#Nebulous: Fleet Command
1 messages · Page 22 of 1
conquest literally still happening
intel minigame probably high priority for keeping into the second iteration
:V
I never said it wouldn’t come back
Just like, I will have to wait many years to squint at fuzzy images
well yea
Sorry, I am overreacting, I just feel slightly throat-jumped-down
that was kinda already the case xP
boosted reactor, I think one PCC and no radar
The less feature bloated version will likely develop significantly faster, especially if half the features are recycled from the cream of the current one
1 year for carriers, 1 year for nuConquest does not feel like an unrealistic shot in the dark
Also, y'know, already-finished UI framework should help speed up the dev cycle a tad
True
Next time you miss a boat night, I'll take some screenshots and run them through a jpeg compressor a few times
If that helps
Skirmish vs Conquest balance seems like a difficult problem to square, I don't envy Mazer that one.
On a strategic scale, you really don't ever want to take a fair fight if you can help it. Which is entirely counter to skirmish mode needing to have both sides on as even footing as possible.
||sad about conquest being put on hold but.||
||CARRIERS NEXT HELL FUCKING YEAG||
if conquest does come about its gonna be scaled way down
and more of just a vehicle to string together skirmish battles
which is fine imo
When not if
yeah, when
sorry i misspoke there
my prediction is carriers within a year
becasue, it seems like they got a pretty long way on conquest in a pretty timeley manner, and carriers seems a good bit less intensive
disclaimer: gamedev hard
but im hopeful
im not a super big grand strategy kind of buny, and carriers are super exciting
can't wait for 3k "supercarriers"[sic] to be the ANS middie weapon of choice in pubs
I feel like carriers are gonna be like
Battleship level points
Or what clns are now may be a good refrence
They’re gonna be most if not all of your fleet
I actually kinda hope that the main Alliance and OSP carriers are different weight classes
We rely hope one faction gets ecort carriers of some kind
Yeah, my ideal is like a cruiser-sized escort carrier for Alliance that fits out to 1.5k, and OSP gets a MN-size carrier/missile ship with only a single big mount
one of the devlogs mentioned that the CLN would be the OSP carrier, though I hope they still get another hull
I really think The Brick would fit a nice place for OSP, if it was just a single container bank plus some small mounts
My thought is that managing fighters may take a good bit of micro by neb standards, so the carriers are gonna be big ships
But I guess escort carriers/the brick on top of that would be cool?
If you’re cracked at the game ig
I believe a ship that is just one container bank got concept art
Here
I know mazer outlined what carriers would look like waaaay back but I wonder if he will stick to it
Is missile cam still in skirmish?
yes, long may it live
Mmm. I feel like missile cam will die when carriers comes out
Since a big role strike craft will have is scouting
A good thing is OSP will be able to have fighters and containers on one hull theoretically
I just wanna see what the ans carrier will look like frankly
Lets be brutally honest: it will look disturbingly like IRL American carriers
Modern American carriers, or WW2 American carriers?
The former, much like a lot of the current ANS lineup
I don't think ANS is modern amarican navy, it's far more cold war. especially whit the clasess the ANS has
with the USN and ANS only both having DD's and FF's besides the carries
Modern USN doesn't have FFs currently!
Right they are on order
,,,,, would that make the solomon the equivalent of the reactivated uss iowa?
only if it had more missle chanles
😔
Nah it wasn't designed around missiles, so you can consider that an upgrade akin to installing missile busses
🤔 Yeah that dose track
so 3k bbs canonically exist as Alliance propaganda pieces, then
yep
Also current surface combatant classes of the USN are the LCS, other LCS, DD, DDG, and CG
we thought the Zumwalt was DDG(X)
Oh wait they are DDGs
Look they were originally gonna be gun-focused destroyers and I forgot the Advanced Gun System isn't real and can't hurt you
Come to find out there is somthign to expencive for the US navy
I am unsure if they ever manufactured any ammo for the non-prototypes of the AGS
i think there was like one batch made but i could easly be wrong
I cannot be certain that that wasn't leftover test ammo
I mean
Wasnt mazer an officer in the us navy
(fuck the us military, death to imperialism)
he is active uity
Yeah
Like, yeah that’s kind of a yikes but ship game good?
Idk
I don’t think people shouldn’t play the game because of that
and i would argue that the US military is not imperialistic but hegemonic, wich is more a convo for #technical-discussion
Eh, yeah
I’m a baby leftist so I don’t really think I could hold up a deep conversation
There is also the whole thing whare a lot of the US the only relay option for a post high school education is to join the milatary. but for the basics Hedagmonys perfer soft power over hard (see the Philapines trying to cozy up to china and not gettingb in vaded but being a target of a disinfo campain)
Yeah. I’ve seen your first point personally and it sucks
Yeah it relay dose, and it a probelm that a lot of folks kinda just refuse to talk about
huh apparently khall made a different and maybe better version of salar
yeah, it's quite funny
you clearly didn’t see some of the BS that would’ve been possible with conquest
Something about a fleet of a dozen surrender CLs, each unburdened from a 3k limit
EO hybrids to block out the sun
EO S3H cluster decoys that still get defeated by rocks and dodging
rock PD best PD
That's what cruise is for
especially since it was AvA
from Hermann on the neb server
<@&942093958551588904> https://store.steampowered.com/news/app/887570/view/4201376568920416876
Hello Spacers, It’s become very clear over the last few days that many of you feel hurt by the announcement on Monday concerning our updated development plans. These plans have not changed: we will still be moving on to our Carriers update and then returning to an overarching multi-skirmish game mode. Singleplayer content has not been cut, as so...
Well then
Boats Boats Boats Boats Boats Boats Boats Boats Boats
impeccably based
Uhm, Neb W moment?
I'm prolly gonna not try it myself and let others fuck around and find out
and, any possible confusion that conquest is still in the queue, is hopefully eliminated????
(Also this was in the works for at least 27 hours, judging by the pinned post in conquest discussion channel)
Anyone able to get a conquest game to start? The "create ship" button is greyed out for me in the navy editor
Well yes
You need ship templates
And you can’t create them directly in the conquest screen because that wasn’t added
Turns out interceptions were never implemented because no one could figure out the necessary equations to make them work, including tester volunteers
Yup
Welcome to the conquest branch
There’s the warning in giant red text for a reason
Among other things, it’s possible the skirmish bug might show up again?
In which case, you won’t be able to do more than one battle
not just the mathematical equations but also the technical implementation and the realistic balancing of it
even just the basic point-to-point orders were a spaghetti code nightmare according to Mazer
also without cheating, intercepts would have only been possible at the start and end of a ship's travel path due to relative velocity
TL;DR turns out the Expanselike flip-and-burn movement was a bad idea, it added nothing to the game other than "muh realism" and hurt us severely both tech wise and design wise
I'll be honest, I'm entirely unsurprised that the strategic layer turned into gigadeathballs, that's usually how these things go
somewhere Solar Exalted A.T. Mahan gains some more XP
Yeah I can imagine. I could see making the default travel assumption "long coast phase" and balancing fuel usage/availability around that, going at top speed is a luxury, etc, but it's in the middle of a whole stack of problems (any sort of technical implementation of interceptions being above balancing)
Honestly this feels like a case of Mazer demonstrating why Conquest needed Carrier’s update cycle to cook on the back burner
<@&942093958551588904> I must eep during bote nite tonight, however I am currently awake and present on the mortal plane. Therefore, if anyone wants to play neblubby fleek gourmand I am here for a bit!
sure, I can boat in five minutes or so
Yay~
I'm in a VC channel ^^ join whenever!
