#Nebulous: Fleet Command
1 messages · Page 20 of 1
I did all right, other than throwing the torptugs away because I didn't scout the A point I put up decent numbers
the rocket shuttle pairs have been doing well, and the tugs do so much of their damage with their main guns that I'm tempted to run pairs of cheap gun tugs with pavise and graser instead of torptugs
and just muscle through enemy light units
I am running a pair of cheap gun tugs in that fleet and they do pretty well when they don't get sniped by invisible beamstones
they had a lot of lights, their flex pick was basically a second capfleet
so I'm happy that I more or less held up
Discord is almost back up I think
<@&942093958551588904> it seems to work ?!?!?!
still a bit funky but idk
yup all good
naah still funky
boat :0
I think I'm tapped out for today x.x some of the other might tho!
i hope <I:)
im streaming soon
It's Friday, and that means it's time for yet another Friday Night NEBULOUS: Fleet Command stream! I'm hosting open multiplayer games with viewers on my Twitch channel below!
https://www.twitch.tv/docvivileandra <@&942093958551588904>
I made a creature today
Double Radar Bulkers my beloved
hexagomn
It's part of a 4-bulker max RPM 450 fleet. Sadly no TCs so it might have trouble hitting Vauxes or smaller targets (though smaller it'll overpen anyway)
TBH with that many Bulkers you sometimes might not want TCs
A Raider Vaux can orbit dodge highly correlated 450 Bulkers, but with that much artillery coming downrange, a lower quality track can just fill the entire area with HE
fear.mp3
This is the unhinged version of the fleet, the one with proper radar only hits 104 RPM
(You can get the standard version higher with more AEs less RCCs but I value the burst)
<@&942093958551588904> is anyone coming for the 2k cruiser night?
2k cruiser night?
I've not been going to the weekly Nebcord fight nights because of overlap with PNet boat nights
wait will we have neb night tonight?
oh ok i guess ill just play one game there and then join yall
<@&942093958551588904> opening the boat night channels
be ther soon <I:)
I’m gonna be a few minutes late, having lunch
Are we doing main or test branch?
i'll be on in a bit!
thank you random ship name generator
🤨
restraint is a virtue against very bad jokes
@wet root If you wanted the server spun up, it's currently not
yeah, it's on test
doesn't matter much since we don't have enough people to play a single server
@wicked mirage games over wanna join?
I cant sorry x.x
next boat night is <t:1714849200:F> <t:1714849200:R>
WE'VE COOKED LIKE NOBODY HAS EVER COOKED BEFORE
Patch Notes - 0.3.1.21:240428-0430
+PUBLIC TEST BRANCH+
Changes/Features:
- Decreased TE45 Mass Driver HP to 150 (was 450).
- Decreased 500mm Fracturing Block damage to 375 spread across 25 rays (was 400, 12 rays), added "ignore DR" flag, and decreased random effect multiplier to 0.05 (was 0.1).
- Decreased Mk81 Railgun point cost to 100 (was 150).
- Decreased 600mm HE-SH damage to 420 spread across 7 rays (was 480, 8 rays).
- Decreased 600mm Bomb ray count per target to 12 (was 15).
- Increased SGM-2 engine lower speed bound to 180m/s (was 150).
- Added 25% fixed component cost reduction to SGM-2 body.
- Increased Fixed Semi-Active Radar Seeker point cost to 1 point (was 0).
- Increased RL18 and RL36 launcher point cost to 30 (was 15) and decreased R-2 Rocket point cost to 2 (was 3). Works out to -3 point buff to RL18 and -21 point buff to RL36 when fully loaded.
- Added EA14 Chaff Decoy with 40,000m2 signature size, restricted to OSP.
- Added radar signature size to all radar decoy descriptions.
- Increased Jury-Rigged Reactor power output to 2,500kW (was 500) and added +25% discreteweapon-reload:energy debuff.
- Increased Keystone destroy hull continuousweapon-overheatdamageprob:beam modified to -50% (was -40%).
- Added Container Datalink Array extra-large compartment.
- Locked Missile Programming Bus and Array to Alliance faction. Ocello still has access due to its unique hull properties.
- Reduced Container Line Ship hull point cost to 600 (was 1000).
- Increased Container Line Ship base missile programming channels to 6 (was 4).
- Renamed all civilian OSP hulls with new class names.
@wary flame wake up CLN is 600 base cost and 6 base programming channels
CLN can take radar now!
JRR is good! (Except for Plasma and MDs)
Huh... OSP can't take MPBs but can still take MPIs
...what is that chaff decoy
EA12 is 22.5k m^2, EA14 is 40k m^2
Does it go in a vls1 still?
Yeah, for 2 pts
ANS claims to have the more advanced technology but they can only fit half as many metal strips in a tube
Oh and the EA99 AD has a 400k m^2 RCS
Cheaper S2 components is interesting?
😌
hmmmm
so liners can't get more channels but have 6
thats funky
surprised to see further test branch railgun buffs
Liners can get channels
oh right is it the new component
Up to 10 at 200pts per 2 (though they skip out on a SPC because they also give about the same benefit in channel programming time)
hmmm
which comes out to ~140pts effective, I believe
interested in the S2 changes, I like the look of this
does kill the funky SAH amm builds unfortunately
You can get 3 CDAs, so max 12 channels
Increased Fixed Semi-Active Radar Seeker point cost to 1 point (was 0).
Noooooooo
Like, don't get me wrong, it's probably deserved
But also my 3-point missiles 😭
MDs ignoring DR is kind of terrifying, that's a 56% buff to their DPS vs capitals
The funny part is that default Gale, Hurricane, and Thunderhead are all now 6 points
Yeah but redding only
One MD Liner can really hold down a Sollie that gets caught out now
Which means red components are gonna soak up a lot of that extra damage
They already were redding only
Though I think bumping the damage down to 15 from 20 does mean they can't grey even stuff like thrusters?
It was greying 15 DT stuff before and there's a lot of 15 DT internals
they can grey Bullseyes and track correlators, that's basically it
Going to chew through DC teams even faster now as well I think
Oh there's a decent amount of 10 DT things, but not as much as is 15 DT
Berthings and Rapids being able to tank MD fire is interesting
Might help survivability of small stuff against it a bit
If I'm reading the wiki right this is basically 2x the damage to DC teams now
Technically still possible, but not worth it (1-pip warhead SAH)
How much armor pen does that even have?
27 cm, 240 damage
Yeah I think I'll pass on the Gales that bounce off Vauxes
I meant what I said by not worth it
I wonder if the JRR changes means double-drive Monitors are the default now
OTOH... you can get a 5 pt 3-pip Act Cruise s2. (46 cm pen 720 damage)
Ooh, that is tasty
You can also maybe squish ACT weave onto a 4pt-er for light ship work?
You only get 2 pips but yes
I've used 480-damage Gales before, they're Good Enough™️ at killing Corvs and Frigs
(SAH/WAKE to break jamming)
Here we go baby, I argued for that CLN change for ages
although that channel module costs a goddamn fortune and I'd take it down a bit
150-175 is probably fine, but it does mean you also don't buy the 60pt (or 90pt?) SPC, so
¯_(ツ)_/¯
debating something absolutely insane and putting a chaff VLS-1-46 in the furthest nose-ward slot of my twin Vauxhall fleet in anticipation of the coming rocket container swarm
SPC is 70 pts I think
Torpvette stocks in shambles
Yeah, the fact that tugs got even cheaper got demonstrated in my first testulous game
by which I mean I got demolished by 10 jamming tugswarm
the hull gets a 25% discount though
does it not still work with 3 pointers? if the SARH change increases them to 4 then the hull discount should bring that back to 3
on capital ships, sure
on vauxhalls? heeeeeeeell no
25% on component costs doesn't include the cost of the missile itself. Given the breakpoints people have been throwing around it seems that doesn't quite offset the increased cost of the SAH seeker
... huh
I feel like they still really want to avoid the double liner
so the module is cheap for that
these MD changes are interesting
As it is currently in PTB, you’re paying 100 pts/channel whether that’s hull cost or the new compartment. So I get it
Yeah, basically MD's have way less ability to break DT but deal more damage overall to anything the size of a Destroyer or bigger.
Due to them ignoring DR now.
They deal slightly less damage to Sprinters and Frigates now, which I think is fine.
MD's on main deal 240 damage total per shot to Axes and Solomons, and on Test deal 375 damage total per shot.
Noticed that in the game yesterday, yeah - I saw an Axford just get redded out into oblivion by a MDLN
ah, you were in that game
So it's actually a huge increase for overall ability to red stuff out, it just deals its damage in very small bite sized chunks now so it doesn't break DT.
The main use of MD's now I think is to degrade ship component HP and make them brittle so that other weapons can come in later to finish them off.
Or, you can just have an MD and 450's on the same Bulker and become the wombo combo!
