#Nebulous: Fleet Command
1 messages · Page 32 of 1
AFAIK it got added because people were asking for it more than Lys thinks it'd be useful
that said I'm just eternally salty that you can't make missiles to kill sundials and skiffs now
you just have to get permaspotted all the goddamn time
I had this once with WoWS and it was bad enough there
Also I guess sorta consistency with ships being able to manually chaff
You can, just use an S2H or an S2/Container
softkilled
or a beam
CMD wants to know your location
actually, it already knows xD
I feel like that's difficult considering the ranges at play
Unless CMD has gotten dramatically better at killing evading skiffs in the last few months...
actually I think that's the one seeker that doesn't
I guess ARAD just wants your direction
WAKE is looking for your location history
I literally use min size warhead HEI S2H to kill OSP Skiffs I have a lock on for 11 points a pop xD
and HEI doesn't give a hell about HC chaff either lol
wipe your browsing history kids, the Wake/ARAD missile is coming
Tested it and used it in some games yesterday 
So uhh
The Moorline starter had no changes to its craft, should CVs not bother with modules and still just print out jets by the dozens or is it worthwhile going for a smaller, more expensive compliment?
the argument from most of the carrier players was that all the current skill expression of craft boiled down to finding ways to permanently lock your opponent's craft in an automated evasion behaviour so they couldn't move or fight or respond to orders. Perhaps I should have pushed back on it more but I can see the arguments of both sides and I was busy pushing for other more important changes
I believe we are still abusing the 3D printer
and so now you need a bullseye free because parallax won't effectively lock skiffs being microed at the end of AdvR range
We tested this for a very long time, ACT/[ARAD] REJECT was the best S2H by a mile
ANS has faster cycle time, which presumably means OSP is all in on Big Wings
especially since coilgun still rinses people
SDM-2 spam from range was the previous going concern for OSP craft, interested to see what scram + high-coherence chaff does to that
probably very mean things
Moorline can fit one or two special modules on its craft, but for that starter we reasoned that more and better ammo was preferable. The other OSP carrier starter has very high tech craft
they aren't wrong, but the "skill expression" of craft has, truth be told, always been limited at best and any raising of that ceiling has tended to only result in new and innovative ways to instakill people with missiles at <3km
That's fine with me, plus if you have an ARR you can lock Skiffs with a Parallax at max range I think
sure, but I play hybrid missile boats which don't have the ability to do that and are the worst off if the carrier just vision tortures you all game
you kind of had to have reliable non-CMD missiles so you could whack skiffs as soon as you saw them, or the jig was up and your game was basically over
Ah, I'll look into that one then, I love the Moorline, but running Humongous Wings of Stuff never seemed all that endearing
I do like the craft modules, both from a gameplay perspective and also because fewer fancier craft will be nice for lower-end PCs
Moorline has always had a tension between its identity as "best carrier" and the default local optimum of "can't afford the good stuff on a carrier that big, so spam the cheap stuff"
yeah 😦
I wonder if at some point Moorline will get a craft cost discount of some variety
EO still exists!
Yeah, and I never really figured that out myself

I want to be good at carriers but I don't know how to
I've always wanted to do half craft, half container banks
but submunitions are kind of lame now
Didn't they get a buff?
at least they got their accidental cost nerfs reverted
Same, a fighter escort bringing jamming and illuminators for a wing of bombers + container salvo seems extremely fancy
I will have to try, but I don't think "about as many craft as a Levy, also missiles" holds up nearly as well these days now Levy has way faster cycle
Oh right, Levy has a huge cycle buff now
the cycle is mostly a placebo tbh, it still gets affected by diminishing returns so it's essentially just a free DGL
Oh, interesting
I will see what I can cook up
Ah, so just a 30 point cost decrease(ish) and a module slot?
I am slightly disappointed with submunitions honestly
there was such a massive burst of excitement when they first showed up in testing but all the juice has steadily been pared out of them for balance reasons and now they're almost entirely just rocket boxes again
still, the multirole moorline is pretty
It's a bit odd to me that there's not a minelaying option for OSP bombers
Since AFAIK the overlap with submunition boxes is everything except that
(testing subMs were cracked, don't get me wrong, but they used to have enough different options to allow some actual creativity)
I should test submunition mine boxes with the new spread options, see if you can spray them into a corner
Man
This game is way too easy to optimise the fun out of
Hey hey, come on there's so much you can do as a player
Let's not doompost when a patch just came out, the new modules on craft are really awesome!
Personally I enjoy optimizing fleets, and the new module options only make it better
Got it, I'll see if I can fiddle with things tomorrow morning
My main issue is that if I make something sub-optimal, I end up bringing down my teammates and that's just sad.
Tis what happens with competitive multiplayer games unfortunately. I wish campaign was made first but ship has very much sailed
Trading out a single bank for containers worked in my testing a while ago. Basically carry 2 rows of ToT strikes (2x6) heavy on decoys and a bank of utility boxes of choice
how's the state of things, anyhow? it's been forever since we last poked our head in this game and we've been thinking about it a bit off and on recently
Don't worry about that, it's all in good fun ^^ just bring whatever you want and blast spaceships with it!
Depends how much the community jumps on it. If it's just a sometimes thing then it's really containment
TBH strategy and other gameplay aspects are a lot more important than the last few % of optimization on a fleet anyway
I can definitely understand why Lys didn't want to do so though, imagine how many reworks campaign levels would have had to go through as mechanics were changed
(They could do the Starcraft thing of having different units in the campaign vs the multiplayer, but then new mechanics and ships wouldn't get to show up in the campaign)
Yeah that’s very fair
I would say pretty healthy? Carriers/craft are still very much in flux, but outside of that pretty much everything has a niche in which it's viable, matches are fairly variable in composition but feel pretty balanced in gameplay
Except maybe Analysis Annexes. They could maybe use a buff.
I’m imagining what a campaign level would look like when the Raines was the only ship in the game
Okay but there should totally be a Secret Raines-only Level in the final campaign
Both sides slamming RPF down jamming cones
It's a shame the game doesn't support more than two teams, 1v1v1v1 All Raines Deathmatch would be a silly gamemode to do a match of
Gosh. I'm glad I've never tried carriers.
Playing with craft with 0-10 fps with them and having movement controls locking up would be sooo awful when playing with craft.
Yes, I play with my controls locking up when there's too much happening at once. Which is why it normally takes me so long to respond to anything.
Intel Centre and Analysis Annexes in general needs a buff.
Hopefully craft modules will help a bit with this, the more expensive the average craft is the fewer there will be on the field
For those who want to test the patches you can come do PvP along with some modded stuff in my NebFleet Fight Club lobby
My bad, I meant lobby ❤️
the patch is still missing the most important thing:
Nebulous needs to predict the future so that Set Flight Quarters can hit its music swell right as you drop bombs on an injured capital ship
I'll settle for "Blockade Established" starts playing when the game is coming down to a score finish
(The trailer musics are really good and on my mind a lot.)
Wrong channel matey
nebulous fleet command divers
If there is still space ill be there in 20
wrong thread bratan
oops lmao
Ope damn
GRUH
damn the new Nebby update goes crazy
AAUUUUUGH
Nebdivers
we have dropshock troopers now?
