#Nebulous: Fleet Command
1 messages · Page 19 of 1
A mystery for the ages
truly
<@&942093958551588904> anyone feel like a boat?
Typically I tend not to feel like a boat
we can be on in ~10, just need to get laundry started
I'd be amenable for another, if you'd like.
Yeah I'm down
I'll be on when syl is
Yeah!
Sorry to disappoint ya’ll but
Australian internet
It’s committed to disappointing me at the worst possible moments
Occasionally, and for what seems to be conceivably no reason at all it’ll just disconnect and reconnect me from the network for a period of oh say an hour
So I’m bowing out to spare ya’ll the annoyance, because it’ll get awful pretty shortly. Sorry!
I’m honestly surprised it kept up for that Dune game.
I’m using my phone for this atm
Hello Spacers!
Happy April Fools Day. Usually I use this day to post some humorous critique on the current state of the games industry, but this year we are just too busy with Conquest development to put anything together. It's coming along great though, so instead of a prank here is a screenshot from Conquest, provided with no further context, so you can speculate about it for my entertainment:
April Fool's day post from Mazer
from the main nebcord
that's just a normal bulker you can't fool me
pretty sure that's just a normal bulker
if I really squint it might look like a different conning tower
but I think it's just a bulker
Hey guys, wanna give OBL a try?
OBL?
Operation Burning Lance
issa total conversion (altho not really because the normal factions still exist) mod thats allegedly pretty balanced but Very different in meta and stuff
i probably would i just have to brush my teeth and finish 1 other thing and then i can exist
Fleet 'Axford Shipkiller USE-EOEACT' is composed of 2 ships that cost 3000 points:
The Fool : 'Axford' class Heavy Cruiser [Gun Missile PD Sensor]
The Star : 'Keystone' class Destroyer [PD Beam Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-H-338 None : CRUISE - PSV(EO)/ACT(RADAR) - HEKP [49pts]
SGM-H-339 None : CRUISE - PSV(EO)/ACT(RADAR) - HEKP [51pts]
Actually yeah I can see it, not the lack of guns but the other shadows on the hull don't really match the bulker
how burning is this lance
Fleet 'Ssss' is composed of 1 ship which costs 2437 points:
Moyra D. Rosena : Guardian Cruiser []
```This fleet uses only one missile type:
```yaml
SH-400 Maelstrom : CRUISE - CMD/ACT(RADAR) - HEKP [52pts]
Mods required:
That's definitely a stock bulker with the wings. It's the hull model I use for triple threats
The OBL servers run 3ks, at least as far as I remember
I'm wondering if this is some sort of intel mechanic, squinting at low-res images to try to determine if they're civilian traffic vs armed bulkers
observe: S3H beam axford (la creatura??????????????????)
(Good luck telling if they have MLS)
My idea is that if one counterbatteries the S2/3/4H yub fleets and rail long range beam barges with a TC+not!Spyglass rail long range beam DD, it opens up a 450 boat to do what it wants.
Fleet 'Margan Gun Capital+Beam Destroyer+Corvettes' is composed of 4 ships that cost 3000 points:
Don't Unto Others : Transcendence Battleship []
Plowshare : Oblivion Destroyer []
Sprinter : Omen Corvette []
Shuttler : Omen Corvette []
Mods required:
(omens are just there to ensure cap advantage, they're very good at ACAP-ing and not much else)
Imagining fucking up because it’s a broadside liner and the intel pic is taken of the off side
OSP capulous build: acquired
just managed to win an ANS cap game against a gold stack despite torpedoing my own beam DD while doing it
not my finest moment
my torpvettes are razor's-edge optimised, everything else not so much
<@&942093958551588904> anyone feel like a pub in the near future
I'd like to see if we get more people, I've had some really unfun experience with pub lobby randoms recently
it is however the middle of the day for a lot of people so I'd be a little surprised
I can probably pub in 30m or so, I'm just finishing lunch
if we only have 3 I think I'm going to ensconce myself in something else, sorry
just do not feel like interacting with the neb community this day
Fair.
I can pile in, I just need to send an email
sure just ping me when but if its after two to three hours i wont have the opportunity anymore because then i have to sleep.
ayo chat am i cookin or what
aurora fucks up rocket shuttles, but more importantly it can snap-battleshort to stop MMT S2s and it's immune to terminals
S3Hs should punch through MMT kit designed for torpshuttles
blanket helps with visibility and covering the S3Hs when not actively under S2 fire
Mk62 to finish off things that the S3Hs cripple
Hardened Skin on the S3H I'm guessing?
That looks impolite
(Also expensive, but probably worth)
not yet but now that you mention it...
the EO is there because nobody brings fucking dazzlers on their MMTs
Yeah, EO is underused
If it's an actual MMT, it doesn't have the mount space for a dazzler
exactly
yeah
probably-final version is 600pts
now to find out if this lil fucker will turn off the CLS to power the ARR i gave it...
It shouldn't right? Weapons beat sensor support modules
HS is an excellent investment here, I have something broadly similar in prototype
my MMTs can kill this if they reach 6.5km, but you have the range advantage
How many S2s/S3s can a single Aurora take down before it burns itself out?
it can semi-reliably stop 4 S2s without even touching the battleshort
only needs like a second of battleshort to finish the job
S3s are a tougher proposition but afaik MMTs don't really use those
Per the wiki you get at least 16s of uptime half the time. That's about 640 damage, exactly enough for 4 torps
Does that include the base burst duration (before it starts eating bshort damage)?
Yeah IIRC the wiki includes that
Yeah. In practice it will be a little lower than 50% odds with tracking time
That might actually help a bit? Gives it a moment to recharge between torps
True, I wrongly assumed bshort would still damage while swapping targets, but it doesn't for beams
A little over 50% of beating 4x torps in a damage race then. Not sure you always have the required 16s within 4k vs torps
What's the average torp speed these days anyway?
Near max maneuverability, so 175 to 186 or so
fleetulous: done command
Fleet '3k - The Invincible Girl (Mk 1)' is composed of 5 ships that cost 3000 points:
Pyrrha Nikos : 'Vauxhall' class Light Cruiser [Gun PD Sensor]
Milo : 'Sprinter' class Corvette [Missile Gun EWar PD]
Akouo : 'Sprinter' class Corvette [Missile Gun EWar PD]
Forever Fall : 'Sprinter' class Corvette [Gun PD]
Do You Believe In Destiny? : 'Sprinter' class Corvette [Gun PD]
```This fleet uses 4 different missile types:
```yaml
SGM-10 Sliver of Hope : DIRECT - HOJ(RADAR) - HE SHAPED [1pts]
SGM-135 Egg Cracker : DIRECT - CMD - HE SHAPED [4pts]
SGM-177 Eyes of Fire : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-H-300 Atlatl : DIRECT - PSV(EO)/ARAD(RADAR) - HE SHAPED [30pts]
might tweak the names around some
The forbidden max rebound Vauxhall...
FYI, I'm stealing that aurora corvette design
i mean
it makes sense i think??????
because my primary threat is like, an MMT sneaking into the backline, it avoids tainers by not being seen and being fast as fuck and having softkill
The risk would be sneaky torp tugs and I guess that's just a meta call to make
that's a point actually
time for some Funky Bullshit (putting defenders on one side and rebounds on the other and then rolling based on the threat)
actually no that probably wont work
because if i see a tug idk if its torps or not
tbf, torp tugs probably have to close the distance, which means i can bonk them with RPF
Also a random backpack container might cause you issues? But they probably won't intentionally target a Vaux usually
You could do kitty-corners, I think you get full coverage or close to it from each
And that helps against mines and rockets too
ooh good point
yea i'll do that i think
I do love throwing backpack containers at vauxen. I'm doing my part to keep the boat night meta respectful of cheap container strikes
rail axford spotted in the wild
oh my gods this CLN doesnt have any prog busses
💀
4 channels is all you need, right?
Fast boot spammer?
