#Nebulous: Fleet Command
1 messages · Page 30 of 1
Also, doing 12k damage with 120 AP against MN's and Ocellos is pretty funny lol
It works well with 450 breaking up the armor on MN's
@wicked mirage tragic news, the lowest you can get the error on a hypercorrelated EWR is 42m positional + 2.8m/s velocity, and with that much you still miss almost all your railgun shots on a BB at 12km
Unfortunately the best answer for rail sniping remains "pos fire the EWR track"
put the ewr on an ocello and then fill the slots with TCs
That's what I was testing lol

Diminishing returns sets a lower limit for accuracy sadly
if only OSP had some other sort of long range radar that was more accurate
IDK I'm looking at all the options for the back mount of this Ocello
And the next longest range is a Bullseye
You're right. Hyper-correlated huntress should make a return
You're so right
always am
I will definitely be able to fire Railguns at this track
-# *no I'm not
I assume pinards and skiff wake sensors don't crossfix together
they don't
skiff ELINT crossfixes with regular pinard, however
that said, I think we've discovered the true purpose of dualcello fleets
pinard on the back mount of each, place both in orbit on opposite ends of the map, fill with the thing no one ever brings that increases crossfix accuracy (?)
Oh, huh. @junior heron , you might want to test if Hazel works in here as well as in Strategy club
@runic torrent
Strobe correlator only works on jamming lobs iirc
hmm it has server read messages access I'm not sure why it would not be able to see the thread
has hazel never worked here?
I can totally add hazel to this thread
she has for a long time
it's because I synced the forum with the offtopic general permissions
got it got it let me fix it
can someone try again?
I'll fix it if it doesn't, may just need to move hazel over the general machine minds role
Fleet 'Who up beaming they MNs' is composed of 2 ships that cost 3000 points:
The Messy Gun : 'Solomon' class Battleship [Beam PD Missile EWar Sensor]
Every Flake : 'Sprinter' class Corvette [EWar Gun PD]
```This fleet uses 3 different missile types:
```yaml
SGM-101 Hobgoblin : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-2 Fish Poking Stick : DIRECT - PSV(WAKE)/CMD - HE FRAG [7pts]
SGM-270 False Idol : DIRECT - NONE - NONE [7pts]
okay, boom, so - the annoying thing is this means hazel has access to all threads in the video game forum
oh well :P
hah
but yeah I was absolutely cleaning up permissions earlier
shit, hazel's going to find out about league of legends.
it's why I was checking to make sure she worked in strategy club
ahhh
I have maybe given her a few she shouldn't have then
just been trying to figure out what she needs to post here
nothing at all spicy just like maybe unneeded things
Strobe correlator only affects jam lobs, which don't crossfix
Thank you for this incredible sentence
Gaming is a magical world
You haven't even seen the brainrotted lingo that goes on in 2025 NebCord
Grum, trog, milk, The Guy
(Milk isn't actually lingo, it's just a stupid injoke)
notably The Guy doesn’t exist anymore
what kind of game is this
Well, The Guy kinda still exists, just lost the jammers
What's the guy
The release trailer for NEBULOUS: Fleet Command, coming to early access 11 February, 2022.
Wishlist 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.gg/XSYYRPS
Support development on Patreon: https://www.patreon....
the hell is trog
the fighter that does the thing
The Guy is a low-cost all-rounder Barracuda build, it has 20mm nose gun, 35mm flechette gunpods, fuel tanks, and 2 BF Act ACMs. Before the recent balance update, it also had jammers
Trog is a verb/adjective for very straightforward/mindless tactics and builds that enable them, "apply forehead to enemies" sorta stuff
oh, I see
do not love the vibe on that one if I'm honest but I suppose that's the nebcord for you
The Guy used to be way too strong for the cost, now it's pretty awful because Tantos got buffed massively
no longer are all plane builds named as variants of The Guy
The Guy, The Gal, The Antiguy, etc.
Oh yeah, now there is Spamto
are tantos still busted or did they get reined in a bit?
The minipatch helped Cuda compete but Tanto are still very strong
i see
i feel like it would be fine without the cuda ai buff
and i kinda disagree with the concept of the buff tbh
The Guy Reloaded, look how they killed you 😔
(the air war is none of my concern anymore, I no longer play carriers)
I want to get good at carriers, but I can't keep up with the arms race
Yeah, we're at the like
Counter-counter-counter-counter-countermeasures for craft missile warfare
Yo dawg, I heard you liked ECCM..?
Speaking of, <@&942093958551588904> is anyone up for some pubulous
How do y'all set up your plasma monitors?
For what usecase? In a monitor ball?
yes
I'm quite fond of C56 + 2x T81 but I know a lot of people prefer a full team of C90 + T81 + T30 rather than having specialist mons
How do you get the power to run all that
Boosted reactor makes a lot of power
It should, they are only 1500 kW each. Add 1200 kW for a bridge master and you still have headroom for pd, buffs and the C56
That'd do it, my other guess was grazers
For buff modules just focus on RCCs no need for eregs
thanks
I like C90 T81 T30 setups
the C90 is just really nice to hace
yeahh neb pings are always at awkward times for me too haha
My gut feel on pentabrick RN is 3 600/100 and 2 250/plas
thats an interesting one
That's what I made!
I've seen one of those in the wild, it's a solid setup
pentabricks just feel vulnerable to craft and missiles in a way that obelisks don't though
It's time, lab rats! I'm hosting open multiplayer lobbies in NEBULOUS: Fleet Command on my Twitch channel below, right now!
https://www.twitch.tv/docvivileandra <@&942093958551588904>
Friday Night Fleet Command! Open multiplayer lobbies with viewers! Join the discord for VC - type !discord for a link!
ayo that tongue tho
vine boom dot mp3
channels open
<@&942093958551588904> due to the time crime known as daylight savings, it is now boat night time in the united states
i know it's the worst
we should probably recheck the usual time for these games at some point
I'll be generally available starting next weekend
Hello Spacers, I'm back from a short break visiting family and have a quick bugfix patch before we get to our next balance PTB cycle. Some of these notes may be a little cryptic so let me mention a few of the more important ones and what they mean. For one, beams will no longer completely miss their first shot against a new target by holding ste...
minor update
Oh, nice fixes
Yay ^^
Patch Notes - 0.5.2.8:250319-1905
+PUBLIC TEST BRANCH+
Changes/Features:
- Decreased Mk25 Rebound PDT recycle time to 0.2s (was 0.3) and reload time to 2.5s (was 3).
- Changed Mk25 Rebound PDT recycle stat type to "belt", no longer buffed by Rapid Cycle Cradle.
- Increased 50mm Flak round armor penetration to 0.225cm (was 0.1).
- Decreased Tanto Interceptor skin thickness to 0.2cm (was 0.3).
- Decreased Barracuda Strike Fighter skin thickness to 0.2cm (was 0.3).
- Increased point cost of KBU-22 Bomb to 2 (was 1).
- Removed munition tag "Glide Bomb/S2" from Tanto S2 Bay and Barracuda S2 Pylons.
Good news for @junior heron
lmao she finally got to unbuffable rebound
the flak changes versus planes is nuts, though
Do not fly in the sparkly danger clouds
Does this mean PD actually does something to craft now? If so, yay
well, realistically no because they're either going to release outside PD range or there's going to be 24-48 of them coming at you at once
but we'll see
Does the armor pen on flak hit any breakpoints other than craft?
what's the good news for me, specifically?
Basically doubles flak damage into fighters so screening flak escorts should be much more effective at cutting down strike fighters
other than less of my battleship getting bombed in general?