🤔
anyone have a decent anti-craft, ship-based sdm-2 for the alliance sitting around?
also: tried to polish up the hanged man, not much changed but we upgraded the six and tuned its missiles a touch
Fleet 'Solomon Beams PR-ACT-SCMD' is composed of 2 ships that cost 3000 points:
The Hanged Man : 'Solomon' class Battleship [Beam PD EWar Sensor]
Six of Wands : 'Sprinter' class Corvette [Missile Sensor PD]
```This fleet uses 2 different missile types:
```yaml
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-H-399 Yellow Hello : DIRECT - CMD - HE SHAPED [20pts]
The frigates in TF Maple have them
ah, decent, ty
But if you want to make a Naginata from scratch, it's max-speed boost stage, maximum warhead size, and main stage engine is min-burn 180 m/s speed
Seekers either CMD or Act/Wake
("Naginata" being the popular name for this design, which is by far the most popular SDM-2 design)
also: is comms jamming any good against craft?
tbh trying to get back into this game has resulted in a lot of "old man yells at cloud" but with me vs craft
it'll probably beat their antenna for a CMD strike, dunno about actually isolating them from the team comms
damn, we hoped it made it so you couldn't give them orders
nah, they're still units you control
Depends on distance from ships, but it should be good, the issue is thst the craft can aquire their own tracks
aye, it beats the antenna of a bomber pretty much 100% of the time
ARAD/ACT remains my GOAT
arad/act for naginatas?
act/wake i think
If you have the points and are worried about craft strikes, you could consider a backpack hangar with a couple air patrol Tantos
though CMD is becoming popular to avoid high coherency chaff
no, for bomber torps
(Though as Tom has demonstrated, Beams are also quite effective air defense)
ah, that makes more sense
[Reply to:](#1164000873031151637 message) no, for bomber torps
nagis have pretty much always been act/wake, cmd, or cmd/wake
we've tried that before with a couple of 35mm skiffs, but tantos seem interesting
[Reply to:](#1164000873031151637 message) If you have the points and are worried about craft strikes, you could consider a backpack hangar wit…
the difference between them depends on evasion behavior and hell if I've been keeping track of that since testing ended
Tantos might be more effective, 35mms are pretty mediocre without access to the OSP ammo whose name I don't recall
Or, were at one point, I haven't kept up-to-date enough with the patches to know if that's still true
flechette
(Tantos get sandshot which is terrifyingly effective)
I think 35mm slug has armor pen to get through ceramic bomber
but that's the one niche case
Oh interesting
thinking of, we poked around with craft a bit, if we did use craft, how often should we opt for those little sub-modules of theirs? the options all seem interesting, but we're wondering if it's better to keep them all stock and just use more, or if the options are worth the cost
depends on faction and intent
IMO if you're just using backpack hangar it's worth splurging on better countermeasures and more HP, if you've only got 2-4 craft the cost isn't that much and losing one really degrades your capabilities
If you're bringing a Levy with 48 Tantos the math changes
are backpacks sdms a viable defense?
yeah
ah, new patch
time to dump everything in a "pre modular craft" folder and start some new fleets
New patch, time to fly the same two Ocellos for the 82nd time
Fleet 'Vauxhill Support ACT-INTELINT' is composed of 5 ships that cost 3000 points:
The Lovers : 'Vauxhall' class Light Cruiser [Gun PD]
Judgement : 'Keystone' class Destroyer [Sensor PD Missile EWar]
Nine of Wands : 'Sprinter' class Corvette [Gun Sensor PD]
Three of Pentacles : 'Sprinter' class Corvette [Gun Sensor PD]
Mango Briny : 'Sprinter' class Corvette [Sensor PD]
```This fleet uses 4 different missile types:
```yaml
SDM-294 Stern Rebuke : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [4pts]
SGM-13 Seppuku By Cop : DIRECT - HOJ(RADAR) - HE SHAPED [1pts]
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-212 Freak Accident : DIRECT - SAH(RADAR)/ARAD(RADAR) - HE SHAPED [8pts]
Fleet 'Vauxhill Support ACT-INTELINT' is composed of 5 ships that cost 3000 points:
The Lovers : 'Vauxhall' class Light Cruiser [Gun PD]
Judgement : 'Keystone' class Destroyer [Sensor PD Missile EWar]
Nine of Wands : 'Sprinter' class Corvette [Gun Sensor PD]
Three of Pentacles : 'Sprinter' class Corvette [Gun Sensor PD]
Mango Briny : 'Sprinter' class Corvette [Sensor PD]
```This fleet uses 4 different missile types:
```yaml
SDM-294 Stern Rebuke : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [4pts]
SGM-13 Seppuku By Cop : DIRECT - HOJ(RADAR) - HE SHAPED [1pts]
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-212 Freak Accident : DIRECT - SAH(RADAR)/ARAD(RADAR) - HE SHAPED [8pts]
(keep in mind not to pk when doing fleet files or hazel will doublepost)
godsawful idea, but: pd and intel/elint support fleet
right, sorry
Annoyingly, it's considered 'improper' for bots to directly respond to other bots, I believe.
not terrible, honestly, other than that I'd rip out the sprinters and make a constellation of rail DDs
The radar sniffer device 😌
also no dragonfly for vauxhall, raider first, then whip
Though personally I would probably go with a side-mounted ELINT and a beam (even unbuffed) on the spinal, since having a random unbuffed beam around can really help mop up points in the lategame
game plan is to stamp the vauxhill next to an allied fleet to do pd support, and run the judgement and sprinters around to do anti-scout or light duty stuff. suicide shuttle for more elint and suicide shuttle
that's,,,, not a bad idea? although we aren't sure what we'd rather give up on it
probably the s1s, but that's still not great
Always a pain to scrounge for points
oh lmao no, we kinda stuffed this one with everything
we can scrape up some points
you want at least one fpa
I would probably drop one of the defenders, between the SDMs and AMMs I feel like you're not too worried about missiles? Especially with how far back it can sit with triple ARR Spyglass
but one fpa beam is enough to kill shuttles lategame
Eh, even zero FPA beam is enough to prevent random wounded ships from sneaking your natural
I would recommend swapping one of the gyros on the Vaux for another ammo elevator, 3x AE is a lot scarier than 2x AE and all your guns and PD have a pretty good turn rate naturally
we'd rather run without, tbh, we chose that hull because it let us do triple arr tc spyglass
although we could maybe lose the tc
Oh, yeah, I'm not sure how much the TC does for you - I don't think single-TC Spyglass is enough to hit much of anything with, and you have a Bullseye for if they're closer
presumably you're not firing on anything on the spyglass track itself, aye
hmm, fair
(Especially since the ARRs have penalties to track quality)
yeah you need about 4 TCs on a spyglass to hit anything with it
yea, we just took the track correlator to cancel out the penalties
now on the flipside when you do put 4 TCs on a spyglass its kinda giga because you can shoot things from spyglass range
Oh hi Gamma.
track quality basically doesn't matter on a radar that you arent planning to use to shoot things tho
hii
How's yous and Wren?
shuffled a few things around
Fleet 'Vauxhill Support ACT-INTELINT' is composed of 5 ships that cost 3000 points:
The Lovers : 'Vauxhall' class Light Cruiser [Gun PD]
Judgement : 'Keystone' class Destroyer [Beam PD Sensor Missile EWar]
Nine of Wands : 'Sprinter' class Corvette [Gun Sensor PD]
Three of Pentacles : 'Sprinter' class Corvette [Gun Sensor PD]
Mango Briny : 'Sprinter' class Corvette [Sensor PD]
```This fleet uses 4 different missile types:
```yaml
SDM-294 Stern Rebuke : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [4pts]
SGM-13 Seppuku By Cop : DIRECT - HOJ(RADAR) - HE SHAPED [1pts]
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-212 Freak Accident : DIRECT - SAH(RADAR)/ARAD(RADAR) - HE SHAPED [8pts]
actually, scratch that, we're replacing one of those analysis indexes with another pcc just so we can run the radar, the bullseye, and the beam all at the same time
although,,,, looking at the numbers again. would the beam ever benefit from the fpa, given that it can't be powered while firing?
