#Nebulous: Fleet Command
1 messages · Page 21 of 1
How does everyone like it but me?!!!
I like it
It's called the flathead because when you get with the HESH you know you're screwed
I like the flathead, fits the fact that the MN is a brick
I'm not the biggest fan of the changes, Flathead and Ferryman both feel a bit too on-the-nose
Do prefer Draugr over Stormbolt though
funnily enough the names Ferryman and Draugr have been in the lore this entire time
like it mentions that those are the class names of the ships theyre bringing into service
flathead is new tho
im... okay with it because it fits the aesthetic of the monitor but it doesn't feel diegetic or civilian enough to have been the original name xP
I suppose I can see it being a nickname for the uparmored MNs that caught on enough to see official recognition
But, idk. Just not a name that resonates with me.
yea
Clearly should just go with the community nickname of "Brick"
My headcanon is that the shipyard workers refitting the civilian class into Monitors kept referring to them as “the flatheads” and it caught on
Because yeah you’re right it doesn’t sound like the original civilian name but it absolutely sounds like what a colloquial name assigned to it by people in a hurry would be
Eeeeps only 4 points. Did they lose like all of their ships?
It sounded like a mix of that and ANS bringing low hull counts in the first place
Probably overextended to cap 4
this image has not been edited
What is that?
Unless I’m sorely mistaken that’s a Kadeshi ship from Homeworld 1
Are we testulous today?
I'd like to
CLN changes are a lot of fun, and the competetive part of me wants to fight and die to the infamous bomber corvette squadron
It's too late
The bomber corvette squadron no longer exists
as of (checks watch) now
LOL
Patch Notes - 0.3.1.21:240525-1830
+PUBLIC TEST BRANCH+Changes/Features:
- Split DC Board and Status Display into two prefabs for the more complex ships so they aren't as blobby in the bottom right corner but still legible in the DC board.
- Updated DC board container frame to have a slightly transparent background.
- Reverted Sprinter Mount 2 depth to 2 (was 4).
- Decreased C65 cost to 30 points (was 40).
- Reduced M-30 Mattock Mine cost to 5 (was 6).
- Increased storage volume of all mines to 25 m^3 (was 15)
- Reduced CM-4M Mine Container cost to 12 (was 15).
- Reduced Mk81 Railgun recycle time to 2.5 seconds (was 5) and increased reload time to 110 seconds (was 70).
- Removed Validator Memory option from avionics configuration and integrated into ARAD seekers as a time they will remember validator of any target for.
- Missiles will now choose when to lock to their current target based on time to impact rather than a fixed distance.
Increased Sprinter base crew complement to 55 (was 40).Bug Fixes:
- Fixed withdraw line warning countdown messages blocking mouse clicks.
- Fixed dual-purpose PD weapons sometimes being prioritized over available dedicated PD weapons.
- Fixed bomb shells throwing fragments at lifeboats.
- Fixed firing a CMD/CRUISE missile on a track with no TRP resulting in the final waypoint being placed on top of the target.
- Fixed PDMSL button disabled color being different from other buttons
well <@&942093958551588904> looks like there's yet more testing
Wait is the Railgun getting
Okay not 'buffed' but 'looked at'?
Mine shuttles can no longer carry basically as many mines as you want, but they can now squeeze in 10, which is probably enough
Yeah, but that's probably fine
It's not like a bulk mag shuttle is going to be taking hits anyway
And if it does it's going bye bye anyway xD
Yeah the new railgun changes are great!~ The Mk81 on test branch is finally good enough.
My 10 mine sundrive gremlin shuttle lives
Oh wait, they changed the railgun again
God dammit
Literally a few minutes ago
Ugh I don't like that change x.x
Oh heck, I'll go start up a new Testulous server with the new patch in a couple mins
But game 1 will probably need someone to host it lol
(I'll also be a bit, should be able to catch game 2)
I could host game 1
The beetle for scale is very good
I could as well
Those guns are a fun interwar American experiment
18"/48 calibre guns, which are massive but a little stubby
more calibres is more muzzle velocity so they just stuck an inner tube in to reduce the internal diameter to 16", which gets you a 16"/56 cal nonsense device
Battleship carronades?
once referred to as "a railgun level of armour penetration" by an expert I know
Either a carronade or a sniper rifle depending on whether you install the reworked inner liner or not
<@&942093958551588904> boat night!
Regular channels aren't open so I've created one under off-topic voices
Sadly that's a multi-day operation that involves a giant furnace as long as the gun and completely changes the weight balance, so you can't hotswap it
Tragic, that could lead to some phenomenal maneuvers
Man the Venn diagram between Neb, Vivi and here is a circle
@wary flame since when do we share like half the servers?
Pyrope started off here
yea lmao
dang, close game everyone
New patch
Patch Notes - 0.3.1.21:240525-2011
+PUBLIC TEST BRANCH+
Changes/Features:
Mk81 reverted to main branch.
Awh. :<
Yes it’s back!
what the fuck do you mean it's back
he just reverted it to main branch
you know
the useless version
what the fuck is mazer smoking jesus fucking christ
Wait wasn’t that the large rail gun?
You know
The dearly we lost?
...??
the mk81 is the C4 turret railgun
the mk81 on main branch is dogshit
the mk81 on test branch is actually worth taking
Ah the single barrel
Nah I thought they actually brought back the twiny
Wait
What’s the difference between these two?
Test and main
main has a 15 second reload time
test has (had i guess???) a five shot autoloader with a five second recycle (immune to buffing by RCCs) and then a 70 second cooldown
the immunity to RCC buffing made them scale better between CH and BB and the overall RPM was better for sidearms and the autoloader gave them a higher alpha strike which distinguished them from DD rails when focused in a build
but fucking. puppy insisted they had to have a slightly different stats
and then pyrope didnt like it
and now we lost ALL of that FUCKING PROGRESS
god
dammit
sorry
i shouldn't be this pissed
but also he threw away all that progress for nothing
and as a tester this feels like the fault of people i know, and i know that it hurts people i know
go go gadget hyperempathy
I'm sorry
...where is the radar?
On the bottom slot, of course
xD
no youre fine
game looks stuck
Well good news
oh
Is we can add maps
lol
grummy grummy cringe grummy cringe for legal reasons this a joke
i'll alt+f4 and load up with Gold Rush
bullet farming
Mazer was on caps and did some wild S2 sprinter tech with ARAD valmem, I need to steal it
mixed salvo Arad/Act S2 and Act/[Arad] S2H, with big warheads, and then fully reinforced gun sprinters piled in front
needed some AMMs but the enemy MMT game was a bit lacking so he just got to cut a swathe through the sprinter and scout tug population
... Huh.
Yeah, that looks along the lines of what I was thinking, I just was planning on ACT/[ARAD] gigacanisters.
Awww, I did the sleeps during Nebulous noises.
Fleet 'Four-Riders-Improved' is composed of 4 ships that cost 3000 points:
Jack of Endings : 'Bulk Freighter' class Line Ship [Gun PD]
Queen of Glutony : 'Bulk Freighter' class Line Ship [Gun PD]
King of Conflict : 'Bulk Freighter' class Line Ship [Gun Sensor PD]
Ace of Pleanty : 'Bulk Freighter' class Line Ship [Gun PD Sensor]
```This fleet uses only one missile type:
```yaml
SGM-106 Ember : DIRECT - ACT(RADAR) - HE FRAG [2pts]
the 450 savings let me fit a large storage in place of two rappids, and upping there AMM count
could you do two smalls?
probably more durable and slightly cheaper
also four teams
Fleet 'Legally Not An ANS Fleet' is composed of 4 ships that cost 3000 points:
Vauxhall (Large) : 'Ocello' class Command Cruiser [Missile Gun EWar PD Sensor]
Second Jamming Sprinter : 'Tugboat' class Clipper [EWar PD]
Cap Sprinter : 'Tugboat' class Clipper [EWar Missile Gun Sensor PD]
Jamming Sprinter : 'Tugboat' class Clipper [EWar Gun PD]
```This fleet uses 3 different missile types:
```yaml
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-210 Stoneburner Block II : DIRECT - CMD - HE SHAPED [12pts]
SGT-351 Ascalon Bronze : DIRECT - CMD/SAH(RADAR) - HE SHAPED [13pts]
I think this is how you build OSP fleets, actually
Patch Notes - 0.3.1.21:240528-0238
+PUBLIC TEST BRANCH+
Changes/Features:
- Detection icon in the ship list card is no longer visible as grey when a ship is not detected.
- Added keybinds for ORB Track and HDG Track.
- Updated tutorial UI callout references for new layout.
- Added audio alert to multiplayer lobbies. Alert will play for:
- unready spectators if more than half of actual players are ready.
- unready players if they are the last one.
- players in the fleet editor if all other players are ready or in the fleet editor.
- Updated supertitle appearance.
- Updated starter fleets.
- Added new OSP starter cap fleet, Tantalum Squadron.
Bug Fixes:
- Fixed missiles missing narrow targets due to ideal track distance being too loose.
