#Nebulous: Fleet Command
1 messages Ā· Page 24 of 1
Alliance likes softkill more, OSP likes hardkill more
Generally: Heavy softkill, some 20mm
Aight
But also layered defense is still good
OSP softkill is very important too, you just need to watch for CMD missiles
Decoy boxes going down to 2 sec launch time means you can use them reactively like an Active Decoy
It's the return of Softkill Solomon babyyyyy
Oh nice
Ye but that doesn't work for clippers if they're not hanging around a MN or up
Very true. Also arguably true for ANS lights as nobody really brings CMD jamming with their cap elements
I can't wait to get my hands on the panes
Need to do maths on those suckers
Wait dies OSP have a good CMD jammer ?
I don't remember
on the Ocello, yes
Well, yeah but you know what I meant š
ANS and Ocello only
I really need to make my AMNs CMD again
lately I've been sticking dazzlers on all my OSP frontline fleets because people are really leaning into the EO spam
Dazzlers have been giving good mileage lately
In preparation for the Era of Craft
Fleet 'Type 45posting' is composed of 1 ship which costs 580 points:
Creed : 'Raines' class Frigate [PD Missile]
```This fleet uses 2 different missile types:
```yaml
SGM-233 Yard Sale Sign : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [10pts]
SGM-274 Legally Distinct RIM-174 : DIRECT - ACT(RADAR) - HE FRAG [8pts]
(the offensive missiles are irrelevant, they're just standard ACT/[CMD] shuttle bonking devices)
SGM-274 Legally Distinct RIM-174 is a size 2 missile that costs 8 points.
once the frigate could hardkill a full salvo of 6 CMD HS cork S3H fired at it from 4km, I decided it was ready for planes
Mount gyros for the PD, huh?
I figure it'll be valuable for the Sarissa, yeah.
Could always cut it to save points, but you're not really going to get under 550-600 for the whole fleet picket package.
That said, assuming a kitted Levy is 2k as an escort carrier, you can probably fit one of these and 1-2 corvette assets in.
I'm a bit skeptical of the scryer on a softkill-less boat
But otherwise a fan of the PDbox
Might go with S2H (and probably a few more of them) for the offensive options personally, a salvo of 2 S2s is kind of sad
Oh, I wasn't even going to give it offensive options at all. It shouldn't actually need them if it's sitting next to a carrier, that's just to make it not auto-surrender in testing range.
Scryer's there to take advantage of the Spyglass to let You, The Player, know how to softkill missiles.
It's a bit over power (~200?) so if you drop the scryer it'll also be in-power.
I have a Spyglass Keystone with a Missile thingiee of only 2. And it can still do a lot. Even against heavy PD.
IMO it's probably worth bringing at least a small complement of offensive missiles, being able to split off your escorts to go cap in the late game is significant
The opportunity cost is pretty low, and the increased formation flexibility is quite valuable
That will partly depend on how many defensive S2s you end up needing though, and we have no idea there
You can fit up to 24 in the C3, but who knows, we may actually need that many if the attempts at CV sniping are aggressive
This is good tech but we donāt really know how much an outfitted carrier is gonna cost? In the footage we saw a carrier with a sprinter so
Assuming this frig is meant to defend a Levy
We do think that it depends on how much anti shipdefence armaments they can aford to bring and how easaly low calibur guns will chew themup
Other than <3k nothing concrete. It's too early in balancing to know where the final numbers will end up
It's an escort carrier and not a fleet carrier so problay closer to an axford
Maybe?
But you gotta carry the craft and a bunch of missiles
Can you do a worthwhile battleship for 2,420 points? /gen
True but also it's gotabout 1/4th the launch capacity as a ConL fleet carrier
Thats around what the Queen of Hunger cousts
[Reply to:](#1164000873031151637 message) Can you do a worthwhile battleship for 2,420 points? /gen
I see
Wouldnāt it be half a conL carrier? Itās got 2 big pads and 4 small pads, and a hangar bay on a conL has 1 big pad and 2 small pads
Yes it would my apolagies
I would probably expect around battleship levels of point cost for a well outfitted escort carrier, maybe a tad less
I just didnāt know how many points a battleship tends to take
I just knew ā3000ā to āyou can fit a sprinter inā
Which the footage we saw in the Devlog had the carrier + a sprinter
So my rough estimations are based off that
We are relay taking that wiht a grain of salt as there is a lot that we just don't know likeif that lone spinter was the onlyother shipin the fletoreven if they might have been a seperate players ship
Yeah
I'm expecting significantly cheaper than a sollie for an escort carrier, given we know ConLs have both twice the launch capacity and additional interior craft storage
And also Vauxen run from1 k to 3k
Thinking about it, Iām inclined to agree
Although Iād doubt 2 levys in one fleet would be feasible
So unless ANS craft are a lot pricier than OSP, it has to be pretty cheap or you won't be able to fully outfit a CLN in 3k
Yeah, that's my other main concern. If the CLN ends up reasonable to fully kit in 3k
you know what this means:
2x carrier pub fleet incoming
Oh god
We think it will vary much depend on what you load them out with. HEKP s2's can eat up a lotof points
[Reply to:](#1164000873031151637 message) Although Iād doubt 2 levys in one fleet would be feasible
I couldnāt imagine
That would be a micro nightmare
Stupid question: What's a ConL carrier?
this is my decoy carrier that has no aircraft
The OSP get a carrier variant of the container liner
Container liner with the new hangar bays instead of container banks
Well, Iām sure you can mix and match
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...
mentioned at 8:00
Iād be led to assume itās a module
He does say variant but I doubt itās a separate hull
Unclear, they seem to be mpdules but it's possible they have different hulls
Fleet 'Type 45posting' is composed of 1 ship which costs 675 points:
Creed : 'Raines' class Frigate [PD Missile]
```This fleet uses 2 different missile types:
```yaml
SGM-274 Legally Distinct RIM-174 : DIRECT - ACT(RADAR) - HE FRAG [8pts]
SGM-H-213 Scout-B-Gon : DIRECT - ACT(RADAR)/[PSV(EO)] - HE SHAPED [16pts]
Given the specific internal craft storage on the carrier version
also with looking at it: looks like the big banks have the same hangar bays as the smaller banks
so probably 2x big container bank, 2x hangars
will be a loadout
I definitely hope you can mix though
Correction, he says configuration
box boat going through a crisis
So itās def not some seperate hull
ACT/[ARAD] might be better than ACT/[EO], but either work
The bigger sockets have the same number of pads but Iād assume a bit more space to store things
But yeah, combination craft and container strikes are gonna be nasty
I would probably just go ACT[CMD], you have a spyglass
Esp if youāve got craft shooting the amms that are going for the containers
Anti Anti Missile Missile Missiles
The SAH boxes shall rise
[CMD] track inaccuracy off an unadjusted spyglass means you can actually validate chaff occasionally
at least that's how I recall it works
Wasnāt confirmed
You really want the reverse I think, if their AMMs go for your containers and let your S2s through you're having a good day
It was showen in the load out options for the OSP strilke craft was it not?
[Reply to:](#1164000873031151637 message) Wasnāt confirmed
True
Maybe? I didnāt notice
It does in theory but I don't think Spyglass has enough inaccuracy for that except at extreme ranges? Might be wrong though
(Also, midnight, gn)
But if you can shoot SAH boxes at something, get your craft in position in time, and get the illuminators on target without getting the craft shot down and not illuminating chaff on accident, good on ya
Yes, actually
So, in the name of cheap SAH boxes, you have some fighters, maybe 2 with illuminators, and you pincer em with the containers
Hell you could go SAH on the fighterās missiles too, or just use rockets or bombs, depending on taste
You can see it as an option in the Barracuda loadout at 3:47 forwards
Yeah
Sorry for ping, was scrolled up
Oh, thank you.
[Reply to:](#1164000873031151637 message) Container liner with the new hangar bays instead of container banks
what are some typical backline fleets for osp nowadays? i know like MDs or missiles but what form does that usually take
MDLN
fit as many eregs as humanly possible
multiply by two
have monitor with bloodhound, ewr, 4xTC, ARR
fill in any remaining space with AMMs
hrm, i thought that going full MDs was a bad idea?
if im going mds, i think id like some sort of more active compnent
like the triple railstone + axford tech that ANS has
im curious if theres some equivalent thats good on OSP
there isn't
yeah thats fair
is osp missiles just gales still? i heard that CLNs still arent amazing
Boat night?