ah
no, it wouldn't unless you toggled other things off
hmm
well, no, it's only producing ~7400kw, and it's using at least 7300 of that when the macrowave is firing, unless you're turning the search radar off
ah, I see
it'll automatically turn off the ARRs before the FPA if you're out of power
oh huh new update
the power tab is organized by hierarchy
ash, no, we're using 7300 out of 7400kw that this ship is capable of producing while firing. we can't run an 800kw fpa with 100kw of power
[Reply to:](#1164000873031151637 message) it'll automatically turn off the ARRs before the FPA if you're out of power
*unless you turn the radar off
There is a trick you can do with Beamstones where you can lock them then turn off the search radar, but it's rather a pain
yeah that's what I did when I ran beams
I'm unfortunately a bit ill so not sure I'll make it to boats today
Would y’all be interested in an Operation: Burning Lance corvette jousting event with only torpedo launchers, 300pts, no PD, and 3300 max range torps? :p
I'm sure you will find some takers but I'm personally not big on mods
I should be around this week
update: judgement is more judgmental at cost of one arr
Fleet 'Vauxhill Support ACT-ELINTEL' is composed of 5 ships that cost 3000 points:
The Lovers : 'Vauxhall' class Light Cruiser [Gun PD]
Judgement : 'Keystone' class Destroyer [Beam PD Sensor Missile EWar]
Nine of Wands : 'Sprinter' class Corvette [Gun Sensor PD]
Three of Pentacles : 'Sprinter' class Corvette [Gun Sensor PD]
Ten of Swords : 'Sprinter' class Corvette [Sensor PD]
```This fleet uses 4 different missile types:
```yaml
SDM-294 Stern Rebuke : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [4pts]
SGM-13 Seppuku By Cop : DIRECT - HOJ(RADAR) - HE SHAPED [1pts]
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-212 Freak Accident : DIRECT - SAH(RADAR)/ARAD(RADAR) - HE SHAPED [8pts]
sorry for ping, but: how do you build your rail dds? we've been trying to piece something together, but we're running out of points and we only managed to fit in two of them 😓
[Reply to:](#1164000873031151637 message) not terrible, honestly, other than that I'd rip out the sprinters and make a constellation of rail D…
and that's without elint, even,,,, 😔
Fleet '2' is composed of 4 ships that cost 3000 points:
The Lovers : 'Vauxhall' class Light Cruiser [Gun PD]
Judgement : 'Keystone' class Destroyer [Beam PD Sensor Missile EWar]
Magma of Eolanda : 'Keystone' class Destroyer [Rail]
The Joint Sore : 'Keystone' class Destroyer [Rail]
```This fleet uses 3 different missile types:
```yaml
SDM-294 Stern Rebuke : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [4pts]
SGM-166 No Thank You, Please : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-212 Freak Accident : DIRECT - SAH(RADAR)/ARAD(RADAR) - HE SHAPED [8pts]
the problem is that judgement doesn't provide good enough tracks for the rails to fire on, and the rails don't have elint to get crossfixes
the rail dds could use a rapid just to have some dc on board but otherwise they look fine
the missile/beam dd feels a bit like the odd one out in this fleet
that's,,,, fair
it's probably been iterated too much at this point, but it's not really meant to use the beam at all except for emergencies
,,,,,,,,,,, i think we're gonna keep with the sprinters, tbh
Fleet 'ANS - Axford + Rails & Locks' is composed of 5 ships that cost 3000 points:
Emmanuel Micron : 'Axford' class Heavy Cruiser [Gun EWar PD Sensor]
Stale Baguette : 'Keystone' class Destroyer [Rail]
Forgotten Croissant : 'Keystone' class Destroyer [Rail]
Jupiterian Foresight : 'Sprinter' class Corvette [Sensor PD EWar]
Pierre Hon Hon : 'Sprinter' class Corvette [Sensor PD EWar]
```This fleet uses 3 different missile types:
```yaml
SGM-100 Complimentary Trog : DIRECT - SAH(RADAR) - HE SHAPED [1pts]
SGM-100 Lys DMed Me So : DIRECT - SAH(RADAR) - HE SHAPED [1pts]
SGM-112 Aegis RH-2 C : DIRECT - CMD - HE FRAG [5pts]
missile names not mine but from the person I stole from. don't look at me.
yea, no, the missile dd + gunvettes were meant to be scouts with antiscout capability, hence why the s2s are sah/arad
[Reply to:](#1164000873031151637 message) Fleet 'Vauxhill Support ACT-ELINTEL' is composed of 5 ships that cost 3000 points:
T… 📎
tbh missile names are fun to mess around with
we really like seppuku by cop 😌
Surely that should be seppuku by mallcop
<@&942093958551588904> boat night time!
B O A T
S H I P
@glad aurora joining vc?
tell Lark which maps should be yeeted
Is the Perditio map working yet?
I think it's updated, not certain though
@quiet quiver it was you who was having trouble with it, right?
I think it might've been Aneta?
@olive blade @oak shell @mint sinew mind hopping to Game 2 Team 1?
@wet root my requests to remove:
- Maw
- The Belt
- Avora
- Silent Citadel
- Luna
- Star Surface
- Red River
I'm glad you know me well enough not to request removal of Barbie Dream House or Pagoda
The first map we played
I did get craft stuck in the big rock
I dunno if that is a map issue or not
craft getting stuck is usually a map-specific issue yeah, for maps that haven't updated their navmeshes post-carrier-update
I think it is, I had a flight trapped for most of the match
they are broken it seems
Because of map reasons or craft reasons? Because I think basically all modded map have craft pathing issues, I've seen them stuck on Aorta for example
It'd probably be easier to find a list of maps that specifically work with craft than remove all the ones that don't
Broken Bloodline was fine, but the other broken maps are not good design, IMO
(I think I've had them get stuck on Honeycomb's plates as well)
Maybe leave in Broken Bloodline and remove the rest then?
agreed
Btw, something that I noted during Boat Night: Sensor Buoys got a significant buff with the EWR cost reduction, they're now only 110 points apiece
220 points to get EWR coverage of most of the battlefield is pretty efficient
lol
yeah
on that note
@wicked mirage when you have a moment could you chuck me that missile frig?
This is the fleet that has it
the frigate has Elint, Cruise S2H to hit the naturals, and direct S3H to bonk radar Tugs/MNs and whatnot up in orbit.
Fleet 'Thorns (S2H+Cap)' is composed of 6 ships that cost 3000 points:
Bundle of Thorns : 'Keystone' class Destroyer [Beam PD Gun Sensor EWar]
Glass Rose : 'Raines' class Frigate [Missile PD Sensor]
Brave Petal : 'Sprinter' class Corvette [Gun PD]
Wilting Petal : 'Sprinter' class Corvette [Gun PD]
Blackened Petal : 'Sprinter' class Corvette [Gun PD]
Young Tepal : 'Sprinter' class Corvette [Gun PD]
```This fleet uses 9 different missile types:
```yaml
SDM-201 Violet Petal : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
SGM-100 Celica Thorn : DIRECT - CMD - HE SHAPED [7pts]
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-106 Dia : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-107 Cure : DIRECT - ACT(RADAR) - HE FRAG [6pts]
SGM-13 Esuna v.B : DIRECT - CMD - HE FRAG [5pts]
SGM-H-221 Rose Quartz Shard : CRUISE - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [15pts]
SGM-H-222 Turquoise Shard : CRUISE - ACT(RADAR)/[PSV(EO)] - HE SHAPED [19pts]
SGM-H-3-0 Void Thorn : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [19pts]
cheers
Anyone who’s playing around 4 EST today can come join the NebFleet Fight Club for some PvP, using vanilla and modded factions in a new player environment ❤️
sad I missed boat night this time around 😔
but glad that the map list is becoming smaller.
could always do a non-boat-night ping
I'm sitting in ERI 8 if anyone else wants to die to this stack
my voice is shot so I don't think neb is a good idea for me
oh dang, take care!
I could mechabellum because that requires less teamwork. but otherwise enjoy your stack adventure
Come join the NFC for our weekly Sunday modded fight night! see you in the ring! New player friendly!
