGM-H-202 Booper : DIRECT - CMD/SAH(RADAR) - HE SHAPED [12pts]
SGM-H-24 bmonk : CRUISE - PSV(EO)/PSV(WAKE) - HE SHAPED [18pts]
SGM-H-310 weeeeeeeee : DIRECT - PSV(EO) - HE SHAPED [23pts]
SGT-300 helllo! : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [6pts]
SGT-300 wooooooo : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [9pts]
Intel center on a Beamstone is funny to me, I'm just imagining them looking out the window and analyzing by the backscatter of the beam
Got a couple of different nebulous questions, mainly with how I like playing games like this
How much of a fucker can you be with EWAR
How well can you dance around the asteroids staying in cover if you micro correctly
I know you can customize missiles, but how interesting can you make them in comparison to say, from the depths
Also, fighters aren't in are they
Fighters are not in yet and you can hide a battleship with enough jamming
Fighters prolly gonna be a 2025 thing
we don't know from the depths and cant atest to that, and the cover thing is realy map dependant
Ship customization is basically you have a dozen or two slots per ship and you fill those slots with different modules
Some maps are knife fight centeral and others open enough that stealth can just be staying out of radar range
And there's 6 different hulls for each of the two stock factions
you can be an absolute menace with EWAR
Having a hard time finding videos of specific things that aren't like a year old
anything in particular you're looking for?
i'd be fine to hop on and stream if you'd like
wait we're gonna get fighters!? yayy
Mainly just seeing the lengths of fuckery you can get on with ewar and missiles, I did see a video of someone making missiles that specifically targeted jammers which I found pretty funny. But basically bamboozling people with missiles from weird angles etc, I did also see that the cargo faction had some neat things in that respect like fake ship pings and long range mine deployers
i can't even understand missiles.. hell, i can't even figure out guns:(
Can you make stealthy missiles, like for example coasting missiles that does a short burst to punt them in the general direction making it really hard to detect, and then a second stage activates when it gets near a target
yep, hybrid missiles are in. they're a little easier to detect at long range, so they're vulnerable to being shot down in the cruise stage
neat
I did see in a video that you can choose a path for (some?) missiles(torpedos?) so you can have it sneak around using asteroids for cover and then hit stuff from the back
And most importantly, that you can name missiles so they know they just got blown up by "Here comes a special boy"
as for EWAR:
the most basic thing is to jam your enemy's radar so they can't see you.
You can also jam their communications so they can't receive intel from the rest of their fleet, which is useful for cutting off long-range weapons like mass drivers, railguns, or missile ships. This also can jam missiles that receive their target info from the launching ship.
To counter the radar jamming, you can illuminate targets, increasing their radar signature. Missiles can be fired against these illuminated targets.
There's decoys in two different flavors: one faction can disguise their ship as another ship type, while the other can launch cargo containers that looks like one of two ship types.
I feel like the second disguise is a bit better, because I don't think seeing a battleship zoom around like a corvette is gonna fool people :v
move at 1/3 speed, with a name that everyone else recognizes because we've been playing in-house games for like 2 years at this point :P
(also don't forget to give it weapons so it doesn't register as "harmless")
If I wanna go EWAR and missiles, which of the factions would be better
ANS, I think
OSP doesn't have comms jamming, save for the Ocello (which gets ANS equipment), and ANS also gets the pinard ELINT module, which detects and points towards radar from longer range, meaning you can have little corvettes that lock onto targets from max range just moving in deep space
the OSP mines do look real fun though
also can you play coop in multiplayer or is it just singleplayer
right now the game is pretty much only multiplayer skirmish
there's a big update for a campaign-esque mode called Conquest coming, and that will be multiplayer too
the current AI in the game isn't great
yeah I mean like, coop skirmish
You have Teem VS Teem PVP as the defult but some folks will do like 1V4 fights
can go bigger, can go smaller, you can do different fleet amounts
we've got a boat night today in 5 hours, if you grab the role you can see the channels and someone can stream for you to spectate
I am tempted to grab it since it's 30% off right now
Also speaking of missiles, it's been a while since we made a gale fleet and so we decided to remake an old one we had
Fleet 'New-Old-Gales' is composed of 5 ships that cost 3000 points:
Duncan Idaho : 'Raines' class Frigate [Missile EWar]
Duncan Idaho : 'Raines' class Frigate [Missile EWar]
Duncan Idaho : 'Raines' class Frigate [Missile EWar]
Duncan Idaho : 'Raines' class Frigate [Missile EWar]
Duncan Idaho : 'Sprinter' class Corvette [PD]
```This fleet uses 2 different missile types:
```yaml
SGM-100 Leagaly A Missle : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-H-233 Gale : DIRECT - SAH(RADAR)/PSV(WAKE) - HE SHAPED [7pts]
Are missiles reloadable or do you have a limited amount
limited
-ish, I guess
ANS fires missiles from cells, which carry a limited number depending on what mount you put the cell on
OSP fires missiles from rolloff launchers, which can draw from a magazine
and then the container banks are basically just really big cells
but misstiles take up enough space in a magazine that they're still a limited ammo, whereas most ships won't usually run into ammo issues over the course of a skirmish match
A few builds can be liberal with there missile usage, like each ship in the fleet i posted has 48 missiles and fires 4 in a volley giving me 12 volleys in total winch is enough as long as I don't fight a swarm with it.
The big thing about missles VS shells is that your going to be spending 3 points minimum on anything but the most fringe design, and that gets you 75 to 750 shells depending on the calibur of the shell
oh no how could that have happened
oh no, what a conundrum
'Thincc Bocks' is a 'Keystone' class Destroyer that costs 700 points.
One use of Analysis Annexes: Quickly identifying enemy missile seekers as Intel Centers have a 90% speed malus against identifying specifically missiles.
Also accurate intel can help identify whether ships are actually Harmless or actually Evacuated with better turnaround time.
Yeah...
It's to make it so the Scryer has a job.
i'm curious, where'd you find out about it?