<@&942093958551588904> channels open
I am up for boats
I guess I could boat if we're doing PTB
Yay
Come on in š
<@&942093958551588904> I went to go get a snack what happened :c
People had to dip for stuff
Gotcha, dang alrighty
we weren't ever getting a second game anyway
Would you wanna play a pub on main branch with me?
really wanted to join but I'm in a game of Twilight Imperium rn 
all good
Misc and I left for the same reason, it's our group's film night. Sorry.
Ooh gotcha, have fun!~
I'm looking forward to the Carriers update. Not only has it got me hype to play Neb again, it's got me interested in playing OSP since they have something interesting of their own
@wicked mirage would you mind helping me out with my ans fleets like you did with my osp fleets sometime soon? i am available for ~30 mins if you wanna do it now
Sure thing!
Still available?
uhhhh 1 sec
Aw, alrighty all good. Yeah we'll find time ^^
I'll have some time tomorrow probably.
yeah
i can post my ans fleets now if you wanna take an initial look from hazel, but i cant get on vc
@wicked mirage
idk if the first 3 are like, real comps, and they were from when killjoys were really in vogue, and the support axford/rails one was from nebcord and seems kinda jank. didnt you say the support axford typically bursts like a pinata?
Fleet '250 CLs + Utility Sprinters' is composed of 5 ships that cost 3000 points:
Heavy Medal : 'Vauxhall' class Light Cruiser [Gun EWar PD]
Vocal Query : 'Vauxhall' class Light Cruiser [Gun Missile PD]
Great Wader : 'Sprinter' class Corvette [PD EWar]
Smoky Rage : 'Sprinter' class Corvette [PD EWar]
Outer Agent : 'Sprinter' class Corvette [Gun Sensor PD]
```This fleet uses 2 different missile types:
```yaml
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-244 Tornado : DIRECT - SAH(RADAR) - NONE [7pts]
Fleet 'Beam DDs + Softkill Escorts' is composed of 5 ships that cost 3000 points:
Bound March : 'Keystone' class Destroyer [Beam PD EWar Sensor]
Sound Veil : 'Keystone' class Destroyer [Beam PD EWar Sensor]
Stark Humor : 'Keystone' class Destroyer [Beam PD EWar Sensor]
Able Tune : 'Raines' class Frigate [PD Gun Missile]
Deft Story : 'Raines' class Frigate [PD Gun EWar]
```This fleet uses 2 different missile types:
```yaml
SGM-113 Parry : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-244 Tornado : DIRECT - SAH(RADAR) - NONE [7pts]
Fleet 'Support Axford + Triple Rails' is composed of 4 ships that cost 3000 points:
Irate News : 'Axford' class Heavy Cruiser [Gun PD Missile EWar Sensor]
Muted Plier : 'Keystone' class Destroyer [Rail PD]
Rare Flask : 'Keystone' class Destroyer [Rail PD]
Upper Wild : 'Keystone' class Destroyer [Rail PD]
```This fleet uses 2 different missile types:
```yaml
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-244 Tornado : DIRECT - NONE - NONE [6pts]
Fleet '450 CH + Utility Escorts' is composed of 5 ships that cost 3000 points:
Right Will : 'Axford' class Heavy Cruiser [Gun PD Missile Sensor]
Molar Steel : 'Raines' class Frigate [EWar PD]
Home Echo : 'Raines' class Frigate [Gun PD]
Icy Depth : 'Raines' class Frigate [Gun PD]
Iron Quiet : 'Raines' class Frigate [Gun Sensor PD]
```This fleet uses 3 different missile types:
```yaml
SGM-113 Parry : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-244 Tornado : DIRECT - SAH(RADAR) - NONE [7pts]
Killjoys are still really good. There's no reason not to use them if you wanna
Not Pyrope, but jumping in too:
- since the rebalance splitting large DC into 2x smalls is generally better if you have spare slots like in the vauxhalls
4 TC Spy Axford is less sturdy than say Parallax Axfords, but an Ax is still an Ax.
Reinforced Thrustsed Nozles are not usefull for there ponts coust and yuo can aford DC for the last Sprinter if you get rid of them, letting you flank with it
[Reply to:](#1164000873031151637 message) Fleet '250 CLs + Utility Sprinters' is composed of 5 ships that cost 3000 points:
Heavy Meda⦠š
Yeah, this is true.
Your vaux group also doesn't have any bullseyes, having at least one helps with jamming/hunting small ships a lot
I see
2x gun Vaux + 2x jam sprinters and a lockvette is a nice mobile hunting force, just need to make sure it can find prey safely
Thatās fair, but if amms can do the same job and I donāt have to fire them manually then Iād rather just spend the points on those?
They do different jobs, killjoys hooking an entire squale salvo for 7 points is massive return
Yeah⦠thatās fair
Where a handful of AMMs won't do much to a massive S2 dump which is your big threat
Ok
The killjoys could become active decoys for a similar role if you want to strip the vls-2
Do I just fire it like an offensive missile at the s2 dump? Iām assuming i canāt press z on it and get it to fire right?
If you build it as a defensive missile with no targets it will fire automatically when you z-prio an incoming missile
I see
Welp, looks like the Carrier testers got selected.
It's what I get I suppose
A thousand good turns and one bad moment is all it takes to have it all undone.
Oh well. I know that lesson very well.
Also depends on how large the queue of tester candidates is, I know there is a lot of hype for them so I wouldn't be shocked if the tester application list is a long one
Sorry erm.. What're Killjoys?
S2's with no warhead and self screening jammer.
They're meant to draw off salvos of ACT or SAH missiles with HoJ backups and softkill entire salvos by themselves.
Confirming that you mean HOJ with ACT validation? That ultimately won't do much as the ACT Val will be jammed
HOJ/ACT and ACT/HOJ (dual seekers not validation) ultimately do about the same as the jamming will trigger the failover
HoJ/ACT doesn't risk catching chaff at the last moment, but ACT/HoJ is a bit more resistamt to getting pulled by an offset
Sorry yes, dual seeker, not validator.
x.x š«
do you have some time now?
In Lancer atm! I'll proly have some time in an hour or so?
@misty storm Heya! I'm free now!
ok
hello?
fhgsdfhg
I'm here sorry, had to to run to the bathroom
This is what i noodled out for axford + rails
Fleet 'Axford + Railstones' is composed of 4 ships that cost 3000 points:
Alone Ruler : 'Axford' class Heavy Cruiser [Gun PD Missile EWar Sensor]
Boss Entry : 'Keystone' class Destroyer [Rail PD]
Comic Roads : 'Keystone' class Destroyer [Rail]
Royal Choir : 'Keystone' class Destroyer [Rail]
```This fleet uses 2 different missile types:
```yaml
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-244 Tornado : DIRECT - NONE - NONE [6pts]
SGM-171 Tribble Container
0/10 false advertising, not a CM-400 container missile
(/lighthearted)
fair
i was just trying to come up with a funny name for a ceremonial arming missile and thats what i came up with
oh its hilarious and great i love it
its just
very funny that its called a container while being an S1
You often want a bit more speed/acceleration to get clear of your ship faster, but it's good. Can we see the controller settings?
you probably want more agi yea
so like this?
Stick it on hot launch, again for clearance
ok
i would almost go max agi on the triangle, because you really dont need a lot of range on these things
nah its all good aside from that i think š
ok
word from mazer, rockets on craft are considered direct attack weapons like guns, so they can target modules
also yes targeting modules is still a thing
mazer posted a vid of ANS fighters attacking the sensor panels on an axford with 20mm
it didn't do much
but yeah
#409638848302153732 message
also he posted some real cool concept art #409638848302153732 message
Honestly the ability to effectivly posfire 100mm accurately at systems seems quite powerful into ANS small ship fleets
Targeted 20mm strafing runs after some plasma hits will likely also be unpleasant. They won't have the depth for the core but it seems a great way to lose all your radar/pd on one side
Would anyone be able to post the actual video for those of us not on the nebcord?
Can you see the concept art from the preview?
I gotchu
Thaank you
Especially as the backpack on broadside bulkers
Will fighter backpacks be available on bulkers?
