#Nebulous: Fleet Command
1 messages · Page 23 of 1
Thanks Winged!
so depending on the timing if i get out of bed and start my breakfast cooking
i might catch 1 game
@ivory juniper
Fleet 'New New New Box Boat' is composed of 1 ship which costs 3000 points:
New New New Box Boat : 'Moorline' class Line Ship [Missile Gun EWar Sensor PD]
Fleet 'CLN Caps 1.8 (SSJ Rework)' is composed of 6 ships that cost 3000 points:
Blade of Whitehall (Decentralised) : 'Moorline' class Line Ship [Missile PD]
Tiphany M. Prudy : 'Draugr' class Clipper [Missile EWar Gun PD Sensor]
Lizbeth B. Fergus : '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]
@wicked mirage
yummy
the creature
next boat night is on <t:1723921200:F> <t:1723921200:R>!
neb ship name for the common pool:
Rodents of Usual Size
came up with it but it doesn’t fit my naming scheme so i offer it up freely to all who wish to use it
that's real good
Big news (posted by Mazer)
https://cdn.discordapp.com/attachments/943416769660452904/1272797136009953300/Unity_iXXLVhj9WT.mp4
The big thing to notice is that the liner doesn't wig out and do weird contortions instead of simply doing a roll
But the little thing I noticed is that the first shot in each volley isn't firing slightly off-target
Wow that rolled fast
It's at 2x speed, the shells are also travelling fast
Revolver LN is now Gatling LN
Liner players we are so back
we are so back 450 liner bros
@wary flame rocketainers are now affected by radar jamming, it's joever
Patch Notes - 0.3.2.22:240813-0609
+PUBLIC TEST BRANCH+
Changes/Features:
- "Nebulous Aegis" marker set now uses the classic ship silhouettes for friendly ships.
- Added "NTDS" marker set which uses circles for friendly ships, and added hull symbol text (e.g. BB) to the center to differentiate.
- Seekers with validator memory will now have that memory cleared if the validated target is lost by the primary seeker.
- Side-mounted fixed weapons will now prefer to roll onto target if the angle to target is over 90 degrees.
Bug Fixes:
- Fixed ships not being evaluated for elimination when their last DC team was killed.
- Fixed mines behind a terrain backface being able to trigger on ships.
- Fixed burst tube launchers not checking for obstruction on every launch.
- Fixed ELINT crossfixes showing their TQ as the last calculated TQ from a non-crossfix track.
- Fixed rocket containers and mines not being affected by radar jamming.
- Fixed lobby player count in fleet editor not updating if a player left.
- Fixed lobby alert ping not stopping if a player left and the ready count dropped below the threshold.
- Fixed Moorline Stern C DC board missing one of it's C2 mounts.
also jamflash works on valmem now
Which is apparently a new feature and not a bugfix
oh no... that could be pretty catastrophic, hopefully counterbuffs come in
this is truly the update of the single blanket on ans ships
yeah idk about that one since it worked that way in last test period
Rockettainers were the strongest container pre-bugfix, so TBH I'm not the most upset, esp since many fleets don't have radarjam
A buff for many CL and frigblob fleets tho
I was pretty vehemently against this because they're very hard to mix with anything
CLN back to the useless shelf until we get a working munition again, all the good targets can trivially take jamming (beam DD, gun CL, frigblob)
They sure as hell will now, and it's not like blankets needed the buff
They were the strongest because no other containers could count on any good targets being available in any given game, without a strong rocket container the whole ship is just worthless again
doubt it, I think a lot of 3k battleships are going to continue to hope chaff saves them
They didn't have to be that scared of rockets anyway, it's the medium ships it was good for
and now the beam destroyer guarding A point is 50 points more expensive and has replaced one of its mounts
and you can't just gamble on being able to rocket spam capitals because if they do have a jam escort or a jammer themselves you don't have a fleet
goalie DD never filled all of its c1s anyway
I have been taking jamming on mine for months anyway
I feel like I've seen very little jamming recently
I would rather OSP have a working sixth hull than ANS have to buy about two more blankets per team, personally
I don't think the CLN is a non-working hull
unfortunately even the removal of "the CLN does the CV versus light cruiser job and means you can't push if it's launching at you" doesn't make CL worth playing right now
but we'll see whether that changes
Over time I've become more and more convinced that the relative paucity of good radar on OSP means ANS should scatter the odd single jammer throughout the fleet anyway, it's often just an invisiblity button even for capitals
and I think the CLN goes back to non-working now that its only good weapon has been solidly kneecapped
especially in the lower cost roles that it was meant to be taking on
Absolutely true, I've seen entire OSP teams crumple an Axford pair with a few jammers
I have one jammer on my Axes and my 3k BB for softkill and it frequently just bricks entire lineships
something I didn't want to mention because I'm arguing for a CL buff is that CL with jam escorts in pubs sometimes just ends up as "you are immune to the enemy team at all times"
but that's a fleet editor meme
It's often a deployment problem too. If your CL group is out of arc for all their offsets OSP just dies
A few cheeky missile strikes on the spotters and they are done
I'm definitely chalking this one up to the extremely long list of "Mazer fixes a load-bearing bug/unintended factor without compensating, things go badly" incidents, I could be proved wrong but I doubt it
Two or three plasma changes, OSP losing EO, 20mm aim fix that led to a lot of hassle about the invincible Pavise, it's a real habit
mazer! make the raider no longer mandatory for CLs so I can switch to prowler/big whip and drop the second jamvette escort, thereby allowing me to bring an actually statistically significant number of S2H, and my life is yours!
I do wonder how badly jamming is going to shut them down. Rocket containers only need the briefest of tracks to stage, so the old "SAH breaking through just enough to stay on target" might save them here
They aren't SAH, it'll probably be like normal Act, which are just straight up bricked for as long as they're in the cone
and they only have short seeker range to begin with, they'll just get defendered
Fair enough, just thinking over potential buff avenues given the change is likely to go in
e.g. is this the point to push for a MN spinal anti-jam floodlight equivalent
Can't make them cheaper, can't make other seekers better because RCs aren't modular and making regular containers way harder to softkill means they can kill everything with giga decoys, can't reduce the degradation on performance because even 300m of jam effectiveness gets every RC shot down by 20mm anyway
this is a truly awful idea
This was the one container that genuinely could be non-trivial to softkill because of the different damage model
I don't think it's reasonable to expect people to have MN spinals lined up on someone to shoot cruise missiles at them especially when MNs need that slot for most of their firepower so that's three times the price of an illum shuttle spotting for SAH
Oh, I know it's not a good fix (nor one likely to be implemented) but that's more the level I'd reached given your above list
At least it's easier to aim the 4 C53s on the top of my CLN now, which are also now its only reliable weapon
Rocket boxes should at least get upgraded to use full EACT now that it would act like full EACT, or make rockets a warhead type to put them on good boxes
Staging at nearly 5k would be a massive nerf, they don't just have short range as a negative
I’d assume you could make them stage at 2km still even if they could acquire targets from further out
But it would still probably be a nerf because they now have more window to reacquire on chaff
Basic act and steerable extended have the exact same power, gain, sensitivity, and filtering, the only difference is max range and cone angle
(And also how the cone wiggles around)
@runic torrent I remember you worried about Mazer's mental health and stuff, and RN he's talking and shooting the shit about leaving the military
Apparently this is the end of his 8 years and he's been on leave since Aug 1st b/c he had 62 vacation days banked up and is (mandatorily) spending them before he's out the door
Also said his number 1 reason for resigning was wanting to spend time with his wife
So what, he's ashore right now?
