#Nebulous: Fleet Command
1 messages · Page 27 of 1
Hm. So take 100AP as offensive shell, rather than HE?
They lost some armor this patch but they still usually have that range of effective armor
Both really, they're super cheap and you want HE for lighter targets
I suppose for medium targets I have 450HE.
Also Axfords get penned on the flat by 100mm AP, though that usually just means you remove their nose thrusters
AP dose less damage and only to one component VS HE doing more and spreads it's damage out over a radius
No. All craft have 0.3cm of armor.
Also it seems I don’t get the "ratio" of fighter fleets
Like at what point are there just too many fighters as it seems if you fill a Container with fighters you literally don’t have the points anymore to laodout all of them anymore
100mm is so cheap and takes such little space that you might as well bring AP, HE, and Flak to cover all your bases
Ayup, my usual LN fleet these days runs 10 T20s, 8 Bastions, a bunch of AMMs, and omnisoftkill spread over two 450LNs and an escort shuttle
11 T20s, I forgot the shuttle's
Like it feels fielding more than 20~ fighter has no point bc, you literally run out the stuff point wise to equip them with
Like what’s the point having 80 crafts (on a full loaded container ship) in total if only 1/3 can be equipped and used
Are you talking about a container liner or the moorline?
If you want to make a carrier, you should be using the latter
How expensive are you loading your fighters? The standard issue "The Guy" barracuda build runs with fuel pods/jammers/nose 20mm/35mm flechette pods and a pair of cheap S1 missiles
by hangar space, I generally go about 32-36 fighters, 20-24 sturgeons and the rest skiffs
maybe a few pikes to taste
Those come out to <20 points loaded with a resupply
it's hard to afford lots of premium weaponry there, so often I run a three-hangar build that fills the last slot with 72 mixed containers and then runs slightly fewer planes with one round of missiles each and then unguided R3s
Oh a "pair"
I just slap 8 S1 on them to cosplay F4 phantom gameplay
…I think I found the issue
Yeah, making heavy use of the free/efficient components really stretches your budget
So most dogfights are done by the cannons than the missiles?
For costs sake
no, just because you can't fire missiles if someone's filling you with holes, and guns can't be chaffed
also: fuel is mandatory
there is maybe one situation where you don't want the first pair of fuel tanks on your cudas
and then 99 more when you do
Aight
missile + gun fighters will totally demolish pure gunships, because you can't fire guns if you're dodging a missile so they just line you up with their own guns and kill you easily
the standard setup is 2x Act S1 ACM, fuel tanks, jam pods, 35mm wing pods with flechette ammo and the stock 20mm nose gun
and then upgrading from there mostly with cooler missiles
although you can always take nose 35mm and two more S1s instead of the wing pods if you really want a midpoint between that setup and CMD Lunges
So, I tested OSP HAA in a skirmish and.. It's funny to see them just randomly firing but it's sayisfying too.
the T30 is a very pretty turret
it's a shame most Jmen benefit from having the extra pad on the Class 4 mount because I really like how it looks as the Jman's primary weapon
This raises the question: Does the ANS 120 do HAA well as well, or is it an OSP 100 unique thing?
120 RPF is better then nothing but not that good, 250 RPF is vary good
Unrelated but what are good anti-ship fighter loadouts?
I have.. Only now realised how much I have missed having secondary guns in Nebulous.
the standard anti-light loadout for OSP is R-1 rockets, but those only kill frigates and corvettes
both sides can make good use out of S1/S2 mixed strike - make an S1 that flies ahead of your S2 and soaks enemy AMMs fired at the S2s
cudas and tantos can both kill stuff with those
Also are bombs just as the tutorial said absolutely useless against moving targets?
Or is the practice different?
they are strictly finishers and not to be used against anything with active PD
they can hit moving targets if you're aggressive enough and they're not too small and agile
do not use them as primary weapons, your craft will die and you will be sad
for some reason 50% of the newbies I see in pubs are suiciding tiny wings of bomb craft into enemy PD and complaining they can't do anything and I could not stress the fact that this is a terrible idea strongly enough
They are called bombers not rocketeers for a reason /s
At what range do stuff like rockets get shot away from fighters?
what do you mean shot away?
you can't destroy a plane's weapons independent of the plane, if that's what you're asking
the max range of a plane's weapons is displayed on the weapon itself, but in practice you want to fly a lot closer
2-3km is normal rocket launch range
That I mean yes, I’m tired and my English part of my brain is just dead rn
3km is chancy if you don't have jamming suport in our experince wiht r-2s at least
Is there a more solid range?
I’m trying to link up missiles to rockets so that’s why I’m asking
fly to optimal rocket range, fire everything
the missiles will look after themselves
firing rockets at their max range just creates fireworks, damn near everything can dodge that
It's pretty nebulous as yeah rockets lose effective rang when there target is moving. you can launch from further agents stationary missile frigs sitting whit out radar but you do need to get closer to anything that can dodge or has good PD coverage
Say is it normal that fighters won’t
Shoot S2 even at like 500m range?
I just had a entire squadron commit suicide by just circling and circling without firing these damm S2
They should shoot S2s, bombs can be a bit finnicky but I've never had a problem with S2s
Yeah just tried again and I think it was terrain and line of sight bug
bowtank orbit dodge lineship real?
IT WORKS
there's a citmag, an rdc, and an aux steering in the nose
there's a rapid team buffed by a DCC and a DC complex repairing everything in the nose
this is incredible
I need to see if it works on non-superfiring hulls
HOLY FUCK IT DOES
this is actually insane
this may actually be completely busted
it works on Zircon too which is all four turrets on the same level
it doesn't need to be superfiring, indeed
A new era in plas-100 liners is upon us
Some AN yubber making eager HEKP noises RN
oh shit, you're absolutely right
HEKP would cleave this build into the ground like nothing we've seen since the AvA days
We love self balancing meta options
I would simply not be HEKP'd
flechette cudas defend me
can you get two obelisks and an MN launching pikes and PD cudas?
a little bit of EO pike would help this a lot
I just put in a tug for offset jam and gave them omnisoftkill
(warbler-lyre-offset bellbird-chaff-flares-blackjack)
what are they going to do about it, HEKP me through 54 barrels of 100flak?
Yes! It seems ridiculous! All your important bits are 3000km back in the back stack and Lineships actually have the horizontal thrust to orbit dodge
More HEKP in the meta is always a good thing too
The build I'm working on is 2x 1050-point Hammerheads and a 900-point Journeyman, just filled with cheap flechette Cudas and a couple EO Pikes
You can also swap two T30s for a pair of mounted small hangars and get four Flechette Skiffs + an EO Pike (or four fancy Cudas), it loses you a quarter of your 100mm DPS but you get 500 points to spare on spotters/cappers/missiles/whatever
Have you priced out Misc's pitch of bringing a monitor as a pocket cuda dispenser? Probably gives a midground option
I was just thinking yesterday I should see if instastage still works
yeah I think it works
its somewhere around 650
assuming like 6asf 2 halbard and a 2tc bloodhound
probably can fit 9asf but the mag might be a little tight
That's not a bad deal at all
yeah
might be closer to 700 with bells and whistles but
I do think cheap jman is interesting as a space
and as much as I am fixated on hunting battleships
a few sturgeons with guns load real fast and are pretty nasty
and cost fuck all munitions wise
So.. Basically, Obelisks can now fire off the bow?
Yep
well not with there 250's but that's not a huge price to pay aperntaly
not when you can just tank hits on a massive reinforced stack in the nose, nah
As long as you can outrange beems that works, or at least that's what our experince wiht out Isaki truck has showen us as it has the same basic set up in it's bow
Minor update, everyone https://store.steampowered.com/news/app/887570/view/520828802612330991
Hello Spacers! It's great to see so many people have been enjoying the new major update. I've been hard at work the last couple of days grinding through all of the bugs that have been reported, and am happy to deliver that along with a few usability improvements. If you have a bug to report, you can report it in the #bug-reports channel of the o...
Loads of bug fixes
Bombs are slightly less crap
- Added button to craft editor loadout matrix to add a missile template to the fleet without having to go to the missile editor.
that's so nice
trying to figure out how to make bombs less overpowered while not making them impossible to use has not been an easy task
this will help
On one hand shorter release time, on the other shorter range so they should be
Better? But also the bombers themselves will have to get closer to PD range
the idea is to disable the hellbomb cheese that starts the attack run at around 2.8km to drop the first bombs just as they enter PD range, while making it easier to drop in other ways
ideally dropping bombs should get you murdered if the target has active PD
Which makes sense
I'm still not entirely sure why I'd use them in a world with size 3 rockets, but that's just me
they break DT, they're easy to truck around the place on other builds, they can supplement basically any other weapon
the most basic combo is to rocket them to blast off all the PD and red out some stuff, then KBU them with the same Sturgeons for an instant kill
Are Bombcudas viable?
viable for what
as a primary strike option against defended targets, no, for the love of god no, I keep saying over and over again that we nerfed the hell out of them precisely so you can't use them for that
for finishers, yeah sure
if you want to do damage to something that can fight back, take a real missile or a spread of rockets
Bombs are very powerful, even before these changes. People just kept trying to use them as if they'd work against moving targets with PDTs still in operation, and that's very much not what they are for
they were annoying to use though, and this should make them a bit less so
Having escort fighters pick up bombs to drop onto stubborn Sollies that won't die is very satisfying and effective
Why would you want to do such a warcrime?