My mental sketchbook for quick zeroth-order approximation is approaching "lies to children" level
Found a Pillars fan
The one nice thing about Conquest is having map variety outside of All Pillars All The Time
@wicked mirage
Fleet 'TF Thorn' is composed of 6 ships that cost 3000 points:
Minty Mommy : 'Keystone' class Destroyer [Beam PD EWar Sensor]
The Quasi Blame : 'Keystone' class Destroyer [Beam PD EWar Sensor]
Skew Joker : 'Keystone' class Destroyer [Beam PD EWar Sensor]
Detox : 'Sprinter' class Corvette [Missile Gun PD]
Tribe : 'Sprinter' class Corvette [Missile Gun PD]
Auger : 'Sprinter' class Corvette [Missile Gun PD]
```This fleet uses 2 different missile types:
```yaml
SGT-351 Flail : DIRECT - ACT(RADAR)/PSV(WAKE) - HE SHAPED [9pts]
SGT-353 Lance Block II : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [13pts]
@rigid bison Sorry I didn't mean to interrupt you x.x have a good day!
<@&942093958551588904> boat night channels open o/
Ah beat me to it
next boat night on <t:1719687600:F> <t:1719687600:R>
seems like people got their boating in earlier today
I have been annoyingly scheduled out of 95% of my online evening activities because my current job means my day starts at 3:30am and I'm really tired by 8pm, evidently I need to resurrect Morning Mechabellum or something with the Euros and the Aussies
y'know, if you wanna schedule more regular stuff - I'm actually looking into experimenting more with the "Event" functionality in discord
stuff like this
if you'd like me to set something up, poke me
speaking of - <@&942093958551588904> hey guys i'm experimenting with the discord event system. if you're interested in next week's boat night, mark yourself as interested here: https://discord.gg/lancer?event=1254179995845132419
I've been bouncing off of abandoned!conquest hard, partially due to lack of tutorialization but also due to lack of control over the starting scenario. I'd like to design my starting TFs, mostly to avoid oilers and landing ships being scattered to the four winds
I mean, yeah, it's an early alpha version
If you want something playable, wait and hope someone mods it
morning mechabellum was fun, i've been wanting to ping you and Thijs more for some
manaiacal laughing
We’re so back
@wicked mirage in one of the pre-boat-night game, this was one of the devices that jammed you out.
I couldn't get all 4 bellbirds clearly in the picture
what the fuckulous
paying for an entire MN just so you can't get RPFed is fun
all my fleets are so shoddy-looking after three months of rushed Testulous updating and then just not putting in the fleet editor time
Nebulous tech debt
need to set aside two hours to just clear my entire fleet folder and rebuild
tech debt (the year-old CL design I have sitting in the fleet folder) (the CMD/SACT S3H design)
my MMTs have been RPFed for the last goddamn time
what the fuckulous
i hate that this makes sense
important clarifying question: how fast is it
550pts with the bigger main gun and sundrive/Rdrive setup, plus a small DC and an extra aux steering
34 m/s on flank
very based, it's unfortunate MMM doesn't have the same ring to it
the full "multi mission monitor" does though
you can expand the concept also to "multi mission marauder"s or a personal favorite, the "multi mission moorline"
my own extremely fat MMT is 700pts, I don't know how you did it
Yours have like 150 points of DC plus buff modules IIRC
Guessing Misc is relying on the fact that an unbuffed MN will still win a gunfight with any FF or FFL
true, fair.
Time to figure out the multi-mission frigate
(The issue is that frigates don't have access to strong spinals that can be a one-stop-shop for at least decent DPS)
Clearly the answer here is to use the MMK
Oh I was gonna start in on the MMD
(Practically, I think the MMR/MMF just relies on S2s/S2Hs, but that's a bit awkward in the AMM meta)
My concern with MMDs is the possibility of cutting beam buff modules
Eh, unbuffed beams will still eat anything Monitor or below alive
There's very few components that you need FPAs to break, not having mostly means you can't fight Ocellos effectively (with high-DT guns and 40% DR)
Monitor has middling DR! Worse than a liner
TBH you can even still take out an Ocello pretty easily if you get a good engagement
Actually you might not break liner guns or reinforced bits either but you'll core out the rest
A few seconds of beam on an Ocello's flank is likely to unpower it, at which point you just pos-fire the drive and move out of turret traverse range
Doesn't matter if they eventually fix a micro reactor
it's called the Microwave for a reason, it goes MMMMMM
and the reason it's that cheap is because it's literally just an MMT, I didn't give it more than eight missiles and one small DC
if you accept it being slow and take only a single rapid you can get to 500
ah, I see
And I guess you don't esp need good turning with the C56
I think I still prefer the nose T30
Someone doing a conquest stream
oh speaking of conquest is anyone else unable to create fleets in it?
Seems so: #1164000873031151637 message
ah, different issue: when I open the Fleet Editor, I can't create ships from blank hulls - the game just gives me an error and doesn't open the window. Also means I have no template for the transport or tanker
Oh hey, Rimmy!
Rimmy's stream has made a 1TC Frontline Solomon
Ah, they hit a game breaking bug
Conquest modding going well
https://cdn.discordapp.com/attachments/895486593211727912/1254637466363891843/image.png
@lone violet
<@&942093958551588904> screaming pterodactyl noises
Translation: Let's play a game ^^
No
who up burning they lance
grabs you and shakes you vigorously
I am the cringemaster, I fear not cringe nor grummy
bites you and thrashes you around
[Reply to:](#1164000873031151637 message) grabs you and shakes you vigorously
alas, I must sleep
Eat your boss, then you don't have to work
Alas, I am in Elden Ring final boss hell
They really outdid themselves with this one (derogatory)

ayo???
pyrope cookin fr
Cooking her boss, apparently
eat the rich
In between doing design work and prototyping for Carriers, I've been working on our next minor update as well. This one will feature a visual update of the fleet editor's UI (but don't worry, everything is staying in roughly the same place), and the addition of many long-requested QoL features such as better missile engine adjustment tools.
https://cdn.discordapp.com/attachments/409639847356137473/1256475201235980409/Unity_0IJL0Etndy.mp4
Mazer posted this in dev gallery
Ooh nice
Ooooh
Right?
Hey guys, is anyone interested in doing boat night tonight? I'll be down to play one or two games if enough people are.
@wary flame If I draw a pentagram on the ground and burn a Forbes magazine in the center is that the way to summon you to the mortal plane? 
The Financial Times works best but I do appreciate bullying Forbes for being useless
I actually have no work tomorrow so I am good to Neb
Hell yeah! Also duly noted on The Financial Times xD
yeah im down
what time again
i may or may not exist depending on how that interacts with my Other Plans (running an AV:T playtest and then playing zero-k with a friend)
About 4 hours from now.
[checks notes]
yea i think so !
so <t:1719687600:t>?
Yar
As far as I know yeah
I won't be home until around a half hour after that.
fair nuf
Cuz I get off of work right when boat night starts
Plus I'll need to temporarily redownload Neb to play today.
zero-k mentioned 👀
I could hop in for a game or two, if I can drag myself out of bed
<@&942093958551588904> opened the boat night channels o/
Was boat night on Beta or main?
pretty sure there's just main branch at the minute
and technically conquest but that's an incredibly unstable beta
@wicked mirage want us to wait for you for game 1? I only just got loaded into Neb
i think pyrope is driving rn?
Neb noises go brrr, and I be busy right now.