Fleet 'Queen Pom (450LN+Intel) [Test]' is composed of 4 ships that cost 3048 points:
QUEEN POMEGRANATE : 'Bulk Freighter' class Line Ship [Missile Gun Rail PD Sensor]
Madam Lychee : 'Cargo Feeder' class Monitor [PD Missile Sensor]
Duke of Apples : 'Shuttle' class Clipper [PD]
Vizier of Raspberries : 'Shuttle' class Clipper [PD]
```This fleet uses 6 different missile types:
```yaml
CM-466 SKELETIZER : CRUISE - ACT(RADAR)/[CMD]/ACT(RADAR) - HE SHAPED [9pts]
CM-S-4-3 POMEGRANATE SEEDS : DIRECT - CMD/HOJ(RADAR) - HE SHAPED [34pts]
SGM-106 Garden Guard : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-13 Esuna : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-177 Orichalcum Shield : DIRECT - CMD - HE FRAG [9pts]
SGM-236 POMEGRANATE GRENADE v2 : DIRECT - CMD/ACT(RADAR) - HE SHAPED [12pts]
(The fleet is 3000 points on Test branch)
So are containers dead or not with the loss of programming arrays?
Naw, full yub CLN's are the same.
It just means you can make a cheaper CLN with less channels for utility duty
Like tossing out mine containers and decoys
and holding Intel
I think Dad fleets with a Utility CLN as a centerpiece will be really interesting.
I'm not a huge fan of "MDs fuck Axfords incredibly hard" but I do need to check whether they break DT on track correlators now
The 2-liner MD Array looking real tempting rn
They do, very specifically tuned so that they would break TCs. This also means they break GPCs, PCCs, and FCRs as side effect but mainly we wanted TCs to die
wow, I hate that idea immensely
welp
they did not need the ability to fully red out axfords that peek for 20 seconds rather than merely disabling the front two-thirds
but we'll see where we go
ANS "frontline" only exists thanks to 4TC Axfords (and BBs)
MDLNs now break TCs
this won't go wrong at all
They're also twice as good at killing DC teams now I believe, I'll be interested to see how viable killing capitals by just locking them down and decrewing them will be
i see~
Does this actually make them red out more of the Axford? It makes them red it faster but bouncing on 15DT components seems like it might make up for that in terms of keeping the back of your ship running
Apparently you can get 1 tick of warhead in a 3-pointer, which is pretty pathetic - it bounces off a Vaux
0.75 to add weave to S2 is scary I think, IDK if that'll stand
so how the cost discount works is it applies to everything except the chassis and the warhead
because it was designed for containers as a way to specifically encourage putting more expensive seekers and penaids
it also applies to terminals, cruise, and now valmem
If you look at a container with hidden stats it actually shows the warhead and fixed component costs as separate discounts
I mean, given how non-functional terminal-lacking S2s are I'm not all that concerned
anyone want to see a crime against weapons design?
7pt MMT CVAR, with heavier warhead and better agi than previous
traded off all the extra speed and managed to get quite a lot out of it
did have to drop to fixed act but if I miss too much I can always pay 8 instead
I can fit a normal number of MMTs now
Fleet 'Misc - MMTCaps 1.1 (Rockets)' is composed of 10 ships that cost 3000 points:
Black Stones : 'Tugboat' class Clipper [Missile EWar Gun PD Sensor]
White Stones : 'Tugboat' class Clipper [Missile EWar Gun PD Sensor]
Grey Stones : 'Tugboat' class Clipper [Missile EWar Gun PD Sensor]
Red Stones : 'Tugboat' class Clipper [Missile EWar Gun PD Sensor]
Gridburn : 'Shuttle' class Clipper [Rocket EWar PD]
Body Without Organs : 'Shuttle' class Clipper [Missile PD]
This Cap War Is Fucked : 'Shuttle' class Clipper [Missile PD]
Stoneshard : 'Shuttle' class Clipper [Rocket PD]
Slate : 'Shuttle' class Clipper []
Shell : 'Shuttle' class Clipper []
```This fleet uses 6 different missile types:
```yaml
SGM-1 Margin Call : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-108 Four Cheers! Block III : DIRECT - ACT(RADAR) - NONE [1pts]
SGM-108 Vape Ring Block I : DIRECT - ACT(RADAR) - NONE [1pts]
SGM-208 GIGACANISTER : DIRECT - CMD - HE SHAPED [11pts]
SGM-208 Huzzah! Test : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [7pts]
hey don't worry about it tugswarms were NOT buffed by this update deniers when this walks in the room
Tugswarms deserve it
you haven't seen anything yet
Hazel won't post it, but this fleet is eight MMTs with 8 missiles each, r drives and scryers, plus a 15 mine shuttle
and that isn't even the cheapest you can go
honestly? OSP needed more good things
I wonder how much the JRR changes hurt the throngler
Does the current throngler use JRR?
It's been a hot minute since I've nebbed but I'll check my build
The answer is: yes, two, though it could go down one unless they also changed plasma power consumption
Then yeah two of those are gonna hurt your RPM a lot
it would give me the power to actually use eregs though...
I think the math on optimal throngling (per hull, not point, points aren't real) changes
In my tests you come out ahead on reload to use a light reactor rather than a JRR + ereg
Fleet '3.0k - Double Threat + Double Threat' is composed of 6 ships that cost 3000 points:
Arfaeth Terfynol : 'Bulk Freighter' class Line Ship [Gun PD]
Ewyllys Cythraul : 'Bulk Freighter' class Line Ship [Plasma Gun PD]
Llygad y Dydd : 'Tugboat' class Clipper [Sensor PD]
Damwain : 'Shuttle' class Clipper [PD]
Anadl y Gorllewin : 'Shuttle' class Clipper [PD Sensor]
Anadl y Dwyrain : 'Shuttle' class Clipper [PD Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-123 Aderyn Ryhfedd : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-132 Fflowlyn Block V : DIRECT - ACT(RADAR) - HE FRAG [3pts]
it is already not an optimal RPM machine given the fact that it needs to get off maximum throngling before hiding or dying and alpha is better for that
but this thing uses so much power, even if a bunch can be replaced with the JRR changes
Okay, if you're willing to sacrifice reload for cycle speed, drop one JRR and swap out an LCR
(I think, I'm sorta doing mental math here)
my poor MDLNs used one JRR (and a metric ton of PCCs) to achieve Maximum RPM and now no longer can 😔
My current thought is just drop an LCR for an EREG, drop a JRR add a PCC
I am doing no heresy
it only loses like, 6 RPM or something silly like that
and only turns out 25 points more expensive
I don't think it's optimal though
I just like my throngling
Oh no, I meant for a 5 RCC build...
ah yeah no, I was doing something different on purpose
For a 4 RCC build, pretty sure 2 LCRs 1(?) PCC is better than 1 LCR 1 JRR 1 Ereg
I have now checked that though, saves 10 points, loses nearly 10 RPM
and this is a lot cheaper but loses 15 RPM
I mean, ""a lot"" you can afford a whole large DC with the savings
I'm losing track of which check is which
oh dang the new OSP class names fuck heavy tbh
Sunburst, Stormbolt, Shockwave, Marauder, Moorline
(Shuttle, Tug, Monitor, LN, CLN, respectively)
Marauder is my favorite, followed by Stormbolt
I like Moorline, not sure why
Moorline weirdly compels me, weird though it may be
Marauder is just incredibly solid
Stormbolt is a bit funny to me given how much they nerfed Tugs' speed
The other three feel pretty appropriate for their roles
Moorline is pretty good too, it doesn't stand out but it has juice
Shockwave I don't like but w/e it's fine
Shockwave does feel a little too dynamic for the brick shithouses that are monitors but
I'm probably gonna wind up pronouncing Moorline to rhyme with bowline and no one can stop me
I can see the idea behind it, in that they can be the line-breakers of a push, but yeah, not my favorite
so if you double drive an MN you can still run it handily off one JRR
now they do 37.5m/s
or 35 with a Yard drive for thrust
It's pretty great for double drives
The only time I think you need a reactor on a MN now is for Plasma
Also for AWACS shockwave
You might also need it for Huntress ones? But you can probably fit that in with maybe a PCC
Huntress is 2 MW draw, so you have 500 kW left for other stuff which is lean but doable
But with a PCC that's... 1000 kW left, I think?
Yep, and that's before considering drive output
Shit forgot drive output, that's another 500 for sunyard and 400 for sunsun
Yep, 1600 with Sunyard/PCC gives a fair amount of room
Can probably even get a jammer in there
(I only remember drive outputs b/c I was checking last night)
wait really? fucked up
sundrive in a monitor is... ambitious, but
I think if you have 3x JRR in a MN it should be called the Sunburst, not the shuttle
1x Sun in a Monitor I think is just good
that is what it will be when it inevitably explodes
I'm so worried about putting suns in anything that actually needs to fight
It can hide way in the back and if you have a real drive as well you don't care too much about losing it
they're just so squishy
[slaps roof]
you can fit so many critical reactor events in this g- [blooms]
Like, the biggest issue with a MN is getting it where it needs to go, I don't really care if my Sundrive instantly departs my ship if it means I'm in a position to get a good fight
2x Sun MNs are a lot spookier to pilot
Testulous sun is also much more durable
Yes, though low bar
@quiet quiver mind pinning this btw?
