#Nebulous: Fleet Command
1 messages · Page 31 of 1
no worries
@sharp crow messaged my girlfriend and she had to kick me lying in bed
Thank you for opening the boat channels!

I knew that would work
When I'm on my phone notifications are hard
It diiid
Proxy warfare against birds
Hopefully she gets to give you some 💅 panic too.
misc will you be joining us today
.length
It's the OSP mini container ship! It's real!
@rigid bison you here?
Hopefully everyone had fun playing silly spaceships today.
I did!
Boats sure boated! Apparently I need to hedge my ANS fleets against "oops all Ocello" again
its definitely popular
Looking at it again, it does look like it's about to tug a barge
Anyone wanna play a game?
I could
now I'm wondering what would happen if I brought it into a game.
and if the front had had anything on it somehow
ok i have to ask
how did you get this to show up
is that a tug attached to a third of a cln?
I just screenshoted it as one of the people during boat night was streaming. So I put the image here so more could see.
Tom was trying to edit a CLN's sections
trying to modify a CLN, it wouldn't load, then when I cancelled I had this.
Damn, they really Dawi-coded Constantine hard
Arke is much scrunglier than I would have guessed for the ANS admiral
catboy coded
You're so right
Thats a catman not just a catboy
Meanwhile Constantine is basically a Saint Bernard
i won't lie i did at first think he had cat ears so yeah
thats a catman
Constantine was a surprise to me but he's channeling that 1910s Tirpitz/Von Spee energy rather than modern naval officer
oh my gods
cat-x-dog constantine winchester Old Man Yaoi
It needs to happen
definitely looking like a guy ready to scream at the kaiser every day
I see
added 15 modifiable stats to all spaceframes
she WHAT
I said "swappable engines" back in testing, this is going to be wild
Bit sad there's a beam buff but no aurora buff after the BSHRT bugfix some months back.
Rebalanced Claymore and Sturgeon fuel consumption rates to reduce massing potential.
Interesting, I assume this means increasing the loiter cost without increasing HBURN?
Glad to see fuel and range limits becoming more significant, it was kind of weird how much putting fuel tanks on fighters just meant they had infinite range and staying power
part of the problem used to be that if they didn't have infinite range and staying power they didn't do anything, but that was also a relic of why would you bring fighters era that swiftly flipped the other way when hellbombing and S1 spam was pushed to the fore and bombers could be omnisoftkilled
this might as well be carriers 2.0 though, I think this breaks quite literally every design current and adds a huge amount of extra optimization
Are they end user configurable stats like missile engines or is this just opening up more stats for backend tweaking?
I don't know yet! I haven't checked the game because I'm in the dinner mines.
you know I assumed that was going to be "more stats for devs to change" but if I have fifteen sliders to optimise my S2 cudas I'm 100% down with that
S2 cudas may however be extremely sad due to the fuel changes
Looks like more back end stats open to tinkering and more static modules that adjust them
this is what the Tanto looks like now on PTB
Oooh
Fighters walling BF S1s certainly seems like a powerful breakpoint
That's the one I was noticing, as well as S1 ELF
Pushing those breakpoints up certainly hurts the cost efficiency of ACMs
I think Ablative Foam might just be better though? 4 points for +80% hp is pretty good vs 8 points for +100% hp vs certain specific threats
I'm not sure if there's anything that kills an Ablative Foam Tanto that doesn't kill a Ceramic Tiling one as well
I don't know how 2 component mass compares to -25% turn rate though
Does loadout mass actually impact craft performance? I'm not seeing it listed as changing any stats in the Craft Stats
do you have a loadout selected?
Oh, you get a "Maneuvering Penalty" if it's above a certain threshold - not sure specifically what
I thought it was 20
Yep, looks like it is
1% penalty for every 0.2 mass above 20
So Foam is a situational 10% penalty
Yeah Ceramic Tiling changing kill breakpoints is valuable, but mostly around one-shot stuff (eg. S1 BF 4) and taking more HP also avoids one-shots by changing the damage breakpoints instead
Tanto can have +100% health against some stuff for 8 pts, or it can have +80% health against everything for 4 pts
The removal of the wing fuel tanks is pretty significant for Tantos, brings them down from 4 missiles + Illums/jammers to 2 missiles
Yeah I'm grumpy about that, the disparity between that and Cuda (lose 2 missiles to bring fuel, can have those slots back in other loadouts) was the biggest objection to Darg's proposal and none of the options to address it were picked
I honestly quite like the tradeoff between duration and capacity that it brings, but it should definitely be more equitable between the factions
Unrelated, but what is "Stopped Hit DR"? I'm wondering if it's supposed to be the multiplier for hits that don't pen the armor, and the percentage sign is a trick
I assume it is
though if this update somehow made missiles always hit for 99.5% of damage at minimum I will laugh
It's a fine tradeoff if they bring the Small Workshop back to +300% max repair
Also, do we know what the normal launch angle for craft missiles is? Hard to tell how significant Helmet-Mounted Display is without that info
I think that's a unit error
Went and reported Stopped Hit DR as a bug
(I've reported so many UI/tooltip errors in carrier testing)
Ugh, typos in copy/strings
Between the coil nerf and this, my first-blush impression is definitely that we'll be moving to a more Cuda-favoured meta, but we'll see if that actually plays out
Fixed Tanto 15mm coilgun PIP priority conflict with wing guns.
I'm hoping this means that coil + 35mm will be viable instead
Hopefully!
I think it's just Compartment 2 is now full-size, so it can more easily get clipped?
Wait, no, there didn't used to be two compartments in the bridge
changes look really good. but I'm not gonna have time to remake my carrier before tomorrow lol
Right, Compartment 2 used to have two small compartments, and the bridge had one big one
Yeah I'm guessing we'll just do Mainulous tomorrow, since <24h between patch and Boat Night doesn't leave a lot of time for fleet fixing
Better picture of the new Tug layout
ah, literally exactly what I was thinking about reading some comments on the tug
On the flip side, this now puts the small DC restore in a very safe spot
I expect losing the bridge CIC will make their TTK a lot more consistent
That's the point, ye
Curious whether the most reliable center stack will end up being Aux/CIC/Rmag or CIC/Rmag/CIC
yeah the tugs are sad now
can't bulk mag in the tower for torptugs
probably deserved
Bombers being able to tank two S2s instead of 1 (with Ablative Foam or Braced Frame) feels significant, Sarissa stocks are on the rise
ablative foam is going on every single one of my bombers yesterday
you can't make a breadstick any bigger and if you need two breadsticks to kill a bomber they're now basically useless instead of a perfect death wall
... static sockets do cost points, right?