(3000pts, no faction team restriction)
okay, so: is there any action or set of actions, equipment or set of equipment, hull or set of hulls, that ans can use to successfully counter osp swarm tactics to, like, any degree whatsoever
we got into a game yesterday and our entire team just got flattened by barracudas and shuttles within about 5 minutes
like. we want to like this game!!!!! it scratches our itch for a space wargame, but if this is just, like, how the game is, we don't even know what the point of trying to bother is
fantastic
I will also warn you to some extent: the best counter to swarm tactics regardless of fleet is communication and that's Hard in pub games
I do recommend coming to boat nights, rather than just pub games
Missiles are also quite effective against both shuttles and Cudas
(Though different missiles for each)
I think theoretically you could use the same misile for both
I wish I could run something like my anti cap missile monitor on ans
that's just a raines, I think
if I could get 12 per volley missile launches and a LRT/EWR sensor combo on a raines I'd be thrilled to do it
I think Spyglass Rained with ACT[CMD] hybrids is the closest equivalent
Or with a Bullseye and pure CMD
Does the same job of squishing solo ships and providing good vision
Hmm, I wonder if you can get a big enough warhead on an S2 to kill craft off a Spyglass CMD track
Could go with ACT[CMD] + terminals too, but it's possible the inaccuracy of a Spyglass track would be enough to get discount terminals
cmd s2h with a bullseye would probably work but I'm not sure you could see and lock the shuttle on time
the nice thing about the lrt is that you can point it at a capture zone and you will see the sprinter the moment it's on there
ARR Spyglass can see shuttles from pretty far out I think
I mean missiles can swat them, ANS craft dogfight very well these days
I got pretty dunked by like a single missile raines with an ARR spyglass last boat night
messed up like 3 tugs and a few cap shuttles
Wait, there's still no way to tell craft to automatically engage incoming missiles? wtf
Doing some anticraft missile testing, I'm so confused
Set to 1 salvo, it shot 15 missiles against 12 craft and got 13 interceptions
And 13 successes
Maybe one of the missiles splashed another missile and that got counted? But that doesn't explain why it fired 3 extra missiles
what's the target?
wondering if some missiles are hitting but not killing, and that's prompting another salvo
Cudas, but that's why I had it set to 1 salvo
Maybe it was doing a Last Salvo? I didn't expect that would trigger on craft though
Huh, yep, testing it it looks like Last Salvo does activate on craft, not what I'd have guessed
How much value do you find you get out of the ELINT on your Raines? Trying to decide between that and just a 120mm gun in a fleet I'm building
It helps to find targets to Cruise missiles into, since that Frigate is usually up in orbit looking for targets.
It has a Spyglass as well
Yeah, I've got an ARR Spyglass on mine as well
I used Elint to Cruise strikes into on that Honeycomb game
Hm, so you have found the single-elint worthwhile? Good to know, might have to copy you on it then
I usually just plot a course out to 10-11km or so since I'd probably see anything within that on the spyglass.
that way I don't overplot the strike and go past the target xD
Oh, so you use it to hunt down Bloodhounds and EWRs that are out of Spyglass range? Makes sense
Yeah! That's the main use for the ELINT on that Frig anyway.
I like the idea, I'm not sure if I'm willing to deal with the angling micro lol
which of the rose or turquoise do you use for which role? they seem relatively similar as missiles
I fire them in mixed salvos ^^
They compliment each other against some types of softkill
huh makes sense
if everyone's copying stuff over, maybe we should simply do a pyrope fleet night
that would slap tho
Playing a Pyrope fleet would be super weird, I share a lot of fleetbuilding sensibilities with her but in some ways we're diametrically opposed
There's a reason I like to pick her brains on ship designs when I'm building something similar, but only actually import the AMM designs
Actually using one of her fleets I think would feel uncanny valley, it's like a fleet I designed but with durability and hardkill and fancy seekers
Oops All Pyrope Fleets would be a fun boat night
Or another Fleet Swap Night, if we could have enough people commit to join to make sure we have at least a 4v4
fleet swap but there's a jackpot (I include a 6k fleet in the fleets)
Fleet swap, gacha-style (you get a fleet with a random value between 1k and 6k, you can pay me $5 to get another roll)
incredibly excited to see the 1.5k battleship roll fight the 6k battleship
Honestly not entirely unreasonable to see the 1.5k BB win, with a tiny bit of help - I think the 6k BB would have to be a dedicated missile ship to hit that price, and the 1.5k BB could have omnisoftkill with the assistance of a single Dazzler shuttle, so there's a world where it dodges all the missiles and beams the 6k one
I did enjoy the fleet swap night, I kinda prefer that personally to just doing a single persons fleets
Yeah, it's a lot of fun to see how other people use your fleets as well as to try using someone else's fleets
Solve My Riddles Three (correct mixed salvos)
Inverting the names of the weapon groups on my lineships so if I play against them they try to use the wrong side
In my completely biased opinion, heck yeah I'd love that!!!
I'd open up my whole bank of fleets for people, and get them all updated for the new patch!
It'd be a lot of work but I'd absolutely love to do that 
Ah, alrighty ^^
compromise: a swap night but you choose between one pyrope fleet and one normal fleet
lol
Sounds like fun xD
good enough
if only i didnt have LANCER at the EXACT TIME OF BOAT NIGHT 3:
only 20 minutes ago
grabs u in my jaws by the scruff of your neck like a cat and gently beans you into a neb lobby (if u want to play rn) (itd be neat to get in some more games now im gold and i do better w friends) (if not its fine dw)
I stayed up all night and was about to sleep x.x I'm sorry Gamma.

GO SLEEP GIRL
grabs u in my jaws by the scruff of your neck like a cat and gently beans you into bed
Hey there! Cage Fighters ! Today's event is some PvP or PvAI on your favorite maps! Come on down and test your mettle in the ring and improve your skills in the long haul! See you there!
There was a SAM type AA system I was trying to replicate in Nebulous before the carrier update even launched for these types of swarms
It was cruise missile with Electrooptical and extended frag
With waypoint guidance
The intent being you could make what were effectively loiter munitions
but I wasn't confident enough in my game knowledge to set them up nor test them
Craft have functionally absorbed the role of loitering munitions. Existing missiles can't do that as their seekers are off during the cruise stage
A squadron of craft prepositioned to intercept incoming strikes is something you can definitely do
You can make a container with 50k range and an EACT[whatever] seeker that you cruise to one end of the map then it sweeps an ~6k column of the map to the other end for light assets
Add a HOJ seeker for that extra 10k long cone of jammer hunting
...huh, does HoJ[EO] ignore killjoys, I wonder
It should, if it's set to ignore small targets
EACT/HoJ[EO] rocket submunitions might actually be a pretty nasty anti-light box
Though actually submunitions don't really work with HoJ, do they
If containers were allowed EO
Oh right :P
Not anymore. They used to magically know distance
And before that there was a time when rocket containers didn't care about jamming
Containers should be allowed EO if and only if they're mounted on an Ocello
This will make pubs infinitely worse
dear god
you jest but decoytainer+s2 ocello pair is a build i have seen genuinely work
But... you could have decoytainer+s2 liner with an Ocello support... it would do the same thing but better...
I like EO/[HoJ] Hybrids set to Accept because it's a cheap little tweak on the EO's logic that makes it hate jammers and its really funny to snipe the jam ships out of a formation.
I also have this evil goblin of an S3H designed to be track fired at Burnthrough tracks while you're being Jammed.
SGM-H-323 FAEDRANG is a size 3 missile that costs 17 points.
The ARAD stages immediately and the missile sprints for literally 10km aka maximum jamming range at them, and even if they reactively EMCON and Chaff they still get hit unless they also have a Warbler going.
"Oh no I'm being jammed out by the Pentabrick whatever shall I do?"
The warhead is tiny, but it still slaps as hard as an S2 with a size 5 Warhead. Enough to break the thrusters off the face of a Monitor and put its casemate gun to orange or red, and if several of them hit the damage adds up quick and important stuff starts getting greyed.
Which while not as great as gutting MN's with a single HEKP it's still a tangible improvement upon "I am jammed out and cannot shoot my target".
All you need for this is a burnthrough track
Oh, and this setup is also 3 points cheaper than a single EO seeker xD
Ah, more to the point if we're talking OSP and wanting a Container that goes drifting across the aether looking for trouble take this 
CM-4-4 Hylia is a size 4 missile that costs 8 points.
This does the funny FACT/EACT thing that homes in on tracks from 5km out and then blasts the closest thing regardless of signature size.
The warhead is full of piranha rockets, to clarify
FACT/EACT is great
A classic, I need to build a shiny new multirole moorline using those and the new modular fighters
yooo 10km antijamming missile in real
also
@wicked mirage grabs u in my jaws by the scruff of your neck like a cat and gently beans you into specifically ERI 5 (like yesterday) (if u want)
omw
YAYY
Ooh I like the CMD/burnthrough plan, I've looked at the 10k ARAD instastage but it flies slowly enough it's not that hard to EMCON/chaff if you don't have that reliable of a backup
Surprisingly affordable too
This is hilarious, I assume you give them a bit of extra sprint range so they don't burn out if they retask during sprint?