A bunch but not like 100 HE has a lot of pen depth
I was shooting at keystones and an axford
Does this count hitting chaff? I wonder if you were shooting through a bunch of chaff and it counted as hits
people are developing callouts for more maps now
I was just playing a Nyx match and was told "two plasma liners on Singapore"
a) where the hell is Singapore and b) why on earth did you name it Singapore
(it's apparently the rock above A on the right from the ANS side, which usually has OSP fleets on it peeking across a fairly narrow strait to the rock on the left)
I look forward to the Tumbleweed callout guide that will inevitably be more convoluted than your typical CS:GO map
fascinating
oh, I hate that
Tumbleweed callouts gonna be on specific holes instead of specific rocks
<@&942093958551588904> tommorow (in 16 to 20 hours) anyone wanna play with me?
That's right in the middle of the night for me, alas
You might be out of luck at that hour
Unless the ANZ players are interested, so I guess ask again when they're awake?
And if you can do Euro afternoon/evening you can at least line that up with American morning/afternoon
I mean 20 hours from then is like, 6 am my time, and I am awake, but I need to actually do things tomorrow so sadly no boats at that hour
Also TIL that disconnect fleet transfers favor players with fewer ships, which is cool unless you run a surrender CL or CLN and are busy plotting cruise paths
like i can do later (i think) i am in UTC+1 (norway)
<@&942093958551588904> neb in 10?
I might be able to boat in 20-30 mins
Yarrrr
Bote!
I'll be on in about 10 mins, I just need to do a quick bit of adulting real quick.
I shall be around for one (1) boat
misc what you don't understand is that I was alone in lane, and our mid tidehunter ran under the tower 30 seconds before the match started
Ok, yeah, that's pretty bad
I prefer mid Shadow Shaman because even if you fail to gank particularly well you can snake a tower early and make safelane comfy
Pos1? Isn't that just top lane?
or at least you used to be able to, no idea what it's like now they made the map hueg
I mean, it's top lane carry
which shadow shaman, is not, generally
Ah, I see
like honestly it was less horrid than I expected, but that was helped by the two people top disappearing for 90% of the laning phase for no apparent reason
he quite likes getting a bucketload of XP early because once he hits 6 and gets hold of a shard he becomes a demolition machine, but that's why I prefer mid so you can have someone else pick up your inability to right click
we can now if you want?
nah I mean I might be a little late
I can also come
yey
@eternal bramble @dense fractal yo
im ready
I am summoned
DD BSHORT NERFED TO 40%
LONG HAUL NERF
YARD BUFF
SUNDRIVE BUFF
VALIDATOR MEMORY FOR SEEKERS
Increased P11 Pavise PDT cost to 20 (was 15).```
oh my god, what are these railgun changes
Increased Mk81 railgun autoloader capacity to 5 (was 1), recycle time to 15 seconds (was 0), reload time to 60 seconds (was 30), point cost to 150 (was 50), and power requirement to 1750 kW (was 1500).
this patch is overall pretty bussin'
(except for the railgun changes, which IMO are highly problematic)
but everything else is fantastic
Yeah, these railgun changes are... certainly something
Capital turrets? Great, for if I ever want to play my double gigacringed BB setup
The DDs? Now that I've done the MNs, these are going to be... interesting to take to the range
oh, wait, I was misreading that
... I'm sorry, they gave capital turrets autoloaders?!
testbranch
would you mind copying them in full to here? I avoid the neb server when I can
Patch Notes - 0.3.1.21:240405-1804
+PUBLIC TEST BRANCH+
Changes/Features:
- Reduced TE45 Mass Driver DR to 30 (was 40).
- Increased Mk81 Railgun turret depression limit to -5 degrees (was -3) and traverse rate to 6 deg/sec (was 3).
- Reduce 400mm Plasma Ampoule flight time to 12 seconds (was 14) for a new max range of 7,200m.
- Increased velocity of 450mm AP and HE shells to 800m/s (was 750) and decreased flight time to 14.05 seconds (was 15).
- 100mm Grapeshot can no longer cause catastrophic events.
- Reduced Keystone destroyer continuousweapon-overheatdamageprob:beam intrinsic hull modifier to -40% (was -75%).
- Added visual effects for beams in the tactical view.
- Increased volume and falloff curve for beam weapon sound effects.
- Removed power requirement from Reinforced Magazine
- Added a 1x compounding cost multiplier to Auxiliary Steering
- Command components that don't provide full control (e.g. Aux Steering) will no longer suppress the "No CIC" warning in the fleet editor.
- Removed hull-linearmotor modifier from Prowler drive.
- Increased Sundrive HP to 200 (was 100) and decreased point cost to 20 (was 30).
- Reduced CHI-777 Yard Drive hull-maxspeed modifier to -7.5% (was -10%) and increased hull-linearmotor modifier to 15% (was 10%).
- Added +30% hull-linearmotor modifier to CHI-7700 Yard Drive.
- Removed CHI-9100 Long Haul drive's hull-linearmotor modifier (was +20%), added -10% hull-angularmotor modifier, and reduced hull-flankdamageprob modifier to 25% (was 50%).
- Reduced hull linear motor force on Bulker and Container Line Ships to 3200 (was 4000).
- Increased Bulker and Container Line Ship braking thruster power to 100% (was 80%) and lateral thruster power to 40% (was 30%).
- Increased Cargo Feeder hull linear motor force to 700 (was 500).
- Added +5% hull-component-max-repair and +10% powerplant-prodefficiency instrinsic hull modifiers to the Ocello.
- Increased fragment count for 600mm Bomb Shell to 15 per target (was 10).
- Increased damage ray count for 600mm HE-SH Shell to 8 (was 5), increased armor penetration to 85 (was 75), and disabled overpenetration.
- Decreased chaff cloud signature size by about 60%, to be about the size of an Solomon from the side.
- Increased Mk20 Defender PDT cost to 25 points (was 20).
- Increased P11 Pavise PDT cost to 20 (was 15).
- Added Validator Memory configuration option to missile avionics. Missiles with memory enabled will remember that their current target has been validated even if the validation conditions are no longer present.
- Increased Rapid DC Locker HP to 100 (was 70).
- Increase Small DC Locker HP to 150 (was 100) and reduced cost to 20 (was 30).
- Increased Large DC Locker HP to 200 (was 150).
- Increased Reinforced DC Locker HP to 250 (was 200).
- Reduced storage volume of all mine types to 15m^3 (was 30).
- Removed power requirement from Citadel Magazine.
- Decreased programming time for decoy containers to 2 seconds (was 20).
- Hovering over enemy decoy containers will now provide a false intel report.
- Decreased point cost of Weave terminal maneuvers in missiles to 1 point (was 2).
- Increased Mk81 railgun autoloader capacity to 5 (was 1), recycle time to 15 seconds (was 0), reload time to 60 seconds (was 30), point cost to 150 (was 50), and power requirement to 1750 kW (was 1500).
- Increased HP for MLS-2, MLS-3, and ML-9 launchers to 200 (was 100).
- Updated fluff blocks for some components and hulls.
Bug Fixes:
- Fixed hot-launched missiles fired from the same VLS following different paths depending on the orientation of the cell.
- Fixed missiles with cruise guidance and no seeker never igniting their engine when fired on a track.
- Fixed new player settings not defaulting to DCTRN for PDMSL salvo size.
- Fixed bot skirmish players not having PDMSL salvo size set to DCTRN.
- Fixed missiles which share a VLS with defensive decoys incrementing the battle report "Expended" counter for the last decoy type that was fired.
- Fixed buffer overflow in Steam network transport causing some disconnects.
Bug Fixes:
- Fixed hot-launched missiles fired from the same VLS following different paths depending on the orientation of the cell.
- Fixed missiles with cruise guidance and no seeker never igniting their engine when fired on a track.
- Fixed new player settings not defaulting to DCTRN for PDMSL salvo size.
- Fixed bot skirmish players not having PDMSL salvo size set to DCTRN.
- Fixed missiles which share a VLS with defensive decoys incrementing the battle report "Expended" counter for the last decoy type that was fired.