Consider the sign tapped: #the-rules message
Fixed exploit allowing player fleet colors to be set outside the 0.0-1.0 range.
Wait, I heard mention of glowing ships, is this what caused it? That's fantastic
Fixed AI considering ships for the cringe capper role when they had passive sensors, FC radar, jamming, illumination, or directable sensors.
Oop.
Send the lockvette directly to A, it'll have a great view
I have discovered something very funny.
Specifically: The AI doesn't know what to do with rocket Ocellos.
Does anyone really?
It should have been given Heavy Frontline or Force Recon. It got Backline Spotter.
Sensor boat with some self defence tools, makes sense to me
Here's genuinely how it figured it out:
FAIL: +20 for Hull weight class InRange Light and Medium [Total: 0]
PASS: +50 for having capability DirectableSensor [Total: 50]
FAIL: -1000 for not having capability DirectableSensor [Total: 50]
PASS: +5 for having capability PassiveSensors [Total: 55]
PASS: +20 for Radar Sensor range Greater 1000 [Total: 75]
PASS: +20 for having design property IndependentOperator [Total: 95]
FAIL: +30 for OffensiveWeapons point ratio Less 0.1 and 0.1 [Total: 95]
It just looked more Backline Spotter-y than General Frontline-y.
So I need to give it better DamCon.
Note that R-3 is 2 pts for 3000 damage at 50/ray, KBU-22 is 1 pt for 2500 damage at 100/ray. R-3s have way more speed and toughness but no way is it an unconditional upgrade to bombs
Last pre-carrier gameplay. It'll be a while till my first post-carrier video, since I'm waiting for team comps to settle a bit. Shoutout to Nova28!
Steam page: https://store.steampowered.com/app/887570/NEBULOUS_Fleet_Command/Official Discord: http://discord.gg/nebulousfcPatron Page: https://www.patreon.com/EriInd
MUSIC USED:
Tears Of Roy - Zad...
trying to make a dedicated anti-craft fleet, but i think we went too far in with our own
Fleet 'Levy Hunters ACT-CMARAD' is composed of 2 ships that cost 3000 points:
The Sun : 'Levy' class Escort Carrier [Sensor PD]
Six of Wands : 'Sprinter' class Corvette [Gun PD]
```This fleet uses 4 different missile types:
```yaml
SDM-158 Welcome Mat : DIRECT - ACT(RADAR) - HE FRAG [8pts]
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-259 Shoe Rack : DIRECT - ACT(RADAR)/ARAD(RADAR) - HE SHAPED [9pts]
SGT-3-0 Sunk Cost Fallacy : DIRECT - CMD/ARAD(RADAR) - HE SHAPED [14pts]
you really do not need three spacecraft repair slots
especially when that means you don't get to take any deck gear lockers
Carrier also doesn't need comm strength, the built-in antenna is enough
4 sundials is pretty expensive too, I'd cut that back
I sorta dig the pinard, but don't think the second one is worth it
you also don't need a secondary antenna either
if you get jumped by enough force to knock out components on your carrier, that's it
I'm slightly less of a pessimist there but no antenna is not what you're worried about losing
fair, we were trying to build for an anti-craft role and thought it'd be best to have extra repair spots to help extend our tantos' lifetimes
[Reply to:](#1164000873031151637 message) you really do not need three spacecraft repair slots
also, we were mostly just trying to help ensure that we could defeat comms jamming, although we aren't sure extra how well that'd work
[Reply to:](#1164000873031151637 message) you also don't need a secondary antenna either
o7, we were on the fence on keeping it with 2, but we thought 2 plus backups (or for extra sorties to ensure our team has maximum radar coverage possible) was a decent idea for the price
[Reply to:](#1164000873031151637 message) 4 sundials is pretty expensive too, I'd cut that back
we'll be sure to swap a repair shop for a gear locker, and probably the antenna for a s1 (or s2?) vls
the pinards,,,,, /shrug
it's a backline ship that's meant to stay out of range, it seemed like a decent idea
all our skiffs and sundials have elint too, so we figured it'd be good to supplement that
all in all, with ans being the missile faction, we figured, okay, how can we play into that and try to deny the other faction their best aspect as best as we can, y'know? so, sensors and space superiority
hey @wet root have you made any progress with your hammerhead liners? I've put together some of my own but I'm interested to see what other people have been up to
speaking of those, I was wondering
as someone who hasn't played plasma/100mm in a long time, those ships are usually really strapped for power right?
I've only had the chance to run them in a single game, but it went well enough there. These ones are on the cheaper side so I can squish an air defense Jman in
Fleet 'Hammerheads - CVL v2' is composed of 3 ships that cost 3000 points:
Pyre : 'Marauder' class Line Ship [Gun Plasma Sensor]
Ally : 'Marauder' class Line Ship [Gun Plasma Sensor]
Hymn : 'Journeyman' class Light Carrier [Gun]
```This fleet uses 4 different missile types:
```yaml
SGM-100 Balestra : DIRECT - SAH(RADAR) - HE SHAPED [1pts]
SGM-100 Balestra Block II : DIRECT - PSV(WAKE) - HE FRAG [1pts]
SGM-100 Balestra Block III : DIRECT - HOJ(RADAR) - HE FRAG [1pts]
SGM-100 Balestra Block IV : DIRECT - SAH(RADAR) - HE FRAG [1pts]
Power constraints are why I went with only 4x T81s per ship, and they're still running with no real leeway, I'm a noob w/r/t plasma though, so IDK if that's too little
oh huh
yeah I mean I guess you can do the mixed armament
here I'll grab what I have
Fleet '3.0k - Hammerheads' is composed of 3 ships that cost 3000 points:
Taker : 'Marauder' class Line Ship [Gun PD Ewar Sensor]
Giver : 'Marauder' class Line Ship [Gun PD Sensor Ewar]
Anvil : 'Flathead' class Monitor [Plasma]
```This fleet uses 2 different missile types:
```yaml
SDM-212 Saeth Manwl : DIRECT - ACT(RADAR)/PSV(THERM) - HE FRAG [5pts]
SGM-101 Gwawr : DIRECT - ACT(RADAR) - HE FRAG [2pts]
I think you probably want another plasma fleet to hang with it but
see on ANS side I was thinking about bringing instastage back
but the warbler exists now so cmd is now less of a sure thing
Is the Warbler enough to break comms at instastage range vs a cr75?
yes, but only close to target
you can even go down to 3 T81s and be mostly fine
I guess you can EO instastage but then you're required to go to 3km range instead of CMD's 4km
I forget, does WAKE now see big ship plumes from all aspects, or is that just the thermal validator?
SAH instastage time
just the thermal validator
er
no
hold on
horrifying
I'm retracting my 👍
I actually think it's pretty solid, you're already in direct line of sight for instastage and close enough it's easy to avoid illuminating chaff
just use a backup
The problem is it takes a couple PD slots and you're at <4k range vs OSP
just the thermal validator
is the Wake-Thermal meant to see the big plume as a primary seeker or only as a validator?
I think it's supposed to be identical to normal wake as a seeker
my very normal gold plated CMD/EO missile
SAH instastage is weird and finicky in our experience. and like Pyropes mushroom fleet was a coinflip IWRC
ah yeah okay the tooltip, not the description does make that clear
I admittedly haven't tested it much myself, any time I try to build a fleet with it the next hour is a blur and I come out with a galespam fleet instead
I was talking to grandar earlier today about gale plane strikes
Hold on we have one that shold be updated to work post MN armor buff
Can SAH plane strikes use illuminator pods?
yeah that's the idea, apparently it's pretty functional
Or do the illuminators shut off when the planes turn around after launching?