They're so bulky in the pins but alright
Fair, I wouldn't mind having none of them pinned either, I just don't like having only the previous one there lol
the R drive is in the front slot where the reactor used to be
so between the RCIC, DCX and 800R there's a pretty solid wall of high DR metal in front of the sundrive
Nah, don't worry about it, the geniuses all tell me that that's completely irrelevant and you can just kill MNs by thinking bad thoughts at them hard enough
oh that's with an Rdrive?
huh
I rescind my comments then
you can do R drive or yard drive in the front slot
currently trying yard because it has the CIC and DCX to split damage with
new MMT S2s to test too
one is 8pts with an aggressive weave, 960 damage and valmem
one is 7pts with 1200 damage, but has no memory and only fixed act
I'm going to at least try the latter and see how it goes
if it misses a lot, oh well, 8pts is still cheaper than main and it's a superior missile to the old ones too
also I can finally bring my flagship back
hmmm gale spam feels a bit awkward to make for OSP
but regular radar feels a bit nicer
I'm glad at least one community likes the new names
I think they'd be fine names but not for these ships
Stormbolt
Nebulous continues to be completely identical to Dota in every way
admittedly they're a bit out there but I'm more happy that the OSP finally cares enough to name their own designs than I am annoyed that Marshall didn't go with my suggested names
the tug is too sturdy and utilitarian to be "stormbolt"
"draugr" was a bit odd but better
Time for you, as a Phoenix player, to run Shuttles?
perhaps
I like the names but I also suspect I'll be calling them by types for a very long time to come
Habit stronk
I think I would prefer if the names were slightly skrunklier
I like Moorline
Moorline is good I like that one
Now I wonder what your suggested ones were
the people demand the Brick
The MN should be called the Brick. Lean into the irregularity and all that.
CLN and small ship fleet report: this is such a smooth and pleasant and enjoyable fleet to play
it's the backline gapfiller flex pick, so I don't have to stress over caps or frontline but I have this huge spread of tools
might not be meta, but it's fun
I ran 8 channels, 2 cheap MMTs, a minelayer shuttle and some cheap meat
I like that kinda design
Just rockets and utilities or did you stack a few "real" strikes on there too? I'm looking forward to the development of this fleet comp
I'd tried similar with an S2 MN but containers should feel more interesting
I do wonder if there is a place for a cheap cln for mines, decoys, and like some cheap strikes and a couple of more real ones
or possibly a super cheap one that just eats AMMs and runs out pd and decoys and stuff garbage launcher style
Stick an EWR on one and use it as space's biggest bomber frig
Now that module slots don't fight for channels that may not be as dumb as it sounded in my head
I'm really hoping there is, something like 1500 points for a few good 6-channel strikes plus a million scouting boxes, a couple dozen finisher/PDless scout killer boxes, and a bunch of mines/decoys
The remaining 1500 is about what I fit the Stuff in on my MD Liner + Torp Box + Stuff fleet
the 7th and 8th channels were mostly irrelevant and I think you can go down to 6 without losing much unless the DD is absolutely covered in PD or you're trying to strike multiple balled up vauxes
I didn't try decoy strikes and I think 6 containers is a bit too light to be doing good ones, but at 8 you can absolutely do those
The problem with the SAH cost change is all my random missiles that have SAH in the secondary slot because it was free will need to be fixed
I think my scouting containers were SAH/SAH/SAH
yeah the not free SAH is kinda rough
but I can see the value in raising the floor cost in missiles
its always been hard to balance and make upgraded s2 good when gale spam exists
I've seen 3k basic container spam with double liner twice now and both times it's not really done anything
but I think the 1k single rubbish bin might not be too useless
picturebook shot
The thing about PTB double liner is you're paying 650 each for 6 channels each, where you could be spending 1250 for 12 channels
Yes you could continue paying more for more channels but I don't really think there's much utility in it when TOT exists
And just 8-10 gets through more PD than you'd expect
Ferryman, Draugr, Tortuga, Ocello, Blackwall, Yatsumoto
first two are canonical names of the civ ships before refit, third was suggested by Goodnut and Gamma, Oce is Oce, and last two are canonical names of shipyards in OSP space
the real CLN buff is it can now be Long Haul + Sundrive
Tortuga is pretty good
<@&942093958551588904> so are we going to testulous later today ?
Okay, I cc ome back after a bit, what's going on with the test branch?
I wonder if 1k liner full of SAH/HOJ+a real 2k fleet that happens to have illuminators might work
Test branch change log is pinned
Oh
Oh hell yeah!
I have bad news for you regarding SAH
You can still dodge chaff with narrow beam, so it has its advantages over cheap Act
Personally I quite like either 3pt Act/HOJ/[Wake] or going up to 4pts to use Eact, both with a size 2 warhead
cheap and cheerful spam that searches a wide area and is somewhat difficult to softkill
I thinkt the bad news was just the fact it's going up to cost as much as cheap act
Rocket containers for the actual killing
(Plus the cost of illums)
SAH is much more jam-resistant, on the positive side
... ah, hell, my SAH cruise S2s on my surrender vaux are going to cost so much more now, aren't they
Oh, yeah, I'll absolutely still run Gales
If they're cruise, not that much
But it definitely hits the "1k box full of SAH" hard
Because you're also getting the 0.75x discount
Hm. Let me go fire up Neb and see how much damage it is
If there's a secondary seeker or weave on it you're probably coming out even (not even counting the 2->1 on weave)
or valmem
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 [10pts]
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]
Yeah basically if your s2 missile cost 7+ points, it's coming out even or ahead
... I just realized that JRR buff means it's usable on my max RPM 450 liners, which means not needing the BW2000 + PCC combo to power my buff modules
@glad aurora
please, Mr. Miscson was my father, it gets strangely recursive
it works!
admittedly about 4-6k of that is me hitting Pyrope with a rubber hammer over and over again
average rocketainer moment
Do any of those (Austerity, perhaps?) have decoys? Or are you relying entirely on the Rocket Containers for that?
IPO might also, it has a low hardkill rate
I thiiiink those are just basic scout containers, or at least used to be
Ahhh
i meanwhile have gone the complete opposite route and used the extra points for more bells and whistles
haven't got to test it yet
no decoys, all basic spam and rockets
I got my hits by spamming a disabled BB
should be very feasible to fit some decoys in, this CLN is only 1400pts
might want to make more of it killy containers and less of it basic spam, but the idea of "mines, MMTs and containers" worked decently
I really want to make a cheap liner to set up for s2 strikes
but it just raises the question
why not just do it all with containers lmao
S2s do have the advantage of actually being able to break hardkill without 12 decoy modules
they do yeah
I feel like I would want to get one salvo of decoys for if a random capital walks a bit too far out of position, but I'll have to do a lot of experimenting on the pricing
I've been thinking the same thing but at this price I only have six channels, which means six cluster decoy containers
not sure if worth
I can see it
Maybe a mixed salvo of 2 big boxes of decoys plus 4 heavy warheads?
But yeah that's a lot off points for something that might not even break a capital
The best loadout in the game now only costs about 1050
Wait I thought RL36s don't have elevation
A fully loaded one is 21 points cheaper now, so why not try rocket bulker or monitor?
Nah, triple rocket CLN
Oh... esp with monitor having better thrust and JRR enabling double drive...
Rocket monitor is something I will try in the next testulous
Likewise, I'm thinking I might try making some MMMNs
RL-36 is still not great honestly, but this was an easy buff for everyone to agree on, and it makes it a bit easier to experiment with at least. Other buffs to it have side effects on the RL-18 which many people didn't want also buffed, and the big one of letting RLs pre-aim with HOLD is very technically difficult
Yeah that sounds fair
Yeah, the RL-36 buff seems fairly uncontroversially good
So I was trying to make something cursed (sensor CLN) and hit a fun bug where angled casemates don't ever unmask. The CLN just rolls to the roof and leaves the bloodhound shining off into space
Yeah, IIRC there's known issues with the angled container banks masking
I'm considering putting an EWR on a ConL myself
It's not a good idea
But it's so tempting
(And it fits on the PD slots!)
If you think about it, is a CLN with Bloodhound and CMD containers just a cooler version of SAH?
I'm not even convinced that the EWR container liner is actually bad now you can justify the power.
Container fleets have historically wanted spotters but couldn't afford them. Getting an EWR tug without paying for the tug seems like a great deal
Still greedy hanging your CLN in the open, but that's a call you can make
It means you can run AMM containers too!
ConLs can actually be pretty nimble now that they can run Longsun
I've been running zero channel compartments but I have been spending 40pts on a prog speed module
It turns out as soon as the need to get maximum output from a massively overpriced hull is not such a deafeningly overwhelming imperative there's actually a lot you can do here
I'm really looking forward to seeing what nonsense Moorlines start popping up
OSP might actually have six classes of ship now!
I'm not sure it's actually pulling its weight yet, it's doing similar damage to an MDLN for 300pts more and trades the suppressive effect for missile scouting, but it's early days yet and it suddenly has a billion builds to test.