D0d0
He's the NebWiki man
Anyone wanna help me knock together a fleet for tonight
He's also how I know that Fires do 5% of a component's max health every 30 seconds, and have a chance to spread to a component within 12.5m every 45 seconds. And also how I know that Mines have 40 HP across all variants.
sure
I'm in horus hangout 😄
I don't think i will be making boats this weak, We have a headache that we can just barely keep tolerable
I’ve gotta get food, will be on for later games
Oh, I know he was looking into it a while back, good to have a hard number on how that works
How do the annexes interact with it? With one annex is it like a 40% total malus or like an 85% one?
<@&942093958551588904> opened the boat night channels
85% basically
Intel still works very quickly though, think of it this way, if the Intel Center didn't have that malus it would identify missiles even more quickly than the Scryer.
By a lot.
I'll be around for boat in a couple minutes
Yeah, definitely still seems good, just not ludicrous
gahh, the one night i wanted to try it out i’m across the country 😔
Also it's worth noting that Intel is cumulative even though it also degrades over time. Even if the Annexed Intel Center is too slow to identify the first missile salvo, if they send a second salvo with the same missiles shortly after the IC will be able to carry over its work and hopefully identify the missiles in time during the second salvo.
Oh interesting, I had definitely expected each missile to count as a new object to identify
Btw @wicked mirage did they fix the geometry on the Ruby Shelf?
Yes!
Good news, because we're loading into it now lol
I do believe it is one of the best maps in the game rn and I am completely and unabashedly biased xD
I don't think it works that way, otherwise you'd have to identify the missiles all over again every time they're shot and if memory serves once you identify missiles it sticks right?
yeah I'm pretty sure it sticks
Ash's S3H beat my AMM's, and so I have been forced to return to something more expensive xD
I spent hours in the laboratory devising the device that guarantees I actually hit something
It's a good device! Much props to you ^^
Alrighty, this is the fleet I mentioned wanting to make earlier btw:
Fleet 'Crescent Rose (BrawlCC+Intel)' is composed of 4 ships that cost 3000 points:
Crescent Rose : 'Ocello' class Command Cruiser [Gun PD Sensor]
Scarlet Scope : 'Cargo Feeder' class Monitor [PD Missile Sensor]
Petal Burst : 'Shuttle' class Clipper [PD EWar]
Petal Helix : 'Shuttle' class Clipper [PD EWar]
```This fleet uses 3 different missile types:
```yaml
CM-466 SKELETIZER : CRUISE - CMD/ACT(RADAR) - HE SHAPED [8pts]
SGM-170 Golden Parry : DIRECT - CMD - HE FRAG [6pts]
SGM-171 Esunaga : DIRECT - CMD - HE FRAG [5pts]
It's a similar concept to my Summer Rose fleets, a triple drived Ocello to brawl and skirmish with some PD/EWAR escorts. It pulls about 34.5 m/s, and has exactly enough power for everything.
It's down 20kW which doesnt matter cuz Rmags don't need power lol
No anti-hybrid PDT's because it's all into anti-hybrid AMM's and anti-conventional PDT's.
yard shuttles are funky, I kinda love them
Yeah I think they're cute, the extra LT lets them stay in formation better instead of ice skating around, and lets them rotate the Bellbirds onto target blazingly fast.
This fleet also has the benefit of offsetting Hangup comms jamming for my allies by nature of being an Ocello lol
I also like how this Ocello blends a lot of OSP and ANS tech ^^ feels like a cool style.
Dragon/Yard/Sun has way better turn and roll rate plus slightly better top speed than dragon/whip/raider at the cost of some LT and having to deal with the Sun's fragility, but it still gets 10% LT from the Yard.
I run Whip/Yard/Whip, I think
Nice ^^ very zoomy, fairly robust.
That said, game after game after game of trying to make Ocellos with any amount of 250 work has made it obvious that, at least in this meta, it can't
Time to swap in the 450 turrets, I suppose
250's are pretty good against DD's and CL's, but it needs Plasma to crack CH's and BB's, and it just overpens FF's and FFL's, so having 100mm on the side is nice. That being said, the Mk65 is usually overshadowed by other options rn I agree.
I've had luck with a single 250 turret to kill Sprinters, Raines, and Keystones, but it does mean you're 33% worse at killing Axfords and up
It'll take out their nose thrusters and forward compartments/modules, but it won't kill or totally disable nose-on yeah. It can kill/disable side-on but it takes a while.
its just imo better to pretend it does nothing
heh, fair
Btw Pyrope I'll have you know you are 100% to blame for this Axford fleet I was trying today
Let's see, if I were held at gunpoint and told to make a 250 CC work, I would probably give it a pair of plasma/100 MN escorts, or a plasma/100 LN buddy. That would cover the 250's bases, but 450 would honestly still feel better I think lol. It'd let you tear apart CL's though I guess.
Oh? 
What did I do?! lol
It's basically my version of the Summer fleet
Fleet 'Fancy Axford' is composed of 2 ships that cost 3000 points:
Tale : 'Axford' class Heavy Cruiser [Gun Missile EWar PD Sensor]
Pyre : 'Vauxhall' class Light Cruiser [Gun EWar PD]
```This fleet uses 6 different missile types:
```yaml
SGM-H-315 Bigtail : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [15pts]
SGM-H-341 Super Shanghai : CRUISE - PSV(WAKE)/[ACT(RADAR)] - HEKP [29pts]
SGM-H-342 Super Shanghai : CRUISE - PSV(WAKE)/[ACT(RADAR)] - HE SHAPED [13pts]
SGM-H-344 Hourai : CRUISE - ACT(RADAR)/[ARAD(RADAR)] - HE SHAPED [20pts]
SGM-H-345 Hourai : CRUISE - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [19pts]
SGT-300 Pilum : DIRECT - ACT(RADAR)/SAH(RADAR) - HE SHAPED [5pts]
Ooo yeah a VLS-3 Backpack is always good.
My Summer fleets don't use AMM's these days, but yeah I see you have a lot more jamming!
I think they got hardkilled (and thrown into a rock) today but the WAKE[ACT] HEKP is kind of hilarious
I like to have Floodlights in order to help push through enemy jamming personally.