No more kbu22 Cudas
So they'll have to use bombers or softkillable munitions to bonk the autumn
bombers are slightly more beamable...
this apparently caused some problems with flak shredding containers because their AP went up and coil tantos one shotting cudas, making them even stronger than they already were
so expect patch^patch soon
And tantoable and breadstickable and half the wing size
Oops
yep, coils were 0.275
specifically so they couldn't one-shot cudas
I wasn't going to remark on that because I assumed Lys was going to fix it immediately as soon as she remembered why those values were where they were
using softkillable munitions in 2025
oh no they're just going to use max warhead SAH S1s, or R1s on ATGT
the tournament matches have been extremely funny for that exact reason
if there is literally anything you can do to get around softkill making munitions dogshit you will do it
yeah, I am the only person who still uses torpedo sturgeons
not because they are good but because nobody expects the [wake]
it is kind of funny to have cassandra'd about this shit for so long and then now that it's just settled doctrine everyone's like "yeah of course X, Y, and Z are bad"
Improved access to flak should be able to do something to hamper this right? Flak's nominal job is to clear out small spam munitions
kind of?
long story short it's "when there's this many munitions there's no weapon system in the game that can actually stop them striking you, and if it did exist it'd be busted OP against any smaller (i.e., normal) commitment"
that was one of the original structural problems with hellbombing in testing
"The bomber always gets through"
debatable!
but yes, I don't think there's actually anything you can do to stop 24-48 fighters running your proverbial fade
the question is just whether they deal enough damage to you to make the trade worth it
The historical quote (from 1932) is basically about how a sufficient investment in bombing will always penetrate air defenses, and that investment will be reached and utilized
I don't play enough ANS capitals into spammed fighters to have tested it, but the old offset pd device from the EO/D days comes to mind. Especially if flak ends up threatening to fighters.
Parking a pure flak sprinter between you and the swarm should either force a split strike or a dramatically thinned one
Yes, I know, I probably should've gone "debatable! are we using bombers?" in my reply to make the joke more clear
Generally, a coordinated team works to destroy the offset PD device so their carrier can follow up, and their carrier targets your dispersed assets (e.g., cap sprinters) in the meantime
but that's not really ever going to happen to you in pubs
Fair. Though in context I mean anything doing the verb 'bomb'
Tbf, if the balance ends up where the carrier player needs their frontline to remove defences so the carrier strike can remove problems for the frontline I'd consider that ideal really
the speed at which a traditional cap fleet dies to a carrier is absurd
you just melt
even a single strike journeyman, which is far from the best at this, can reliably break a flank open for a few friendly cappers to exploit
Oh yeah, all my cap fleets have gone to half carrier or heavier asset focused because of this
as soon as the offset PD device loses a turret to 450HE on an ocello lock the carrier just runs past it
it's not that much investment
it's kind of funny, because it's legitimately scarier in a BB to realize oh. oh no they're smart enough to be shooting at my PD sprinter instead of me. fuck, I need CAP
it's also kind of boring when your two kinds of unit are "minimum price of entry capmeat" and "capital ship squadron"
to be fair, the primary downside of PD escorts has always been that they tend to be very shootable
indeed so
and neither-fish-nor-fowl creatures like 250 vauxen
god, I wish 250 vauxes were good
I do too 😔
They're alright, IMO they're just more missile-vulnerable than other ships of their size
well that's just it - the buff is to flak, which gives precisely -3 fucks about how many things there are
That's... not the changes I expected
Makes flak not chew through containers, I believe
with these changes, I assume everyone's fine with PTB for boat night?
all 4 of us who will show up?
(we should try and reschedule if there's still larger interest, but I haven't had the time or energy to figure that out)
I for one would appreciate a reschedule, DST change has kicked boat night too early for me to reliably make it (but I would have missed this and last weekend due to life anyway)
I will try 😭
I think I can this week
:O exciting!
..Hey, how do Sarissas do against craft?
well, as pickets to catch them en route
better against containers
It's Friday, lab rats, and that means it's time for yet more Friday Night Fleet Command - this time on the PTB! I'm hosting open multiplayer lobbies in NEBULOUS: Fleet Command on my Twitch channel below!
https://www.twitch.tv/docvivileandra <@&942093958551588904>
Boat night is in 15 minutes, right?
1 hour 15
if it fits schedules better, we could maybe start early?
dunno who all is planning on showing up and how much time and energy everyone will have
there is a testing branch up I suppose
@quiet quiver mind opening the boat night channels?
<@&942093958551588904> so, what's the boat night turnout looking like?
Mayb
I wish I could boat but it is work hours
Boat time?
I think last night was a bit rough for me unfortunately, still pretty ill
Trailer music for NEBULOUS: Fleet Command, The Carriers Update
Get ready for The Carriers Update releasing on January 10, 2025!
Full trailer: https://youtu.be/CJJiYTTBj7Y?si=0uQvgttawAXJlpn4
Game link: https://store.steampowered.com/app/887570/NEBULOUS_Fleet_Command/
Available on...
Bandcamp: https://laurenpham.bandcamp.com/track/set-flight-q...

I figured out a fun tech btw
👀 ?
You can make a 14 Point ARAD/SAH S3H with Weave, give it a size 4 warhead which is still a decent bit of damage, and then give it about 8.2km of Sprint distance with enough maneuverability to still hit, and then you have a backup weapon to throw into Monitor balls that are jamming you out. If they're in range to shoot plasma then you're in range to blind fire them into the jamming ^^
The SAH backup can just be used with Floodlight(s) that you might already have to try and overcome jamming, and is just ARAD/ACT at that point but cheaper and can stage at 4km normally instead of 3km.
You can also turn the SAH backup into a Steerable ACT backup but that makes the missile 15 points as opposed to 14. It's meant to be a super cheap supplemental weapon to stick on Gun CH's and BB's.
Vauxhalls could also benefit from it.
Get hugged Pyrope!
huuuuuuuuh
8.2 km of sprint distance
i mean that makes it perfect for vauxes, because 8km is where you want to be fighting already
does a size 4 warhead actually do anything to a DCX+rapids MN
It does about 1.7k damage and hits about 20% harder than a max warhead S2. So yeah, it hurts but it's mainly supplemental damage to soften them up mostly ^^
It's about 35x 50 damage rays that, in my testing, a single hit can red the nose gun, grey out some thrusters, and make some internal components yellow. Which when you're trying to churn through bricks with guns can help a lot since you can just DT break the nose with 450 right away after a hit, and it can't dodge the bullets as well anymore either.
And if you get like 3 hits on a single MN it'll cripple it just as well as anything else so you can finish it off with guns.
Also, to get down into the weeds of it, an MN only has 20% DR so even a single ray that hits a component has a better chance of damaging it beyond the MN's repair cap even with a DCX, moreso than a Bulker which has 35% DR
MN's only take about 5k - 6k damage to K-kill even with a DCX. Rarely, I've seen MN's take upwards of 8k damage before going kaput but even that's only if they're given a chance to repair up multiple times between taking damage.
The main hurdle is applying damage through the armor, MN's don't actually have that much HP if you get down to the numbers of it.
It's why Beams obliterate them in record time but guns take a while.
yeah I've been doing decent damage to monitors with hekp S2Hs too for that reason
this bloodhound/ewr cmd missile monitor I've stolen out of a tournament game has been so much fun
Oh interesting I didn't realize it had a Bloodhound too
Yeah that's a really good build. Long range S2 or even Subm Containers can pop small ships from way far away.
yeah that's how it guides the cmds
And you can even put a Sals on it to punch Craft
I had assumed they were Gales
nope, all cmd
which is nice because it's primarily for cap denial, and there isn't a sprinter in this world carrying a golfball
I could probably run a sals or tals on it but the volleys of 12 are nice for firing at vauxhalls and axfords in a pinch
I should probably put something similar in my Hammerhead + Caps fleet
Though since it's me I'll be swapping the Bloodhound for a Lighthouse, of course
I think it's fantastic
guaranteed impact
just shooting down caps and hovering menacingly
I usually tend to leave a MMT in the back to cover caps, but a MN is so much harder to remove
Speaking of missile tech, a CMD/ARAD 2x Spearfish Subm container with a Cluster Decoy Launcher is only about 30 points, and if you make the Submunitions come out at 3.8km with the dispersion duration set to Long (1s) you can fire out all the decoys before the container pops from deploying its submunitions. Importantly, it's also functionally unsoftkillable because the containers deploy everything before they get close enough for a Discoball to overcome the CMD. The only real counter is either a Fighter escort or a real Hardkill PD net of stonewalls and defenders. It's really really good and cost effective to slap a pair onto the backs of Bulkers to win fights against Axfords and Solomons.
