#Nebulous: Fleet Command
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boatulous
Bus is leaving the station!
@glad aurora @quiet quiver hop on over to HA, voice is borked in Activity 1
@misty storm are you joining?
no just chillin
Just an absolute mess on A
so much beam :D
@wet root you can spin down the server
^
no more neb :(

boats are BANNED
gamma is that the tsiolkovsky rocket equation in your bio
IT IS :D
Good games every one! thank you for having us!
By the way, Pyrope, what did you use for your sidearms
I went with 100 on mine - did you use 120?
looks like Mk62s, yeah
The reason I ask is because I didn't think the three Ocello sidearm mounts could fit 2x120 turrets - if they can, that Changes Things
Yeah the Mk62 can fit even in te small chin mount on a sprinter
tbh with grape and accuracy 100mm might be better
I think that like the mk62 proforms better as 120 has better damage and the MK62 has better sustained RoF then the T20
I was thinking the same thing, grape is amazing, so I'm wondering if you couldn't get better fire rate with 5xT20, putting one on the roof too
OSP sidearms have a somewhat lower range of targets since ANS actually has armour but more 8km anti sprinter hot bubbles with a bullseye sounds welcome
I don't think an Ocello can fit 5xT20
When I was outfitting them, I don't recall the T20 being mountable in the 2x2s
T20 def fits in a 2x2
IDK about depth tho
Oh wait I'm wrong, it's 3x3
But so are Mk62s
Mm. I suppose the choice is between three barrels of 100mm or six barrels of 120mm
Yeah the Mk62 has a higher RoF and 120mm has slightly higher damage albeit the same armor pen ^^
Hm
Naw just 2 Mk62's
Ah, so didn't also use the underside 3x3
Eh, I'll swap for 3x 2x120 AP/HE when I get home
Downside to 120 is that you don't get grapeshot for executing people and removing corvettes and slightly longer range
surprised it beats the 100mm in fire rate, though, interesting
13.33 to 15 RPM, sustained acording to the wiki, wich is not that much unbuffed but
they also benefit marginally more from ammo elevators
i think
because they dont have a period of recycle time
Yeah, T20s spend a fair amount of time in recycle
Hm.
er, no, i mean the time when the autoloader is firing isnt buffed by ammo elevators
that time is called "recycle time" in game stats V:
Yeah
T20s spend a large amount of time in that time
Unlile e.g. 450s which mostly are in reload time
so is it better to stuff your ships wit rapid cycle cradles?
(And 120s which don't use recycle at all)
Depends on the gun, ANS guns want almost entirely Ammo Elevators, some OSP guns get value out of RCCs
The optimal fire rate buff module distribution for most OSP ballistic casemate ships is 3 AE, 2 RCC
mostly that's 450 and 250 LN
but there's an element of choice there because some people are OK with losing sustained firepower for faster bursts so they can go hide again
120 version (with some minor DC changes - swapped a Reinforced for a Large, swapped the GPC for a Rapid)
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]
I'm fairly sure this provides a "no, fuck you" bubble for anything smaller than an Axford
Ah, naw, that mount can't shoot forward unfortunately.
True, I like the constant fire tho.
On one hand yes, on the other, I like it for corvettes who think they're being sneaky
If it's sliding down off of my bow, we hit them with a little bit of trolling
the burst is nice but for longer fights consistent fire might be nice 😊
Need to experiment and see if I can get 5x T20, evidently
I do like the idea of bullseye-guided grapeshot and there's no bulker equivalent that you'll be in lengthy brawls with but can routinely pen with 100mm or 120, so I think it might be neater, but it's almost certainly just personal taste
T20s also cheaper, but not by a large margin
100mm ammo is cheaper, so that margin is a bit wider too
And you do get HEHC to really lay on the hurt if you brought plasma, though you are probably winning either way there
Yeah, the 100 to 120 change did make me definitely have to change points
Ah, yeah it can work for that.
is a size 3 missile even worth putting on a raines? you only get 6
You can fit 20 size 3 missiles on one Raines
or 96 size 2
Yeah! Also a Raines with some S3's can be really good as a goalie vs Shuttles that come to try and backcap.
Btw, @whoever had the BB masqueraded as one of the Oak CAs today, I recommend putting the mk68 on the ventral and the beam on the fore dorsal, having the mk68 right beside the mk66 gives the game away
Ah! That's helpful, I was banking on people not watching the shell spread too closely but evidently that's not effective
I don't know what you mean by steerable
being able to paint a path for it to follow
Ah, waypoints
ah
That's enabled in the guidance computer, yeah
I still probably want hybrids though for range
In that game it didn't matter since a container went on an Adventure and scouted you, but I definitely do watch the muzzle flashes to check hull type
Good for distinguishing e.g. 250 Axfords from Vauxes, and Vauxes from gunfrigs
I remember the other day one of my shuttles got turbofucked by a cargo container missile from across the map at our nearest cap point lol
like it was probably sent as soon as they got control
Cruise containers go where they want to, you can easily give them 60k range if you want
I'm not sure if S3H actually cruise faster than containers nowadays
Generally you optimize the cruise stage for range and the sprint stage for speed
You can make a fast cruise stage but then you won't be able to hit all the way across the map with it
ah the cruise stage is only 100-200m/s
not that big of a difference
compared to the range you get
Some folks make a high maneuverability close range hybrid called an "instastage" for knife fighting
Direct S3H want more speed but yeah still not super fast
seems like the optimal cruise is 123m/s 25.815m
I think I run mine at about 20k range, it's pretty rare to need more
And investing some into speed makes strikes a lot easier to plan and a bit harder to shoot down
your sprint stage should always trigger outside 3k
otherwise, I think I keep my torp and hybrid warheads at 3600ish
ACT has 2k range
I think 5 blocks of warhead is my default? But it varies a lot
Yeah part of making a good missle is knowing what your targets are, and how they determin your needs. an anti scout missle is vary difeirnt from a anti capital in a lot of ways,
But for cruise fleets we can recomend Grandars old Yub fleet, we are middelingly compatent at missle desigen but do enjoy playing them now and then and this si the fleet we use for cruise missle play
Fleet 'S2h yub' is composed of 3 ships that cost 3000 points:
Wonderbread Guy but for Yubnub : 'Raines' class Frigate [Missile Gun]
Stolen Yubnub Valour : 'Raines' class Frigate [Missile Gun]
Gatekeeping Yubnub : 'Raines' class Frigate [Missile PD]
```This fleet uses 2 different missile types:
```yaml
SGM-100 Dummy : DIRECT - NONE - HE SHAPED [1pts]
SGM-H-216 Stairs With not Enough Head Room : CRUISE - ACT(RADAR)/PSV(WAKE) - HE SHAPED [11pts]
the missiles can be put up a warhead point or otherwise tweaked now, I prefer using about 50% up one tick 50% higher manuv
due to s2h changes since I made it
hm I canøt seem to be able to create waypoints for these cruise missiles
oh nevermind just doesn't show up when you target an enemy
Hm I'm actually having pretty good results with the 5 point jammer on my missile when it comes to messing with AMM's
yeah thats what its for
first battle gone... well?
the ALX Bridge Rectifier receives a tender boop from an enemy light cruiser as the Slow Blow gets absolutely hammered by 5 ships at once (enemy axford offscreen left not pictured)
the enemy just marched their entire force down to one of the neutral points and my unsuspecting friendly cruisers tragically did nothing and died while I was on the other side of the map capping
second battle went a lot better, killed two bulkers at the beginning with my frigate buddies then perpetrated a Forever War against an ocello and three monitors while they fucked off to cap points
the AI seems super point greedy, thanks to that and judicious use of a small rock I was able to consistently outmanoeuvre them even with my super slow axfords
also this time the Bridge Rectifier was completely unscathed which is cool
the bots basically just beeline from one point to the other with 100% of their fleet regardless of what players do
same for friendly AI
if you use Set Heading to keep your bow pointed at the people shooting at you and stay just within lock range (around 9km) you will take considerably less damage
usually worth not using the rear turret for that
yeah that's what I did
except at like 2km away for the ocello/monitor group because I was already at the point and rock strats were going well
I do feel like something with a bit more going on than "two big slow ships with just guns on" would be more engaging to play
and I want to fire shipping containers at people
Bridge Rectifier is an amazing ship name
thank you :)
Somehow I just realized that the validator changes mean CMD[CMD] and ACT[ACT] are actually somewhat-reasonable seeker combos now
what are the new validator changes?