Yeah! Just like 500m or so.
I'll be around in 5
Hey, you're literally the reason we won that first game, you did great on caps and with that MN!
it's been like 2 boat nights I think
but also, same
and also I feel like beam BB isn't in a great spot
beam BB, torpcello, and direct hybrid boat are all fucked by the same change tbh
I lost a lot of stuff for free in that game even if the missile monitor always gets me a big number
it is just rust, playing once every week/two weeks means I'm simply not playing as well as I could
yeah
Yeah, there's a reason I play my Ocellos so much, I just don't really play enough to get practice with other fleets
I think in the current craft era
ambush ships are just a lot weaker
its a lot less work to have a lot of vision everywhere
I think craft also make people play more cautiously around rocks
and now it's functionally impossible to kill that vision, so like
gg it's over
you definitely can kill it
you just have to work and there is a lot more to kill
so expecting to just passively wait somewhere for stuff to come is not really gonna work out
you have to go out and kill the vision, and that is not a job well suited to expensive hiding ships
no, as in the most recent change has made the missiles you brought to kill those things no longer function at a basic level
so you beg your carrier to fly a bunch of fighters around for you or it's over
if you're a beam BB you can carry tantos yourself but then that's giving up any SDMs/breadsticks against conventional craft
you can definitely kill them with missiles
I think High-Coherence Chaff is the issue Ash And Gold is bringing up
yep
HC chaff for command, emcon for everything else
yeah I guess you probably need an EO one then
Still pops to HC Chaff
really?
right yeah it has that weird miss chance thing
yeah, EO HEI is the one working anti-skiff missile
notably, entirely inaccessible to OSP, so gg torpcello
Since the actual detonation on frag/EL frag doesn't use the seeker, just proximity, and HC chaff counts for proximity
also if the skiff has 35mm flechette and is on EVADE you lose anyway
genuinely just a set of changes that make ambush ships as an entire category no longer function
you can probably just throw a few basic radar ones and one will win the roll
Or just run them out of countermeasures, I don't recall how many uses HC chaff gets but it's not many
But yeah, I'm not a fan of HC chaff from a design perspective
notably, beam BBs tend to be very expensive and the direct missile boats on OSP and ANS spend 99.9% of their points on payload - every single missile one brings to kill skiffs is part of your killing power you chop off, same for the VLSes necessary to bring them
also S2s don't work against skiffs, only S2H
I mean I think all in direct fire missile ships were like, always fragile
yes, but now it doesn't matter if they're fragile or not, ambush ships are just permaspotted for the whole game and it no longer matters what you do because there's nothing you can do about it
and I don't really think people should be able to expect to be able to run these ships with all their points on payload
I think going all in on them is just like, not the way to go now
well, yeah, so the category's gone
"Not going all in on them" is a hybrid backpack on a regular fleet
This definitely feels overstated based on my experience
You should!
the point of ambush ships is that they were all-in, devastating landmines that made you have to check every corner and be careful about your vision
now you do the daytona 500 with a skiff or sundial and you know exactly where the landmine is at all times
The starter fleets are quite solid nowadays I think, if it's fleetbuilding that's problematic
you can still make a relatively cheap landmine tug or raines or such
Or a Beamstone. Or a Gale MN/LN. Or a missile Raines. Or a rocket shuttle/tug.
cap fleet supplement, cap fleet supplement, cruise, cap fleet supplement
Or a missile cruiser with sufficient anticraft
or just one with a decent offset covering it
I get what you're saying, it's just that I do genuinely feel that an entire fleet category has been made irrelevant by these changes, and I find it very frustrating since that's what I loved playing.
thats fair but its unfortunately a thing that happens a bit in this game
Offsets don't really work against skiffs for ????? reasons, not least because the strobe points out the general direction you are (and for direct missile boats, you need those jammers to shine on the thing you're attacking, which means the skiff spots you - and your missiles, usually rendering the entire affair moot - again)
I do think Gale fleets still have legs but that's because they can very easily bring a million anticraft missiles
I really enjoyed hunting BBs with spearfish groups, thats really hard now, I really liked gale based saturation fleets for OSP, I know people that loved the old rail bb
Yeah I want to fleet build, I've already dabbled in some combat with the starter fleets
they definitely lost a lot of their mojo
you lose so much so fast with bulkers being what they are now
and with the offset vision that exists
It is nice that they can fit a Spyglass though
Hmm, I need to bump up the maneuver on my cork S2s, they can only reliably pen a defender Sprinter from some angles
do they need cork rather than just weave for that?
IIRC they're slow enough they die to the incremental damage from weaving through the 20mm stream
yeah, defender sprinters actually have really good arcs because of how small they are
Yep, and sometimes the defender is offset just far enough it can get angle shots in in the last 25m
Which I've found is a lot more reliable at killing missiles than a defender right under the impact point
Because of rotation speed
I adore the design of the Moorline
yeah its fantastic
After some testing, going from 4.7g to 5.0g loses me 1km of range but significantly improves my ability to break a Sprinter's PD on these S2s
What're you designing them for? On a tug, all you need is 6.5km range
Goes from ~70% pen rate at good angles, ~10% at bad ones to ~90% and ~60%, respectively
They were 7k, since they lose some range to the cork
The big thing to hit frigblob was bombshell tho, it was added specifically to counter them and now you can't be in the same lane as a MN blob
Ah, I see
And also since it's nice to be able to fire them a couple seconds before you get in Pinpoint range
Now they're 6k, which is a bit painfully short, but worth it to kill Sprinters
And even EWR is enough to just pos-fire bombshell
I do wonder if bombshells still need to exist
I feel like craft would make frigblobs still pretty risky, and MNs can afford to bring secondary 100mms to kill lone small things
Per players that still play frigblob, they feel w/o MNs on enemy team they get to run rushshod a lot of the time
yeah bombshells is another one
Frigblob can point a lot of 120 RPF at craft wings
I suppose frigblobs do get to bring Secret Technique: One Hundred Thousand RPF and S2s Decimate the Skies
More anti-craft DPS than trivaux does
frigblob is why 120rpf can't be as good as 100flak
I have the hot take that it should be good
🤝
I guess in many respects like mn blob is scary
The missile I was working on, if anyone has any feedback btw
SGM-260 Tempest Block IV is a size 2 missile that costs 9 points.
but I'd also be super scared of like, ever getting caught by a liner these days
they probably shred a lot of your blob extremely fast
Considering swapping the backup seeker for an SSJ
with the 100mm ones that are everywhere
A Hammerhead in particular I think can kill an entire frigblob without taking any damage
Unless they have HEKP for some reason
yeah and like, its a lot harder to jam them out now
Liners can shred frigblob but frigblob can also shred liner
And FF can be hidden with jammers much better than LN can
I should design a frigblob for Current Year, I think you can pretty safely use your spyglass+bullseye frig to carry two VLS-3s
Yeah, that's why I think Hammerheads specifically do well against them, since frigblob has nothing that can go through the nose of a liner
ayup
6x Givenchy Gloves should settle the matter pretty conclusively depending on pavise arcs
salvo size might just be the pain point
I mean frig blobs are full of tradeoffs
Hammerheads are weird but fighting one as frigblob I'd probably just go for structure break
It's frigates, so you can always put one VLS on another frigate if you need salvo size
you want sufficient 120, a s1 vls at least, enough jamming, a bullseeye, some pd, and then like
any missiles
you get a lot of slots but they get spent fast
This is why I'm not entirely sold that bombshells still need to exist to curtail them, with craft being such a threat you need even more stuff just to survive
123 shots of 120 HE into structure to break it, hmm
But admittedly I haven't really played with or against them at all recently
And all the damage that goes into the DCX/RCIC/RDC in the nose doesn't count
I think in practice the play for a frigblob is to split into two and flank if you have the redundancy
give me ~20 minutes and then I'll hop into fleet builder
honestly I think this is one step away from police frig capfleet
I mean TBH I think that frigblobs underutilize their inherent flexibility
Yeah unfortunately it can only red out the ship even w/ structue break
its hard to build redundancy it hits your slots even more
The fact you can be a horrifying mass of 10x frigs or three groups of three and a capper and you can swap between mid-combat is significant
Yeah but you want some redundancy anyway so if your EWAR box gets hit you don't fold entirely
I do think my viewpoint is warped though because the frigblobs I play are all SAH blobs
you do, also you are probably like 8 frigs or so these days
Which don't need buff modules, so they can split their utility slots around much more easily
(And in fact need to do so to acheive maximum salvo density)
SAH is a quite different game
Can SALS/TALS do mixed salvos?