Wow lol, yeah I wanna see that in action.
SKELETIZER is an incredibly intimidating name for a very normal missile
It's a max warhead Container designed to turn PD-less ships into skeletons xD
my thoughts on 250 ocellos is that two 250 turrets should be the backup weapons for torpedoes
Also Slot 9 Bullseye on the Axford is surprisingly effective
but I don't think you can get two good torpcellos in 3k
Nice yeah, rear mount is good for either a Bullseye or a Defender.
At that point I would just go double Torp LN.
32 torps funni
Just means you have to keep a closer eye on your roll because I'm pretty sure that bullseye is why I missiled into the rock that one game lol
torp LN doesn't have the Antenna Of The Gods
They're much scarier than the normal Shanghai
Also only having one Defender total feels insanely greedy but I love it xD
and I appreciate the big long nose in between the enemy and your squishy torpedo launcher
but I need to work on those torpship designs
I'm not very confident with torps on anything bigger than a monitor
Hey, I survived an entire match against Tom's CLN with only two hits until the last like 60 seconds
(And those two hits were just unlucky random walks under jamming I think)
Ya with missiles like these you can definitely afford to only have 2 Mk62's as opposed to 4.
Heck yeah lol
Softkill strong
I do want to see a Torp LN + Torp/250 CC build
True, lol
Softkill strong and better the more you practice it, which is part of why I'm leaning so heavily into it nowadays lol
Yep lol
I'm just glad to finally have an ANS fleet that actually uses something bigger than a Vaux lol
The double Whip Raider is so nice
Only real downside I see is the lack of floodlights, but with this much jamming if you get jammed out yourself you can just mutually agree with your opponent to not see each other xD
Yeah, I might swap out for floods at some point
I kind of went with Blankets just by default because they're what I like on Ocellos
But OSP has Bloodhounds
I get ya, my Summer fleets usually feature 2 Blankets, 2 Floods, and a Disco.
Which makes the Floods less valuable for OSP and the Blankets less valuable for ANS
Yeah Bloodhounds are scary
simply have another two axfords offset spotting for your first axford
I suppose swapping to Floods I could always bring my Vaux along with my Axford if I need the jam coverage
Truuuuue
Real steiner doctrine that is
Just because I can detach the Vaux to go do its own thing doesn't mean I have to
Ooo if these are designed to be able to run seperate that's really spicy. My Summer fleet has its ships attached at the hip because they're so incredibly co-dependent lol
Yeah, I really like the roaming Softkill Vaux
That's why it has its own full suite of softkill
Nice ^^ I like that a lot, cool evolution of the concept.
Sometimes I even manage to not get Rocket Shuttled :D
softkill vaux really put the enemy team in disarray when it showed up in the backline that game
I like the dispersed CLs, I should be less twitchy about paying for more than one disco ball
I've started trying to finish off ships by pos firing known CIC locations at the earliest possible moment and I've found it dramatically speeds up my Axford kills and basically only my Axford kills, which led me to start deliberately putting my Axfords below people to shield the citadel space behind the C5 mount
The tankiness of the tucked in cozy CIC is absurd if you're just battering the ship
I'm surprised it's not helped against Tugs and Monitors
Tugs and monitors are fairly centralized so it doesn’t take long to just hit something critical
also a lot more fiddly to posfire
I like the tried and true method of hitting the drive section until it kersplodes, but POS firing predicted CIC locations on disabled ships is nifty.
Finisher Containers are pretty good too I think, cruising one into a disabled capital's drive section usually results in a bunch of catastrophic events that will take down the ship for good.
damn ive missed 2 boat nights in a row 😔
imagine showing up to boat night
altho i might actually be doing that sometime
(because the lancer campaign i had that overlaps it might have just imploded V:)
a lancer camnaign? imploded? that's so sad
i also need to try building more groups but there are just too many options
Tugs die anyway, monitors are fairly small so you'll get them eventually, Axfords seem to spend ages as skeletal wrecks hanging on with only the off -centre CIC, so you get more out of shooting there
although sometimes you get someone with a backup RCIC in the tower which is fun
downloaded the demo of this game today since it has lived in my head since I first saw it, can confirm after doing some of the tutorials and peeking into the fleet designer that my brain has turned to jam
do you guys have any advice for getting started
finish tutorials, take starter axford fleet out into a singleplayer skirmish and concentrate on beating the AI up with that
number 1 rule of gunfighting: nose goes towards the thing shooting at you, broadsiding is death
number 2 rule of gunfighting: get a lock
everything else is situational
I haven't even got to the part where you tell them which way to point
ah, then do the tutorials first
you'll get it, the movement system isn't the most intuitive but once you have it down it's seamless
I think that was the next one but I needed a break
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]
for when you're done tutorialising
activest decoy
I upgraded the starter fleet
active decoys are size 1 superchaff that goes in the chaff launcher
yeah I've played from the depths
the activest decoy is a size 2 missile with the warhead replaced by an omnidirectional radar jammer
fire at incoming wave of anti-radiation missiles and watch them all go off chasing it
in ftd you can attach them to a harpoon cable and have them float on their engines 100m above your ship like a balloon
little more niche these days, it got a nerf, but it handles one particular meta missile threat decently so I kept it in the Fleet For Newbies
because that needs 100% Nonsense coverage more than it needs slight point efficiency
you can just shove other peoples' fleet files into the Nebulous fleets folder and they work fine
very handy feature that
for the longest time the most effective anti-missile measure was to get an ablative corvette and put it in front of your real ship
not so any longer but it was quite funny
royal navy conducting de-mining exercises, circa 1982
it should be activer decoy because there's 3 sizes for active, activer, activest
I will never relent on this
I did the unthinkable and gave my activest decoy a name that isn't any of the three 😔
naming things is the most important part
it's also the hardest part of nebulous
It's an important skill for Nebulous
what is good for broadsiding? osp bulkers? i just wanna broadside so much:(
OSP bulkers can broadside
Beam Solomons sometimes can as well
only beam? damn :(
I suppose you could make a broadsiding rail Axford or Solomon
But a gun Solomon broadsiding loses to an OSP bulker doing the same thing
OSP bulkers are designed to broadside
i wish i knew the use case for mass drivers..