we were brainstorming OSP SAH strikes with pikes
The big thing that we seem to rember was inconsistant staging
They're mostly smart enough to keep them on target, the illuminator pods can also point backwards though
they're smart enough to guide them in
usually
I've got a fleet that does it
it's pretty good, if kinda high attrition on the planes
I've been consistently pleased by 1-point S1 SAH spam on craft
yeah he mentioned you doing it with tantos
(Mostly for anti-craft work but with a few loads of HEI for hitting everything except MNs)
personally I'm still on misc/ash's S2+screening S1 strikes
SAH instastage fleet. it needs some point reduction now. but it is functional
Fleet 'New-Old-Gales' is composed of 5 ships that cost 3167 points:
Duncan Idaho : 'Raines' class Frigate [Missile EWar]
Duncan Idaho : 'Raines' class Frigate [Missile EWar]
Duncan Idaho : 'Raines' class Frigate [Missile EWar]
Duncan Idaho : 'Raines' class Frigate [Missile EWar PD]
Duncan Idaho : 'Sprinter' class Corvette [PD]
```This fleet uses 3 different missile types:
```yaml
SGM-100 Leagaly A Missle : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-106 Ember : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-H-233 Gale : DIRECT - SAH(RADAR)/PSV(WAKE) - HE SHAPED [8pts]
My main concern with ANS Gales now is that PDless frigblobs seem like a prime target for wandering craft
(And triple-seeker boxes)
Can probably just stick some SDM-2s in there for the first part though
you could problay swap the VLS-1-46 for a VLS 2 and put SDMs and ADS in it and hae it work long enough to get a few strikes in
I use CMD/HOJ, CMD/ACT, and CMD/PULSE
I feel like if I'm already spending 50+ points on a hekp instastage missile I might aswell spring for the EO backup to almost guarantee the hit. not like anyone's bringing blackjacks, right
CMD/PULSE?
how do you get that
It's the same toggle as HoJ for ARAD
i see
I bring blackjacks 🙂
horrible
.length
I think double pinard is often gonna be awkward because a backline ship doesn’t want to be where enemies are on both sides of them, and a frontline ship has more important things to use the mounts for
But one is fine, just adjust your heading when you reposition
yea, no, we get you
still tho, does it seem generally doctrinally sound? just, harry osp craft to deny them as much space control as possible
well.
well, this does not achieve that, or well, that's an unachievable goal
if all of your tantos can go 1v2 with a moorline, you can win that fight
with osp spacecraft. not full ships
yeah, that's what I mean - a Moorline's fighter complement
more to the point, I don't think it's a doctrine worth spending more-or-less-an entire fleet on with minimal strike capability
carrier slot's pretty contested as it stands
okay, then, how would you build a fleet to suppress osp craft
i guess, question, does rpf actually work on osp craft or is taking that still a complete and total joke
I think 250 RPF does well and 120 RPF does less well
I would bring triple 250CL
8km bubble of fuck you
that, or two frigs loaded with nothing but SDMs
the last time we tried to do that to deal with shuttle and tugs we barely even tickled them, but sure, we'll do our best charlie brown impression
with a budget of how much?
[Reply to:](#1164000873031151637 message) that, or two frigs loaded with nothing but SDMs
TF Maple
it has two frigs of the correct description loaded with the only working SDM-2 design
sarissas seem like a solid zoning tool too
Fwiw my observation has been that the built-in repair station is enough, just because it fixes craft so fast - it's only a few seconds per craft - and also, launchpads are a lot less congested by the time craft have had a chance to go out, get in a tussle, and come back, it's not like the start of a match where a couple extra seconds per craft delays every subsequent launch
Being a Beam Battleship has served me very well in the spacecraft fights.
I also bring The Cheapest Tantos though so they have a tendency to be unharmed or dead
But on a slightly more serious note, Auroras have also done me very well... on my Ocello.
I don't know how different the two factions gameplans are for fighter stuff, but it seems like a good PD option for craft.
Having a craft squadron supporting a solid PD net also seems fairly effective, the PD coverage makes it hard for enemy fighters to cover their bombers against your fighters
Longer-ranged torp bombers might be able to circumvent that though
auroras can't reach out and protect the rest of your team I suppose
but then the inevitable moorline player can send out more cudas to protect other people
or escort planes from any other liners
I suspect the best answer for battlespace coverage against craft is cruise SDM-2, someone had a Vaux with a backpack of them last boat night that did work
Auroras do better than people think against low volumes of torps. If they full send strikes against you then you simply die
Yeah that one
new questions: can one of those reliably take out an osp craft, and, how many points worth of missiles is required to take out how many points worth of craft
[Reply to:](#1164000873031151637 message) it has two frigs of the correct description loaded with the only working SDM-2 design
I think the meta SDM one shots fighters and two shots bombers at 5 points per missile
The SDM~2s I've seen seem to pretty reliably take out one craft, sometimes multiple if they're clumped
yep
you still get run over by truly massed OSP flechette fighters performing their self-defense behavior, but oh well
and then the breadstick one shots bombers but is less good for fighters, also at 5 points per missile
not going to really do better
I think comparing it to craft points is hard since that varies widely depending on what loadout they're carrying, and carriers have such a high hull cost
just. we want to know if there's any economical way to defeat them
[Reply to:](#1164000873031151637 message) I think comparing it to craft points is hard since that varies widely depending on what loadout they…
even an empty plane is more than 8 points so any sdm is gonna come out ahead
we don't want to have to always throw wildly more points worth of missiles at cheap craft
big pile of cheap SDMs
the plane is 12.5pts but the carrier spot adds another 10 easily
Actually yeah, my 822-point Jman is probably the cheapest carrier you will ever encounter
that is unfortunately how AN craft defense works
if you could actually just bring cudas at 12.5pts with no infrastructure you could deploy over two hundred
And with 23 'Cudas that's 36 points apiece
Or 33 points each if I bumped it to 35 Cudas
(this is also why just bringing ASF is a really bad deal - you need to pay for your infrastructure by killing people)
it's been kind of comical to tell my team "we're not bringing a carrier" and then the enemy's investment into anti-craft is just piss in the wind
almost always win those
the frigate with two VLS-2s full of cheap SDMs is so efficient because the launchers cost a grand total of 40pts and the frigate is also a perfectly good spyfrig
With no buff modules I think it's like 13 pts per hangar space at cheapest
normally, spy frigates are vulnerable to carriers, but you kind of want them to throw a bunch of penny-packet fighters through open space at the SAM battery
"just don't get spotted" also works quite well
my sprinter bombers have been eating very good
Oh wait, the 91 craft Moorline with internal hangars is only 1050 pts if stripped down to drive and CIC, that's 11.5/craft slot
The classic DCless 1k hull
But yeah with normal DGL/FDTS investment and a radar you're looking at least 1200 before buying craft and ammo, that pushes you over 13 pts/space
This makes me realise how good of a deal backpack hangars on Marauders/Flatheads are
4 craft for 20 points, IIRC
(Assuming 0 opportunity cost for those slots ofc, which is rarely the case)
On broadside Marauders those are low-value slots, but on MNs it's a big deal
And nowadays those could be warblers or defensive S2 launchers
Jman... normal investment with triple-hangar is like 480 pts for 28 spaces, that's 17 pts/space
(With the more typical double hangar down at 24-25 slots it's worse at 19-20/space)
And good luck getting any missiles in a triple-hangar Jman
you'd be surprised
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Levy with buffs is 700+ pts for 42 (normal triple hangar) or 48 (cringe quad hangar) spaces, that's 17 pt/space or 15 pt/space, respectively
A 6x1x8 slot has 720 cu m of space, which is the biggest non-XL slots a Jman or Levy has
How does that compare to an rmag in the smallest XL slot?
On the Jman:
two bulk mags are equivalent to giga-rmag
Huh, I might be able to squish my ammo in a bulk and get more Barracudas
I run triple hangar on all my jmen that aren't double strikedown memeing
Eeexcellent
But also two bulk mags here means just two DGLs and no DC
you don't need DC
embrace gaming
But I think I'm using just barely over half the mag already
Fleet 'The omniloadout tm' is composed of 1 ship which costs 1080 points:
Sweat Cut : 'Journeyman' class Light Carrier []
```This fleet uses only one missile type:
```yaml
SGM-17 Sparrow-P : DIRECT - ACT(RADAR) - HE FRAG [2pts]
That seems to be missing something important
huh, wonder how it lost the CIC
Can't lose your CIC if you didn't bring one
just put the CIC in the empty slot
Also, bah, those missiles are too pricey for my taste
also probably switch the skiffs for proper advr skiffs, I haven't updated this since testing
so right now they're 2x35mm skiffs instead of 1x35mm 1 AdvR, I suspect
No 20mm on the Cudas?
If you're going pure ASF Jman single bulk is very doable, this is 30 sorties of The Guy
The Guy...
Or as I call it, JAFFT (jam, act, fuel, flech, twenty)
Is 35mm nosegun better than 20mm? I have no idea how effective flechette is comparatively
yes, very much so
(No one but me calls it JAFFT)
The Guy just brings 35mm gunpods and 20mm nose to cut down on price, but having 35mm flechette is a big deal
Consider: JAFFY (this is more reasonable than most military acronyms)
Yenty mil
I'll probably swap my 20mm noses for 35mms then, good to know
JAFFA cake
(Jam ACT Fuel Flechette Anti-air gun)
Although is there value to having 20mm nose + 35mm pods, in terms of having different spread? Or better to just max out on 35mm?