If the validator is on reject, the missile will fly straight while jammed
I definitely recommend trying more fleets, the starters are good and we've also got a bunch of fleets in https://drive.google.com/drive/folders/1B4J0AwhhIR8vontwDDUYq3_XRoX0VbyU?usp=sharing from the last time we did a fleet swap night
TF Oak is the traditional recommendation for new players because it's pretty easy to fly and has a fairly robust game plan - unlike a lot of fleets, it's capable of brawling at 3km or 11km, and Axfords are tough enough that mispositioning or messing up the bowtank won't just cause you to lose your fleet
But it's also not exactly an exciting fleet
TF Oak also dies very hard to torpedoes these days, so I heavily recommend looking up "Oak Softkill" in this channel
did a third game to try out something more interesting (wulfenite squadron), missed all of my containers except the one that got embezzled from the magazines mid-battle, ocello heavily wounded a vauxhall (seen here being shot by the friendly AI for like a solid 10 minutes after it was combat ineffective), and won in the end thanks to capping four points with sneaky shuttle shenanigans
what I have learned: shuttles are fun, the AI is dumb as rocks
Unfortunately yeah, have to hop into multiplayer to potentially fight smart opponents
At this point, yeah, I really do advise you start pubbing
Caps win games is an important lesson to learn though lol
You're not going to learn good strategic-level gameplay otherwise
I feel like none of the starter fleets are speaking to me and I want to make my own, but that's a complex and daunting endeavour
I am also very afraid of pvp against randos in this sort of game tbh
Do it! Or look through the fleet swap fleets for inspiration
You could always shoot out a ping to the Neb role here and get a stack on your side, coordination is OP
I would offer, but alas, I have workulous
I should retool Oak Softkill with a 4TC spyglass
no reason not to, it can shore bombard well
or make a second one with strongside PD and three guns per ship
looking through the fleet swap fleets has taught me the wrong lessons
namely that you can put 8 cargo container launchers on a bulker
oh no
I think I will continue to work on this tomorrow or the day after
currently got
- container spam bulker
- ocello
- early warning tug
- two cheap shuttles
the important part is there though, they all have names
my genius... sometimes, it frightens me
Fleet 'A little WAAAAGHcky' is composed of 2 ships that cost 3000 points:
DA RED WUN : 'Bulk Freighter' class Line Ship [Missile PD EWar]
da purple wun : 'Cargo Feeder' class Monitor [PD Ewar 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]

i don't think neb's ready for the sight of being charged at 50 m/s by DA RED WUN as it fires 16 torpedoes in whatever direction so pleases it
I would not be ready for that
people underestimate the value of psychological warfare in pvp video games
100000dc crewmembers all replacing the sundrive with a new one 10x a second
that’s a lot of DCX…
it is a necessary evil when you need to survive long enough to close inside ~3.2k
that said, my first pubulous game was running into an ANS deathstack of 16 blankets, so you can imagine how that went
compounding cost though :0
the module says I can fit a DCX, so I puts the DCX.
this is clearly how bulker design works. :^)
I respect this
we see your absolutely perfect dog 😌
[Reply to:](#1164000873031151637 message) Fleet 'A little WAAAAGHcky' is composed of 2 ships that cost 3000 points:
DA RED WUN : 'B… 📎
(also, we might recommend a reinforced thruster instead of an extra ae, but that's just us)
dog?
dog! an absolutely perfect one
what does dog mean in this context
a cargo feeder with a bloodhound and a shitton of track correlators is an absolutely perfect dog
ah I see
how did this one become purple? we may never know
what do track correlators do
correlate tracks
I think there is an episode where they swap colours
(discord user ash and gold inconspicuously kicking an empty purple paint bucket behind him)
[Reply to:](#1164000873031151637 message) how did this one become purple? we may never know
the sniffer
nah, those are sprinters with pinards on the nose
I went and found it, tragically they do not, they just lose their colours and custard gets pushed into a tin of pink paint
there is not a purple dog in roobarb and custard
you need to carry more torp on that ship as your going to run dry realy fast at 42 total torps
[Reply to:](#1164000873031151637 message) i don't think neb's ready for the sight of being charged at 50 m/s by DA RED WUN as it fires 16 to…
Nah you need that for a Isakai truck as your goign to be taking a lot of fire
Or well you can cut one of them
Maybe replace one of the oters with a storage if you feeing spicay
yeah, compounding costs were actually fucking me here and I didn't realize it
72 torps enough?
But like anything like a good match you can easly go though ike 100 torps
Fleet 'A little WAAAAGHcky' is composed of 2 ships that cost 3000 points:
DA RED WUN : 'Bulk Freighter' class Line Ship [Missile PD Sensor]
da purple wun : 'Cargo Feeder' class Monitor [PD Gun Ewar 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]
(I also gave the dog a gun so it doesn't get bullied by sprinters anymore)
reduce positional and velocity error on radar tracks, meaning you can get a fireable track off of bloodhound (OSP spinal radar cone)
I would put some secondary guns on the red one and just so you can exacute things wiht out using your torps wich will cut down on the number of salvos you need to put into a capital
Could probably cut two MLS on one side for 250 casemates, but the mag space gets all the more iffy that way
How much does the third DCX even cost? 240 points?
Yep
Nahg cut the grazers on the roof and put some C53's on there
[Reply to:](#1164000873031151637 message) Could probably cut two MLS on one side for 250 casemates, but the mag space gets all the more iffy t…
Don't I just die to instastage when closing to torp range, then?
Never happend to us when we palyed our isakai truck and that has less then half the PD yours dose.now dieing in a bad ambush agesnt a beem capita that happs often
real.
if you can pop out within torp range (should be 5km~, wiht 2.5-3 g and cork) and not be right in the Beems sites whie you launch the first salvo wich should hopefuy knock out a beem turet or two givig you a safe age to dace into. Also less grazers meen more AE's and faster fallow up salvos
Yep, swapping the roof grazer for a C53 with some HE was enough for another AE instead of a reactor
(and a Pavise on the dog)
Do be aware that roof 250s are pretty pathetic nowadays, don't expect them to win you any fights in which you're not finishing off an entirely-red ship
Yerah overall sounds preaty decent, more PD then we would use but ike PD on bulkers is vary much a personal taste thing
(Or like random Sprinters/Raines)
They do help with stray FF and FFL's you don't want to waste torps on but yeah mostay they are good for exacutions
[Reply to:](#1164000873031151637 message) Do be aware that roof 250s are pretty pathetic nowadays, don't expect them to win you any fights in …
Damit ninja's
ninja'ed
Yeah, it's a single roof 250, I'm not doing anything with it but hitting guys with HE I've redded out
Yep, definitely good to have for that
Especially since if you pos fire a torp hit you can get through armor
sending the dog to battle
[Reply to:](#1164000873031151637 message) Fleet 'A little WAAAAGHcky' is composed of 2 ships that cost 3000 points:
DA RED WUN : 'B… 📎
truly these are the dogs of war 😔
the dogs of waaaagh
cry havoc, and unleash the dogs of war!