It sounds like it
oh that's lovely
I hope he and his wife are doing okay
Most importantly: that's a lot of goddamn missiles on those OSP boats.
four S2s, if properly employed, can be a dead vette by themselves
OSP strike gaming may be on the cards
I didn't expect the OSP interceptor would get that many, makes me wonder what the bombers will get. The devlog mentioned that each Alliance interceptor can only fit a single S2 in its bay, although that's in addition to six S1s on the pylons
I just assumed that was the bomber, if that's only the fighter then things will be interesting
Yep, that's the fighter
its shape matches the concept art we saw of the OSP interceptor
Four S1s or one S2 on each station, four stations
Birthing hips? No no no, I said berthing ships 🥵
but Berthings are being removed next patch
Somebody watched RvB 👀
if ans fighters have an s2 slot I wonder if it can run an air superiority instastage s2h
if they can run hybrids, they're sure as hell not going to waste time using them on airplanes instead of ships
that's going to be a major balance factor
Mazer already said no hybrids in AN fighters, single-stage missiles only
bombers is still a running concern
We'll have to see when we get there. Plenty of time to hit them with the balance stick
I'm curious if we'll see a reasonable use in size 1 anti-craft missiles similar to those of AMMs
Or how craft will be affected by PDCs in general
Will mines be triggered by craft? That's kind of a waste
Like at best they take out a few in a wing
At worst they cant track/keep pace and are completely useless
They're capable of crippling much larger ships so unless they can kill more than 1 craft at a time thats kind of a huge loss
my personal probably-unwarranted concern is that if strike craft primarily attack by shooting conventional missiles at things, it's entirely possible that OSP strike craft don't really have any anticapital potential because the softkill that works on normal cruise missiles will work on missiles launched slightly closer, but I'm sure that will get a look
I'm worried OSP strike craft either consistently have their payload or their hulls shredded
But I'm hopeful they'll extend the OSP arsenal in interesting ways
CMD torps
disco ball still applies if the strike craft can't pack enhanced antennae
OSP strike craft are going to vomit 200 S1s-100 S2s at anything which can't omnisoftkill and CMD torp anything larger
personally I'd like a big unguided kinetic spike that I can shoot from my bombers at capital ship turrets and such, but if that's not uninterceptable it gets trivially slapped by defenders
if it's fast enough that might not be a problem if you shoot half a dozen of them in parallel from a wing
Something that might be neat would be laser guided for the strike craft missiles
We know they can pack illuminators so you always have the fallback of direct SAH which is hard to softkill. Especially with the illuminator so close the cone will probably be tiny
insane osp space warthog with a 100mm gun
Antiship grazer evenm
[Citation needed]
We know bombers can carry S3s and we have an image that shows a single OSP fighter being able to carry 16 S1s or four S2s
it's not much of a stretch
But what can HEI S1s really do to the modern ANS meta and it’s capital focus?
Hell murder anything that caps
We also know that number of strike craft in the air at once are limited, they cost points, and presumably Mazer wants them to have their own niche. It's unsubstantiated supposition being claimed as fact.
I’m just glad boxboat will have a use (as a box of bees)
Look, take 3x16 max warhead S1s - which we have direct photographic evidence are possible to deploy - and shoot them at a cap corvette.
that's 200 points by itself, I'd rather go with four to eight S2s for a fraction of the cost
Yep, that's 1-2 interceptors moving at something like 60 m/s
The benefit of the interceptors over just missiles will be that most of the points cost is reusable
For OSP, it'll also be specifically that they're a much faster and more maneuverable anti-cap S2 delivery device
I also assume they're getting a programming channels equivalent, or they'll also do S1 offensives better than shuttles
the big thing here is that they're almost definitely going to be able to kill a lot harder than anything that'll be racing a whip sprinter to a point, but they're not going to be able to cap the point themselves
so they'll have to have the usual sun shuttle behind them
I definitely expect they'll be effective anticap devices, it's the claim that they'll play exactly the same as other OSP S2 gameplay and rely entirely on volume, and that they will have even vaguely the same salvo density, that I highly doubt
Mind you, they could, but the evidence we've seen suggests against it, and more importantly, we don't know
I mean, if they don't rely on volume, they'll... kind of be bad.
Unless there's plane-only seekers.
There are a million and two ways to make them good
We've already heard of plane-mounted illums, IIRC. Multidirectional strikes dodge jammers. Wake val is potentially more usable. Plane antennas could exist. And those are without adding a single new mechanic
I don't mind speculation, I just get irked by claiming it as fact when we really have very limited info on how planes will play
Fair, sure.
planes with mines...
I definitely hope you're right about their anticap effectiveness (and I'd be shocked if you weren't)
Because lone cappers have always felt a bit silly, and having to send a fighter escort with them would make for an interesting shakeup
I do worry, conversely, that "the mandatory CV fleet" is a bit stifling for build diversity
Someone's Got To Be The CV Main
personally I am a huge capfleet fan and hope they aren't just reduced to capital ships with fighter escort, the game is incredibly boring when you can't have the light units scrambling around everywhere
I really think carriers are an opportunity to introduce some form of anti-heavy specialist weapon in a way that missiles currently just aren't, so if they are relegated to slapping corvettes I will be sad
Yeah, you don't want to kill capping, it's just "unarmed and undefended cap shuttle with softkill" that's always felt weird to me
those have mostly been optimised out of existence anyway, at least in my experience
no more than one or two per capfleet
There's a fair chance OSP has a 100mm option for fighters, that'd make things interesting too
I hope you can fit strike craft into cargo containers
I think that'd be funny
You can send them well away from your actual fleet to assist allies or something, could be neat
I mean they give the CLN a reason to exist now that all boxes die of softkill
Their stealth is too great for Hazel
Hazel has issues with multiple underscores IIRC
let me see if I can shorten the name while conveying the same essence
nope, this is apparently unhazelable
You could try with dashes
Yeah, I dropped it down to four words and it still popped an error, so I figure it must be a fleet file thing
Odd
Will there be boats today?
But yes! There will be boats today!
<@&942093958551588904> boats
BOATS
Boooooooat
be on in a minute
OK,let me clear up my archery equipment
Eeeps I'll be a little bit
The pain
time travelling battleship
It would have 18 teams with a berthing
Oh nooooo
i mean, test branch will fix that i guess
Test branch ultimately caused that one funnily
huh
They forgot to put a berthing back in after looking at test layouts
I actually played a game with it on test I’m pretty sure
I've been trying to build an ANS cap fleet I'm happy with, throwing this here to get some thoughts and organise my own.
It broadly functions with two roaming elements fending off the enemy cap fleets (the frig pair and the S3 and Jammer corvs), the beamstone denying a point and two floating cappers/gun corvs supporting the rest of the suite.
Pros:
- both strike units kill MMTs in neutral or better engagements and can do so repeatedly
- beamstone good
- lockvettes are great SA and team support
- They recently got upgunned to mk62s as they were getting into a lot of gun duels with spotters/lategame cap shuttles
- The corvettes often end up sneaking into the backline to pick apart spotters
Cons: - 100mm MNs are the bane of my existence
- Corv strike unit folds when caught between two offset MMTs which is very common
- The corvettes don't have the stopping power to take down heavier backline assets before a response can arrive (CLN, MDs, etc.)