Nose 35 is pretty good but also costs 2 pts and has less DPS on not-dodgy stuff like bombers
Oh right nose gun itself costs 2
I was thinking just the .5 or whatever extra ammo cost
(Per sortie)
Per sortie costs with JAFFT is 5.5, with a nose 35 it's 6. And yeah the 2/frame too. So frame + ammo is 13.5 vs 16
Or 11.5 vs 14 for me, so even bigger relative difference
If you want cheaper missiles, take one wake and one warheadless act :v
SAH with a couple wake and HoJ sprinkled in for taste costs the same and actually kills things
Also does AMM duty
Creature
I don't hate it tbh
I had some issues with my ship shooting itself
with the t20s
when I was trying this out
this was me messing around with bowtanking plas 100
Probably not, it's only 166% the power of an Interrupt and the CR75 is very stronk. The Warbler's meant for defeating the CR10s of Claymores really
oh right hazel hates my fleet names one sec
Yeah, that's part of why I have the plas at the front in mine, I was occasionally toasting my nose if it was in the back
Fleet 'A' is composed of 3 ships that cost 3000 points:
Discord Forward Laundering : 'Marauder' class Line Ship [Gun Plasma PD Sensor]
Trickle Down Coconuts : 'Marauder' class Line Ship [Gun Plasma PD Sensor]
Crew Wiggler : 'Flathead' class Monitor [PD]
```This fleet uses 3 different missile types:
```yaml
SDM-220 Naginata M7R-X : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
SGM-199 Classical Music to Deter Teenagers : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-200 Vren's Breadstick 2.0 : DIRECT - PSV(WAKE)/ACT(RADAR) - HE FRAG [5pts]
still unrenamed and shamelessly stolen missiles abound
I didn't find the plasma an issue just the t20s
Might be a hull shape distinction
It bothers me that you're not bringing another hangar on that MN, when you've got the spare slot
Internal that is
yeah
I think I should probably just trim some stuff for a trio of cudas
honestly the ship was mostly to get me eo balls
so I can see how my plasma is doing and such
Yeah, that's why I have the craft on mine, EO balls seem kind of ridiculous
Unjammable undetectable locks from 8k, don't mind if I do
EWR is also a real consideration for the brick
though I think with the current halbards with radars everywhere
I don't think its the must have it once was
Just sticking a cheek EWR on it is still really nice though, if nothing else it helps you find their AWACS
It might actually, b/c torpcello's C75 beats 1 interrupt at a very specific range, it certainly won't stop the staging but I think it'll lose track partway
I can guarantee it does, I was testing ISCL for awhile
Fleet 'A' is composed of 3 ships that cost 3000 points:
Trickle Down Coconuts : 'Marauder' class Line Ship [Gun Plasma PD Sensor]
Discord Forward Laundering : 'Marauder' class Line Ship [Gun Plasma PD Sensor]
Crew Wiggler : 'Flathead' class Monitor [Sensor]
```This fleet uses 4 different missile types:
```yaml
SDM-220 Naginata M7R-X : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
SGM-100 Guylet : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-199 Classical Music to Deter Teenagers : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-200 Vren's Breadstick 2.0 : DIRECT - PSV(WAKE)/ACT(RADAR) - HE FRAG [5pts]
you need a backup at least to make it go straight
some revisions
I like the SALS for anticraft
Did you not have the power budget for the fourth plasma gun, or do you just prefer 3x?
SALS?
I thought 3 was the number from the old days
but maybe 4 is better idk
Single arm launcher
3 was my old number, but these hammerheads get access to more T20s which could make 4 justifiable
(though I still feel 3 is the go thanks to power problems)
I guess axfords lost some armour
hmm
or wait no was that CLs
I don't see how it would have changed but hmm I can trial 4
has anyone done big testing it seems like one of those topics someone would have
I run 5/3
5 T30 3 Plas?
That's been my thought, they get double the 100mm output of obelisks. But OTOH plasma definitely has diminishing returns, so IDK
I'd probably err heavy of 100mm sure to the current craft oversupply
alright, in reciept of advice, an updated bully fleet
Fleet 'Axford Knuckledusters ECT-ACTTHRM' is composed of 3 ships that cost 3000 points:
The World : 'Axford' class Heavy Cruiser [Gun PD Sensor]
The Lovers : 'Vauxhall' class Light Cruiser [Gun Missile PD EWar]
Muggy Sound : 'Sprinter' class Corvette [Gun PD]
```This fleet uses 2 different missile types:
```yaml
SDM-294 Stern Rebuke : DIRECT - ACT(RADAR) - HE FRAG [5pts]
SGM-295 Flyswatter : DIRECT - ACT(RADAR) - HE FRAG [5pts]
Fleet 'Axford Knuckledusters ECT-ACTTHRM' is composed of 3 ships that cost 3000 points:
The World : 'Axford' class Heavy Cruiser [Gun PD Sensor]
The Lovers : 'Vauxhall' class Light Cruiser [Gun Missile PD EWar]
Muggy Sound : 'Sprinter' class Corvette [Gun PD]
```This fleet uses 2 different missile types:
```yaml
SDM-294 Stern Rebuke : DIRECT - ACT(RADAR) - HE FRAG [5pts]
SGM-295 Flyswatter : DIRECT - ACT(RADAR) - HE FRAG [5pts]
pure act SDMs will not hit
ah
(not that you need therm, the way craft wake works is that craft are point sources)
(just use wake)
yea, we'll just swap to wake
Aren’t craft coded to fire wake missiles at rear aspect only though?
I assume they're still only visible from rear aspect, they just don't create wake particle trails like ships
@quiet quiver could you update the boat night pin btw?
Next boat night at <t:1737230400:F> <t:1737230400:R>
Also for those interested, Neb discord in the middle of a carrier/craft design presentation. Currently still going over the basics
i am once again getting up to battleship chicanery
Fleet 'Solomon Beams P-VOL-ACT-ACTWAKE' is composed of 2 ships that cost 3000 points:
The Hanged Man : 'Solomon' class Battleship [Beam PD EWar Sensor]
Two of Swords : 'Sprinter' class Corvette [Missile Gun PD]
```This fleet uses 5 different missile types:
```yaml
SDM-294 Stern Rebuke : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-167 Unfortunate Mishap : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-284 Situation Complicator : DIRECT - ACT(RADAR)/PSV(WAKE) - HE SHAPED [5pts]
SGM-295 Flyswatter : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
Fleet 'Solomon Beams P-VOL-ACT-ACTWAKE' is composed of 2 ships that cost 3000 points:
The Hanged Man : 'Solomon' class Battleship [Beam PD EWar Sensor]
Two of Swords : 'Sprinter' class Corvette [Missile Gun PD]
```This fleet uses 5 different missile types:
```yaml
SDM-294 Stern Rebuke : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-167 Unfortunate Mishap : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-284 Situation Complicator : DIRECT - ACT(RADAR)/PSV(WAKE) - HE SHAPED [5pts]
SGM-295 Flyswatter : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
@wary flame how are containers doing these days?
very well
R-3 containers for big stuff (vaux and up), R-2 containers for small stuff (vaux and down) and a few very expensive bomb containers for finshing capitals
toss in a few basic HEI crates to comb the enemy backline with EACT cones and find any carrier that didn't spend 25-50pts on PDTs
seekers are still a little shoddy but the combination of not being softkillable once you've staged, customizable stage range, pulsed ARAD and [therm] has helped a fair bit and rocket boxes are very affordable now
And you're also (unlike before) able to put penaids on rocket boxes if you really need them
I literally haven't gotten to play this since carriers dropped because the Moorline slot is always super mega taken and I'm usually on ANS
Fleet 'Do Unto Others 1-bank' is composed of 1 ship which costs 3000 points:
Do Unto Others : 'Moorline' class Line Ship [Missile Gun PD]
```This fleet uses 10 different missile types:
```yaml
CM-465 Meat Inspector : CRUISE - ACT(RADAR)/[PSV(WAKE)]/HOJ(RADAR) - HE SHAPED [5pts]
CM-465 Tino Special : CRUISE - ACT(RADAR)/[PSV(WAKE)] - SUBMN [8pts]
SGM-1 Repo Freeze : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-100 Front Window : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-108 Smoke Ring L : DIRECT - ACT(RADAR) - NONE [1pts]
SGM-108 Smoke Ring R : DIRECT - ACT(RADAR) - NONE [1pts]
SGM-200 Smoking Vape Canister L : DIRECT - CMD - HE SHAPED [7pts]
SGM-200 Smoking Vape Canister R : DIRECT - CMD - HE SHAPED [7pts]
SGT-363 Fraudulent Salad Oil : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [11pts]
but this is my pet moorline build
S2 light strike, torp bombers, 24 cheap fighters and then 72 containers to fire everywhere
container liners are goddamn terrifying and something may need to be done about "softkill or die" as a thing
not quite the one in the trailer but a descendant of the same concept
Also have considered putting a MLS-3 on a CVLN so that if some PD corv shows up you don't need to launch bombers to throw a torp in its face
cheers misc!
same S2/S1 build on the light strike as usual, deauth half at a time
T30 works better most of the time, especially if it's covered in PD
the basic plan is that you launch both your 6 fighters + 3 torp bombers at a time, threading in two squadrons of 4 S2 strike cudas whenever you feel you need them since you can put all 8 up at once by using the bomber pads
Wait how does this work with BSSJ? Does the container still exist after deploying or does the jammer vanish into the void when it launches?
goes pop
:(
Yeah unfortunately SSJ and BSSJ pop
Also if you have decoys you also need to adjust the stage range to give decoys time to deploy first
Because decoy launcher will also pop once it's done staging
<@&942093958551588904> anyone up for some boats?
yeah
OK give me a few minutes, something came up
@oak shell discovered that bombshells can and do work well into fighter clumps
The duality of hammerheads, one ate the entire HEKP strike, the other rolled an entire vaux group solo
glad to see them performing
Tried them with the LRT MN, will be swapping that out I think. It's just too slow to get escorts in the air
Only two hangars with no buff modules, I can see that
Even with five hangars and a DGL the Jman is sloooooow
How do I get rid of the role for this again?