A: yes, but only with hold fire micro -_-
There's not the salvo planner
yeah, I remembered that it took Programming time
and just went "programming -> salvo planning"
It's a sensible expectation!
There's no reason for it not to support it, OSP already gets the salvo planner for S1s
I should make a butt-tanking 450/beam BB that's Masqueraded as an Axford
Btw @junior heron I think your issues with beam BBs are somewhat exacerbated by the fact everyone here knows you always play the Autumn
It rather simplifies OSP's fleet selection and deployment to know that A) there will be a beam BB that needs to be positioned around (and appropriate measures brought to kill) and B) that ANS won't have the gun assets to contest them at range
(That's not to say beam BBs don't need a buff, IMO they definitely do, probably in turret HP, I just think Boat Nights aren't the best data because of that)
In the last game today OSP were definitely examining the map in light of "where would the Autumn be" and deployed accordingly
We were wrong in the end, but the thought definitely came up.
We were only somewhat wrong, we were correct about the starting location, we just expected a more aggressive push from there
But yeah definitely less accurate than the game before that and the one on Broken Whatever last week
Pyrope's fleet was also specifically chosen and deployed as an Autumn-killing device
That's fair points
the big thing for me is it feels like I just can't maneuver at all in the battleship, and that it's really really easy to get spotted. I haven't played a gun BB in a while but it feels like that's less of a problem for them for a multitude of reasons
They are so clunky, I'm somewhat opposed to buffing their turn/roll just because managing to hide in a blind spot is such a cool Nebulous moment
But TBH that is what should probably get buffed
That and durability on the beams because IMO you shouldn't be able to win a head-on fight within beam range, but I really don't want them getting more damage
it works
Fleet 'The abominable horde writhes with malice' is composed of 6 ships that cost 3000 points:
Liar and Ibis : 'Raines' class Frigate [Missile Sensor PD]
Molar Bell : 'Raines' class Frigate [EWar Missile]
The Ideal Kazoo : 'Raines' class Frigate [Gun EWar]
Ashy Shame : 'Raines' class Frigate [Gun EWar]
The Baked Wood : 'Raines' class Frigate [Gun EWar]
Glenn K. Forward : 'Sprinter' class Corvette [PD]
```This fleet uses 4 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-H-3 Givenchy Gloves D-KP : DIRECT - CMD/HOJ(RADAR) - HEKP [49pts]
SGM-H-3 Givenchy Gloves J-KP : DIRECT - CMD/HOJ(RADAR) - HEKP [47pts]
lost because I got triple ToTed by a CLN but there's an AN Moment for you
Had to double-take at that first Raines' cost
But 600 points of missiles would do it
...huh
With 5g maneuver and cork on an S2, it has enough lateral velocity that a target on PDZNE: POINT will ignore the missile
That's deeply upsetting
It's pretty dumb!
And now I'm going to feel bad using my 5g cork S2s even though they have that maneuver so they can dodge defenders -_-
Does it need missiles that gucci? No, but I think it's funny
I'm always a fan of bringing at least a couple salvos of super nice missiles
Spending 150 points to remove a liner or an Ocello is always great
Personally I wouldn't bring 12 just because I know I would manage to lose my frigate after firing three and then I would cry
But that's very much preference
is it just me or does dbgenableenemycontrol no longer work
Working for me
yeah I think losing the ability to fight in the open really constrains ANS play
and yeah people really are just expecting it at this point
Additional fun discoveries with 5g cork S2s: If you have a SALS-2 on Mount 15 (top rearmost) of a liner and fire directly ahead, it will corkscrew into the front stack
It's one thing if OSP has to play around ANS potentially having other frontline assets or Vauxes setting up a flank, but if one fleet is known to be a beam BB and another is probably caps or caps+something, it becomes really easy to just shove forward with a 2-3 fleets of liners and Ocellos
you might be able to roll a different liner where it works
Admittedly I'm somewhat the same way with my Ocellos but I feel like it's a lot harder to play around "OSP has Ocellos" than "ANS has a beam BB"
Probably, and setting it to hot launch would probably fix the issue as well (since that mount can't rotate all the way forward on this liner), I'm not actually planning on using this in combat though
I was just using it for missile testing
But it kept blowing up the bulk mag I was putting the missiles in since I had just stuck the bulk mag in compartment 1 -_-
ah, got it working
new news: making a S2H with terminals that actually HEI-impacts an evading skiff is impossible
if you take the terminals off it gets shot down by flechette
if you use HE-FRAG instead of HEI it dies to high-co chaff
if you use any seeker not EO it gets softkilled
fantastic
What's the range on 35mm flechette? You might be able to tune the stage range to do fishtail-style pseudoterminals
35mm is same range as 20mm IIRC
I feel that like in our games
a lot of what decides a lot of the game is the team that gets to dominate the open space
like has initial superiority and pushes the other team to cover
doesn't work since a skiff is such a small target
fishtail dampens out (and relies on inherent inaccuracy of things like CMD tracks, which means HEI also misses)
It doesn't have to rely on inaccuracy, you can get similar behaviour by catching a track not in the exact center of the cone of a seeker
my current sentiment is "fuck it, just assume they aren't running high-coherency"
And the harmonic dampening basically acts as weave
IDK if that works reliably against skiffs though
Sounds like not
Wait, wasn't there a "don't autotarget S2 ACMs" change?
Are you testing this with manual target, or do skiffs ignore that?
Craft sometimes autotarget incoming ACMs and I have no idea what determines when they do or don't
But also designing around your opponent misplaying isn't a solution to not being able to remove skiffs
Not all the time but in general yeah, I'd agree - if you're not bringing a fleet that can contribute to winning space it needs to contribute significantly in some other way
Caps being a good example

whenever I test missiles, I play like I'm on the receiving end
So with manual target?
In theory a beam BB contributes by being an unknown until it removes a ship and holds that area of the map for the rest of the match but it's a lot easier to play around that when you know it's lurking around somewhere
oh yeah I agree but I also just think about the last like, bunch of games I have played and I think consistantly that team has won
even in games without the beam bb or whatever
Doesn't with HEI, since direct impact is so hard to get that you want it to terminal or wiggle as little as possible
I think there is some correlation-causation interference there to be wary of - when one team is winning they can take control of a lot of space - but yeah I agree
that said it seems like off-angle shots fuck with high-co enough that you can bonk the skiff from the side arc with proxy
yeah I mean definitely, but it seems like a more uh, direct path to winning than in the past
I still need to test to see if a frag container with a jammer on it can get close enough that when it pops on HC chaff it splashes the skiff too
I think this relates partly to what Ash And Gold brought up earlier in that craft make for a higher-information game, it's harder to pull off an ambush or flank that punishes big zone control fleets
And also fleets are encouraged to play away from rocks they can get jumped by bombers from
Also missiles feel like they're currently underutilized because everyone wants to play with craft, and they're another thing that can classically punish ships that hang out too much in the middle of the sky
I think in practice thats a bit harder to do these days
Just a lot of factors that play into it, IMO
Missiles? Yeah, lots of indirect nerfs to them courtesy of craft
yeah and I think broadly a lot of them have been slowly nerfed a bit, and the defenses buffed overall as well
Give me my 3-point Gales back 😭
Oh, right, @junior heron and @wicked mirage these are the variant of my Ocellos I was using today, so you can create horrible missiles designed to kill specifically me 😭
Fleet 'Deaf to All but the Song WIP2' is composed of 2 ships that cost 3000 points:
Amplify Echo : 'Ocello' class Command Cruiser [Gun PD Sensor EWar]
Ill-Starred Dive : 'Ocello' class Command Cruiser [Gun PD Sensor EWar]
(I frequently do minor tweaking, like the T20s I'm testing, but the general setup tends to stay vaguely in this ballpark)
They're thoroughbred artillery duelers, when I'm playing them well they're the uncontested queens of the empty void, but if anything can get on the flank or within 6-7km I'm I lot less sanguine about my chances
In particular I recommend either not trying to chase them down across empty space or committing hard to it, since with SunRaiders they can maintain space very effectively - if you have a fast, tanky Axford or BB that can survive the chase it's definitely doable to pin one down against the map boundary and once they're within 5km of an ANS capital they'll fall apart, but if you're not tanky or fast enough I will just fall back, split up, and get those delicious 450mm HE flank shots
These are really good Ocellos! Big respect ^^
They have some softkill for some things, and hardkill for everything else. It's a solid way to do it.