4 Spearfishes + 12 decoys will easily get through people relying on just a few defenders + softkill to protect themselves against missiles, which is a lot of people lol.
You can even drop the ARAD for Cold Gas cuz it's only there as an afterthought anyway. Cold Gas makes them infinitely easier to use as well since it reduces the chance of the containers getting stuck behind the bulker, and also speeds up the time from launch to impact by a fair margin.
Or if you wanna be frugal with points you can go double decoy launcher instead of cluster decoy launcher for the same amount of decoys for less points.
ARAD's only purpose for it is in case you're being Hangup'd so that there's still a chance you might hit something, but then you can also just elect not to fire while you're being hangup jammed and wait till later xD
I assumed the ARAD was a backup against being jammed out of your good track
Yeah, that's also a reason for it. It's up to you what bases you wanna cover with that second seeker/module slot ^^
And how many points you wanna spend
that sounds pretty nasty
Yeah! Importantly, it lets you have a missile backpack for Bulkers that doesn't take up internal mag space as well, so you can run a single Citadel mag just fine.
Yeah, should try tweaking up a LN fleet that returns to container backpacks. Giving up the backpack fighters hurts
You could run a mix of both? A single Container Stack Launcher is a whole salvo of these containers ^^ lol
It's true but I've been finding 6 good minimum cuda wing to blunt initial strikes or hunt sewacs. A classic Fluffy gets stuck in a local maximum problem
Time to create some more creatures
Can't you get a 6-cuda wing with a backpack hangar and an internal hangar bay?
That's a dangerous thought. Tinkering time
trying to do it with 2 CHLPs means 2 internal hangars and only 1 plane in 1 of them
or two in each, which i guess gets you a skiff? but then you have to pick between DCX and citmag
I'm assuming over a LN pair so 3-5 pads + internal gives you 6 cudas 0-2 pikes
trying to do it with 1 CHLP runs into this funny concept called "it takes a fucking year to loft your full win"
oh right
i mean in that case you take like 2 pads and 1 internal hangar per
and get 6 cudas 2 pikes 2 skiffs
as an illustrative example
idk if yall liner players run sniffs at all
Don't usually have the space on a backpack to justify a skiff vs a spare pike
I was trying a monitor group for a bit that was like 6 pretty cheap C90 primarily and some other stuff monitors that kept like 2 containers on the bottom of each of them, and had a big like 12 container salvo it could pop out of similar containers I think just one spearfish per though, and it worked pretty okay
but I eventually decided the regular pentabrick was just kinda better
I do like it as a backpack option with the 2 per container
Nice! That sounds really cool though.
Yeah it's a good little investment that slaps hard, has good PD pen, is resistant to softkill, and is cheaper than a CMD S2 salvo without needing any internal mag space.
yeah that bit is nice
esp the internal mag space bit
I guess it costs a bit for a full set of it but
hmm actually are channels an issue for bulkers now? I thought they got cut down a bit
2 per bulker. It's just that buying more is impractical because it's locked behind Datalink Centres
yeah so I guess its a bit tricky to get a decent salvo size in a lot of ways, so I guess you are just really using one slot for it hmm
So Das has set up a server for ranked stack v stack gaming. No matchmaking (natch) but your W/L will be tracked and an openskill rating applied
IDK if the discord for it is open-invite or not, but the Neb server and existence of the leaderboard are public knowledge
can't say it'll say anything more interesting than the ~12-14 players we already know are the best in the world are in fact the best in the world, but it's neat that it's out there
It'll be interesting to see if they can get significant data volumes. Stack v stack feels like it will be quite restrictive to picking up unplanned games
I think it might be tracking every game and player on the server but you're intended to play there in a stack
I figured that would be the case, like the old killboard servers. However much like NKB I expect most players to bounce out if they wander in to the rank tracking server and see a moderately scary stack alone on one side
Oooh heck yeah!
I called off from work today!
That means I can play some hopefully!
I generally vote for Test
but that kind of comes down to whether or not we've got enough players for an in-house
because otherwise, it's a lot easier to find a server for main
Okiee. I'll make sure I have Test downloaded now then.
Test mode is downloaded now.
Um. How long until the Nebulous noises?
2.25 hours?
1 hour 15
Oh thank you! I would have gone to have a nap if it wasn't so soon.
Boat night might be delayed because half the regulars are in a Mechabellum match
<@&942093958551588904> channels openn
gamers assemble
Little boop to the @wicked mirage
Omw!
I'll be right there!
I'll join VC in a few
Gonna join the lobby now
@wet root Are you guys on PTB?
we are on testing branch yeah
@oak shell
Fleet 'ANS - 2x Backpack CLs' is composed of 3 ships that cost 3000 points:
Corporate Homeworking Solutions : 'Vauxhall' class Light Cruiser [Gun Missile PD]
The Commute From Bed To Laptop : 'Vauxhall' class Light Cruiser [Gun Missile PD]
Laptop Running Windows Vista : 'Sprinter' class Corvette [EWar PD]
```This fleet uses 4 different missile types:
```yaml
SDM-220 Naginata M7R-X : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-H-202 Unopened Email : DIRECT - CMD/PSV(WAKE) - HE SHAPED [13pts]
SGM-H-222 Unopened Teams Message : DIRECT - CMD/PSV(WAKE) - HEKP [21pts]
Very good fleet, brings the ouchies
Patch Notes - 0.5.2.8:250329-2141
+PUBLIC TEST BRANCH+
Changes/Features:
Increased Tanto illuminator pods FOV to 10 degrees (was 5).
Removed RBU-15 Boosted Bomb
Added FBU-15 Fragmentation Bomb, proximity burst warhead similar to RPF rounds.
hellbombing shuttles time
Important note, this is ANS only so no RPF bomb spam containers
frag bombs, fascinating
Frag as in Flak?
It's very much like RPF, also is undertuned
ANS equivalent to rockets for hitting shuttles and tugs
You can't even get them to launch against craft, so I expect the same is true vs missiles
right right
eventually I have faith we'll wrap all the way around to "AN does in fact need unsoftkillable unguided munitions for the exact same reasons OSP did"
though if there was anything they didn't need it for it was "fuck over cappers on both sides with impunity now"
I don't think like full softkill has ever been nearly as viable for osp but yeah
I can see that happening in time
Are capfleets bringing a lot of dazzlers?
I bring one on my Ocello, but I'm not sure it's ever been useful
no, they just died to SAH S1s
you don't spend money on EO
of all the things that AN needed unsoftkillable unguided munitions for, beating up cappers wasn't it lmao
ic
Did they buff the cone on Tanto illuminators? When I tried that out a while ago they were extremely ineffective against any amount of chaff from the capper
I mean "AN needs unsoftkillable munitions too" was basically Hunter's exact argument in lobbying for illum buffs a month or so ago
Yeah it got buffed from 10 deg to 5 deg, and has been reverted back to 10 on current PTB
Ahh
lmao.
Well, he's come around to agreeing with me on a lot of things, which I am happy with, but that being the rationale for the illums being better...
"Gigantic fighter swarms" were already a problem, functionally always had been a problem, you localize the unsoftkillable munitions on the bombers because those can't also win dogfights and also be really fast and take up less space on the carrier
More ammo for my Claymore illum proposal
honestly, if Lys is just this against adding the claymore R3, I really do wish it could get utility wing slots like your original proposal
countermeasure pods, jammers, illuminators, so on
(sure the ones you'd take would be the illuminators and torps would go from being all ARAD/ACT to all CMD/SAH, but still)
It would certainly give claymores an ANS unique unsoftkillable tool
Claymore 120 when?