There's a role bot but I handled it for you
hmm mon checking it does take like 4 mins to load cudas up that is a bit much, it was getting the other shuttles and stuff fast enoguh I didn't expect that
I guess if you have a few elevators on it it gets a lot faster and they are nice for the gun
boat night looms
<@&942093958551588904> https://www.youtube.com/watch?v=QNFNlSp8hLw
#napoleon #napoleon2023
(channels open)
boat (boat)
I would like to play today
I will be there in a few minutes
but I am thinking about whether i wanna skip the first game or not
I shall be around for boat later but am brunching currently
I haven't had time to design any fleets, but... I'm looking at the starter fleets and they're actually looking good enough that I could play in a second game potentially, using one of those
Game 1
As a tester, the starter fleets are all excellent and are pretty cutting-edge
We spent awhile refining them
yeah like it's been a long time for me but these fleets all like... fit well into recognizable archetypes, they look like (straightforward, relatively simple) fleets built by competitive players
I'd recommend playing Garnet or Kyanite on OSP and Oak on AN
Very straightforward fleets
yeah I noticed those
Game 2
Game 3
@wary flame do tanto coilguns get the 6km range of the regular sarissa coilgun?
they do, but they have a different rule hard capping them at 1.5km
oh...
Oooh suure
specifically, craft will only fire nose guns at things they can lock with their onboard 1.2km FCR since there's no chance of a hit otherwise
Server is PNET, password is lancer @bitter furnace
yeah, Pyrope was wondering whether you could lock stuff with ship FCR and then deadeye it but that is not how that works apparently
I'd normally say "thank god for that" except at this point in balance, maybe it'd actually be a reason to bring ASF at all instead of them being a glorified way to make the ship's job doing the work easier
Fleet 'Monitors' is composed of 5 ships that cost 3000 points:
Bird (Disambiguation) : 'Flathead' class Monitor [EWar Ewar Missile]
Bird (Gesture) : 'Flathead' class Monitor [EWar Ewar Missile]
Bird (Airplane) : 'Flathead' class Monitor [Ewar PD Missile]
Bird (Woman) : 'Flathead' class Monitor [PD Ewar Missile]
Government Drone : 'Ferryman' class Clipper [Gun PD]
```This fleet uses only one missile type:
```yaml
SGM-233 Gale Block II : DIRECT - SAH(RADAR)/HOJ(RADAR) - HE SHAPED [4pts]
Game 4
Oh congrats
Congrats!
Congrats!
Thanks!
@wary flame to answer your question about the 1 game I played carrier, I have 256 missiles because each craft carries 8 s1 SAH missiles, and I've got like 18 of them
I don't know whether I should be counting on my flights coming back for multiple missions? I want to, but they seem so fragile
I usually budget for 1.5 strikes per craft on ANS and 1 good strike (torps/S2s/whatever) and 1-2 cheap ones (rockets, bombs) on OSP
apart from A2A fighters which get thrown up and fight until they die
apparently SAH HEI S1 spam carriers are very strong right now, although I haven't tried it personally
I see...
@junior heron I'm not DLing and reuploading it but this is a link to the fleet from the gal who's been developing and messing around with SAH s1 Tantos a lot lately: #948127452721463337 message
To the degree of "I've not messed around with other fun builds b/c I've been addicted to this"
that's probably where I read and got the idea from in the first place :P
I don't think I could ever run a carrier this light on components though...
too afraid of being found
damn thats nice
bringing my own s1 SAHto fleet into a lobby
we randomed off of canyon into caltrop
and the lobby is 75% blues
I don't really get whats up with the other missiles
Just a spread of different s1 ACMs
That's quite similar to the Levy in my fleet, except significantly heavier on the anti-ship missiles
And fewer Tantos
I think one of the wake ones has longer range than the other
I definitely recommend putting some bombs in there, because a chaff on a small ship will pull every single S1
bowtank obelisks have finally met their match 😔
HEKP CMD/ARAD instastage end their undefeated run at 8-1, 1000-940pts
Fleet 'Levy (S1 VS)' is composed of 2 ships that cost 3000 points:
Tuna : 'Levy' class Escort Carrier [Gun PD]
Tale : 'Axford' class Heavy Cruiser [Gun PD Sensor]
```This fleet uses 3 different missile types:
```yaml
SGM-100 ACRAFT-S : DIRECT - SAH(RADAR) - HE FRAG [1pts]
SGM-100 ACRAFT-W : DIRECT - PSV(WAKE) - HE FRAG [1pts]
SGM-100 ASHIP-S : DIRECT - SAH(RADAR) - HE SHAPED [1pts]
update: I killed some small stuff, got hit by 1 strike, repaired my engine and internal hangar, then died to a second strike
well-piloted yub just counters carriers, yeah
(Unless they keep a few squadrons back as PD cover, which is that much less offensive force on the field)
Meanwhile on stream, a completely ordinary carrier fleet
hmmmm
(Checked that no players are in this channel)
Were they they ones that HEKP'd one of my bulkers? if so they did ok, but that was the only missle stroke i noticed doing much
though one of mu bulkers did go from green to deadwhile shapiing ammo at one point and i don't know what got it
Which map was it on?
very last match of the night
I know I killed three LNs and a MN with the beams, but apparently that was only 15k of the damage and so I'm wondering what the actual effect of the S2H strikes were
Ahh yeah. Though the intelMN didn't die, just lost drive
Mostly ignorable untill they gutted two skeli liners.
But you did run us out of PD ammo
And AMMs
Oh right, now I'm remembering

I was wondering why one of my ships was vomiting AMMs and then went "oh, reasonable"
100flak deathballs are always really hell to get S2H through, and they've seemed a bit low damage as of late themselves, so I was wondering what it felt like to get hit by them
because the cruise is just so flexible versus my usual direct S3H+jamming, and you get two beams into the bargain, but you lose out on a ton of lethality
Also yeah for a lot of the game I was making sure to keep the T20s open to respond, so in that sense it was lowering my DPS on the capitals
That and taking the time to safari around behind B instead of charging in with my second liner, but that was more due to the beams
Yeah my LN's dont have rely have much of a state betwen "no noticable damage" and "basicaly dead" and you did get two of them
but i do think the spare 150 100mm round shold be flak and not HE
nah, HE is a good choice
if we had a capfleet you would've gotten more use out of it
I had an old fleet that was 3x S3H/Beam DDs, which I kind of prefer over the S2H variant, since the latter costs so much for not that many programming channels
The salvo number is the thing, though
S3H cruise is so punishing if you have the slightest mistake in salvo selection
Also now a S2H+beam DD might be taking a few less offensives in favor of ACMs and/or ADs
If I have an Intelligence Center, do I also still need a Scryer Missile ID System or does the Intelligence Center also fulfil the functions that a Scryer does? Does the Scryer have a function on it which isn't listed as a stat, or does it also stack with Intelligence Centers?
...I probably should.
Scyers only do missles and do them a lot faster then the intellcenter can
the Intel Center says 'Intelligence Effort does not stack'
which feels weird with Scryer
this is actually something i think is genuinely confusing.
It doesn't stack, but the Scryer has a modifier that increases its speed vs missiles
okay, so how does it work?
if I have both, isn't only the better one going to be used?
the Intel Center has higher Effort than the Scryer, so it'd get used over the Scryer, yes?
So with an intel center and no scrier you will identify everything at a decent pace. With just a scryer, you will ID only missiles, very fast. With both, you will ID missiles fast and everything else at a decent pace
okay, so having a Scryer system provides a modifier to missile identification speed?
I believe the speed modifier is accounted for in choosing which to use
can an Intel Center organize point defense response like a Scryer can, or no?
...so the thing about them not stacking is false, and you can actually have multiple intel centers, but only the one with the highest Effort for the target is used??
rather than the one with the highest Effort total?