Yep
4 points for Foam, 2 points for Braced
I suspect Braced Frame will be the choice for bombers, since it hits the same S2 breakpoints
Damn, probably can't just Shadow Wizard Money Gang 2: Return of the Wizards then, 2pts/bomber is a lot
Well, maybe worth the extra price for Foam on OSP, since ANS has RPF to finish off those last 20 points
yeah, on OSP I was thinking foam to allow R3 sturgeons to dive triple vaux
But for Claymores I'm not sure there's many cases where the difference between 155 and 175 hp is actually relevant
Yeah, maybe
I don't use bombers enough to have a good measure of 100flak's effectiveness against them
I'm looking at the dirt cheap fighters with offbore SAH S1s
you just swarm in there and dump everything and hope someone is looking at your target
no idea if that works but it sounds funny
Someone was also brainstorming stealth SDM-2 bombers just firing ACMs from out of the black
unfortunately SAH S2s still can't lead their target or loop back onto one once they pass it, so they are probably still bad
while funny SDM-2 bombers have never actually been useful and their radar signatures probably weren't the thing holding them back on that
Offbore Wake S1s are the thing I'm eyeing, depending on how far off-angle you can fire them at
Firing angle has been one of the main limitations of them really wiping up furballs
Goes from 30 deg to 120 deg
yeah, mix SAH and Wake, bring tons of them
I like that in a big wing
especially if people are speccing to kill expensive tanky planes
All craft have a base angle of 30 deg and Halberd, Tanto, Pike, and Cuda can get +300% from helmet
Ah, excellent, I'd been wondering about the base angle
It was already very strong, definitely suspect the hat will make it terrifying (but very limited by the fuel changes)
Oh gosh. That overheat damage chance change for the beam turret is HUGE!
fighter craft still get 1-shot by the stock sdm-2 is still a little saddening :(
I really want to be able to pull them back and repair the few I have, but way too often I just lose them instantly
try the stealth coating on the tantos, it's brutal
you still get oneshot sometimes but on average it takes like 3-4 to get a proper fusing
oh really?
sounds nice
though I'm mostly thinking in terms of the 2 I keep on my beam battleship, so even the sometimes is enough to make me sad
Is there going to be silly spaceship noises in a little bit today?
I'm guessing we'll be doing Mainulous, but I should be around
Not a lot of time for people to adjust fleets, and they really need adjusting for this test branch
yeah
I mean if people have testulous carriers they really want to play, we could do testing
I started a server on test as well as main
So if we have enough fleets for Testulous we could try it
Okiee!
Also isn't silly little spaceships only 10 minutes away from now?
Yep
correct
Thank you Winged for opening the boat night rooms so early!
||They've been open since last week. But I still want to be thankful.||
I'll be a few minutes late
<@&942093958551588904> boat night! would we like to play on 🇲 Main or 🇹 Test?
I'll be omw after DnD!
Probably won't be more than an hour
Enjoy the D&D!
still planning to show up?
Little boop for the Pyrope.
Yeah! DnD is still going
It's almost over though
Combat go brrr.
ah, so beyond that hour estimate
Sorry :/
all good!
No need to be sorry for doing D&D Pyrope.
neb has rolled an ominous and fitting name for a torpvette
now put in torpvettes 1-8
Argh I just got back xD
@wary flame what radar/jamming loadout do you have on your Greedfords btw? I was unpleasantly surprised by their ability to maintain a lock through 4 Blankets
standard bullseye, but they have one floodlight and one blanket between the two of them
Also I could only keep lock on one of them, does one have a bigger radar sig?
Oh, the Floodlight would do it
they can lock a surprisingly large percentage of OSP frontline fleets out of hitting them beyond 120mm range
unfortunately they cannot do very much about spearfish
Not after the Tantos got eaten by Cudas at least
I think so? There was that big furball around the Axfords
I think our duel was outside Sarissa range
sarissas plinked one or two of Tom's tantos but I think mine were off doing something else at the time
I think cap jman at least definitely wants to continue arming everything for strike and ignoring enemy air, because I really didn't get much done without strike cudas
Thank you for people playing the one or both games earlier!
I think you kinda do need to at least contest the air sometimes
So, what kinds of builds are people doing for Craft these days on Testulous?
Random name generator...
That's just interstellar winds.
Idle though: I wonder how difficult it is to extract the models from the treasure planet RTS...
2 pts to fuck with one-shot/two-shot break points is a lot of value, same with giving expensive sensor craft +40 hp for relatively cheap. Besides that I’ve seen people experiment with a lot of things
Both avionics and engine modules see use in dogfight fighter builds, stealth BVR craft from AN (esp solo Levy or backpacks), CMD s2 Cuda strike…
+.5mm skin OTOH doesn’t give enough value to any craft compared to +40 hp for half the price
Yeah it's literally 8 points to buy back less than half the armor nerf that Fighters got last patch xD
I could see it having a better use in Bombers maybe.
stealth coating claymores are pretty lethal, I will say
they can almost reach torpedo launch range before they come up on Bridgemaster
IIRC it only helps bombers vs 20mm (probably dead anyway) and a very specific size of ACM
Are people forgetting to put a Huntress LN in their formations now?
Oh and grazers
I have some S2 Stealth Claymores I'm planning on having launch salvos from unexpected angles from the darkness ^^
I need to redo my Jman, I tried including air-to-air loadouts and it really cuts the amount of striking you can do
I may try eight torp sturgeons + 8 strike cudas
noooo the boat nights
Boat nights are now renamed to "plane nights" until further notice
I'm here
I could start early-ish, in a netrunner game right now
okay I have been shot in the face
I mean I'll be there at the appointed time
but also I won't wait long if we don't have the people today
I’m on vacation
oh, enjoy!
I can be there
I was unable to convince my brother to play in my stead
alas
Enjoy your time away!
@runic torrent with Tech out for today, can you open the boat night channels, please?
<@&942093958551588904> boat night!
Boat!
I think it's boat night tonight?
yar
missile decoy launcher
6-S2 bay
is this the rumored "S2 claymores aren't throwing" pick (by standards of softkillable weapons)?
6 neatly separates into CMD/WAKE + CMD/SAH + CMD/ACT
also goodbye to all anti-skiff and anti-spyglass missiles if the enemy's paying attention, I guess
hmm, I think the point cost changes make calling for PTB a bit of an ask
anyway, <@&942093958551588904> PTB notes
wow, that's a kicking for OSP
possibly time for very expensive jman + scout tugs + infinite shuttle works
Man… still not a fan of ANS getting all the cool craft tools when OSP is in theory the carrier faction
Nor am I fan of LNs getting a point increase??? Evil
weren't they 350 originally?
Are they not 300 on main
they were made cheaper in carrier testing to adjust for the fact they needed a ton more PD to not fall over
now ANS has rockets
this will be Interesting
tbf, FBU makes sense
that said, the decoy launcher does seem a mite 🤨 at least notionally
OSP will remain the carrier faction in high-level play for so long as the R3 exists and AN has no comparable munition, at minimum
I am interested to see if the decoy launcher + 6 S2s lets me easily murder any and all cappers with a cap defence levy launching wings of precisely one bomber
it definitely has the warhead weight
the decoy launcher is definitely a wild addition
stealth coating is a cool appropriate ANS special module but mostly I do wish OSP also got something faction unique there
That’s my thing, is that regardless of strength, the OSP doesn’t feel like they get cool things in equal measure to the ANS
Maybe that’s making up for the initial gulf of how cool plasma is
more that effective =! cool when it comes to carriers
I genuinely can't think of an effective and optimal tactic for craft that felt "cool" other than when Misc invented S1+S2 pairing, and that's been no longer optimal since just after release when SAHS1 became a thing
well we're talking about the planes themselves rather than the tactics of them
ha, fair enough.