- light on actual cappers (and the ones I have aren't throwaways) so in contested cap wars ends up losing a lot of assets to attrition on points
- hardkill pd is a bit sketchy across the board so CMD/SAH can be an issue
Fleet 'Fluffy Cap Fleet 20240819' is composed of 9 ships that cost 3000 points:
Counter Point : 'Keystone' class Destroyer [Beam PD EWar Sensor]
Malachite Mystery : 'Raines' class Frigate [EWar PD]
Jasper Jouster : 'Raines' class Frigate [Gun]
Garnet Strike : 'Sprinter' class Corvette [Missile Gun PD]
Rouge Rogue : 'Sprinter' class Corvette [Gun EWar PD]
Ruby Eye : 'Sprinter' class Corvette [Gun Sensor PD]
Emerald Eye : 'Sprinter' class Corvette [Gun Sensor PD]
Rose Thorn : 'Sprinter' class Corvette [Gun PD]
Mossy Murderer : 'Sprinter' class Corvette [Gun PD]
```This fleet uses 5 different missile types:
```yaml
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-187 ANti Light : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-H-389 Fishtail-AAR : DIRECT - ACT(RADAR)/[ARAD(RADAR)] - HE SHAPED [17pts]
SGM-H-389 Fishtail-APV : DIRECT - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [17pts]
SGT-330 Stronger Force : DIRECT - CMD/PSV(WAKE) - HE SHAPED [12pts]
Seems like it could work well! There's a lot of moving parts here.
I'd be interested to see how it performs in a game ^^
It's been putting up inconsistent but good results. This is a version of the cap fleet I was running on the weekend to mixed effect
(e.g. Misc's MMTs cleaned me up in the scout war one game while in another I cleared about 4.5k of mixed light assets while holding a 4 cap)
you did pretty well with the police frigates, they got a few of my tugboats
would have had more impact on the game if they hadn't ended up stacked with the Axfords after I took down the destroyer on C point, they weren't holding any space the big boys weren't
They were very dead at that point, I think the only mount left up was the gun on the jam frig. Your gigacanisters messed them up good
that's not on you, if anything the axfords needed to have stayed forward while you mopped up
the torp tugs are an old idea I've been bringing back, they do quite well in small ship knife fights and they can pair up to have a go at something larger if people go with the meta and just spam heavies
ANS capfleets are having a rough time of it these days, so often you just see a few capping sprinters and then nothing but Solomons
I had basically ran out of stuff that could fight, so you might have won with the single 120, but tugs are really good at soaking those
I was unpleasantly surprised by how fast the 250mm on the gunfrig took down my C30 ships trying to shoot the two of them
Yeah, been impressed by the 250mm. I threw it in there to try and hedge against MNs, but it has done work against light assets
Yeah if you can manage the micro in this fleet I think you can do a lot ^^
For sure I've also been turned onto 250's on Sprinters/Frigs to be able to hurt MN's while still killing small ships.
box boat had a good day today
also allegedly 35% load expended when I was out of all boxes by the end
and was moving to get into 4km missile range with beamstones as we ticked to 1000 points
Rocket boxes are doing some weird accounting where it's tracking the rockets not the boxes
Tom, did you have T20s and s1s on this thing?
Also you may have to name the next one Box Boat VI
Box Box Box Box
Box Boat v2.2 Newer Newest FINAL (old)
no to the t20s; there's c53s on the roof
yes to the s1s
I think having the ability to throw 10 missiles as a close corvette is really useful
also with the c53s on the roof there's a funky little pavise on the side
this box boat is very box shaped
Tester apps for the carrier update is open, more info in Mazer's post on the Neb discord #749252281404489758 message
Oh also the form has this pic as the header: https://cdn.discordapp.com/attachments/409638848302153732/1276651784999534634/image.png
Oh damn, ANS fleet carrier preview
! <@&942093958551588904> opened the boat night channels, though I'm not sure if anyone is around today
they're all busy voting on burst rails
I am! Are others doing stuff?
The voting takes 1 click
In truth, they're all busy shitposting about burst rails coming back
for context
Rails live! stomp stomp
I hope this is like, actually a thing though and not Mazer just being saltier than the sea he served in.
oh btw
@wicked mirage your time has come
I think rails just have a conceptual problem
they are supposed to be high power, long range, and accurate
thats just inherently good
I mean the first one of those qualities got crossed off the concept a while back
yeah and you never hear the end of it
yeah rail damage is, at the end of the day, not that high
I personally always thought fire rate and giving them a cycle up time before firing would be the best way to do it
but I think its just tough because the fantasy is hard to balance
honestly my issue with rails (and beams) is not with the weapon(s), it's with the fact that one of the ANS's hulls has an identity which competes with the turreted variant of said weapons
I lowkey think osp needs a beamstone equiv
Really Big Plasma Spinal that only the MN can fit
yeah something like that
I really think rocket shuttle wing is close
accelerates plasma much faster, keeping it hot and ready longer
I guess I mean like
I don't think I'd expect to kill a beam solomon with a rocket wing off a good angle
and I have definitely lost them to single beam dds
I'll be on in a few minutes
I've previously suggested a spinal torpedo launcher to help with that niche
Launch them at high velocity for better PD pen but they can't turn far off-course
I think the softkill/pd packages make that a bit messy
Shuttles are fast and maneuverable enough I've seen them outturn both beam turrets and DDs as long as they don't get shot in the 3-6 km zone
yeah but shuttles don't fundementally do the damage
to big ships
in the same way that beams do
I think shuttles are amazing at monstering dds and small to medium ships in range
but thats a bit of a different niche
It's not the same as old rockets where a lucky shuttle can kill a BB alone, but I think you underestimate them
that used to be rockets on OSP release and I'm still mad they nerfed then
maybe I do but I have found them kinda unreliable at killing larger ships
YAY!!!!
I'm in Lancer rn but I'd love to play if I get a chance when I'm done!
Lancer goes brrr
OKAY I DIDNT HAVE A CHANCE TO PROPERLY REACT BEFORE BUT I'M SO HAPPY!!!! My sweet silver bullets are getting the love they've been begging for all this time 😭 Like thirsty flowers in the first rain after a drought they'll bloom once more 🌹 ♥️
Also that's hilarious "Let Pyrope remain the only rail player in the game."
Honestly!
Aww
I've been wanting Rails to work well tooo
The little rail on my Keystone is a little awful tooo
Wait rails are back?!
device spotted
Power of faith in the flank button
Patch Notes - 0.3.2.22:240824-2143
+PUBLIC TEST BRANCH+
Changes/Features:
- Removed NTDS marker set.
- Removed Battle Dressing Station.
- Updated Mk81 Railgun stats:
- Increased traverse rate to 6 (was 3).
- Increased cost to 75 points (was 50).
- Decreased HP to 125 (was 300) and DT to 15 (was 30).
- Increased autoloader capacity to 5 (was 1) and recycle time to 2.5s (was n/a).
- Increased reload time to 110s (was 30).
- Added 20% discreteweapon-reload:energy debuff to Solomon hull.
- Reduced Redundant Reactor Failsafes cost to 10 (was 25).
Bug Fixes:
- Fixed WAKE primary seeker being turned around by gaps in trails.
RIP Battle Dressing Station
ooooh
I had a fleet cooking that was 2000pts of caps and a rail ocello
I think that might be even better now even at 1900pts of caps
Wait what does that Solomon debuff effect? Just rails?
Beams too by at least the description
but I don't know if "discreteweapon-reload" impacts beams
it does not, word of mazer
beams have "recharge" or some other differently named stat
Is this to avoid massed rail Sollies?
or rail solomons of any kind, yes
"invincible armoured brick sitting in the stratosphere murdering you from a distance" is the worst thing to deal with, and if the battleship is allowed to be a good railgun platform there's no real reason to use the others, so it's generally kept bad
railfords are (sadly) still on the table
railfords are (happily) still in the stratosphere
it is good to see that the update did have some consideration for keeping railstones in the game
Rails use Reload (Energy), beams use Cooldown Time (Beams)
20% feels heavy handed but any less would diminish to near-nothing with enough eregs
Wait I thought eregs don't affect it?
Might be miss remembering
RCCs was the change I think you are thinking of
Fixed WAKE primary seeker being turned around by gaps in trails.