- Fixed tooltips appearing on ship glance bar.
- Fixed ship glance bar icons blocking mouse clicks.
- Fixed decoy container deceptive names having format tags visible.
- Fixed decoy containers having old ship class names.
- Fixed singleplayer skirmish games failing to save.
- Fixed orderable directional sensors tac-view cone remaining visible after the sensor was disabled/destroyed.
- Fixed mixed salvo planning buttons being locked in some valid cases.
- Fixed AI-controlled ships locking their heading incorrectly.
Oh, that ship glance bar icon blocking clicks was annoying me during boat night, glad it's fixed
Hope there's a cooldown on those audio alerts, otherwise people toggling ready will get rather obnoxious
tantalum squadron is:
- 1x recon monitor
- 4x multi-mission tugboats
- 4x gun shuttles
Ooh a cap starter, tasty
Love to see it. Being able to direct new players to just grab the tugs from Tantalum will be easier than having to explain MMT and dig out the specific missiles needed
Fleet 'Tantalum Squadron' is composed of 9 ships that cost 3000 points:
Brainiac : 'Cargo Feeder' class Monitor [PD Sensor]
Hale and Hearty : 'Tugboat' class Clipper [Missile EWar Gun PD Sensor]
All At Once : 'Tugboat' class Clipper [Missile EWar Gun PD Sensor]
All Together Now : 'Tugboat' class Clipper [Missile EWar Gun PD Sensor]
Joint Action : 'Tugboat' class Clipper [Missile EWar Gun PD Sensor]
Scoundrel : 'Shuttle' class Clipper [PD Gun]
Charlatan : 'Shuttle' class Clipper [PD Gun]
Swindler : 'Shuttle' class Clipper [PD Gun]
Hustler : 'Shuttle' class Clipper [PD Gun]
```This fleet uses 2 different missile types:
```yaml
SGM-101 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-247 Slider : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [8pts]
thank you hazel, very cool
Huh, I didn't realize MMTs went for AMMs over Pavise and an ARR instead of ammo elevators.
I may have to go revise the MMT I sketched by vaguely knowing what an MMT was without having ever seen one in the editor
There's lively debate in the MMT crafters' ivory towers about whether Pavise or VLS-1 is better
I am a Pavise truther, strong side anti-torp defense
Hybrids are going to get through small AMM counts anyway
It's interesting to see how the new standard of MMT is built as it's only vagual simulare to the tug duncans we have that fill a simulare niche though they operate in squadrons there PD built vary difeirntly
Tho i think the manually deconflicted grazers do help a decnt amount even though we don't have to have them set up the way they are
horable creatures
Fleet 'Duncan-Moderinzation-MK-I' is composed of 8 ships that cost 3020 points:
Duncan Idaho : 'Tugboat' class Clipper [Missile Sensor Gun PD]
Duncan Idaho : 'Tugboat' class Clipper [Missile EWar Gun PD]
Duncan Idaho : 'Tugboat' class Clipper [Missile EWar Gun PD]
Duncan Idaho : 'Tugboat' class Clipper [Missile EWar Gun PD]
Duncan Idaho : 'Tugboat' class Clipper [Missile EWar Gun PD]
Duncan Idaho : 'Tugboat' class Clipper [Missile Gun PD]
Duncan Idaho : 'Tugboat' class Clipper [Missile Gun Sensor PD]
Duncan Idaho : 'Tugboat' class Clipper [Missile Gun Sensor PD]
```This fleet uses only one missile type:
```yaml
SGM-200 OwO What's this~ : CRUISE - ACT(RADAR)/PSV(WAKE) - HE SHAPED [8pts]
Yeah, if you're operating in squadrons you'll have much different PD
You don't need to manually deconflict Grazers nowadays I thought
The big thing that's puzzling me (though now I know I've bought way too much C30 ammo) is why ARR over AE
You don't! but e have not changed around the PD mounts on them in a while
[Reply to:](#1164000873031151637 message) You don't need to manually deconflict Grazers nowadays I thought
Ah fair
Jamming resistance
[Reply to:](#1164000873031151637 message) The big thing that's puzzling me (though now I know I've bought way too much C30 ammo) is why ARR ov…
Mm
The power of the Huntress/ARR combo was what popularised MMTs to my knowledge. C30 and S2s is more than enough power to win cap fights without the AE
it's AMMs, it's always AMMs
the ARR is a bit of a waste of cash, you find stuff with the BRN ping anyway and that reaches 10km just fine
you can also skip the RCIC since tugs have the best compartment loadout in the universe, but all of these are good things to install for newbies looking for low complexity stuff
What do you do against torps if you're relying on AMMs, though?
Set salvo size to 3
You die, of course
that's what we do with out shuttle squadrons and it's worked for us. but those alo have a pair of T20's to grape the torps for all that dose
which compartment is best for the CIC? the top one? or one in the stack for damage splitting?
top one, it's so out of the way you can just tank basically everything as long as it hits the nose
and for torps you either jam them (if Act/[CMD]) or die, but it's an MMT, so you should be keeping range at 6km for pinpoint lock
https://store.steampowered.com/news/app/887570/view/4170974735580366404
<@&942093958551588904> Update is now out on main
Hello Spacers! First off, let me apologize that it's been quite a while since our last minor update. The team and I have been hard at work on Conquest development, and that hasn't left us much time to return to the main branch. If you haven't checked out Devlog 33 to see where all that effort has gone, you can do so here: Because it's been a whi...
my god these patch notes are long
did we really test all this
Yeah, and that was all for naught unfortunately.
-Removed discreteweapon-recycle:energy bonus from Rapid Cycle Cradle.
-Removed 'energy' recycle type tag from T81 and C81 cannons.
Does this even do anything now that the railgun changes have been reverted?
I guess it might apply to Sarissas?
Fair enough lol
Slightly less to bother Mazer about next time he has the patience to take on Rails
Every time a change was made to test branch it apparently started such a giant fight that Mazer eventually threw in the towel and reset to main
Come conquest, perhaps
What is it with people and railguns?
I don't have access to balance discussion and apparently that's for the best, but it means I don't know the playerbase's Opinions™️
they gave it an absolutely perfect dog!
[Reply to:](#1164000873031151637 message) tantalum squadron is:
- 1x recon monitor
- 4x multi-mission tugboats
- 4x gun shuttles
Aux steering compounding cost? Neat
Well, considering he ended this time by throwing a tantrum and punishing the whole community by not even including the traverse rate buff from the first patch that everyone agreed on... my hopes aren't high for a "next time".
Okay
What the hell happened?
we heard he reverted it, but not about the tantrum
We'll get there when we get there. This is a fantastic set of changes and really improves mainbranch.
Basically to summarize it was
"Because everyone is arguing and getting mad over the changes the two loudest people in my roster of testers keep talking me into I'm going to call everyone children and shut it all down for my own satisfaction."
i know we've complained about this to misc and patrik but we're. starting to get a little more concerned about how this game is going to get with conquest
I respect Mazer a lot and he's fun to hang with, but he really shows how he thinks of others as beneath him sometimes.
As the partner of a game dev (who has expressed this opinion on this topic), it's very stressful constantly being criticised for everything you do or don't do, and developers are meant to always have perfect composure (own comment: This is kinda insane.). It's no wonder he snapped over something so divisive as rails.
[Reply to:](#1164000873031151637 message) Basically to summarize it was
"Because everyone is arguing and getting mad over the changes the tw…
Sure he's human, doesn't make it right though.
Though I can't speak as to his character.
ESPECIALLY because, at the very least, the 5s/70s autoloader paradigm was an improvement
Honestly, it was still 100 points with as much or less total fire rate than the main branch Mk81. The burst fire was cute and I was warming up to it. But all I really wanted was the main branch Mk81 with the traverse rate buff and bugfix to its targeting AI.
But we didn't get even that.
YEAH
-wait hang on
what was the traverse rate buff
from what to what
(im gonna check if mazer didnt forget to revert it or forget to put it in the patch notes smth)
3 deg/sec to 6deg/sec
Course not
augh
It wouldn't be a proper "punishment" if it was only half way lol
I assumed he just reverted an entire file or files to main version
Yeah
I understand it's a minority opinion here, but as someone who is constantly incredibly stressed from latent anxiety, I find it hard to blame him for it.
I might be charitable but I don’t he was thinking of it as a punishment, just wanted to put no further effort or brainpower into this and further effort includes picking out specific changes
as someone who is also constantly incredibly stressed from latent anxiety, what mazer did here made it worse
I don't blame him for having an emotional reaction. I blame him for wasting all my hard work on railguns as a tester and insulting his community after 3 months of silence.
It's a turret, people. It's not that deep.
And I get that too.