ANS over time has gotten wingman AI, stealth coating, now the decoy launcher
it's a shame OSP hasn't got anything unique in the same vein
there is only one solution: we must put a grazer on a sturgeon
Plasma bombs too
the thing about plasma bombs is that I don't know what they do when you could also just fire a rocket
There’s long been speculation of the plasma standoff thing but I doubt it’ll come about
okay but I will keep crying for a beam on the Claymore if this happens
Disabled craft self defense behavior against S2 missiles which usually resulted in flying into the prox trigger.
also rather curious what this means
and is that just sgm-2, or anything "size 2"
anyway, high-coherency chaff detonating prox fuse makes me happy if that means what I think it means
Well, they have exclusive access to external fuel tanks now
Hm
Ill advised idea: give the OSP an option to mount refueling booms on their skiffs
Wingman AI is still complete bullshit, but even I have to admit the other things are slightly deserved since the Claymore didn’t have much going for it. And the alternative to giving it unique things is to cave in to the demands to collapse the faction differentiation and get rid of the fixed missile bay system, destroying OSP’s flexibility advantage
Nonetheless yeah it would be nice to have at least one unique fixed component for OSP somewhere
the thing I am most wary on actually isn't craft design, because I basically never dogfight so that can be other people's problem
I am a bit worried that, while the meat tug nerf was deserved, we are steadily racing to the bottom on capper design
craft kill anything expensive, so use gun corvs, which lose to gun tugs, so nerf gun tugs
craft still kill anything expensive, so do we just kind of shuffle around on the schelling point of "cheap beef" for a while?
also as someone who has been too busy to track the meta lately - did submunition containers ever get their absurd costs changed? they got collateral damaged by craft munition changes pretty badly
grazer cuda grazer cuda grazer cuda
plasma sturgeon plasma sturgeon plasma sturgeon
Which ship is the Tug?
yes
Gosh. My OSP fleet just got 65 points cheaper.
I'm sooo HAPPY!
My Intel Monitor alone got 50 points cheaper.
That makes the triple 450 gun cheaper than the double 450 gun??!
...????
the one that got cheaper is the casemate
the casemate
the one that goes in bulkers
not either of the turrets
I'm actually so confused.
Oh wrong weapons.
Sorry. I thought it was a different weapon. I'm not super knowledgeable about Nebulous. I also forget things that I'm told too.
I assume it's meant to help 450 liners offset the 50 point increase for liners in general
still going up 30 points net though
rough patch for OSP
Oh FFS
I am so exceptionally irked they added EMCON to craft
More micro tax! Yippee! That's definitely not what I play Nebulous to avoid!
At least being able to designate targets with illums is a nice fix
My gut is that people are just gonna use it to make stealth coating craft stealthier because even nose radar craft get the full -25%
I'm genuinely quite surprised and am strongly against it now that we've been balancing for a rather long time with the assumption that anti-(sensor craft) missiles actually function without falling prey to the same basic "lmao you brought an actual seeker setup to a game? Sucks to be you" checklist
i do still think to this day OSP was kind of shot from the start for being drafted up as the "hand-me-down" faction which severely limits what can be done with them
as pointed, i don't think its so much as lacking "cool" stuff (because to be frank broadsides and rocket launchers and gun-run bombers are fucking awesome, that alone has me on board) but rather everything the OSP is equippe with has to be below parity by virtue of their in-setting supply and procurement. even with the Carrier Update and the devs seeming to go "yeah, it should be the OPS that is the carrier faction" their craft represent qualitatively worse designs, poorer training, etc etc
would it be cool to have something unique or even remotely flashy? sure, but the writing, spirit, and fantasy of the faction is "everything the ANS has already thrown out or replaced bolted to anything that can hold it" and that is going to be forever be a fetter around its ankle, i feel
The decoy launchers are almost definitely not making it to live I feel
I guess I'd better try them out today, then
on my way home from a friends, should be there for game 1 hopefully
I probably won't make it today, but I'll get a new test branch server spinning up
(The one I launched last night is out of date :P )
I do feel like Lys is strongly biased towards the Big Modern Navy Faction, if subconsciously
Same partially with the playerbase
I was honestly hoping that carriers would be where they get the fancy stuff, the OSP have a huge industry and no procurement bloat by virtue of not having any procurement
They can just yell at a company to make something top-shelf and implement it instead of going through a whole Pentagon Wars thing
But warships take years to put together hence the old stuff and converted freighters, but aircraft are comparatively easier to build by virtue of, you know, meters cubed
Channels open
<@&942093958551588904> boat night!
I just woke up from a little nap. So my computer is a little slow to start.
last call for game 1, any latecomers?
thats honestly my feeling at this point
I'm glad we agree(?)
though I think its more the playerbase
and a big factor is just OSP is weirder and less intuitive and less like comfy to play
I think kinda osp needs toys until the osp slots in pubs fill up as fast as ans personally
I think OSPs tendency to have more ships is also a factor, it takes more effort to play, and micro taxes like softkill and LoS interruptions exacerbate the issue
Unfortunately there's a very vocal section of the playerbase that are vehemently opposed to automating any of that sort of thing
With things that aren't carriers, though maybe that's just me, but I can never get an OSP lobby without someone yoinking the CV slot
yeah I mean its the fun slot
thats why you feel that way rather than being sad someone has nabbed caps or liners or something
the best osp fleets feel a bit dull
they need some jazz
My go do OSP fleet is x3 450 liners, and that's fun to me
I didn't play it today on account of only playing 9k, but I want to play more MDs. specifically, comboing them with some light bombs for after they've redded a target
ooh, interesting
MD is also the OSP weapon with the most fun noise, comparable to the beam
Would you be flying the bomb cudas off the back of the MD liner?
I disagree a bit with that, I play a lot of OSP frontline and find it less dull than the ANS equivalents
You have to pay your "these ships make your team functional" tax, but that's true of the best fleets period
I've actually never made a frontline OSP fleet, what do they look like?
My go to recipe is a pair of broadside bulkers, a few shuttles to pressure cap points/provide offset tracks. You then have a few hundred points left to solve your sensor on missile defence problems (bloodhound tug, craft backpack, pd ships, etc.)
Other popular fleets include:
- 4-5 monitors
- 3 marauders
- 2 Ocellos
I mean I enjoy playing some frontline too but like objectively speaking
when I play pubs my team is usually low on frontline or caps
Okay caps are always going to be a problem
yeah and I get that, not everyone has micro but like, often you get 3 people that want to be cv and nobody that wants to be bulkers or such
I do remember trying out revolver bulkers and they were fun but rather stressful
not to mention the weird gimmic fleets but thats always a pub thing I guess
The Good Idea Fairy is an ever-present threat, yes
when someone arrives with the worlds worst S2 ocellos or something
If you do automate the Standard Softkill Checklist, either the automation gets you killed because it does it wrong (gap between human decision-making and AI decision tree), and thus it might as well not have been automated in the first place, or it makes missiles irrelevant since properly executed softkill is functionally perfect in Nebulous. It's another outgrowth of a bottom-level structural issue.