Absolutely, the same pad that fits on the back of an Axford fits on the back of bulkers or the big mounts of monitors
well, youre gonna get one (1) fighter per c4 mount id assume
so one fighter might not do much
id assume you want a skiff if its just a single backpack
but balling out and putting 4 on the backside of an LN.... š
A 4 fighter wing will likely be a pretty nifty backpack though
wait actually does this mean 20mm can damage ships now?
Always could apparently, you just can't intentionally target defenders/pavises at ships
mazer said hes gonna decrease the accuracy on those 20mm guns
since those are laser beams lmao
that ans fighter art feels very ac3 electrosphere
Do we have any evidence for this?
In the first carrier devlog, Mazer said the C4 mount hangar carried a single fighter.
And in the second, that the OSP container-hangars could draw from internal compartments, implying the others could not
Oh, I had thought it was a single one of the larger craft, gotcha
I think the smaller hangars can only hold the smaller craft
I should really just re-watch the devlogs
(I interpreted it as in addition to hangar storage, but again, been a bit since I saw the devlog)
https://youtu.be/OM3_KxmVsnM?t=82 timestamped to 1:22
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...
the c4 mounts can take a fighter or a skiff
or an osp scount id assume
but not a SEWACS or a bomber
Ahh, I think I'd conflated skiffs and the larger ones
Mazer confirmed bulkers can take the c4 hangar
Iām def gonna try and make a battlecarrier LN
You and me both. I have fleets in active use ready to swap the container stack backpacks for fighters
yeah
you can probably pull off 2 battlecarrier LNs in a fleet but im curious what can be done with 1 + some escorts and/or other utility hulls
you may want a nerdbox monitor with a bloodhound thats holds some scouts in the backline
then... 1 or 2 tugs with some one armed bandits? Iād expect you want to be using the fighters offensively and not for CAP as much
maybe some type of defensive MMT variant
A 250mm/fighter LN in an otherwise conventional cap fleet will probably do work, but we'll have to see where capabilities and costs end up for the specifics
right
was thinking 450s but thats just me
i wouldnt cal it a frontline fleet overall but could have some punch with the guns on the LN
in terms of 2 battlecarrier LNs, i would expect ~1500 for one? so that checks out
probs have one scout on em each
since you cant take an extra monitor/tug to give tracks in that case
From Mazer
Tonight we bring you this authorized leek from carrier testing.
True RADM gaming by @dire kettle, snatching defeat from the jaws of victory and killing his own carrier in the process: https://streamable.com/s83f88
I definitely recommend watching
wait
ANS rockets???
also is stopping to lauch craft intentional?
i thought mazer said it was a bug
also, lmao
"SGM-211 ANS ROCKETS"
oooooh
it was an s2
also, that carrier got killed by a two S2s from full
either it had like
no DC, or carriers are really squishy
lmao
What counted that ship dead? Did the s2s kill every component at once?
I forget what exactly makes a ship count as dead
Don't see the post-strike DC board
But a ship is dead if it has either no CIC and no way to repair, or 0 power and no way to repair
i see
Presumably a CIC kill if it had one rapid DC
(Since they likely just had a basic, whereas engines can't get greyed out by missiles IIRC)
Small engines can be greyed at up to (but not including) 20% DR, large engines can't
Ah, right
(And for ANS specifically, IIRC OSP big drives are squishier. Though IDK if any of the ships that can fit them have a low enough DR for it to be relevant to missiles)
It is interesting to see that ANS are very easily able to have their bombers fire from standoff range of 20mm
You can see in the devlog that both factions have standard s2 and s3 missiles on bombers that easily outrange 2km
Might well still be a bug, just not yet fixed
Best I've ever seen a beam destroyer go on Nyx. Really shows the power of a "random blanket on ANS". I cleaned up a tugball, stole E and then picked apart a group of LNs without anyone being able to detect me in combat until I got flanked at the end
Size 1 HEKP against Bulkers be like
This is a bad idea btw, it's not worth it just use a torpedo xD
It's very funny though.
At max speed and max warhead it'll go almost 100 meters through a Bulk Freighter before stopping lol
Granted Bulkers are about 300 meters long lol, but hey that means it works side on too š
Incidentally these have just enough armor pen to release just 1-2 explosions inside a Monitor. Which also incidentally, means these can break DT on a C90 due to how HEKP works.
You have to hit the C90 directly though xD
I would post the missile file but it's literally just a max speed, max warhead HEKP S1 with CMD
It's a shame OSP doesn't have HEKP anymore, because these would actually be kinda cracked for Shuttles to carry against DD's
Regular S1's are fine too against DD's I suppose lol
Or rockets
..Would HEKP S1s work on Monitors?
If you broke their armor first and hit broken armor they could go all the way through yeah xD but against monitor armor it will at most go in and do 1-2 explosions which can actually break the spinal mount, but beyond that the damage is pretty minimal either way.
hm
im curious if missiles will inherit the speed that the craft that launches them was going at
Awhh. :(
They already do I think? So presumably
anyone around and up for boat night today?
I know I've missed the past few and it's been pretty quiet
but I'm actually around today
Heck ye
I'm up for it
But Iād be on later
Ah TY Ash, was just about to
Iāll spectate for the first few games but Iām down
I wonder what the most popular map is
Done
sigh i should make a cap fleet for both factions...
Or just use Tantalus (spelling?)
Tantalum, but yes a good OSP option
just wanna confirm that this is a good MMT missile?
SGM-212 Typhoon is a size 2 missile that costs 8 points.
also uh, what does a typical ANS cap fleet look like?
Probably a hair more range than it needs, but it will do the trick nicely
12k should be good?
0-2 goalies, 0-1 sensor assets, and then corvettes
The corvettes can either be torp, gun, or empty
I like beamstones for goalies but some like 1 CL, I think I've also seen a missile frig goalie
it seems like TF willow but with less missiles would work for that?
Yeah Willow is a fine starting point
it fits that description but theres just too many points spent on missiles it feels like
I think it was even designed as cap fleet, though it's not as cap-focused of one as Tantalum is
But AN missiles are good, so...
For this frig, is a spyglass and a pinnard too much? Feels like you want one or the other
they serve different purposes
you want a second pinard on at least one other sprinter
this look good?
Fleet 'Caps' is composed of 8 ships that cost 3000 points:
Top Yeti : 'Vauxhall' class Light Cruiser [Gun Missile PD]
Each Open : 'Raines' class Frigate [PD Gun Sensor]
Vital Pact : 'Sprinter' class Corvette [Gun PD]
Comic Hem : 'Sprinter' class Corvette [Gun PD]
Boxed Cog : 'Sprinter' class Corvette [Gun PD]
Just Even : 'Sprinter' class Corvette [Gun PD]
Mono Mob : 'Sprinter' class Corvette [Gun PD]
Elite Spade : 'Sprinter' class Corvette [Sensor PD]
```This fleet uses 3 different missile types:
```yaml
SGM-113 Parry : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-133 Counter : DIRECT - CMD - HE SHAPED [7pts]
SGM-244 Tornado : DIRECT - NONE - NONE [6pts]
(tornado is a killjoy, wasnt really sure about the backpack option)
(backpack interupt is always appreciated if you can spare the points)
Spyglass Vaux with no bullseye is rough, I'd really try and fit one there or just go to paralax
you really don't want double spyglass in a fleet, yeah
big whip small raider, too
between that and the radar you can go down to 2x micro
But I'm poking at individual systems. Structurally this has a lot of good cap tools, just lacking in punch up options
it has no punch-up options, you need a beam DD or two torp sprinters
so swap the vaux for a beam dd?