[makes a fleet with 10 bloodhound MNs]
probably
CMD and some sort of anti wiggle device but yeah
CMD[CMD]
(CMD/WAKE or CMD/SAH is probably more sensible. But also more vulnerable to softkill and less silly)
I wonder how expensive a Bloodhound/T30/S2 MN runs you, basically a chonky MMT
Most of that coust is going to be the missles TBH
It would be nice compared to MMTs in that it could carry more missiles and survive strikes a lot better
20%DR bringing 40DT up to 50 lets a lot of modules survive a missile that wouldn't in a Tug
what's an MMT
Drives, Reactors, RCICs, Mags, DCX
Multi-mission Tug
A common tug build with a C30, S2 missiles, a jammer and a bulwark huntress
Usually a Tug with a gun, S2s, and a jammer, goes around hunting small stuff and fighting caps
Huh, according to the wiki Citadel Mags are weightless. Wonder if that's a wiki bug or a Neb one.
@wary flame I made a thing inspired by you ^^
'ANS Landmine' is a 'Raines' class Frigate that costs 535 points.
Faster and cheaper than most Beam DD's, and able to kill stuff just as quick! Just, not reuseable lol.
Only 4.5km range tho. People can load in different payloads to suit their fancy / range requirements.
dose 4.5 km range give you enough cork to ignore a pavise?
I think so?
Also made this thing
'Exorcist' is a 'Sprinter' class Corvette that costs 420 points.
prbly depends on angle and ship
shuttle 20mm is scary
Truth be told, I wasn't really sure how to optimize torpedoes in that way against Defenders - I just went for a decent 12pts with good seekers and ran the numbers based on that.
Maybe I should update to 5k range instead of ~3.2 w/cork, see whether that changes anything in how useful they are...
what are you trying to fight?
"ANS ships with at least two defenders," broadly
this is what I'm working with at the moment
SGT-305 Pike is a size 3 missile that costs 12 points.
Why the SAH primary? if you’re launching close to enemy ships cmd might be nice so they don’t need to search
unless you’re worried about comms jamming
which is scary :0
that is exactly what I'm dealing with, yes
SAH primary means they go right through disco ball axfords
(and lately everyone and their mother's been going for disco balls on everything larger than a frigate)
🥓 VS ANS you want a highish G, and not to big of a warhead as reinforced compent will just eat your damage, OSP throw waight lets you bring more missle wiht smaller warhead so every ray goign out into the void, or eaten by a 1HP RMAG matter far less
Makes sense - I think 3600 is the good one for that, yeah?
Or do you go even smaller for OSP S3s?
🥓 three ticks is about the sweet spot,
This is the desigen the one we use, and like it's about the same price as yours and like firing into a capital with escorts it still gets better then 50% hits
SGT-358 Gom Jabber is a size 3 missile that costs 12 points.
🥓 And you can see form the tiem it takes to reach max speed it's got a far higher agility then yours as well
Yeah, I see - that's interesting
Can you really dump that much speed?
I sacrificed agility + range for another 75 m/s over the Gom Jabbars
🥓 Agility is far more inportent for dodging defenders then speed
Duly noted.
🥓 Though Misc's version sawp out the WAKE seaker for HOJ or ARAD
3.5 should be good for cork
3.5 kills both range and points efficiency, hm
🥓 2.5-3 g or so
this seems like it works
SGT-305 Pike is a size 3 missile that costs 12 points.
🥓 Yeah that math's out
alright, torpcellos and isekai truck updated
hopefully another 1.5kish of breathing room should let me get off strikes more reliably
🥓 Also trick that we find helps a lot is, going hold fire and then puting in the fire order around a rock then gogin wepions free once you get a clear fiering angle
🥓 it shaves enough time off to get the drop on the Autumn from within beem range
Duly noted.
I wonder - where does one deploy for maximal isekai trucking on Pillars
I feel like the classic beam BB position of "under A rock" is a good idea?
🥓 I would say they spawning in as team two getting under A rock with out geting spoted by an A cap is hard but skirting around the outside should be more doable, but like agesnt anythign with out a beem you can just run it down wich beem BB's can't do
this was not meant for human eyes, I don't think
🥓 A decent pant scheam
(they brought a "plasma/100" fleet consisting solely of this, two t30/casemate plasma MNs, and t20 shuttles)
(they then proceeded to try to duel a battleship and four axfords)
then again, I think that team was just a normal ANS pub at this point - solomon, six axfords
And foks wonder about why plas/100 or trippe threat bukers make up most of random OSP feets
On the bright side, I got to do 26k damage with only half of my torpedo load expended, so that was a nice look into the power of the isekai truck
🥓 Yeah they are reay fun and can just clean up when given half a chance, asuming they dont get there atenna shot off mid savo every savo
I keep saying that pub Ocellos catch this terrible wasting disease that atrophies the turrets
IT'S TIME
I haven't worked out the best ANS torp since I'm not sure you can reliably corkscrew through 20mm any more, at least not against small targets. My successes against tugboats and shuttles are mostly the torpedo slipping out of PD fire arc right before hitting.
for shuttle and tugs min-angle and hot launch to clear arcs is best now
or tot with S1s or something
when you're launching 16 of them you probably just want enough agility to eliminate losses outside the final straightening out phase, since you can batter through with sheer mass
ya, 20mm can rly clean up in the last stretch
My torp corvs are mostly just shooting S3H now
mine are more torp than ever
but now they have beam friends
to bully shuttles and pretty much everything else
how consistent is the fastboot for you?
is that ever a problem
It's sometimes a bit irksome when an important one gets fast booted but it's generally behaved, and if I didn't have it I'm pretty sure I'd lose a lot more torpcorv vs pavise gun shuttle fights
I took it off the arad anti-jammer S3H because I only have the one and I really need it to work, but it's good for letting me fire the three act/[cmd] almost as fast as the real torpedoes
yeah, ANS torps aren't worth it when you have access to s3h these days
very sad
on OSP: even high-agility torps are not making it through the defender gauntlet from the Ocellos, which is sad
the isekai truck can do insane damage because it has 4x (or 2x, if both Ocellos launch at once) the salvo weight, but the Ocellos are somewhat underwhelming against the typical pub ANS PD of 20 defenders
I still have 2-3 per boat because they ignore AMMs and hit harder than S3H do, a full 6 torpedo corv does better numbers against things other than pavises, but you need to mix it up
This is cute, it's cheaper than the equivalent beam. I might be tempted to swap to Parallax and free up a mount for a defender, since unlike the beam this doesn't outrange your usual torptug, but that would take some roll order wrangling.
two blues successfully carried against four golds
Pyrope and I mostly spent that game capping and ganging up on the enemy mass driver fleet, the blues did a great job not dying to the 9k deathball
Fleet 'Ruby {PLD} (CH+BmDD)' is composed of 3 ships that cost 3000 points:
Ruby, Paladin : 'Axford' class Heavy Cruiser [Gun PD Sensor]
Silver Blessing : 'Keystone' class Destroyer [EWar Beam PD]
Little : 'Sprinter' class Corvette [Gun PD]
```This fleet uses 3 different missile types:
```yaml
SGM-102 Starshard : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-106 Dia : DIRECT - CMD - HE FRAG [6pts]
SGM-123 Star Ruby Thorn : DIRECT - CMD - HE SHAPED [7pts]
Dia's are long range Anti-Mine AMM's that can be flex into countering S2's or softening up S3's.