What would be the fix? Make softkill a % chance rather than a QTE, maybe?
I mean, "missiles are only relevant if your opposition misplays" means that missiles should be buffed or softkill nerfed, not that you should make it a pain to play well
Don't get me started on Bulker micro, though at least they have improved it somewhat
So I've heard
I think revolvers are pretty doable if you don't have too much else
but one revolver and caps sounds like a nightmare
They're just annoying to play in a way that ANS stuff isn't, IMO
The problem there, while potentially more accurate to real-life sensor attempts to penetrate jamming and disregard decoys, is "the RNG fucked me over and I couldn't do anything about it, this sucks".
I genuinely have no answer to this issue and I don't envy Lys having to deal with it.
yeah its a deep problem
Unfortunately reality is not consistent
There are a lot of knobs to play with though, such as mount requirements and cost
I mean you can do some things where just doing all the softkill at once doesn't work so good
you have to guess
Or bring intel
yeah
and ID the missiles, but then it can be a mixed swarm
but if you are forcing mixed swarms and half only gets through
half gets decoyed
then thats a win to the system
That's essentially the principle behind ARAD/ACT spam, which is why that's one of the Good Missiles, but unfortunately there are still ways to get around that - they're just more fiddly and micro-intensive or take up some amount of mount pressure, which is what makes it a Good Missile
Only with the current point costs, though - if it were consistently automated you could adjust that value
Yeah, by "good missile" I mean "for ANS," since on OSP you have the R3
whether container-delivered or plane-delivered
in theory osp should be able to use actual seekers too
like its jsut a bad gamestate if you can't
Oh yeah, that's why containers have three seeker slots
R3 carries the balance but its still like, yeah
IIRC it's a lot of ACT/WAKE/HOJ + ACT/WAKE/decoy? been awhile.
Hey, OSP can also use SAH, the missile whose reliability is directly micro-based -_-
Man
I remember thinking that THERM validators would make OSP actually capable of missile warfare
Well, Yes But Also No
Doesn't it cost the same as EO validator?
OSP doesn't get those
Except OSP doesn't have hybrids
keep in mind I'm just talking about high-level play here, if you walk into pubs with ACT/[THERM] crates you have a reasonably high probability to just delete whatever AN is running
OSP did have EO seekers once, they made containers actually able to kill something
Yeah, my point is it's a less-reliable version of a validator that's already rare to see, on a faction with missiles that can't take advantage of it as well
Though tbf container discounts make that somewhat of an invalid comparison
Walking the softkill checklist is, realistically, one of the biggest separators between skill levels in Neb
I'm starting to see why everyone wants wire-guided missiles
(I also think it's pretty unhealthy for balancing missiles, since changes will have such different impacts on different players)
it's complicated.
back in the day, the proposal that was pretty much unanimously desired was for a kind of magnetic seeker that had explicitly limited and mount-restricted softkill counterplay if any
but adding a new signature would mean that Lys had to rip out and redo how she did missile signatures in the code.
thus, THERMval: a compromise pick
ultimately, if you make missiles that can't be countered except by hardkill as well, the question then becomes "how much of this do I need to penetrate any reasonable hardkill net? I then bring exactly that much and auto-win unless the enemy team drastically overinvests against a threat they're not sure they're going to face, or I'm killed before I can launch"
I'm starting to see why most games pretend naval warfare ended in 1945
and people really, really hate dying to missiles
Sea Power really do be like "yeah if you get saturation attacked with heavy anti-ship missiles you're dead"
Yeah, that game is 85% sensors management
Missiles are complicated and very hard to balance in an environment where guns need to also be a relevant choice!
Yeah, there's a reason guns were made obsolete
(Though arguably in space a gun would have no upper range limit but still)
I disagree that these are the only two options though - There's so many ways you can balance missiles, everything from missile and PD range to damage to slot requirements and costs, that I don't buy that they will necessarily be a binary universal or pointless
It's absolutely not a trivial balance problem, but there's no reason to believe it's insurmountable
But it's much harder to balance when 90% of a missile's efficacy depends on how well the defending player presses the right button sequence, rather than having a consistent defense that can actually be tested and compared reliably across skill levels
Aye, it's split across the skill difference: missiles right now are good in pubs but swingy depending on your opponents, and largely nonfunctional outside of a handful of designs and archetypes against the most capable players in structured play.
I can see what you mean about having a baseline and how that ties into potentially automating softkill and then adjusting its efficacy, however.
The split also just means, you have to choose one group of players to balance for currently, which is just unhealthy for the game
Also unfortunately one of the correct softkill responses is “do nothing and let the PD handle it”
eg. It’s not worth a full emcon or active decoy against a single act/[arad] S2
There is though one thing that’s basically always correct to do if the options are available and that’s to run the interrupt, warbler, and blackjack; but only the blackjack gets automatic behavior
Does the blackjack automatically trigger on craft and thus have to still effectively be micro'd?
(still, that is, I remember it used to)
Honestly there’s enough rng in this game that I really wouldn’t mind more
Seems pretty unequivocally better than making 90% of missiles pubstomping tools only
I think there's potentially a space where the intent is softkill to filter down a strike and hardkill for whatever gets through
https://www.phixiv.net/en/artworks/129391406 came across this on pixiv today, don't think I've seen it posted before
nebulous fanart in the wild
That's sick
Raw
Gonna run a PvE OBL game probably here soon. Will post :3
It’ll be in an hour and a half or so after work 😄
Welcome to the boat chat
We have regular Nebulous games on Saturdays.
Next boat night is <t:1748120400:F>
@quiet quiver pin for this, please
Can I still ping for weekly casual stuff that I host?
yeah, though most activity is on the weekend games (and even those have been quiet recently)
ah ok, well
Looking to wake up a little?
Want to test your builds in-between main lobby games?
Come down to the NebFleet Fight Club to test your mettle against the computer
in a beginner-friendly setting with some mods enabled.
Come join the BlueFor!
[Custom Player Count is on, so tons of people can play BlueFor] <@&942093958551588904>
Team One: 1/50 Max Players
People might be sleepy rn
I don't think we have many beginners left either unfortunately
Looking to wake up a little?
Want to test your builds in-between main lobby games?
Come down to the NebFleet Fight Club to test your mettle against the computer
in a beginner-friendly setting with some mods enabled.
Come join the BlueFor!
[Custom Player Count, OBL, Free Traders, Modded Maps]
20=Player Bluefor Team Max! Come drop in! <@&942093958551588904>
😄
Wait, OBL and Free Traders?
<@&942093958551588904> newest ptb, now with 75% less claymore decoys
Half the damage though
Eh, they hit like decent torps
I feel like this isn't solving the underlying issue of 'softkill is so strong we've reached the point where smart munitions are worse than unguided ones'
But it's something.