You could do that, nothing wrong with a vaux in the "big fish hunting small ships" role
no, I'd drop three cap sprinters for it
this is a cap fleet though
vaux, beam DD, spyfrig, double sprinter
that is a capfleet, you don't need 30 billion sprinters
ah ok
Cap fleets are a spectrum, everyone is going to have their own opinions about what to do with them. (you can search back up here to see what monstrosity I use)
i would prefer less micro if possible (sadly that is not possible on OSP and i just need to get good lol)
Tech's recipe is a good base, just with the added note that somewhere in there you'll need to answer "What if they park a monitor on the point I need to cap?"
except a beam dd cant kill a monitor
OSP low micro cap warfare would look something like a pair of tug groups. Treat them like a dispersed ship and go around taking the lunch money of all the ANS light ships
it 100% can, just not a MN that's got its 100mms pointed directly at you before you start firing
i see
what would the two sprinters look like?
somehting like this? i could fit in another sprinter
Fleet 'Caps' is composed of 6 ships that cost 3000 points:
Top Yeti : 'Vauxhall' class Light Cruiser [Gun EWar PD]
Rusty Puck : 'Keystone' class Destroyer [Beam PD Gun Missile]
Each Open : 'Raines' class Frigate [PD Gun Sensor]
Vital Pact : 'Sprinter' class Corvette [Gun PD]
More Caste : 'Sprinter' class Corvette [Gun PD]
Elite Spade : 'Sprinter' class Corvette [Gun Sensor PD]
```This fleet uses 3 different missile types:
```yaml
SGM-113 Parry : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-133 Counter : DIRECT - CMD - HE SHAPED [7pts]
SGM-207 Gust : DIRECT - ACT(RADAR) - HE SHAPED [4pts]
six CMD or ACT/[CMD] 3g cork torps fired out of a CLS, nose 120, wing VLS with chaff and AMMs, wing 20mm
your keystone is way too gucci for a beam DD
ok
how should i modify it?
rip out everything that isn't the beam, beam accessories, and a couple 20mm turrets
bullseye with the frontline if you can afford it, take a blanket for jamming just in case (more useful than you think)
Fleet 'Caps' is composed of 5 ships that cost 2800 points:
Top Yeti : 'Vauxhall' class Light Cruiser [Gun EWar PD]
Sound Bay : 'Keystone' class Destroyer [Beam PD Sensor EWar]
Each Open : 'Raines' class Frigate [Sensor Gun PD]
Muted Hobby : 'Sprinter' class Corvette [Missile Gun PD]
Deist Mint : 'Sprinter' class Corvette [Missile Gun PD]
```This fleet uses 2 different missile types:
```yaml
SGM-113 Parry : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGT-351 Maul : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [17pts]
Vaux still needs a radar retooling
oh, missed that
If you get to the end of building a cap fleet with 100+ spare points just slap in a sprinter to fit, even a mostly empty box has good utility
Fleet 'Caps' is composed of 6 ships that cost 3000 points:
Top Yeti : 'Vauxhall' class Light Cruiser [Gun EWar PD]
Sound Bay : 'Keystone' class Destroyer [Beam PD Sensor EWar]
Each Open : 'Raines' class Frigate [Sensor Gun PD]
Usual Root : 'Sprinter' class Corvette [Missile Gun PD]
Muted Hobby : 'Sprinter' class Corvette [Missile Gun PD]
Zonal Wave : 'Sprinter' class Corvette [Sensor PD]
```This fleet uses 3 different missile types:
```yaml
SGM-113 Parry : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-171 Tribble Container : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGT-351 Maul : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [17pts]
got it
very solid capfleet
ok, thanks
thought this was @wet root for a second
New boat night meta: name all ships in the style of other regulars to psyops the opponents
Bunbunmaru is a missile, for me
Also Autumnal Waterfall and Last Remote are fleet names, not ship names
Highly important
I really need to make a ConL so I can pack decoys
And confuse people with the Autumn of the Storm (LN)
(To clarify, my decoys pull from all the ship names I've played against)
Just load the offside of a bulker with LN decoys, a great fun:points ratio
Alas, I am allergic to bulkers until that PID fix makes its way to main
Very understandable, may the minor patch move swiftly
My spyfrig has a pinard on it, though I might change that
Spy+pinard is my go to spotter frigate
"chop wood, carry water, cap points" - Neb server regular Hardly, in response to three consecutive games being won by boring capfleets that did no damage at all while the frontline elements tore into them
need that on my fleet logo
Do you ever want to evacuate a ship?
not really. Only edge case benefit I know of is to avoid losing comms while under fire in a friendly minefield (dead ships aren't valid but commsless friendlies are)
and several things have gone wrong to reach that point
this is just that one osp starter fleet with the numbers filed off, but any optimizations i could make to this?
Fleet 'Caps' is composed of 9 ships that cost 3000 points:
Gutsy Stir : 'Flathead' class Monitor [PD Sensor]
Oval Aisle : 'Draugr' class Clipper [Missile EWar Gun PD Sensor]
Sixth Knit : 'Draugr' class Clipper [Missile EWar Gun PD Sensor]
Tenth Gage : 'Draugr' class Clipper [Missile EWar Gun PD Sensor]
Zero Boot : 'Draugr' class Clipper [Missile EWar Gun PD Sensor]
Loud Title : 'Ferryman' class Clipper [PD Gun]
Lax Sand : 'Ferryman' class Clipper [PD Gun]
Thousand Blade : 'Ferryman' class Clipper [PD Gun]
Fifty Pen : 'Ferryman' class Clipper [PD Gun]
```This fleet uses 2 different missile types:
```yaml
SGM-113 Parry : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-212 Typhoon : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [8pts]
That's perfectly solid, any changes from here would be preference based so you should just play some games with it and see what you feel you want
ok
Oh hey that was also me in 3 consecutive games today
We're well trained in here to cap the points
The funniest part was on Aorta, there was a request to mix up the teams, I asked my teammates who wanted to swap over and everyone else went eh, so I swapped and as a result AN had a cap player and OSP didn't
(It turned out exactly as expected)
i may make an osp cap fleet thats a bit less micro but yeah, i know this works
i doubt you can do a proper osp cap fleet with 6 ships, which is what my ans cap fleet is
After watching the MP game start with the retro burn for the 9000th time I started to wonderā¦
ā¦what happens if you decide to just not stop?
Like are relativistic kill vehicles a thing in Neb?
Like canāt the OSP just fill a liner with explosives, a rough autopilot that just says "fly on that line" that happens to cross, idk, letās say a ANS gate, and just crash into it?
And I think stopping a Liner that goes a few percent of the speed of C within interplanetary space without stopping is pretty hard to stop no?
I will name this Container Mk2 lol
Edit: nvm different Neb server told me this is STABLE violation and basically a warcrime
I mean, basically any sci-fi setting requires a workaround and a bit of suspension of disbelief to avoid becoming all about slinging rocks. Any drive tech sufficient to propel a ship at relativistic velocities will have more destructive potential than any other ship-mounted weapons.
So IMHO it's best to just mentally separate the FTL and the STL realms unless a setting explicitly mixes them.
Ship burn in/out isnāt even FTL, just orbital-speed STL instead of naval-speed STL
Yeah, 'proper' FTL is done via gates/wormholes
Ah yes human warfare, who can throw a rock better than the other one lol
APFSDS is just basically very spicy and advanced rock
Also I said Relativistic speed/few % of C so itās still STL but even if itās just Interplanetary Hohmann transfer thatās still a lot of m/s and a lot of kinetic energy
But yeah I think this is the best approach
ā¦or this actually
My headcanon is that space drag is real and can hurt you
That's essentially the lore justification so that nerds who can't separate the high-vel and low-vel realms are forced to separate them. š
Battlespaces for whatever reason are draggy zones and if you go at interplanetary speed into one itāll peel your hull panels off
And this is a very good point - if you're looking for relativistic Newtonian physics realism, Nebulous just isn't the place to look.
yet more railgun un-changes
Interesting, Sollies become slightly less entirely immune to 250AP
so yay plasma buffs
250 still only pens at all at a 70 degree angle, so I'm not sure if this changes anything for trying to shoot functional Solomons, but hopefully the extra depth means you can use it to finish a downed one off
Very happy to see most of those, shame rails continue to be stuck in purgatory
I'm curious what the impact of the MN internal density is
Does it change any breakpoints on what shells can hit what compartments going through the front plate?
it makes it so 450 AP wont overpen when tehy hit it flat on
Oh, after the pen depth increase on it? Makes sense
as we understnad it the overpen has been only by a a few metweirs
I do wonder how that impacts 250AP to the nose
Whether there are any compartments/modules that are safe from it now that weren't before
Why are railguns like this :(
Railgun trauma
Rail BB...
At this point I think it's a BB Issue not a railgun issue
Honestaly half the problems with the BB are BB players who cope and seath in bal-con when there BB's get damaged by ""Insurgent teir trash""
Yeah
gasp
I can't believe the super expensive capital ship is able to die and can't kill everything on the map instantly
Woah
You're telling me it doesn't do well when it's heavily outnumbered and outmaneuvered?? Outrageous
sigh
That's part of why I stay away from the neb server
Adding bias to any game balance discussion is.. bad
At least that kind of bias is.