I am genuinely here for claymore beams so that subsystem targeting has a point on ANS
honestly, yeah, that could be pretty cool
If you tune the beam range to be inside aurora range then that also avoids bypassing the Ocello as a hardkill tool
yeah, it'd have to be <2.5km
The more I think about it, the more I like the idea. Even if the marauder player in me is terrified
Is this a dumbfire missile?
Giving the ANS bomber a single shot beam payload instead of a dumbfire missile
Eeek. That sounds very scary.
I think my Occello has two smaller flak, and 2 Auroras?
Fleet '3k Fey Twilight (Triple Drive Ocello)' is composed of 5 ships that cost 3000 points:
Fionnghuala : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
Verenestra : 'Flathead' class Monitor [PD Gun Sensor]
Little Nymph : 'Ferryman' class Clipper [PD Gun]
Little Sylph : 'Ferryman' class Clipper [PD Gun]
Little Dryad : 'Ferryman' class Clipper [PD Gun]
```This fleet uses 3 different missile types:
```yaml
SGM-107 Mini Lance : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-117 Tiny Lance : DIRECT - CMD - HE SHAPED [5pts]
SGM-119 Firewall : DIRECT - CMD - HE FRAG [4pts]
Yeee, it does.
Hecks. When did I remove my Intel Centre on my Monitor. I don't even remember doing that. 
It's not the best fleet. But it's by far my most effective one.
My best ANS fleet.
Fleet '3k Stary Night V3' is composed of 3 ships that cost 3000 points:
Vowel : 'Axford' class Heavy Cruiser [Gun PD EWar Sensor]
Stary Form : 'Keystone' class Destroyer [Rail Missile PD EWar]
Bean : 'Sprinter' class Corvette [PD Gun]
```This fleet uses 4 different missile types:
```yaml
SGM-117 Not a Lance : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-117 Tiny Lance : DIRECT - CMD - HE SHAPED [5pts]
SGM-H-307 SpellFire : DIRECT - CMD - HEKP [45pts]
SGM-H-342 Sunbeam : DIRECT - CMD - HE SHAPED [28pts]
The silly missiles tooo.
S3H-HEKP, S3-HE, S1-HE, S1-FRAG
I need to adjust the Tiny Lance again, it's a little too short ranged, by like 500m.
Wait it does!
SGM-119 Firewall is a size 1 missile that costs 4 points.
SGM-H-342 Sunbeam is a size 3 missile that costs 28 points.
SGM-117 Tiny Lance is a size 1 missile that costs 5 points.
SGM-H-307 SpellFire is a size 3 missile that costs 45 points.
I thought Hazel wasn't doing the missiles, NM.
I'm just loading Test Nebulous. I'll be editing my 2 fleets I put into here, to try and make them a little more effective. Also voice chat go brrr. I'll be a couple of minutes while it loads though.
Okiee I'm back.
I think 120 is too good against the OSP ship roster for Claymores to be allowed to shoot it
SDM-220 Naginata M7R-X is a size 2 missile that costs 5 points.
I'm 29% of the way there ^^
According to my calculations, at my current win rate I'll be a GADM in about 1,840 more games!

dear god
"AOE damage"?
Lys made a pair of long posts in bal-con about the changes: #943416769660452904 message
But TLDR is that KBUs getting shot down will take out other KBUs (and nearby fighters)
I can't read that. I'd appreciate if they could be forwarded as well
fun thing to try for hellbombing nerf #91283849292718, though
Well, that's progress, I suppose.
Still does nothing about why bombers are bad, just (hopefully) mandates bringing them.
no changes for coiltos is a bit disappointing too but I guess the light strike is in the spotlight first
Big fan of those changes. Curious if you can get a cascade of bomb detonations if they're too close
that's the end of the clip, looks like
Multiple cascades in that clip
The one at 0:39 is the juiciest, and the one at 0:47 saves the ship at the last second, but there's a few smaller ones in there too
What's the issue with bombers?
Ash doesn't like that torp strikes can be softkilled
A lot of people don't bring bombers in live because massed fighters strike capital ships well enough and can also defend from other craft and missiles
Got it
I mean I'm mostly waiting for coiltantos to not be busted until I come back
Bombers will never be good against competent players so long as all weapons from them are softkillable
coincidentally none of the fighterspam munitions have been softkillable either
S2 cuda supremacy once again
or at least, they work very well and will probably continue to
Unsoftkillable munitions alone aren't the magic bullet. The fighterspam options and old R3 sturgs were cracked due to cost efficiency and pd pen.
I have seen exactly 1 dazzler over the last patch, for all practical purposes EO/X torps are unsoftkillable but they are used rarely
Naturally, but that just makes them more optimal as opposed to other options in a similar role - there was a lot of debate back in testing about R3tainers versus R3 Sturgeons since they delivered the same payload
If a munition doesn't have the "unsoftkillable" tag, as it were, then bringing it is inherently gambling on your opponent to have fucked up at some point (whether in editor or in the softkill QTE)
Also worth noting, even with perfectly executed softkill marauders are unreliable at softkilling ACT torps, even with big chaff. Sure you are still gambling, but if you come in opposite their chaff box you are getting some hits
aye, that's why you have the offset jamming tug escort
it's been in every one of my LN fleets for the last however long
Did we accidentally convolute ourself into one of those crappy sci-fi novels where EWAR is so powerful it made smart munitions obsolete and now we're back to the 1940s but space?
I mean, yeah, that's the conceit of having big gun ships existing in the same battlespace as missile warships.
"I show up with my [cruise missile vessel / aircraft carrier] and obliterate every single hostile vessel before visual contact so long as I get the first shot and have sensor cueing" is a bad balance state for Neb but accurate to missile weapon development
I mean... if the Journeyman is just a dry Bogue when you get down to it
https://en.wikipedia.org/wiki/Bogue-class_escort_carrier
The Bogue class were a class of 45 escort carriers built in the United States for service with the US Navy and the Royal Navy, through the Lend-Lease program, during World War II. Following the war, ten Bogue-class ships were kept in service by the US Navy and were reclassified for helicopter and aircraft transport operations.
The first 22 ships...
Holy shit real
the central idea of neb as a game means that softkill has to be able to invalidate even the best-designed missile salvos if competent players are on both the giving and receiving sides, otherwise the game turns into just missiles
thus why missiles are essentially a pubstomping and tempo weapon category
craft are Big Missiles and thus are adjacent to that entire balance conundrum
I did call bombers 'OSP hybrids' so I get you
(thus why the most successful craft paradigms use either unsoftkillable or functionally unsoftkillable munitions in sufficient quantity that interception or engagement is no longer a realistic possibility)
Is that why everyone told me to only take R3s?
yeah
if the AN player pops one (1) active decoy, stops moving, and turns on one (1) disco ball OSP torps can't ever touch an AN capital
naturally all-aspect wake was intended to help with that, but uh
you can also just jam those
Doesn't help that THERM only works as validator
it's symmetrical on OSP except it's much fiddlier and more annoying
Due to lack of active decoys?
yeah, you have to do some stuff with offset jamming or decoytainers
then you've got a capital ship sitting still for 15 seconds, send in the plasma bulker
yes, the reason the R3 existed (and the repeated nerfs to AN softkill capabilities) is because the hypothetical situations one could think of for OSP torps/S2s functioning against AN capitals didn't really ever manifest
now we're just waiting for the same realization to apply to AN bombers, but this many months later I'm not really holding out hope because the fiddliness and annoyance of the softkill QTE on OSP compared to AN means the pubstomping part of AN missiles is significantly more prevalent
Additionally, unlike the OSP, ANS strike craft aren't the only source of actual killing power
Without those, we go back to the old meta where everything was brick and nothing ever died
450 bulkers have been surprisingly good to me lately
I had to add a bunch of T20s to Pyrope's designs because I am greedy for those light ship kills but I can't deny they're damned effective
I've been tempted to just do T30 backpacks for corv-killing
It's MORE GUN for only a few pts more
Why is this game so easy to optimise the fun out of
I find T20s have you covered on that front enough that I don't want to give up backpack slots
I also find the idea of tipping over to fire the 100mm volley kinda humorous, TBF
I can't argue with that
eh, pubs make that meaningless
sure, we all knew who was going to win the tournament from first bracket, but if you're not in that 0.0001% it simply doesn't matter, your teammates or opponents fucking up are going to be a lot more relevant than your optimizations beyond a baseline level of competence in fleetbuilding
I think :3 had a serious shot at it
That is fair, it was closer than I'd expected
Well :3 lost in the semis but they had to sub out one of their top players
Well, that's
Reassuring
Who won the tournament and why?