Dang, I didn't get to try out the claymore decoys before the nerf
Also RIP craft radars which
Fair enough
Stealth ARAD ACM nerf?
Technically yes, assuming those care about angle
yeah the R3 nerf is well deserved
But also more reason to invest in SEW assets and makes having sensor superiority much more important
I wonder if my S3H Kinetic Pen missiles will get their cost reduced ever.
honestly I think if you do get like 6-8 sturgeons to like 2km on the side of a bb
you deserve the kill
Looking to wake up a little?
Want to test your builds in-between main lobby games?
Come down to the NebFleet Fight Club to test your mettle against the computer
in a beginner-friendly setting with some mods enabled.
Come join the BlueFor!
[OBL, Modded Maps]
3/5 Players <@&942093958551588904>
Don't worry, I'm 99% sure Spearfish can still accomplish that in that scenario.
1500 damage slaps harder than a max warhead S2
and 16 max warhead S2's into the side of a BB also ruins its day lol
and turns it into a flaming husk.
Just need one more 😄
I should try OBL again.
I’ll run some more OBL scrims again tomorrow after work around 3:30-4 EST
I'm assuming you lose a decent few to PD etc
and AMMs
so like maybe ~8 through
I'm not sure reliably breaks mag/CIC to let the bombs connect
8 through
no penaids
what the fuck are all of you doing that you're getting through eight entire R3s against a battleship with (what sounds like) zero support
You could bring penaids in the s2 slots but it's 12 pts per decoy set or 7 pts per SSJ, it's not cheap
personally I do bring penaids and etc
thats just about what I estimate to get through on a perfectly clean strike against a relatively intact BB firing at ~2km on clean side appraoch
what do you mean could
Okay I don't see most people bringing them
i've been lingering on this vibe i seem to get that the default is to not bring them but
i'm really confused about it because like if they aren't
how the fuck do they get anything through
I guess the pts cut on R3s means more dosh to throw at penaids
see like
i'm not contesting that people just, don't bring them, i get that same impression too
im just
confused
how
yeah
i'm largely inclined to agree
Chaotic option is seeing how long a high-speed low-warhead S3 survives with terminals, but it's gotta have a lower TTGI than the closest R3 which really restricts it
because honestly
if I set it up perfectly cleanly
I think I should get a BB
they have many chances and options to stuff it beforehand
i mean yeah its gonna get fucken softkilled and cost more than the bare R3
but like
genuinely how are people hitting their R3s without penaids
not rhetorical
Oh it's fine if it gets softkilled as long as the PD continues to aim for it
how ?
I dunno bad BB design or defense I guess
fly closer, fire more
closer
2km?
more
squadron of 8 sturgs?
the r3 is the platonic ideal of the craft munition paradigm: the closer you fly your craft and the more you shoot, the more damage you deal
there's really nothing else you can do to improve probability of success beyond that
because those are my assumptions for penaids
like are people driving to like
inside defender range with their sturgs ???????
If this torp's only job is beating the R3's speed and drawing defender fire, that means it's like 4 to 6 pts depending on if you actually put a warhead in it
(1 pt base, 1 pt FACT, 1 pt weave, <1 pts engine, 0-2 pts warhead)
ideally yes
not like they're gonna hit any craft set to evade anyway
rrrriiiighhht
I think you toggle down to juke or direct as you start launching, b/c the PD will instantly swap to the actual missiles
yeah
yep
I still want Lys to add a DIVE option to STAND-OFF/STAND-IN that's like 2 or 1.5km or something
Stupid question: Are there any good HAA for ANS that.. Isn't just missiles?
Heavy anti-air.
Defenders
That's LAA.
What's the distinction?
I don't think defenders do much to craft
I.. I need to explain shipborne AA doctrine now, don't I?
evading planes are completely immune to defenders (until they Suddenly Aren't)
yeah
OH
WAIT
you mean like, zoning?
like area defense?
whenever I play a moorline I've never felt deterred by any amount of defenders
100mm flak and 250RPF both work wonders
I mean the trick is usually to stay outside defender range
250?
as soon as they start hitting the planes pop
yeah
to be clear, there is no heavy AA option for ANS that works outside of triple Vauxhall
it doesn't usually kill planes - but it puts a clock on their ability to operate
yeah pretty much
true
I fly my sturgs into defender range and launch just fine pretty consistently
So.. Either spend like 500 points on missiles.. Or just.. sad sigh.
[Reply to:](#1164000873031151637 message) to be clear, there is no heavy AA option for ANS that works outside of triple Vauxhall
I mean like whats your goal
be immune to planes totally? then yeah
pay the tax
or bring like 12 auroras or something
Not completely immune, but.. A tough enough target that they might want to reconsider.
have like a bunch of sarissas
missiles are your only real option
and realistically you always want some level of layering
or a sarissa cube
but its gonna involve missiles
I've had some success with 250 RPF
and missiles
sarissas and rpf I find struggles with evade
SDMs are just good
The problem I have with missiles is.. They're limited in number and extremely expensive.
if you want to be immune to craft as a BB, you put missiles in the C4 slot and bring a frigate or sprinter PD escort
that is the main balance problem of neb right now yeah lol
Also, "immune" is an impossible bar, so I'm not even aiming for it.
outside of anti craft missiles it's pretty difficult for most ships to do much to craft
The thing is, 100RPF for OSP is a fine HAA option. But.. ANS's 120RPF is.. Apparently like, really really bad?
I mean it seesaws
120 rpf is a victim of the frigblob era
100flak was nuts and got nerfed a lot
it's only fine because you can bring 18 barrels of it trivially, which also made it nuts, yeah
the only way AN gets to bring 18 barrels of 120RPF is with, well, a bad fleet
not their standard frontline
I mean single-barrel 100, not quad barrel.
yes, so do I
the problem with hard multipurpose guns screwing strike craft is that they are multipurpose and cover huge areas and functionally free to keep firing
Huh.
so if they become generally good enough they fully shut out strike carft
and missiles!
100flak had months where they just killed all direct-fire hybrids that they could actually see well enough to shoot
yeah
Basically though, if I take a full SDM bank, then I'm losing in the fleet editor.
Because I'm choking out my fleet.
if you take 500 points of missiles and shut out 3k of moorline you have won
well, yeah, you don't fill it, you just put in ~48 cheap SDMs and make it really annoying to force the attack on you
flak/rpf that detonates on craft but not missiles might be interesting
like if you want to really shut out the craft players it should cost you
imo
otherwise there is not really much point having craft
I feel like we have different views on what I want.