- Fixed buffer overflow in Steam network transport causing some disconnects.
plasma speed buff 🙏
oh that's a crazy grape nerf
good, honestly
this seems overall very reasonable
I love the decoy container change, that's so rad
I'm pretty sure it's the same speed, just lost distance/lifetime
I don't understand what the mk81 does now but something had to happen
minebros we are even more back than we previously were, which was pretty back
oh true
honestly this just means I can't waste plasma lol
don't hate it
beams in tac view!!!
600mm buff 👀
The Mk81 now has a five-shot autoloader (15s between shots, after all shots are expended, 60s reload)
time to go rework all my capfleets
(and QoL making it so it isn't awful to actually shoot)
beefy MLS is pretty huge
I mean yeah but is that actually any quicker than it currently is (I genuinely don't know I've never once looked at the mk81)
also why is it now a billion points
The 600mm buff is insane - first thing I did was test C90 HESH 4AE MNs against an Axford at 45 degrees, it just shredded it
oh yeah 600mm buff is rad
I forget if the last shot in an autoloader still needs to cycle before reloading
Yeah. Current is a 30s reload. This is a bit less than double the DPS.
no overpen is so cool
ah, wonderful
the rail bb will return
Sadly, the rail BB cannot return
150pts per turret means I can't gigacringe two rail BBs in anymore
That said, I could do 1 rail BB 1 rail axford
I think w/o buffs it goes from 2 RPM to 2.2 RPM
But also check RPM/point vs railstones, I suspect max RPM rail array might be 1 railford 4 railstones
That is exactly what I'm making now
Or... 2 railfords 1 railstone?
I already had a 3 railstone + 1 gunford fleet, so it shouldn't be too hard to convert it
that said, if I just change out ammo + turrets, this is just under 300pts over
there's no way you can fit 4 railstones in
You mean there's not 300 pts of DC you can cut?
OSP capfleet has even more points for mines than it already did
ANS capfleet needs to squeeze a bit to fit new defenders but it'll probably be fine
Yeah, paying for minelayer hulls is a big cost that just got cut in half
Cutting all DC except a rapid gets me down to 3101pts
Yeah fair
Hmm, what's your RPM on just the railford?
One sec, setting up buff modules
right now it's in superradar config, so I've got to swap out for ereg+rcc
Also RN I wanna see how EACT/[ARAD] containers perform with val mem, jammerless softkill in theory means having to turn off multiple radars for about 20 seconds
Shall we do boat night on test branch, then? I would like to test the new 600mm
(250 m/s for 5000 m)
100%
2 -> 2.5 RPM unbuffed, so it would be a sidearm buff, except it's now triple the cost
railfords got kind of fucked over I'm gonna be honest
Ah so the 5th shot doesn't need cycle, okay
I would advise people to quickly go through and do points adjustments on their most played fleets right now
ML-9? What is that
both the railford and railomon lost rail output efficiency, so the railstone is even more ontop of the world than it was for sustained railgunnery
but the capitals now have burst fire, which gives them a situational niche
ML-9 is the minelayer
way I'm seeing it is, I can bring a full PD, full DC axford to sit in my rail array now and hopefully still get decent RPM out of it
Mm. "Decent" is doubtful. 36.33 RPM.
I am testing in VC if anyone wants to join the party
I think they haven't actually lost a ton of output it's now just nutzo expensive for slightly less output overall
I'm confused by this change
do recall that RCCs buff them now
and harder than EREGs for a while, too
Ah, valmem is 1pt
I'm aware, the setup is 3x RCC + 4 sereg
Yeah that’s what I mean. Rail output efficiency is measured in points-per-RPM, so since the builds got more expensive the efficiency went down
With super skeletal builds, Railstones are 41 ppRPM, on main both Railfords and Railomons are 52 ppRPM. Now on test, Railfords are 69 and Railomons are 55. That’s why I don’t like this change’s specific values, even if the burst fire is cool. Railomons have so many advantages already, they shouldn’t get such a huge efficiency lead
Maybe the Keystone hull should get some rail reload buffs
Eh, they’re fine, still more efficient than the capitals which is good, if that wasn’t the case I’d be rioting right now. The problem is the mismatch between Ax and Sol
How expensive?
300
What have we done, Misc’s Mine Mania is only intensifying
47.02 RPM
Fleet 'Test' is composed of 4 ships that cost 3000 points:
Premeditated Act : 'Axford' class Heavy Cruiser [Rail PD]
Malice Aforethought : 'Keystone' class Destroyer [Rail]
Malice Afterthought : 'Keystone' class Destroyer [Rail]
Malice Current-thought : 'Keystone' class Destroyer [Rail]
Six railstones would have superior sustained RPM, you take capitals for the burst now
Oh, I'm aware. I have a fleet that's six railstones + defender/intel/lock box.
I'm curious to see whether actually having restores+armor and the burst makes up for losing, well, 20rpm.
I'll be honest I am not counting on this mine change sticking around
because you can do this
Fleet 'GIga Mine Shuttle Caps' is composed of 10 ships that cost 3000 points:
This : 'Shuttle' class Clipper [Rocket Missile PD]
War : 'Shuttle' class Clipper [Rocket Missile PD]
So : 'Shuttle' class Clipper [Rocket Missile PD]
And : 'Shuttle' class Clipper [Rocket Missile PD]
Hell : 'Shuttle' class Clipper [Rocket Missile PD]
Cap : 'Shuttle' class Clipper [Rocket Missile PD]
Is : 'Shuttle' class Clipper [Rocket Missile PD]
Absolutely : 'Shuttle' class Clipper [Rocket Missile PD]
Completely : 'Shuttle' class Clipper [Rocket Missile PD]
Cringed : 'Shuttle' class Clipper [Rocket Missile 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]
okay, no, the burst fire rails are incredibly good
going to test this again with exact timing
My concern is that a rail BB hiding in the skybox will be very hard to kill given the state of OSP yub and MDs
A rail BB hiding in the skybox is welcome to stay there and lose to capping
After exactly one minute of fire, standard plas/100 liner
Burst rails are very scary
one minute of fire from maxbuffed rail BB, same target as previous - the rail BB is not cringed, you could probably cringe its DC + PD and fit a single DD in instead of the lockvette, but I don't think that's an actually good idea in the BB case
SGT-300 Spinjitzu Cringemaster is a size 3 missile that costs 12 points.
Some wild changes in there
Bulkers should be able to flank backwards, they have full-power thrusters on the front now if I'm reading right
Also Ocello buffs :D
Big fan of the small DC change, more points-efficient but takes more compartments is a nice niche
Might have to, gasp, start bringing more than 0 restores
Validator memory is also nice, I wonder if that works like the old seekers where it will lock onto a target it validates even if other valid targets appear
waits for Lark to get to the end
How does this change railcello rpmppt, I wonder
Already read through it all once lol, just hadn't had time to respond then
With buff modules, sustained RPM is worse, frontloaded RPM is better
Even with going 1000 -> 1300 for a build
since I mentioned the Creatures in VC, here's the Creatures
Fleet 'Abominable Devices Test' is composed of 5 ships that cost 3000 points:
Pyroclast : 'Bulk Freighter' class Line Ship [Gun Plasma PD]
Deimos : 'Cargo Feeder' class Monitor [EWar Sensor PD]
Phobos : 'Cargo Feeder' class Monitor [EWar Sensor PD]
Eris : 'Tugboat' class Clipper [EWar Gun PD]
Spatha : 'Tugboat' class Clipper [Ewar Missile Gun PD Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGT-351 Ascalon Bronze : DIRECT - CMD/SAH(RADAR) - HE SHAPED [12pts]
Without modules I think even sustained RPMppt is higher
I was more wondering about the expensive 1600-1900pt ones
But IDK if they can fit enough buff mods
all the guys move around as one blob, the torptug just goes around doing torptug things
Well the more expensive it was already, the smaller the impact of the point bump
But sustained RPM cannot hit what it is on live
Alas, was hoping the power hullmod would make the difference
Can't complain though, Ocellos are eating good regardless
Wonder if I can fit a Sarissa plus a Frontline on a Sprinter, make a minesweeper device
I remember frontline + blanket sprinter exists
More I test C90s, more wild they seem
Well the LN’s base linear thrust got nerfed, so in practice the frontal thrust mult buff just means that frontal thrust is unchanged
They're best against an Axford, but I'm putting them against 45* angled Solomon right now, and I just watched one shot take out a VLS
Shame I can't see DC boards
Half load from two 4AE MNs, so about 5 minutes 30 of sustained fire onto the aforementioned angled Solomon
Distinctly unhappy camper, though very repairable
that said, that's 2 4AE MNs, or "a 1000pt fleet element"
Side thrust got even worse again tho, 1600 down to 1280
my money is on yard being the better drive now
Oop, good point
Speed is really strong
Less glass sundrive will make the big yard/sundrive builds very interesting to test again
My 2x sundrive big raider Ocello is very happy with all these changes
They do still have no DT, but at least they won't die to a single unlucky 450 shell
which reminds me I need to trim points on that build because of Pavise update price, but still
Yeah, I likely won't actually use them much as have a real reactor is important anyway, but worth testing
I know they only got buffed indirectly, but looking at these patch notes I wonder how torp bulkers will be doing in this environment. Less defenders, tougher components across the board and less aux spam on their primary targets
(And shuttles are terrifying)
The MLS HP buff is huge for them
One of their big weaknesses is even a light smattering of fire can really ruin their offensive capabilities
Is the 600mm cannon supposed to be install-able in a bulker?