LIMOS, because it's the best players in the game bar none playing in a single stack
IMO there are a bunch of other players on that caliber but no other team had 4 players that strong
:3 had like 3 out of 6 (including subs)
my feeling is that a lot of softkill is just a bit undercosted
opportunity cost wise
it sorta needs to be a two way gamble to work
bringing the softkill and it being useless vs bringing the missiles and them being useless
15 seconds is tiny compared to how long it takes to get a ship anywhere
its minutes to get a bulker in, you can maybe do the strikes perfectly timed together peeking and doing a run but thats really really hard to do
I think the opportunity cost of chaff is decent but absolutely worth it for most ships considering how multifunction a VLS-1 is and how cheap and prevalent Act seekers are
Whereas comms jammers is more but still worth it for large ships and formations, IDK
comms jammers are arguably worth it on anything tug-sized or bigger, even
those tug-shuttle pairs are mean, people just mostly stopped running them for ????
made my sprinter bombers happier when that happened
I personally think chaff should be 3 points a pop
and comms jamming needs to be rethought
because smaller ships need a chance to have it, or like, be covered by it by hangups or something
but it needs to be not an autoinclude for bigger ships
pushing the cost up makes it basically infeasable for smaller ships
I had been toying with the idea that disco should take a big ass mount, like an axford gun mount or something, but that kinda totally locks small ships out
and I think the rear axford mount is still relatively free
chaff also does a decent bit to SAH which is relevant
possibly even just really prohibitive power costing is an option
unfortunately if you don't softkill you just die to competent missiles at this point
yeah but you don't competent missiles when everyone is softkill it like cuts around
I made a career for months out of playing nothing but "you either use this one hyperspecific counter to my missiles or you die," and the CLN is the CLN
It's become pretty popular for VLS-2 and hangars now, TBF
(carrier testing also showed why imperfect softkill usually just results in "people die to missiles")
I think softkill needs to work well when you bring it
it's a complex question, no denying it, and I'm not getting on Lys's ass here about "why haven't you solved this yet"
but unfortunately I don't think it's possible to ever make people stop bringing omnisoftkill, you just chip away at all their other capabilities
I think it has to be just made a real cost
like you need to meaningfully trade away some capability that you want
as it is you trade a few small mounts and a points cost
like I think the tri-seeker containers are a bit of a problem as well in that they kinda force the opponent to have the full omni suite too
and it just leads to this meta where there is omni softkill and most better players not focusing on softkillable things, and running the risk to save the costs of not bringing softkill is just not worth it
yep
in an ideal world this would be self balancing
IE omni softkill -> nobody brings missiles -> you can remove the softkill no missiles -> some missiles become viable to get the greedy ships
and you get a kinda gambling thing
card game metagames work this way a lot
but as it is, the softkillable stuff is very robust otherwise so you have to have the full suite, and the full suite doesn't really cost you much meaningfully
The EO vs EO jammer situation is kinda this actually
because both are quire expensive so its very reasonable to greed
Part of the problem with the "metagame will balance itself" is that most games of neb are best of 1. Without the option to iterated in a semi-closed environment the seeker/softkill dance is being done mostly blind
thats to some extent true of like, all list building games and list building elements to them
In the context of conquest where ship loadouts were slow to iterate this could have produced some interesting design shifts to counter pick what's in use
like you get that in do they bring strike, do they bring big ships or small ships, do they bring lots of cap or like cap denial etc
you are always kinda gambling your teams comp vs theirs
True but if you compare to say MtG, you get to bring your niche but powerful answers in your sideboard rather than having to maindeck all your hate
the issue is really when its not a gamble
yeah boarding helps to be sure, there are mechanics to mitigate this
The EO jammer is not that expensive but it's still rarely taken
but itts true of every list building like wargame
and you can still have a metagame you still get more or less stable lists
the dance being blind is not really an issue, the issue is that there is a very obvious correct choice and the costs of deviating from it are very high
There's already kinda the "seekers chase holes in softkill, more gun beats omni-softkill" meta going around
But also when softkill is onerous people just go hardkill everything
fair point, the best builds not having clean hate is a problem that can be fixed with points taxes
you can just bring guns to fight the softkill axfords
but honestly the softkill axfords don't cost thaat much more than a less softkilly one
its like 10-15%
if I could pay a 15% tax on an osp ship to make it immune to 450
lmao
and I mean we did kinda get the guns to fight pd meta ages ago when we were still in ans vs ans and you could just do hardkill battleship balls
it being a conal jammer and the weirdness where it still keeps turning on for every tom dick and fighter plane halfway across the map make people not want to bring it
they're wrong, you no-sell EO torps so easily if you have one in the formation, but like many OSP things, it's fiddly
as for the metagame: people simply refuse to play it as well
there's no reason to take risks when not being risky simultaneously expands your offensive capabilities (skipping hardkill) and insulates you from the counterpick
you just get fucked if you can't QTE
which is a simple hardware and APM check, not a strategy question
like every pick needs to have counterpicks basically
if you protect against one thing it needs to on some level open you up to others
Softkill degrades much less gracefully than hardkill under fire, so there is a different risk factor to remember
and that is the case on some level
like costs always have opportunity costs but like
sure, but no one's bringing a carrier to sit on their hands for 10 minutes until the enemy can't softkill anymore
if you invest heavily in a thing that can only kill stuff thats damaged
your team is playing a whole lot of points down
so you will probably mostly lose before you reach that point
Usually you have plenty of targets that aren't carrying omnisoftkill to fight to start (other craft, cappers, etc.). Then you can begin looking at strike on engaged frontline
So says my own carrier doctrine anyway. Maybe I should be expecting better performance to strike into fresh 3k fleets
I think its fine for cheaper stuff that has other capabilities anyway
like its fine for a carrier to struggle to sally out at the start of the game and hunt big ships
you have to win the air war and make space and get strikes through and stuff
but you have a lot of other capabilities and tools
and are doing a lot of other stuff, and having finisher weapons like bombs that are cheap is great
but if you build I dunno a missile bulker say
it probably has to be able to kill intact big ships because it can't really do that many different roles
or at least degrade them relativly fast
you can't really field some box with 300 missiles in it that just sits around waiting for someone to shoot off their chaff box
(and to some extent with bombers, at least for osp R3s mean you can like, focus on trying to isolate and sneak strikes past more than anything and to some extent isolated is the real dead to R3 even with relatively intact defenses)
yeah, this is why the capwar was basically unplayable
the carriers had nothing else to do but mass murder cappers for the first 10 minutes
if you touched a point you died
I know about postcarrier capwar, I spent a lot of time in those trenches adapting solutions that worked well enough when your carrier lost the early void fight
kind of related, but the Rebound buff felt pretty nice last boat night
It did, I've been running twin rebound corvs on live to survive R1s but the ptb rebound actually feels good to use not just fine
Ohhhh, I had thought those explosions were them impacting the Vaux, was surprised it was still so healthy
Rewatching that is very satisfying
Gales do exist and are still immune to softkill if micro'd well
But that doesn't help with cruise ofc
(Though admittedly I haven't tried the cruise Gales + Pike Illum build, but I don't think it has the illumination power to reliably break jamming)
The bigger problem I found with pikes spotting for cruise SAH is that a pike hanging out at 4km is just not safe. Between SDMs, S1s and Tantos that's just not a healthy range for craft
Pikes might actually be harder to beam than other craft, considering how they like to wander once they're painting a target
they can be its complex, it can be hard to get enough beams to break a jammer while not crossing any chaff esp if multiple dispensers
its easier for ANS I think because bulkers are stupid big targets
and I think their illum has a tighter cone
I thiiiiiink it's just longer range?