I'm not calling it a "Moorline" though
That's clearly a bird
Like a skinny moorhen
I'm surprised you're not bringing mine containers, I'd have thought the changes to mine deployment would make them worthwhile
Can't surface trap with them, so I have 2x 300pt mine shuttles instead to lay an absolute ton of mines on naturals
Yeah, but basic mines you can deploy from a distance can still make a nasty trap
10 sprints 5 co-ops each
Oh, I would have thought you could surface trap with careful plotting
Since they loved to drift into rocks before
Terrifying
Can't just ram the container into the rock, only the mines survive contact, so it's incredibly fiddly and unreliable to do considering how many mines you need to make a trap
Ah, just plotting perpendicular to a few meters before impact doesn't work? Shame
If I wasn't bringing mine shuttles I could take another MMT and another gun shuttle plus four normal mine containers, but those would be to put minimum viable acap defence on naturals if no team mines or neutrals if team has sprints
To lay a good sprint trap you really want to get all the mines on the same or adjacent facings so they trigger simultaneously , and the mine container deployment is sufficiently random they end up scattered everywhere
Might be worth trying for midfield traps but it'd take some theorising
It's pretty hard to excuse when mine shuttles are so much value now as well I suppose
Better traps and they come with a capper
Still definitely going to try to get Minetainers to work though
If you rhyme it with "bowline" it sounds appropriately naval
Also gotta make sure @junior heron knows about this
I swear I mentioned this in here earlier
aha!
I still appreciate the ping!
normal velocity for a CLN
starting to think that sticking a few T20s and pavises on this thing so you can just barge onto a point and blast any frigates or vettes in the lategame might be worthwhile
Really Big Gunshuttle
to repeat what I said on the neb server just now, I've been doing some testing and a 6 channel decoy strike may not really be doable
defender is so cracked now against anything that doesn't terminal hard that six cluster decoy modules plus terminals only beat one defender, if a second one is unmasked it slaughters all the decoys too fast
Shit I should've taken better notes, I had like a 3 decoy weave setup that made it past a sprinter's 1 defender, but I tossed it aside b/c I wanted a 2 channel launch
(It also was only roughly 10k range)
wonder if you could set max engine weave or cork tainers in front of some damage tainers to soak defender attention
I think the T20s are definitely worth it since now that they can fit radar they also fix the classic failure mode of "PD Sprinter orbits your CLN at 200 meters"
OK I have a basic proof of concept missile
AKA "this can probably kill a vauxhall, just don't come at it from the nose"
CM-400 Quantitative Tightening is a size 4 missile that costs 21 points.
turns out the solution to defenders is more speed
need to make and tune one with Act/[Wake] and arad/[act] for use with proper cruise waypoints since this folds under any jamming of any type and must TRP, but it will at least bonk stuff
Yeah I did remember that in my tests, even low-G terminals get containers close and the high speed helps finish the deal
"Does it cross the last 200 m in 1.6 s or 0.8 s?" is in fact a big factor
I’m interested to see these containers in action
It feels like the days of the sidearm axford may be over once more 
The sidearm Axford lives on softkill anyway, the test will come if there is a seeker config after these changes that semi-reliably survives the softkill suite
(or just go back to the days of an ablative defender sprinter)
is this what the mythical anti-MN missile is supposed to look like
SGM-H-220 Not Very Fond Of MNs is a size 2 missile that costs 21 points.
I like the name.
How do Pavises fair against weave S2H nowadays?
Poorly, from what it seems testing this against the C90 MN prebuilt.
These get annihilated when fired at my own MN test fleet, because that has AMMmaxing, a grazer tug, and pavises + grape T20, but they work pretty well against things that aren't that
That said, even with 1600hp HEKP, they don't seem to kill much
MNs are surprisingly resilient to HEKP IME
It's pretty easy to get a hit on the front at an angle that just removes the casemate and a side turret but misses all the internals
Firing at my own MNs, they have a habit of just smacking into the DCX and stopping
Whole ship yellow/orange/red, still operational
S3H HEKP would be better, but a salvo size of three just ends up with "dies to grazers and AMMs"
I thought HEKP only cares about pen depth, not the compartments in its way
That's... a good question, I might just be misinterpreting what happens
from our experinces from back when the DCX was introduced and we were running MN's with a spare lare storage, most HEKP strikes never even reached the reactor slot
Specifically, S2H HEKP has a hard time killing things in general. You need roughly a Size 6 S3H HEKP warhead in order to one-shot all reinforced components in Ocellos and Bulks, but one could probably get away with Size 4-5 against an MN. Point being, is that the numbers don't usually go that high for S2H, it will however totally red out the insides if you get a clean bow-stern hit.
I will probably not actually go with this ship name but it wuld be funny if I could
would "secret police transformation sequence" be too long?
[Reply to:](#1164000873031151637 message) I will probably not actually go with this ship name but it wuld be funny if I could 📎
Yeah, the math is kinda weird and crazy but to round the numbers a bit you basically:
Step 1: Take the listed damage the HEKP missile deals and divide it by 26.
Step 2: Convert the DR of the ship you're targeting into a decimal point and subtract that from 1.
Step 3: Multiply the result of Step 1 by the result of Step 2.
That's how much damage the HEKP missile deals per explosion inside the ship you hit. So, compare that number to the DT of a given component to find whether the missile can gray out that component or not.
Caveats to note:
-
An HEKP missile creates an explosion approximately every 6.7 meters through a ship, and must travel roughly 175 meters through a ship in order to deliver all 26 possible explosions. This is only possible in an Ocello or Lineship.
-
An HEKP missile that travels less than 70 meters through a ship retroactively has the individual damage of its explosions increased until the total damage of the explosions that occurred equals exactly 40% of the total listed damage of the HEKP missile.
Example: A given HEKP missile has a listed damage of 2,500.
Step 1: 2500 / 26 = 96.1538
Step 2: Our target is a Monitor, which has a DR of 20%. 20% ---> 0.2. 1 - 0.2 = 0.8
Step 3: 96.1538 * 0.8 = 76.9230
Comparing this number against component DT's reveal that this missile invariably greys out all possible components in a Monitor, therefore this missile can be expected to fully kill Monitors by itself.
I think it's fine for AvO once you do the math?
it does work very well, the issue is not that it doesn't do the damage
I think with the number of very tanky and surprisingly evasive new!MNs around we could maybe drop the cost multiplier slightly, though
Perhaps
HEKP is exorbitantly expensive for a weapon you need to handle the 500pt gigabrick sitting on a point rather than to handle a whole Axford
it should still be expensive because it's very strong, but 8x the cost of HEI might be a tiny bit high
I'll go fire salvos of four Size 5 S2H into a MN and see what happens again, I suppose
since you mostly want the HEKP for breaking DT, you can go half and half
or if the salvo's large enough decrease the percentage of HEKP even more, because if the ship is red you only need HEKP to crack the vitals
I wouldn't go below 2x HEKP against MNs because sometimes it glances, but if you're shooting, say, 6 missiles I have done 4HEI 2HEKP
it's a gun vauxhall, salvo's never going to get large enough
((1600 / 26) * 0.8) = 49.2307
That missile will grey out all components up to 50 DT, therefore Citadel CIC's, Citadel Mags, DCX's, and BW800R drives will tank the missile and survive.
However, if you can get a missile to travel less than 70m through the ship, you can gray out those components thanks to the minimum 40% damage dealt rule increasing explosion damage.
I already lose functionally the entire salvo
in practice your two targets are the DCX and the CIC, so you do need the bigger warhead
unless
I don't know the specifics, does the damage concentration from overpen increase the rays.... ah thank you

probably not reliable unless you can dogleg TRP to get a top-down or bottom-up hit, and that runs the risk of not spearing both the CIC and the DCX

Yeeeah, the math don't lie unfortunately.
building CLN fleets that can actually put the hurt on capitals if someone removes the disco ball
Back to S3H, I suppose
sadly it's costing me a few too many points and now I'm sad
At least Hardened Skin CMD S3H should make it through AMMs somewhat more reliably, even if it's, well
45pts each
I am personally not so worried about MNs but I just cannot kill tugs efficiently
successful vortex does not pack a warhead big enough to be efficient with either delicious filling
One more tick of warhead will get you there against MN's actually. You're right on the cusp of the 50 DT breakpoint.
To kill Citadel CIC's, Citadel Mags, and DCX's
Let's see if I can make the engine work with a Size 6 warhead
I am cooking some horrible S2 bomber for killing tugs but I think it's going to end up a) very expensive compared to my usual and b) mass driver fodder
no, max stage is something like 2400 meters
dies to pavise
Argh x.x sorry to hear that.
I have made it work at 2400, try min angle flick?
you just need to dodge the prefire long enough to stage properly
You can try a Regular S2 HEKP as an executioner to break DT, since the missile can't really go more than 70m through a ship you'll get the explosion damage increase and you can give it a big donkin' warhead and as much speed as you can give her and it'll do it I think.
yeah, I've been trialing that for tugboats
if you get it just right it blows out the entire main stack without splitting damage much further
but it is exorbitantly priced and not great for anything else
Nice.