Fleet 'Dune Lineships' is composed of 3 ships that cost 3000 points:
Driving Without Rhythm : 'Marauder' class Line Ship [Plasma Gun Sensor PD]
Nissan al-Gaib : 'Marauder' class Line Ship [Missile Gun PD Sensor]
Kwisatz Cadillac : 'Marauder' class Line Ship [Missile Gun PD Sensor]
```This fleet uses only one missile type:
```yaml
SGM-1 Margin Call : DIRECT - ACT(RADAR) - HE FRAG [3pts]
Fleet 'Royal Pumpkin (450LN+Intel)' is composed of 4 ships that cost 3000 points:
Royal Pumpkin : 'Marauder' class Line Ship [Gun Missile PD]
Princess Candy Corn : 'Flathead' class Monitor [PD Gun Sensor]
Dancing Scarecrow : 'Ferryman' class Clipper [PD]
Little Lantern : 'Ferryman' class Clipper [PD]
```This fleet uses 6 different missile types:
```yaml
CM-431 PUMPKIN NUKE : DIRECT - CMD/ARAD(RADAR) - HE SHAPED [22pts]
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
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-231 PUMPKIN BOMB : DIRECT - CMD/ACT(RADAR) - HE SHAPED [9pts]
<@&942093958551588904> Hello everyone! We are looking at rescheduling our Nebulous Boat Night due to scheduling concerns and people who cannot regularly make the current scheduled time. To that end, I have created a WhenIsGood to query what times are good for people
https://whenisgood.net/pnet-boats/jul2024
Plan the time to have your meeting or event by coordinating availability with all the participants using this fuss-free online tool.
Also please select any times that are good for you, if you only select 1 time slot I will be assuming you can only make that 1 time slot
Also checked the build of that BB I played and now know why accuracy was shit, no GPC
Update: It's also not smolcake's
desperately continuing to try to make CLs that function with MNs the way they are now
Fleet 'Anti-monitor action 3' is composed of 3 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]
```This fleet uses 3 different missile types:
```yaml
SGM-233 Amicus Brief : DIRECT - ACT(RADAR) - NONE [23pts]
SGM-233 Yard Sale Sign : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [10pts]
SGM-H-220 Not Very Fond Of MNs : DIRECT - CMD - HEKP [22pts]
I think this works? Probably?
(the yard sale signs are just to fill points, they're 6/4 anti-capshuttle bonkers)
the general hypothesis is that the amicus brief pops out six decoys at 5km, which should cover the flakskip S2H in to the target
<@&942093958551588904> would anyone be up for a little boat?
That's a lot of GPCs for mk64s. Are you trying to clump your fire to shoot your own shell impacts or something?
Yep, because MNs.
Interesting, has that worked out in practice? I'm not sure how tight that grouping ends up in practice
Kind of? It's hard to tell, honestly.
Patch Notes - 0.3.2.22:240702-0001
+PUBLIC TEST BRANCH+
Changes/Features:
- Ported numerous utility classes from conquest branch to main for later use.
- Added "High Saturation (Neb Classic)" color palette option under Accessibility settings.
- Update numerous weapon sounds.
- Updated Fleet Editor UI and most general purpose windows with new look and feel.
- Added coarse/fine adjustment mode and ability to lock axes on missile engine triangle slider.
- Fleet Editor Undo/Redo hotkeys are now bindable in the settings.
- Added copy/paste component functionality for Fleet Editor, with bindable controls.
- Improved fleet editor performance when switching between ships.
- Added right-click context menu to Fleet Editor.
- Added ammunition load endurance stats to fleet editor.
- Made all list items brighter in their idle state.
- Lowered default music volume.
- Adjust some weapon effect volume levels. No need for additional comments, more work will be done.
Ammo load endurance!
hopefully this allows a better understanding of how much PD and DP ammo to bring
Also copy/paste
Hopefully it smoothly handles copying magazines around. Will make loading up internals nicer
alright time for an export request
what kind of engine triangle and warhead/engine scale does a torp need to have to reliably beat pavise?
or is that generally not doable?
(trying to compare against the damage output a hybrid can lay down for finishing blows on tugs)
(my current performance has two hybrids,,,, failing to kill a tug)
Warhead/engine scale is just range vs damage on torps (including pen, which matters a lot for s1/s2)
Beating pavise on small ships is very hard, beating it on line ships I think the Spinjitzu Cringemaster suffices, which is cork with 3.0 G turning and 190 m/s speed
215 M/S @ >3.6G Maneuverability generally does the trick.
Even against small stuff in my experience, so long as you fire a salvo of 3+ or so.
A salvo of 2 could maybe do it
However, may I interest you in mixing a hot launch Torp and a cold launch S3H together?
215 and greater than 3.6? How small is your warhead?
As small as the amount of evil in my soul (Size 2 or 3 Warhead)
👼
ahhhhh
yeah that won't do, this is a scrimpter with 2 programming channels
however i did discover that i don't need torps to do the trick
and that reinforced-to-fuck MMTs reliably die to three S3H HEKP directly through the faceplate
two if i soften them up with the 250 and 120s in the squadron first
The salvo I've been playing with is 2x HE S3H + 1x slightly slower HEKP BSSJ S3H, you could try something similar with one of each
(ACT[CMD] on the HE, CMD/BSSJ on the HEKP, so the HE can dodge Pavises)
,,, what the fuck do you mean dodge pavises
hybrids just do that by default if you put cork and decent maneuver
right?????
🙂
that react is Not Helping my anxiety x.x
Pavises on small ships sometimes hit pure CMD IME
ah so its the seeker
But ACT tends to get a lot of free weave, since it usually gets somewhere off-center in the cone
And has to correct
I think there's some tricks to make pure CMD better at dodging as well? You'd have to ask Misc about that though
ask misc about that
@wary flame consider thyself asked
Oh, I think Cork CMD probably dodges them fine already as well
I'm just a cheapskate, and also I find cork sometimes messes with the HEKP
No terminals at all on mine actually
Since the ACT[CMD] mostly acts as though it's weave anyway
Presumably having both is even better though
Just, again, cheapskate
It can, yeah
right
I think they reacquire around the same time as the Pavises acquire through the BSSJ
But I haven't tested that in-depth yet
(And since they're reject validated they continue straight under jamming)
given i'm setting this fleet up for a tournament im not all too keen on taking my chances w stuff like that xP
probably gonna go like, CMD/HoJ across the board
Yeah, being a bit spendier makes sense in that context
and fortunately, MMTs do not in fact get to golfball
Definitely recommend getting at least some SSJ/BSSJ in there
fair
Because AMMs are a scourge
I'm not a huge fan of CMD/HoJ specifically because you'll probably not lose track if you're close enough to hit with just the sprint stage
And if you're not they stage early under HoJ and range out
It does, but only if you have a track, I believe
right
Might want to double check that, I tend to avoid HoJ in general, but I think that's how it works
and so then if i lose the track it'll stage off the HoJ unless i lose the track Specifically within terminal envelope
yea
I suppose you could kill your radar intentionally if you only have a bad track
fortunately this build includes a bullseye
so bad tracks against MMTs are unlikely ish i think?
Yeah, not sure if you get the full range out of the Bullseye but presumably you're either locked or jammed out
yea
i dont, frontline is only 8 klicks
but those hybrids Arent Going To Fucking Miss
Amusingly, I do run the one build that actually gets messed up by CMD/HoJ:
Hangup/Blanket Ocellos
Where they get close enough to get Hanguped and then sprint in on the HoJ
I find CMD/HOJ is good for torp sprinters bonking MMTs but also tends to miss shuttles on a sprinter frontline track, so I don't bring it often
Is there a verdict?
So, I've gotten 9 results in, and all the times that 7 people can make are on Saturday, starting either 1 hour earlier or 2 hours (or more) later
Putting it either too early for Lord Fluffy or too late for Misc (current time is both of these)
If no one here is a fight clubber I might just bite the bullet and set it concurrently with Fight Night (2 hours before current time)
If creeping the time forward will help fire boat night more consistently don't worry about it suiting me. I'll just try and catch people for more ad-hoc games
I figured there would be a decent chance that it’s impossible to accommodate everyone, we just have a tie between two 7/9 time slots
But I suspect I should be poking the person who penciled in exactly one time slot because from his text comment I suspect he didn’t understand the assignment
But that’s for morning times
I think it might just be you and me, and neither of us really show up for it anymore
Winged, Grandar, Aneta, Jenny, Punch, have also been regulars in both at one time or another. Probably missing a few more names
oh yeah I missed this uh
I'll do the thing as well with the schedule link one sec
Ok, I think I did the thing
<@&942093958551588904> Last call for https://whenisgood.net/pnet-boats/jul2024 , I will be finalizing a decision in 3 hours
Plan the time to have your meeting or event by coordinating availability with all the participants using this fuss-free online tool.