The thing is, the Solomon.. It represents a conundrum for any OSP player, because it forces them to take 450 or 600 in case one exists, which ANS doesn't have to do and can instead just spam 250.
It's a good piece
It just dies if you misuse it
Or well..
Gets heavily damaged or does absolutely nothing, more like
ANS LARPers when their slow bricks of capital ships get killed by the things designed to kill slow bricks of capital ships:
But beyond that I really feel the game could have benefitted from at least one other OSP hull not being a militarized civilian hull but instead old military or space-cop ships.
Hello bal-con, allow me to ruin your evening:
I've been watching public test games for the last few weeks and I have to say I'm just really not happy with how the rail changes have altered the pace of the game, namely slowing it to a crawl while rail ships pick at each other from across the map. This was pretty easy to anticipate happening, since we saw it long ago back when rails did high damage, but with all of the changes to the game since the 0.1.0 release I wanted to see if it had been mitigated at all. Unfortunately that hasn't been the case, so here's what we're going to do:
The current railgun stats will be merged over into the carriers development branch, and we will continue testing them there and make adjustments as necessary. We've seen that the ability of carrier-based craft to effectively strike backline ships has helped nullify the invulnerability of MD LNs, and it should do the same for rail capitals.
The PTB railgun stats will be reverted with the exception of the traversal and elevation rate buff, which will stay.
Sorry for pulling your leg on this one, but the test games I've been watching have provided plenty of valuable baseline for me to compare their behaviour in the carriers branch against. I have been extremely busy with carrier development so this minor update has fallen down my priority list, but I hope to have it finished soon as there are a lot of QoL improvements and bug fixes I desperately want to get out to the main branch.
mazer's balcon post re: the railgun reverts
while yes they're being reverted for now, the revert is also more of a delay until the surrounding environment is ready for them
So basically railguns are in a good place, but need carriers to unmess them?
Potentially
I do like MD LNs being brought up
It's really a question of how well can strike craft deal with the Solomon
Since it will sit back and pepper the field, it will be alone
So
It's a question of sinking the Yamato
My hopes for this update are high
My question is how railstone arrays will fare
Pretty good imo
Since they can firm very strong defensive grids
3 railstones can cover each other and have great arcs on their PD
Couple that with 250 burst rounds I think they will be pretty safe from fighters
please don't bring 250mm on rail DDs
also, sarissas exist
you don't have the power budget for sarissas on rail DDs
they're the platonic ideal of a gun platform, any concessions they have in their design to things that aren't their gun are things like "a single rapid DC"
eh, the battlerail concept is a thing that exists
look, at least BBs can't have 6 railguns anymore
...unless they brought that infernal turret back without my knowledge
If railBBs seem like they get dumpstered by Craft it might
Or an alternate c5 turret with an autoloader
It's almost like people don't even want sniping weapons to even be a thing.
What's the critical chance for a Mk61 right now? And it's damage and armour pen?
Because it might just be better to make the weapon do only 50 damage, ignoring ALL damage reduction, and breaking 250 (unit value) of armour, and a RoT of once every 40 seconds. And range of say 18km.
Ignore my stupid message.
I genuinely think Neb would be a better game with a community thatās better about balance had the second faction not been an irregular force
Its been impossible to justify OSP getting anything decent, that Just Works
I really want to get back into the game but I had it barely figured out months ago and forgor everything in the meantime
I would be happy to play a few refresher games
I have and I will, never failed me before
this is why I'm excited for Carriers - ANS must scrape various bits of their toolkit (new and old) together to get use out of their Craft and play with the desire of keeping OSP craft under control. OSP craft Just Work in the way that ANS gunnery Just Works.
<@&942093958551588904> boat night head count?
Oh yes I am free today, would just have to swap branches
<@&942093958551588904> channels open!
This makes sense, will definitely be interested to see how the rails look at carrier release.
I can meander my way onto Neb (and also get the server spinning up) in a bit
what the fuck is wrong with my CLN
Those must be the moor lines we've heard so much about
Branch?
incomprehensible Neb posts
lmfao
nebuthreadu
threadulous: neb command
Me too :)
we all do š¢
Some people appear to love small, nimble spaceships. This is a lie. The capwar is only suffering
BIGGER IS BETTER
LONG LIVE THE SOLOMON (ignore the 300 containers barreling towards you they dont exist)
@dense hill
Oh hey, boat people. Is space boating pretty fun?
We think so and are clearly objectively correct
After a relatively steep learning curve you get a really interesting tactical game with a lot of room for customisation
big bote go brrr
do we wanna do some <@&942093958551588904> today or do we just wait for boat night?
@amber spire @dense hill (so sorry if i pinged you at an inoportune time or if you didnt want a ping)
I potentially could
WOOO
my goal with this game is get to the level of flow I have in like shogun 2
and out-attention my opponents
less about mechanical micro and more multi pronged actions that a human can't process simultaneously
become chaos
so yes many ships
Alder could you make it to a game today?
dang
I have work this evening but I may just pick this game up
I don't have boat game (yet!), so is it okay if I just hang around when boat night happens?
and dw about pinging me! Ping me all you like
Absolutely, someone will generally be happy to stream their perspective if you don't have the game to spectate directly
You might not get a running commentary midgame when people need to focus in but it'll be a good intro if you are unsure
you'll want the role to see the boat night channels
cant wait for neb night :D
are we gamingulous at the usual time today?
I will be
I plan to be there too
<@&942093958551588904> reminder of boat night in 1 hour
<@&942093958551588904> opening the boat night channels a little bit early cause i'm gonna eat some lunch o/
What is standing in the way of you getting the game?
does anyone have some good OSP broadsider fleets for new players?
Is this test or normal server?
normal
De-cursed my usual broadside build. The missile points on the bloodhound was me just spending some extra points, feel free to decant that down into more AMMs or something
Here's mine
Fleet 'Liner' is composed of 4 ships that cost 3000 points:
Doohickey : 'Marauder' class Line Ship [Gun PD Sensor]
Thingamajig : 'Marauder' class Line Ship [Gun PD Sensor]
Contraption : 'Marauder' class Line Ship [Gun PD Sensor]
Seeing Device : 'Draugr' class Clipper [PD]
Accidentally recursed the fleet by names Hazel didn't like
Fleet 'A noncursed build' is composed of 5 ships that cost 3000 points:
Chocolate Brownies : 'Marauder' class Line Ship [Missile Plasma Gun PD Sensor]
Maple Pancakes : 'Marauder' class Line Ship [Missile Gun PD]
Salty Crisps : 'Draugr' class Clipper [Missile PD]
Chicken Parmi : 'Draugr' class Clipper [Sensor PD]
Barrel Aged Whisky : 'Ferryman' class Clipper [Gun PD Sensor]
```This fleet uses 4 different missile types:
```yaml
CM-404 Spicy Active Decoy : DIRECT - ACT(RADAR) - NONE [3pts]
SGM-111 Demister : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-123 Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-256 Light antiscout : DIRECT - ACT(RADAR)/[ARAD(RADAR)] - HE SHAPED [6pts]
Everyone goes
A critical mass of people needed to go
ah so sad :(
I attempted a short nap earlier and failed at the "short" part, alas
alas
@Kerbo46188000 tries a new strategy - destroying the fabric of spacetime
mild jamming problem
aw man I missed boat night
unfortunately it was like. at 2am. And I had dnd that night so I was exhausted š
š¤ Well, I'm trying to follow a rule of not buying anymore games that I know I won't sink a lot of time into
and idk if Nebulous will be a time sink for me š
it does look incredibly pretty
It's a good game
Hilariously, it was 2AM as of sending that message
For me
But uh
Neb is an acquired taste
It's very good if you think you'll like it, the learning barrier is just higher than a lot of other strategy games because you need to get the hang of 3D movement
š¤
Plotting 3d intercept paths for cruise missiles is a really interesting puzzle to get used to solving
oooh
especially when you gotta make sure it doesn't hit anything like meteors or PD screens
that being said, I think I'd rather watch boat night than be part of it, for now
PNET does have a high population of skilled players atm, I don't blame you.
But we'd be happy to have you if you ever wanted to play!