[Reply to:](#1164000873031151637 message) ~~as someone who is also constantly incredibly stressed from latent anxiety, *what mazer did here …
the wasting hard effort
I remain of the opinion that bringing back the 24h slow mode in all the balance channels would make them a lot more pleasant for everyone involved, including Mazer
Admittedly I'm not a tester so the atmosphere there could be different than balcon
I wound up hating myself for an entire day because I partially blamed myself for him flipping out.
offers hug
if its anyone its not you im ngl
I'm sure you are not part of the population Mazer is frustrated with.
theres plenty of folks being actually toxic about it
I think if you rely on volunteer beta testers to put in time and effort to try and make your game better, you have a responsibility to be nice to those people
- and you also have a responsibility to ban people who are being toxic about it
Yeah.
There was apparently a giant tester argument happening in their own channel at the same time as the 2.5/110 change dropped
That paired with "ANS rails are now a CLN-level throw pick again" being put in balcon immediately on receipt of patch notes was...
Suffice it to say I get why Mazer reacted as he did.
Like I said, I understand why he reacted that way but it doesn't make it right.
And it doesn't do us any good to keep re-litigating it.
Alrighty.
On a different topic, there are a couple outstanding things that the push to mainbranch didn't address:
- C65 spread buff?
- Prowlervettes may be too good now
- SSJ should be more expensive
- MNs more expensive?
I think these are things generally agreed on, so we'll see how they work out in practice for the next test round.
py, you are the furthest from fault in this whole thing
[Reply to:](#1164000873031151637 message) I wound up hating myself for an entire day because I partially blamed myself for him flipping out.
for once neb name generator making something that isn't either incomprehensible or cursed or both
(/unrelated)
Unprecedented, please report as a bug
(I do love the absurd names it generates)
It's a shame there's no missile name generator
yknow Im actually glad I gave up on this game now
I hope mazer gets some rest
but I just dont have any hopes for this game anymore
Oh, come on.
?
Good.
Also why do railguns need to be changed?
cause they are exceptionally boring
and kinda ass
destroyer rails are good
but turret rails just feel like throwing the game
and even then I wouldnt care
if they were fun
There's pretty few good use-cases for rail turrets currently, they're vastly outshone in terms of rail output by spinals
I don't think things are that bad. Conquest is going to be awesome at least too.
py, aren't you a conquest tester?
They do provide access to ANS rails via the Ocello and can fit in the C4 slot on energy BBs
I have no interest conquest 😔
I was, but I didn't have enough sanity points to invest into being a tester anymore.
that's understandable
Im just really tired of gun BB
and I dont like beam BB
Solution: missile BB
But in more seriousness, not every hull suites every weapon type, and that's okay
that is ok
The rail turret has this funny problem of its base traverse rate being so low it can't overcome the torque of the ship its mounted on turning or rolling in order to stay on target sometimes, which is compounding by the fact that guns are coded to slow their traverse rate along a curve as they get close to being on target in order to prevent them overcorrecting, which is helpful for other guns with decent traverse but just compounds the problem for the Mk81.
the railgun turret is avialavable for exactly two hulls on the ANS, its really mid on both
patrik why are you here posting this in this thread
I say literally as you post something else
if you don't like a game you can just stop playing it without raising some gamer stink about it
I don't pop into boat night much myself either i've just got other games now
apologies
Winged, chill pls.
I just really like this game
no I will not chill
I got a user report
this is my job
none of this stupid shit in public channels please
Ill leave the topic alone
I see, I forgot where I was for a sec.
iirc mazer did keep the traverse logic fix tho
Did he? Is this confirmed?
Cuz that would be awesome if so.
I don't see it in the patch notes tho.
Is there a way you could ask and make sure?
Cuz it was this test cycle that it was fixed for a bit
just did
Thanks ❤️
and so shall begin the great "well I guess I should rebuild my fleets in accordance with the new update"
It's not like I play more than 2 fleets anyway
I really like the idea behind Tantalum Squadron, the MMT starter fleet. Even if they aren’t the best MMTs, it helps shepherd players towards MMTs by providing a worked example, and towards playing capfleets in general
Nothing but straight bangers from the name generator today
(I also sold the Being Sold immediately after because I can just use the Sprinter to carry my PD)
Fleet 'Yard Sale' is composed of 3 ships that cost 3000 points:
The Top Sauce : 'Solomon' class Battleship [Beam Gun EWar PD Sensor]
Vague Boy : 'Sprinter' class Corvette [PD]
Being Sold : 'Sprinter' class Corvette [Gun PD]
I'm always a bit worried about outsourcing that much PD to a squishy sprontler, but those are some scary sidearms
Just make sure not to accidentally RPF your own PD boat :P
That would be much less than ideal, ha
I'm considering going full 450BB with the sidearms, but at the same time, if a 450BB enters Mk62 range it's just dead
I can say from our own experinces that is vary much not the case
The queen of hungers escorts get a decent work out on there guns on most matches
Mm. I just worry about the plasma/250 LNs (or even worse, plasma/HESH MN swarm) if I'm actually fighting it instead of just popping out from behind a rock to obliterate a formation with beams
In my experience, monitors don't hold up long at close range vs. beams
I don't know why you would worry about plasma and HESH, HESH dose not care about angeling and has enough pen to start with IWRC.
100%, that's why I'm only worrying if I was running the 450 version of this
got it
but plasma at the edge of 120 range is dodgable with out a raider drive for a solly in our experince
but if your relay worried about it invest in blankets
🤔 perhaps I'll make both a 450 version and a beam version and try both
I think the beam one is better?
but map-dependent
450 lets you consoladate your buff modules and as far as beems VS 450 on a soloman goes we honestaly think it depends on the player mroe then the map.
I highly recommend having a GPC to make plasma more accurate. You wanna have a good spread of course to cook all the armor but unbuffed the spread is massive and combined with the slow projectile speed makes it just whiff at long ranges more often than not.
Also if you tighten the spread a bit you can hit small ships at close range with it, and surprisingly plasma will straight up incinerate Sprinters and kill them if you manage to get enough hits.
LOL
Finaly a good use for GPCs on OSP ships
Actually one of the reasons I've been favouring C81 for my plasma needs. The C81 is innately more accurate than the T81 so doesn't need the GPC
Oh the GPC is vital for C65's. Trust me, the 450 cannot hit reliably at an appreciable range without one.
If you haven't already, try it and see what I mean!
hmmm I thought I was forgetting something on my latest liner build
Yeah it's the main reason why 450 liners can't really pack as much DC as the more brawly 250 liners can.
They lose a lot of effectiveness without a GPC or even 2.
Pyrope, did you see the latest iteration of my 450LNs?
One moment, let me check it's on points for new patch
we would beg to differ on that. but also we run 450 liners in groups of four and that fleet was built to supressess frig blobs off from an EWR track
[Reply to:](#1164000873031151637 message) Oh the GPC is vital for C65's. Trust me, the 450 cannot hit reliably at an appreciable range witho…
O.O
from way back in the days of frigpololips 1.0
Whatever floats your collective boats I suppose lol
4x 450 skely liners are vary much a chioce, though now they can fit an actual amount of DC and PD
Oh yeah, I need to update Strawberry Explosions now...
I gave it more AMMs 🙂
I can give the Bloodhound another TC and an ARR now!
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]
we find that about 500-600 rounds of HE is about what a liner will go through in a match
While fair, I don't think I can fit any more ammunition
instead, I spend all my money on (counts) 176 AMMs
Well you could cut down on your 450 AP count, or switch to an R-mag
But yeah not having enough ammo is a peaty big problem to have
Yeah, I'm thinking rmag might be necessary
But at the same time, ech, citmag is just so useful
Take out the DCC and replace it whit a second Cmag. you already have a DCX
Or the rapid DC for an RMAG, the rapid is lowest on the compartment list so it'll be last to get utilized anyway
My 450 Axfords don't have GPCs and you really can tell at long range vs monitors
against liners you're all right
but the cost of fitting the 120 loadout into 1500pts and bringing double Rmag so you can stand up in a 7km brawl is no spare cash for accuracy
how well does 1x 450+120 axford fare if you do give it the extra bits, and some other support ships?