SGM-106 Dia is a size 1 missile that costs 6 points.
Just set em to manual and press Z on a mine and bye bye mine.
1 AMM for 1 Mine, trades even in points against Mattocks, and trades up in points against Augers. It can be a bit expensive, but quickly clearing mines from safety is helpful.
Yeah we had some great allies and you rocked the caps!
much as I like the minesweeper AMM idea, go to sleep it's 5am
are mines any good? what's the mine play
oh that's sick
when I was looking at shuttles I was tempted to put some on just to leave as a present after capping an empty point but I assumed it wouldn't be enough to do much
Misc is the mine maestro but generally what you want to do is lay a few sprint mines so they lie flat against a rock
shuttles generally cannot carry enough mines to be at all efficient, since they can only take 4 and at that point the launcher costs almost as much as the mines do
you want either a tug for laying surface traps around blind corners on rocks or a monitor dropping infinity cheap mines on a point to delay people
I'm not sure I will ever be able to fathom this game lol
'Skeletal Mine Tug' is a 'Tugboat' class Clipper that costs 324 points.
I remember this diagram lol
misc if I have a container bulker, an early warning tug, and two cheap shuttles, what should I put on an ocello to round things out
450 turrets, 4 ammo elevators, a bullseye and the interruptor comms jammer ball on one of the stern mounts
highly important not dying technology
also chaff, like 15-20 chaff
container bulker is not the perfectly optimised damage machine it used to be back when I was stomping lobbies with three of them, you may want 2-4 of the 12-rocket containers for dunking things with mediocre PD at medium range
what would you stick in the rest
or are you saying put guns on the other mounts instead
I am determined to fire containers at people
typically you put guns on one side and container launchers on the backl filled with a mix of cheap finishers and utility
mine containers, decoy containers, 5pt cheap bombs with CMD seekers
containers are not the ideal primary offensive option these days, you used to be able to bonk people far better but alas

it does make more sense for it to have guns if it's gonna be hanging out with the ocello
I am the retired old container master, I used to be probably the best in the world at the hyperspecific skill of hitting people with boxes but that was a long time ago
these days they're a lot of fun but you need to really lean into the utility component
teach me your ways, hermit of cargo mountain
for bulkers, you just make huge warhead CMD boxes and slap anyone you want to finish off with two of them
they won't break any PD screens but they cost zero money and the container stack launcher has good HP
so it's decent ablative armour anyway
for the real container liner you need quite a lot of complicated seeker nonsense
which I will probably make a guide on at some point
sending decoys around seems fun
Decoy containers are fun yeah
Ive used backpack decoys to good effect… maybe three times?
But they’re excellent for eating missiles
wondering how big an AMM warhead I'd need to clear something like this around a corner with cruise
probably an infeasibly large size
Ive been meaning to try that
Mines do only have 40 health so I can’t imagine it’s that much
two auroras, two pavises in the side mounts, maybe a blanket if you have a mount left
need to make a standard ocello build
having "here's a baseline for what this hull usually roughly looks like" or "here's as mundane a rendition of this hull as possible" would definitely be helpful rather than having to make them from scratch
I think the starter fleet ocellos are pretty reasonable for the most part
Though I can’t recall if they have an interruptor jammer
Unless you wanna use something of a 60+ point funni bomb you're gonna have to either take em out one at a time or cross your fingers for a good roll with Blast Frag. I have a few options here that I've pieced together though!
SGM-1-6 Diaga is a size 1 missile that costs 6 points.
SGM-215 Charged Aura Spike is a size 2 missile that costs 7 points.
The first is an EL Frag Cruise S1 with 8km range that can go around corners and take out mines. The second is a Blast Frag S2 with a big radius 
trap disarming ten foot poles for capital ships might be a decent idea
The S2 seems like what I was imagining, since it can go in the killjoy launcher
Does this have max agi on it?
Y'all don't use S3 killjoys?
Naw, it's mostly range. Only got 2.2G
Mm, fair
I suppose I'm biased, since I only have room for one type of missile on my axford+ ships, and that's a S3 launcher
Max Warhead 😄
I think Im partial to max agi and very short range to get round corners, but Ive yet to actually go into a fight with them
Here, I updated the guidance a bit on these to be typed as defensive and be able to engage incoming long range S2's when set to Doctrine. Just a flex use in case there's no mines, 6 points for ACT guidance is really meh but it's better than dying lol.
SGM-1-6 Diaga is a size 1 missile that costs 6 points.
Yeah, it trades even vs Mattocks and trades up vs Augers ^^
The only thing with better value Cruise AMM wise as far as I'm aware would be regular Blast Frag and being very lucky with one's rolls lol.
Which is what the S2 I posted represents 
what was the thresholds for mine HP you mentioned before pyrope?
they've got what, 40 hp and 5? 3? thickness?
40hp and I'll get back to you on the Thiccness but I wanna say 2cm.
Hmmmm maybe I should put some SAH mine clearing AMMs on my Axford
They can't chaff the Floodlight
Right now it relies on a pair of 120s which I feel like will take a while to clear a minefield
Btw, curious about peoples' thoughts on this:
My Axford has two 120s, since the other C2 side mounts are used for an Interruptor and chaff box
I'm considering having a strong side with both 120s
on my Axfords, I skip the back turret for an Interruptor - generally works better for bowtanking and lets you keep another 120
Currently it's one on each side, curious if anyone has tried strong side/weak side Axford
Back mount is S3/S3H box
Not looking to change the loadout though
I use S4s, containers are great
Won't fit on your Axford either though
(Tragically)
Ah, I see - yeah, if you keep a VLS on the back, that makes sense
hm.
I think with how integral bowtanking is, I'm not super enthused about a strong-side design
Note that strong side can still point fully forward
I'm thinking the benefit is if I've got a rock on the weak flank, it gives more firepower against stuff that tries to push around
The cost is slower response time to light ships on the weak hemisphere since I have to roll
Hm. Interesting thought.
The missile backpack helps with this, but idk, still wary
oh cool! never used those on cap corvs before
I'm a little late but yeah as Misc mentioned they're very dumb in the objective gamemodes. If you play against them on Annihilation mode, they're much smarter - still really not great, but playable at least
they have some programmed behaviours like holding range and retreating behind rocks and such that y'know don't always work well, but they don't even try on Control mode. The presence of an objective location overrides everything and makes them beeline which is a real ???
See I played my AI skirmish on station capture
And was 2v2, me and an AI vs 2 AI
Worked great
I haven't checked Station Capture actually
maybe it works just as well as Annihilation, not sure
Control and Tug of War are definitely braindead though
Well I think it's more that "head for the station in the middle" causes less issues than multiple points
Station capture AI is prbly the best imo. One of the only game modes where the “set formation and flank speed” is both somewhat expected and still rather interesting to play <3
at least for smaller player counts
5v5 AI is painful to see
Mines have a Wall Thiccness of 2cm.
IIRC every missile/etc has a thickness of 0.5cm, 2.0cm, or 2.5cm, so AMMs don't really have any issue penning
mines have about as much HP as a S2 which is silly :P
they're surprisingly sticky for how little HP they have, it's great
I need to figure out the spread on my usual minelaying patterns so I can make some missiles that kill, say, 7-8/10 for a reasonable price
the defenders can usually get about one mine each
Just played this fleet in a game, did over 17k damage with just rails to a Solomon, an Axford, a DD, and assorted Sprinters. The BB actually died eventually, and someone said it was the first BB they ever seen that died to pure Rail and MD fire xD
Fleet 'Snipins a good job' is composed of 3 ships that cost 3000 points:
Jelly : 'Ocello' class Command Cruiser [Rail PD]
Peanut Butter : 'Ocello' class Command Cruiser [Rail PD]
Nutella : 'Ocello' class Command Cruiser [Rail PD]
ooh railguns
We lost on caps, but it was about sending a message lol
Fuel Line Fire did the BB in I think.