Spotlight has longer range than Lighthouse and more power and a few other advantages
But they're both the same cone
right hmm
I definitely had some struggles with holding lots of illums on the right point to avoid chaff
and you need a lot to break blankets with the crappy osp ones
Bulkers have an annoying tendency to roll and cause the illums to drift onto chaff
yeah
The new S1 mounts might help with that some, but it's definitely awkward as OSP
and sometimes if you get the angle right for the illums
the travel time for each side of launchers can be quite different
My gut feel is actually illum shuttle with a backup on the bulker
Especially now that people actually bring Flares, so you can't rely on wake secondaries to keep them going straight through jamming
so you get a really spread and bad salvo
Shuttles holding illums tend to fare better on that front yeah
It just feels a bit fragile
it definitely is yeah
But that's generally a weakness of Gale fleets
thats yeah any gale fleet on osp
It is, but they're cheap so you can bring a few
looks like about 145
The more resilient version is an illum/jam tug
There's definitely a reason they're not particularly popular
I'm not sure the cost nerf is still needed, considering how the meta's changed
I guess this frees up a lot of mounts of the main liner to defend them
tbh I was never happy with the gale nerf
I thought 3 points with no backup and smol warhead or 4 with backup and any warhead
was a really interesting tradeoff
yeah
I usually brought cheap 3pts and a mix of various secondary seeker setups on the 4pts
to make for messier strikes to avoid
I do like the cost reduction on S2s for other builds, but mrrh
yeah
I just don't like that bit of it
I do kinda miss doing my garbage blaster builds
but the nerf really hit them
What are EO/X missiles?
EO with something as a backup
So EO/ACT, EO/WAKE etc
The specific doesn't really matter, just wants to fly straightish under a dazzler
Oh.
I think I made an active steerable radar and wake hybrid. But it keeps booping the wrong targets.
And it makes me very sad that it does that.
(Just don't use ARAD on hybrids if you don't want them staging early)
Unvalidated ACT seekers will do that, they are very vulnerable to chaff. ACT[ARAD] tend to be easier to get to validate than ACT[WAKE]
Awww. I think I'll be swapping back to pure Command again then.
do not do that
CMD/backup is the way to go, usually Wake or HOJ or SAH
For your very expensive hybrids CMD/EO might be worthwhile
Er, EO/CMD is probably better actually
Track quality vs dead ship discrim. Depends on the goal of the missile really
Fireable on a bad track, though if you have two of the same ship class within range it might go for a different one than you wanted
Or dead ship, yeah
I tend to have my Raines to fire the Hybrids. And have a hardlock from my Ashford.
And directionally radar jam the target as well.
What's EO's splitting range again?
3km
doing some quick testing, tugs seem to struggle to keep mmore than about 2 illums on target unless they can stay totally head on, I guess if you use the nose slot you can get 3 probably
if you are willing to go 5 illums keeping 4 on seems kinda doable, I wonder about going 4 and keeping a side slot open for a vls to cap
since its pretty tricky to hold both side slots on target
hmm no nose is prone to misbehaving
tbh I also wonder if like
someone fires an active decoy basically slightly off angle at your gales
if that grabs them
or well at your illuminator ship
If it's illum'd yes it grabs them
Gosh. 3km too close for me. I want my hybrids to split at, at least 4km.
I'd have to go Command/EO then for that right?
My Hybrids are 45 points each.
Command EO Val is pretty redundant
CMD doesn't need validation as it can't be decoyed, just jammed
yeah so I guess to beat that you need wake val and correct aspect or something similar, or to turn off the illums until its past the missiles and try and repaint it then
which is messy
I've been tempted to add a +25% transmission strength to my Axford to help against command jamming.
That won't make a substantial difference unfortunately. The jamming will still win eventually as the missile gets closer to the jammer
ultimately there's maybe four hybrid designs on the outside that still work
which is better than pre-100flak nerf
Can you reliably get it at such an angle it's not feasible to avoid painting it? I thought they launch with a fair amount of velocity that'd put it outside the cone
Opposing chaff launchers are what are most obnoxious IME, having a cloud on both sides of the ship makes it a pain to angle and avoid both
And rolling while chaffing makes it impossible
Why are command missiles so expensive then if they can so easily be jammed now?
They're still pretty good
You still can't fire them if you have no CIC or comms.
Honestly. I've been having better use out of my Size 1 HE Command missiles.
You can't fire anything with no CIC
I'd rather fire a 5 point Command HE missile to finish off a Sprinter/Shuttle.
A?
Yeah unless you get vary lucky your just going to red a Reinforced compoent, but if you do get lucky you stun it
because the jammers required are expensive rather than cheap basically, and the missiles otherwise have very nice properties like guiding basically the entire flight time, and targetting specific ships not just random stuff in cone
a secondary seeker that makes your cmd missile fly dead ahead when jammed is all you need in my experience
it's cruise that suffers
yeah, CMD/SAH or CMD/HOJ are where it's at for hybrids
of those, I prefer CMD/HOJ because it doesn't die to combined jamming
that said I haven't tried yubbing in a while. maybe that's what I'll do this boat night
arad/act + act/[arad] mixed salvo still works pretty well
yeahhh its like 7am sunday now for me urgh
simply live in a better timezone
but it's at 5am in mine. I have no idea where to find a better timezone
we could/should probably move boat night up some amount of hours
I think I'm the last european who regularly shows up anyway
I'm a crowd pleaser but that's probably not worth it overall.
the last european [cuts to vinny in a tattered captains hat sleeping on the admirals chair of an abandoned ship]
I'd have a good chance of being there this week
I could make that work
The T30 backpacks have worked really well for me
was that for today, or a potential for the future?
I was thinking today but I realise I did not ping the role to give everyone notice now
I'm fine with that today but if there is anyone it doesn't work for I can abandon my cozy bed to be there at the normal time
it would be better for our oceanic gamers
if we're doing now, I'll be late
lets just go for the suggested new time then and see how it goes
okay sure
just to be clear: <@&942093958551588904> hey guys, boat night today a bit later ^
if nobody is gonna ping the role I will
incredibly funny to ping that at the old start time
I work todaaaaaaay ahhhhhhhhhh explodes into confetti
*sad woohoo*
I really do just need to poll availability for people again. I keep forgetting until saturday and then it's the boat night day
Hii. I'm guessing test?
cause I didn't know!! cause no-one pinged me!
I showed up to open the channels!
Maybe I should play this game again, I haven't really had a chance to deep dive into the fleet building strategy
ya
Okiee. I'll download test patch now then.
I have Mondays, Tuesdays, and Wednesdays off currently
<@&942093958551588904> alright everyone, lets play some nebulous. the channels are open
I'll be in after I grab a drink
I might be watching my partner play Gundam
funny name roll for the newest Box Boat
The first colonists on Mars be like:
railford gaming
gotta get more sturg practice
you did pretty great tbh
What did the Name Generator mean by this?
second only to the name generator just giving you a ship called "Ride and Moan"


💀
Um. Well then. That's some silly random names.
i once got a ship called "Muff and Bra" so close enough
I still remember Aglow Mom
Why do I feel like even if I had a 500 point advantage. My little fleet will still get squished.
it do be like that sometimes
I think I'm going to miss boat night this weekend.