That's been my default ANS fleet for the last few boat nights, 450+120+softkill Axford with S3H backpack plus a nice Vaux
I know a few people run that list and rack up massive damage with it, I've seen Khall pull 50k with 450+120+missile backpack
Been thinking about losing the backpack for a rear 450 and getting a mini-cap fleet in the remaining 1300ish
but personally I'm not a huge fan of "Axford and change" lists, it just doesn't have the sheer mass of the axford pair and it's less points in brawling than most double liner fleets, which means you struggle to facecheck the things that the double dakkafords love to fight
doesn't mean it's bad, especially with missiles and beams on the side, just not my thing
I am being bullied
Definitely fits my squirrely playstyle better than a brawly one
Last time I played them I did split them halfway through the game and one of them solo killed an Ocello just fine, so you can absolutely do that
It’s been a while, but I really liked axford and some other stuff builds specifically for pubs where I could not trust my team to bring support ships
It does work better imo if you have like, a DD to follow your axford around, or some torps in said axford, though that is difficult to get away with
They can't fire straight forward, but light targets usually won't be right in front of you anyway - and if they are, you beam them
The top wing mounts cover the blind spot between back and front beams pretty well, and with RPF you ease up on the firing arc restrictions a bit
Presented without comment
What was the ventral C5 mount? Another rail?
ehem
||*they're||
"OSP has more hulls" smh my head
spectatulousing pubs instead of playing or building
@radiant sable is the minimum conditions for an absolutely perfect dog just a Bloodhound and an EWR?
the dog must have a bloodhound and TCs
the EWR is optional
I forget whether the intel center is optional
well, this has all that
Dayum that's a lot of destroyers
railgun array
I've been trying the old "flank speed a ton of destroyers under jamming at the enemy" in my ANS pub games
only five DDs and a spyfrig instead of six DDs...
they did not commit to the bit enough
someone has brought two RL-36 liners
the pub sickness is happening again
testulous might only mean a game a week, but at least it was a good game
neither of these ships are armed
we'd say an apd is an mn with a bloodhound and as many tcs as possible
intel is not required and it can pack backup radar if you want but eh
spectator chat understands the true meaning of spectatulous
tragedy
AIUI, the build for AWACS monitor is EWR, LRT, intel center, 3 TC and 1 ARR
Huntress optional, whatever goes in other mounts is personal taste
Also wow double missile fleet from OSP
The EWR is fake
Take Huntress + L50
(I think I also have a pinpoint on mine for some reason)
So one of the techs people are experimenting with are HEKP torps for tug killing
One sec while I fish up a damage readout
I don’t have the build for the torp tho
HUH
Most of what I know is it’s low-pen so it both doesn’t overpen and concentrates all the damage
Hmm
I mean, that is a result
I wonder how it fares against bigger osp ships, since torps generally have the virtue of punching up well
update: these are unbelievably shitty missiles
I guess I can try it into a pavise-less MMT that brought AMMs instead? But you just die to Pavise immediately
If you assume the enemy has no Pavise, you can skip out on bringing terminals, at least
which also means you can skip out on maneuverability
Oh, I see how it works now. Yeah, you just go "I am only firing this device into something that doesn't have a Pavise"
Not sure if these are worth a 4pt premium over Ascalons plus "these literally cannot be fired into anything with a Pavise," but I will say they are much, much faster
(if I put the trongle all the way into speed, I could probably get definitively better damage out of them, but sub-5k range on a torp is not a good choice)
notably, these will No Offensive Capacity MMTs that didn't bring a Ceremonial Arming Missile in the VLS
Yours might be a little suboptimal but that’s still interesting results, I was planning on taking a look myself when I got home
The ones you were looking at probably had a bigger warhead
pip bigger takes you from 17 to 23 ppm, let's see how they do on the range
actually, also, come to think of it
if these are only for pavise-less tugs, I can skip ACT/[CMD] and just go CMD - jam resist
no restores, no magazine, no MLS
you probably want it to hit top-in instead of bottom-in to take out the jammer instead of the MLS, since the MLS can't fire if it doesn't have a magazine anyway
is this worth 23pts? /shrug
Im pretty unconvinced by the missile that costs 23 points and dies to all point defence tbh
it's weird, because if people run the AMM MMT that beats S2s and S2H, it dies to this
Especially on a ship that can mount a total of 6 s3s
if people run Pavise MMTs, they lose to S2H but beat this
and torps just kind of don't care about the Grazer Tug
torpvette device
Fleet 'Sss' is composed of 1 ship which costs 435 points:
Molar : 'Sprinter' class Corvette [Missile PD Sensor]
```This fleet uses 4 different missile types:
```yaml
SGM-101 Hobgoblin : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-120 Carian Retaliation : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGT-351 Ascalon Bronze : DIRECT - CMD/SAH(RADAR) - HE SHAPED [13pts]
SGT-390 Horrible Device : DIRECT - CMD - HEKP [23pts]
Im a little lost as to why a tug cannot just have both a pavise and a countermeasure pod Ill admit
pinpoint
these extremely weird missiles come out as a response to a specific school of capwar tug design that has C30 + Bellbird + MLS-2 + wing Pinpoint + wing VLS1 (this is also the Capwar Tug in the new starter fleet)
I feel like the pinpoint… I dunno Ill be convinced when I run into anyone other than tom who runs jammers on small ships
Okay it being in the starter fleet does lend it more weight, fair
I don’t like skipping the pinpoint, but I also like it more than my ship exploding
You could run a mixed load of Fishtails and these, have the ability to break AMMs or Pavises
Maybe stick a scout S1 in the chaff pod to see which you need to use
I think Id need to know what they do to bigger OSP ships
Yeah, the sprinter I sent runs 4 Ascalons (conventional 3g corktorp) and 2 of the Horrible Devices
sadly, corktorp dampens out into almost a straight line on approach to small targets anyway, but
¯_(ツ)_/¯
That's capwar
The AMM design is basically mandatory for modern capwar, you just get whacked by cruise or bombers otherwise, and you need to make those kills harder in order to run them out of ammo.
The pinpoint isn't just for jamming, it's also to allow you to use your C30 despite having only a Huntress track to work off of, and to guide CMD S2s if you bring any. To really qualify as an MMT it really needs all five mounts with that exact setup plus the Huntress, everything is doing very specific jobs.
Frankly, if the MMTs are only bringing AMMs, I might actually pay the +20pts net for a salvo that can make one no longer a combat-functional entity (albeit won't kill it because rdrive tank)
The four corktorps are fine for everything else
... hm, I wonder how many torpsprinters it's reasonable to run these days
10
you raise an excellent point...
I am going to have a lot of fun watching the tug Duncans eat tease missiles tomorrow.
@noble zodiac okay so terrible story about that CLN:
You killed everything but the reinforced DC, BUT I had already started a repair order on a container bank
and by the time I went to restore my other DC and CIC, the repair order was done, and therefore the CLN was dead
I am in fact, that bad
oh
xP
it was someone's sprinter
yeah
and also someone else's axford
nope
Oof, classic DC experience there
It's Friday, lab rats, and that means it's time for more Friday Night NEBULOUS: Fleet Command! The next major balance patch is finally out, and that means new fleet comps to try!
https://www.twitch.tv/docvivileandra <@&942093958551588904>
Btw @junior heron fun fact, I hit your ConL with a salvo of wake primary a couple boat nights ago
I believe it
as there is no way to separate deploying chaff from flares, I will continue to under-pack flares and simply die to wake
(IIRC they all hit an already-broken container bank though :p )
I still think WAKE[ACT] is genuinely good nowadays, it just falls apart if it sees multiple ships
Boat?
I'm launching a new copy of the server since I accidentally left a bot in this one
lol
(Had to add it to test for broken mods, but I think they've all been fixed since I did the testing lol)
@runic torrent bote poke
oh shit i might actually exist for boat night for once
hooray!
MGS guard exclamation mark noise
❗
Someone with a phone connected to their Discord could create a temp Boat Night channel
<@&942093958551588904> Boat night is open :3
Boat night?
weekly nebulous game night
is a regular session of neb gaming we have round these parts
yea
well its not necessarily "night" for everyone but
gonna hop into the lobby and then afk for a bit to brush my teeth
I think it's just night for Misc? the rest of the european players have kind of burned out I think
omw
It’s separate from Nebolous discords fight night?
afaik yes
Yeah totally separate, but they’re scheduled about the same time
Nebulous went brrr
Been running Misc's S1 lead missile tech for MMTs and it has been really effective. Was particularly funny when it baited a sarissa into the very unimportant missile rather than the real salvo
turns out the cost discount on S2s makes paying for EACT actually feasible, and combined with ARAD valmem it's pretty good
yea
What are these, 4-4 EACT weave?
5 engine 5 warhead DIRECT weave, EACT/[ARAD] accept unvalidated
270 m/s, 13km range, 2.5G turn
I put a brick nose in the LN and bowtank towards my targets
lets me live long enough under 450 fire to dump a salvo and sustain jamming all the way in
🤔 perhaps I bring back DA RED WUN and longhaul-sun my way back into glory
I might be cooking
Deeply unsettling
How menay LNs set up like that can you fit in a fleet?
[Reply to:](#1164000873031151637 message) I might be cooking 📎
that very much depends on how much DC and PD we're talking here
this sort of super-buff build with the JRR isn't expensive really, it's just very limiting on the rest of the ship. Can't have plasma, jammers, a radar, anything power hungry
Well we are more wondering if you can keep it below 750 points or not.
It's more gread then it used to be with the DCX being a thing now
But 4x 450 LNs served us well and it's biggest enay was the heading AI
And when you lose a ship you still have a relativly normal amout of frire power and enamy team should be degraged
It’s way more comfortable now with the new JRR tho
Before you needed BW2000 + PCC to power that many buff modules
GOOD. JOIN ME.
LINERS DO NOT NEED RADARS.