It shouldn't be, it was specifically sized to only fit in the monitor spinal
huh, I missed the memo on that
No 600mm bulker broadside 😔
It might fit in a Keystone
<@&942093958551588904> It's Friday, and that means it's time for Friday Night Fleet Command! I'm hosting open multiplayer lobbies of NEBULOUS: Fleet Command on my Twitch channel below! It's free for anyone to join, so bring your fleets!
https://www.twitch.tv/docvivileandra
Friday Night Fleet Command! Open multiplayer lobbies with viewers! Type !discord in the chat for discord access!
Nope, Keystone spinal is 4x12x4, Bulker broadsides are 6x10x6, Feeder spinal (and C90) is 6x12x6
A C56 (4x6x4) or an MD (4x10x4) fits in a keystone tho
interesting observation: bulk freighter decoy programs in two seconds and has a bigger signature than chaff
bring a few on container tracks to throw at incoming
also, basic thunderheads are mean on ANS now
Rapid launch defensive decoys will be really nice. The SSJ containers already added a lot of softkill power to broadside bulkets
Also, dropping 18sec off the travel time of clipper decoys heading to neutral points will help sell that bait better and provide softkill for really shuttles
Still slower than a flanking shuttle unfortunately
But less so
Especially since I think they accelerate faster
Interestingly, a shuttle decoy is more cost-efficient than an active decoy, kind of
(The container stack launcher only holding 2 means they're actually about 8.5 points per)
That's only true for sundrive shuttles now right? In the OSP patch they got buffed up to ~50m/s to match stock drive shuttles
I assume test branch for boat night?
I'm definitely up for some Testulous
<@&942093958551588904> hey all, with the test branch out I figure I'd ask whether everyone wants to play test or main branch this boat night?
There have been some point changes, so some fleets will need to be updated if we play test.
🛠️ test
🚢 main
how could we resist the call of the monitor buffs
There are definitely gonna be some fucking creatures coming out of ANS tho as people experiment with rails
anti rail-capital tech is gonna be vital
If there’s multiple rail fleets you probably just win on caps if you watch your sight lines
there also kind of isn't anti-rail-capital tech that isn't MDs
and if you bring MDs and spot them outside of their spotting range you win the fight
I guess that partly depends how many/which corners the rail capitals are cutting. I can't imagine the points are there for a full softkill suite for example
My rail BB has better softkill than my usual BB
double disco ball, chaff box, active decoys
<@&942093958551588904> hey guys, DST changes have made things very weird for a lot of us. by default, boat night is scheduled on my time zone so <t:1712430000:F> <t:1712430000:R>. If this is a hardship for regulars who wanna jump into the new patch, just discuss it here and we can move it. this is a very weird transient phase where NA / EU and Oceania are all switching at different times
o7 thank you for the heads up Winged, it’s very appreciated
The swing on DST pushes boat night to 5am for me (AEST), so I certainly wouldn't be there for most of it. I'd appreciate moving it back a bit, but I understand that'll be a bit rough on the brits/euros
beam tac view effects look great btw
also, as an EDT fellow, I'm perfectly willing to move it backwards or forwards if need be, it's smack in the middle of the day for me
But how do they look on FOV: Yes?
Presumably stretchy
TBH I'm not even entirely sure I agree there
But against bulkers they just so often hit absolutely nothing at some point in the beaming, and I worry that burning out before you do anything will be just infuriating
They are very good, but IMO part of that is a symptom of OSP's 450 capabilities being a bit weak rn
Give OSP less of a need to be right on top of every ANS capital and beams get commensurately weaker
Yeah I don’t disagree, but I understand wanting to tamp down rather than lift things up
True
So far I think it's working out well. Beamstones get around a minute and a bit of BSHRT time before redding out, instead of well over two minutes like before. They can still have a burst of incredible strength, but it has to be timed well, with more thought put into "do I really need to turn on BSHRT right now"
I'll have to give them a play, see how they feel
We can move it back. Can you guys check with the EU players? I have to head to bed and I know that by the time I'm awake you'll all be asleep
I just spectated a game with four beamstones, and if it had been main branch beams, it would have absolutely been an ANS win. But since the player burned out their beams early in the match, they couldn't hold when OSP pushed forward into them in the late game. Still got like 12k damage on a few of the beamstones, but couldn't keep it up after wasting their shot early
My immediate gut response to this is negative, but I think a lot of that is that I haven't played a lot of beams since the PID fix
So I'm still thinking of them in a "you turn on BSHORT immediately and if you're lucky you'll start hitting them after 40s of the beam firing" perspective
yeah, I cannot emphasize enough how gamechanging the PID fix was, you're on target in 5 seconds or less
I've slowly been sliding random Beamstones into more and more fleets after, they just get so much value
Just haven't used them enough to change how I think of them yet lol
I do think that the amount of normal beam uptime that gets wasted is a bit of a problem but cest la vie
This does seem potentially awkward
Balancing around bshort is good
Also making EREGs actually somewhat useful on Beamstones is nice
Though IDK if they're worthwhile yet
one thing is that beams are still absolutely ruinous vs monitors
which resist cannonfire, and just got mega offensive buffs
so that's going to help keep beams relevant
I'm guessing the thrust buff to MNs makes them slightly less beamfodder, but I'm sure they'll still get chewed apart
(And the drive changes)
Yeah the beam much more rarely disappears into the monitor void
yeah they can reposition much less painfully slowly, but they die in 10 seconds or less to a beam that's not at the edge of its range
Yeh, it means if you get jumped you probably have higher chances to get one or two out in time
But "higher" is not "high"
hi since were going to have neb night tonight would it be cool if someone would help me out with designing some fleets?