And they're fast and the 450's slap!
Huh, doing some testing, I'm pretty sure this warning message is actually just false:
At least for slow cork S2s they seem to go slightly further than their range as described in the missile template
I should compare to the same missile without terminals, it might just be that the range in the missile template is wrong
Okay, so Corkscrew does lose 35m of range, it's just that S2s actually go a little further than their listed range - testing one with exactly 5km range, they actually hit a target 5,112m out (5,078m with corkscrew). Some of that is from ship sizes - I was targeting against a side-on sprinter, so -20m for its width, from an MLS on the top mount of a Monitor, so approximately -30m there - but that still leaves an extra 60m over the listed range
Hot launched? I wonder if the kick out of the MLS isn't being correctly predicted
Nope, cold launched
And I was wondering the same about the initial speed on the TALS I was using before, that's why I swapped to a top-mounted MLS so it only kicks up, not forward
Awww. Is my support rail/spyglass/S3H Keystone even worse now?
If you're concerned because of the discussion on missiles earlier, I think S3H is probably still generally fine - it's not "missiles are unusable", just "missiles are slightly worse in a few different ways"
And Rails are really valuable right now
@wary flame you still awake and around to play some pub games?
Just got back from conference weekend and about to fall asleep after a lot of dragging bags around, unfortunately, but I'll be around much of this week, besides perhaps tomorrow evening
I expect to be back on my regular awful sleep cycle quite soon for various reasons
I see
How does this time work out for you? It's when I start being around to play, hoping it's not too late for you
Under normal conditions this time is excellent, I usually have a few hours before bed at that point
I'm just rather wiped from hiking + long train trips today
misc's sleep schedule is Considerably Shifted
I've been in an unusually Nebulous mood of late, so I might also be around for pubs this week
(Though not tonight, for I am tragically deceased)
RIP
@glad aurora did some testing, this missile, though pricey, kills Skiffs with very high reliability - there seems to be a quite small chance for it to miss if the evasion pattern is just right, and a particularly lucky ACT or CMD EL Frag AMM can happen to intercept despite the jamming, but outside of those niche circumstances it's a quite efficient Skiff removal service
SGM-H-217 Autumn Wind is a size 2 missile that costs 20 points.
The most likely failure condition is just that the Skiff has CMD EL Frag AMMs and there's another ship in the vicinity to provide a track
(Or, I suppose, that the Skiff has HoJ AMMs)
I guess Hazel doesn't show it, but the reason it's so expensive is the BSSJ
Standard SSJ not enough?
Long-range AMMs can pop it before the SSJ can jam out the Skiff
honestly I think defensive HoJ could probably be pretty effective
to fight jamming craft and [B]SSJ missiles
I actually have defensive HoJ on some of my Tantos, it's pretty nice
And only costs 1 point
Hm, I wonder if it's feasible to increase the warhead while still having decent hit rate against Skiffs, they could be multi-purpose anti-Skiff and anti-shuttle devices
this has been working pretty well, so
SGM-H-2 Sunray II is a size 2 missile that costs 18 points.
If HC chaff hasn't been causing too many problems that's definitely preferable, needing a lock for the HEI ones is a pain
if it doesn't run into HC chaff it's a dead skiff, yeah
I can't afford to use a lock on skiffs on my hybrid boats so it's kind of like
welp
I can see a police frigate design that skulks around the skies sniping Tugs/Shuttles and Skiffs
But that's a lot less affordable on a Vaux or the like
I have a backpack VLS-2 on the Vaux
15 cruise missiles, three active decoys, 6 of these
I've been poking at CMD SSJ S2s with a big enough warhead they can kill Bombers off of even Spyglass tracks as a backpack, with quite short range - idea being they have just enough range to interrupt a rocket strike, while the SSJ pulls any ARAD S2 strikes, and killing the bombers breaks CMD S2 strikes
They have the slight issue of flying into the incoming strike and popping the proxy warhead on that instead though, which admittedly still works decently for defending against the strike
But leaves the bombers alive
truth be told, my perspective post-aurora changes on being attacked by bombers in a hybrid vaux is gg go next
genuinely might as well quit on the spot
(unless they're firing guided missiles, in which case they can't hurt you)
I think hybrid vaux has always kinda been a questionable choice
and this just brings it a bit more into the light
Intel Centres should not cost as much as a basic capper. The component is also so fragile as well.
<@&942093958551588904> anyone want to play some pub games?
I'll be up for Pubulous in ~1 hour
I'll run some pubs, sure
give me a sec to fix up frigblob and/or make a new™ triple vaux fleet
I think I need to make a new one since RCCs no longer work on flak, yeah?
yup ! flak Just Does Stuff now, no RCCs involved
damn, they made vauxes cost money all of a sudden
time to rip out DC
I don't think they changed vaux cost, did they?
they may have made something I was using cost money because the fleet's 264pts over and I didn't bring any ADs
however, I probably don't need all this DC
alright, all set, ping me when it's time to stack up and I'll get back in
How old is this fleet and how many aux steers are in it?
Had three in the nose, but realistically it was probably a combination of factors like going to dual drive and bringing more modules not RCCs
Still managed to fit in one (1) emergency AD in the end
@glad aurora poke
<@&942093958551588904>
day 3 of hoping I'm finally pinging at the right time to play some pubs with @wary flame
(sorry for the double ping misc)
staying late at work but should be around Sometime™ (an hour or so from now, I'd bet)
I gotta run to the store but I can play when I get back!
I will be about shortly
I will be around in ~25, had a very long call
I am probably going to actually make dinner, realized after I got home how late it was
well, my game 1 is done
felt very good to be complimented for my carrier play, despite not really doing a ton
oh darn, Boat Night voice channels got noticed
can't hijack them
I can play in 45 minutes if y'all are still on
<@&942093958551588904> ping 2 it's shortly, I think
Update: You can absolutely make a missile that kills Skiffs that can also be used against real ships
SGM-H-214 Autumn Wind is a size 2 missile that costs 21 points.
(I recommend using it in a salvo with a Weave S2H though, since active PD is likely to snipe it if it's on its own due to lack of terminals)
<@&942093958551588904> I am once again pinging for afternoon neb
I am once again still at work
will be around shortly, downing tea and finishing writing
I'll be around for a game at least
has it been shortly?
<@&942093958551588904> boat night!
I will be on in 10 minutes
In DnD still, gonna be a while
I'll be on in a few mins
About 15 min for me
hopefully that will be enough time for ashley to wake up and open the channels
Cya Thijs!
seeya Thijs!
I'm gonna take a break from nebulous for the foreseeable future, if you desperately need another person for boat night you can ping me but otherwise I'll pass
Aw, fair :(
I'm sorry to hear that, but I understand.
This is a supremely ugly ConL, I kind of love it
Sorry guys just in a lot of pain
Seeing a physio soon and then hopefully no more delays
Sorry to hear that, I hope you can get it sorted out
Just got the game and good god everything is confusing. I think my main issue is complete lack of scale/lack of knowledge how far or close I should be.