And then it exploded.
nice work 
Thanks ^^
I had to put an Ereg in one of the Drive slots to maximize fire rate because 2 Small Eregs fall off way harder than 1 Big Ereg.
oh gods
are you railgunning people at 6am again
These Ocellos have a recharge time of 9.84 seconds and put out over 18 rounds per minute per Ocello.
YES xD
I would join in but I got about four packages this morning and am distracted by my new toys
Much like a full Rail DD array I am categorically reliant on my team for tracks, and also PD lol. I only play this with a stack.
you what
what'd you get misc
Oooo!~
damn what a haul
currently unstrung and with pointless arrows because it's raining and I don't want to go set up a target in the mud to try it just yet
I might try and get some neb in today
"What's the matter Gamma, you've hardly touched your drive-slot Ereg, stock drive basic CIC /w PCC Rail Ocello"
Also has 2 Smol Reactor Boosters in each to make up the difference lol. I think this is categorically the most pure Rail output you can put in a 3k OSP fleet.
Fair, that looks like an awesome bow though!
BASIC CIC
I can't think of any possible way to raise the rate of fire across the fleet any higher xD
when i made my take on this fleet i intended it as a shitpost not for it to work D:
I think this is as high as it goes for OSP.
The trick is to commit to the bit xD
You have to be a firm believer in Kayfabe.
willing suspension of disbelief
it's in wrestling where you treat everything as though it's real
sniff sniff
i smell K6BD panel
xD
cheap rail ocello is surprisingly mean, BBs and CAs are prime targets compared to your average OSP lineup and they love to sit in the middle of nowhere under the assumption that they're safe at 11km with their TC Spyglass
That cheap?
Yeah, it's crazy xD I don't often make budget ships, but when I do...
im gonna have to make a mom fleet and run it alongside you in those... creatures
so we can directly coordinate
thereby allowing you to
like
see
things
xP
just gotta figure out how to make an OSP momfleet that i like, vibe with
Oh absolutely, it throws a monkey wrench into Capital Ships and fills them with fire and sadness
(because as a vauxh main OSP has an astonishing dearth of things i vibe with 💀)
That's fair, cap game is tough but it can be exciting.
my dad fleets are surprisingly short on vision but I do keep one adaptive spyglass and one EWR in case of teammates like this
no bloodhound though
Also don't worry. I made an ANS version too 
Fleet 'Pure Distilled Pyrope' is composed of 3 ships that cost 3000 points:
Incessant Rail Babbling : 'Axford' class Heavy Cruiser [Rail PD]
Deepseated Love of RWBY : 'Axford' class Heavy Cruiser [Rail PD]
Deranged Fleet Ideas : 'Axford' class Heavy Cruiser [Rail PD]
Saves 5 points versus 1 Reinforced CIC xD
cheaper than one reinforced, I can get behind it
it does !
Goodness gracious Misc xD
must be paste
[hard-disk seek noises]
Is this more or less rail fire than 6 500-pt keystones?
Definitely less by a significant margin lol
But it's also 3 Axfords, which is funny
now do two solomons
you know I'd ask if you wanted to come helldive becuase that game has railguns too but I'm pretty sure it's closing in on 7am over there
go to bed
checks timezones
i think 6am?
but also
yes
do the eepy 🫵
sleepulous: bed command
or
something
idk why im bramblying
ramblign
Okay next question is are the Axford rails in seperate groups so you can stagger fire and convince someone it's ~2 keystones until they get a track?
checks
sorta
My 6x Rail DD fleet has 61.1 RPM, this fleet has... checks notes... 54.9 RPM.
Either way can work xD
Oh that's not much less
you also get enough armour to not die instantly to mass drivers, which is neat
yea
Yeah it's less of a difference than I thought lmao
yea
downside is sig bloom means the entire map will see you
whereas DDs can often just not be tracked
Give me your ACT seekers 
MNs and DDs are small enough that it doesn't bloom super hard
I actually hammered out stats for the MD Missile Interrupt back when it was discovered by me and Grandar
well that and they only have one gun blooming them
three MDs on a bulker pulls missiles from about 2km further
four MDs pulls from about 10
goddamn
Goodness gracious lol
rails don't really do it becuase the multiplier is less insane
Ahhh
You know 54 vs 61 RPM for having all that armor (and also psychological warfare) is actually kind of amazing lol
Amazing lol
Wait
If you put a 4MD Bulker directly behind a friendly fleet about 5-10km behind them, they'll never get hit by ACT seekers lmao
yeah, but you do need to give your MD bulker a lyrebird
because your sig is infinity times larger than chaff
so you need to jam the incoming so as to not get nailed
I have considered actually doing that, though
even without trying, we discovered this when MD sig bloom kept pulling Act/Wake S2H off course
well not really
you fire the guns to sigbloom
and then hold fire once you see the missiles come in
wait for the-
oh hang on
well no you can just chaff at that point
the bloom lasts for quite a while, it's not terribly reliable to wait for it to go away
whereas turning off the guns to power the bubble of safety is a one-second operation
And unlike chaff I bet it fools EO and other validation
'Activmostious Decoy of Legends' is a 'Bulk Freighter' class Line Ship that costs 1095 points.
Bellbird lets you slurp up ARAD too and softkill it by nature of it running out of fuel as it tries to reach you.
Also has anyone tried for the fabled legendary giga signature bloom by strapping 8 MD's to a Bulker and spinning it so you can fire the other side before the effect wears off?
Why spin when you can POS-fire?
I think the guns draw power while reloading so I'm not sure you can get that much juice but you can at least do more than 4, interesting
would need to test it on Abyssal
might not even need the lyrebird if you have the bellbird, too
They do, and unfortunately a Bulker can only generate an absolute maximum of 32,904kW while 8 MD's take 34,000kW
ah yes
the activest decoy
good to know, you can do seven then
we will have to test that later
That'll be fun lol
Also messing with the limits of Bulker power has resulted in this abomination:
'Rosary Daemon' is a 'Bulk Freighter' class Line Ship that costs 1370 points.
Now I can escort my Sidearm Gun Ocello and NEVER FEAR MISSILES AGAIN.
And have enough jamming to hide it from Bullseyes lol
9 Grazers, 4 Bellbirds, and it can fire it all even if it loses a PCC or a Reactor.
7am brain genius
this is too much for my weak 1pm brain
I lack access to my rolled up newspaper gif at the moment but to to sleep or I'll bonk you
ok ok ok ok ok ok so hear me out
double sided bellbirds
and you
cycle the bellbirds
cursed bulkers tomorrow
so you're always jamming
I agree with misc you should go to bed
Fun fact: JRR's only grant more power than a PCC after the 3rd PCC in most low power double drive builds, or 4th PCC in most Single Drive builds.