like, is it intended to be used against heavily armoured targets? or against lightly-armored?
slapping small ships out in the open mostly
need a good bloodhound to track for them
bloodhound and 2 track correlators?
notable caveat is that the reason broadsiding is bad for other ships is also a factor for bulkers. (the reason broadsiding is bad is because you get hit more easily at worse angles and more of your components get knocked out more quickly and tough components can't tank for weaker components.)
it's just that bulkers are designed and played around this fact. (and, of course, don't have the option not to broadside.)
i see:(
i just want to broadside with as many 3 barrel cannons as i can, but i know it's not a good idea for a noob
gun axfords can also broadside but you exclusively need to do that at ranges where OSP can't murder you instantly for it
but do those ranges exist?:(
take the 4 track correlator spyglass and apply double 450 axford from 9.5-10km
thinking of, what's a "shootable" tq?
10 km? dear god
I'd generally recommend avoiding broadsiding as ans
like it has its place but 95% of the time being nose on is right
ANS ability to stack up 3-4 capital ships and murder things from 10km with impunity is one of their best assets right now
what's ANS?
ANS is one of the two factions, they are the one with proper modern warships and have the fancy missles
That would be ANS, as they are the ones wiht a turotial being the older of the two factions
MDs kill anything Vaux sized or smaller dead, but they can also help out a lot against heavy targets that your team is currently gunfighting
An Axford that's trading fire with a Bulker dies a lot faster if it's also eating MD fire
So, question, does anyone have good ideas for a dual Ocello build? I've officially given up on making OSP-specific ships work with my playstyle and just want to play ANS-but-worse instead.
You want like the Battlecruiser build, the fleet protector 3000, or doubble bubble/omni-softkill?
Uhh
The first two sound fun honestly
I would like to become Jellicoe's most explosive soldier
it's not a dual ocello build, but it's what we play when we have to do osp. sit out in the middle of nowhere and play fire support, with bonus torps to smack other spotters with
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]
Absolutely Perfect Dog : '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]
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]
Absolutely Perfect Dog : '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]
the first one is preaty basic, 450's, 4 AE's, tripple drivs, paralax /w a bullseye and balistic PD and a chaff box with the rest of the points used to fit whatever else you want.
Railcellos are unironicaly preaty good, and the ocello has three drives, and a big whip/2x small whips provide a decent amount of power
put a micro or two in, that shoud fix things
And our most modern 2x fleet protector 3000 fleet though it's a bit od at this point
Fleet 'Bullet Tango' is composed of 2 ships that cost 3000 points:
Disco : 'Ocello' class Command Cruiser [Gun PD EWar]
Voge : 'Ocello' class Command Cruiser [Gun PD EWar]
sarissasdevicecellos 
250mms, all the sarissas, this is
Yeah, 'odd' I think is a good descriptor
I'm gonna stick to just Some Sarissas rather than All The Sarissas
I don't think railcellos need the full drive set as much as gun ones
And 450s, because I like big guns
I mean, double railcellos feel
A) Cowardly, B) Too close to what I play already which is mass driver bulkers which are fun but also bad for teamplay.
cowardice is a virtue
Honner is when you step into the trap becosue your opent asked nicaly
I think guncellos are a relatively uncomplicated build
Well, it's less 'honour' and more 'playing objectives'
I'd say it's less honour more contributing to the front line and cap count
you're playing osp someone else can play caps
osp gets so many shuttles you shouldn't worry about fitting them into every single fleet of yours
Sure they can but I think you need some fleets that cover each too
Alright, tear it to ribbons
Fleet 'AttemptCellos' is composed of 1 ship which costs 1500 points:
Fad and Boa : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
```This fleet uses only one missile type:
```yaml
SGM-12 Flyswatter : DIRECT - ACT(RADAR) - HE FRAG [2pts]
It runs at 101% reactor power and definitely not enough ammo elevators
That logic is correct, but only true if everyone brings them more often than not.
Which is why almost all my OSP fleets bring spotters and shuttles. It's so common in pubs for my entire team to have no shuttles or scouts at all
Swap te defenders out for Pavieses as they are the same coust but pavieses are better over all
You sure? Even against torpedoes?
I definitely recommend not 3x whips for your first Ocello build, considering how important bowtanking is for them
Yes they do the same damage and have a spread so they hit corking toprs more often

Twice the damage even
I'd swap one drive for a yard at least and stuff the mag with every 450 shell you can
Also I think you can get another 200 ammo in that mag
I'm getting very conflicting information.
Also I just realised the ship doesn't have enough crew somehow

My life is pain
I also absolutely recommend the 4th AE, a lot of people run 3x AE then complain that Ocellos are bad because they lose gunfights to Axfords that didn't skimp out
I think the tripwhip suggestion was for how to get enough power in a 3-drive Railcello
Tri-drive is good on Ocellos but if you're not running rails you can use micros to foot the power bill
Yeah and if your going Guncello over PDcello you don't need nything mroe then maybe soem flack and Pavise's
I'd put a disco on the second assuming this is a pair in place of the dazzler
I mean. You can have good guns and good PD in 1500, and I'm pretty dubious about not bringing the latter
I do like bringing some of the fancy pd
Having a pair of sarissas on one really complicates ans missile play
In paired ocellos I like 2 sarissas on one, 2 aurora on the other
To keep the power manageable
Fleet 'AttemptCellos' is composed of 2 ships that cost 3000 points:
Fad and Boa : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
Leave Jumbo : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
My current setup is 5 Sarissas across the pair plus a full suite of softkill, but I also build for the long-range duels where Sarissas work best
5 is intense but I can see it
you can pretty safely drop flares for more chaff
I think you can save some points by putting your second berthing in a smaller slot
Also a fun little trick is you can put the Bullseye in the mount behind the bridge and make it really hard to hit
The 20mm count might have to be a bit higher
If you don't mind irradiating your bridge crew
But this is looking pretty good
Oh yeah you want double the 20mm that ANS would bring, because double fire rate on Pavise
Wouldn't that get obstructed when bowtanking?