I know this won't actually make WAKE usable, but I can hope
Every bug fix is progress on that goal
I wonder if rail balance and the surrounding longrange balance will reach a point where the MK82 can come back
Crank the Solomon’s malus up and that would honestly be possible. The main reason for getting rid of it was that with it, the Sol completely outclassed all other rail platforms by a ridiculous margin
how much of a debuff?
Honestly I'd love to the 82 just as a more durable 81.
So this is just Mk81s, the destroyer railguns are unchanged?
Just the mk81 for now
Fair enough, still a good change
Raillgun cruisers are my favourite, have been since the game launched
That being said, I need to figure out how to make them work
I do have a mildly silly idea for a pair of PUBcruisers with two forward-facing railguns and a torpedo backpack for close-in work and cleanup
single rail axford, 2-3 rail DDs
you do not have the room or buff modules for missiles, nor should you ever be closer than ~15km
(railgun turrets are paper)
Fleet 'Rails and Caps Test' is composed of 7 ships that cost 3000 points:
Maintenance Budget Maintenance Dept. : 'Ocello' class Command Cruiser [Rail PD]
Black Stones : 'Draugr' class Clipper [Missile EWar Gun PD Sensor]
White Stones : 'Draugr' class Clipper [Missile EWar Gun PD Sensor]
Grey Stones : 'Draugr' class Clipper [Missile EWar Gun PD Sensor]
Scatter Plot : 'Draugr' class Clipper [PD Missile]
Napoleon Solo : 'Ferryman' class Clipper [PD Gun]
Illya Kuryakin : 'Ferryman' class Clipper [PD Gun]
```This fleet uses 4 different missile types:
```yaml
SGM-1 Repo Freeze : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-1 Salvo Assist : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-208 Dasmarket Vape Canister : DIRECT - CMD - HE SHAPED [11pts]
maxing out the eregs gets you a grand total of 2.5% reload reduction for 60pts, not worth
Diminishing returns my beloved
dropping a shuttle lets you pack in PD but ideally it's just sitting in the black
Are those the small or big chaff packets in the Ocello?
big
Got it, are they actually big enough to draw missiles away from railgun sig increase?
if you can you should try to let the rail bloom decay before the missiles arrive because the bloomed sig is huge even by chaff standards
but it can't hurt to try
Makes sense
If I was an ANS bomber pilot I'd love seeing an Ocello with zero PD, but my version's alongside an LN instead of a capfleet
Different points considerations
plan A is "don't get bombed or cruise missiled, you have an MMT screen", if that happens a lot then I can always stick some auroras on
in test, 15 DC teams, workshop, DCC and fire suppression system can handle being shot by a single railcello reasonably well
at the very least, the guns are remaining fully operational at all times and the crits are being dealt with fast enough to avoid them stacking up
it is chipping quite a few thrusters, panels and track correlators off, though
about 15 minutes of railgunning from a good angle
rear C5 was a missile launcher, it didn't lose anything hardened
certainly not a rain of fire I'd like to sit in for ever, but BBs can handle it
now the real question is can they handle it while being shot at by your friends
Actually on that note, wouldn't it be smart to stuff a dazzler on the ocello which when combined with the softkill should largely protect you from any errant S3H that would inevitably get flung your way?
it costs about 150pts to slap a disco ball and a dazzler on there, yes, but given that that's an entire cap shuttle I want to see if you can get away with just sitting as far back as humanly possible
auroras would probably be cheaper, if anything
Fleet 'Ocelloposting 2' is composed of 3 ships that cost 3000 points:
Void and Chess : 'Ocello' class Command Cruiser [Rail PD]
Void and Cheese : 'Marauder' class Line Ship [Rail]
Volt and Cheap : 'Flathead' class Monitor [PD Sensor EWar]
```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]
Noo, my fleets need to be edited now. I use Battle Dressing Stations so my DC teams live longer.
So funny story about that, the Crew Vulnerability stat is an absolute placebo
It doesn’t actually do anything, turns out
what if instead, Battle Dressing Station had the bugged effect Workshop Repair Cap and just made your crews immortal
And also if crew vulnerability did work as advertised, battle dress had the issue of being so fragile you'd lose it early
Say is there in game banning?
I only heard that if someone does the big bad you’ll get banned from Nedbis and that it was said ingame there’s only the "!!!" Warning system
There was an incident on the Falcata server where they jokefully tried banned another admin from the Neb server. It worked, and when they tried to unban, it didn't work, and when they asked The Community Server Guy, he said he didn't know and had to ask the main game dev.
Ah okay
I just thought that I never saw someone actually getting banned
Only to fucking remember "wait a sec how should I see a person ingame who got banned" lmao
Individual servers can ban people and there is a global banned from multiplayer list that is controlled by the Devs, but it isn't used often
Sorry, it wasn't another admin who was banned, it was the mod dev.
Huh. https://steamcommunity.com/sharedfiles/filedetails/?id=2912097679 <@&942093958551588904>
I spy with my sauron's eye
Oh wow
Something... Nebulous
Thanks <3
You'll have to track the author down for rules
They're probably on mazer's server
oh yeah this thing
Righto
Oh you’ve seen it? What’s the deal? If you know
i saw like a reaaaally early version of it on this one neb campaign server
idk if anything i have from it is still remotely up to date
Ah I see
fuckin. this was before my egg cracked holy shit its been that long lmao
uhhh i could go digging if yall suuuuper want but
spoons
(adhd moment)
Nah it’s all good! Been there, am there lol
Did-
Is this a nebulous boardgame??
Interesting
"we have campaign mode at home"
The campaign mode at home ^
I love it tbh
Patch Notes - 0.3.2.22:240830-2137
+PUBLIC TEST BRANCH+
Changes/Features:
Updated default Riposte missile template to be better.
Failing to load a fleet file due to an XML error will now leave a warning in the log and not print to the screen.
Bug Fixes:
Fixed all decoys having no icon override and appearing as a solid box.
Fixed missile designation input not having a max character limit.
Fixed missile nickname input not validating text for invalid characters.
Fixed skirmish chat being obscured by the HUD.
Fixed debriefing chat not rendering messages.
Fixed number text entries for player profile color picker not working.
Fixed Marauder Stern B reverse thrusters having 80% power instead of 100%.
Fixed WAKE turning to the trail's direction while well outside it in some geometries.
Fixed ARAD validator memory being cleared when it should not have been.
Fixed missile editor component selection indicator expanding clickable socket area.
Another day, another step closer to WAKE being usable
real 😔
Also yay for riposte having a good warhead size and settings
<@&942093958551588904> opened the boat night channels, crazy busy day today my bad
Will be there in ~10
hmmm
I could take a break from minecrafting for a boat game
I'll hop on in that ~10
Good Game.

wowee
an intimidating two hexagon gamer
DAMN !!!!! congrats ^^
dang, congrats
that's a lot of games since you mentioned being close on Saturday
A look at (almost) all of the new toys and features coming in the Carriers Update, as well as a discussion of the initial testing phase and balancing progress.
Play on Steam: https://store.steampowered.com/app/887570/NEBULOUS_Fleet_Command/
Public Roadmap: https://trello.com/b/ZNxJIGSQ/nebulous-public-roadmap
Join us on Discord: https://discord...
Devlog is here!
I'm in the middle of a Lancer game, oh no
Yeah this is pretty fly
||OSP as the "carrier faction" confirmed is good to see. This is looking really good ||
I'm so hoping that I get into that playtest
God that edit
Personal highlights:
- ||Craft config screen is lit, and looks pretty intuitive||
- ||OSP confirmed as carrier faction, and they have some very cool toys||
- ||New OSP toys includes a one-shot s2 launcher w/ fast-ish reload||
- ||Flight limits out, fuel is in. Including drop tanks||
- ||Fuck yeah craft automation||
This game is so peak
I think the funniest part of the devlog is that I submitted my tester app yesterday and it already evaporated my "any concerns for the upcoming update?" section
My concerns are still there, because we can't see what effects craft have on the cap war / whether CV players become mandatory in a team comp until we actually get them in player hands
See, my concerns were more about small craft not being allowed to be too impactful. Cap war changes all the time
I think it's safe to assume the worst of the specific balance woes will get hammered out in testing.