Okay, BED TIME
eeby pyrope
eeby deeby
yeag
I actually am sleep deprived atm because the dog conspired to keep me awake all night so maybe now is a good time to build a fleet
Use the Rosary Daemon, it'll be great!!~ Just combine it with the Ocello in this fleet and take out AMM's until you can fit it and maybe a capping shuttle in 
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]
go to bed
Amazing. Ok bed for real!
sleep well !
gently holding out a bloodhound MN to Pyrope's insane railfleet like feeding a wild deer
I've been blessed with all-around very high numbers
only semi-related in the fact that it's the same video game: <@&942093958551588904> anyone care for a pub game or two?
fr
can I get some holistic feedback on this fleet? I don't much know what I'm doing
Fleet 'OSP 2' is composed of 4 ships that cost 3000 points:
Unseen Academic : 'Ocello' class Command Cruiser [Gun PD EWar]
Tonal Magic : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
Diversity Hire : 'Shuttle' class Clipper [Gun PD]
Indelible : 'Shuttle' class Clipper [Gun PD]
Ocellos
- PD is a tad weak, the bastion is usually better than the rebound when unbuffed and flak + softkill only leaves you fairly vulnerable to missiles
- DC you’ll really want restores for combat ships and especially the ocello. Being able to restore lost turrets or modules is great for more expensive ships.
- Ammunition, prbly want more 450 HE then AP for your guns. Most targets are better attacked with HE on ANS in most circumstances. Also 2000 120 HE is a lot you might want to cut that down by half or so and get some 120 AP as well. Flak is also a lot, 1500 or less is almost always plenty. If you don’t have it the show hidden stats mod can be lovely for determining ammunition load, 1-2 minutes is usually good for PD!
Shuttles - 100mm comes in increments of 250 points wise so 250 of each or maybe 500 if you plan to use a lot works well. Also might want to change bulk mag for reinforced to help survivability <3
looks nice otherwise!
yeah I don't have that mod, the ammo quantities are the main thing I was unsure about because I don't have any reference for like, how much shooting it all actually represents
the shuttle bulk mag was reinforced originally and got swapped around at some point while messing with the total fleet points
in addition to this (I'd even say 1500 flak is too much - 1000 is alright for BBs) -
drop the track correlator off the ocello
pavises > defenders (yes, really - they have 2x the fire rate)
drop the SRB for a microreactor
this should also allow you to trivially drop the PCC and start getting some actual restores, because right now you have literally zero restores
you can theoretically get away with 2 restores, you cannot get away with 0
Terrifying! Yoink
0 restores can work
just a bit goofy
I've run 0 restores on Ocellos before lol
But I don't recommend doing so when new, it leaves very little room to make mistakes
yes, but you're insane
I start getting twitchy when I leave the port with less than 4 restores, 2 on my ocellos is a concession
Ya, I’ve used 0 restore Cls a fair bit
I would probably just cut a shuttle here and spend all that cash on DC
that's two decent lockers each
still a little tight but if you're bowtanking well it'll do
📝
honestly
i'd go 2x pavise/1x bastion on all of these ocellos instead of one of them being all flak and the other all slug
rebounds are not usually worth your time these days when you have the pavise
which is just The Best PD Turret
aurora :(
for everything but hybrids or massed S2 spam
might want one interruptor jammer and one lyrebird, actually, because people quite like Act/[EO] these days
and you'll want to jam that
mount budget is a bit tight for lyrebirds on selfish ocellos
Ocello PD is largely to taste beyond "interruptor, bit of pavise, probably an aurora or two"
ocellos just generally hurt me
there are SPRINTERS in my LOCATION and they need to be instead placed in HELL
more barrels of 120
excellent reasoning. no notes.
teams no longer deserve the 2x sarissa/3x aurora ocello
I want to be able to storm onto a point with them and tell anything smaller to fuck off
(also ans pubs are 90% gun capitals lmao)
you walk into a game as OSP and you just get something like...
the loathsome axford stack
I'm increasingly thinking that the triple rail ocello with team bloodhounds is actually a play
;-;
purely because it really annoys the quad 4TC Spyglass 450 axford super gunline
outcap them :(
what is the use case for rails? I like railguns a lot thematically
fire!
long range extreme harassment, basically
they set everything on fire, debuff everything, won't kill anything serious by themselves but they turn dense, armoured targets into total pushovers for the team
cool
best on big open maps and fired from purpose-built skeletal platforms
rail destroyers are railgun, railgun fire rate modules and maybe the most basic of chaff and radar
on one DD out of the array of five or six
more than any other build they are just floating guns
if I want to play multiplayer do I need an ANS and an OSP fleet prepared
yes
probably yes, although starter fleets get you through the midshipman stage fine
alright, I'll have to work on an ANS one once I get this one workable
cake, you are the best cap player on the planet, easy for you to say
I do feel like the only person to play light cruisers these days
Especially not suicide CLs
In order to win a game about objectives play objectives :D
OSP tug capfleet has really been my thing lately, to be fair
industrious tugs of all flavours scurrying around
me sitting in the stocks in chiv while dozens of people fight outside the point all around me
a horrifying sentence
we're bringing back launch Nebulous
I'd love to be the scouting person who tells the railgun death beam where to shoot
it's like having an orbital laser
it's kind of a product of the ans/osp arms race issue
seeing a hapless ship come around the rock and being like "you 🫵"
ans brings all capitals
osp can't effectively counter without massive investment into anti-capital tools (with a small concession to the cap game)
if ans brings anything not all capitals, anti-capital tools obliterate them
osp doesn't know that the enemy team isn't bringing all capitals, so they bring all anti-capital tools since otherwise they lose
thus, ans brings all capitals, because otherwise they'll lose
and so it goes
i cannot count how many pubulous games i've played where i knew exactly how the game was going to go purely based off of the fleet composition in the pregame
rock paper scissors is not especially fun when it becomes two rocks bashing at each other in mid while you micro a shuttle around a rock onto whatever cap they just left for the next five minutes
I am both excited and terrified to be able to play against other players
be excited, it's an excellent ride until you enter the bermuda triangle
what is this bermuda triangle
the sphere of pvp games I am good at sits squarely in the hyper-specific realm of "hit people over the head with an axe"
makes sense to me
honestly that joke actually makes more sense than I thought
"you've played too many games not to recognize The Average Nebulous Game but not enough games to just make insane fleets that work anyway"
hehehehehe
extremely low effort but I had to leave the middle bunny face because it was too good
excellent
misc this is wonderful
he just like me fr fr
also I still don't follow, I think
you know enough for it to become repetitive without yet being able to break that up with wacky fleets
is my understanding anyway
ah, je see
that's fair
I certainly had a similar experience but idk if that was for the same reasons or just because there were a few pretty miserable patches
Bnuuy U•Y•U
more neb if in space
if I had the effort in me I'd grab the pillars skybox to smack behind it
in the vein of new players getting into the game though, are any of the acronym guides on steam any good?
are you still in-game, and do you think you'll play more?