I'm actually freeee.
Hello Spacers, I apologize for the delay in getting this patch onto main, but given how it is going to upend a few things with respect to carriers I wanted to get through a few weekends of public testing before sending it to Live. This update is focused on balance and performance, but we'll be back to feature minor updates soon. Craft Performanc...
it's mainulous
oh so frag bombs are actual main weapons, not finishers?
Oh, I hadn't realized the fighter armor changes meant S1s do full damage, does that mean standard frag S1s can 1shot fighters now?
Also I wonder if fighters still need to be unable to carry KBU-22s with the flak changes? Better safe than sorry I suppose
Yep
- Increased 50mm Flak round armor penetration to 0.176cm (was 0.1).
This drives me absolutely insane lol
0.001 difference from Tanto/Cuda skin thickness. That's so incredibly specific and immersion breaking AHHHHHHH
Just make it 0.18 cm please I'm on my hands and knees shaking and crying, just make R2 skin thickness 0.185 or something!!!
I can't stand it when stats like these don't end in 5 or 0 lol
it does seem a bit goofy
I'm just glad it's not equal, I can never recall if meets beats or not in Neb
Much prefer slightly silly numbers to having to go to the wiki every time I want to build a missile
Wait, S1s are now viable anti-craft missiles?
Yeah, you can get a one-shot with a BF warhead. Not 100% reliable but apparently ship launched CMD S1s were putting in work to punish fighters for closing


FANTASTIC. This completely fixes my issues with ANS AA.
Do HoJ defensives automatically fire against craft jammers?
Technically yes, but unhelpfully. They'll automatically fire against anything in their threat profile once it's their turn
(defensive missiles fire top to bottom if valid)
Oh, that's annoying
No actual logic about "I see a jammer, fire the HOJ"
Guess it's manual or nothing for those
You could keep a handful set to fire on exactly S2 craft (fighters) if you are making the call that most fighters will carry jammers

Bumping it to 0.1775 would probably be simplest
nebulous woke confirmed
always has been
Only from the rear aspect
So back shots only?
...
Yes
Hey guys! I got good-ish news, I have weekends off now! But my DnD campaign is starting a few hours later now since we don't have to get up super early for my sake so I can play and also get to work anymore. So! I can probably show up to Boat Night about 2-3 hours after the current start time if it's still going ^^
I'm out for the next few weeks unfortunately due to life so we'll be trading out
I think the plan is to start Boat Night two hours later btw, just to make sure you're aware
#1164000873031151637 message
Oh! Pog xD
Works out perfectly!
Main is up-to-date with Test now, right?
yep
<@&942093958551588904> channels oopen
Boat Night!
will be there shortly
Finished the vid, and holy shit
it would have been very funny if the everyone ping worked because you're a mod, and then the neb thread had 50,000 people in it
regardless, I'm excited to watch this but can't for another hour :(
This is some really cool work, I look forward to seeing what can be done with it
ah, starting the vid
||time to suggest the mk 620 double-beam for the c6||
||Give the people their MK82 back as a C6 exclusive. Probably an unironic take too if it stays PvE exclusive||
||Actually, the funniest possible option is to just jump to the mk83 for the c6.||
||real, the carrier device is a backline asset||

||i mean given that those C6s are On The Carrier. that aint gonnae work as an unironic take||
||carriers and rails are both backline assets... What could go wrong?||
Campaign mode is a lot more ambitious than I expected
that thing is so ugly, my god
I appreciate the Sevastopol-style flagship but wow, the terrible prototype conversion aesthetic is definitely coming through
I'm hoping that OSP gets a giant stupid flagship if and when they get a campaign, I want to see the Containerest Liner
Squarer
OSP flagship is just a whole station with drives attached
Mobile dry dock turned warship
I appreciate them making tools for others to use to make campaigns, this might be the thing that gets me back into neb
The OSP flagship might be one of the BBs the Worden-class CVs were converted from
That would be sensible. I want to strap 4 maruaders to a moorline to assemble voltron
But also, that CV sure has big Lexington-class energy
-# time to find out if anyone remembers ||Strong The Root Beneath|| from the old lore doc
the campaign editor is pretty neat
I'll admit I'm still pretty sour on singleplayer, but this does look nice
the flagship looks horrid I love it
perhaps not, it was a long ass time ago, maybe we could spill the beans
27 monitors in a 3x3 cube flagship
Didn't Lys - no, that was in tester chat
I will say, very excited for that, but with how stringent she was about spoilers in the devlog I wouldn't post about it in public
monitor voltron would be pretty funny
the carrier flagship basically having the joke infinity side VLS of the container liner if you turn faction limits off is very funny also
that one had a badge design competition I think
isn't it also the battleship on the main menu
yep
Yeah, so way back when there was a publicly available Lore Document, it had a section that seemed like it was the lead up to the campaign. ||It mentioned that the OSP has a museum dreadnought, Strong The Root Beneath, in orbit over Pyxis. And that when the rebellion started, the OSPN immediately set about returning it to service. Importantly, Marshall later confirmed in the nebcord IIRC that the main menu cutscene is non canon, and the STRB isn’t a Solomon-class but rather an indigenous OSP design from before the Alliance Navy was standardized.|| If there’s going to be a special final boss for the campaign, that’s what I’d put my bet on. However, other things in the lore doc didn’t pan out, such as the player starting ship being a Raines-class called the ANS Swift Toxin, so plans could have definitely changed
right, Swift Toxin was the other badge/something design, right?
how'd those end up btw?
weren't many good submissions so it didn't happen
ah, oh well
Can we put a Beam Turret on the funny Supercarrier?
Yeah
Will you be able to? No, because Lys is designing all of them herself
You'll take your 288 VLS tubes of mostly SDMs and like it
(The remainder are all basic thunderheads)
nah, she said S2H, so those'll probably be act/[arad] shuttle bonkers
I guess you'll be able to do custom fits for it in custom campaigns
I should be allowed to use a Worden if I'm playing a 12k
I'm confident there'll be mods to unlock the campaign ships for skirmish
There isn't, but people were told not to extract the assets from the conquest build
ah
But I think they are technically available in the conquest build fleet editor
Because you need to use the fleet editor to make ship variants for playing conquest
Finally watching the video, I adore this flagship
It sounds unlikely, but I do hope that as you acquire ships and supplies you can adjust the loadout at least somewhat
Swap out some missiles, tweak the craft setups, swap guns for jammers, etc
Campaign editor plus coop for campaigns is really exciting
It really is. I'll be interested to see how deep we can go on scripting things.
I wonder if the entities can be terrain, and if so if they get the pathing nodes and whatnot generated - if so, that means it's basically a map editor as well, just import a bunch of rocks as entities
I kinda want to see the Worden and Hero Carrier get added as Skrirmish ships that can't really fit into 3k, as a way to start making 6k a thing
The BSG reboot really sold me on the "mothballed supercarrier pulled out of retirement due to desperate circumstances" hero ship
The AI is going to be having a breakdown after I'm done ramming CMD/HoJ HEKP with SAH Cork Decoy S2's in combo salvos down Monitors and Ocellos.
EO + BSSJ Cruise HEKP
SAH/[EO] Cork Copperhead Derivatives to juke AMM's.
It's gonna be 288 tubes and a Flagship full of horrible monsters for me xD
"The OSP blew a hole in my Sprinter so I took my nose flashlight Spamto Wing and skissued them into filing their taxes." 🧛 
I'm not sure if the campaign's going to let you do that, yeah.
Lys specifically mentioned that she can't even guarantee people do the tutorial before opening it.