I'm not asking for immunity, I'm asking for a chance to hit the craft, because they're not going to get within 20mm range.
just take a box of cheap SDMs, a few breadsticks, a softkill suite and a few defenders and you cut out most threats realistically
if you want to actively zone them, its a bit more expensive
IMO it's fine for stuff like Trivaux because it means an entire 3k not shooting at OSP frontline, I think the opportunity cost is real if the carrier player actually plays with their team
I'm talking about like
the 100mm flak era
or the old gunfrigs in the missile meta
where the meta brawling fleets were incidentally immune to strike and missiles
100mm flak era is sorta weird because how often 100mm liners are zoned out and waiting for an opportunity so there's not as much opportunity cost, but also 100mm flak was really good vs AN cruise
Well, they didn't use 100mm as their primary armament, they used 450 as their primary armament
or 250/plas
Yeah and on a 450 liner the 100mm is idle a lot of the time
I think you probably can make a hard fleet to even approach with no missiles, but its a bit awkward and probably involves pretty expensive PD
I'm in this awkward situation where 64 SDMs is way too few but also prohibitively expensive?
How is it too few?
But if also TBH even in that era if bombers wanted to strike a liner and did a straight approach you needed ludicrous amounts of 100mm for flak to kill bombers in time
64 should do pretty good
you just need to strip the fighters and let the breadsticks do their work
or your own fighters in the area
though honestly I'd probably go a bit less than 64 and some breadsticks
Because at least half of those are going to miss or get defeated, half of what remains are going to no-sell, and then that remainder is going to kill like 1 target each.
[Reply to:](#1164000873031151637 message) How is it too few?
Even fighters could survive long enough to enable hellbomb strikes IIRC, I remember tests. It helped tip the dogfight balance a lot but you needed Cudas nearby for the dogfights to happen
Also, define "breadstick" here?
S2 designed for killing bombers in one shot
Breadstick is an anti-bomber S2, ye
And not just in one shot but tuned to maximize reliable interception range
come out around 7pts a pop usually and are fairly reliable
5 pts for Wake/Act, 7 pts for CMD
This seems like you're using bad missiles.
No, I'm assuming ideal missiles.
[Reply to:](#1164000873031151637 message) This seems like you're using bad missiles.
..Well, excluding CMD recievers.
The SDM I have to hand is this thing.
SDM-204 Clue-By-Four is a size 2 missile that costs 4 points.
SDM-204 Clue-By-Four is a size 2 missile that costs 4 points.
..I forget that duplicates Hazel.
apply fish poking stick to problem
(sunrays are now useless thanks to PTB and the SDM got changed so I'm not sure if breakspears work anymore)
looking forward to doing ptb neb today
Also I'm sorry if I seem grumpy about this.
its all good just figuring out exactly where the confusion is, and what bit is not working for you
She's doing a lot of (her words nor mine) nasty napkin maths.
Hey if people are running games after or before it should be cool :3 I’ll have stuff for people that need a break 😄
Come join us for some Operation: Burning Lance scrims in a beginner-friendly environment. Those without OBL fleets can use Zopto’s OBL premade fleets on the workshop. (PvP, Start Time 3:30-4 est, come take a break between fight night games.)
<@&942093958551588904> ❤️
@wicked mirage if you're around, would you mind sharing that levy fleet with the stealth tantos from a couple weeks ago? I'm very curious about those
Sure thing! Let me just update the fleet for the new patch
It would make me very happy if you played the fleet, but if you wanna just use it for inspiration that's fine too xD
I was planning on playing it before doing anything with it myself
👀 can i maybe see too ?
i still need to make a levy fleet so i can into carriers as ANS instead of just OSP x3
@sharp crow @noble zodiac Okay! Here we go!! 
-
The Sun Rose is a Claymore with Ceramic Plating to resist any kind of S1 as well as 20mm to help with dropping its Torps. It also has a Decoy Projector to make up for a slight lack of maneuverability with the Torps.
-
The Sunstone is a stock Sundial with Ablative Foam and a good countermeasure setup, not much to say here.
-
The Star Thorn is an Ablative Foam Tanto and a dedicated escort with a ritzy setup designed to protect both itself and a high value asset such as a capital ship or bomber wing against enemy missiles and craft.
-
The Moon Thorn is the Stealth Tanto and also the most numerous craft in the Levy, the combo here is its CMD SDM-2's which can be fired on Standoff from the darkness using the Sundial's radar to spot. The track is good enough for frag missiles. It also has the option of taking offensive S2's for standoff anti-ship strikes as well.
-
Finally, the Zephyr is an anti-capper SAH spam bomber Tanto. It has the Nose Illuminator and can't defend itself short of its countermeasures, so if enemy craft come for it run them away lol.
Alrighty! I hope this works well for you all, I just spend the last almost 3 hours updating and reworking this fleet to squeeze all the good stuff into it! 
Also, as a little heads up everything in this fleet is heavily invested and nothing is particularly expendable, so try to keep all your Craft alive as long as possible! Glhf ♥️
Fleet 'Celestial Garden (3k ECV)' is composed of 1 ship which costs 3000 points:
CELESTIAL GARDEN : 'Levy' class Escort Carrier [PD Gun]
```This fleet uses 9 different missile types:
```yaml
SDM-103 Night Wind : DIRECT - ACT(RADAR) - HE FRAG [4pts]
SDM-113 Shooting Star : DIRECT - CMD - HE FRAG [9pts]
SDM-2-2 Ice Spear : DIRECT - CMD/PSV(WAKE) - HE FRAG [7pts]
SGM-1-7 Zephyrthorn : DIRECT - SAH(RADAR) - HE SHAPED [1pts]
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-106 Dia : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-231 SILVER WAVE : DIRECT - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [8pts]
SGM-233 MOONBEAM : DIRECT - ACT(RADAR)/[ARAD(RADAR)] - HE SHAPED [8pts]
SGT-366 SOLAR FLARE : DIRECT - CMD/PSV(WAKE) - HE SHAPED [13pts]
Btw there's enough munitions in the Levy for about two full loadouts of all loadouts for all craft, for the most part.
So that all should last most of a match.
hell yeah, thank you very much
keeping craft alive is not what I'm used to doing so I'll see how this goes 
I believe in you! The Levy also has pretty good DC for a Levy, having both a Large and Reinforced DC Locker, so hopefully that can help as well if the worst happens ^^
Oh, btw the Night Wind SDM-1's on the Moon Thorns are for interdicting enemy SDM-2's, but they can also be used against enemy Fighters in a pinch.
The Shooting Stars can also do all that stuff on the Star Thorns too.
and better because they're CMD with bigger warheads xD
good excuse to flip the new defensive stance switches
Yeah! 
Looking to get some games in?
Want to try something different from the norm?
Come down to the Nebfleet Fight Club for a PvP
Operation: Burning Lance Session.
Slots: 10, and rapidly filling fast!
Fleets can be provided by Zopto's premade OBL fleets on the Workshop. <@&942093958551588904>
<@&942093958551588904> channels open!
boat night!
game 2 team 2 top team
@wet root where art thou
@noble zodiac Wanna play? 😄
in principle yes, however am hyperfixating on fleet dev for a campaign 3:
and also have an irl thing in like 2hrs
You should eat your players, devour their souls and play with us instead
1 of the mods just got a giga update and i have to incorporate the changes
i mean im one of the players not the gm
Did I stutter!