Okay so... 13 respondents, best is 10 people at Sat <t:1720918800:F>. Runners up are at 9 people at vaguely around then, earlier at <t:1720893600:F>, or around <t:1720836000:F>
If I drop the threshold to 8/13, it's basically either Friday evening or some time Saturday, including the status quo
It's Friday, and that means it's time for more Friday Night NEBULOUS: Fleet Command! I'm hosting open multiplayer lobbies to be streamed on my Twitch channel below!
https://www.twitch.tv/docvivileandra <@&942093958551588904>
best is 10 people at Sat Friday
did you mean Sat or Fri?
I can do Friday evenings
But Saturdays are too hard for me
Plus I got DnD in the evenings on Saturdays
What's the plan for today?
Gotcha, unofrtunately I'll be in DnD at that time 
Depending on how late DnD goes tho I might be able to catch the tail end of it tho!
yeah, I am unfortunately not able to make 2am starts these days, but enjoy
No today is the status quo time, I'm not changing it on short notice
Next week will be the new time
ah icic
oh are you guys changing up boat night times?
I can hand over boat night management to you alice
Looking at it, yeah
that makes a ton of sense
i'll open the channels now for today
<@&942093958551588904> I'm gonna wander off and cook some lunch, so I'm opening the boat night channels a few minutes early. you guys have fun! o/
no more boat nights for brits. pensive
Can't make boats tonight, but server should be up, now with 100% more Ralas
Have you answered the scheduling survey? I think there were a few responses that were very close in votes
ahh, i hadn’t — in fairness i’ve not been a regular attendant, i was thinking i might do so soonish, but i can always catch other games here
Yeah, might be able to get games going if you ping Saturday evening (morning for US)
Had a idea that may or may not be terrible. Alternating weekly between early and late on Saturday. I think has the issue that people would prefer a regular time, whether or not you can make eithr
alice you okay with handling figuring out when the next boat night will be?
I'm working on it
Patch Notes - 0.3.2.22:240707-1027
+PUBLIC TEST BRANCH+
Changes/Features:
- Updated most remaining UI elements.
- Added moddable HUD icon sets.
- Added "Nebulous Classic" (current set) and "Nebulous Aegis" icon sets to stock assets.
- Added color selection dropdown for Mine, Friend, and Enemy HUD markers.
- Missile decoys owned by your team now appear on the HUD with the decoy icon instead of the missile icon.
Also if you want to see the new icon set, this is Aegis: https://cdn.discordapp.com/attachments/895486593211727912/1259459411638882395/image.png
And this is the classic for comparison: https://cdn.discordapp.com/attachments/895486593211727912/1259459358236868678/image.png
New type of device spotted
fascinating
wuh where, the missilomon?
I suspect specifically with torps
Fleet 'Miltia & Melanie (2x CH)' is composed of 2 ships that cost 3000 points:
Miltia Malachite : 'Axford' class Heavy Cruiser [Gun PD Sensor]
Melanie Malachite : 'Axford' class Heavy Cruiser [Gun PD Rail]
I do like a triple drive axford but the lack of actdecoy pains me
Why two chaffboxes?
If you cut one on each and drop the chaff count a tiny bit, you can add ADs.
Makes it a lot harder to Gale you
And less likely to lose your entire chaff supply to one lucky 450 hit
Interesting.
Also it's symmetrical xD but yeah I should proly add some AD's
Does crew not support you splitting a large DC into two smalls? Given you have the spare slot it saves you 5pts for an extra team
@quiet quiver were you thinking of switching to the survey-ed time for this boat night? if so, when was it?
Pyrope and I are in bananebulous right now
lol
finally at a time where i can partake of the nebulizing
augh it already
FUCK that was 20 minutes ago
well
<@&942093958551588904> in the uncertainty of "when is boat night" I'll throw a ping out to ask if anyone wants to play now
how long? and do you think you'll be up for more?
aye aye, sitting in a voice channel
would you like to join us?
if you still have time?
mostly just waiting to coordinate which lobby to join
(if you don't want to voice we can coordinate here)
🥄
I did open the VC channels
But ugh all anxious about dropping the schedule ball AND sleeping in
you're fine!
awww no worries alice
I could've opened the channels too
they'll ping us if it's too much of a delay
@oak shell we have moved to the real boat night channels
Normal team composition
We killed 11 beamstones for the win
my god, we're returning to two patches ago
Goodbye Peri, goodbye Gamma (I assume)!
xD
how the fuck-
well, this would be a decent ship if it weren't for how fucked mixed salvos with rolloffs/programmables is
Fleet 'Horrible device' is composed of 2 ships that cost 3000 points:
The Slimy Storm : 'Moorline' class Line Ship [Missile PD Ewar Sensor]
The Later Van : 'Draugr' class Clipper [Ewar EWar Gun Sensor PD]
```This fleet uses 4 different missile types:
```yaml
CM-430 Solid Snake : DIRECT - CMD/SAH(RADAR) - HE SHAPED [13pts]
SGM-101 Hobgoblin : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-255 Deluge Block II : DIRECT - SAH(RADAR) - HE SHAPED [9pts]
if anyone knows how to abuse that mechanic better than I, hopefully you can make this actually work
I think what you have to do is order the programmables, set to hold fire while programming, order the rolloffs, then weapons free once done programming
Nah, you can queue containers into missile salvo just fine
the problem with that is that the containers gain too much speed and are still slightly ahead of the S2s by the time they reach PD prioritization range
and thus they all die before they can hit the Axfords
I'm trying to make containers with S2 penaids, not S2s with container penaids
Need to tune your speeds/cold launch your containers. When I was messing around with this I found that same acceleration problem meant you had a sweet spot on ranges where one beat the other.
Also pretty sure containers get priority over S2s unless the S2s are significantly closer
My best version worked out as a pair of support containers slightly lagging behind offensive S2s. The decoys would hijack the pd after it was already trying to engage the S2s to buy a little extra life.
However that was from the offside of a bulker, not sure if scaling up to a dedicated CLN changes the breakpoints
Yeah, the goal here is to just overwhelm PD with S2s and then smack a couple of containers into them to kill the ship.
Are the S2s holding pd attention over the containers if they get there first? I thought pd prioritised by size
There's a weird interaction I'm trying to exploit between decoy containers and S2s where the PD is prioritizing the apparent-swarm-of-things-about-to-hit-them and that buys the containers a bit of extra time (plus whatever PD the S2s disable).
Yeah, I assume imminent S2 hits will take priority, just wondering about the mid range run in once decoys are shot out but before near impact.
Wonder if this is the time for high g Wake primary missiles doing their attack wiggles to keep eyes on them
Yep, the "decoys shot out" thing is the problematic portion if I'm trying to pen something like PD Oak's net
Okay, done a very limited amount of messing around. Swapping to hot launch and mixing with half slightly slower support containers makes penning Oak from the front pretty doable at shortish ranges (~6k).
I think there is potential here with further tuning and testing.
Part of what I'm seeing is what I predicted. When the decoy coverage breaks down the containers get focused first so you are really escorting your S2s. If the S2s are enough faster than the containers to draw that aggro they just get mulched by the flak with the decoys.
This example has max speed S2s and is under decoyed to make a point, you can see the containers getting shot out past S2s that are about to impact the Axford.