GUN : GUN
🤝
why put decent radars on all your ships when you can put a perfect radar on one ship and just hope for the best?
have a radar mn in orbit and save power, module space for gunnery
we now claim this chat for absolutely perfect dog enjoyers
I need to retune mine since I changed my S2 designs, but it's great when it works
New MLS reload mechanic is incredibly annoying for me in particular but at least provides lots of time to set it up
I do wish it autoswapped missiles on empty. Having to manually kick all of them over to the second missile type when I expend all of the first is annoying
But also just a learning curve really
next boat night on <t:1717873200:F> <t:1717873200:R>
as an update on the kadeshi:
can't even afford a bloodhound these days...
Fleet 'Range is a social construct' is composed of 3 ships that cost 3000 points:
Shark of Clifton : 'Ocello' class Command Cruiser [Rail PD EWar Sensor]
Daisy of Gabriel : 'Marauder' class Line Ship [Rail PD]
The Rabid Crop : 'Ferryman' class Clipper []
```This fleet uses only one missile type:
```yaml
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
Could you lose the micro for another ereg if you go to boosted reactors?
The CC provides a lot of PD coverage so you could probably cut back on the pavises
Lose two and you can get a 240 pt LRT tug
Does the LRT tug actually give a fireable track?
IIRC 240 pts is enough for 2 TC
You can also squeeze power a little better for the Ocello with boosted reactors, reshuffle stuff and maybe get 2 lereg instead
Hello Spacers! I hope you're all enjoying the minor update from last week. This is a minor hotfix patch to fix a number of issues that were identified over the last week. Changes/Features: - Using the EMCON button in the action menu will no longer disable COMM. Bug Fixes: - Fixed scenarios which required central or home objectives being shown as...
EMCON no longer kills you in a minefield
https://store.steampowered.com/news/app/887570/view/4173227169209563170?l=english <@&942093958551588904>
Hello Spacers! I hope you're all enjoying the minor update from last week. This is a minor hotfix patch to fix a number of issues that were identified over the last week. Changes/Features: - Using the EMCON button in the action menu will no longer disable COMM. Bug Fixes: - Fixed scenarios which required central or home objectives being shown as...
🥷
Is anyone up for some boats?
I would be if I didn't just get out of a match where the OSP team was a RL36 liner and nothing but rocket shuttles and a 3000pt CLN
Pubs are... not in a great place right now
Pubs have never been in a good place
And also the seond best map (caltrop)
Unironically rotating the maps around and playing less Pillars would be nice
@quiet quiver not sure how I feel about the completely skeletal tug, but eh, it works (+large ereg)
Fleet 'Range is a social construct' is composed of 3 ships that cost 3000 points:
Shark of Clifton : 'Ocello' class Command Cruiser [Rail PD EWar Sensor]
Daisy of Gabriel : 'Marauder' class Line Ship [Rail PD]
Park of Pascale : 'Draugr' class Clipper [PD]
```This fleet uses only one missile type:
```yaml
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
I'd like to borrow someone's CIA monitor, but I don't think it's actually possible to fit one into this fleet archetype
Maybe trade 800-R drive/RCIC for a chaff box on the tug? Give it at least the illusion of missile defences
I figure it'll ideally be in the Ocello Bubble, no?
I guess, I tend to want to space my bloodhound out a bit for hangup protection
RCIC, Rdrive, and DC? You and I have very different definitions of skeletal, lol
I get itchy when something doesn't have PD 😔
*that isn't an acap shuttle
(I also had a third small ereg in there by accident, I can fit a large ereg in there on the same assumed margin - one Aurora or Sarissa isn't firing)
Personally I might also go for another Sarissa over an Aurora, since railCellos have the room to get full value from their range
But that's just preference
True, I'm just thinking Sarissa Wiggle
I wouldn't worry about it with that much PD
You can use it to get past an Ocello's PD bubble but getting to the center of one is a whole different story
And Sarissas are surprisingly good at the snap-shot once even if they do make it to terminals
Fixed map mods using the new addressable system not being correctly loaded on linux dedicated servers.
Hopefully this will fix people needing to reconnect to load the maps
Ah, thank you Mazer

We had a EMCON button?
Just added in the latest patch with the UI update !
It turns off all your radars and jammers, It stands for Emission Control
I've seen it happen, very funny
EMCON (Permanent)
time for us to learn how to container again
Fleet 'ConL-Test' is composed of 5 ships that cost 3000 points:
Bene Tleilax Tradwife : 'Moorline' class Line Ship [Missile Gun Sensor PD]
Duncan Idaho : 'Ferryman' class Clipper [EWar Rocket PD]
Duncan Idaho : 'Ferryman' class Clipper [EWar Rocket PD]
Duncan Idaho : 'Ferryman' class Clipper [Gun Rocket Sensor]
Duncan Idaho : 'Ferryman' class Clipper [Gun Rocket Sensor]
```This fleet uses 6 different missile types:
```yaml
CM-400 CHOAM Transation Fees : CRUISE - ACT(RADAR)/HOJ(RADAR)/[ARAD(RADAR)] - HE SHAPED [5pts]
CM-400 CHOAM interest payments : CRUISE - ACT(RADAR)/HOJ(RADAR)/[PSV(WAKE)] - HE SHAPED [4pts]
SGM-104 Red Rose Petal : DIRECT - CMD - HE FRAG [4pts]
SGM-106 Ember : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-140 Scarlet Rose Petal : DIRECT - CMD - HE FRAG [4pts]
SGM-170 Look out, your Highness! : DIRECT - CMD - HE FRAG [6pts]
duncan idaho 😌
and yes I am part of the group in our system that is trying to win the cursed ship naming contest.
And so many Duncan's the decoys will all be Duncan's when we use it
that fleet must've been poopy
No they tried to charge at me over open space, the fight happend at 5-6 KM, and skelital bulkers have a lot of empty space for beems tog et lost in when they get hit broad side
When the beem touched a casmate it melted, but that only happend twice and we restroed one
How, if at all, does CMD val interact with ELINT LoBs?
I think it doesn't work any more as of one of the patches?
used to work, no longer works because it has to have a track/brn-ping to draw the validation radius from
you can use [EO] on a LoB, though
very sad about no more eo valmem for that, but the anti-scout S2H still do work
Fleet 'One MMT (fat)' is composed of 1 ship which costs 769 points:
The Easy Spit : 'Flathead' class Monitor [EWar Missile PD Sensor]
```This fleet uses only one missile type:
```yaml
SGM-210 Stoneburner Block II : DIRECT - CMD - HE SHAPED [12pts]
the final boss of all MMTs
(considering whether it's better to bring a nose-mounted T30 than the C90 bomb)
Fleet 'One MMT (fat)' is composed of 1 ship which costs 796 points:
The Easy Spit : 'Flathead' class Monitor [Gun EWar Missile PD Sensor]
```This fleet uses only one missile type:
```yaml
SGM-210 Stoneburner Block II : DIRECT - CMD - HE SHAPED [12pts]
C30 has an even larger mag size than the T30 if that interests you
Yes, but the sunMN is too fat to follow a Sprinter at close range with the nose alone
angular thrust nerf 😔
I would probably go Boosted Reactor over Civilian + PCC
Cheaper and tankier
(Also I prefer chaff over the lone Pavise)
Anything less than HEKP S3H isn't going to kill a MMMN, and if you're paying for HEKP S3H chaff won't help
is my general thought on that
that said, boosted is a good shout, let me go swap that
Eh, a salvo of any other missile can strip off all your weapons easily enough
And it's not like a Pavise will stop an S3H HEKP either
Could go for a Grazer I suppose, I'm just not sure what threats the Pavise hits
Sprinter torps
I feel like those are pretty bad torps if they can't dodge a single Pavise
But I could be underestimating it, Pavises are good
Going to go fire a bunch of 3g corktorps into it and see what happens, though I don't think I can angle it properly in testing range
With new SSJ and skipping S2H, I'm dubious on anything not CMD AMM
and this thing is already expensive enough
dbgEnableEnemyControl true
Which button is console again?