Weirdly no
Nope! FCRs can see through your ship for some reason
I only found this out a couple of weeks back
You can also use this with the BB's pockets and the Axford bottom mounts
That's
Extremely silly
Yep
Yeah
And you shoudl replace the lrge DC lockers in the bow wiht Reinforced ones, they are the same price and wont fall off from stray rounds penatrating
It's... amusing, but not something I've found worthwhile
Oh, yeah, you want reinforced or low-value compartments in the nose, since those will eat the most fire
Right, I have
Something It looks like
Both are running a bit short on power but this is OSP so that's on brand
105% hopefully won't kill me
Ocellos are pretty good for running low on power
Also 40 m/s flank speed, I can see those being very fun
Since you've got 2500mw that you'll only be using when the PD is firing
Oh right, Sarissas eat power like candy
You can afford to lose some 450 fire rate when your Sarissas are busy
Yep, same for Auroras lol
unironically putting All The Shit in the nose works super well. putting a lot of systems, esp reinforced ones and ones with high damage thresholds means that you can just kind of shrug off everything
[Reply to:](#1164000873031151637 message) Oh, yeah, you want reinforced or low-value compartments in the nose, since those will eat the most f…
Fleet 'Axford Shipkiller M-TAC-EOEACT' is composed of 3 ships that cost 3000 points:
The Fool : 'Axford' class Heavy Cruiser [Gun Missile PD Sensor]
Six of Wands : 'Sprinter' class Corvette [Gun PD]
The Tower : 'Sprinter' class Corvette []
```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]
Fleet 'Axford Shipkiller M-TAC-EOEACT' is composed of 3 ships that cost 3000 points:
The Fool : 'Axford' class Heavy Cruiser [Gun Missile PD Sensor]
Six of Wands : 'Sprinter' class Corvette [Gun PD]
The Tower : 'Sprinter' class Corvette []
```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]
Reinforced nose stack is very stronk
Right, here's the Final* fleet
Fleet 'AttemptCellos' is composed of 2 ships that cost 2996 points:
Fad and Boa : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
Leave Jumbo : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
Wait, hold up
Get you four more chaff in there!
Okay, the names didn't update, I named them 'Renown' and 'Repulse'
Also you still have a large locker in the noise, I think
That and I got 4 points worth of extra chaff
But yeah looks solid
The very nose, no
Unless you mean the four slots
Out of those four there's two reinforced DCs and a berthing to absorb damage
The turn rate on them will be painful but just gotta plan well ahead
Ok the numbering of the stack there is difeirnt hten i thoughtit was,
Yeah, that might be a problem, but it's worth it going really fast
That or the file didn't update from my last save
Big dragon twin sundrive is a intersting setup
Also suns just fall apart under any fire lol
Yeah, 100 hitpoints instead of 250
My fancy Ocello has Raidersun, which I like a lot
But yeah Suns are a very risky proposition
30 DT versus a big drive's... 70? DT is huge
Ah, yeah
went and finished the tutorials, setting the missile waypoints was really cool if a bit fiddly, and I definitely got hit at least once by each salvo of training missiles
I think this game is too much for my brain atm, stuck it on the steam wishlist so maybe if it goes on sale
the trick for missile waypointing is to put the camera "behind" where you want the missile to go and fly the waypoint around in over-the-shoulder third person
Ocellos are going to lose 1v1 gunfights to Axfords pretty much no matter what you do, Axfords have the nanomachines son regeneration and better module layouts
ya! cls are great for that too pretty much everyone does the rear CIC
wait you can have more than 1 cic?
Yep, though it's usually not worth it.
Yep, and it's almost always worth it
Basic CIC + Reinforced is low cost for a ton of value, 2x Reinforced is generally more survivable than 1x Citadel for 2/3 the price
Mm. I suppose I've just rarely seen it done myself - for the cost and module slot of a basic CIC on an Axford, I could buy another DC locker to keep the CIC that already doesn't die alive + a bunch of other stuff so I'm not a flying brick.
A basic CIC costs less than a quarter as much as a DC locker
But my personal preference is definitely 2xRCIC
Slightly pricier, but not being at risk of getting your CIC redded out in a gunfight (which is generally a death sentence) is huge
I suppose I see that less as protection in a gunfight and more as protection against torpedo snipes - which is valid, I've had viable Axfords that got CIC sniped because they got caught the wrong way before - but if I'm taking a full volley of torpedoes off the nose, I'm pretty sure that's a dead ship anyway.
It can do surprisingly well against missile strikes if you have them positioned on opposite sides, as long as you don't lose the engines there's usually enough components between them that only one will get knocked out from salvos that don't get a perfect broadside hit
This is mostly in the context of Ocellos and Vauxes, I should mention. I do have 2xRCIC in my current Axford, but I've not played it enough to have a good sense of how effective it is on them
Oh, yeah, I have so much DC in my vauxes I could easily give one up for a second RCIC these days
Good shout
one huge benefit of multiple CICs is that if your primary CIC gets redded, you aren't stunlocked until you can repair it under fire
And unlike Auxes you can actually maintain heading and dodge with a backup CIC
Plus maintain jamming
everything I have bigger than a raines or cargo feeder is packing 2 CICs these days
besides some vaux designs with 4x aux steering instead
IMO for those you might as well go RCIC+BCIC+3x Aux
Or wait no those are in the nose stack, disregard
well handled vauxes also don't lose CIC often
it's a small slot and well placed, same as MNs
Yep, mostly the second CIC has saved my bacon as I've been getting better at running Softkill Vauxes
When I inevitably screw up and let a gale or rocket strike through
Might well remove it eventually
I think you usually use VLS-3s on Torpcellos
you either go all VLS on a conventional design or mix it up with double MLS for extra channels, and one VLS to dump the other half
which requires a fair amount of micro
personally I'm sure there's something to be had with single VLS, double 250 turret, but I haven't actually proved that yet
Are MLS-3s boosted by AEs?