A rough mockup of where I'll start for building this as an actual fleet. Currently quite greedy on the CLN which needs to shoot direct from 8k, so the first tuning step will be to get some extra range on the missiles or beef onto the CLN.
Fleet 'Demolition Unit' is composed of 4 ships that cost 3000 points:
Weepy Spoke : 'Moorline' class Line Ship [Missile Ewar PD]
Teal Nomad : 'Draugr' class Clipper [Sensor Gun PD Ewar]
The Wide Reply : 'Ferryman' class Clipper [Gun PD Ewar]
Dual Snail : 'Ferryman' class Clipper [Gun PD Ewar]
```This fleet uses 4 different missile types:
```yaml
CM-445 Regular Rock TEST : DIRECT - CMD/SAH(RADAR) - HE SHAPED [13pts]
CM-S-447 Block Rock TEST : DIRECT - CMD/SAH(RADAR) - HE SHAPED [21pts]
SGM-123 Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-237 Representative Bonker : DIRECT - SAH(RADAR) - HE SHAPED [5pts]
Interesting - so you still need plenty of decoys to secure a hit, because the decoys are also covering for even HS S2s.
How's the damage look with secured hits? Ideally this operates at 8k, yeah, because 6k means you might as well bring a MLS-3 liner or torpcello.
An individual strike (12xS2, 3xS4, 3x S4S) was consistently netting ~6k on a fresh Axford or flattening the whole bow.
The missiles I threw in there had 8k max range because I'd built them for use off the back of a bulker with only onboard illumination. It shouldn't be too bad on the engines to sneak some extra range back, it would just need more testing than I did.
Also I didn't even bother with HS on the S2s, they just don't draw pd fire beyond splashes of flak. No need to double your S2 cost
3x decoy. Total of 12 decoy modules in the salvo.
Another option that did work somewhat is dropping the split for 6x regular containers with cluster decoys. That's more expensive and the trailing boxes tend not to land anyway
I think that much damage into Oak PD (which is better than Solomon PD, honestly) is worth experimenting with the concept further.
9k means you can plausibly reach out and touch something with sunhaul, and if you catch them broadside I'd bet it just evaporates.
At longer ranges you are going to need to be careful with illumination or chance a light ship in close
Auxcringed tug should be able to manage it
Man, S2s are kind of just horrendously dogshit into Oaklike PD, aren't they?
I wanted to see if the S2cello could work, and it turns out that it just dies to flak. There's nothing else to it, it just dies to flak.
that is the point of flak
Yeah flak's nerf was to get it to work agenst s2's only and not be the best pd option for ever missle, but if you make a larg enough slavo you can get sometrough during the reload
S2 dumping axfords works best when their pd setup is low on flak. Sidearm 120mm Axfords really don't like being S2 spammed for example
Yeah, I'm just debating how worthwhile that is when you're really saying "is my opponent greedy or stupid"
s2's are also decent agenst smaller ships who tend to not have much in the way of hardkkill to start with
See also: MMT missile packages
Fleet 'Wouldn't it be funny if' is composed of 1 ship which costs 3000 points:
The Evil Idle : 'Ocello' class Command Cruiser [Missile Rail PD EWar Sensor]
I see going all in on OSP S2 as very feast or famine. You can shred a ton of light ships, but may not meaningfully impact their capitals depending on layout
Yeah, I know that if I shoot salvo-10 CMD S2s at a Vauxhall off an Ocello it's dead.
Mm. Maybe it's just that every game is three battleships + friends which is skewing my perspective.
Yeah, if you are reading the meta as Solomon heavy then bringing a better suited tool will probably lead to better results
I've been playing torpcello+450 for a considerable time and am looking for something else to play, yeah
Not to put too fine a point on it, but if you bring OSP's weakest S2 platform against ANS's strongest anti-S2 hardkill, I really really hope you get utterly demolished
If there were any other result here other matchups would be unplayable
Pfft. On one hand, fair enough
On the other hand, I don't think it's the weakest S2 platform
Ocello S2 is softkill-proof (???) S2 and (though I didn't bother using that capability here) actually has mixed salvos
Points wise for the throw waight and ammo copacity yeah it relay is
and (s/e)ACT/WAKE s2's go trough softkill well enough that the coust preamium on the ocello and CMD is not realy worth it
no it swings the missle back around once it pasess the ship that chaffed
I don't think it's an entirely unreasonable build, though I am generally skeptical, but you can just bring the same expensive S2s in other builds
But mostly it's definitely the most vulnerable to hardkill, since S2s really rely on weight of salvo
CMD doesn't get past disco on anything not an Ocello, to my knowledge
Depends on how close you are, I believe. But definitely not from range
But yeah, that's why I don't think it's that unreasonable, it just won't be able to break a flakwall
Yeah we have definataly had our isakai trucks have thre trops stop there spin most of the way trough defender fire on single diso ships
Yeah, Isekai Truck or similar works, but that's 5km
and 5km of an ANS capital these days is 
(it's also just "bring a torpcello," which is what I've been doing for... this patch)
Mostly S2Cello suffers because it only gets 2 more S2s per volley than a tug
Without doing the cursed VLS/MLS mixing
So if it can reliably kill capitals Tugs become absurd
If you want to use OPS S2, we would recommend ACT/WAKE cruise missles on a LN or a group of MNs you get more throw waight and ammo copacity
If you do want to S2 dump ANS capitals to death the old standby of galespam still works pretty well
Yeah, the last time I tried it was a group of four MNs with SAH S2s
Multiple launch platforms also spreads out your salvo angles so flak gets less efficient
This has really interesting implications on both ends of size. Small ships lose their free compartment bulk while bigger ships really care for the extra compartment slot or two.
No more dubble birthings on DCX moniters
Ocello/Axford being able to cleanly swap out the stretched berthing with a second RMag is a nice win too. In my experience both of those ships really want a second magazine but often scrape by with a hidden bulk mag
LAST STREAM WITH THE OLD MODEL!
It's time for some more Friday Night: Nebulous Fleet Command, as regularly scheduled, on my Twitch channel below!
https://www.twitch.tv/docvivileandra <@&942093958551588904>
Hi @quiet quiver, just checking ahead of tomorrow when are we looking at kicking off boat night?
I have not moved the time, IDK if there is really a better time
Figured that might be the case. I'll try and catch the end
I have to take a nap for DnD today unfortunately sorry guys, got a big session coming up and I gotta be well rested for it!
is there a significant testulous?
it's just the UI update right?
(also I won't be around very probably)
I think mainulous is the better option because it means everyone won't end up with unbound hotkeys if they play testulous and then return to mainulous
<@&942093958551588904> Hello everyone, boat night channels are open!
@junior heron @wary flame hnnnnng I can maybe play one if you guys are around? I miss you guys :c
I'll be home in about 15 mins
<@&942093958551588904> https://youtu.be/OM3_KxmVsnM
The first devlog for the Carriers Update! No carrier hulls yet, but we'll dive deep on spacecraft mechanics, flight model(s), controls, and capabilities.
Play on Steam: https://store.steampowered.com/app/887570/NEBULOUS_Fleet_Command/Public Roadmap: https://trello.com/b/ZNxJIGSQ/nebulous-public-roadmapJoin us on Discord: https://discord.gg/XSY...
Carriers devlog!
carriers devlog!
WOOOOO
CARRIERS CARRIERS CARRIERS
||Alliance fighter is very F-22-coded||
the fact they look like actual planes annoys me, but they fly nicely
I imagine the rationalisation will be that they are also used as actual planes
I was about to say, they're probably Aerospace assets
OK, the skiff looks much better
skiff looks almost exactly out of star trek
Wait
You get ship-launched helicopters?