F2
hardkills the whole salvo
T30 lets you shoot from that angle too
FINAL (FINAL) VERSION (FINAL)
Fleet 'One MMT (fat)' is composed of 1 ship which costs 771 points:
The Easy Spit : 'Flathead' class Monitor [Gun EWar Missile PD Sensor]
```This fleet uses only one missile type:
```yaml
SGM-210 Stoneburner Block II : DIRECT - CMD - HE SHAPED [12pts]
... actually, wait
I'm a MN, not a tug
I can put the MLS-2 opposite the Pavise, swap the Pinpoint back to where the MLS-2 is, and keep lock and have the PD angle
I was going to make a fleet of these actually
is MMMN the Future
three MMMs, a super sensor MN and as many capbricks as I can fit
how will we convince mazer that sprinters need to actually be able to kill MNs? violence
the only vaguely annoying bit is that it's harder to keep the PD no torpedoes, thanks angle thanks to sundrive AT nerf
also, fun fact: an ACA Bellbird lasts exactly as long as it takes for a MLS-2 with two ammo elevators to get two S2 salvos onto a target
when are we coordinating the all monitor fleet
I have been wanting to poke at making an MMM myself
If these get popular I suspect I'll be running my Axford + mini-yub fleet a lot, a salvo of 8 ARAD/ACT S2s seems like the ideal solution to one of these
(Or 8 Stairs)
Fleet 'Balance through violence' is composed of 5 ships that cost 3000 points:
The Easy Spit : 'Flathead' class Monitor [Gun EWar Sensor PD Missile]
Conch and Bling : 'Flathead' class Monitor [Gun EWar Sensor PD Missile]
Kiwi of Valene : 'Flathead' class Monitor [Gun EWar Sensor PD Missile]
Chips of Lorianne : 'Flathead' class Monitor [PD Sensor]
The Sixth Juror : 'Ferryman' class Clipper []
```This fleet uses 2 different missile types:
```yaml
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-210 Stoneburner Block II : DIRECT - CMD - HE SHAPED [12pts]
there is only one capbrick and it involves giving up the DCX on the sensor creature
that said, if you don't actually need to run the LRT and the EWR and the Huntress at the same time, you can rearrange the power
I just thought the sensor creature deserved Sensors
You can lose the reactor in the ACAP for a rapid DC or more chaff/AMMs
(Also, give it a berthing and rmag for extra survivability)
oh, right, and the berthing- yeah
Same brain lol
not going to re-up the fleet based on that, but y'all know how it goes and I'll make the change on my end
Yepyep
Hmmm, I might prefer the C90 version, since the S2s give you range, and hitting anything Keystone or smaller with a HESH shell seems like it'd give them a Bad Day
And it means you can threaten Vauxen
But otoh getting the C90 on target is a lot harder, especially with the sundrive nerf, so idk
Btw, does moving the DCX to the lowest compartment significantly degrade survivability? Having the rapid utilized before it is nice
Depends on the vibes, I just like having the DCX in front of the RCIC
also think I'm going to go down in AMMs on the sensor creature to bring a couple on the acap
just five and two chaff
if you're just making MMTs you can't RPF I don't think those need anywhere near so many missiles or a DCX, so you can probably free up a lot of cash there
Two chaff is pretty sad post-nerf
🤔
DCX does mean a random missile killing your sundrive doesn't knock you out permanently, but it's pricey
JRR+RDrive might be more cost-effective
(If that's a priority)
sundrive feels like it's necessary to get MMM working
If you take DCX to DCS, then you can get a two-hull wing of cap shuttles
Fleet 'Balance through violence' is composed of 6 ships that cost 3000 points:
The Easy Spit : 'Flathead' class Monitor [Gun EWar Sensor PD Missile]
Conch and Bling : 'Flathead' class Monitor [Gun EWar Sensor PD Missile]
Kiwi of Valene : 'Flathead' class Monitor [Gun EWar Sensor PD Missile]
Chips of Lorianne : 'Flathead' class Monitor [PD Sensor]
The Sixth Juror : 'Ferryman' class Clipper [PD Gun]
Punch Swept : 'Ferryman' class Clipper [PD Gun]
```This fleet uses 2 different missile types:
```yaml
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-210 Stoneburner Block II : DIRECT - CMD - HE SHAPED [12pts]
also if you take the second JRR out of the sensor creature and just assume you don't run the LRT and the EWR at the same time
I have no idea what the state of S1 offensives on shuttles is, so y'all can tune that to your liking
Note that going to DCS does mean a lucky missile (or less-lucky salvo) can kill it + your drive
But that might be a worthwhile risk
Ah, damn
+30pts (?)
Really? Isn't DCX like 70?
Ah, this is just assuming DCX -> DCS to pay for shuttles that are Functional
You could also pop the berthing to a big slot and just take a small DC in the center compartment
Those compartments are hard as heck to hit
Running a MN with a single restore feels like playing with fire, even if it's a MMM
The point of the JRR Rdrive build is to survive missiles, DCX is the relevant comparison
DCS doesn't have the DT
Yeah, compared to DCX + Sun it's -15pts
If you ever do a capbrick with nothing but CIC and engine (and freebies) you might as well downgrade the CIC to an aux steering too
Fleet 'Battleship Removal Service' is composed of 3 ships that cost 3000 points:
Overworked Maid : 'Ocello' class Command Cruiser [Missile PD EWar Sensor]
Cleanup Crew : 'Marauder' class Line Ship [Gun PD]
Jobs Listing : 'Ferryman' class Clipper []
```This fleet uses 5 different missile types:
```yaml
SGM-101 Hobgoblin : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-210 Stoneburner : DIRECT - CMD - HE SHAPED [15pts]
SGM-210 Stoneburner Block II : DIRECT - CMD - HE SHAPED [12pts]
SGT-351 Ascalon Bronze : DIRECT - CMD/SAH(RADAR) - HE SHAPED [13pts]
BB had double disco ball up + PD sprinter escort
Took ~1.5 mags of 450AP to finish him off at a decent side-on angle
after more testing - effectively, if the Ocello gets to launch at all with the 450LN shooting, the BB is just dead. There's nothing it can do about it.
A beam BB can get lucky and snipe the Spotlight, though, and if it does that and has two disco balls, then the strike fails.
The other niche option is to put the PD escort between you and the Ocello to save yourself, but I think good Spotlight micro can work around that.
What I really wish is that I could afford the points to bring a GPC on the 450LN, because the unbuffed spread is horrendous. Maybe cut the SPC on the Ocello for it, since torpedoes program fast anyway?
*this would also probably let me upgrade to an ARR EWR tug from the Huntress shuttle, but I'm not sure if that's a sidegrade or an upgrade anyway
I am at a crossroads.
If I bring 12 more torpedoes, I can kill two BBs between the LN and Ocello (3 magazines of 450 + 24 torpedoes each), plus having two salvos of 3 S2-HS + 3 S2-BSSJ to spare.
But that means getting rid of my scout to afford it.
I would consider "how many Axfords can I kill" as well
I can go run a couple tests on that, but I'm not sure how many non-greedy Axfords I have at the moment
probably'll just shoot at Oak 2.0
New Khall Map! Better Salar!
https://steamcommunity.com/sharedfiles/filedetails/?id=3261294063
Half an Oak per 12 torpedoes.
The general Vibe seems to be "12 torpedoes reds everything on an Axford, 24 reds everything on a Solomon, two magazines of 450AP is enough rounds on target to turn everything red to grey".
I have the launcher space for the full 48, but I feel an organic scout of some kind is basically necessary for this fleet archetype, and I can't scrounge 156pts otherwise.
make both versions, then ask the capfleet for a pet shuttle and see what they've got going
pass the boof (scout shuttle)
my first torpvette CLN kill of the patch
put seven mixed torps and S3H into a torpcello, six into a guncello, six more into this CLN, which died, and then kind of sat back and watched the frontline kill everything because the enemy had three 3k missile fleets and
pubulous is a bit wonky
Pubulous is... an interesting time
On the bright side, the Battleship Obliteration Device is working very well (killed two in one game)
Even aside from getting torp'd that's an atrocious hitrate on missile play
Yeah, all of those containers kind of have the same response
Jam out the SAH (if any), chaff and move
but that's pub CLNs for you
Not even any ARAD or [ARAD] 😔
They're SAH/HoJ/ACT, so actually almost impossible to softkill (with good illum micro)
But no decoys so they presumably just died to a single Defender
(And rockets are immune to jamming and chaff if you're moving forward)
Yeah that one got mostly hardkilled but a third of them didn't and still didn't hit
Yep, presumably the targets either got out of the way during cruise or they have insufficient maneuver
Or the CLN illuminated chaff/didn't get the illuminator shuttle in position
Yeah, I'm thinking illum error / illum shuttle jammed
(Also a type of illum error)
It could be an offset jammer pull + chaff or range out, but doubtful
possibly the funniest version is "didn't even have an illum," though
I have seen that in pubs before
I'm assuming that's why there's 270 points to spare on the CLN
But that doesn't mean they still had an illum shuttle
Having to micro so many fragile yet vital ships and/or rely on teammates seems…inadvisable in the pub enviroment
I mean, it's three ships
Assuming two illuminator shuttles
And the shuttles can sit at 10k and be entirely invisible
The second shuttle can even hide behind a rock until you need it
There were two shuttles, I am not sure what happened to them but either way nothing landed before I dunked it
Considering the Ocello with BSSJ/HS S2 mixed salvos and Aurora/Interruptor for Conquest supply line escort
well, this was kind of bullying and I mismicroed my MMTs, but it works
Can I ask for the fleet file? Either now or after the next round of tweaks, I'm not in a rush
B/c it's basically the kinda fleet I've been contemplating but I trust you much more to build good missiles
Fleet 'Misc - CLN Caps 1.7 (Too Much Decoy)' is composed of 6 ships that cost 3000 points:
Blade of Whitehall (Decentralised) : 'Moorline' class Line Ship [Missile PD]
Ministry of Silly Walks : 'Draugr' class Clipper [Missile EWar Gun PD Sensor]
Ministry of Sound : 'Draugr' class Clipper [Missile EWar Gun PD Sensor]
Lay Ministry : 'Ferryman' class Clipper [Gun Missile PD]
Master of the Horse : 'Ferryman' class Clipper [Gun PD]
Lord Paymaster : 'Ferryman' class Clipper [Gun PD]
```This fleet uses 8 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]
CM-400 Technically A Container Block II : CRUISE - ACT(RADAR)/HOJ(RADAR)/[ARAD(RADAR)] - HE SHAPED [5pts]
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]
the basic spam containers have small warheads - adding more boom would raise the cost by a point each but might be worth it
they're not for full salvoing at anything, you shotgun them out in small numbers looking for undefended ships or weak points
good for hunting defenceless backline missile frigates, scout frigs, etc.