If you want, I can help in about 6 hours? If so, I'll send you a message when I'm available.
yeah that works for me
Yeah I started paying attention in battle reports and beamstones usually have >80% accuracy now, often straight up 100%
Lowest I’ve ever seen since the patch was 74%
Hey, I'm around now
Just ping me if/when you're available
@wicked mirage im ready rn
Kk
I'm in activity 2
Fleet 'Police Capfleet Prototype' is composed of 8 ships that cost 3000 points:
Cleric of Jagganoth : 'Keystone' class Destroyer [Beam PD Sensor]
Cleric of Jadis : 'Keystone' class Destroyer [Beam PD Sensor]
Cleric Of Solomon : 'Raines' class Frigate [Missile EWar PD Sensor]
Cleric of Mammon : 'Raines' class Frigate [Missile EWar PD Sensor]
Hospitaller : 'Raines' class Frigate [Gun PD]
Attendant : 'Raines' class Frigate [Gun PD]
Imagifier : 'Sprinter' class Corvette [PD]
Sacrifice : 'Sprinter' class Corvette [PD]
```This fleet uses 3 different missile types:
```yaml
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-111 Currency Conversion : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-H-211 Puffin Slots : DIRECT - CMD/SAH(RADAR) - HE SHAPED [11pts]
oh fun!
small thing but a second rapid on the frigs would be lovely if you can fit it
2x is like so much better than 1x
These days I can actually get a small for the cost of two rapids, I might see if I can manage that on all four frigates
<@&942093958551588904> opened the boat night channels, oceania may arrive late
oh ya, haven’t tested it compared to that yet
seems like a great choice though
love restores
monitors are so back, 35k damage, about 5k on each was from HESH and the rest from gunplas
urge to go to balcon because my battleship was ouchied ;_;
NSLW, if you actually made it so copy-pasting stuff in the fleet editor preserves the ammo ratios in VLSes of different sizes, I love you
if that was just an accident then that's still great
iirc there was a specific bug fix because it wasnt doing that
so yeah he did in fact Actively Make It Do That
Yeah, I put out an update for Fleet Editor Hotkeys last month that added preservation of the contents of magazines and VLS when copying
it was a pain in the ass to get working and deal with the problem of what happens when you copy a larger socket into a smaller socket, but I can't live without it now
another thing in that update, hold tab while adjusting ammo counts instead of shift or ctrl, it'll adjust the ammo by its amount-per-point, or missiles by the ship's channel count 😄
oh I misread, yes the ammo ratios smoothly scaling down was intentional and my chosen solution to the aforementioned socket problem
So what’s our local conclusions of testulous?
I like the MLS changes
600mm seems actually effective now which is cool
the drive changes are cool too
I like it
positive on everything not how ridiculously expensive rail turrets are and mines needing to go up in price
these are things that can be easily fixed
I’ve seen a bunch about HESH but how’s bomb now?
Okay but it’s even better now, would you think it’s too much?
it seemed to work on individual small ships, which is wasn't great with before?
I don't think it's too good though
monitors still die to beams and missiles very easily
It sure as heck worked on my Tug that was orbiting a Raines 
lmao
My concern with this patch is Vauxes, which fair pretty poorly against MNs
But hopefully the Bulker nerfs mean their mobility can be worth it
I'm not sure bulkers actually got a nerf
The drive/thrust nerfs I mean
vauxes eat such catastrophic shit this patch that I just categorically refuse to play them
I think Bulkers are fine, but hopefully less able to just be faster and similarly maneuverable to a Vaux
LH bulkers definitely did
I think you have to work harder for it now, and you're super fragile, but I think it's still doable
the single LH bulker probably doesn't style on every ship now
Mostly I'm not sure they have much of a target right now, assuming you're referring to Vauxes
oh no I mean bulkers
Oh gotcha
you have to work a fair bit to be nimble
Yeah the Sunbulkers will be terrifying
I was just throwing together a minimal Gale Bulker to see if I can squish one in a cap fleet
And flanking at 50m/s seems fun
I was actually super happy with this list
Fleet '3.0k - Weird Hybrid Stuff' is composed of 4 ships that cost 3000 points:
Marwolaeth : 'Bulk Freighter' class Line Ship [Missile Gun Plasma PD]
Rhagluniaeth : 'Bulk Freighter' class Line Ship [Rail PD]
Marchog Anwir : 'Tugboat' class Clipper [Missile EWar Gun Sensor PD]
Llygad y Dydd : 'Tugboat' class Clipper [Sensor PD]
```This fleet uses 3 different missile types:
```yaml
SGM-123 Aderyn Ryhfedd : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-132 Fflowlyn Block IV : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-208 Brysgyll Block III : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [11pts]
It will be interesting to see if Vauxhalls can function as the mobile cap game ender again. They should have the edge on almost every cap/anti-cap ship that currently sees play
More sundrives makes 250mm RPF scarier too
Going to need more data on chaff, wonder if we'll be seeing a return of hardkill
- yes
- you won't survive that long
I'm growing convinced that more hardkill in general is just needed
I love the sidearm axfords but
My defenders didn't even shoot at your missiles, Tron
I've just styled on a lot of ships with ACT/CMD val, and I imagine it'll get worse with validator memory
I think between Monitors and basically every OSP fleet comp bringing at least one MD bulker nowadays it's pretty hard for them to actually end the game
I haven't played any games against you this patch I don't think
I'm not sure what you're talking about
Last boat night game, sidearm Axford
This week?
I'm slightly dubious about the val memory specifically for CMD because it does kind of impose a micro tax
Because I was not present at the final one(s)
In that if you're a bit late on your interruptor you're screwed
Always have the option to go back to the days of pd escort
My jammers auto-swapped to the Ocello and my Defenders didn't shoot at the S2s, so the monitors coming around the rock got a completely free volley into the Axford aside from the Interruptor
Well currently it’s bugged and comm jamming appears to validate all targets
yeah that was not me ash, I'm sorry, I don't know what you're talking about
But also EACT/{CMD} will acquire and validate from outside interrupter range, hah
I mean nominally it's an intel tax, right? because unless you're doing hangup micro the interruptor should go off by itself
It was Tom with the S2s in the last game
Welp, there we go
It's an intel tax that can be worked around with micro, which I'm not a fan of
yeah
That's a very good point actually
I think you can softkill the S2s, the triple seeker containers might get interesting
now that we're actually discussing it though I don't know under what conditions interruptors automatically fire
EACT/ARAD[CMD] containers time?
most of the issue is presented by the softkill signature nerf, rather than anything to do with enhanced seekers
I've always assumed it's once the seeker is IDed but
Yeah, I had val mem containers lined up for boat night if I'd got an OSP game. Only done a little testing, but they can be made quite challenging to softkill even with perfect knowledge
I really could've sworn it did
Yeah, tagged as offensive not dual purpose like a dazzler. If you are weapons Free it will "shoot back" if you are being shot
I remain the strongest soldier of valmem S2H
the weave point reduction pays for valmem
what happened again?
EACT[ARAD][Wake] is also nasty. Needing all your radar emconed from at least 5k is a big cost
Can also just use Wake as a backup seeker to pull yourself in for round 2 when jamming is present
also yes I've 100% been bamboozled by this
AIUI this is just normally jammable
Jamming out the primary also clears memory if it loses track
Let us all be thankful that EACT/ARAD/{EO} is impossible
True, but we currently live in a world where nothing is unsoftkillable. If I can make a seeker set that forces my opponents to bring full jammer coverage that's a big win
(because then I can just mixed salvo some HOJ/ARAD and watch their jammer blow up)
I now again think it would be cool if ARAD pointed at radar panels/antennae and jammers on final approach
quick draft of a capfleet with some new stuff
Fleet 'Fwoosh Fwoosh That's The Sound Of The Police' is composed of 8 ships that cost 3000 points:
Cleric of Jagganoth : 'Keystone' class Destroyer [Beam PD Sensor]
Cleric of Solomon : 'Raines' class Frigate [Missile EWar PD Sensor]
Cleric of Mammon : 'Raines' class Frigate [Missile EWar PD Sensor]
Hospitaller : 'Raines' class Frigate [Gun PD]
Templar : 'Raines' class Frigate [Gun PD]
Layman : 'Raines' class Frigate [Gun PD]
Prophet : 'Raines' class Frigate [Gun PD]
Sacrifice : 'Sprinter' class Corvette [PD]
```This fleet uses 3 different missile types:
```yaml
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-111 Currency Conversion : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-H-391 Fishtail-UAP : DIRECT - CMD/SAH(RADAR) - HE SHAPED [21pts]
no new tech, just gunfrigs and slightly heavier ordnance on the bombers
costs less than torpcorvs and they can handle most things besides torptugs
mostly this is just intended as a counter to AMMs Everywhere
It really is crazy just how many AMMs are out there
yeah I am wondering if "have PD and win gunfights" is a legit ANS cap strat
Ammo elevator Mk62 Sprinters have served me better than my torp ones, even with Programming Bus
that said, they can't flex into killing MNs, so...
this patch is real interesting
enjoying the changes a little concerned about the rails but hey
its definitely been a nice mixup
esp for missile play
SGM-H-399 Ocello Remover 9000 is a size 3 missile that costs 45 points.
self-explanatory device
SEACT/[EO] with valmem so it goes straight through blackjack
I don't think I've ever seen anyone other than me bring Lyrebird + Blackjack Ocellos
also has hardened skin for anti-aurora/AMM breakpoints
My current idea is bringing two gun Vauxhalls with 12 of these in the backpack and deleting MNs and CCs with them, but I'm not sure how my PD shakes out in that concept now that Thunderhead spam is so good
radar jamming here would be enough, since it jams the only search seeker
but but you can always launch two parts this to one part EO/HOJ
Hm. I'll see if people start bringing Lyrebirds more often - I know that it's a point of significant testing with the chaff nerf.