Systemically there looks to be room for existing cap war concepts and spacecraft to coexist
as we seem to remember it pre-MMT s unarmed cappers used to be the standard, and you will still need your shuttles and corvetts to cap at least acording to the lastdevlog
||idk what mazer meant by “one armed bandit” as a slang term/real life equivalent but i get the intent||
||and yeah I guess that defensive size 2s are real now, basically SAMs||
Idk I think that the crafts that we have are final
Although a minelayer would be cool
||space hinds, pogulous||
Can’t wait for the mech mods lmao
The Mark 13 guided missile launching system (GMLS) is a single-arm missile launcher designed for use on frigates and other military vessels. Because of its distinctive single-armed design, the Mark 13 is often referred to as the "one-armed bandit".
The Mark 13 is equipped to fire the RIM-66 Standard, RGM-84 Harpoon, and RIM-24 Tartar missiles fo...
I see
Yeah, but that's why I want to become a tester
to do the hammering
||Bombs are the anti monitor tech we deserve||
||yeah I was suprised to see the glide bombs||
||cool as hell though||
||I guess they’re ans only?||
|| per Mazer in nebcord they currently hit comparable to mines which will be a nasty threat #409638848302153732 message ||
Oof
Source: https://youtu.be/9RLpmVvTloc
If you’re reading this, Doobus, I really enjoy your content. Keep up the great work! :)
||I’d assume the skiff is just a smoller radar craft?||
Skiff is the small and sneakier radar craft, but Mazer also said needs more love RN
B/c the OSP scout, Pike, has some nice toys already
||you say that, but mines have a horrific hit rate against defenders or pavises||
||The big threat is as a finisher for incapacitated but not destroyed targets. I've seen mines planted next to sad ships to good effect, this would be a lot more responsive even assuming equivalent pd pen. 100 damage rays are scary enough to capitals that they are worth jumping through hoops for.||
No they hit as hard as mines do
Nope! See 17:50 in the devlog ||for a combined rocket/bomb run with with the OSP Strike Fighters||
I see
alright, now that I've actually sat down to watch the devlog
I'm one minute and twenty seconds in and exactly what I was worried about happened
sprinter's going for pillars B point, eats 24 rockets from a strike fighter cloud and disappears instantly
If a strike fighter group couldn't pop a lone sprinter I'd be more concerned. Replace the fighter group with an MMT and you get similar results.
Fighters are a lot faster and stealthier than an MMT, though, s'the thing.
At 1:02 you can also see the sprinter has an empty c1 on the facing side and isn't firing anything from the belly so I heavily suspect that was an ACAP or pinardvette
Sure, they're also made of glass in comparison to a full ship. Tradeoffs that add more variety into the cap space. We'll have to see what tactics and loadouts evolve for the new space. Looks like we are already seeing that evolve in just the limited tester games already
Do we end up seeing rebounds, AMMs or even auroras on sprinters? Who's to say for now
AMMs are already mandatory on any serious Sprinter
Oh hey Mazer just confirmed OSP can put CHLPs in bulker c4s
Carrier faction let's go
those corvettes were played by Rymarq, the most "what the fuck is damcon" and "no PD best PD" player I have ever seen
famous for such exploits as the 10-monitor "capfleet", the 1500-point Solomon, and other such freaks of nature
I made a two-rail-solomon fleet last update, I am a knower of the ancient arts
I'm conducting intel on like 10s of useful footage and NSLW just comes in and slams the player responsible
I'm just saying, if there's one player most likely to lose their cappers to fighters, it's them lol. Not saying your concerns are completely invalid, but don't take too much from just that one game
It's really far forward for the game state too
I'm keen for this. Giving "blind" bulkers access to "it technically has a radar" craft will be very nice
there was another sortie in that same game not shown in the devlog, where I tried going after a trio of orbital bomber corvettes and the player was not asleep at the wheel and dodged all the rockets, as well as downed half the flight with AMMs
Oh, don't worry, I'm not doomposting
I'm just tapping the sign of "this is why I want to get involved in testing, this is the stuff I want to see shake out and bend into shape".
Right, apologies I may have overreacted
Nah, tone's hard and I did come off like I was potentially doomposting
I'm sure you've had to deal with enough of it on nebcord
the carrier's small slots are class 4...
railcarrier real?
this is why we got the PTB mk81 buff, clearly
railcarrier very real since I don't think carriers need module slots
The other thing that catches me out is "hm, that escort carrier has very large PD blind spots," though >current OSP cruise
if you're talking about the Levy CVE, its pads are integrated into the hull and aren't sockets. That was mentioned very briefly
Damn, I thought the integrated comment was only for the "C6"
railcarrier not real...
SEWACs being called out as "as expensive as a spyfrig" makes me wince a little
"can dump eight CMD S2s or four CMD S3s at once"
Stronger wince that time.
Something I don't think is mentioned much in the devlog: PD range. I'm going to go ask in balcon how often bombers actually get engaged by PD over CAP flights.
Gonna make a meme about "VLS-3 corvette when the real bomber shows up"
I wonder how viable hybrid box/plane CLNs will be
I personally predict pretty viable
I wonder if ttk on bombers and torp travel time makes "kill the bomber and turn" a feasible PD approach (or even just what bomber comm strength looks like)
I don't expect comm strength on bombers to be super strong but also OSP doesn't have a lot of comm jamming available anyway
do we know what sort of range craft costs are in? the frames are circa 10pts per iirc?
oh wait yeah osp
TBD, but the ones seen are currently pretty cheap
my rust is showing
Point prices are one of the last things dialed in tho
yeah makes sense
just wondering what the risk/reward looks like on trying to jump capships early, from an "idly theorising" perspective
Can't jump them in naturals bc of launch prep + travel time, but you can probably guard neutral points
I have lost to the ten monitor blob before, Rymarq's fleets are cursed but you can't say Lady Luck doesn't love him
I'm personally hoping OSP gets some slightly more reliable bomber hunting capability out of this, I am very sick of bomber fleets
Heya Misc, happy "OSP is the carrier faction" day
I haven't got to the devlog yet, I'm very pleased about this
ANS carrier also looks drippy as hell, I am looking forward to flying CAS
this is looking pretty sweet
that does look sick
really waiting for this update to materialise before I get back into neb
Same, definitely intending to get back into boat nights once carriers drop
Favourite quote: "it probably says something about me as a person that I have a favourite radar... but I did make this game, so."
This all looks incredibly cool
Honestly my personal biggest concern, balance aside, is the huge design space that these very flexible craft open up, lol.
It seems like modular missiles x10
That's more of a mental overhead and fleet design thing, though.
honestly i think what says more about him is the fact he went “oh hey i could give them a one-armed bandit”
which is a very specific nickname for a type of missiles launcher
yeah
like
whole new dimensions just opened up and i am so here for it
From idly watching the video, it looks like it's hitting a fairly nice middle ground between strike power, anti-craft defenses, and craft durability. Seems like there's some space to play between risky heavy hits and more cautious but safer plays.
what I wanna know is how carrier heavy teams play out
thinking about the ancient days of navyfield where the carriers would send a horde of fighters out, shoot eachother down for points, and then leave the battlefield because they had nothing else to do
The update looks lit
Tho it seems am about to get my ass kicked even harder now
Mazer is trying really hard to make me like osp
I'm really sad the ans only gets the small carrier tho
Forever stuck in Solomon 
Can't wait for this update
god the ans carrier looks so cool though
ANS battleship admirals eating all the large hull budget
berthings arent needed anymore right?