That I don't know, but should be pretty easy to test in the range
it is confusing overall, I'll test it some other time >.>
Actually, it looks like I was wrong here, from what I'm reading it will use the intel center instead, and thus be slower than if you had the scryer and no intel center
Worth verifying in the range, but TIL
weird!
how horrible of an idea is this?
It will need to be inside other ships' radar coverage to get tracks for the Aurora
it will, yes
And if it is near another ship the prowler becomes less useful than another drive
...does it?
Indirectly, if you are using this to escort a larger ship they'll already know where you are
i guess it all depends on how good the radar of the other ship is?
I think it's to hide the fact a PD escort exists
something like that? Hm.
does the Aurora's integrated FCR give it good functionality even against bad tracks?
I'm gonna try it or something like it in combination with a Spyglass on a Raines tomorrow sometime maybe
's possible it needs to be paired up with a beefy Parralax instead.
Yeah, just need the other track to point it in the right direction to lock it
oh! then this should work, yeah.
it'll just also be funky to use
ideally you want to spot hostile things you want to do PD against and have the hidden Aurora boat between the thing spotting and the things you want to PD
this has the potential to hit craft which believe they're safely outside of PD range with PD, and I think that's funny.
iunno if it's good, but it's funny.
..Is 100/120mm backed up by 20mm a good idea or a terrible idea?
Eh? Why is 100 flak good but 120 not? Also hi Gamma. :3
it kinda just... is, like the dps is way better, 120 might have a smaller trigger radius but im not sure, you can fit more T20s into an OSP fleet than Mk62s into an ANS fleet,
(also hi
So how should you use 3x3s on ANS fleets if you want heavy AA?
Because bombers never get close enough to be worried by 50mm.
uhhhhh
VLS2 packed full of breadsticks and SDM
breadstick
(s2 anti bomber missile)
depends what their doctrine settings are
the bandits aren't nearly as robust of an AA net as VLS are, because of the reload time, but they do help
Mm. So stick with 100 on OSP?
I find it funny how yes, OSP is inadvertently designed to have a WW2 PD net, vs the 19..80s? PD net that the ANS wants.
hmmm, the main nebcord is hosting a tournament
is that something folks would be interested in? gonna be running from the 15th of feb onward
yes, I'm looking for a team
What times are these games being played?
thats probably more dc than I'd give it, and I'd give it a little gun and a radar that can just stay turned off when you want the pd up, or a s1 vls with one maybe more offensive missiles so it can cap later in the game and maybe fight a single clipper for one
I think a pd sprinter is fine as an idea, but its worth spending a couple more points to let it do an entire other useful role
(also you might as well put an empty mag on it to sponge hits)
it cannot fit radar with 2x aurora
just doesn't get the power
yeah
you turn the radar off
mostly
then turn it on if you want to use the little gun
ah. that's... fair, i guess? doesn't that make 'em a lot more expensive for minimal benefit?
12 pts for a gun and two kinds of ammo, 10 pts for frontline radar
Also didn't notice reinforced thruster nozzles until just now, you can drop that
yeah, that and the small DC are safe to drop
I think being able to contest caps is a huge benefit
personally
scrappy little actions on caps 35 minutes in often decide games
would anyone be up to helping us re-learn neb in the face of the carrier update today?
we have a few (maybe) craft-hardened fleets ready, but honestly,,,, we are. kind of lost and have no idea where to even start
it's a sniffer
people turn on radar and you go sneef snorf with a couple of elint modules and you get a track on them
(it's not very good 😔 )
sewacs fitting elint modules can be quite nice
I can try to help in a bit.
[Reply to:](#1164000873031151637 message) would anyone be up to helping us re-learn neb in the face of the carrier update today?
It detects active radars at 1.5x (I think, might be 1.25x) the radar’s detection range as a bearing, telling you what kind of radar it is. Multiple bearings on the same radar can form a crossfix
realising that ELINT is a specific thing and not a catch all word for "how do sensors work"
damn i really am out the loop
elint is the thing that gives you many purple lines, if that rings a bell
yeah not it does which is why i'm like "wait thats not what i mean"
i just dont remember what all the different sensors and scanners and jammers all do
Oh lol, sorry
I saw a question I could actually answer pretty confidently, I apologize
nothing to apologise for
ELINT is super good for missile oriented fleets
I have an interview in an hour and a half but I'll be around after that
for sure
sorry, we got pulled into a decent war thunder squad and have been pretty thoroughly distracted
I'm ready to help whenever but.. Misc is much better than I am.
alright, we're hopping on now
Fleet 'Axford Shilkiller VOL-EOCMD' is composed of 2 ships that cost 2980 points:
The Fool : 'Axford' class Heavy Cruiser [Gun Missile EWar PD Sensor]
The Star : 'Keystone' class Destroyer [PD Beam Sensor]
```This fleet uses 3 different missile types:
```yaml
SGM-H-340 None : CRUISE - PSV(EO)/[CMD] - HEKP [55pts]
SGM-H-341 None : CRUISE - PSV(EO)/[CMD] - HE SHAPED [41pts]
SGT-333 Sprint : DIRECT - ACT(RADAR)/HOJ(RADAR) - HE FRAG [13pts]
Fleet 'Solomon Beams P-VOL-ACT-ACTWAKE' is composed of 2 ships that cost 3000 points:
The Hanged Man : 'Solomon' class Battleship [Beam PD EWar Sensor]
Three of Swords : 'Sprinter' class Corvette [Missile Gun PD]
```This fleet uses 5 different missile types:
```yaml
SDM-127 Dynamic Recontextualizer : DIRECT - ACT(RADAR) - HE FRAG [8pts]
SDM-294 Stern Rebuke : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-284 Situation Complicator : DIRECT - ACT(RADAR)/PSV(WAKE) - HE SHAPED [5pts]
SGM-295 Flyswatter : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
Fleet 'Axford Knuckledusters ECT-ACTAK' is composed of 3 ships that cost 3000 points:
The World : 'Axford' class Heavy Cruiser [Gun PD Sensor]
The Lovers : 'Vauxhall' class Light Cruiser [Gun Missile PD EWar]
Four of Wands : 'Sprinter' class Corvette [Gun PD]
```This fleet uses 2 different missile types:
```yaml
SDM-294 Stern Rebuke : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
SGM-295 Flyswatter : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
Fleet 'Axford Knuckledusters ECT-ACTAK' is composed of 3 ships that cost 3000 points:
The World : 'Axford' class Heavy Cruiser [Gun PD Sensor]
The Lovers : 'Vauxhall' class Light Cruiser [Gun Missile PD EWar]
Four of Wands : 'Sprinter' class Corvette [Gun PD]
```This fleet uses 2 different missile types:
```yaml
SDM-294 Stern Rebuke : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [4pts]
SGM-295 Flyswatter : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
Fleet 'Solomon Beams P-VOL-ACT-ACTWAKE' is composed of 2 ships that cost 3000 points:
The Hanged Man : 'Solomon' class Battleship [Beam PD EWar Sensor]
Three of Swords : 'Sprinter' class Corvette [Missile Gun PD]
```This fleet uses 4 different missile types:
```yaml
SDM-294 Stern Rebuke : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [4pts]
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-284 Situation Complicator : DIRECT - ACT(RADAR)/PSV(WAKE) - HE SHAPED [4pts]
SGM-295 Flyswatter : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
wondering if I should start bringing a 500 point raines with like 60 SDM-2s in every fleet
it solves a lot of problems
you can stick 100pts of S3H yub in there and clean up shuttles or even the carriers
hmm maybe
anti-shuttle can just be s2h
or even normal S2
can you really yub an OSP carrier through the inevitable barracuda swarm hovering around it?
interesting
I'm always scared to S3H because you only get like one real shot at using it
the mag depth does sting, but it works
might be fun to have in the pocket on non-carrier lists though
I use about 12 S3H in my capfleets
are your tanto strikes not enough
no tantos in that fleet, levies are expensive
ah yeah fair enough
in a cap fleet I can see it
if I'm bringing this with a carrier though I feel like I just want to clear the skies for a bomber strike rather than try to yub
unless you're attaching the yub to the carrier, yeah
gotta start pinging for pubulous again soon and try some of this stuff out
maybe tomorrow
Been toying with maybe giving a specific version of G'aad prosthetic arms
o.o wrong channel?
have some nebulous to balance it out
That's real cool.
the green storm descends
this is a giant meme build but if they don't have big anti-fighter defences it really works
Would 250mm vauxes be a viable defense?