But also I feel like I'm as good as a player I am because I got to play with the crew here
Everyone's very helpful and supportive
Ahhh that makes sense, ty ty
...hmm. Now the second hurdle needs to be cleared
Does Nebulous run good on potatoes?
Depends on the degree of potato
It runs OK on my 960 from 2016
and I think @wicked mirage plays on a laptop?
as do I, it's fine at 20fps
yea i run it on a 6 year old gaming laptop thatās literally discontinued and it works fine
plus you really donāt need the graphics to be particularly stellar to get the depth or engagement of neb
because tac view is actually 90% of the game and you secretly donāt need the battlespace view
this is falsehood
the essence of gaming must be found without these frivolous details
"frivilous details" like precisely beaming the opponent's turrets
(now, once you get good enough you learn that you actually secretly do need the battlespace view, because it lets you see your shipsā orientations to control them better and look at enemy hulls to find out their capabilities and status and dispositions)
You can see the beam in tac view now, it's very pretty
I still spend more time in visual than most experienced players I know, it just gives me so much more intel
yeah but you can't see scorch marks in tac view
slightly less vain/jokingly - I can't see if the beam is actually hitting in tac view
bwuh
What's going on?
Oh yeah, laptop works ok for Neb
My laptop, specifically, doesn't quite but that's mostly because my audio goes weird whenever it's doing anything even mildly intense (not a neb thing, happens with almost anything on the laptop) - the game itself still runs fine at low settings
But soon! Soon I will have a new laptop and I will be back for Boat Nights!
hey guys, not nebulous but I feel like it's super relevant to people who are fans of nebulous: breachway is out in EA and I've been poking at it for a few hours and I can for sure recommend it to everyone who's really itching for Expanse style bvr combat + cards
Assemble your crew and explore the galaxy in this deck-building space roguelike Breachway, now launched into early access!
Your deck is determined by your spaceship's loadout; mix and match equipment to discover different powerful card synergies, and obliterate your enemies in tactical space battles.
PURCHSE ON STEAM: https://store.steampower...
also the music fucks.
Spotify: https://open.spotify.com/album/1mGccFyvuzNLSJEGDQnKSj?si=BgpD-WsqQb29UJY0hp-i6g
Apple Music: https://music.apple.com/fi/album/breachway-original-video-game-soundtrack-early-access/1771176824
Bandcamp: https://markusjunnikkala.bandcamp.com/album/breachway-original-video-game-soundtrack-early-access
Support and follow the completion of t...
ooh
Well the gameplay looks more FTL than anything I associate with the Expanse
But FTL was good so that's not a criticism
ooh it has a demo
Cobalt Core is also another good space cardgame
I recommend playing it, in practice it's like... a lot more expanse brained for me than FTL brained?
like it's about tracking these long term kill trajectories, gamified through resource stockpiles and cooldowns and ECM and stuff
hmmmm I see
I was streaming for @sharp crow @arctic magnet @junior heron just now and like, there was a moment where I could see an enemy setting up to launch a firefly missile at me
so I hard flushed my hand to fish for a waylay card that would let me hack the missile mid flight and send it back at them
also I've played this card ^
playing gridfire into a firefly swarm feels so good
That does sound cool. I'll give the demo a try and let folks here know what I think
do ping me when you do
the third ship is the most, like, Nebulous?
the starting ships are like
- precision lasers and shields. good honest star wars fighting
- flak and rushdown. reavers from firefly
- precision railguns and hacking, no shields at all. this one is my favorite and the most expanse-y / nebulous-y
like you're sitting around jamming and hiding and sniping stuff out of the sky and taking any hit hits hard
but like tbh they're all nebulous, you still need PDC for missile warfare on the first two ships
I guess I was associating the Expanse with high acceleration, limited engagement time combat
And Breachway reminded me of FTL because of the framing of two ships on a splitscreen, taking potshots
More about the movement mechanics than the weapon mechanics
ohhh I see, yeah, there's no retreat function this game you are for sure shooting at each other until someone dies
You are right about the music, the one you posted is a banger
that music was the moment I realized I had to post the game here
it's bossfight music when you fight ||the Tyrant|| and the fight is so tense and thinky I was really swept away in the knife fight math
and it did feel like, I dunno, how I wanted an expanse videogame to feel
that's a relief
and like very turn based in the sense that it's really really thinky
the game is kinda chess
enemy attacks are telegraphed like up to 3 rounds in advance, more for missiles really
I do love me some space chess
and your own cards go on cooldown
so like if you play a 4 cd railgun snipe then 4 turns later it comes back to your deck
so if you cycle your deck fast enough it's actually semi deterministic
you know that you have 5 cards in your deck and 3 incoming with 1 cooldown left and that means if you discard N cards you'll deterministically get at least one of X, Y or Z...
and you stockpile resources over turns
and you can't swing power around like in FTL without taking heat
but you can take heat if you have radiators
so there's even tactically flaring your radiators to hard surge your shields and stuff
okay I don't know why I wasn't interested in this game before, the earlier trailers didn't grab me, but all of what you're describing here sounds absolutely incredible and the demo is now downloading
I'll have to check it out again. I remember playing an early demo and enjoying it. The main thing it felt lacking at that point was just more content.
It didn't say Expanse to me, but thinky space chess with card/deck builder mechanics definitely sounds like the demo I remember, lol.
I remember it being very positional
Huh... is it just me or does Hooded Horse have more spaceship/space-empire games than typical?
I thought they focused on publishing those games in particular
It's less than half their catalog but they still have like... 5 of em
Nebulous, Breachway, Falling Frontier, Terra Invicta, Fragile Existence, Capital Command... I guess that's 6
This also isn't counting like the ground combat scifi games (Menace, Mars Tactics, Heart of the Machine, Xenonauts 2) or the space city builder (Beyond These Stars)
Hooded Horse is a publisher of games featuring strategic and tactical depth
Publisher Inspired By Strategy, Simulation, and Role-Playing Games
I guess spaceships and space-empires more commonly fall into those categories
Going past scifi, it is a lot of stuff in the strategy/tactics/simulation zone, ye
Ohhh they published Terra Invicta
Breachway demo trip report
This game fuckin rules
In a way it's to FTL what Tactical Breach Wizards is to XCOM: taking some of the mechanics and leaning much more into the deterministic puzzle aspect, rather than risk management. Though there is some in-combat randomness for folks who enjoy that sort of thing.
I love that you are both trying to solve for this turn, with the cards in your hand, but also looking forward to upcoming turns with the reactor allocation. I do kind of wish for a way to trade off getting a resource boost now for lower resources later. But then again, if you don't have the resources to solve this turn, then that's a result of poor resource planning on previous turns
Some of the abilities, especially the boss ones, are not terribly clear in their tooltips, though maybe I just haven't learned the lingo yet. There was one elite encounter where I got smacked with 7? missiles at once and I'm not entirely sure why. Hopefully it's just something to get used to.
This is the game that could get me into deckbuilder games.
(Also let me play Framekill Ashley š )
Are you thinking of https://store.steampowered.com/app/2058960/Earthless/ ?
We thought we had a billion years before our Sun would die⦠We were wrong.Take the helm of a generation starship and voyage into the dangerous unknown in search of a new home for the human race. EARTHLESS is a sci-fi roguelike deckbuilder with grid-based tactical combat from the studio behind innovative space games Homeworld 3 and Hardspace: Shi...
To be announced
Glad you like it! That was probably enemy support? It's mentioned as you get into fights sometimes and you can see it as a buff on the enemy
They get timed missile assistance
Waah I'm so sorry life keeps putting stuff on my stack
Ah shit, you're 100% right. Got them mixed up.
I'm so smart
Right, I saw the support, but I remember the tooltip saying it was 1 missile every 3 turns or something
I did also play the Breachways demo, but clearly my recollection cannot be trusted. š
Now go watch this and play it
Okay lol
hmmmmm
There's also a salvo action that launches a bunch of them
I wish Nebulous had support for really big ships
OK I might have missed that
also is Breachway worth buying when its in EA?
and then a lot of missiles just happened to line up
I'll probably give the (presumably updated?) demo a spin tomorrow.
Yeah it doesn't list a damage value like with one missile
Because mechanically it's an enemy card that summons a bunch of firefly tokens
It looks like a support effect
But if you read it you shit yourself
I think so but that's just me
I'll leave that to everyone to judge for themselves
Game will cook on its own
The fact there's no TBW thread is a crime (but understandable since no multiplayer)
oh shit Hooded Horse also published Terra Invicta?