No gammulous today 😔
@noble zodiac @sharp crow Updated version of the Carrier with higher G torps and a HoJ instead of Wake backup seeker, that's the only change ^^
Fleet 'Celestial Garden (3k ECV)' is composed of 1 ship which costs 3000 points:
CELESTIAL GARDEN : 'Levy' class Escort Carrier [PD Gun]
```This fleet uses 9 different missile types:
```yaml
SDM-103 Night Wind : DIRECT - ACT(RADAR) - HE FRAG [4pts]
SDM-113 Shooting Star : DIRECT - CMD - HE FRAG [9pts]
SDM-2-2 Ice Spear : DIRECT - CMD/PSV(WAKE) - HE FRAG [7pts]
SGM-1-7 Zephyrthorn : DIRECT - SAH(RADAR) - HE SHAPED [1pts]
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-106 Dia : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-231 SILVER WAVE : DIRECT - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [8pts]
SGM-233 MOONBEAM : DIRECT - ACT(RADAR)/[ARAD(RADAR)] - HE SHAPED [8pts]
SGT-366 SOLAR FLARE : DIRECT - CMD/HOJ(RADAR) - HE SHAPED [13pts]
https://www.rockpapershotgun.com/how-space-strategy-sim-nebulous-channels-eight-years-in-the-us-navy
Finished reading it, it’s a really cool interview
shoutout to the mixed faction, tumbleweed CTF game in that article
wait no
that's just a vauxhall nicknamed flag
Are you just quietly ignoring the ewr device Ocellos?
Ocello is the cross-faction gear ship, so obviously AN should bring one if they want EWR
nodding
the interview itself is pretty cool too
@wet root you should disable locked factions so that we can make fleets specifically for this
ANS can bring an OSP fleet, but only ocellos
I think I have disabled locked factions, actually
I would absolutely fly my Ocellos on ANS
lmao
It still has the railgun called a mass driver
The 100mm Ocello Device mightactually be usable on ANS
choosing to disregard context: you're right, ocello should be allowed to mount a mass driver
And spinal railguns!
ooh also plasmacello could probably open up RPF
And Bloodhounds
hmm
if Ocello could mount spinals, it could also get a beam
then I'd finally have something on OSP to enjoy playing
TBH that would probably be strong enough to be worth the horrible facing micro, so I'm no longer in favour of deep primary mounts on the Ocello
lol
OH THATS ONE OF MY OLD SCREENSHOTS FROM ANCIENT TESTING BEFORE EARLY ACCESS
provided by Hooded Horse Gamma
as much as that was before my egg cracked and referencing a shitty cringe fanfic i need to rework, i'd recognize that shot of the Silverbird-Delgaro ANYWHERE
also yeah that was Old Sprinter
lmao my fucking empty ass rail DD
iirc that was like
one of the very first 4v4s ever played
i might still have the video
Okay, Sprinter got the new model on Jan 23, 2022; callsigns got added on Feb 5, 2021
So that screenshot was somewhere between those dates
Callsigns was definitely earlier than I remembered
And max player count was increased to 8 on Jan 10, 2021
No not again, we're talking about a screenshot from 2021
I forgot you weren't already a commodore.
<@&942093958551588904>
Is there a game for that about to happen? Or did I miss the silly space games?
I think I missed the game(s) that happened earlier.
opened the channels!
I'm in a nighreign run, would still be interested in playing but there doesn't seem to be much about today
:0
I'm floating around for the first time in a while, so off to the editor mines while I wait and see
Just in my own match :3
I can run lots of OBL stuff for those interested in fighting some warlords ❤️
Are you still doing OBL?
I can run it yeah ❤️
you still online?
I have a couple OBL fleets. Someone are really not very good. And they are al before carriers I think?
I'm still here.
I'm just invisible.
I opened a vc just in case xD
Oh.
<@&942093958551588904>
game?
no thanks, I'm not really interested in OBL.
I'll spectate
Extremely
Clearly I'll need to spin up PNET[New Players], PNET[Autobalanced], PNET[Competitive], and PNET[Ranked]
Gosh. My fleet is 25 points over now. Sads.
Honestly. I don't think either ship should have had a cost increase.
Plasma guns should have just been made 5-10 points more expensive.
the point of the cost increase is to disincentivize hollow builds
increasing the cost of plasmas uh
does not do that
Yeah, cheap 450 liners being pricier isn't something I'll regret seeing
Especially since the DCX buff directly balances it out
Somewhat surprised to see such a significant gunpods nerf, but I'm not very in-tune with the meta, maybe they see a lot more play than I had realized?
Sad Intel Monitor noises.
this is a big buff for DCX moorline and Jman
now, I refuse to believe anyone was actually running DCX Jman despite all the joking about it in balcon
this is unfortunately a huge nerf for triple DCX monitor
I'd like DCX to be able to be fitted to the Ocello.
and I'd like Small Workshop to provide +100% max repair again
unlikely, Ocellos are already a pain to kill :P
they should be neutral or better than on Main, since EWR went down by 25 and LRT went down by 25 but hull went up by 25. So if you're packing both it's still a buff
It's a fix to cheap MNs that's just "don't take a MN or LN without DCX" in spirit
If you're any LN or MN build that takes real DC, 55 pts is now too cheap to pass up
I gave my 2 cents in balcon when it was proposed, that I think it doesn't really change the cost efficiency of cheap meat, just raises the minimum meatiness of individual ships
Replacing 350-pt meat MNs with 400-pt ones that each take longer to die
NebFleet Fight Club [NFC] Is having one of it's semi-daily fight nights! Come down and play some PvE, (Or P, if you wanna join the AI) and test out your vanilla or modded builds in a casual setting. New players welcome! 😄 <@&942093958551588904>
I keep missing these because I haven't had the role, should be good for that now
NebFleet Fight Club [NFC] Is having one of it's semi-daily fight nights! Come down and play some PvE, (Or P, if you wanna join the AI) and test out your vanilla or modded builds in a casual setting. New players welcome! 😄 <@&942093958551588904>
Q: would anyone be interested in regular and frequent PvP 3k OBL fight nights on the official OBL servers?
Jammers not counting as armed is a nice consistency change, but definitely going to trip people up
wait jammers have counted as armed this entire time ????