I think the conceit is not having access to drydock facilities so you can't do refits, but deciding on what tubes your missile restock goes in might be another story
I will unfortunately not make it to this week's boat night, as a heads up
Aww, how come? :C
last minute change in a friend's birthday plans
I may be home on time for a second or third game but I'm not counting on it
Hey, go hang with your friend. It's cool
Gotcha, yeah no worries have fun!!
have a good circle!
yeah I will
I'm more saying that since boat night is quite late EU times now I may still be home around the later game times
hate that
yeah, that's the problem with the spinship too
Every time this happens I get tempted to drop the storage to hide the mag in the bow. Then I try it and regret it immediately
nowhere is safe
this is why there should be beams on lineships
We won! We turned it around at the end ^^
Did 28k damage with my Pumpkin 
I really think the Citadel Mag should get a capacity buff. In an LN you can barely put a full load of 450 shells into one let alone anything else
Gosh you're running out of ammo with a huge component Reinforced Mag. How much ammo are you using a minute in that?
i assume 0, because the magazine itself is broken
unrelated, but: excited for the campaign stuff now i've been hearing more on it. might get me back into the game again, even without the customisation stuff
i think designing it all in an in-game editor is a smart move
i used to be able to sit down and just design ships for fun but now i really do just kinda get analysis paralysis now i can't remember how anything in the game works really
so honestly the idea of prebuilt stuff, especially for ANS which i don't really click with, is nice
the starter fleets do exist and are totally fine
I can bring enough ammo with a big Reinforced Mag, I was just saying the Citadel Mag is hard to use effectively. Because of opportunity cost and how limited it is despite its high DT, I've only really found it be useful on Monitors (where it is actually very good for everything except missiles) and on budget Liners of around 1000 points or less that appreciate the extra tankiness for no cost and don't really put anything in there besides some bullets.
The Citadel Mag also really only has its high DT going for it. It sports 300 HP versus the Reinforced Mag's 150 HP which is good but for how big the compartment needs to be means it's going to eat a lot damage anyway most likely and the Citadel Mag can still get redded out in as a little as a single salvo of 450 from a BB if you get unlucky and eat all the bullets there. For comparison the DCX has a whopping 600 HP and can take a wallop before going red from 450 regardless of luck.
The very high DT does make it good on Bulkers that don't have a ton of restores and don't mind the limited capacity though.
Generally speaking, in my fully built out LN's I tend to go for double regular Reinforced Mag in the smaller compartments in an LN since additional mags are cheaper now after the patch a while ago, and use the big slots for a DCX and a pair of Large Storages.
I feel that's largely a consequence of 450mm liners. 250mm liners (without craft/tals loads) can fit comfortably in a cit mag and the DT is appreciated
Ah, yeah that makes sense. I don't really use 250 LN's myself
When I was messing around with bowtanking liners a cit mag in the nose and an rmag in the core worked really well
For sure, that's a situation where you get a lot of use out of the DT and it's not the end of the world if it bites it too.
Versus a DCX to where as tanky as it is you really really don't want it to be bowtanking 450 and whatnot in an LN xD cuz if it gets greyed that's very bad news usually.
Speaking of DCX's though, I've started enjoying running double DCX in some builds. It's expensive sure but not outrageous depending on the build. It can help in protracted duels against capitals and whatnot. Plus if you add it up, 2 DCX's, a Large Storage, and 2 Large DC's is 13 teams and 12 restores on top of an Axford level repair cap and buffed DC teams.
Which is really nuts lol.
Cost wise you can get a pair of 450 LN's all decked out with Ammo Elevators and RCC's like that for about 1200-1300 a pop which still leaves you room for an EWR+LRT Radar Tug to get them tracks.
That is a lot of durability. I've been finding my LNs structure broken pretty early into 450mm slugging matches, so have been trending away from extreme durability. I guess repair cap does wonders when everything is red
Yeah, you can protect your structure HP if you can keep components from going red/grey. Choosing hulls with less empty space in them will also help with not getting structured.
Btw, 13 teams and 12 restores means you only get 1 GPC unless you go single regular R-Mag which runs the risk of running out of ammo just like a single Citadel Mag. So, it's usually best to go double R-Mag and use such LN's to fight in medium ranges of below 9km rather than try to land shots at 10km+. If you wanna make a 450 LN that's better at long range, drop a Large DC and take a 2nd GPC which still nets you 10 teams and 10 restores with the same high repair cap.
Both versions use a Citadel CIC btw, I only recommend using Reinforced CIC's in LN's if you're giving them 2 CIC's.
Oh, and one last note for LN durability, I always always put a Light Reactor in LN's on the opposite side of the hull far away from the regular reactor even if I don't need the power. LN big reactors are notorious for getting randomly shot out and a single Light Reactor can run all your guns still if not much else.
It makes a world of difference trust me.
late boat night again today guys?
when do yo uwant me to open the channels
oh lol they're already open. well. i'll just leave them like that for now
i'll close them when you guys are done
lol
yeah, it seems like the later boat night kind of works out
no Thijs today unfortunately, but we've been getting a game with Till in occasionally
<@&942093958551588904> boat time!
anyone still down for boats?
I'm running very very late today, so I likely won't make it
I'm still away from Good Screen. I'll be back next week!
<@&942093958551588904> Heya, I'm around for a game of boats if anyone is still available?
im nebulously around
Heh, alrighty
I gotta eat dinner but afterwards I can probably play one
hey sorry pyrope but if lets say thats in 30+ minutes i will no longer be around (my laptop)
I stayed up late updating my fleets and getting everything ready
woke up for it, we had moved it late for me oh nice more sleep
didn't wake up the second time lmao
oof
I didn't get a good night's sleep after some relationship stuff and wound up napping at 5 PM
:( hope everything okay, or at least been resolved
Yeah for the most part
Sorry Seamless x.x
I'm on but it's proly too late
lol oof, wanna play a game now tho?
hah I wish but I have people coming to my apartment in an hour to play ttrpgs and I have to clean it

no rest for the weary me I say after resting for way too long
my life is so hard I say cleaning up the mess I made
Oh fun! Good luck ^^
Sounds like this week was just an unfortunate confluence, hopefully boats will exist more next week
I should be around, at least
yeah
and my ships will work
no more looking at my plane loadouts and going fuck I swear I fixed that
Hopefully you people had fun with Nebulous last night. Sorry I'm away until Tuesday.
do rocket and bomb cudas still get sprinters kinda the same
or has the nerf really hit them
I think they're exactly as effective as they were before in a vacuum - you wouldn't hit a functional Sprinter with bombs unless you rocketed them first anyway, and R1s and 2s were unchanged - but functionally they might be a bit more resistant due to Rebounds being more popular?
Though being able to bring S1s that OHKO craft might be relevant
I'm a fan of S2 Cudas. They're more expensive than Rocket/Bomb loadouts but the craft aren't exposed to nearly as much danger especially if you do Stand-Off.
And no one puts a Discoball on a Sprinter lol
yeah I have been rocking S2 cudas since before the carrier update dropped
they're still great
although I am still trying to finesse SAH frag S1 + Sah[Wake] S2s, the nose illum cone is a bit tricky to work with
What if you had a small wing of Cudas set to Standoff with pod Illums supporting the larger wing with nose Illums?
Or just had the larger wing have nose guns and rely entirely on the supporting wing of Standoff Illum Cudas?
my wings are normally 4 cudas, so splitting them even further is a little painful
but worst case scenario I just load Act frag missiles and use them to get the bare minimum of air-to-air capability
in nebulous
everything is in a vacuum
i thought it was in a nebula
It’s actually in liquid titanium
It's in my backyard
What is it, Tom Scott?
Yes
tom scott intro but its "im in hit space strategy game Nebulous Fleet Command"
or something
"I'm on the Pillars asteroid, Solomon system"
When is boat night?
yeah that's the new accepted normal starting time
that works for the most amount of people
We should probably pin the new time
speaking of the new time
Little boop
<@&942093958551588904> boat night!
!
She just saw!