Do HEKP explosions split damage between multiple components if they hit multiple components?
Like HE shells do?
I am fairly confident that they do, or having a listed "total warhead damage" figure wouldn't be that relevant, but I just know it Works Anyway
You'll have to elaborate on how that tech works
Gotcha, yeah HEKP explosions splitting damage would explain why Ash's AAR showed all the components redded in an MN but not greyed after getting hit by 3 HEKP's.
Cuz if it didn't split damage it would gray the squishy stuff at least.
give it minimum angle, assuming you're firing direct, and adjust agility until it flicks sideways when staging, because the sudden shift in acceleration profile changes the predicted intercept point and recalculates the minimum angle course
this moves it out of the way of the stream of 20mm fired along the predicted course by the 20mm gun that will hit you the moment you enter range
you can tune a hybrid carefully so that this fishtailing motion sets up an oscillation along the min angle course
Hence the "Fishtail" series of missile.
because hybrids have insane acceleration this basically gets you a free terminal maneuver, although I have been known to put weave on them anyway just to make sure
you can steal this engine profile if you want, it has a similar stage range and is tuned both for min angle cheese and flakskip acceleration
.length Secret Police Henshin Sequence
I might steal that myself xD
I haven't retuned it since the 20mm aiming change made pavise even more cracked, so you might want to slap a real terminal on to make sure it doesn't get got, but at least against old 20mm this didn't get hit unless you had 6+ pavises from a formation filling the whole sky with fire
Alrighty ^^
me, looking at a formation that has six pavises and an AMMbox in it: hm
I will go test it again after I've finished loading up my container liners
the higher-speed fishtail series like this one will sometimes flick dramatically enough to dodge a min range max agi AMM, which can't adjust for the missile suddenly displacing 700m to the right after the AMM has accelerated to max speed
do not rely on this, it depends heavily on the relative vectors of your two ships because sometimes min angle just goes "nah, not going sideways much today" if the launch platform and the target are on converging courses, but it can be nice
got it to fishtail enough for hits, but damage...
Ooo I see some grey!
I think this is the point where I go "I can clean these up with 250AP from here"?
can't HEI prep with warheads that size if you're firing into noses, and they'll be pointed at you...
yeah, I'd just call it there since you're specifically firing from CLs which have real guns
Oh definitely.
my capships are in a bit more of a bind
SGM-H-220 Not Very Fond Of MNs is a size 2 missile that costs 22 points.

that's a new one
Looks great Ash ^^
if people start taking flak for ANS S2 spam, remember to tune speed to 723m/s
Yeah, for sure.
I didn't discover that number, one of the seals did, but if you accelerate at the right speed it will outpace the aim predictions of the flak, and that number means you will stay accelerating at that rate long enough for the flak to empty the first mag and have to reload
at which point the hybrids just hit anyway
yar
something something Missile Jerk Theorem
Looks like the breakpoint is three HEKP plus 50 rounds of 250AP
(the one that isn't dead dead was hit by two HEKP instead of 3, but it's missing the C90 so the CLs just win from there)
reasonably fond of this, just a shame I can't carry more than 11 per backpack
I could go up to at least 12 to get three full salvos, but that means going from 2x large DC to 1x small DC 1x large for the central DC stack on both ships
Nice ^^
Fleet 'Misc - CLN Caps 1.4 (Decoy)' is composed of 5 ships that cost 3000 points:
Blade of Whitehall (Decentralised) : 'Container Liner' class Line Ship [Missile Gun PD]
Ministry of Silly Walks : 'Tugboat' class Clipper [Missile EWar Gun PD Sensor]
Ministry of Sound : 'Tugboat' class Clipper [Missile EWar Gun PD Sensor]
Lay Ministry : 'Shuttle' class Clipper [Gun Missile PD]
Secret Police Henshin Sequence : 'Shuttle' class Clipper [Gun Missile PD]
```This fleet uses 7 different missile types:
```yaml
CM-400 Quantitative Tightening : CRUISE - ACT(RADAR)/[CMD] - HE SHAPED [21pts]
CM-400 Technically A Container : CRUISE - ACT(RADAR)/HOJ(RADAR)/[PSV(WAKE)] - HE SHAPED [4pts]
SGM-1 Margin Call : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-108 Four Cheers! Block III : DIRECT - ACT(RADAR) - NONE [1pts]
SGM-208 GIGACANISTER : DIRECT - CMD - HE SHAPED [11pts]
SGM-208 Huzzah! Test : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [7pts]
prototype Serious CLN list with two decoy salvoes for vauxhalls and discoless capitals
bit expensive for my liking, only four supporting ships is a bit meh, but if you cut the decoys you can fit a few decent shuttles
CMD/HOJ torps usually dunk them, yes
they are very much orbital units and don't do amazingly closer than 6km
Of course, you have to get that close without getting S2d on the way in
SGM-H-321 Spellfire is a size 3 missile that costs 48 points.
SGM-H-342 Dratus is a size 3 missile that costs 34 points.
The only thing I should do with them is reduce their cruise range, for more manoeuvring and speed in that stage.
I think this is the little fleet I use them in.
Fleet '3k Silly Little Beans 3' is composed of 3 ships that cost 2986 points:
Repose : 'Vauxhall' class Light Cruiser [Missile PD Sensor]
Respite : 'Sprinter' class Corvette [Missile PD]
Hiatus : 'Sprinter' class Corvette [Missile PD]
```This fleet uses 6 different missile types:
```yaml
SGM-100 LittleSquish : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-100 Scatter : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-H-204 Wriggletail : DIRECT - CMD/SAH(RADAR) - HE SHAPED [14pts]
SGM-H-321 Spellfire : DIRECT - PSV(EO)/ARAD(RADAR) - HEKP [48pts]
SGM-H-342 Dratus : DIRECT - PSV(EO)/ARAD(RADAR) - HE SHAPED [34pts]
SGM-H-353 Scram : DIRECT - CMD/HOJ(RADAR) - HEKP [44pts]
Oh this is the Scram.
SGM-H-353 Scram is a size 3 missile that costs 44 points.
... yeah, I'd really advise getting some kind of PD of any kind on your sprinters and giving them reinforced CICs if you're spending 500pts on them.
Track correlators and ARRs aren't going to do anything much of note on the Parallax, either, but I suppose you might not need the extra channels from buses? But at that point, the MPI's right there.
SGM-100 LittleSquish is a size 1 missile that costs 2 points.
Yee. Also hecks they need to be increased to at least 60 damage.
I think was just so I have ships with offensive weapons.
SGM-100 Scatter is a size 1 missile that costs 2 points.
I believe ARRs pretty significantly increase the lock range of Parallaxes, though @wicked mirage is the expert there
Yeah, Lark is correct.
ARR's also of course increase the range at which the radar will detect contacts.
So when is neb night again in 30min?
In ~21 hours
Oh yey i can sleep
They also help PDT FCR's lock thru jamming due to the noise filtering ^^ but the effect is admittedly minimal compared to a single floodlight. It can be helpful when used in tandem however.
Yeah I love ARR's, one of my fav buff modules.
They always slip my mind when shipbuilding
And the effect is subtle enough I don't immediately notice I forgot when I run a fleet
For sure, it's pretty subtle but the breakpoints it hits can be pretty important. It lets an EWR pick up Sprinters and Frigs beyond jamming range, lets a Bloodhound pick up Ax's and Vauxes at max range, picks up Tugs on a Spyglass at 10.5km, lets Frontlines see Shuttles just within 120 range, etc.
It also makes it so you can see Ocellos and MN's at the max range of a Spyglass with no discrepancy, as unbuffed they can drop off in the 10.5-11.5 kilometer range depending on their aspect relative to the Spyglass.
Are we doing testulous today? I do want to try the new patch
we could yeah
I assumed so
<@&942093958551588904> hey you guys i'll be afk shopping by the time boat night officially rolls around so i'm opening the channels in advance. you guys have fun in 20! o/
I believe so
Can I join?