rockets for midsize targets and unlucky cap sprinters, then two salvos of decoy TRP - these are an indulgence, scrap them for more shuttles if you want
but they'll mess up a Vauxhall or even an Axford without interruptor or blanket to point at them
TYTY 📝
Oh and four cheers is your patented MMT penaid, right I almost forgot about that
I managed to get both those MMTs torped in that game because I was busy plotting containers, so there's a couple of kinks to iron out in the game plan
but the penaids work
Yeah that sort of missile design in an MMT might be a little intensive for also having a CLN
Also I'm gonna put Big Chaff in the CLN myself
Fair
what's getting me is not knowing when to drop my cruise pathing and attend to the small fry
oh yeah, it has small chaff because there was a period of testulous where big chaff just threw error messages and didn't deploy
so I should probably switch that
Is there weave on the Technicallys? (I can tell they're too cheap for cork)
nope, with their agility it wouldn't help anyway
they're just bombs
might add some more warhead but I'd need to free up a decent chunk of cash
You might be surprised, but that's still fair
I do want to try proper cork containers with HOJ in an attempt to snipe the jammer corv out of a bomber pair while dodging the defenders on the other one, but that's an extreme long shot
You've seen that one test run I did too, right?
don't believe so
This is vs the side of Moral Failing (2 defender 1 stonewall), unfortunately while not min-range these're still a little lacking in that dept, with 10 engine pips the longest range is only 13km
https://cdn.discordapp.com/attachments/943416769660452904/1231650235176976394/image.png
I've only got six channels, so cork strikes are probably not feasible as an actual basic spam approach, but it does raise my estimate of getting this anti-bomber thing to work
But I think vs just 1 defender you might be able to get away with slapping weave on low-agility and not having the first die before 800 meters means the 5th or 6th can connect. Which isn't great compared to a proper decoy strike but it's... maybe feasible?
It's on my to-do to test again
one defender will happily eat the entire salvo one by one at almost any range as long as it can reliably hit at some point, you really need Big Mass
but I think maybe with just a pinch of decoys
@noble zodiac join the stackulous
yes
OK, I've been doing some scheming
the reason battleships can almost ignore 450 LNs right now is because they have very thick and heavily sloped armour and can sit outside the range of plasma, bouncing everything on 58cm plating
armour multipliers from angling cap at 2.5x the listed value
missile explosions are hardcoded to hit the armour at 90 degrees, they are unaffected by angling, and armour shredding reduces the armour inside the blast radius by the missile's full pen value except at the very edge, where it's smoothed out
rocket containers fire six submunitions with a pen value of 38cm, which is actually more than they need to pen a vaux but hits a very important breakpoint
2.5(58-38) = 50cm effective armour, which is less than 450HE's pen value of 65cm
theoretically, spraying a BB with rocket containers should make it possible to farm it with 450 at very good angles - 450HE does fine hitting intact BB plating on the flat, and that only overmatches the armour by 7cm of pen rather than 15, so you should be able to punch deep enough to do something useful even at max angling
BBs really struggle to softkill rocket boxes too, since they're too sluggish to get behind their own chaff
this is six rocket boxes spread out across the side of a BB - I had the PD off, but that's still a lot of grey armour that basically doesn't exist any longer, and I got the rear VLS and a main engine by complete accident into the bargain
if you move the rockets in from roughly the same angle that the 450LNs are engaging from you should be able to focus your rockets on the areas of the BB they're hitting, but obviously it's harder in a real match when it could be retreating and chaffing
heck, I'm running Pathfinder today so I can't try this out during Boat Night
interesting ideas though
a CLN with six channels and a big stack of rockets is also exactly what you want for doing everything else, so the homemade plasma containers don't have much of an opportunity cost
might take a couple of volleys to really soften a BB up, though
“mazer can we get plasma container”
“we have plasma container at home”
plasma container at home:
more seriously: huh
that’s a fascinating idea
TBF, cannons also degrade armor as long as it doesn't ricochet, but 450mm does it in a 1.25m radius and rockets have a much nicer 4m radius
Does anyone have a quick evaluation of what 100mm shells pen which ANS ships?
and rockets spread out a bunch too
bote nite?
botenite
ah thanks my bad
channels open you guys o/ <@&942093958551588904> I lose track of the time sometimes, feel free to poke me whenever I do
Thank you!
yeehoo
Table
Target:,BB Solomon,CH Axford,MN Cargo Feeder,CL Vauxhall,CC Ocello,DD Keystone,LN Container Liner,LN Bulk Freighter,FF Raines,FFL Sprinter,FFL Tugboat,FFL Shuttle
Weapon:,Ammo:
500mm Mass Driver,Fracturing Block,500mm Mass DriverFracturing Block,1,2,1,2,2,2,2,2,2,2,2,2
450mm Cannon,AP,450m...
I'm not sure I buy the rocketainers, honestly - properly built 450LNs are already fine if they can get broadside, it's that they can't in the scenarios a lot of people are bitching about (4TC Spy battleship hovering bow-in and occasionally chucking S2H at your small assets). The rocketainer strategy also helldies to sarissafrig escort, but I can count on one hand the number of those I've seen, so you're probably safe.
I don't know, I personally think people just need to practice combined arms like this in order to red out BB components and then follow up with 450AP to kill them if they don't have a critical mass of LNs (some of the balconites say 4-5 works).
Should it be down to 2-3 LNs to achieve points parity, assuming the LNs have actual DC and PD? Maybe, but that means that skeletal LNs end up well below points parity.
Skeletal LNs also die in incredibly short order, that problem was very much solved with the introduction of the DCX coupled with the development of 4TC spyglass to provide effective fire all the way out to the edge of 450 range.
You can jink rocket containers through sarissas, they're cruise missiles so drawing min-distance waypoints in a spiral (usually a three-point triangle, people call it "trongle") will have the container vary acceleration constantly enough to evade sarissa fire until they get close and you have to straighten them out to make an attack run to stage range, at which point they become six rockets each and sarissas become irrelevant.
The rocket container strat is generally untested, I need a spare hour to run some proper tests and I won't get it until the day after tomorrow, but in theory it works fine from any aspect, since angling has a maximum effect and a BB armour plate that's taken a single rocket is ablated enough for 450HE to pen at max angle. The main goal is to braise an advancing BB a bit with 6-12 boxes and then have the 450 ships dump it, but a simple principle of "whenever you see a BB in a fight, toast it gently to help the gunships" might be good to instigate.
Makes sense. Looking forward to whether this works out.
@quiet quiver
Fleet 'An Abomination Most Efficient' is composed of 5 ships that cost 3000 points:
"Raisin" Brownies : 'Marauder' class Line Ship [Missile Plasma Gun PD Sensor]
Pineapple Pancakes : 'Marauder' class Line Ship [Missile Gun PD]
Mayo Crisps : 'Draugr' class Clipper [EWar Gun PD]
Chicken Tartare : 'Draugr' class Clipper [Sensor Gun PD]
Barrel Aged Fish : 'Ferryman' class Clipper [Gun PD Sensor]
```This fleet uses 6 different missile types:
```yaml
CM-403 Punchy Active Decoy : DIRECT - ACT(RADAR) - HE SHAPED [5pts]
CM-417 Heavy Rock : CRUISE - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [12pts]
CM-432 Chair : CRUISE - ACT(RADAR) - HE SHAPED [5pts]
CM-S-417 Rock Block : CRUISE - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [21pts]
SGM-111 Demister : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-123 Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
Thanks everyone for the intro to boat nite!
<@&942093958551588904> does anyone want to boat
I have just loaded into a dota match 😔
I would be down, either in ~10 if just me and Misc or a bit later when others are ready/available
Ill be down, just got to do the dishes
I can boat
When do you want to boat?
I have made a boats channel
600mm
lmao
Lol
Aight y'all
I'm trying to get back into the game
How do we build BBs nowadays
So far all my attempts have been
Mid
Gun or beam
gun
hmm
I have been bringing 120 guns for flak and secundary battery
Ive not really been hit by missiles
like at all so far
you want all the softkill you can get, and then a seasoning of 20mm
I should cook a BB, I'll do it after archery
how often do BBs die to missiles ?