Staging inside aurora range feels rough, that's an extra 2ish seconds of active time for the auroras to work
Hold on, what's Aurora range
isn't it 3?
That's what I thought
Also vulnerable to Blankets, but I think I'm the only person who frequently brings those on Ocellos
I have seen a few blanket ocellos and I expect more with the power buff
<@&942093958551588904> anyone wanna neb a bit today?
I think Im a little too test branch-brained to want to hop back into main to do some pubbing
goodness lmao
damn thats alot
<@&942093958551588904> bote?
id bote
testbote?
as long as we bote
Mm. Let's see.
I can probably just shove one of the fleets I'm testing into mainbranch, though losing valmem on it is whatever
Guh!
in that r-mag is 39000 rounds of flak
39,370 rounds of flak
How long could it fire for before it ran out, I wonder
it has like, 2 or 3 bastions?
,,,,, hm.
would wake/[act]/act be a decent seeker loadout for containers, do y'all think?
since just about nobody takes flares
Because no one takes flares you don’t really need the [act]
yeah, the problem is just "what happens when my wake doesn't acquire"
which is why it's usually ACT/HOJ/[Wake], especially with valmem
Wake/Act/[ARAD] maybe if you want wake primary
You do want some sort of validator with wake, otherwise it likes to find a tiny break in the wake trail and turn around
Solid against individual ships, beware that wake seekers with multiple viable targets like to wander a lot and miss
I think because unlike act there's no return strength on wake, so it's just as likely to go for every target it can see

Oh no
ah hell, i forgot valmem was a testulous thing
anyone down for some nebulous tonight?
<@&942093958551588904> anyone down for some neb today?
I could if some more folks are
sure
recently in testulous: we learn that you cannot duck under torps by gluing yourself to the launching ship
rails are fun :D
oh, thinking of, @glad aurora did those hekp missiles we hit you with last night do much?
Knocked out a missile bus, my SPC, and one VLS; I also lost my TL radar to guns, which is why you weren't immediately torped (I had a couple seconds going on the panel restore)
ah, damn
I just pulled back and spent 3/5 restores
we should try going back to a higher payload, tbh
i mean, we should have followed it up with a volley around the corner, but still
You were lucky in either case, my AMMs went into the rock
generally your play there was to stay on the far side of the B tunnel so that I couldn't torp you, since I spent my S2s on the surrender CL
,,,, that does give us an idea
we could probably switch from bssj/bssj/decoy to ssj/bssj/decoy to fuck with radar amms and save some points
SSJ is just weaker BSSJ against AMMs, I believe
I usually just run HS and that's the end of it for anti-Ocello weapons
yea, but ssjs are also spherical
,,,, i really wish that we could pull off the rac/bssj combo to get stealth s3h, tbh 😔
,,,, damnit, now we're thinking about hoj amms for use against container strikes
yo quick question anyone wanna teach me the basics of OSP fleet creation?
on testbranchulous, you can probably get away with
- MN
- C90
- HESH sufficient to fire for 15 minutes, bomb sufficient to fire for 8
- 4 ammo elevators
- One Bellbird, one T30 for light targets (grape, HE, AP)
- Side mounts take one VLS-1-46 and one Utility Pick (Blackjack EO jammer, Pinpoint FCR, Grazer, Pavise)
- Load VLS with some reasonable amount of chaff and a metric ton of 2pt AMMs (20-30)
- Duplicate as many times as points allow, swapping the Utility Pick as appropriate
- Fill remaining points with shuttle of varying less-than-another-MN expensiveness
thanks
oh, right, you'll need DC too
reinforced CIC + DC complex + reinforced drive + rapid DC + citadel magazine
adjust from there to fill remaining slots and account for crew and power requirements
I would rec fitting in an EWR tug too, they’re not expensive and do work, optionally also fit it for late game capping
For other non-MN assets if you want mines the mine shuttle now gives you almost what a mine tug used to
developing further crimes against OSP fleet design
Fleet 'Creatures' is composed of 3 ships that cost 3000 points:
Sucker Punch : 'Bulk Freighter' class Line Ship [Gun Missile PD]
Right Hook : 'Bulk Freighter' class Line Ship [Gun Missile PD]
Bookie : 'Cargo Feeder' class Monitor [PD EWar Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-101 Hobgoblin : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
I think it's perfectly appropriate in this new LN environment to have your entire PD be exactly 132 AMMs
That’s a very broad topic and I dunno how to summarize it well. I guess you want to keep in mind the classic rule: specialized ships, generalized fleets. It applies to OSP even moreso than ANS. Their ships do best when specialized for a specific situation or role, and you combine your specialists like lego bricks to form a fleet that can take on many challenges
When building MNs and LNs, be aware of the XL sized sockets, they can fit special compartments that are very powerful and central to a ship’s defensive style
For OSP ships it’s also more often that they end up not fully fitted, when you consider “what should I put in this socket” the answer is sometimes “nothing”, since you’ve already got all the equipment you really need to accomplish the current ship’s specialized role and the points would be better off invested in adding another ship
Hope those tips help
Double blind bulker is certainly a fleet building decision you can make
They go 39 m/s flank and accelerate to that speed in 9.5 seconds
They're perfect creatures
Running combat ships blind is too painful for me these days. Especially bulkers who tend to outlast any escorts carrying their radars
Fleet 'When the cloud dissipates i'm lying completely dead on the pavement' is composed of 2 ships that cost 3000 points:
Psychotherapy Enforcement : 'Vauxhall' class Light Cruiser [Missile PD]
Mandated Reporter : 'Sprinter' class Corvette [EWar Sensor PD]
```This fleet uses 4 different missile types:
```yaml
SGM-101 Hobgoblin : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-264 5585 Grippy Socks Club Invitation : CRUISE - SAH(RADAR) - HE SHAPED [12pts]
SGM-H-364 5150 Grass Touching Mandate : CRUISE - ACT(RADAR)/[PSV(EO)] - HEKP [46pts]
edit: had valmem on for the s2s for no reason, the fleet now has some more S2s and some more AMMs on the vette
Hey uh... random ship name generator? You doin ok?
12 pt SAH s2? What penaid is on those?
<@&942093958551588904> boat
bote time
boat :0
i genuinely would but i hafta pack for a move tomorrow 😔
what vc?
will start boats momentarily, I'll be in SSC
waiting in boatserver
that is?
flesh
am in Lesten
I'll be hosting on my Twitch channel in like an hour and a half

<@&942093958551588904> where are people at?
im hosting for stream in 40 min
twitch? youtube?
twitch, I always @ the role when I go live with my neb nights
It's Friday, and that means it's time for more Friday Night NEBULOUS: Fleet Command! I'm hosting open multiplayer lobbies for everyone to join, so bring your fleets!
https://www.twitch.tv/docvivileandra <@&942093958551588904>
bote time
nebus
yeah, there will be a link to my discord for vc
updated version after watching hermann
Fleet 'When the cloud dissipates i'm lying completely dead on the pavement' is composed of 2 ships that cost 3000 points:
Psychotherapy Enforcement : 'Vauxhall' class Light Cruiser [Missile PD]
Mandated Reporter : 'Raines' class Frigate [PD EWar Sensor]
```This fleet uses 4 different missile types:
```yaml
SGM-101 Hobgoblin : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-264 5585 Grippy Socks Club Invitation : CRUISE - SAH(RADAR) - HE SHAPED [11pts]
SGM-H-364 5150 Grass Touching Mandate : CRUISE - ACT(RADAR)/[PSV(EO)] - HEKP [46pts]
SGM-H-364 5150 Grass Touching Mandate Block II : CRUISE - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [33pts]
mixed salvos of act/[eo] and arad/act seemed to work really well, so now they're here
HEKP have HS, HEI have decoys
the ideal situation is to just launch 4x11 salvos of SAH S2 at people until they have no more AMMs, and then delete them
bonus points for killing tugs and shuttles, I suppose
👁️ it's finally out
AIUI for technical reasons it also has to reconstruct the map at runtime instead of loading it normally, or something
Which makes it even wilder
boat night at <t:1713034800:t> <t:1713034800:R>
NEB WOOOOOO
I’m not here this week, but test or main?