(I know I'm pretty late here)
I still bring at least one CL in most of my ANS fleets! Raiderwhip plus a pair of jammers just does so much work
raiderwhip?
large (serial number starting with 5) raider drive, small (starting with 2) whiplash drive
makes you fast with good acceleration, so a pretty standard drive setup
ah I see
I think I put what I guess is a whipraider on the CL I was working on for my ANS fleet (that being big whiplash small raider)
that setup is slightly worse statwise, since big whip gives less speed than small whip, but generates more power
speaking of fleets actually here's the next iteration of the one I posted earlier, based on everyone's feedback
Fleet 'OSP 2b' is composed of 3 ships that cost 3000 points:
Unseen Academic : 'Ocello' class Command Cruiser [Gun PD EWar]
Tonal Magic : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
Diversity Hire : 'Shuttle' class Clipper [Rocket Gun PD]
huh I wonder why the order swapped
Questionable how much one Blanket is really going to do for you here compared to going double Bullseye, but this looks like a very solid double gun Ocello fleet otherwise
Axford cosplay
one blanket is decent just for softkilling Act and Act/[Validator] missiles, at least
my brain is not built to shoot at more than two things at once and I figure it can't hurt to jam a little bit
anyway, glad it looks ok, gotta do an ANS one next
I'd if anything try and fit a couple of sarissa on one of them
instead of the pavises?
ah yeah
a couple of auroras is an option if you are really invested in the 120s
but having a nice area of missile complication imo has a lot of value
gonna worry about just having two fleets that work first
(Whip, not raider)
(Or possibly both?)
porque no los dos
But yeah small whip is pretty notably better than big whip in the drive stats department
📝
But the power off a large whip can be very nice on strained builds, so both can be valid
And if you're going one drive, the tankiness of the big version is usually worthwhile
I’ve got a single big mount grazer in my MD bulker because I only have 3 MDs anyway and it points in the likely direction long range missiles are coming from
Fleet 'Crescent Rose (GunCC+EscLN)' is composed of 2 ships that cost 3000 points:
Crescent Rose : 'Ocello' class Command Cruiser [Gun PD Sensor]
Rosary Demon : 'Bulk Freighter' class Line Ship [PD EWar]
```This fleet uses 3 different missile types:
```yaml
SGM-102 Starshard : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-133 'Red Scythe' Anti-Clipper : DIRECT - CMD - HE SHAPED [7pts]
SGM-170 Golden Parry : DIRECT - CMD - HE FRAG [6pts]
It's about 3.2kW short, but that still means 7/9 Grazers can fire while all the Bellbirds are firing! And I can just turn the Radar off for the 8th Grazer.
19.0kW / 16.8kW
jesus christ how terrifying
Do Grazers or Bellbirds have higher power priority?
As of a couple updates ago, yeah
(presumably so you don't end up, say, dying on the spot if you try and fire your beam on a damaged DD with a strike coming in, etc.)
Kind of wish Interruptors and J360s at least had the same critical priority but I think they're still high
Your genius is always frightening to me
Trying to figure if that bellbird uptime is high or low
since they really annoy me and I think I'm one of only a few cap gaming enthusiasts around here, have a standard issue capping shuttle that can seriously stall one of my cap corvs and possibly even run it completely out of ammo
'PD Cap Shuttle' is a 'Shuttle' class Clipper that costs 160 points.
Cake has a giant pile of shuttle templates around somehwere but outside the token 70pt capping device, this is what I've been using
keep the pavise and gun pointed at the incoming corv and apply grapeshot
won't beat a proper gun sprinter with a single T20, but will probably overmatch one of the single MK61/2 missile designs
Yay
they're annoyingly expensive for shuttles but if you are running lots of them you can take pairs with one VLS-1, one pavise and four T20s between them
which do pretty decently
Yeah, Shuttle duos are good
I still prefer tugboats but I see lots of people charging around with gun plus chaff shuttles which are very easy to sweep
need both AMMs and pavise in there to resist the ANS sprinter blastboats
Yeah
Phase 3 is completed and Phase 4 is well underway! This devlog covers the introduction of the industrial and full logistics mechanics, as well as a tiny peek at intelligence at the end.
Conquest Wave 1 Tester applications close 29 FEB: https://forms.gle/iAVUGGzgn92FHe6b7
Conquest Concept Document: https://docs.google.com/document/d/1Pv0jSMwne...
Hell yeah
Spoiled for those who want to watch the video first but !!!!!!!! It looks so cool
I love it
It looks so good
||is the ANS logi ship on a fucking Solomon hull||
absolutely insane
hm, concerning
How so?
||only 2xC1 1xC2 is hardly enough PD to protect against OSP, especially if it doesn't actually have Solomon DR/DC||
||that's what, two Defenders and a disco ball, or one defender, one chaff box, one disco?||
I guess the thought is that logi ships shouldn’t be getting shot at without escort?
Naturally, but if I have to task a Raines to babysit this thing (or anything bigger), that'll be awkward
that said, this is going to likely be a much bigger issue for OSP if it goes to them as well with their gas freighter
because at that point, you physically cannot mount enough PD to protect it from cruise hybrid attacks and so you need to buy an entire support Ocello to just chill next to it
Return of the rail Ocello fleet, maybe?
I am, however, extremely excited for the orbital invasion hierarchy
That's the shit what activates my neurons
I man that's the point of escorts when it comes to logistical ships, and you can make a non-ocelllo PD escort for OSP
transactionulous incoming
What are polymers then
The box of amms shuttle is a worthy ship
Technically free currency you get through events but can buy with premium currency at a markup
fuel and ammunition are your generic Energy, of course (replenished over time, required to play the game)
provisions are faction reputation points :^)
mobilegameulous
in all seriousness, does OSP buy a bloodhound tug with grazer + pavise + AMMs for logi ship escort?
I assume ANS buys a Defender Raines with pinard support so it has other purposes in life
We think the Pinpoint/t20/Big AMM box shuttle is about what you want for oiler escorts, or some weird grazer/c90 beast of a MN
[Reply to:](#1164000873031151637 message) The box of amms shuttle is a worthy ship
The BH is not a FCR as far as the PD controler is concernd so you want pinpoints
[Reply to:](#1164000873031151637 message) in all seriousness, does OSP buy a bloodhound tug with grazer + pavise + AMMs for logi ship escort?
He mentioned "and one other conquest-specific hull per faction" besides the oiler, I bet it's gonna be a troop ship for securing stations/ports
Also yes the Mercator-class looks so sexy
WE LOVE INVASION MECHANICS
(And also expecting faction-agnostic cargo ships)
And your not going to want the logi escorts to be fully unarmed as well we are going to be sending the Duncan's logi ship hunting in conquest
Yeah, the fact that Mazer said that PoIs being instantly captured "will change" makes me think it's a troopship as well
because that implies that invasion mechanics will require some kind of balance of forces / time investment, and the natural extension of that is boots on the ground
of course, the really funny thing that could come out of that is Boarding Mechanics
If the Mercator is actually on a Solomon hull, will rockets knock one out efficiently?
I doubt it will have the same armour thickness as a Soloman, and it depends on whare they strike and the amout of DC teems it has. and a wing of the rocket duncan's have 54 rockets betwen them so like dumping that into the drives should force a SCRAM of most of the drives and reactors if not all of them
And i dont think it's built on the same hull, it just has the same rough look, as like most ANS big ships do,
Yeah I'd say it's not the same "keel" even
And lke if the ANS is getting a armoured oiler, the OSP shoudget somthign like the Bogue class
yeah it doesn't really look like the solly at all, barring being an ANS ship
I am wondering about cargo ships atm
because I assume you can intercept and fight them but mazer didn't actually mention it in the devlog
I dunno if it just wasn't mentioned or deliberately left out though
killing a bunch of unarmed liners is not exactly a difficult thing for any pack of raiding ships, so I'd honestly hope that it isn't a thing
otherwise you just end up with the ability to trivially cut supply lines as long as you intercept them
that's what convoys and escorts are for
And Mazer did say that he ment for ogistics rading to be a way for aplayer on the back foot to push back easaly
Mm. I suppose then we have to think of what kind of convoy escorts should exist, as well
I'm still very partial to my one 250/metric ton of HEI S3H vaux for the raiding
Unescorted convoys I just expect to be captured and either redirected or scuttled
I think that Vauxen as escorts are probay to heavy a hull for the job, and FF/DD's shoud be abe to do most of the job you want them to do wiht out being to high of an investment/not being enough ships for the convoy. though a CL as a conyou flagship might work
Gun CLs are pretty cheap and can really bust up shuttles
1x gun CL as a "destroyer leader" + 2x S2H/120 Raines?