I mean. You could start one.
True.
do itttt
There's a forum here and everything
start a thread, just as I have
anyway, are there any like
really big spaceships in Nebulous?
no
aw
Well, define really big. The liners and battleship are pretty chunky
Bulkers are half a km long, they're the largest ones in vanilla
well that is reasonably large for a game about maneuvering your ships and avoiding incoming shots a lot
the feeling of commanding a single, hugeass ship tho
that's what I wanna see in an RTS game
I should probably take this to #video-game-discussion to not clog up chat
Yeah, I think the Solomon definitely scratches that itch
Yeah, the big ships feel appropriately big
Good luck turning a Sollie or a Bulker around in a hurry
Oh yeah definitely
I wanna play as a captain controlling a huge, lumbering hulk of pressurized steel and shield riddled with guns and point defense
i ain't moving this thing very fast
but its coming. and you can't stop me.
While a light cruiser can reasonably dodge long-range gunfire, and a corvette can sometimes evade low-maneuverability missiles
Well, there are no shields in Nebulous. But otherwise yes
Someone get @junior heron on the phone, we need the Autumn of the Storm here
also, the solomon doesn't feel that big. It says on the wiki its 21k tonnes
...I might have a thing for absurdly sized ships
oh so like BSG?
ahh I see. So every shot to the outer hull is unrepairable
Yyyyes, but most weapons don't do much armor damage
They'll strip it where they hit but there's a lot of surface area on a Sollie, even when you're firing 450mm
Plasma is the main exception, so are missiles and rockets to a degree
Since they detonate on impact
I see I see
and I assume plasma shots require the ship to be in close range to have any effect?
Plasma is not the shortest range weapon in the game
ohh
Oh, beams also strip armor very fast but they usually kill the target even faster
So it's rarely relevant
(They are the shortest-range weapons in the game outside of some torpedo designs, and are why battleships are terrifying in close quarters)
huh, the SA have the only spinal mounts in the game, while the OSP have the only plasma weapons
no, both sides have spinals
oh whoops. Was checking the wiki, mb
well the OSP's are usually called casemates, but they function mostly the same
OSP have spinals on the monitors, and "spinals" on the broadsides of the bulkers
ANS get beams and hybrid missiles as their unique weapons, though there are other differentiating factors
The Thing about Nebs plasma is it's basically a fancy space molatove, also Tugs have a spinal mount as well
Mazer (the Nebulous dev) just came out as trans, online! :D
They go by Lys online now (pronounced Liss) ^^
#409638848302153732 message
omg
Congrats to them!
that's the second time I heard of someone trans having the name Lys
Congrats to her! (Afaik that's the correct pronoun, from a discord bio skim)
hey good for her
Yeah a few players happened to notice the discord name/pronoun change and started offering congrats before she made the post
that's pretty funny
nebuLys: fleet command
Good for her
yoooo nice
The Vauxhaul claims them all
Good for her
so many people spell it "vauxhaul" instead of "vauxhall" lmao
š¤ maybe everyone's subconsciously alluding to uhaul, what with the commonality of trans lesbianism
Yeah because it hauls ass over to D point to die horribly
not if youre flying them well !!
Ah, that's what I've been doing wrong š
it's also the "aw" sound previously used in the word
vauxhall
Personally I'd guess it's because "hall" and "haul" are homophones?
That depends a bit on your accent
<@&942093958551588904> boat night channels open
Oh right boats exist
I can't play rn sorry x.x
I'd love to play, but I'm still losing my silly internets every 30 minutes.
Ooh, I didn't disconnect while watching a game. I'll try a game.
lots of 6 and 8 in the CLN post-game
(lots of new players around now so this was a bit of a stomping)
I think that might even beat my CLN record
yeah but I don't count it
it was like 3 new players and Rom
so lots of opportunity to just throw unaided boxes at undefended targets
Box go brrr
box go bonk
The cruise missile fleet looked fairly competent from spectator view, but also it was a bunch of Raines w/o any missile defense so it's not like they had a lot of say in the matter
so how should I build and play to counter the omnipresent pentabrick
High level approaches come down to making them give ground/be out of position:
- strike them from out of range with 450mm/rails (you'll want lockvettes for this)
- smite them with missiles
- bait them into beam range
- avoid them while you remove the rest of their team
- isolate them and destroy with overwhelming force
250mm CLs also do chew through their offensive capability quick enough as long as you don't die first
lockvettes
woe
4TC spyglass upon ye
4TC spy isn't at peak performance against 5š§± it still does the job but a lock is nice
five TC spyglass
I was only able to get three TCs onto my spy Axford; is that adequate, or should I find a spot to squeeze in a fourth?
four is unfortunately what you want, especially with MNs around who will still be somewhat difficult to hit even with four
the usual tradeoffs are running only three ammo elevators or only one drive
single raider isn't awful
You can get 4 TC Spy and 4 Ammo Elevators with a Big Raider drive if you take the plunge and let the power of the PCC into your heart
Put it in compartment 5 or 6 and bow tank!
I've updated the Sovereign Incident DEMO
https://steamcommunity.com/sharedfiles/filedetails/?id=3266771350
Added Saltwraith Class FLV
Added EGC15 turret
Added EGC115 turret
Added EGCC115 hardpoint
Added Mk96000 EGAC hardpoint
Added EGC300 turret
Added C92x Macron Array turret
Added Tosser 100 C1 and 2 VLS array
Added Tosser 50 C2 and 3 VLS array
Added QMT-24 A C1 Missile Turret
Added QMT-16B C2 Missile Turret
Added HMM-200 Beak, Size 1 High Momentum Missile Body
Added HMM-300 Joust, Size 2 High Momentum Missile Body
Maybe some balance changes to existing items, I honestly cant remember
Probably bug fixes but we also probably added more bugs so please report bugs in the mod feedback channel on the Nebulous discord server```
The Sovereign Incident? Is that a Jupiter Incident reference?
no
Game winning reminder for the other team that Vauxhalls can't shoot behind themself (this let me contest a pivotal point)
The exact reason I keep a backpack of missiles lmao
though not the only way to avoid this obvi
Not having bullseyes on the top mount with 360 coverage would have helped too.
It was just very funny sneaking the Protectorate's weakest shuttle in behind a pair of battered but fighting Vauxhalls
yea my vaux fleet has a brace of like twelve offensive S1s in the chaffbox for that exact situation
<@&942093958551588904> https://store.steampowered.com/news/app/887570/view/4686648941196943949
Hello Spacers! This minor update has been a long time in the works while we've been busy with Carriers, but we're glad to finally get it out to you and apologize for how long it took. Fleet Editor The last time the Fleet Editor received any significant quality of life upgrades was at the end of 2022 with the addition of undo/redo, fleet editing ...
The long awaited QOL patch is here
"We've reduced the Solomon's armor thickness slightly so 250mm AP is able to penetrate from a slightly wider range of angles."
Wasn't the point of this 450 AP????
Finally, the time OSP mains wanted for
- Fixed WAKE primary seeker being turned around by gaps in trails.
- Fixed WAKE turning to the trail's direction while well outside it in some geometries.
Another day, another inch closer to usable WAKE
It also helps 450 AP and HE, but 250 AP the most
Railguns still unchanged, of course.
QoL buffs
They got the turn rate buff which is helpful
That being said I'll see if I can build my Spin Liner idea with the logic change
š
They were Free HP on a lot of our ships
Well, now 10 pts gets you a rapid DC w/ twice the health and also a repair team to throw health at other stuff too
yes, but that's 80-100 points over a fleet of duncans
So, I've created A Thing
Fleet 'TF Heart of Oak' is composed of 3 ships that cost 3000 points:
Wed and Parts : 'Marauder' class Line Ship [Gun PD EWar Sensor]
The Pat Green : 'Marauder' class Line Ship [Gun PD Sensor EWar]
Plus Laws : 'Draugr' class Clipper [EWar]
```This fleet uses only one missile type:
```yaml
SGM-12 Flyswatter : DIRECT - CMD - HE FRAG [4pts]
Thank you Lieutenant
The idea is simple, use the new speen logic to get double effective firerate out of a set of C65s
Problem
I've never built a bulk liner before, so I don't know if this is good
offload pinpoint and dazzler onto another utility tug (or the same utility tug)
drop PCCs, drop boosted, drop huntress down to bridgemaster
you're spending a lot of power (and points) you can't afford to spend
also 100% drop the intel center on a combat liner
Okay, what do I replace
All of That with?
hold on, brb
And to any observers, yes, I am terminally afraid of S3H
I'd keep the pinpoint personally. I dislike huntress ships getting stuck unable to fight when isolated
I'm getting conflicting opinions here
Nebulous isn't a solved game so that's natural, Ash and I build quite different fleets
I do agree about offloading the dazzlers if plausible, your power budget looks rough and you can't guarantee to have it pointed the right way due to spinning
Okay, does it work on the forward mount on the cutter?