Sure have, I've lost games to jam shuttles contesting points before
yeah, that's a nice fix
I always assumed jammers counting as armed was intentional, huh
B/c TBH as long as s1 arming missiles count then a Blanket or Bellbird might as well
I’ll be running some modded PvP/PvE scrims tomorrow @10am in the official nebulous Discord if people want to attend 😄
I honestly think the dummy missile thing needs to be fixed
its very gamey and silly
not really sure how you would but
I don't think it's possible
no way to distinguish an arming missile from a "legitimate" one point S1
I don't see why not
I mean its not meaningfully fighitng for the point, and its a thing no sane person would put on a ship
it just exists as a weird edge case in the game's rules
I can't really recall the last time I was in a game where the arming missile mattered
like if you're talking about ships that sane people would build, a-cappers in general would qualify as being the same amount of gamey as the arming missile
yeah which I think is sorta an issue
related part of it
I think any system is gonna be optimised for
but the goal is to make the outputs a little more reasonable than this
my like 3 seconds of thought proposal would be like
a ship with missiles only becomes a cap capable ship, if its starting offensive missile load is 15% or more of its points, only missiles on ships that become cap capable from this count towards it
ships that started the game unarmed cap at half speed even when uncontested
and see where that leaves things
Percentage values are liable to lead to more confusion
I think you're just going to end up creating new edge cases and not solve any problem you are trying to solve
I'd just drop S1s as cap missiles if you were looking to prevent that. An S2 arming missile (and the vls) costs as much as a real gun
I don't think it's a problem anyway. at least personally I can't recall the last time the arming missile mattered
I have had it matter a bunch
simply kill the sprinter
the most likely outcome would be 10pt guns and 1pt of ammo on every cap
which is probably better than now
I have had it matter not on sprinters also
1pt arming missiles on big ships with their mags out capping has won me games
which is part of why I was looking at the % thing
they should have more thoroughly killed your large ship
especially now in the era of planes with bombs for that specific role
I mean sure its like always skill issue
its not really a balance issue
its just a particularly weird edge case imo
before the carrier update I would've agreed with you because it was often impossible to fully kill an axford or solomon and that sucked
but I feel like bombs have solved that
The spicy take (and was talking about this in balcon earlier) is if missiles in general didn't contest like guns did
Missiles tend to either kill ships quickly or not at all, a missile-only ship isn't having to take minutes to slug it out with an opposing capper like light ships with guns do
(Also FTR I also have had arming missiles matter pretty often, as much as I dislike them)
I mean I'm amenable to that too
if you have a contested cap and missiles, if you can't slap them with your missiles they probably shouldn't count
Hey you guys remember the Kinetic missile warhead? The dual purpose one?
Pepperidge Farm remembers the Brick Missile
So, since HC chaff can trigger prox fuse warheads but not regular warheads now, I wonder if I can tune an HEI warhead S2H to hit Craft?
It would need an eye watering amount of maneuverability, but there's precedent for something just like this working...
They sure do! I've had Fighters accidentally ram into missiles they were trying to shoot down for my ships before and explode xD
Bullets also have collision with Craft. You can sometimes shoot down Skiffs and Sundials with 450 if you get lucky lol.
you need CMD + lock cause other seekers have in built inacuracy to prevent that, unless you want to gamble with each missile, tho i dont know what the chance to hit would be
Gotcha, alrighty yeah I'll fiddle with it.
EO also works for AN but is eye-wateringly expensive
It's actually even weirder than that. All FCRs have an inaccuracy, up to a few metres, so even a lock isn't reliable.
However the sarissa's fcr has the lowest inaccuracy substantially. So combining a prio target, a sarissa, and a long range CMD S1 HEI you can land hits on bombers pretty well
The Reddit post I stole the idea from: https://www.reddit.com/r/NebulousFleetCommand/s/G0yujXV7v7
I have actually used this in boat nights and it works pretty well against bombers, but I found you were better off with traditional SDM2s against massed fighters
kinetic missile was super cool I thought tbh
neat trick!
Also FYI the built-in accuracy was added because testers thought anti-craft hittles were too reliable and efficient, esp vs bombers
(I disagreed and thought anti-craft hittles should stay in)
I made mine with HEKP when Sumikae first discovered it
They were glorious little things
lmao
Gotcha, yeah that matches what another person told me tonight when I talked to them about the idea lol
Interesting ^^
ii did personally know this, mostly cause i have seen some discusion about it in the testers channel recently, tho i wasnt around for carrier testing
The worst part was when it was first added it was set to like 50m and missiles were missing shuttles more often than hitting
Oh i didnt hear about that, thats hilarious
ill give him 3m/s base move speed, he seems like he needs it
ok but how do you determine what missile the pd controller shoots when you z-prio something
If it has a defensive missile that matches the target, it shoots that. Otherwise dark magic and/or best guesses happen
i see
Pikes, Halberds, and Sundials are size 1, Tantos and Cudas are size 2
So what, S1 is Utility, S2 is Fighter, S3 is Bomber?
As PD targets, yeah basically
Hello Spacers,Another round of Public Testing Branch is completed and the fruits of it are now available for all on the Live branch! This patch adds a lot of new features to increase craft build diversity and addresses some balance concerns.Modular SpacecraftFixed sockets have existed on spacecraft since the release of the carriers update, but t...
<@&942093958551588904> Patch is live
Yay!
I have not really been following the PTB, so I just know that there's Craft Modules now, and I have no idea if they're any good
Aaaaand of course the manual decoys/emcon on craft made it in, bleurgh
kind of busted, actually
The rise of giga planes drenched in gold (points) shall commence, I like the modules xD
Isn't that a good thing? I really like that I can force my Fighters to actually engage SDM-2's instead of trying to dodge.
zero chance they wouldn't, people get salty as fuck about potentially ever losing their vision for some reason
yeah I'm real unhappy about manual craft countermeasures
How come?
why?
I'm extremely unhappy with it, the main reason I enjoy Neb is that it tends to avoid high-micro gameplay - if I feel like doing fast-paced micro, Blink Stalkers or Warp Prism micro (or playing Chen or Meepo) is frankly a lot more engaging than going down the softkill checklist
I am not super on board with optimal play requiring even more fiddly micro than it does, especially given how hard furballs are to read as-is
Yeah, this kind of thing is either going to be worse than the AI (read: useless), or better than the AI (read: mandatory)
@tulip vault The default settings make them act the same as before short of automatically engaging SDM-2's. This just gives more buttons for players to use if they want it's not mandatory.
I don't think so, I think it's a solid "meh" unless you have a specific purpose in mind that requires a setting to be toggled
I need to check if SCRAM + high-coherence chaff still totally ruins ship-to-craft missiles, since I haven't seen anyone talking about it
when Pyrope and I tested it we got what, two kills out of eighteen SDMs, only because the planes run out of chaff?
It does unfortunately
I brought it up but nothing came of it
I'm... pretty skeptical that it will actually be optional for using craft effectively, given how required it is for ships
OK, strike Jman party time
Frankly, if it weren't useful, it shouldn't have been added, and if it is useful, then it's required for optimal play
I don't agree with that mindset Lark
I mean, okay
It might be there just to placate the people who think they can do better than the AI
I know Nebulous's playerbase, and I have Opinions™️ on them
to be fair, they usually can
pretty sure me and pyrope managed to at least use this setting to outperform auto evasion against ACMs in like fifteen minutes
yeah, and the improvement is "equip the good chaff, then put them on SCRAM and leave them there" rather than "actively micro them against each incoming lightspeed missile"
Yeah it's not like you have to be a StarCraft player lol
doing a huge line of The Good Chaff before deploying on my third mission of the day
On the bright side I've heard multiple folks saying for some reason it doesn't work as well in a live game as it does in testing range, so hopefully it won't be too bad.
presumably you don't always have the ability to conveniently turn 180 for 30 seconds on live
but I still want to try it
very, very few things about craft have ever worked as well in a live game as in test range
I imagine a "default craft settings panel" will be added eventually too, alongside the PD one