Sure are
I believe so
Huh, so that's why the 4AEs gave me the good stuff.
It makes missile bulkers with roof guns more threatening with guns than you'd expect too
Yeah, I think this design might actually have some meat to it. Hm.
600pt torp MN with three or four MLS-3s is pretty mean actually
but these days it's been obsoleted by the cooler variants of torp/mine tugboat
Staring into the void as I realize I'll have to go down to two drives to make this design work. Hate.
what I consider the Standard Issue Torpcello is this thing, made by Hunter
who I spent ages butting heads with over container balance but is a good sort
SGT-323 Brick-8 Block X-CMArd : DIRECT - CMD/HOJ(RADAR) - HE SHAPED [12pts]```
even if his missile names are gibberish
I think going above 1900pts is getting into overinvestment territory, spamming expensive decoy torpedoes doesn't really do it
consider the following:
Fleet 'NG Wheel' is composed of 2 ships that cost 3000 points:
Salt The Earth : 'Ocello' class Command Cruiser [Missile Gun EWar PD Sensor]
Burn the Woods : 'Ocello' class Command Cruiser [Missile Gun EWar PD Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGT-305 Pike : DIRECT - CMD/SAH(RADAR) - HE SHAPED [12pts]
that torpedo count is almost certainly inadequate, but you can slap one person pretty hard, I suppose
I was actually just doing that because redding out a BB should be followed by executing it
Is 24 torpedoes inadequate? That's about what I usually run on ANS.
Shhh don't tell people that, I like galing 3k Torpcellos
very tight on max potential damage
the aesthetic thing to do here is to put the 450 turret on the nose but the nose mount is so jank
I'll do it anyway
Also worse traverse than the belly
call it a gejankenexperiment
generally speaking, I think CMD/SAH should be able to guarantee hits?
debating whether I want to go to CMD/[SAH]
bow turret also shields one of the torpedo mounts from frontal gunfire somewhat
which is nice
CMD/WAKE works and wont get nerfed in a bugfix
Isn't CMD[SAH] strictly worse than CMD?
Or does it fly straight under jamming with reject thanks to the recent changes
tbh I'd go SAH/CMD
Also i think those ocellos are carring less torps in tehre mag then would fit in a VLS
if CMD is working you want the CMD guidance first, Ocellos get the good radar
yeah but you can choose if you want the illums on
Swap the Flood for a Spotlight and go SAH/CMD seems reasonable
so SAH/CMD if you don't want the SAH you just kill the illums
It does mean if they're very fancy they can illum their own chaff
But that's mostly a theoretical concern lol
I didn't think illumination worked between teams
I guess yeah
It does on chaff I'm almost certain
Because chaff is hostile to everyone
Why flood over spotlight if I don't need the extra 2km range w/torpedoes?
I know your teammates can punk your SAH if they aren't careful
Spot is much tighter cone
On one hand yes, on the other I couldn't fill the VLS in 1500 per ship (and with the MLS I get the benefit of the 4ae I'm already buying)
Illuminates chaff less naturally, and much easier to manually aim
even with 4AE's the reload tiem is going to be longer then the programing time in a VLS
[Reply to:](#1164000873031151637 message) On one hand yes, on the other I couldn't fill the VLS in 1500 per ship (and with the MLS I get the b…
Considering how my last run-ins with ANS capitals have gone, I'm fond of the idea of just having an 8-torp strike in the back pocket as soon as I see them
Your still doing it in the worst way posible
mine greatly dislike ocellos torping them, because they only have the one disco ball between them and not a lot of defender
but if you're running two, just use the base 3 prog channels to throw six torps total out of side-mounted VLS
or add one bus to shoot a full pack of 4 each
Is the VLS really that much better than the MLS?
if you don't have the mag depth yeah
sidegrade, but you get to keep all your guns and torps program very quickly
Better flexibility, less time between launches, don't have to pay in mag size
And Ocellos have enough prog channels that unless you're running 3xMLS-3 you're not getting the one big benefit MLS have
'1500 Torpcello' is a 'Ocello' class Command Cruiser that costs 1500 points.
the gejankenexperiment
torps one or two things and then pos fires the drives
again, alarmingly low missile count but you can get two
As much of a meme as it is I think this is a ship where putting in a Sundrive makes sense
They're surprisingly hard to kill on a CC and you need the speed and maneuver
ideally this is alll fairly hardened
My concern would be the VLS, they're fairly squishy and relatively exposed
Though tbf "relatively exposed" on an Ocello is not very exposed
upper VLS is slightly shielded by an actual gun turret
lower VLS is hopefully out of angle of fire
but yeah, these are jank
still, two will be a good pub game meme fleet
Why even Nebulous if not to jank
they are named *Gejankenexperiment * and Aufthebunga
what the fuck is a survivability
Fleet 'NG 2 Wheel' is composed of 2 ships that cost 3000 points:
Salt The Earth : 'Ocello' class Command Cruiser [Gun Missile EWar PD Sensor]
Burn the Woods : 'Ocello' class Command Cruiser [Gun Missile EWar PD Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGT-305 Pike : DIRECT - SAH(RADAR)/CMD - HE SHAPED [12pts]
40 m/s flank, as one does
The two missing pikes on the Burn the Woods bother me more than they should
I do like the fleet otherwise
I can fit them if I don't bring any AMMs, but that bothers me
debating whether it's worth it right now
split them 15/15 maybe?
The obvious answer is to cut DC
They have four prog channels though
hmm
the interruption jammer does let you go for a counter-meta skew here
if they bring offmeta cruise spam they can dunk you with EO S2H spam or something but the CMD bubble is good insurance against most nonsense
I'd be tempted to go for the double bubble
But that would mean you have to run them together
Fleet 'Jank Torpcellos' is composed of 2 ships that cost 3000 points:
Gejankenexperiment : 'Ocello' class Command Cruiser [Missile Gun PD EWar Sensor]
Aufthebungabunga : 'Ocello' class Command Cruiser [Missile Gun PD EWar Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGT-323 Prowler : DIRECT - CMD/HOJ(RADAR) - HE SHAPED [12pts]
Why pinpoint over bullseye, for reference?