Because it seems like it'd have the widest angle there
Otherwise I'd suggest trying to add a second CIC to the marauders. They have a habit of getting sections punched out by incoming fire so redundancy is good
Can't go straight forward, but you can easily point the nose to the side a little
Speaking of, give the tug the free RMag for a little padding
Fleet 'TF Heart of Oak' is composed of 3 ships that cost 2950 points:
Wed and Parts : 'Marauder' class Line Ship [Gun PD Sensor]
The Ninth Fuze : 'Marauder' class Line Ship [Gun PD Sensor]
Plus Laws : 'Draugr' class Clipper [EWar Sensor PD]
```This fleet uses only one missile type:
```yaml
SGM-12 Flyswatter : DIRECT - CMD - HE FRAG [4pts]
I could go down to a non-boosted reactor
If I ditched one or both Grazers which
Ehhhhhhhhh
I'd cut the PCC before I downgraded the reactor TBH
Stick an extra rapid DC in there and have a great time
Yeah, marauders seem like they need damcon out the ass and a bit more
But that's very much into "season to taste" territory
Right
More generally I'd look at the tugs internals. Give it a free RMag
Done that
You could break up the RDC into the MMT combo of Aux+SmallDC+something to smooth out the durability for similar costs. Again, personal style here
Other last thing, you may want to split the radars between your marauders so one has a huntress and the other has a bridgemaster. Gives you the best coverage as a whole as you can pick things up early but fight well in close
Ah, I thought the Huntress was just straight up better
Worse track quality but better range and power
Fleet 'You spin me right round' is composed of 4 ships that cost 3000 points:
Flag and Cider : 'Marauder' class Line Ship [Gun PD]
Know Cute : 'Marauder' class Line Ship [Gun PD]
The Elite Sugar : 'Draugr' class Clipper [Sensor EWar Gun PD]
Denny Q. Zannini : 'Ferryman' class Clipper [PD]
```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]
Okay, so uhhh
Why no Grazers?
They're on the tug
Yeah, only way to fit jamming is by cutting a lot more AMMs than I'd personally be comfortable with and offloading that cost into upgrading the A-capper into a Bellbird shuttle
Right, mandatory A-capper.
Might as well, it's probably a better investment than another set of VLS and 20 AMMs per LN
but at that point, personal preference
I mean, I'd rather not split my attention even further in what is a micro-intensive fleet
Fleet 'TF Heart of Oak' is composed of 3 ships that cost 3000 points:
Wed and Parts : 'Marauder' class Line Ship [Gun PD Sensor]
The Ninth Fuze : 'Marauder' class Line Ship [Gun PD Sensor]
Plus Laws : 'Draugr' class Clipper [EWar PD]
```This fleet uses only one missile type:
```yaml
SGM-12 Flyswatter : DIRECT - CMD - HE FRAG [4pts]
yeah, that theoretically works
I would get rid of the one bastion or get a few more, as flac is vary mich a thing that depends on volume to get it's point value
revolver LNs are very sensitive about their gun buff modules, which is why I'm side-eyeing the LCR, but it's not a bad fleet
Ehh you don't get that much of an improment with 5 RCC's as you do wiht 4, if anything but also if you can roll 180 before you reload then you do need AE's
From my testing, ammo elevators aren't needed
With the 7700
In fact I struggled to micro fast enough for the guns to be on target before they reload
from the spreadsheet, theoretical best DPM is 4RCC/1AE with big yard, 5RCC is more lenient on the roll micro
Welp, first game, died to one battleship despite getting the perfect ambush on him
Revolver liners are harder to run then regulare ones, you might wan't to ask tom how he played his before the top mount nerf
radar is stronger than jamming as you get closer, 450 is 11km range, etc
Can OSP even detect and get a track at that distance?
yeah, have a teammate pointing a LRT mn/tug at the BB
Understood
It's a coordination thing, but as soon as your team spots a BB you should absolutely be getting a fireable track on it (or prepared to jump on it the second before you open fire)
Got it, so don't actually try to ambush up close
up close is for plas/100
Got it, because I got beamed to death, expecting that eight C65s at point-blank range broadside-on would do something to a battleship
wait you got into beam range
Yeah, that explains it. I thought you just lost the DPS race.
I mean I did
Getting in to beem range for OSP on a non Torp/Rocket ship is peraty much a garintied failure
OH you can kill things with OSP ships. like last boat night The Autem died wiht out beaming becosue it just got zoned out. and also tom was playing wiht a bunch of randos
Got it, it just takes a while
I mean slower then beams yeah but that's just beems
Certainly into the capital ships. (Unless you fill them full of missiles)
when playing against ANS,
- don't get into 5km unless you're playing torps/rockets
- don't get into 8km if you're playing 450
these will generally guide you well
Understood
6.5km - 7.8km is plas/X LN range (out to 8km if you're playing plas/250, technically) and that's heaps of DPS
But if you want a working liner fleat this one is batel tested on the last pach
Fleet 'Four-Riders-Improved' is composed of 4 ships that cost 3000 points:
Jack of Endings : 'Marauder' class Line Ship [Gun PD]
Queen of Glutony : 'Marauder' class Line Ship [Gun PD]
King of Conflict : 'Marauder' class Line Ship [Gun Sensor PD]
Ace of Pleanty : 'Marauder' class Line Ship [Gun PD Sensor]
```This fleet uses only one missile type:
```yaml
SGM-106 Ember : DIRECT - ACT(RADAR) - HE FRAG [2pts]
Four karking liners, Jesus
They need a bit less micro then a spinship and they have better burst damage wich is most of what counts agenst ANS
Right, OSP is the swarm faction
well more that having more hulls is just better in a lot of ways. and Liners are cheep enough.
That and 128 rounds of 450 will ruin the day of most ships, if not end it
Okay, second match
Went a hell of a lot better, I caused an Axford and a Solomon severe pain
Which considering that's the ships OSP struggles with the most, I think I'm good
Main issue will be killing things without spotting support but that's a common problem
That being said, with the solomon hull decrease, is there a reason to take 450AP?
well you can still only pen a soly from the side wiht 450HE
And you also need AP for a axeford bow on
extremely
the point of those tweaks was to let 450 do anything to solomons, via the medium of AP
The intention seems to be making 450 AP more consistent and making 450 HE and 250 AP viable under some circumstances
Understood, so if anything I should load AP against heavy ships more often?
Absolutely, especially if they are bow on
Got it. My main issue is swapping ammo takes centuries on liners
You just need to pay attention to your autoloaders. Unless you are shooting something wildly incapable (e.g. 250mm HE vs BB) you can let the autoloader finish then swap out the next one
It's why you swap during a reload
With the BB armor nerf, 450 HE gained +4 degrees of pen and AP gained +2 degrees of pen, but there was an additional buff to 450 AP's penetration stat which gives it another +2 degrees against a BB
Which means
that was just to elaborate on others' answers, I am in agreement with them
Ah, right
So basically just use AP on heavy stuff
you do still want to fire AP, because while 450 HE is a bit better it still isn't anywhere near the penetration ability of AP
elaboration on the elaboration, dug up the maths
Change in pen angle vs the Solomon:
250 AP: pens at 15 degrees -> 21 degrees (+6)
450 HE: pens at 27 degrees -> 31 degrees (+4)
450 AP: pens at 58 degrees -> 62 degrees (+4)
600 HE: pens at 47 degrees -> 49 degrees (+2)
even with the armour and AP changes they're still incredibly stupidly tanky
they just take chip damage to 450AP from the front now
Whoo boy
There's new speen?