10/10, I love it
I'm putting them on every single cruiser and battleship I build
I don't care if you can't even give them weapons, just having a little guy that can scout is so much fun
oh hey I was right
OSP craft concept art is beautiful
yeah those are incredible
I love missiles mcplatform
Air/space fighters!
but I do dislike that once again the protectorate get "old and outdated shit gear" rather than actually getting decent industry
they're purpose-built, sure, but I feel this was a real opportunity to actually make the OSP good at something other than "can jam EO"
since they're not really Gun Faction any longer with BBs and Axfords as strong as they are
I mean, it sounds like the OSP jets are actually better
they're explicitly old and inflexible but in contention because the ANS ships are massive compromises
rather than because the OSP have actually used good tech for once
I mean, I'm not sure where exactly they'd pull modern stealth jets out of
But I see what you mean
I really hope the container ships get fighter decoys as containers
give them a modern plane company, the fact that they are just assumed to never have anything good is my primary complaint
they just don't get anything to actually be proud of in the fiction other than sheer morale, since their main advantage in-game is point efficiency
And railguns that actually work
points don't exist in narrative, so you just end up throwing bodies at problems and that's deeply unsatisfying
OSP having the advantage in carrier strike or dogfighting or something other than "can spam more shitty planes" would be much appreciated so hopefully that happens
I mean, I don't think it's more planes, they might actually have better ones
Or at least more specialised ones
I think I would be happier if the framing for OSP craft was more "tried and true" than just "old"
yeah
Absolutely gorgeous
Though TBF Mazer never says outdated or shitty or such, his exact words are "older generation dedicated space fighters" and "while the Protectorate is flying older generation fighter craft they are in their dedicated element"
And yeah, they are gorgeous
Honestly, I just realised I really need to run my ships as the Galactic Terran Alliance
Now that is a space fighter
Look at that man with the underslung 105, he means business
yeah, but can they not have current gen space fighters for once?
do they have to default to "stuff the ANS put away three hundred years ago" every time?
I wonder if backpack axford mounts are going to go to helicopter pads instead of interruptors
I know 😔
Though TBF "last gen fighter" might at the same time also mean "newer than half the Alliance ship designs"
really hoping I can squeeze a plane into the double 120 axford fleet since ethey have a spare back mount
I mean, yeah, you should be able to
The question is just whether it's more useful than the disco ball
Or a few DC lockers
I'd normally say "disco ball one, plane the other," but
the problem with that is that it means you can't split them up anymore and still have innate CMDjam
I already have only one disco
it's just going to be freeing up points to put a plane in the giant empty slot
Ah, fair.
Yeah, I think the berthing changes letting you split LDC into 2x SDC means you can afford it.
those rockets or s1s?
the ANS had S1s, I'm not sure about the OSP concept art but they could be either
currently the SDC premium is spent on active decoys, but I can figure out how to squeeze things if the plane isn't too expensive
skiffs are probably going to be a great backpack option, even if just to give extra radar+"cap-hate" (to mangle an MTG term) to capital ships
So, on a semi-related note, anyone know how to decrease the file size of a PNG?
posterize
I wonder if there will be a "hunt" command, where you send a plane at a track and tell it to follow (and possibly shoot).
Postewhat?
type png compressor into google
Also I've been informed the Alliance fighter looks not like the F-22 but the tech demo that became it, the YF-23
The Northrop/McDonnell Douglas YF-23 is an American single-seat, twin-engine, supersonic stealth fighter aircraft technology demonstrator designed for the United States Air Force (USAF). The design team was a finalist in the USAF's Advanced Tactical Fighter (ATF) demonstration/validation competition, battling the YF-22 team for full-scale develo...
dunno what program you're using, but gimp has a posterize function that reduces the number of colors an image uses, reducing its size
effect isn't that noticable until like, 8 colors
Okay, I figured it out
Behold
There is a 0% chance of anyone here recognising this, but I thought it's worth sharing
I don't recognize it but it looks good
I’m curious how defensive missiles will work with strike craft, if at all
we would asume that they count as "small targets" and get ruined by most PD
No I mean defensive missiles being equipped on strike craft
They may just not work since I don’t think they have pd controllers?
They can have size 1s and have “guard” as default behavior, so probably can work as pd?
I mean the chaff on a fighter has to come from somewhere other than its S1 pylons, so defensive options might be on the cards
yeah they have intenral chaff
and offensives are used when you actually tell the strike craft to shoot somehting
Hard to tell just from radar tracks in tactical mode but it looks like the interceptors in the devlog had and used some AMMs
fair
not sure if defensive missiles will only shoot at other missiles or if they will shoot at strike craft
id assume so?
well, the difference is that defensive missiles cna be controlled by the pd controller too
you can still shoot defensive missiles manually
maybe if a strike craft is guarding a ship, the ship's PD controller will consider its gun/defensive missiles as part of its PD network?
and maybe you can toggle its gun defensive/offensive like missiles too
Ah I see what you are going for. We'll have to wait and see
so you flip it to offensive if you dont want a pd controller to use its ammo
It doesn't seem we'll have super active weapons control so it'll be interesting to see how much choice we get there
yeah
That's not quite what happened
The YF-23 didn't become the F-22
There were two entries to the program, the YF-22 and YF-23. Completely different aircraft, built for the same competition by different companies
The YF-22 won, and went on to become the F-22 you know today
The YF-23, the loser, never got produced and got consigned to history.
Oh whoops you're right
All good!
Near the start of the devlog, Mazer mentioned the skiff is kinda like an MH-60R. As a miltech nerd, this interested me, and now I'm curious. I hypothesise that we might see skiffs be able to carry some S2 missiles or an S3 or two.
I do suspect s3s will be limited to a dedicated bomber
S3H instastage on a craft that also has non-bombing capability would be so nasty
Maybe.
The interceptor can carry 1 S2 apiece, and we know something can carry S3s
Mazer also mentioned a scout craft for osp, so I’d assume the ans gets this skiff and the osp gets a fast scout ship with 360 radar too. Helps differentiate them
And both factions get bombers that can take s3s
But yeah mayb the skiff can get a gun or some s1s
But I don’t think it’s gonna be super well armed for balance reasons
I would guess the skiffs can carry PD weaponry, given their default posture is to defend their mothership
I'm curious what sort of anti-missile defenses bombers will have, since presumably they'll have some way of breaking through a basic defensive missile grid
One thing we think the carrier update is goign to do as a knock on efect, EO missles should get more use, as cone radar makes CMD from strike crft a lot less usefull
I would guess ARAD will be the default for fighter skirmishes, unless they're smart enough to emscon automatically
that would work as well, though we were more thinking for strikes on ships
Yep, I imagine EO will be good there, personally I'm intrigued by the mention of fighter-mounted illuminators
Jammers, presumably
I'm personally excited for SEAD strikes with ARAD max-warhead S1s
Possibly also night fighters w/ 20mm
I'd assume something beyond that, because that makes ARAD AMMs extremely universal
And CMD AMMs
There has to be an incentive to actually use bombers
I doubt most AMMs will actually be able to hit maneuvering fighters
(and I also expect the incentive to use bombers is "vastly better, reusable cruise stage")
I mean, fighters have less speed and maneuver than missiles
(Also nice that if they don't find the target they just come back instead of wasting a missile)
Range issue, I mean
What's the range on a max maneuver S1 again?
I expect that the S1/S2/S3 that aircraft will pack will outrange those
I wonder if you could conduct anti-fighter sweeps with a big Eact AMM container just slamming into the middle of the squadron
probably not, they fly spread out enough not to lose multiple planes and you don't really have the programming time
I figure that's what the FRM WIDE button is for
Yesss the frag container returns
but yeah, going to have to see them in action to get enough info to speculate
what if any random ship with a chaffbox was immune to container harassment from any angle
they're going to be coming back eventually!
also, now that planes can destroy said single chaffbox
who knows, softkill meta dead?