Harder to jam in torp range
Huh. Interesting.
also far cheaper and I don't need to lock outside 5km
Im pretty sure this isn't actually good but it might be fun
If I swap pinpoints and go with Parallax/Pinpoint tracks, I can afford a full 16/16 and some goodies on the side
🤔
(probably more AMMs)
Tbh I'm a lot more wary of this than any other Torpcello build I've encountered
Every time I've run into a 1xTorpcello it's just died
Probably just sample size bias there though
nah, it's exactly why I refused to go 1x torpcello myself either
and why these have double rcic, etc
especially if I'm giving up auroras and sarissas, these are going to die to something like my own cmd/eo hybrids even through disco ball
Guns and torps I think? Mk65 are cheap, VLS-3 and their contents are not
probably
Fleet 'NG 2 Wheel' is composed of 2 ships that cost 3000 points:
Burn the Woods : 'Ocello' class Command Cruiser [Gun Missile EWar PD Sensor]
Salt The Earth : 'Ocello' class Command Cruiser [Gun Missile EWar PD Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGT-305 Pike : DIRECT - SAH(RADAR)/CMD - HE SHAPED [12pts]
even with only 2ae, he-hc 100mm will shred small ANS ships nicely from what I see in testing range
think this is the version I'll be running - 15 chaff and 8 AMMs is fine
I thought HEHC can't pen without plasma, even on Sprinters? HE or grape definitely work well though
Really? Huh. Must've been shooting through torp holes if it was doing damage, I suppose.
Yeah, 8cm pen vs 8cm armor apparently
In that case, I'll probably go 1000/750 instead of 750/1000
grab some grape, some HE and 250-500 HEHC just for pos firing torped targets to death
don't need it as a main round
(Plus it does at least tickle Axfords' front thrusters, which might matter if they're trying to back away as you close to torp range)
Yeah, pos firing 100mm works
alright, time to see if there are any pubulouses open
there's only so much test data I can get from the solomon dies if you shoot 24 torpedoes at it
@wary flame not sure what the deal is with insufficient corking, since it worked fine in the test room
given the battle report, genuinely think they might've just run out of range and detonated and that looked like them getting shot down
cork eats a decent bit of range
yep, that was probably it
using S3H has spoilt me, I look at "range: 3400" and it feels like I'm practically hugging them
(and it turns out that I need to hug them even closer)
is there a size 3 that isn't a hybrid?
sergeant 300?)
Space Guided Torpedo
I was disappointed that they don't call all the missiles torpedoes, but then I saw that it's a term reserved for the special giant one and I respect that
just like the S2s are SGM for Space Guided Missile
(and S1s, and S2Hs, and S3Hs...)
there's an irl missile called the sergeant
sorry i am a complete noob who knows nothing of the game and should still be level 0
the torpedoes are range nothing but have really good damage and PD penetration
do custom badges work in multiplayer
Yes.
keep in mind file size and resolution restrictions
what's your badge?:)
I thought it would be fun to be like "navy? what do you mean, we're just a logistics company specialising in munitions delivery"
anyway I bought the game
Welcome to boats
one of us, one of us
Sadly the OSP combat container ship isn't amazing these days but all their other freighters are great
If you want to ensure same day shipping you can build a bulk hauler to outrun a light cruiser
long haul?
I will have to try some bot matches later today, or maybe tomorrow, got rellies coming
you said to start with the double axford fleet right misc
alright i feel like im doing something wrong
Fleet 'Sniper HCs' is composed of 2 ships that cost 3000 points:
Cling and Stall : 'Axford' class Heavy Cruiser [Gun PD]
Marrilee D. Loredana : 'Axford' class Heavy Cruiser [Gun PD]
i also have this mockery of a fleet
Fleet 'Broadside Bulker forgot PD' is composed of 2 ships that cost 1895 points:
Idea : 'Bulk Freighter' class Line Ship [Gun PD]
The Snuff Keen : 'Cargo Feeder' class Monitor [PD Gun EWar]
guns on both sides? luxurious
the usual casemate bulker has 4 mounts, only on one side since that's like, a lot of points to drop on guns that won't do anything in most fights
wat can i say, i stupid
if you're using the large module slots for the mags, you absolutely don't need two magazines - like, you're never using 3000 rounds of 450
please don't say these things
:(
did i even pick the right guns? these are with 25 degrees elevation/turn, there also were the ones with 15
are these the double 450mm casemates? if yes, then they're probably fine. idk if anyone uses the 450 singles
Single 450mm casemates are gone a few patches back
i sadly am not sure about my spotter frigate OR my PD (which doesnt exist) :(
Building bulkers is a bit of an arcane science. Conventional wisdom has a few things for this build, but there are reasons to break all of this advice:
- only load one broadside with casemates. Ideally you aren't getting surrounded, so with so planning and scouting you can get away with only half the guns
- use a single mag. You have access to the 8x3x8 compartments which means only the missiliest of bulkers need a spare mag
- bring a Damage Control Complex (DCX). It's the premium DC module in the game and a large part of why bulkers are so durable. You can take away from your large DC budget for this and bring a rapid or two instead. DCX + rapid > 2x large DC
- reinforce at least one of the CICs, it buys you a lot more up time (especially with a DCX)
- round up your 100mm to multiples of 250
or what to waste 1k points on, surely not cap shuttles
Like the core concept of the bulker build is solid, the internals just need tuning
Look in one of the biggest compartments
Not in your top mag
It'll do the job pretty well. I wouldn't bother with both radar jammers. (Replacing the other with a partially filled vls-1 or something)
Building fleets is a very complex skill that needs a lot of esoteric knowledge to draw from. You're fine
i am a bit concerned with the lack of PD which i cant fit unless i sacrifice more 100mms on the bulker and i dont wnt it because more guns = more lead
As to the other third of the fleet, you've got a few easy options:
- cap ships
- pd tug
- plasma/gun monitor
- a second combat bulker
i cant afford a second unless i cut off half the guns
2 pavise is about what I run on equivalent builds. The difference is I also tend to add in a 10-30 AMMs to help out and/or some tools for soft killing missile strikes
If you want to lean harder on turreted PD (works more on auto pilot, but less efficient) a pair of tugs with a grazer, casemate gun and some pavise/bastions will do well enough
Bulkers are definitely one of the non-missile ships with the biggest price range. I tend to budget 1.2k for a nice bulker, but those do still have some cut corners.