Rarely, if they use their softkill properly
more frequently if they think "I'm big and scary and get by on hardkill" and then get dumped by containers or torpedoes, which happens a lot in pub games
interesting interesting
I see what you mean now
Copying over because Tart isn’t here:
PRISM 0.6.12 Experimental Branch
https://www.patreon.com/posts/prism-0-6-12-105955334
- Added optional 1pt "Inertial Guidance Package" seeker to the Plow rocket. Removed all other seekers.
> Compensates for the drift incurred by firing from a moving ship, dramatically improving hit rates when not flying directly at the enemy.
> It is un-jammable but easy to dodge as it does not follow evasive maneuvers.
> You can be cheap and go without a seeker too...
> This seeker is also available to other missiles if you ever find a use for it.
- Specter long range torpedo is now twice as hard to identify, delaying automated soft-kill responses.
- Probably fixed the Hot Launch direct guidance avionics package from the Plow for good?
- Bernoulli cost reduction should now be consistently applied outside of the fleet editor.
- Tweaked the damage shader to fix the glitches at the nameplate's seams.
- Uniformized damaged "innards" texture scale.
- Fixed turret sound audible across the map.
“I think this is fairly bug free now? Please keep reporting any issue, bugs or balance, and enjoy!”
Since apparently this is what i do now;
PRISM - Experimental Branch 0.6.13
PRISM EXPERIMENTAL now requires the AGMLib - Beta mod
- Fixed hull badge size issue (thanks Mazer!)
- GOLIS inertial seeker will release flares
- Muselar, Spinet and the Plow rocket have been removed from ANS' arsenal until all avionics and seeker availability issues can be firmly resolved
- Fixed Plow inheriting the behavior of the last missile if its avionics was not clicked on when created
- Glare fall-off curve significantly buffed
> minimum damage at max range increased from 10% to 30%
- Fixed some minor typo```
Tempted to try out 1 TC Frontline gun Sprinters
I can say that most of the time just a frontline is fine for 120's, you do struggle agesnt clippersat the edge of detection range but a TC is not going to help much in that case
Yeah, if you want a gun sprinter, you want the AE.
Mmm, I guess yeah
the big problem that frontline sprinters still have is that shuttles can still get relativaly close before they get spoted, and less not being able to hit them once spoted.
ARR Sprompter?
Hurts TQ
Could sprinkle one in a gun sprinter group if you wanted that detection edge
It's Friday, and that means it's time for more Friday Night NEBULOUS: Fleet Command on my Twitch channel below!
https://www.twitch.tv/docvivileandra <@&942093958551588904>
<@&942093958551588904> boat night channels open o/
Huzzah
Probably no boats for me tonight, not really feeling the Nebs
I'm out of town so no boats for me :(
I would love to boat but I just finished six long night shifts in a row and am completely wiped, sorry
next time
Did some testing in lieu of boat night. Weave containers vs a single defender on a Raines, 10 missiles per target
Test ended early b/c the 10th target was disabled by reactor blooms
All missiles in the test had 10 engines 4 warhead and ~20km range
@wicked mirage The test data
I also noticed swingy test results, two salvos had 10 hardkilled (IIRC, from 1.3g and 2.8g)
Oh also 2.2g should be discarded, the missiles got jammed out by a reactor bloom
If I repeat tests, gonna have more hardened targets and also only do 1 salvo of each per CLN
interesting, I might want to try some triple seeker kill containers for capvettes
Did these have anything in the third slot or nah?
Empty third slot
The CMDval specifically so I could pick out individual targets out of the clump of ten
Also tho weave can get through, for 40 pts/salvo of ACT/[ARAD] I think you're probably better off with cork
Interesting, it looks like the less maneuverable containers hit more?
Is it because they're faster?
Speed matters, yeah
Neat~
Significantly closes the time for the Defender to engage
I'll probably test cork later but it takes a while to do a full go through. My testing methodology has sped up compared to last time I tried tho
While testing 6 channel CMD cluster decoy strikes for wounded capital ships I discovered that speed was absolutely vital there too, not surprised it transfers over
does mean they basically can't turn
next boat night is <t:1719082800:F> <t:1719082800:R>
An important development update regarding Conquest and the future development roadmap for NEBULOUS: Fleet Command.
Watching this now
o..o
Good to see transparency as always
A super valid call to make, especially now there has been active testing
I do think the video should be watched, but for those unable to, a TLDR:
||Conquest development is being put on hold for now. First reason is it's actually built up an estimated 6-12 months of tech debt, release would not be soon if it continued. Second is that Mazer is facing a cursed game design problem between the grand scale of conquest and the tightly-tuned skirmish gameplay, and conquest was accumulating increasing numbers of campaign-level features in attempts to fix it.
Development is shifting back to skirmish features, including some that were to bundled with the conquest release, and the next major update will be carriers. After that will be back to a tighter-designed conquest||
I very much appreciate the summary, since I can't watch rn!
Added just a little more to para 1
adding to alice's summary:
||mazer still wants to set up a metagame that strings skirmishes together, and can reuse components from current conquest programming, it's just gonna have to be different cause he wants the skirmish games to be more balanced than the ones generated by current conquest mode.||
it's not all bad
||I'm definitely not surprised, conquest is ambitious. And Carriers sooner is exciting!||
Oh thank goodness
Yeah, it's technically bad news but not all bad
(wait should i spoilermark the ||carriers|| part too i have a little fangirling to do)
You fellas are taking this far better than the main discord’s general
YEAH FR
There is a resion why Mazer started to do colective punishment
main discord is like
video literally says ||conquest is still happening||
"||conquest isnt happening||"
EXACTLY
and the thing is it even ||confirms carriers are next||
Which uh, hell yeah, I was already doing a Homeworld faction
doesnt make it right tho.
(yes im still pissed at him about that, as based as this is)
…idea
yeah !!!!
Barbarossa “fighter” craft
Honestly given 3D models we could just do lancer ships in general
true
... wait shit that's like
a genuinely good idea
what the fuck how has nobody thought of this before
Honestly after the kadeshi, screw it, lancer “fighters”, and then ships
Lancer ships are >>>>>>>>>>>> than Neb powerlevel
yeah but you can just like
scale them down
like almost all the "translation of another setting" mods tend to do
ALSO
this means BSG mods become plausible
You really can't.
Honestaly at the scale and and power level of lancer ships it would just be the ships in name only or like to large to even fit in most maps
I mean, you can still use the aesthetics and some of the gameplay mechanics
If you can put Front Mission wanzers in a Starsector mod, you can put Lancer ships in Nebulous
just make it like OBL
Actually how did the vanilla vs OBL skirmishes go during that one fight night?
poorly, given long-range beams
one of the factions is really just "better ANS"
the reason I heavily disagree with any attempted implementation of Lancer ships into Neb isn't just for aesthetics, it's that it completely ruins the theme of Lancer ships being what they are - it's an aesthetic paintjob and a new set of slots that ignores the existence of NHPs and legionspace as well as the horrifying power of spinal weaponry
right but how would you make any of the spinal wepions feel right with out them being broken or feeling bad for being on the wrong end of. like a tac lance is a long ranged wepion that can core most ships it's fierd at. well that's just old rails. like it's damage range VS a fresh NPC capital is intant kill on hit to 4/7ths of the tankyist ships helth. and on the lighter end it's still 2/3rds of the lightest NPC's capital ships helth on a miss
Oh hey you could totally do a custom crit for NHP modules
And like even if you normalise things so that an Ono is roughly comparable to an Ocello, you still have things like SCKVs wich is will make folks rage quit and Mald if they are at all worth bringing. even more so then curent missles do when they hit
me when speartip anti-capital torpedo
Like battlegroup is not a PvP game and the amount of capital ships you cn bring is much higher
a solomon is roughly the same size as a (small) destroyer
honestly, it might be interesting? but we agree that it'd be hard to make it feel balanced while also making it feel lore accurate
Frankly I’m not surprised that ||Conquest is getting a major rework. The gamemode looked to be increasingly complex and hard to actually run, so some redesign would be nice||
Mmm, well, I won’t lie that Im disappointed but it does make sense
I really wish sometimes that the nebulous community as it is didn’t have as much of mazer’s ear as it seems to, not that this has too much to do with it but
I dunno, making anything is complex and hearing that this is the overall response is real indicative of why I’ve largely fallen off playing nebulous
I hope ||carriers|| work out well though, that sounds very cool
450?
two 250, one with six plasma turrets, two T30s and no radar
then 100mm where it'll fit
Ah a throngler variant
Yeah those very good
I found it quite vulnerable to your throngler getting picked off but going hard on 250 probably helps with that
I love the throngler very much, especially since you can slap some 250 on top to get the angling done for you
I need to actually switch it to that so it can break DT
only six turrets is pain but it seems to mostly do the job
and being able to detach a 250LN to zoom off and solve any kind of minor cap problem has proven useful
How do you have power for 6 turrets?
eh, the conversation took a much more reasonable (optimistic) turn after that, the doomerposting didnt last long