I beg to differ, and we have had the matches to prove it
Ha, fair
Skill issue on part of the CL :v
and for ANS, i woud say you probaly want like 1x missle frig, 2x gun frigs, and a DD of some kind per logi ship, and a gun CL as the flag.
Tech that's not nice to say about Ash
I honestly need to steal that idea for a DD fleet
I honestly can't remember the last time I've played a gun CL into one of Ilkay's shuttle swarms, so it probably was a skill issue back then
It was one of the first perdito games, and it was less into, and more you were within 3km of a rock
I think it was the first game you brought your Gun CL and torp CL fleet to a game
I only remember that becouse i keeped on telling you that you needed more PD to deal with shuttles for that fleet
Ah - yeah, that was the kitakami vauxhall fleet
Yep, that has very stripped PD
The Mercator isn't based on a Solomon, their bow sections just look kinda similar ish. They're completely unrelated in design and construction, and I very much doubt they're gonna get battleship armour 😛
Also as far I do wonder how good LNs are going to be at rading
Pyrope and I just had a game where the standout member of the team was the 3k mine CLN
PD on the enemy axford horde was lacking
the axhorde
sundrive+longhaul LN raider 😌
Isaki trucks making Beemstone escorts nessacary 😌
Fleet 'Raiding Group Vauxhall' is composed of 3 ships that cost 4319 points:
The Timed Gush : 'Vauxhall' class Light Cruiser [Missile EWar Gun]
Lat Sole : 'Vauxhall' class Light Cruiser [Missile EWar Gun]
Wagon : 'Raines' class Frigate [Gun PD]
```This fleet uses only one missile type:
```yaml
SGM-H-378 Estoc Mle. 1635 : DIRECT - PSV(EO)/CMD - HE SHAPED [32pts]
Comms and radar jam them, then close for the kill
Also Mazer confirmed that the cargo ships are gonna be bulk freighters w/o guns or OSP colors
And inspired by this I painted a handful straight grey https://cdn.discordapp.com/attachments/409638848302153732/1210652645031677982/image.png
They honestly look pretty good
honestly even just knowing they're getting models kinda tells me what I need to know
I wonder if you'll be able to set up automatic patrol orders...
posting to get Hazel summary for @dark dawn
Fleet 'TF Disco - 2WHP' 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]
Hang on is that four 120s?
the days of early neb have returned to us, yes
Also "unrelatedly" I have a new default fleet for when I haven't picked yet :p
Fleet 'Escort Group' is composed of 4 ships that cost 3662 points:
The Gutsy Quack : 'Vauxhall' class Light Cruiser [Gun EWar PD]
Clair C. Karlee : 'Keystone' class Destroyer [Missile PD EWar]
Kally Q. Netty : 'Keystone' class Destroyer [Beam Gun PD Sensor]
Eager Both : 'Keystone' class Destroyer [Beam Gun PD Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-H-251 Rapier : DIRECT - CMD/ACT(RADAR) - HE SHAPED [15pts]
not quite sure about the intel DD's full loadout, but I generally think that an escort group should have organic intel so it knows what it's fighting ASAP
I think you might want a 4xtc spyglass on that just so it can see everything aproching
Hmm
it dose, and it's not like that group has anything that can shoot out past bullseye range, so maybe ARR's might be better.
My thinking exactly, yeah, now that I'm going back to this.
I also don't think the blankets are necessary given its role
Nessacary no, but they are better to have and not need then to need and not have, like you can jam out some OSP radars at torp range and that's just as efective at softkiing a CMD seaker as jaming out the recever
Yeah, it's just that the power budget is very tight
and it can stop return gunfire
I suppose you just keep them offline most of the time and hope the Sarissas don't fire when your radar is on
and at that point you drop the prowler for a regular reinforced drive, probably
this version can run everything at once at 99% power, which I'm calling good enough
Fleet 'Escort Group' is composed of 4 ships that cost 3724 points:
Clair C. Karlee : 'Keystone' class Destroyer [Missile PD EWar]
The Gutsy Quack : 'Vauxhall' class Light Cruiser [Gun EWar PD]
Kally Q. Netty : 'Keystone' class Destroyer [Beam Gun PD Sensor]
Eager Both : 'Keystone' class Destroyer [Beam Gun PD Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-H-251 Rapier : CRUISE - CMD/ACT(RADAR) - HE SHAPED [17pts]
(the s2h are now more expensive because they're Cruise instead of Direct, that's it)
i know we'd probably get refused but this really makes us want to try to get into conquest testing
[Reply to:](#1164000873031151637 message) https://youtu.be/kGxGVU1yXFk 📎
<@&942093958551588904> anyone feel like one or two games of pubulous
I'm down
Yeah okay
alright I shall wait a minute or two to see if we get a fourth and then I shall be on
4
||The sheer lack of PD slots means that ANS players will all but require PD pickets to keep this this thing from getting munched on by containers.||
||The same goes for OSP and hybrids, of course. Grazer devices, anyone?||
we'll be around in about an hour and a half if you'll still be there
[Reply to:](#1164000873031151637 message) <@&942093958551588904> anyone feel like one or two games of pubulous
@mint sinew hi fluffy
https://store.steampowered.com/news/app/887570/view/4183351393018919290?l=english oh, easy to miss but there's a thing at the bottom of this
Hello Spacers! Devlog #32 is now available. This episode covers the addition of the industrial and full logistics mechanics, as well as a sneak peak at intelligence at the end. Check it out below: As mentioned in the video, if you're interested in applying to be a Wave 1 tester for the Conquest Update you can apply here (please keep in mind you ...
<@&942093958551588904>
As mentioned in the video, if you're interested in applying to be a Wave 1 tester for the Conquest Update you can apply here (please keep in mind you must be a member of the official Discord to participate in testing): https://forms.gle/iAVUGGzgn92FHe6b7
See you in the battlespace,
The NEBULOUS Team
Apply to be a tester for the upcoming Conquest major update. Tester applications will close on the evening of 29 February.
This update's testing is unique in that it will require significant commitment to organizing repeated games with the same set of players until a campaign is completed, rather than just pick-up games with whoever is aroun...
I know a lot of you are invested in helping this come out as the best game it can be, and maybe joining that wave 1 tester squad will help you guys stand out from balcon
Ah, hell, I need to join the nebcord
Fleet 'Monoplasma Testing' is composed of 5 ships that cost 3000 points:
Failed To Properly Read The Question : 'Bulk Freighter' class Line Ship [Plasma Gun Sensor PD]
Forgot To Set Alarm Clock Back : 'Bulk Freighter' class Line Ship [Plasma Gun Sensor PD]
Late To Job Interview : 'Shuttle' class Clipper [PD Gun]
Desperate Run For Moving Bus : 'Shuttle' class Clipper [PD Gun]
Missed Acceptance Email : 'Shuttle' class Clipper [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]
... does plasma even do damage
yes, but less than it used to by a long shot
it's a meme but it works surprisingly well and is very funny
the T20s were only about 40% of the damage in the games I played with it
plasma burn surprisingly efficient in absurd quantities
I feel like dropping like 2-3 plasmas for guns and adding eregs with the power might get you similar output
but cheaper with more guns
it would, this was entirely a meme fleet design to test out Max Plasma
hence the names
I was just surprised how well it actually worked
optimum plasma count might be higher than I expected
Dangit Misc I just changed my 4 plasma ships down to 3 to save power!
I think 3 is actually a good number, it was just awkward for power on mine
my 2-plasma ships do well but I think I might want to up that slightly
yeah I was just thinking of getting more plasma per plasma
I do think optimal plasma might be higher than most people think

, though I did apply