They won't be in the next minor update
Currently out in the public test branch but main still has them
ok
God damn large hull admirals! They ruined large hulls!
Just watched the devlog, did Mazer just forget to circle back around to talk about glide bombs?
Didn't he just specify the big ones are integrated, not the C4s? Idk if you're working off more info than the rest of us though
Also very curious to see if you can mix carrier pads and container banks for the ultimate standoff weapon
Don't need wings to glide in space 
But is it gliding then 🤔
Sending a bomber (Craft type) strike package up to them might help, since they’re by definition away from friendly AA
Strike fighters with S1 offensives might also work if you’re hunting sprinters.
"Float bomb", "slide bomb", and "drift bomb" were all canned
Dropped on the cutting room floor, he gave the short notes on nebcord
#409638848302153732 message
I appreciate them basically shortcutting execution by minefield
They're dumb kinetic bombs. They fly at slightly higher speed than the craft was travelling at release. They're small and hard to hit. They do a shitton of damage with 100 damage rays, so they can finish ships off but don't work well against defended or maneuvering targets.
(Since not everyone's on the Nebcord)
(fair point)
Huh, that's a nice feature
insanely rare discord w
I wonder if you can also order them to drop from like 10m away to smack PDless cappers
hmm, I kinda hope so
if nothing else so I can set it to that in desperation against still living capital ships
I'd call em inertial bombs tbh
Probably a longer range for that (since Sprinters are dodgy jerks), but yeah, would be a nice last-ditch option
That makes me think of bombs that deal damage from inertia, like those S2s that were tested
(But yes, "glide" is a silly term, I initially assumed they had some minimal maneuverability from the name)
They could just call them "bombs" tbh
Yeah
Depending on their PD pen they might even be a primary option vs softkill heavy capitals. Can't softkill a dumb bomb
They are fuckin awesome regardless
I'm definitely interested in how a salvo of glide bombs + decoys works against capitals
Have the ConL go full-circle
drift bomb goes pretty hard actually
but ingame they're just referred to as "KBU-15 Bomb" as you can see in the devlog
Do we know how the 20% energy reload penalty on the Solomon interacts with eregs ?
yes, it murders them. because for the diminishing returns math, the 20% penalty counts as your first 20% bonus
so your actual first ereg takes the penalty of a second ereg, and so on
I know that's weird, but it's how it works and it works fine for our purposes so didn't see much reason to spend dev time changing it
the goal is to put a flashing neon sign saying "railgun battleships are cringe"
I thought that 20% was a good amount but damn that really does murder them
and good riddance
A bit of a shame that it comes at the cost of @junior heron 's Ocellopoker on the back of the Autumn (beam BB)
But sacrifices must be made
Oh lol
Yeah, and if it was 19%, then the 6 ereg BB would ignore it
B/c it would apply the six 20%s first
Imma do it anyways 
Lmao, ok that's amazing
That's a wild interaction
sort(abs(modifiers));
Cannot be worse then missile BB and I do that anyways
You can build as many rail BBs as you like so long as they are not the meta
that was a dark time I don't want to experience again lol
It did suck
I don't want it back either
I'm just really bored of cannon BB at this point lol
I've been stuck with one build for a year lmao
I hope, though doubt, that at some point we get a spinal big craft launcher for the Keystone
That would be awesome
Let it bring one (1) SEWACs
Also fun fact, the Skiff is cross-faction
some part of me is sad we didn't get BSG launch tubes
i will say, grazers are going to be really scary
Just cutting off a Battlestar flight pod and calling it a ship
like they don't make any sense, but still
There'll definitely be mods w/ them
no doubt
What I'm curious about is Sarissas
oooh
You can see it in the devlog but it's very easy to miss and few people noticed until it was pointed out
That's very interesting. A useful little budget option for when you need a lil scout
also i can't help but wonder if you could make a hangar that can refuel and rearm, but not repair
Which resulted in NSLW panicking that he accidentally leaked something
or any sort of combination of the three
Sarissas have been way too niche for so long, I'm hoping they cause Problems for small craft
(Though not too many, don't want them to be oppressive)
opening up entirely new genres of space horror as I get disintegrated by sand
Honestly that would go so hard
true
That and 120 RPF
It looks like smallcraft know how to use evasive maneuvers, do they might just result in a big area of "way more fuel to cross" and a smaller area of death
I can only imagine the sarrissa deadshot will be even more brutal for strikecraft
"what Whipple shields? I say as am desintegrated by tungsten dust"
That's also pretty cool tho !
Defensive onion my beloved
Yeah, I definitely would be happy with that result
Especially since it would make initial scouting have an interesting tradeoff of "go straight ahead and risk being annihilated by the first volley of sandshot" vs "scout half as fast and half as far as the opfor"
The only thing I'm sad about is the turreted missile launcher
Oh it's awesome
Does encroach a bit on ANS though
i dont think its a big deal
I'm just glad for defensive S2s to be usable for OSP
yeah
Same
It'll depend on the footprint and refire rate, but yeah, not super concerned
I hope we get like, an S1 turreted missile launcher for ans
Lineships do have a lot of C2 mounts though
I do not really think it will be able to do anything mls can't do in the offensive sense
Or to improve the torp turret
except maybe booping undefended cap vettes
Or that
I'm really not worried about the balance
I think it's gonna be awesome
Yeah, the biggest thing I could see happening is Lineships getting a new secondary option
I just wish the ANS got something as well
Plenty of time to see what other toys come out of this process
ANS being able to backpack strikecraft is a nice thing
i feel like a S1 missile turret that can rapid launch missiles might be too strong? idk
eh the ans have enough toys imo
Absolutely
Sad that it looks like smaller boats don't have anything new planned yet
im fine with whats been shown
Vauxes having a bit more flexibility would be nice
But otherwise yeah
dont want things to become too bloated
Broadside LNs get this too which will be very nice
Oooh
those are c4 mounts?
I wouldn't hate vauxes getting something
Technically I suppose that means Ocellos can too
Sure are, that's why faction unlocked LNs are silly
But... no.
wait can they?
give me the fighter launch tubessssss
I disagree a tiny tiny bit because the vaux exists
Wait can the scout craft fit in the size 4 hangar ?
hell yeah
That's pretty cool
Carrier Faction™️
Yes it uses a small pad
are the c4 pads on the levy built in or can you swap them out?
It means you can throw a couple scouts with EO Pods into your usual OSP fleets 👀
Local cap fleet returns to having an emotional support 250mm LN, now with fighter escort
Those prove visual but not locks right?
Very excited to stick these on the back of MD liners
strong signture
basically a bloodhound?
Aight that's pretty awesome
Hmm
arent the skiffs getting a bit more stuff to make them more unique?
the eo pods seem nuts I gotta say
Devlog said the scout EO is almost as good as a lock
It does look like they need to get fairly close to use it?
I gotta say
Also the EO pod gives visual intel, so you can know track so and so is a beam BB or w/e
But actual spotter craft is a beautiful thing to see
id assume missilecam is gone though
Im really excited to see 120 rpf effect on small craft
Just realized this also means nose launchpads on MNs
I'm somewhat wary of them at first blush, because it seems like just yet another case of "OSP decides it's not interacting with extand radar/jamming mechanics today"
See: EO containers, rockettainers
Depending on the depth probably also ventral/dorsal pads too
Yeah full 6x4x6, just checked
So sad to see MNs do yet another thing
In this case play pocket carrier
Just not extra-deep ones, so they can't mount MDs, thank goodness
we need the BSG style launch tubes
???