Sure, you need the Nebulous: Fleet Command role to see the VC for it
But you can get that in #bot-stuff
I'll be there in 20ish
Omw
ill be joining after one neb corv game
Fleet '3k - Greek Fire (Mk 1) testulous' is composed of 7 ships that cost 3000 points:
Silver Eyes : 'Cargo Feeder' class Monitor [PD Sensor]
Milo : 'Cargo Feeder' class Monitor [Gun PD]
Left Fist of Ember Celica : 'Tugboat' class Clipper [EWar Missile Gun PD Sensor]
Right Fist of Ember Celica : 'Tugboat' class Clipper [EWar Missile Gun PD Sensor]
Akouo : 'Tugboat' class Clipper [PD Missile Gun]
Burning Like The Sun : 'Shuttle' class Clipper [Gun PD]
Do You Believe In Destiny? : 'Shuttle' class Clipper [Gun PD]
```This fleet uses 5 different missile types:
```yaml
SGM-10 Sliver of Hope : DIRECT - HOJ(RADAR) - HE SHAPED [1pts]
SGM-104 Diplyon : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-107 Armed And Ready : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-170 Golden Parry Mk2 : DIRECT - CMD - HE FRAG [5pts]
SGM-228 I BURN! : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [9pts]
@wary flame
tyvm
i also kind of
doesn't have to be some super special technology, I just don't have decent MN builds saved
stole the build from pyrope lmao
/ borrowed
(the fleet is based off a pyropian capfleet that i proceeded to like. rework to add funny tech i liked the sound of)
(it originally had two MNs and the LRT/EWR was a tug)
pyropian
Teat
@noble zodiac I've been calling these "heavy S2s" because of the Hardened Skin and big warhead
SGM-208 GIGACANISTER Test is a size 2 missile that costs 11 points.
it's basically a baby torp, max warhead, high health, fairly high agility weave and short range because you only fire these on pinpoint locks
since each one takes two AMM hits to kill they are quite good for handling AMM-protected torpedo corvettes and anything with jamming that would disable your normal Act/[CMD] 7pt MMT missiles is going to need to break a pinpoint lock to do the same for these
they also work well for blowing the noses off beam DDs, but that requires hanging around in the 500m range bracket where you can lock your target and not get beamed, so it's a bit of a desperation move
Yeee, connections
Fleet '3k Silly Little Beans 3' is composed of 3 ships that cost 3010 points:
Repose : 'Vauxhall' class Light Cruiser [Missile PD Sensor]
Respite : 'Sprinter' class Corvette [Missile PD]
Hiatus : 'Sprinter' class Corvette [Missile PD]
```This fleet uses 6 different missile types:
```yaml
SGM-100 LittleSquish : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-100 Scatter : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-H-204 Wriggletail : DIRECT - CMD/SAH(RADAR) - HE SHAPED [14pts]
SGM-H-321 Spellfire : DIRECT - PSV(EO)/ARAD(RADAR) - HEKP [48pts]
SGM-H-342 Dratus : DIRECT - PSV(EO)/ARAD(RADAR) - HE SHAPED [34pts]
SGM-H-353 Scram : DIRECT - CMD/HOJ(RADAR) - HEKP [44pts]
Fleet '3k Lines and Veils 4' is composed of 6 ships that cost 3009 points:
The Misty Bean : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
Doormat : 'Tugboat' class Clipper [PD EWar]
Loft : 'Tugboat' class Clipper [PD Sensor Gun]
Flare : 'Shuttle' class Clipper [Rocket PD]
Torch : 'Shuttle' class Clipper [Rocket PD]
Fire : 'Shuttle' class Clipper [Rocket PD]
```This fleet uses 2 different missile types:
```yaml
SGM-102 TPK : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-104 Seeker : DIRECT - CMD - HE FRAG [4pts]
good boat night!
big 3k CLN felt fun
next boat night on <t:1715454000:F> <t:1715454000:R>
Boat night went brrr, and was fun. I hope everyone else had fun tooo!
It was quite enjoyable, and i do need to work on my own fleets
<@&942093958551588904> who would like to stack a pub
sure
what lobby
game still loading, give me a sec
np
Argh x.x I gotta get ready for work but I'll support you all in spirit!
another classic case of "Main OSP frontline is really hard to play"
for all the flaws of current test branch I am really looking forward to a) monitors not being dead meat that see play because they're easier to run than LNs, but much worse and b) beams not being the be-all and end-all of ANS area denial
Fleet 'All War Is Basically About Zoning' is composed of 4 ships that cost 3000 points:
Late Clash : 'Axford' class Heavy Cruiser [Beam Gun EWar PD Sensor]
Smoky Brit : 'Keystone' class Destroyer [Rail]
Aphid Noted : 'Keystone' class Destroyer [Rail]
Lion : 'Keystone' class Destroyer [Rail]
Not sure if anyone here is using the colour code in names capability, but PSA you should stop now. 😉 Post in the announcements channel on nebcord: #749252281404489758 message
lost two scout frigates to containers and then realised that I had pared their chaff down all the way to 4 each because I was so unused to having anything besides CMD shot at me
now back up to a healthy number and they'll be fine next time someone fires 40 decoy containers at my pet spycube
Alright, lab rats, it's Friday, and that means it's time for more Friday Night NEBULOUS: Fleet Command! I'm hosting open multiplayer lobbies with viewers on my Twitch channel below - ready your fleets and join the fight!
https://www.twitch.tv/docvivileandra <@&942093958551588904>
Do people have pref on test vs main today?
Oh there be the Nebulous playing in 4 hours. What's the differences between test and main? I'm not able to follow games very well.
A bunch of changes, most notably C90 (600mm) buffs, a container liner overhaul, sturdier DC compartments, MD rebalance (nerf with a compensation buff turned into a net buff), and a pile of pricing adjustments
MD rebalance?
Much more fragile as a component, but also damage got lowered, ray count increased (pushing it down to 15/ray), and ignores DR
Mm.
Could we gentleman's agreement not to play seven beam DDs and play on main?
Test is possibly a bit much right now
Which means that MD doesn't break any components with a DT higher than 10, but it reds out basically everything and kills DC teams that come to repair
Oh, the Mk81 railgun also got a rebalance (more expensive, has a 5-shot autoloader and long reload) but it's still a niche weapon in AvO
where in the world do people find points for more missiles
Fleet 'Anti-monitor action 2' is composed of 4 ships that cost 3000 points:
No Absolution : 'Vauxhall' class Light Cruiser [Gun Missile PD]
No Plan : 'Vauxhall' class Light Cruiser [Gun EWar PD]
No Safety Regulations : 'Sprinter' class Corvette [EWar Sensor]
No Service-Related Injuries : 'Sprinter' class Corvette [PD EWar]
```This fleet uses only one missile type:
```yaml
SGM-H-220 Not Very Fond Of MNs : DIRECT - CMD - HEKP [22pts]
for the money it costs me for a VLS-2 and three anti-MN missiles, I could just offload all the chaff on both ships into the backpack mount of the first one, then buy two defenders and an active decoy or two
I would rather do test then main whit some nebulous restriction on how meany beam DD's get brought
small CLN makes me want the Brick again
Also we will be late to boats today and probaly wont make the first game
I am running my pathfinder game today so I won't make it either
will be interested in hearing how it goes though, if y'all do play on test branch
<@&942093958551588904> boat night channels open!
WOOWOO
I'm up away from my computer, but good luck folks!
I'm pretty under the weather today, not sure if I'll make it
I'm under the weather too and kinda pushed myself to show up but it looks like a low attendance day anyway
I gotta shop for mother's day x.x
further iterations on the "how do I make vauxhalls work" fleet
Fleet 'Anti-monitor action 2' is composed of 4 ships that cost 3000 points:
No Absolution : 'Vauxhall' class Light Cruiser [Gun Missile PD]
No Plan : 'Vauxhall' class Light Cruiser [Gun EWar PD Sensor]
No Safety Regulations : 'Sprinter' class Corvette [EWar PD]
No Service-Related Injuries : 'Sprinter' class Corvette [EWar PD]
```This fleet uses only one missile type:
```yaml
SGM-H-220 Not Very Fond Of MNs : DIRECT - CMD - HEKP [23pts]
the missiles now cost .4 of a point more each, which gets rounded up to a full point (very sad), but they have the flakskip engine tuning
also, under four Blankets instead of just two, AMMs don't seem to actually launch against them
but that's test range
It's a weird feeling making such asymmetrical Vauxhalls, but I think that's just the price of having to play the game with them at this point
if you jam out a ships radar you can turn off AMM's and some PD
Yeah, I noted that I was hiding Vauxhalls bow-in with four blankets at something like 4km
(so drastically overkill for operations range but very good when I stumble into a MN swarm that I need to run away from yesterday)
more jam more good, for vauxes
looks like no boats tonight, but I think everyone is more or less waiting for next test patch anyway
there's fun stuff in this one but the light ship game is pretty skewed so once we get some point changes to balance that out I'm sure it will liven up
I think everyone's kind of just waiting for Conquest as well
Huh?? I just had multiple Aurora take out a Bullseye??
?????
I'm honestly so confused, I had to use a restore on the Bullseye after.
I was in the test mode thing, that allows you to shoot inactive vessels.
@wary flame Did Darggame just start (and, as corollary, closed lobby)?
damned if I know, have been testing container TRPs on different maps, but probably, I believe they usually play around the same time we do
ah, fair
new engine tech may have just dropped, going to spam a few tests to see how well it works
Tested into 4x Pavise + 4x Bastion + 2pt AMM box
Nose-in C90/Pavise monitors
2x blanket + 1x hangup for jamming at distance of 4.6km
33/44 hits, salvos of 3
All losses were to Pavise
SGM-H-320 Strongly Worded Letter is a size 3 missile that costs 40 points.
this is probably the cheapest actually kills MNs missile?
equivalent in engine tuned S2H is two missiles to this one, with a net 4pts more
not sure whether this is actually useful compared to just bringing said engine tuned S2H, but
¯_(ツ)_/¯
@wet root BTW you have two testulous servers up
Oop ty for letting me know
played a single tumbleweed game on main and ran into seven beam DDs, a missile frigblob and a beam BB
40k OSP capfleet game because I just got to rip into them
Cosmic and Italianmat are both great frontline so I was free to be a gremlin
main
seven beam DDs
seems about right
we were on Tumblebeam, and the beams did decisively lose
torptugs, rocket shuttles and hardskin MMTs are great at ripping through beams and torpvettes if they don't have AMMs
We're well into Phase 5 with the introduction is intelligence mechanics, troop transports, and ground battles.