I still like them as an OSP HEKP alternative
I'm curious how the dedicated carriers look
mostly for "how big can I get my air wings" purposes
I expect a dedicate antifighter S2 backpack will give an option to still rely on softkill for missiles
Or just rpf
... come to think of it, it'll be very interesting to pair DEAD strikes off a CLN with a cruise container follow-up right behind them
Though again, not really enough info to speculate
fighters kill defenders, then containers hit
I mean mazer says he needs to make carrier hulls for ans and osp, so presumably it's not just the cln
I do want to try "120 axfords with 20mm escort fighters from a friendly carrier"
Hoping we get The Box for OSP
long-range flakwall
I swear the 120 axfords just can't stop winning
team can attach 20mm planes to them, they have more RPF targets, everything is great
120/beam axfords with a skiff hangar to scout... chat, is this anything
having tried it, you don't want the beam
RPF with a friendly fighter escort might get awkward
just unify buff modules with a ton of ammo elevators and shoot
😔 I like my 120/beam devices, they're fun
you can go even in brawls with plasma lineships with the 120/450 split but ideally you just pepper them with enough fire that they just fold once they hit range
Beam and 120 rather fit the same role
the 120/450 fleet has the interesting quality of being really really good at pushing through any kind of light to moderate opposition
a lot of other frontline fleets have a tendency to get stuck on stuff but because you have so much range and really good anti-light, you can kind of just A-move through the map killing everything the moment you aren't matched by enemy frontline or zoned by torp dumps
and the decisive overmatch each of your ships has over a single gun Ocello means you can completely decline a standoff duel there and just walk past them
whichever one they aren't bowtanking will rip them to bits once you close the range
Debatable
Especially with MN swarms
The question is whether you want the beam over the Mk68 versus MNs, which... /shrug
the beam is very squishy and needs a completely different buff module suite, which means it's generally not a great beam
I've dabbled in it but I always come back to the "wall of lead" setup
It also takes away a lot of your 450 firepower
Takes 42% if you're a broadside Ax, or 60% if you've got something else in back
Bah, 450.
And if you are going the other extreme Beam/S3 the 120mm is largely redundant in close
And you can't get away splitting your pd with a second Axford due to costs
It's probably not bad, just a lot of commitment to one range band for a relatively slow ship
the big advantage of 450/120 is that you're basically happy doing anything, if you need to be artillery you can be artillery, if you need to brawl you can brawl, you can address any target
the beam sacrifices that and you have to start hugging people
120s aren't that bad on a single beamford, though
who knows, maybe the box is the escort carrier
Escort Carriers our beloved 💖
It's the Brick tho, not the Box
But my fingers are crossed too
It can even be the second "MN" hull :D
Stupid question: How do you make a KKM in Neb?
[Reply to:](#1164000873031151637 message) I think my usual ANS SAM is going to be CMD KKM
Not available ATM
They were tested briefly and then yanked b/c they were having issues
But will possibly return at a later date
I think honestly, I'm gonna mostly go for 120 RPF nonsense against fighters.
Probably solid ye
It may also breathe new life into 120 grapeshot.
Patch Notes - 0.3.2.22:240726-0323
+PUBLIC TEST BRANCH+
Changes/Features:
- Removed berthing component. All components that require crew will spawn the amount of crew they need.
- Added turn rate to missile engine stats list.
- Added unique visual track icons for all contact types to replace the generic eye.
Bug Fixes:
- Fixed hybrid missile stage names showing as "stage.StageName" in the engine stats list.
- Fixed skirmish deployment group items being draggable in the list.
- Fixed selectable list items reverting to white when hovered even when selected, making it difficult to know if a click was registered.
- Fixed beam weapon component damage stats not appearing in the fleet editor.
- Fixed NRE in magazine ammo list items when changing quantities.
- Fixed fuel line fire not causing damage.
Fuel Line Fire was bugged!
I knew it
I kept saying it wasn't doing anything other than causing fireworks
slight durability reduction for all my small craft
but I can maybe try double aux steering and see if it's worth the +10pts
certainly it's a lot of health
Crew is getting properly benched for now. The best option for that turned out to be just ripping out the need for berthings
ah that makes sense
Mazer had a pretty good post explaining the logic that Tech reposted here #1164000873031151637 message
I wonder if the near-constant main thruster usage of fighters will make wake-pri the seeker of choice for SAMS and AAMs
Maybe
It will be really funny if the different seeker types end up having similar use cases to real life
Also it would be funny if wake seekers could cräve the forbidden heat signature
was legitimately jumpscared by testbranchulous
Oooh
you can copy and paste components and ship fits
oh dang that does look nice
good to have the old colors back
Spotted in the tourney
https://cdn.discordapp.com/attachments/1010180523777327134/1266547677856792687/image.png
beautiful
<@&942093958551588904> while it's not a huge balance change, there was the berthing removal on the test branch - would we like to play that, or stick to main branch?
Switching to test branch will mess up keybindings, so if we do you can backup keybindings.xml in the Nebulous game folder.
I'm down for anything, if we have enough people we could do a test branch in house but if not stacking a pub on main will likely be what happens I imagine?
@quiet quiver I assume boat night in 20? I can open the channels if you'd like
It would probably be best to open them now and see if people file in?
I'm ready to go, if we stick to main branch
omw
Hii hi 
Oh is it boat night already?
I'll join! My internet is a little silly though. So I might end up disconnecting every 30 minutes.
ah
Omg I'm sorry
Yeah I should've opened the channels aaa
Not clear to me if tech is running them or not
Should've opened them? Not used to doing this on my phone <@&942093958551588904>
Sorry my sleep cycle has been fucked and I just got up
Thank you for handling it Ashley
RL36cello
horrifying
On the aft mounts no less
Tech taking no prisoners:
yeah congratulations to techhead
very impressive beaming that liner from off screen
oh nvm that's a railgun
the sarcasm fails
Railguns are basically slow particle beams, right?
What speed should S2 go again to go through flak?
I just realized... the Maurader and Moorline are pattern-groups
Crap they are
Hey guys! This is Pyrope, my main got disabled for charging back Discord and I'm trying to resolve it with them. In the meantime this is me!
Hey y’all I’m probably gonna miss today
understood
You know that meme where there' s two buttons and the guy is sweating? I have two buttons right now.
- Sleep for DnD.
- Play Boat Night with friends.
Although, perhaps there's a way I can smash both buttons... if you guys are still going in about 2 and a half hours I can play one before DnD, or I can play one and then sleep for DnD?
I not be Nebulous today, as I have other boats to attend to
Good luck! I wanna play NSF again soon ^^
<@&942093958551588904> opening boat night channels o/
Need Spor Feed?
(What's NSF?)
I will be around for boat night in a few minutes, gotta clear some dishes
Night Sky Falling! It's like Battlegroup's cool brother that has an indy rock band.
I'll be on in about 15 mins
I can play one game before my face hits my pillow and/or the desk
ill be there when i can
sadly no boat for me tonight, was at the archery range and have work tomorrow
BBs and MNs are very scary bricks that are hard to deal with
OSP cruise missiles are very easily softkilled, Vauxhalls are a little bit sad, otherwise most things are decent
3x450BB with one pinard FFL each + dispersed S2/S2H bombers and lockvettes
vs.