That's pretty mount inefficient on anything but spotter MNs
MNs have, like, one and a half viable roles right now, up from years of zero
A bit of a shame that it comes at the cost of @junior heron (Tommy, he/him) 's Ocellopoker on the back of the Autumn (beam BB)
the malus is reload right? so with the burstfire rail it still gets the initial poke
which was always the hope
oh wow
Yeah, if you don't sweat the sustained rpm you can still get that initial burst then ignore it for a minute
Good point
Depends on if mount sizes get adjusted, if the CHLP is 6x3x6 yeah it fits but I could also see Axford/Solly's c4s getting pushed a little deeper
Deeper front turret mount is actually a notable Axford buff as it shields your internal stack with the mk66 better
(Putting a Bloodhound, EWR, and launch pad all on one MN for the Ultimate Dog)
Super Intellitor
I'm just excited about having a use for the Solomon back C5
I really enjoy how flexible that mount is
gun, beam, interrupt, vls-2, vls-3, or helipad Soon™️
I usually had some s2s in their because shuttles can kiss my ass
woagh patrik you play nebulous?
Yeah
awesome
I've had a break but I've been playing since the month of release
oh same
just haven't played in a long while
bad internet mostly
but now I have good internet™️ so games are once again possible for me!
I just had an unreasonably long loosing streak lol
(I still do actually)
I'm at 19 loses in a row
my presence crashed other people's lobbies :b
Iirc
Oof
Was that an issue on dedicated servers? I've been hosting one for Boat Nights
yea it started happening when dedicated servers came in
(Though Boat Nights have become very quiet lately, and will likely remain so until carriers are in public test)
Ah, rip
though the stability wasn't great to begin with tbh, it just only effected me until I started exploding servers
but yeah :(
we'll be happy to play again
it's gonna be a lot of relearning
Mazer has slowly but steadily been patching out issues with the servers as well so there's a nonzero chance whatever it was was fixed
But hopefully we'll not find out
Same
well I don't have bad internet anymore so I shouldn't have to worry about it lol
exactly
At least the biggest part of the learning curve is knowing how to navigate and plot in 3d space, and you know that already
I wonder if people feel about railguns the way I feel about LNs because then I kinda understand the spite
Huh really?
I always felt it was the fleet editor
There's a lot of depth there but prebuilts mean you don't have to engage with it
I've gotta get a hand on what the gamespace looks like so I can build my own things yeah
And you have a basis you can use as an example or as a starting point to modify
....I don't think I ever actually used any of the pre built fleets
but carriers are really gonna shake that up
They've had a lot of love poured into them over the last few patches and are in a good spot
have the ans fleets gotten any updates?
I think all the fleets got a touch-up not too long ago
yeah I'm looking through them and they're very different in some cases
Redwood in particular
it's a rail destroyer fleet now
instead of a CA and a wing of corvettes
Being able to pack 24 defensive s2s on a corvette is gonna be mean for dealing with fighters
Like, vls 2, chaff box, defenders is gonna be nice, but you may want a bit more stuff like omni jammers, but that could probs go on the carrier
Oak has always been a benchmark fleet for good reason, the rest have been varying degrees of quality but nowadays I think they're all quite solid
cmd omnijamming is gonna be even better with bombers in the game
cos you can jam the torps with em
Oh shit I didn't think of that
I sure hope so
I can't wait to make pd missiles to smack craft
We saw fighters pack S1s and use them in dogfights
So I'm pretty excited
Hmmm
I'm now thinking about dedicated anti craft builds
I will say
I don't know if we're gonna see dedicated anti-craft fleets
but the space for anti-craft ship designs is pretty huge
Yeah
PDfrig my beloved
I wonder if we'll in fact see the one-armed bandit in the game, and who'd get them.
Thank you, sorry. I don't do well with video devlogs. >.<
Fair enough!
yeah
mazer had a corv with his carrier on ans
I feel like that's going to be mandatory because of how bad Levy PD looks to be
and what would this pdfrig be exactly
that said, I do want to try Vauxhall-Levy fleet in a 3k
i hashed out a corv real fast, it was just vls 2, chaffbox and 2 defenders
We don't know what works best against craft yet, but I'm going to guess 2x stonewall + sarissa + VLS-2
i see
i feel like a corvette may be more useful than a frig for purposes of defending a carrier so you can move quicker to respond to threats
and you gotta worry about containers too
I think that was actually NSLW's fleet
well, mazer showed some ans gameplay
Yeah, just happened to see Wolf talking about playing it WRT the liner he ambushed
I was the OSP carrier that game, AN carrier was Vren. I think the corv was a natural cap guard, but I'm not sure
Ahhh, okay
the thing that gets me as a modder is the fact that the one-armed bandit is a mag-fed missile turret
this was basically impossible to do before
Mag-fed torpedo launcher in mods soon...
Class 3 triple shot, no less
I mean the mag fedtorplauncher has been around for a whie now
Sure, but now mag-fed TLS is possible, which is the cool one
Is'it the TLS the worstt launcher in the game?
mainly because it can’t elevate and is stuck at C3
the one-armed bandit fixes at least one of these issues
more to the point, it mag loads
this could be used to make a reloadable rocket turret
or a mine thrower
C3 is pretty manageable b/c c3 mounts are common on Alliance ships
The issue is that it can't pre-aim but also waits until it's pointed at the target to fire
which leads to the lack of elevation doing it in
And despite (most) torps having seeking it won't take a "good enough" pointed-at
yeah, if we're modding to make a mag-fed TLS, you can give it a wider "good enough" aim cone
Did mazer not say the lack of elavation wsa intentional?
it's good for modders who want missile-turret based factions but also want the depth of a mag and/or a reloading turret
I guess i am just struggeling as tothink why anyone would wantto waste more points on the woraslancher type in the game. as IWRC the problem wht the TLS neeidng topint right at it's target is just from how the aiming logic for allturted launchers work, (I.E.RL-18/36) if not turetsin general
anti-Craft that isn't from the age of sail (read: grapeshot)
I think torps are probalygoing to be the worst anti-strikecraftoption
I personally don't want it for anti-craft, I think it'll be a really fun mod to make a TLS that's actually useful
I have not lost the dream of the Kitakami Vauxhall
Container AMMs are likely going to win that crown as funny as they will be
As we understand it the TLS's underlying problem is that it works best with high speed and low G tropedos,wich just fold lik wet papper to defenders
But S3H has a chance of surviving a head on approach to a nimble target that's likely pointing 20mm in your direction
also, interesting that claymores will be able to bring flak guns
For reference, the launcher shown off in the devlog is a turreted, single-shot S2 launcher with elevation, that draws from internal magazines
For the OSP
Specifically intended to allow them to field defensive S2s effectively, since they lack VLS-2
On the other hand. A SAH container AMM is extremely cheap, and effectively immune to flak and S1 AMMs. And strikecraft can mount illuminators. So I can see a world where sending a strike of containers guided by a couple of strikecraft could absolutely clean up a furball.
Especially if the strikecraft also carry some evasive S1s or S2s to break 20mm
I’m curious if the one armed bandits can be used effectively with offensive missiles at all
Probably, but you're better off using MLS in the offensive case unless you want more sustain over burst - which is doubtful considering how missiles vs. PD work
That is a good question. I think so? It looks like a C2.
I think the S2 mount on the shuttle might be shallower than most? I think that's true of the Spromgtler one, at least
That said, defensive S2 huntress shuttle with 100mm grape top gun...
I could see the Bandit being useful to give some flavours of LN or Ocello extra reach, in particular if you're already bringing them for strikecraft defense
EWR Tugs too, in general I imagine any boat that brings defensive ones has very little reason not to pack a couple offensive missiles for smacking PDless or winged targets
Based on the refire rate in the video I'd be surprised if they're ever the primary offensive strategy though
Unless ammo elevators buff them
We don't know anything about modules, which is a big ????? space right now that really should be filled
but also I haven't seen anyone saying anything about the "does PD actually shoot down craft in a real game" question, so there's a lot up in the air from an outside perspective.