Conquest Concept Document: https://docs.google.com/document/d/1Pv0jSMwneQzJ_7o2vx0QB_NSVup5N-t_N6TvlLCcICs/edit
Play on Steam: https://store.steampowered.com/app/887570/NEBULOUS_Fleet_Command/
Public Roadmap: https://trello.com/b/ZNxJ...
Devlog!
👁️ is that another entirely new ship
!!!
<@&942093958551588904> new Devlog!
!!!!
Intelllll
It's also what the april fool's image was of
as a tester it was hilarious seeing what people thought
huh.
Wonder how many times a radar omnijammer will be mistaken for a Masquerade on the grainy intel photos, such as either can even be noticed.
And what a beut she is
rip to missile camera in conquest, makes sense to remove it but still a shame
I hope we get a camera warhead option to stick in containers
Honestly an S3 sensors probe (ANS) and a box with a civilian camera+mining sensors in it (OSP) wouldn’t go amiss
Also Mazer mentioned any ship can get a troop compartment, but you won't be fitting thousands of dudes on it
Presumably just to keep the enemy honest, no pulling all the marines from your stations to doom drop from the word go
Well you still gotta fight your way past orbital assets first
God the intel system looks incredible
Though Im a little unclear on how it works with the skirmish intel
Specifically how the masquerade works with it, the rest makes some sense, it just takes the same time to identify the ship as whatever the officer tagged it as
The ui looks great too, as does the troop carrier
Camera warhead or module that is comms jammable would be neat
Thank you again random ship name generator xD
(That's what they called me in high school)
omfg
common neb ship name generator [??????]
Does the masquerade work differently yet, by the way?
I haven't been around for a while
Yeah, you can choose an ANS hull type, intel will ID it as that type
Ocellos can still mount it but it's not recommended
Oh cool, I was hoping it'd become something like that
if capturing ships becomes a thing in conquest, then disguising a ocello as an axford would be a ligament mind game
I'm not sure how to feel about the squinting at blurry pictures minigame.
Mostly because I've done that for trivia and it was... interesting
Yeah, I'm personally not a huge fan of that sort of minigame, especially in a game like Neb that generally prioritizes tactical decisionmaking over mechanical skill (i.e. micro)
But at least only one person on the team needs to deal with it
We are not suprised that it made it in to Neb in this form, but Mazer dose seem to be trying to make Space Kriegsspielthe computer game with conquest
A shame to lose missile cam since that was a fairly important factor in the skirmish value of cheap and cheerful cruise like basic containers, but hopefully we get sensor missiles with an actual price tag or something
It's also gonna only be one component of intel, I think correlating different bits of partial info from SAR and flares and COMINT and battle reports is gonna be the bulk of it, a big puzzle of "this was last seen here and that was last seen there..." and figuring out what else you can infer from that
COMINT especially could be huge, not just identifying which ships but also finding out how equipped they are
I hope you can have the enemy intercept fake messages as a ploy.
Just getting broad hull classes off the grainy images is probably plenty of actionable Intel and shouldn't be too bad thankfully.
The community will also probably write up good notes as a spotters guide eventually
There's actually already a pretty good guide I saw to large Alliance ships
One sec
Oh my god, we're actually going to have to do this with aircraft ID charts
That's fantastic
a sensor warhead would be cool
Or theoretically scout craft would fill that role when carriers come out
Cool idea that requires (probably) too much micro and is also extremely fragile: Bellbird/pinpoint shuttles at ~6k(?) providing jamming and locks for 'invisible' firebase bulkers at range
Two Bellbirds with an ACA can alternate to provide permajam without bshort, with no search radar you have enough power for that plus a pinpoint
225 pts for the shuttle, very vulnerable to arad/act on its own but a second one can offset jam for it
You can fit 3 of these shuttles, 3 high RPM skeletal bulkers, and 1 EWR tug in one very fragile 3k fleet 
Putting all your survival onion chips on "don't be seen/acquired"
(I also don't know how many bellbirds at 6k you actually need to hide a bulker's huge-ass RCS from a spyglass even if the bulker is all the way out at 10-11k)
Not many I don't think, Spyglasses are pretty weak to jamming
Oh whew
you might struggle to do damage with 450s sitting so far out, and mass drivers would spike signature and ruin the whole plan. But as long as you don't venture in burn/lock range with the bulkers you could probably do it with 2-3 bellbirds depending on how close in the shuttles are
Patch Notes - 0.3.1.21:240518-0051
+PUBLIC TEST BRANCH+
Changes/Features:
- Updated Skirmish UI with new look and feel.
- NOTE: If you are using the expanded mount display mod, you MUST disable it until it is updated.
- Updated non-colorblind color palette with new colors.
- Updated all Alliance and OSP DC Boards with new appearance.
- Status Display and DC board will now show components in blue if they have taken no damage.
- Added handicap score setting to Control game mode.
- Added keybinding options for Cease Fire command.
- Replaced PPR button on action menu with EMCON button to turn off radar, comms, and cancel lock orders.
- Added ability to lock heading to a track.
- R400 Bloodhound is now identified as "Long Range Tracking" by ELINT.
- Reduced 500mm Fracturing block crew damage multiplier to 0.05 (was 1.0), decreased ray count 20 (was 25) for 300 total damage, and increased ray angle to 35 degrees (was 25).
- Added -10% powerplant-prodefficiency modifiers to Sundrive Racing Pro drive.
- Increased Sprinter Mount 2 depth to 4 (was 2), making it a full size C2 mount.
- Decreased Sprinter hull cost to 75 (was 100).
- Increased C30 Cannon cost to 20 (was 15).
- Increased Bulwark Huntress radar cost to 30 (was 20).
- Removed discreteweapon-recycle:energy bonus from Rapid Cycle Cradle.
- Decreased Mk81 Railgun recycle time to 5 seconds (was 15) and increased reload time to 70 seconds (was 60).
- Increased VLS-3 and CLS-3 HP to 250 (was 175).
- Increased VLS-2 HP to 200 (was 100).
- Decreased Fixed Semi-Active Radar Seeker cost to 0.5 (was 1).
- Increased SSJ range to 2.5km (was 1.5) and radiated power to 5 (was 2.5).
Bug Fixes:
- Fixed exploit allowing injection of color tags into names.
- Fixed salvo items in the ship list getting pushed to the bottom when adjusting formations.
- Fixed EA14 chaff cloud having the incorrect network id.
- Fixed being able to change MLS missile type after a reload completes with no new reload starting.
EMCON button!
New UI!
A few of the testers mentioned that the RCC losing the ability to buff the T81 was an oversight and will likely be reverted
Also yet another buff for softkill SMH /s
Patch Notes - 0.3.1.21:240518-0218
+PUBLIC TEST BRANCH+
Bug Fixes:
- Fixed cease fire and EMCON hotkeys not working.
- Fixed RCC no longer buffing T81 and C81 Plasma Cannons.
- Fixed exception causing disconnect with formation orders when no heading was set.
There we go, immediately fixed
I was going to say, plasma did not seem like it needed that nerf
So happy to see EMCON button and lock heading
Any bowtanker, really
Mhm, those two are the ones that just rely on it most
cheaper sprinter AND they can fit vls in the front
Going to have to adjust a bunch of my OSP builds for that Sundrive change lol
Oh snap I hadn't considered that
Woe! 40 gales upon ye
Gale Sprinter time
VLS-2 and VLS-3 (and CLS-3) is the only thing that the mount buff matters for
(Unless you play factions unlocked in which case it also enables the C53)
It's still like 98% powerplant efficiency, no?
Pancake 250 sprinters are certainly an image
woe be upon you, sunstackers
Spronter got seriously beefed up, feeling cautious about it but we'll see
Yeah, sort of wish it were only one of the changes now and another later, but Mazer does like to balance with a sledgehammer
the HDG on track is such massive insane QOL that's been requested for years, so huge win
Time to order my Sprinters to orbit a hostile while maintaining heading at it and dropping Gales, to maximize patch value
Also wow that seems like maybe an overcorrection on MD crew damage
Considering their firerate, how long does it take to kill a single DC team with an MD liner?
I am going to shoot myself
Try sunraiderwhip?
The Ocello, ironically, is less of an issue
It's got the Axford / Vauxhall issue of "it's over-power if it's ever running its disco ball but fine otherwise, so you just flash the disco ball if someone launches CMD on you"
the 450LN just doesn't function anymore
Sunhaul or sunyard?