But you can get a solid enough 250mm bulker for ~800pts (if a bit light on DC and pd)
when will i remember to pick pavise and not bastion
I'm heading off, but try something like +2 PD/gun tugs and round out your budget with a shuttle or two. Should make a solidly flexible fleet to work from
One more tip for Saper: put a reinforced CIC on instead of two basics
or two reinforced, which is my standby
I pad out bulker fleets with a billion empty cap shuttles but that's probably not a great decision if you're new
but isn't 2 reinforced cic expensive? and I'm afraid I'll put them in the wrong place:(
for axfords, you want one in one of the three compartments behind the lower C5 turret, since that's the safest spot, and one higher up, either top of the central stack or the slightly offset compartment just above it
as long as they're split up enough that one shell won't hit both you're fine
i.. thought you were talking about that shitty bulker..
for bulkers put one in the back and one in the front
make sure there's one compartment that provides restores in the back and front too, I usually put reinforced locker and large storage in the nose and DC Complex in the back
gets more complicated if you're doing the more esoteric bulker layouts but for broadsiding you just want to have redundancy
the mine tugs are so good
one axford dead outright from full, one severely damaged and cleaned up easily by containers
won us the game despite us having a middie that did nothing and my torptugs being hardkilled by sarissa spam, as well as a severe frontline fleet shortage
may need to tweak the torptug design but they capped good
also, from the neb server
has anyone reached that rank?
I do think after a point people do read a lot into neb ranks
Folks asume that the more tiem you put into the game the better you are, wich like is not true
I suspect in practice one of the biggest differences between a pair of golds and a pair of silvers is the golds have probably played together a lot more
Though I do think more experience does matter a fair amount in Neb, in terms of being more reliable at recognizing fleet archetypes and map familiarity
It dose but like not everyone learns form experience equally, l.ike there person who started the whole "450 need to kill shuttles as BB can't stop them from capping when the BB is next to a point" thing in Bal-con was a gold
Oh, absolutely. There's a positive correlation overall, but who knows how strong of one or how wide the distribution is lol
Yeah, I would like to know how strong it is overall, and how much of it is just self selections form the foks who were doing preaty decently as blues and just keped playing VS those who struggled at first
Last ANS game I had to kill multiple shuttles with 450, it didn't feel like it took forever
Maybe I had lucky shots tho
It depends on their angle, if they're roof on towards you you'll always overpen
But bow shots can detonate I think
Oh it looked like all overpens but still doing enough to kill anyway
Hm, guess they didn't bring or lost their DC? P sure overpens can't grey even a basic CIC out
Oh wait 30 damage nvm
They can
TIL
Also TBF I wasn't paying attention to every volley, it's possible one lucky shot detonated and that did it
Hunh that's better at braking RCIC on a shuttle then RPF is by a decent margin
[Reply to:](#1164000873031151637 message) Oh wait 30 damage nvm
we feel like 450 shouldn't be a better solution than the type of ammunition meant to deal with these kinds of ships
I'd definitely take RPF over 450 vs shuttles
Ehhh 120 RPF was more meant so sprinters and frigs could have some PD when if they brought guns and no proper PD, and then got nerfed in that role during the frigpocalips becsoue it was to stong
Even if it has a hard time greying the CIC, RPF will stop them from launching rockets much faster than 450 will
It shreds surface mounts and thrusters
(Note that RPF is both higher damage per round and rounds per minute, it just deals damage in a bunch of small instances so it's bad at breaking DT)
that being said 120 HE is better then both 120 RPF and 450HE at puting a shuttle in the ground
120 RPF until it stops then 120 HE until it smokes
there are a lot of times wiht the duncans that we just go with 120 HE, but like they also can just get close enough and have enough volume of fire that it dose not matter that much
Yeah, distance definitely impacts it a lot, much easier for shuttles to dodge 120HE at 7km than 3km
higher dps that can't break dts is effectively no dps tho, right?
[Reply to:](#1164000873031151637 message) (Note that RPF is both higher damage per round and rounds per minute, it just deals damage in a bunc…
No, a red shuttle is a dead shuttle
If it doesn't have weapons or thrusters you can HE it at your leisure
Even if you forget and it manages to limp away, you've stopped it from doing what it came to do (probably rockets or jamming)
And RPF dose have an advantg agenst rocket shuttels of killing the rockets after they launch
120 RPF can also kill directly just through DC losses, crew trying to repair red thrusters are very vulnerable to RPF
250 RPF can just break the DT on a lot of components by itself
We do think that trying to kill a ship though DC crew anialation dose infict the most clazwitizian friction on your side and that sort of friction is the best assest a small ship brings to there team
What does clazwitizian mean?
It's a cool word ^^
Wait nevermind, I googled it. Very philosophical!
So, I've found somewhat of a problem with bowtanking Ocellos
The bow also has your antenna
Thanks? but yeah small ships slowdown pushes as you should be beating each of them untill they pod wich takes soem time, and RPF takes longer and can eat the pods making it harder to tell wich ship in a group is dead. grante this is mostaly informed form our tendancy to play small ships and having fought a lot of capping fleets as small ships
Only one of them, they do birng a spare as part of there hull coust like and axeford
[Reply to:](#1164000873031151637 message) The bow also has your antenna
<@&942093958551588904> Bideo Gamen anyvon?
Ahh, true, they get the CR-10
yknow what
fuck it
we ball
I'm down
Yeah, I'll do a quick videogamen.
gimme a bit to get out of bed tho
aight, sad as I am for loosing my Helldivers queue spot
i’ll be on in 30 or so if you’re still playing <3