yeah, big blob of vauxes is hard to strike
especially with giant silly wings like these
the upside of this kind of config is that when it gets through it really gets through and you can delete three destroyers in a single run
you either have an all-ASF Levy or 6 vauxhalls in a blob or you die
nah, a decent SDM spread and a few fighters will do it as long as they engage at similar times
each of those 14-cuda squadrons only has seven 35mm guns and 14 SAH S1s between the lot of them
cool new map - shipyard megastructure, every so often an NPC bulker will finish, fly out of the hole in the top and retreat-burn away
I wonder how intricate you can get with terrain
could you do some sort of map where capturing points opened up tunnels or something
I know Puppy (?) made a map where I was playing at permanent TIDI because there were guns that shot you occasionally
lol
people did not know before they opened the map, so occasionally they'd wander in front of the lasers and get absolutely owned in 2 seconds flat
ooh
I finally made a Levy fleet 
Fleet 'Rose Garden (CV+Halfcap)' is composed of 4 ships that cost 3000 points:
Rose Garden : 'Levy' class Escort Carrier [PD Missile]
Red Bloom : 'Sprinter' class Corvette [PD Gun]
Scarlet Wreath : 'Sprinter' class Corvette [PD Gun]
Forever Fall : 'Sprinter' class Corvette [PD Gun]
```This fleet uses 9 different missile types:
```yaml
SDM-101 Silver Flash : DIRECT - ACT(RADAR) - HE FRAG [7pts]
SDM-131 Rosary Bead : DIRECT - CMD - HE FRAG [12pts]
SGM-100 Celica Thorn : DIRECT - CMD - HE SHAPED [7pts]
SGM-106 Dia : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-13 Esuna v.B : DIRECT - CMD - HE FRAG [5pts]
SGM-200 Basil : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [9pts]
SGM-263 Vermillion Thorn : DIRECT - CMD/HOJ(RADAR) - HE SHAPED [9pts]
SGM-H-241 Silverbell : CRUISE - ACT(RADAR)/[PSV(EO)] - HE SHAPED [18pts]
SGM-H-242 Hollybell : CRUISE - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [15pts]
The idea is to escort allied ships with the Silver Thorns, while the Thornbeau hunt for isolated scouts. The Sunstones are Sundials with ELINT to find those isolated scouts, and the Day Lilys are designed to escort the Sunstones and protect them from SDM's and/or a fighter or two. All the Tantos have some kind of extra fuel tank as well.
I'm not going for void superiority directly, just making sure my allies can mostly ignore any bombing runs or missile salvos that come for them while I scout and cap.
Meanwhile the Levy has some S2H that I can use to yub the naturals early on, and an Intel Center for the team.
It also has a single salvo of direct S2's and a little bit of DC just in case a rocket shuttle tries to run it down or something.
The Silver Thorns have Coilguns btw! And the other Tantos have 20mm.
I haven't tested this fleet yet, but I really hope it works lol
SDM-1 tantos are pricey but they definitely do the job
I'd try to fit some bombs too if you can spare a couple points. being able to knock out half dead cappers and tugs on the cheap is really quite nice
<@&942093958551588904> would anyone like to try for some pubulous?
Perhaps
well, alas
yeh
I must go to work
Ok! Sounds good ^^
Congrats!
RAD(M)
I am the radmiral
LT is the last blue rank right?
god i need to grind some matches so i can be considered not bad at the game anymore
Simply be a fake blue and surprise others with your confidence, that's what I did as an LT
so erm
I bought nebulous, on a whim
I'm total trash in RTS
I'm honestly more looking towards the future SP campaign update
also, cool space boat
god I missed COADE
The space boats very cool
Space boats very cool
Also if you liked COADE there is a bit of shared DNA I think
oh yes, that's why I wanted this game for so long
COADE is, honestly just has so much flaw but it has the potential
Nebulous just takes it to the next level
Compared to typical RTS Neb is pretty different, because you're executing fairly complex control over a small number of unreplenishable units
I would call it an RTO game
I've seen RTT (real time tactics), but RTO?
Though speaking of similarity to other RTS, it's funny that the carrier update added the closest thing Neb's gotten to "build orders"
I'd always warn the old early access gem, don't buy for the game you hope it will be. We won't know for certain what the single player will look like until the next major update
But slamming boats together in skirmish for now is great fun (so says the people in this channel anyway)
Ah. If you go into the tactical/operational/strategic split of wargaming, the bulk of RTSs are on the tactical scale (with weird ISRU unit production)
I also bought this game mostly to support the dev too even if it's not in line with my vision
game like these don't come often
So valid, it's certainly a special beast
For actual strategic scale in real time I think you're looking at either RT games in the grand strategy subgenre, or outliers like Planetary Annihilation and Line War
oh yeah I also got a mic now, so communicating in multiplayer match won't be a problem, if I ever get into one
yes I know it's funny how I'm terrified of using my own voice for my videos while not caring one bit outside of it
playing coop games with my partner has been, an experience
Heck yeah, pick up the role and join us for boat night sometime
We'd love to have ya Dragon
yay
...i was just looking at my dumb carrier fleet and I have gone 'why do i have a bullseye on the carrier i do not have a single weapon which uses radar'
I have done terrible things here
Fleet 'The Party' is composed of 3 ships that cost 3000 points:
Hem : 'Levy' class Escort Carrier [EWar Sensor]
Panic : 'Raines' class Frigate [PD EWar]
Fire : 'Raines' class Frigate [PD EWar]
```This fleet uses 4 different missile types:
```yaml
SGM-111 Unveiller : DIRECT - HOJ(RADAR) - HE FRAG [1pts]
SGM-112 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-131 Dagger : DIRECT - SAH(RADAR) - HEKP [3pts]
SGT-322 Polehammer : CRUISE - PSV(WAKE)/[PSV(EO)] - HE SHAPED [13pts]
i still need to test all of this.
and also probably improve things, cut some stuff down to store more munitions on the carrier or go with a second jammer over a bullseye because why do I have a bullseye aaa
the core idea behind this is 'command missiles are often used for point defense, right? What if I put a command jammer right up next to the thing trying to use command missiles for point defense' and it sort of evolved into the Disco Raines
i conceptually like the Unveiller missile a lot, but I've not a single clue if it's actually good. the idea is it'll be used against missiles with self-screening jammers
the biggest issue i think this fleet has is magazine depth- there's like, a couple UGB strikes and some sorta-Dagger strikes, and a decent-ish number of anti-missile & craft munitions but not a whole lot else
Yeah, excepting the bombs (that aren't proactive threats) you don't have a lot of ordnance if the skies are otherwise clear and you need to deal with actual ships
doctrine-wise I'm likely to try to hit bigger targets with a few of the size1 ASMs and then UGBs after
maybe the funny engineseeker missiles. I'd just need to play it to see how to play, honestly.
Also, just processing things slowly apparently... WAKE[EO] torps?
What does that get you that WAKE[ACT] doesn't?
yeah, wake torpedoes with EO validator
...EO validator hard to defeat? It's entirely possible I should be using semi-active validator instead of EO, idk
...probably not SAH validator because those aren't exactly reliable.
...it's slightly more validator reliability and harder to jam? I'm not actually sure how valuable that is
it is a pretty big points difference though, yeah.
I'm very fumbly with all of this and should actually play the game to test things instead of always fleet editor. i like the building the ships, i have trouble with the flying the ships.
Okay, stuff you can definitely cut: The floodlights. The repair station. The second ARR. The bullseye. Some of that power
Can probably cut: The blanket, the first ARR, the spyglass, the annex
And do bring another DGL and another FDTS, and possibly a second of either (with your current loadout probably the latter)
You probably also want guns and gun ammo for your tantos
are the noseguns actually any good?
I don't think I can cut the blanket due to wanting to put the Raines with the PD & Command jammer close to the enemy
Then the Raines needs it TBH, or put it on a sprinter that can follow it
I didn't want to put it on the Raines because it increases radar signature
does jamming effectiveness fall off with distance?
Yes, absolutely
the jam calc i looked at implied to me that it didn't, but i guess that's not necessarily super accurate?
So does radar pickup though (so it's actually easier to spot things as you close distance), but jamming will suffer if it's way behind the ship you're trying to hide
I guess I can replace the Intelligence Center with a Citadel? I'm... I'd like to be able to spot targets at a distance and ideally identify stuff, thus the Floodlights & Spyglass.
I guess I should play with the radar tool more? Hm.
TBH intel center is fine, spyglass is unusual but okay
Mostly concerned about ability to do carrier things
this makes sense, yeah. My biggest concern is the lack of munition depth- but I'm not sure how much that is actually true? I'm considering cutting the small DC lockers on the Raines as well.
oh, I should look at a vanilla carrier fleet, I guess.
Have you played with Maple or any other carrier fleets already?
no, I haven't.
which is probably why my missiles aren't the ones that the Maple uses.
I'd try out Maple, see how you perform with it, see what tools you like and which you don't
that's fair. I often hesitate to leave slots empty
maple's damage control is generally concerning to me >.>
I guess they shouldn't be getting shot?
I can lmostycertainly not pilot a carrier fleet properly >.>
Correct, don't get shot
is mount gyros at all important for Aurora PDTs?
Not really
carriers can't launch while moving?
Only while slow
Up to 15 m/s while moving forwards, 7.5 m/s in other directions
Use FQ throttle to automatically limit yourself to those speeds
can one order fighters to not move in order to conserve fuel, or do they have to always be burning fuel?