Sunyard
Already runs a JRR
Could go for Haulyard I guess
have you tried the new JRR
Fleet 'Creatures' is composed of 3 ships that cost 3010 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]
oh huh, these don't have new JRR in them
🤔
but it would make them so much less tanky...
A JRR literally doubles your power lol
well it used to kill two DC teams in a corvette in just 20 or so hits, crew-killing it which somewhat made the damage-per-ray change before a little pointless
Yeah, but this brings it up to what, 500 hits? Which seems excessive
they don't insta murder small ships from 21km anymore 🤷 if the crew damage mult has to look funky to achieve that, then so be it
Yeah, not instakilling is good, this just makes them some of the worst weapons in the game for crew damage, I believe
There is a middle ground between "overly powerful" and "mechanically nonexistent"
I feel like a 0.2 mult prolly would've been fine but a pure-red sprinter folds in half to any other fire anyway
Also they die to the crits still, no?
It's beautiful.
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]
oh wait, forgot to give the second one a RCC 🙂
these need NO RADAR
NO POWER CONSUMPTION
JUST GUN AND DRIVE
oh you did catch on nice 😄
The MN is missing its JRR though
Doesn't need it, I just need to not have the EO dazzler on
But consider: You could put two in and then have another ARR or TC
🤔 that's actually such a good point
4TC ARR Huntress...
An 11km death bubble for my LNs
huh, can sprinter have its double VLS2 back, then?
Yes
What does the new ui look like in skirmish?
pre-planned responses box replaced with EMCON
Or really the rest of it
automatically disables radar and comm
The blue color is for 100% components, stuff at 99% is still green
SMH not even a little bit of flank
Maybe it’s just the screenshot at the phoneness of the screen Im on but the new ui looks if anything more stark
However keybound cease fire so
laughing at the CLS-3 on the from of a sprinter
The nosespike
Should be able to
4 in the C2, 6 in the C3
I still want a C1 VLS-3 that holds a single missile
No, we should have a C1 Hardpoint Launch System that points the torp forward
I AM SANE AND CAN BE TRUSTED WITH TRACK BOWTANK VAUXHALLS
strictly speaking it never had it to begin with
it did, back in like early 2022
was removed because Corv was better at missiles than Frig (we didn't have prog channels at the time)
This sprinter mount buff is absolutely going to break stuff
I can fit so many squales
I really like the addition of a “point bow at track” button, it’s a vital QoL feature
Hii hi there 
Is there a planned multiplayer game later today?
Erm, are we playing on the test or main server?
probably test
Okiee. I really wish my internet is a little better than it is right now.
I know I'm excited to try the new UI stuff
<@&942093958551588904> hey guys gonna be afk when boat night rolls around - so I'm opening the channels in advance. have fun in 30 minutes! o/
Ooh, it's already Nebulous time?
'tis
Eeeeps, I need like 10 minutes
Time does the zooom, I'll make sure I've switched to the test version.
Fleet 'Capfleet 2 The Encheapening' is composed of 9 ships that cost 3000 points:
Cleric of Jagganoth : 'Keystone' class Destroyer [Beam PD Missile Sensor]
Penitent : 'Sprinter' class Corvette [Missile Gun PD]
Mendicant : 'Sprinter' class Corvette [Missile Gun PD]
Templar : 'Sprinter' class Corvette [Missile Gun PD]
Hospitaller : 'Sprinter' class Corvette [Missile Gun PD]
Cardinal : 'Sprinter' class Corvette [Missile Gun PD]
Cleric Of Solomon : 'Raines' class Frigate [PD]
Cleric of Mammon : 'Raines' class Frigate [PD]
Sacrifice : 'Sprinter' class Corvette [PD]
```This fleet uses 6 different missile types:
```yaml
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-111 Currency Conversion : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-H-300 Poyais Colony Ship : CRUISE - ACT(RADAR)/[PSV(EO)] - HE SHAPED [31pts]
SGM-H-389 Fishtail-APT : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [18pts]
SGM-H-389 Fishtail-APV : DIRECT - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [14pts]
SGT-359 Crysknife Block V : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [13pts]
Potential ANS cap players (including @dense fractal) you can steal these sprinters
fire torpedoes at stuff without pavise, fire S3H at stuff with pavise, fire Arad/Act at things with jamming (while within 4km)
if you want to splash out, buy a small DC locker instead of a rapid
@oblique jacinth @topaz jolt Do either of you remember if you tried to use hook track right before you got locked out?
Not sure, but it would make sense.
What even is hook track??
you can bind a button to bring up a prompt to find a track number
if you have track on something with the appropriate track number, it'll focus on and jump to the track
Thinking about it more, it would actually make a lot of sense, more than I was meaning at first, since yeah, those restrictions seems pretty sensible for hook track mode. It just never.. Gives the dialogue, or leaves the mode.
Patch Notes - 0.3.1.21:240518-2327
+PUBLIC TEST BRANCH+
Changes/Features:
- Swapped crew status and detection icons on the ship list cards.
- Increased sized of fire, critical event, and debuff count indicators on DC boards.
Bug Fixes:
- Fixed hitting Q key for hook track freezing all keyboard inputs.
- Fixed null references when hiding UI with Tab.
- Fixed chat not working in battle or deployment.
- Fixed hotkey number on the ship info bar not updating.
- Fixed voting for a starting score option on dedicated servers being off by one.
- Fixed fire indicator icon showing incorrect counts when there are no fires on a ship.
- Fixed team two ship list scroll bar being the wrong color for spectators.
- Fixed power status icon having an empty tooltip.
- Fixed communications jamming status icon having an incorrect tooltip.
The first 3 are big
We did it chat, we fixed the bug! :D
first real conquestulous game!
immediately got our teeth kicked in by the commodore on the other team

@junior heron can I borrow the composition of those container strikes you were hitting my small stuff with in that Caltrop game?
Want to see if I can fit an affordable sprinter removal service into 6 channels
Sorceror is the decoy box, generally was launching 3/3/2 Sorceror/Cavalier/Dragoon (or 3/2/3) against capital ships, and 1/2/2 against small vessels
Fleet 'New Test Branch Box Boat' is composed of 1 ship which costs 3000 points:
New Box Boat : 'Container Liner' class Line Ship [Missile Gun PD EWar Sensor]
```This fleet uses 8 different missile types:
```yaml
CM-417 Cavalier : CRUISE - CMD/ACT(RADAR)/ARAD(RADAR) - HE SHAPED [10pts]
CM-417 Dragoon : CRUISE - CMD/ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [9pts]
CM-443 Ranger : CRUISE - ACT(RADAR) - HE SHAPED [2pts]
CM-S-404 Bowling Box : DIRECT - NONE - NONE [3pts]
CM-S-424 Sorceror : CRUISE - ACT(RADAR)/ARAD(RADAR) - HE SHAPED [15pts]
SGM-100 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-102 Arcane Bolt : DIRECT - CMD - HE SHAPED [4pts]
SGM-112 Palisade-O : DIRECT - ACT(RADAR) - HE FRAG [3pts]
had 8 channels but here you go
should probably change this up so they're CMD val instead
that'd probably help with losing the cruise course
Oh they were Cmd/Act/etc and not Act/[Cmd], I see
next boat night on <t:1716663600:F> <t:1716663600:R>
Patch Notes - 0.3.1.21:240520-1810
+PUBLIC TEST BRANCH+
Changes/Features:
- Optimized memory consumption for skirmish maps, only the actively played map is now loaded in memory.
- NOTE: Modded maps will not be automatically optimized and will require the creator to update it.
- Decreased brightness and repeat frequency of DC board fill patterns.
- Removed blue coloring from undamaged parts in status display.
- Increased module and text size on all DC boards.
- Decreased Monitor base speed to 18m/s (was 20).
- Removed Sundrive powerplant-prodefficiency modifier and replaced with -25% hull-angularmotor modifier.
- Updated OSP clipper hull names.
Bug Fixes:
- Fixed power icon tooltip text matching the wrong state.
- Fixed EMCON button disabling ES modules.
- Fixed tooltips not appearing for debuffed and destroyed component indicators.
- Fixed DC board prioritization indicator not appearing.
no more blue 😔
i know :(
I mean I kinda like there's no more blue
Yeah...
but still
I think it just needed a better tone
Going with F for the clipper reporting names is a solid thing to roll with
Oh yeah no that goes hard
I think they're no longer reporting names but proper OSP names
yeeeeeeeee praise Marshall they did the thing
and yeah Ferryman and Draugr were the indigenous names of the shuttle and tugboat in their fluff text
Flathead is a new one, the Monitor wasn't specifically named before
The MN speed nerf makes sense but also whoof you really can't skip the Sundrive on them now, can you
I am a fan of the Sundrive change, even if it loses a bit of faction identity
Meanwhile, in the modding zone...
https://cdn.discordapp.com/attachments/895486593211727912/1242171347027623967/image.png
"what if we made the Rocinante but in Neb"
No the Roci would also have a spinal and launch tubes
true yeah it at least needs an MLS on the top there
Oh these are much better
ferryman and draugr fucking SLAP tho
I mean like, yeah those are pretty cool. Kinda edgy idk