We do see 20mm chewing them up in the devlog, and we saw S1s in the previous one
Haven't seen video of S2s hitting yet AFAIR, but Mazer definitely implied they do when describing the reasons for the bandit
Sandshot, lasers, rpf, and grape are all big question marks though
Pretty sure we see a grazer delete a fighter in the devlog, let me check
Edit: Confirmed grazer at least firing at fighters at the 16:20 mark. Unclear the exact cause of destruction
Oh, I think you're right
Yeah, we do
I mean "if you don't have your craft randomly charge into 20mm fire or deploy missiles from inside Grazer range, do you lose any of them to PD"
Ah, fair
I'd expect it's at least supposed to be real threat based on how much it was highlighted in the video, but it definitely might take a fair bit of balancing before it actually shakes out that way
And ofc design goals might well change during playtesting
My guess is there's supposed to be a risk-reward tradeoff on how deep your strikecraft dive, but I don't think that's been stated anywhere
Final speed discrepancy will matter too. If the speeds are similar just charging into a furball with a PD corvette will likely cause a very bad time for the strike craft
I mean, missiles launched from point-blank range will be deployed with basically no reaction time, but when your craft can also just be Immune To PD and still launch missiles...
It might be that missiles for craft have half of the fuel they would when launched from a ship?
The speeds are similar unless you've got Plane Flank on
(after the speed nerf)
Close enough launched missiles are also functionally immune to softkill which is a huge win for hit rates
Yeah, it feels like that'll be a huge punish for softkill-reliant ANS ships if you want to try braving the mandatory 4x Defender
Assuming they're immune to PD is a very weird stance, given... the entire devlog?
S2's got an 8km range (unless there's something like "missiles equipped to craft have half fuel," as considered), PD range is 3-4km and craft are constantly maneuvering to give them psuedo-terminals
From what limited devlog footage we got, it seemed like the times that craft died to PD instead of fighters were when there was either a bug (the time when the fighters just ran straight into a Vauxhall's 20mm range instead of turning away) or a micro mistake/distraction
Which is why I want to pick the brain of someone who's been doing testing and can give some insight on what the actual game state looks like for that interaction
I will say, I won't be surprised considering Mazer's background/influence if the intended interaction is "craft won't die to PD if played well, bring defensive missiles or a CAP flight".
Since that's... how IRL air interception works
PD can never work perfectly if missles and strike craft are to have any use.
Well. To a point. It's fine if 3k points of Aurora/Sarissafrig is immune to missiles and strikecraft, because then you don't have a fleet
and as it stands there are missile designs that are basicaly unintercetable by PD, high G corktorps an flackskip s2h''s are both good examples of this
I would have guessed this before this devlog, the amount of video focus on them getting shot down makes me more skeptical though
Hopefully Mazer will test different thresholds and keep whichever plays best
Ayup. I'm itching to just get to grips with the stuff and smash things together until my deranged ramblings produce viable combat data.
Vauxhall 250RPF wall escort for a medium-line Levy...
I don't even have to change my three gun frigate lineup
Moorline small mounts are 3x4x3, Shuttle gun mounts are 3x2x3, so we'll see
however
for my strategy of constantly drip feeding garbage missiles until they run out of chaff 🤔
See though, Neb largely mimics 1950s naval warfare, basically the last hurrahnof naval AA.
[Reply to:](#1164000873031151637 message) I will say, I won't be surprised considering Mazer's background/influence if the intended interactio…
Apparently if you build a ship with VLS on test then open it in main you can get mini-VLS
This has no real use. But I love the smallest backpack anyway.
a tiny home for your single missile
They're roommates
roommissiles
Try removing the underscores
Fleet 'Ocelloposting 2' is composed of 3 ships that cost 3000 points:
Void and Chess : 'Ocello' class Command Cruiser [Rail PD]
Void and Cheese : 'Marauder' class Line Ship [Rail]
Volt and Cheap : 'Flathead' class Monitor [PD Sensor EWar]
```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]
It's literally just the Vauxhalls
Or maybe the missiles
Bizarre
Fleet 'Test' is composed of 2 ships that cost 1536 points:
Major and Fake : 'Vauxhall' class Light Cruiser [Missile EWar Sensor PD]
Minor and Real : 'Sprinter' class Corvette [EWar PD]
```This fleet uses only one missile type:
```yaml
SGM-101 Hobgoblin : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
You on main or PTB?
PTB
There's a bug with PTB missiles being loaded by main branch and causing weirdnesses, possibly triggered by ARAD but could be something else
SGM-H-220 Not Very Fond Of MNs Block III is a size 2 missile that costs 13 points.
SGM-H-220 Not Very Fond Of MNs is a size 2 missile that costs 23 points.
Is Hazel drunk
what the fuckulous
making a boat with missile silos exclusively on the left side and calling it the [WAKE] Left
How do I deal with ocello bow tank?
Short answer: Flanking, beams, HEKP hybrids, overwhelming volumes of 450AP, railguns
Torps hurt too
penaided HEKP hybrids with cruise wiggle pretty much solve the matter
The ideal case is to not let them bow tank, especially not at a range that they can also dodge effectively. So being prepared to just break off the engagement and deal with the rest of the battle space is a good answer
Me who had 2x450/rail Axford that didn’t do shit against one:
Bow tanking and orbit dodging is the Ocello win condition, so it makes sense that you need specialist tools to break through it from the front
If you've got 2:1 Axfords vs an Ocello just split up a bit and make the Ocello only able to bow tank one of you at a time
Obviously that positioning carries other considerations but it solves the listed problem of an immortal ocello
Yeah, the compromise just doesn't work
especially on mainbranch
You might be able to try and get a Frigate behind it and Torpedo/HEKP it there?
Torps into the broadside is actually better in general as the drive stack is very resistant to HEI, but yes
I just wouldn't recommend torping an Ocello of all ships
if it's literally just an Ocello, you stand a decent chance just running an Axford at it and beating it in a slugfest, since you have far better repair capability than your target does
if you have to stick at range, bowtank and orbit dodge means neither of you can do much to the other
Honestly, overtime. The Ocello probably just loses against sustained fire.
It does, yes, unless you're making some kind of incredibly jank multiweapon build.
If the Ocello can keep distance it wins, since the Axford can't actually hit a dodging Ocello, but there's usually something you can use to force it into a better engagement
Also, Simply Leaving is often the best choice, if the Ocello is playing too carefully you can fall back into cover and can provide presence elsewhere
I recommend Axford + Railstone friend + some flex room for this, you get similar gun output with room for a few extra ships
Off-meta option is Gales/other S2s, Ocello PD is generally unable to handle bulk S2s
alternative compromise: bring a regular 450 axford, but give it a 4TC spyglass, and then escort it with a couple railDDs
(pyrope has a fleet like this so you could poke her to hear more abt that build in specific)
I've got one of those I use heavily too, it's a good time
Fleet 'Shore Bombardment Incorporated' is composed of 4 ships that cost 3000 points:
Avignon Popemobile : 'Axford' class Heavy Cruiser [Gun PD EWar Sensor]
Sterling Lads Group Chat : 'Keystone' class Destroyer [Rail PD]
Semaphore Wirefraud : 'Keystone' class Destroyer [Rail]
Defence Of Austerian Britain : 'Keystone' class Destroyer [Rail]
```This fleet uses only one missile type:
```yaml
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
the compromises you have to make to fit out a 4TC gunford means this thing is fragile by Axford standards, if you get hit you will lose your track correlators very quickly and quite a few of your restores shortly after, since you don't have a Solomon's armour or module space, but the combo with the rail DDs works extremely well
also make sure you don't get slapped by MDLNs
So what's the current strategy for missile defense