Always burning at least a little, but they burn less while idle than while cruising around
If you haven't done them yet, I recommend the carrier tutorials. They have a lot of this trivia baked in
is there a way to order battle-short on some things but not others?
I'm noticing if you have EWAR + Auroras on the same ship, you'll battle-short the EWAR at inopportune times.
You can cancel the ewar order in the order bar if you need to bshort just the auroras, but also the length of time auroras bshort it's not much of an issue for jammers
However if you want to bshort everything except auroras, you need to set PD to manual
so i would need to explicitly micro the battleshort button if i want the auroras battleshorted and everything else not?
Yeah, but auroras need you to micro the button anyway because they burn out quickly
Also in most situations that you are bshorting auroras you would rather the jammers stay up anyway (or have cancelled them yourself)
is there a way to get ships to fire a specific volley of missiles, or no? Eg 'hey i want all of you to shoot missiles at this target at roughly the same time'
or like... idk.
I'm wanting to pre-build specific orders which can be then given to multiple ships and or fightercraft. nothing complicated, just like 'hey all shoot these missiles at this target' or 'hey load AP and then HE after the magazines are out' or 'hey fighters are to shoot these missiles first, then these other missiles' etcetera
strike plans, i guess.
it feels bad to be failing at mechanical execution in a strategy game i guess?
Alas, not systemically. Preprogrammed responses was originally on the plan but ended up out of scope
The starter fleets and the AI exist for you to be able to learn these things without either obfuscating the issue with a poorly built/nonfunctional fleet or worrying about whether you're dragging down a player team.
Things like formation orders bridge some of those coordination options (like simultaneous launches) but conditional instructions as a whole don't exist
<@&942093958551588904> how about some pubbing it up today?
I've got time for a pub
Possibly later?
sure
I must work
work work
Aaah
I missed the spaceship noises. It's okayy.
they really gotta revert that gun elevation change
bowtanking liners is a bit too much
I went 7-1 with them before I stopped using them, and even then it was damn close to 8-0
They're very good
I dunno if I'd agree with that, but there probably does need to be some kind of change
tbh even if it was just changing the elevation on just plasma or something
that's unfortunate.
Well, yes and no. It's complicated. Yes, jamming noise falls off over distance exponentially, inverse squared (1 / x^2). But raw jamming noise on target isn't what is actually relevant, what matters is the contest between jamming noise and radar power. Radar power ALSO falls off over distance exponentially, all signals do. But unlike jamming, radar waves in order to work must travel to the target then bounce off and return. It essentially has to cover twice the distance, which means the return power falls off at inverse tesseracted (1 / x^4). So if you have a jammer fighting a radar and they're both the same distance from each other at all times, the radar will lose much more power than the jammer does as the ships get farther away
this makes sense, so it's still relevant if the jammer is screening for something closer than itself.
Correctimundo
trying to cover a ship closer in using a jammer farther out is unlikely to work, but doing the inverse with a closer jamming ship and a farther away ship you don't want to be detected is super effective
nobody has tried to HEKP the bowtanking liners yet, possibly because they haven't become known enough
can I get that fleet file? I need a new OSP frontline
this is lark's version
this is the one I was using
Fleet '3.0k - Hammerheads Mixed' is composed of 3 ships that cost 3000 points:
Taker : 'Marauder' class Line Ship [Gun Plasma PD Sensor]
Giver : 'Marauder' class Line Ship [Gun Plasma PD Sensor]
Skylark : 'Flathead' class Monitor [Rail PD]
```This fleet uses 3 different missile types:
```yaml
SDM-212 Saeth Manwl : DIRECT - ACT(RADAR)/PSV(THERM) - HE FRAG [5pts]
SGM-101 Gwawr : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-131 Bwyell : DIRECT - ACT(RADAR) - HE FRAG [2pts]
I definitely plan to make a version with a couple fancier ones and a few cap assets
Eeeexcellent
yeah I'm not megasold on the idea mine are a better version
they HEKP'd me, it's what put an end to my run 😔
Fleet 'Obscene Creatures' is composed of 3 ships that cost 3000 points:
Whack : 'Marauder' class Line Ship [Gun Plasma PD EWar]
The Holey Boner : 'Marauder' class Line Ship [Gun Plasma PD]
Mimic Miter : 'Draugr' class Clipper [EWar Gun Sensor]
```This fleet uses 3 different missile types:
```yaml
SGM-101 Hobgoblin : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-2 Fish Poking Stick : DIRECT - PSV(WAKE)/CMD - HE FRAG [7pts]
the double mags are so one can be the beefy nose component because I don't like having the DCC explode first but
Railguns also seem pretty phenomenal vs them
honestly I need to see if you can fit one into 1k
3 of these probably isn't a good fleet but it is one I want the option of
A hit down the side will get what, 4 guns and 6 compartments?
you can but it won't be very good, yeah
My latest version of the fleet with the JMan brings them to 1055 points apiece (swapping a plasma for a T30), but those last 55 points would really start biting into crucial components
yeah as I said, not very good but
maybe there's like, 2 cheap monitors or something you can shove into the excess
every pub I've been in severely lacks frontline atm so
The fleet I really feel like has legs is "Cap fleet + fancy cruiser"
I similarly got HEKP'd the first time I took them out. A random Vaux fleet had a backpack of instastages that just flattened one of my liners instantly
Since the 1250-ish point version fills in a niche OSP traditionally lacks of a cruiser that can effectively engage both capital and subline threats
yeah I could see that
they're really self sufficient between how nuts 100mm flak is and being able to shove SDM2s in
this is why I put omnisoftkill on mine
(Ocellos are pretty vulnerable, expensive, and can't deal with small ships, while individual Obelisks get eaten pretty quickly by capitals)
I do think these have a lot of counters tbh, but they're quite good nonetheless
Yeah, sticking several one-armed bandits on seems excellent for letting them go off and do their own thing
I dunno how these deal with being jammed (if anyone says offset radars I will send you to jail)
That's part of why I have the JMan version, so I can have a couple EO Pikes
yeah I mean offset radars are just the answer
And am wondering if it's worth having a hangar on nicer ones for that as well
just makes them a bit less self sufficient
I dunno if you want to give up a turret for it
Yeah, that's the question
I haven't been jammed enough to check this yet, can you order an EO ball lock on a jamming strobe?
Or do you have to get a burnthrough ping first?
It'd need to be the strobe from the pike to get the angle right, which means your pike would be dangerously close (and looking the right way)
LoBs don't share very well
Won't the Pike get a strobe as long as it's in the cone + within 10k?
Or do they have directional radars?
Maybe, but the pike has a directional radar
I really hope if they nerf them it's in literally any other way, because this is the first time I've actually enjoyed playing liners in Neb
Outside of Gale liners, for the exact same reason
Is 100mm grape still good at shooting down hybrids or is 100mm flak the best option now?
AFAIK grape is still where it's always been, i.e. it will sometimes take a couple missiles down but if you rely on it you will explode
flak won't save you at close range but it's really good at smacking things further away
IMO 100mm isn't PD, it's AA. It won't much help you against a horde of angry S2H who want to make your day that much worse. But it will give that flight of bombers a reason to reconsider their life choices.
it's quite good at smacking down missiles that are soaring through the open, but it is not responsive enough to cover you close up
At the end of the day, give your 100mm guns some 20mm friends.
can anyone help me budget my moorline, I'm running out of points
That would be a terrifying Moorline to encounter as a Levy
Do ships on aux steering count as armed for contesting points?
No
Rip my plans for aux steering shuttles
Basic CIC is same price
Yeah, but less hp and not reinforced
25 pts for RCIC isn't bad for a cheap capper, not like 45 for RDC
Mhm, but it's a lot percentagewise when compared to an 80-point aux/drive/rapidc shuttle
Don't forget 6 pts for the arming missile if you wanna count as armed
80 pts auxsteer shuttle, 86 pt minimally armed, 101 pts rcic and armed
I'll probably go for the 90 point minimally armed + 4 chaff, plan to manually drop chaff on the point
(And inevitably forget to do so, ofc)
Is this the infamous "cringe capper"?
The true cringe capper is 70 points
But it has a nasty habit of dieing because I overflanked and one thruster caught on fire
You can also die from just bad RNG with flank and fire
This is why Sensor Buoys are the superior craft
some day I gotta see if I can get the Neb to work over Steam Link to my phone
it'll be a terrible idea
but lots of mine are
TBH of all games to do that on
Neb seems relatively doable
The small screen wouldn't be great, but at least if it takes you 5s to do an order that's fine in Neb
'Sensor Buoy (Ventral)' is a 'Ferryman' class Clipper that costs 135 points.
is there like a
a list of builds or something I can check to see what I can build off from?
the starter fleets are pretty good
hmm okay
I'm free for a bit, if you want to stomp some bots together
oh no just asking for now, I'm still working on stuff
they're a lot of fun for sure but I can't imagine that bowtanking liners is ever going to be okay