<@&942093958551588904> boat night channels over!
Server should be up, but I'll likely miss boat night tonight
Is server testulous?
Yes, I can switch it to mainulous if needed, ping me if so
Out with the family, no boat for me
Yeah I am too wiped from transit woes to boat night
ah, may just be one of those weeks. if no-one is around I'll take the channels down in an hour

I am around, but it's also Bingo Brawlers right now - if we can scrape three others together, we could at least give it a shot
I missed too much sleep last night again and should prolly take a nap x.x
Especially cuz I got DnD in 2.5 hours
Go sleep, girl
Yeah I just got off of work otherwise I would have just slept more earlier x.x
napulous sleep command
yeag,
... shit that works really well actually
they're spelled isomorphically
nEBulous FleeT command
nAPulous SleeP command
the tugswarm advances
I wasn't even tugswarming, I was running a normal capfleet
I just did about 30k between one MMT, a torptug that got two beam DDs, some rocket shuttles and the mine tug that got an Axford
and pulled an absurd number of gremlin caps by just running past beam DD squadrons and standing on points
as is good and right
beam DDs do not know what to do when charged by gun shuttle wings
<@&942093958551588904> Heya! Anyone wanna play some Operation Burning Lance with me and Misc?
Gimme a few and I'll be there
uh iguess
conceivably
Yay!~
whats that
We're in OBL lobby #1
It's an awesome total overhaul mod for Neb. It basically reimagines the games with 5, technically 6, new factions all internally balanced agaisnt each other. Though the mod creator has a disclaimer that it's definitely not perfectly balanced, which is ok xD the mod is pretty big after all.
neb mod!
The 5 factions are also split in two different greater factions and the intent is for the greater factions to face each other.
So you have 2 factions in the "Peacekeepers" and 2 factions in the "Warlords" and you have the Peacekeepers on 1 team and the Warlords on the other team.
The 5th faction is basically Spaceship Tyranids with bioships that are their own third faction against all the others.
Yeah sure I'll check it out, lemme download the mod plus Neb main
Alrighty!~
any VCulous?
I'll be in Horus Hangout cuz I got nowhere else to be rn ^^
So if people show up we can hangout there!
@wicked mirage im gonna disappear to get food but i'll be back for the next game !
Alrighty!~
Sure!
Okay I've found out what happened to my BB
There's a lightning critical event that does no damage if it ticks down, just causes more crits across the ship
So a few of those and I had so much stuff going on that I didn't notice the overload
ahh gotcha, that's kind of a cool mechanic
Sorry that happened to you tho :c
OBL has such a high "what the hell was that" quotient that I've more or less stopped being annoyed about it with the exception of Big Railgun
since I know what a railgun does just fine
Had a frigate burned out earlier by a single scratch from one of those crystal guns, it reproduced fast enough to overwhelm the DC and red the whole thing
needs more rapids
as is good and right, my only OBL fleet is a 5FPA beamship
An issue with the Railguns Device is that it can run offbrand Sarissas (and magnetic sub-Defender CWIS) which receive the buffs from the rail modules, limiting counterbattery fire to other rails and maybe long range beams on a good day
Maybe one of either area defense or CIWS could become anti-synergystic with railguns. Think a Metal Storm type system for CIWS or some kind of defensive Autocannon that’s still far too low caliber to engage ships, leaning on the other Zaterian unique weapon family.
<@&942093958551588904> come neb with me, come neb, come neb away
Sure, test or main?
on main at the moment, I think
Sure
there's only one test server up and it keeps being filled with gigastacks
Ok!
I made a channel
Well done ^^
Credit to Hermann on the Neb Discord
Will S3H-heavy fleets be more meta if these changes go through?
Not unless you're very good, which Hermann is
But, after seeing Hermann run those missiles and then taking spins off of their seekers for my own missiles, I can verify that they're very nice to have
yo would anybody be down for some stock <@&942093958551588904> in a hour?
RIP Hazel
Hazel dead
Is this an MLS bulker, perchance?
No, unfortunately
lol
Here's a better version 
Complete with TC'd Bloodhound ❤️
Hazel is back
It's Friday, lab rats, and that means it's time for yet more Friday Night Fleet Command! I'm hosting yet more open multiplayer lobbies in NEBULOUS: Fleet Command - ready your fleets, and join the battle!
https://www.twitch.tv/docvivileandra <@&942093958551588904>
trying the missile jammers out a bit more now that amms are in vogue
I find that they really seem to be struggling
even like 6 of the ball ones doesn't seem like enough
and the point straight ahead ones seem to suffer from the missiles ending up outside the cone
I was doing all right with four regular SSJs on S2s for popping AMM corvettes, but using Hardened Skin instead to put their health over the usual AMM breakpoints worked basically as well and also resists flak.
like I just fired uh
volleys of 6 s3h with at a monitor with just amms and I still lose 50-80% of the volley
I found the SSJ jammers work worse on hybrids because the hybrids are fast enough to just run into the AMM anyway. Sticking one BSSJ behind a decoy set or two was my magic anti-AMM combination before the latest patches, I haven't tested it properly since
hmmm yeah
Boat night today?
I tried to balance teams with some Blues, but they were like "No we wanna face the Gold Stack!" and I was like "are you sure?" and they were so I just said "Alrighty then~"
They gave it their best shot.
Their two Axes were tanky! Took out one of my Bulkers and almost killed another.
How many points in those 5 bulkers?
The fittings look pretty thin so I'm guessing 600 pts apiece
Yeah counting, there's reactor, drive, radar, CIC, magazine, 4 guns, berthing, and only 2 unknown compartments, which are probably DC, at least one of them rapid
(If I know my built-ins correctly)
Wait there's a 3x3x3 I didn't count, so either a single buff module, or light reactor for double drive
But I bet it's this fleet, so DL it and check it out: #1164000873031151637 message
yeah, it seems people really haven't realized how busted going all-in on AMMs as OSP is yet, and I don't know why
I spun the server up on Testing, let me know if I should spin one up on Main instead
<@&942093958551588904> boat night? I've got a temporary bonus channel until the proper channels get opened
sure
Gotta nap today, sorry x.x glhf!
gn
whoops sorry
no worry, Tech got it
We're just waiting in the lobby rn
Hopefully we will make next week but ew are sick this weak
:( take care
We are going to try, we are quite sick and tired of missing boats
<@&942093958551588904> I summon boat
botetime
ohno im down with main just wondering
OK, can we at least get 3 for stacking purposes?
sure why not?
are you in a game rn?
I'll be out in just a minute, I thought I'd start the stack process early
Chivalry 2, actually
oh ok
<@&942093958551588904> loading up neb, anyone else for stack?
Sure, one sec
stack in ERI 2 if you want to fight <3
there's me and two blues, it wouldn't be much of a showdown
Spent like an hour trying to get a volley of 2 short-ranged containers past a single defender, RIP
Including shit like BSSJ/RAC
The sad part is that 2 act/[cmd]/decoy both get intercepted, but as soon as I send a third all 3 get through
I want backpacks for bonking sprinters!
Could bring rocket containers for Sprimter duty
I found a shitty design that works, costs 15 points, and even a single one gets past a defender
"Alice, how is that shitty?"