10 MNs + MMTs and capshuttles + one Ocello and an AWACS MN
you can get a lot more pinards if you want too
still, normal matches are quite varied
I hope so because that sounds awful
winning with triple BB requires a lot of skill in keeping basically undefended cappers alive that most people don't have
but it's generally acknowledged that the BB and MN are both a bit overtuned because 450 doesn't really hurt BBs, plasma got a range nerf and MN is dirt cheap for what it does
torp dumping is the only way then?
plasma gang works fine if you can get a decisive enough fight at sub-7.2km
MN blobs will fight single BBs to a standstill but neither of them will really die
for decisive kills you need some form of super torp dump but mostly you just go around them
it's annoying and unsatisfying but it's also the only major balance issue left other than "osp cruise bad" so hopefully it will be addressed
my campaign to uncringe the vauxhall has fallen silent
on the upside, CLN has variety that isn't "spam EO" and MN is a real ship now
doesn't sound like there's the most exciting matchups going around then
Outside of the sweatiest lobbies there is still plenty of variety floating around, it just skews towards heavier ships
Keep your chin up, soldier, for ours is a noble cause...
next boat night on <t:1723316400:F> <t:1723316400:R>

Congraaats
Patch Notes - 0.3.2.22:240806-0422
+PUBLIC TEST BRANCH+
Changes/Features:
- Spectators no longer count as ready players for the purpose of starting the force deployment countdown.
- Changed "Create Blueprint" context menu option to "Save Template".
- Added add/remove stack to magazine ammo spinners.
- Increased Fuel Line Fire repair work to 50 (was 25).
- Increased Cell Cookoff and Magazine Cookoff repair work to 30 (was 18).
- Split DC team work speed stat into four subtypes: general, restore, firefighting, and reactor overload.
- Combined Launcher Deluge System and Magazine Sprinkler into new Fire Suppression System, increased HP to 150 (was 75), added reinforced flag, and added 50% firefighting speed bonus.
- Increased HP of Redundant Reactor Failsafes to 150 (was 75), added reinforced flag, and added 30% reactor overload repair speed bonus.
- Increased Lock Target TTGI for all modular missiles seekers to 3 seconds (was 2).
Bug Fixes:
- Fixed Campaign Browser buttons not working.
- Fixed changing graphics options not in the settings menu not making the "Apply" button available.
- Fixed HEKP warhead stats using "Component" as the title of three different lines.
- Fixed "(Clone)" appearing in selected missile component settings name after installing.
- Fixed missile aim point offsets getting reset to 0 in some cases.
- Fixed passive seekers not correctly syncing their target to clients.
- Fixed RPF explosions not detecting mines sitting on rock surfaces.
- Fixed pasting a resizable VLS module onto a larger socket retaining the smaller socket's size.
- Fixed tooltip overflow being incorrect in fleet editor.
- Fixed tooltip taking one frame to size itself correctly.
- Fixed color matching for several UI elements.
- Fixed structure break icon not working on clients.
- Fixed right-click menu not being available in the fleet editor when entered from a lobby.
- Fixed legacy active seekers on mines having their beam direction altered incorrectly.
Yay for improvement to the DC modules. Will they be enough? IDK
RPF on surface traps fixed? Damn.
TTGI?
missiles lock in the current target and stop switching shortly before impact
as a response to "what is TTGI" from the nebcord
Ah, knew about the mechanic, didn't know that's the term
I did not, so that's cool to know
Wonder if that will help wake be slightly less abysmal
It's nice for all the radar seekers too, but wake really likes to switch thanks to its wide cone
Oh dang, those dc changes are cool
I wonder if the reactor things are a worthwhile include on thronglers… they don’t really have the space though
I had a similar thought process trying to work out what non-BB ships can justify them
Marauders spend a lot of time on fire, so a Fire Suppression is really appealing. However they are module poor due to the need for "more dakka"
Yeah the module economy on them is still rough for anything besides BB, CH, and maybe CC
150 hp and reinforced is nontrivial tank as well, if you happen to have a spare slot
Yeah a CH or CC do have module slots where a tanky reinforced module would be handy
Oh hey, NSLW mentioned that Repair Speed (Fire) also applies to the fire catastrophic events, so mag fire, cell cookoff, and fuel line fire
Oh neat
Does it help repair damage taken from enemy fire? :P
If the enemy fire was ANS rails yes definitely otherwise not especially
Really starting to think we need some form of OSP anticapital specialist weapon because every patch that solves an actual existing issue seems to make ANS capital ships cooler
fracturing blocks with delayed fuse
We have one, it's plas/100, it got nerfed
aww
Like it's still useful but it's not as good as it was
Plasma getting some range back would be a nice start. It still technically does the job, but you don't generally come out of the trade great
Plasma should go back up to 8k, but I meant "in addition to that" because plas/100 kills everything, it just happens to be the only anticapital tool left
Can't give them HEKP but a different kind of missile warhead would be nice
Agreed. I'm just not sure what design space would promote interesting engagements.
Standoff plasma warheads are the classic suggestion, but that's just concentrating the plasma and container problems
The rocket container is already your armour demolition service, so you can just increase the shred radius of those to make them an anti-armour tool
Thinking about ways to counter tanky units without taking away their durability. I wonder if some other disabling tool like ANS rails would be worth exploring
really need something to actually kill these things or at least burn off restores, but there's not a lot of options in Neb's damage model
restore-homing missile
targets DC compartments exclusively
naturally, this will involve the OSP-exclusive MEAT seeker
450 hekp
Maybe hull stat buffs so a 450 bulker meets and exceeds ANS gunnery output
OSP guns are focused enough you could just buff the C65 directly if that's the goal
a 450 bulker already exceeds ANS gunnery output, by a lot
all you have to do is bring a CL within 9km of a 450 bulker to see that
Well, yes, but does it exceed it by enough to meaningfully hurt a heavy cruiser or a battleship?
we can go full circle and reduce battleship armour again
basically just need DT changes or weapons that have a higher DT break
honestly I think warhead size should scale DT damage
so torps can do it
allowing big warhead to break DT does mean that hybrids start eviscerating anything on OSP as well, you'd probably need a fancy super-HE warhead so you could restrict it to OSP only, but that would work
personally I want more standoff stuff but that's probably not going to be a thing
thats fair
I honestly don't think you can do standoff with how hardkill is set up
If you have a standoff range of 1 km you'll end up with torpcello with +1 km range, and you can't 20mm the weave or overpower the CR75 that far out
Unless you make it like rocket boxes where second stage is hardkillable
Or it's literally container only
the sheer dominance of softkill lends itself to stuff that dodges hardkill in interesting ways, but it's hard to do anything in the current environment without rendering hardkill completely pointless
a carrier-bomber option that dumps big kinetic penetrators into capital ship turrets or engine blocks is the best idea I've got, really, but that depends on what the mysteries of carriers look like
@quiet quiver 👋
👋
would you like to party up after this game?
Yeah, sounds fun
Patch Notes - 0.3.2.22:240809-1746
+PUBLIC TEST BRANCH+
Changes/Features:
Added individual and total RPM stats to weapon stat blocks in the fleet editor.
Decreased fuel line fire work required to 40 (was 50) and increased trigger time to 100 seconds (was 80).
Increased trigger time for cell cookoff and magazine cookoff to 80 seconds (was 60).
Bug Fixes:
Fixed NRE when clicking on a teammate's ship in the lobby fleet list display.
Fixed subtyped stat modifiers not being applied.
oh that reminds me
<@&942093958551588904> would we like to try for Test Branch tomorrow, as there are some changes of note now?
It's nothing major
I think the most major thing is the berthing changes, which I think will mostly mess up fleet builds
there's the damage control modules too, which are what prompted my asking
but yeah, it'd mess up currently built fleets and make them kind of incompatible with main branch
<@&942093958551588904> The silent sound of thousands of cursed souls screaming in unison unto the cold void of space echoing across the cosmos with one question:
"Boat Night?"
eh sure, gimme an hour
noat bight
"You fool! You utter fool! You have summoned the astral dead!"
I can play a match in a few minutes, maybe
@wary flame whale noises
All good take your time ^^
sure, I haven't played in a while
Yaaay
bad news
@quiet quiver channel thing pls oh great and powerful tech lady
Wait, Tom made one it's k
I have made a fake one

<@&942093958551588904> opened the boat night channels
Omw, just eating Corn Pops™️ real quick!