Well, it's a max-speed 960 damage support container
Testing this, and unlike most ships, Sprinter has a low enough RCS a chaff slightly behind it can get spotted before the sprinter
something something a fraction of our power (single 9pt weave S2)
Yeah the issue is I want something that can also get past AMMs
Well I'm pretty sure I can do it pretty with a 2-channel mixed salvo if I pay for 18 points in decoys, 1 slot in the primary and 2 pips in a support container. But I am tired of testing
Oh, huh, I suppose the RCS is small enough to not be limited by seeker range, TIL
Today I'm planning to do a bit of ANS-side testing of the Max Warhead S2
I think it'd be very funny to have a Not-TorpCL
Fleet 'Legally Not An OSP Fleet' is composed of 2 ships that cost 3000 points:
Ocello (Fast) : 'Vauxhall' class Light Cruiser [Missile PD Sensor]
C56 Monitor : 'Raines' class Frigate [Gun EWar]
```This fleet uses only one missile type:
```yaml
SGM-299 Legally Distinct Torpedo : DIRECT - CMD - HE SHAPED [15pts]
SGM-299 Legally Distinct Torpedo is a size 2 missile that costs 15 points.
Surely it's worth getting some longer range S2s and flakskip S2H in there
I don't hate having some torplike S2s on the surrender CL but going all in on it seems like a good way to die to a single Bastion Bulker
Might also want to mix some (B)SSJs in so AMMs don't ruin your day
(You can run them out of AMMs in theory but I suspect they'll have enough to blunt at least one salvo, at which point you're 5k away from a very angry gunship)
I could throw on some of my standard longer-range BSSJ S2s (which I believe go out to 7k), but that significantly cuts down on my magazine depth - those are 19pts each
As for flakskip S2H, I'm genuinely not familiar with the tech implementation, but I've also not ever seen a LN that... brings flak.
BSSJ is what, 10 points? You should be able to get a CMD one for 15, if it's got lower speed than the rest of the salvo it should cover them pretty well
I absolutely have run into flak LNs when running Gale Frigs
It's why I run a load of 24 S2s + 6 gale Torps instead of 48 S2s
😔
But admittedly that was before AMMs got so popular
I don't think you need more than one or two per salvo, though you'd need to test
The usual is 2/salvo for my Ocello
Doesn't look like it's possible
10 for BSSJ, 2 for missile body, 1.5 for HEI warhead, 1 for Direct, 3.5 for CMD
0 for direct, and you can skip the warhead, but still 15.5
Though I thought the body is only 1?
Or wait no 2 sounds right
Body's 2 in neb as I have it up, yeah
Oh lol
Ah, yeah, presumably don't want that on BSSJ lol
17pts is... probably fine, I can drop the ADs and eat that cost
I had some issues with losing some of my weave missiles on final approach
to single defenders
Fleet 'Legally Not An OSP Fleet' is composed of 2 ships that cost 3000 points:
Ocello (Fast) : 'Vauxhall' class Light Cruiser [Missile PD Sensor]
C56 Monitor : 'Raines' class Frigate [Gun EWar]
```This fleet uses 3 different missile types:
```yaml
SGM-101 Hobgoblin : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-298 Legally Distinct Support Container : DIRECT - CMD - HE SHAPED [17pts]
SGM-299 Legally Distinct Torpedo : DIRECT - CMD - HE SHAPED [15pts]
Gets me 12 salvos of 6 HS/2 BSSJ, with the BSSJ having longer range but being slower
Hm. Yeah, AMMmaxing OSP is still best OSP, damn. Last-second AMM launch effectively goes through BSSJ by sheer proximity.
IIRC AMM detonation doesn't rely on radar, it's just absolute proximity
So if they don't have time to wander far enough under jamming they'll still hit, even if they're not in the radar cone
I've been meaning to test reducing my AMM's maneuver to take advantage of that
Yep - I was losing almost none of my salvo to the AMMmaxed 450 LNs I run on the way in, and then just before they hit, I'd lose half to 2/3 of the salvo.
Ended up with a 28 hits to 20 hardkills rate for 48 missiles.
(admittedly, this is better than pre-BSSJ, where I would just lose every single missile until I broke through all 100+ AMMs)
That's theoretically not bad, but you really want to disable quickly, so I'd be worried about the first two salvos' performance
Definitely.
As I've alluded to many times in balcon, I'm very worried about what might happen if more people pick up on AMMmaxing as a PD tech
right now, fortunately, they don't (and if I bring a more reasonable count of AMMs, 48 missiles is two dead LNs)
The fun part of Gales is they cost the same as an AMM
And you bring a lot more Gales than they have AMM depth
And this is why I was interested in anti-sprinter containers instead of weave s2s for a bulker backpack
ANS can't afford to AMMmax right now, however
OSP can, they just buy 100 AMMs instead of a shuttle
Correct, as do I - but that's not really maxing, that's "survives an MMT magazine of S2s"
and those are also more gucci 3pt AMMs
True
There's also the matter of, if they're spending 300 points on AMMs and still fall over to Gales or hardened skin S3H, I'm fairly okay with them being immune to other missiles
That's actually a good question - let me go fire up neb again and fire some HS S3H into my LNs
I think they actually kill those too thanks to the last-attempt salvo explosion wall
If you're running big warhead non-EL, I believe it's a matter of luck
And hoping they're not Fishtails
(I haven't actually tested how ACT[CMD] fishtail hits non-EL AMM performance but I suspect it makes the AMMs quite sad, thanks to the intercept angle changes)
AMM proliferation means I might get to test my counter A-AMMs that I cooked up before the OSP update
I should send a single 1pt container ahead of my OSP strikes to eat AMMs
I'm actually not sure you can realistically fit one in most OSP missile builds
The stack launchers compete with MLS for space
OCELLO FAST LMAO
i love the it
Oh hey that's my not-a-torp missile design, I had named it Spinjitzu Light
We probably ended up at convergent design, definitely
since it was your concept I was riffing off of in the first place
You can send warhead-less 1pt Fixed ACT S1's with max range set to Detect small targets with your salvos, they'll home in on enemy AMM's and force their Prox fuzes to trigger. If you set them to Defensive but toggle off all the doctrine sizes then you can still track fire them like an Offensive missile but they'll never lock on to ships with their seeker, only missiles.
And since these S1's don't have warheads they'll just plow through enemy AMM's until one rolls a success to deal damage.
Since missiles don't do damage-on-death by default anymore.
Behold, the empty fist is the deadliest.
SGM-132 False Petal is a size 1 missile that costs 1 points.
Speed can be adjusted to match the speed of your S2's.
Or slightly exceed the speed to guarantee the intercept.
Ooh, Defensive to make them ignore ships is clever, does that also make them skip chaff?
Negative unfortunately, but usually enemy missiles are much closer than chaff, and the seeker can only see 2km.
At least, I don't think it ignores chaff, it's worth testing but it's still useful even if it doesn't.
Probably not something that will come up much either way, yeah
The chaff nerf will also benefit this as well ^^
I want a chaff support module
So I can have a salvo of "AMM"s that deploys a cloud halfway between me and them
And also so I can cruise an S2 full of chaff onto the point to protect my Sprinter
I've been using my version of these as a next-gen variant of my salvo escort S1s, they're handy
did take me a minute to get the speed matching down but since they now actively chase enemy AMMs I could hot launch them and make them a bit faster
the exact angle of attack isn't so important any longer
<@&942093958551588904> testulous in eri 6
Interesting!~
gimme a few, gotta turn off all my mods and get on testulous
We heard you liked lyrebirds, so we put a lyrebird on your lyrebird
Mk64 and double FCR are both so weird to see too
Yeah! It's bizzare
Gotta get value from your FCR and backup FCR
<@&942093958551588904> anyone down to practice a bit before boat night tonight?
Boat Night is tomorrow silly goose ^^
<@&942093958551588904> Nebubu Fleem Commband?
yeeees
I could do a boat
Test or main?
boat :0
bebulous beep bobband
[Reply to:](#1164000873031151637 message) <@&942093958551588904> Nebubu Fleem Commband?
Oh audio says 'Awaiting Endpoint.' I've never seen that before.
)