Also the ships feel incredibly lumbering and slow to turn
It takes a business week to change heading
Tho this is probably normal
Yeah, range bands are an acquired knowledge set. Listed ranges are available in game for the various munitions but knowing their actual effective ranges is more art than science
And yeah, even the zippiest of ships handle like bricks. Not too bad once you get used to the pace of the game, but it has a lot of "dying to a decision you made 5 minutes ago"
Ok so unless it's hyper specific, or that one kind of missile fired point blank, they don't really matter, but how do you even handle gun/cannon fire?
Retreat behind something, or point at them witj good armour I presume are the only real options?
You can try to dodge and evade at some ranges, but other then that bowtanking and builind reinforced stacks to take the blows are the main options
Both are good options. Other good options include:
- denying their ability to see you/have a good track with jamming
- force them to withdraw from the engagement first (i.e. overwhelming firepower from your side)
- dodge enough shots to mitigate damage (the orbit tool is great here)
I also keep mixing up heading and course, so That has buggered me probably 3 times :V
But that's purely execution error.
One last question I can't seem to find the answer for. Does the game tag/confirm ship kills, or have I been shooting at wrecks for no reason until someone else tags it at confirmed destruction?
And if yes, or if It takes some time to mark them, are there any good ways to quickly know when a ship is disabled?
Kills (grey tracks) are manually marked
Well that explains it. (That wasn't mentioned Anywhere in the Tutorial wth)
I was wondering why it takes so ungodly long to put down those ships
((good thing I'm practicing in skirmish and not multiplayer cause I'd have given some people aneurysms))
yeah i'm probably not up to spec on how to confirm Kill-kills
seeing escape pods is one
grey smoke around the hull?
it won't mark them grey, but if you see them tagged with "evacuated" they're killed
yup, if it's in visual range you can see smoke and hear alarms if you zoom in on it
Thanks
if you're in visual the color of the bridge lights is also an indicator of the ships current status
red is i think CIC broken
or something like that
red means the ship is out of power
good to know
There is so much stuff bwehh lmao
red is out of power
you want to look for a wide cloud of static grey smoke around the hull
Neb crashes whenever I open the multiplayer tab - anyone have any idea why or should I go rejoin nebcord to ask there?
Quick reminder if you want to join: Every Sunday over in the NebFleet Fight Club discord server with have big modded PvP fight nights with an actively changing banlist to promote healthy play. Be there or be 🔳
(Dunno if I can push links here, message me and I’ll pull you into the 70-member server)
Event: 4:00 EST
There are a few indicators that a ship has been destroyed. The most definitive is that it will launch escape pods, but this happens about a minute after it's finally destroyed.
If you are close enough for a visual track, you'll see it release a cloud of smoke when it's destroyed.
Also, one of the things that helped me early on was rebinding the Move To command to the Q key.
there's also the evac alarm when you zoom way in on a ship
I am, but fixed it (fiddled w which proton thing to use)
Are there any resources available? All the video tutorialz are 3-4 years old so I think they might be a bit outdated
I think there might be some more recent guides on Steam, but you can also ask around here, or on the official discord
JDee's are still pretty good I think
yeah
@crude wagon i have a whole system of keybinds that are much closer to my hands on the keyboard if you want me to throw at you
The Onion!
Wow I am so bad. Keep getting one ship focused down and severely damaged by those giant gunnery ships, that look like a big shipping container, and then I cannot keep up since half of my ships are limping. (Oak)
Marauder Lineships (OSP's big gun broadsiders, not to be confused with Moorline Container Liners, which shoot shipping container missiles at you) are terrifying, they can send an unparalleled quantity of heavy ordnance downrange
Positioning not to get focused down just takes experience
Exactly those. They take good damage from the cannons, but for example, a missile deals basically no damage.
And they seem to deal more damage alone than I am able to put out with two ships
They are kinda terrifying
They
sorta can
In they can fire a 'magazine' of shots very quickly, but then have to deal with an extremely long reload
I'll have to check if they are well armoured, to know if I need to soften them with AP.
That should probably help then.
It may seem like it deals no damage, but whats important in the case of the marauder is that it lives and dies off of its stracture hp, once its stracture broken guns can kill it insanely quickly, and hei missiles do a lot of damage to LNs stracture
Also hekp hybrids from the right angle can absolutly gut them with no problem
No need to break the stracture even
Aha! Don't worry, everyone is here to help you! I can help you personally as well, anything you wanna do in game I can show you how to do and teach you pretty much anything you want about the game ^^
Whenever you're I'm down to sit down and talk shop, I can help you build a fleet and anything else you want!
@wet root what arcane magic did you do to the Luna Wave to make it look like it does?
also, does your hammerhead design only work with that specific hull shape?
If you're looking for that specific setup I can send the fleet file
Otherwise, a lot of futzing with the fittings
No, it actually works better in some ways with a few other setups - this shape occasionally results in me shooting myself on the nose
I'm mostly curious about the paint, and lack of dazzle camo
The one with the wider midsection avoids that but catches more shots in the back area
Oh, you can set the third color for the dazzle camo manually, then at really extreme offsets the camo gets strange
<HullTint>
<r>0.4</r>
<g>0</g>
<b>0.2</b>
<a>1</a>
</HullTint>
<TextureVariation>
<x>1E+11</x>
<y>5E+07</y>
<z>1E+11</z>
</TextureVariation>
IIRC if you swap the signs on x and/or z you can get diagonal or vertical stripes
is it per-hull or across the whole fleet?
IIRC the wide midsection is best for not shooting yourself, it does catch more bullets though
I've considered swapping to it to reduce beam damage though, since about half the forward cross section would be the wide section where beams can only hit guns
Per-hull
But only on liners IIRC, unfortunately
dunno if you're looking or know this now, but do you know if it's also per-fighter?
huh
I haven't checked to see if you can add the TextureVariation field to other hulls to customize their patterns, lmk if you try it
But only liners get a third color by default, and AFAIK they're the only ones that support a third color at all
(In my setup the only place the second color shows up is on the guns, but you can make it so all three colors show up by adjusting the offset)
@noble zodiac want to voice chat?
okay well offer still stands but now we are enemies
MRROW
new record !!!!!!!!!
knowing how the fuck to use R3s is so goated actually
i killed a vauxhall by fucking
removing its drive with R1s
i still had an entire R3 load in the tanks too
What's your magical secret(s)?
launch at 1km
HBURN EVADE gets you past the defenders and flak
its that shrimple
maybe 1.5km if youre feeling risk averse
Meow :3
Ye, cuda cover can prevent a lot of breadstickery
so i only need 1 design of missile to both kill tantos and defend my bombers from SDMs
..I wonder if you can make a long-range 1pt AA S1.
This is why I have SSJs on my last-ditch SDMs
Not really, S1s don't have great range and for 1pt they're either wake or HoJ
(Or SAH but then they're not really 1pt since you have to bring an illum)
depending on your definition of long range
you kinda can
the problem is that SAH AMMs against air instead of missile targets (i.e., evading) are Bad
so 1pt, no
notably it is much easier to do as OSP into Tantos
because tantos have 50 hp and the armor nerf took them under the 1shot threshold
you can make a pretty solid dual-purpose 2pt ACT S1 for OSP, yeah
both durability modupes will make that 2 hits but
durability modules feel uncomfortably mandatory for AN, but
That's Life™️
ok small question
what are the different flavors of plane light strike For™
/ what situations do i want the S1s vs the S2s vs the FBUs
( @wicked mirage dunno if the reply pinged correctly 3:)
grain of salt since I'm not her, but assuming only the tantos carry S2s, those are for tugs while s1s and fbus are for shuttles
Alrighty! So, the S1 Gale Spam is for the Zephyrs exclusively to hit small ships and take down cappers, the S2's are meant to be loaded in even amounts into a single wing of Night Thorns for a fast medium strike from Standoff range since they have the Stealth Coating, and the FBU's are for if it's late game and you're like "well shit there's no missiles or threatening craft for the Star Thorns to escort allies against, and I gotta kill these backcappers somehow" xD
Zephyrs come out fast since they use the Nose Illum and not the Wing Illum and can hit the naturals early sometimes, and they're also good at chasing down radar tugs or even MMT's
The Night Thorns are multirole, but they're meant to operate almost exclusively from Standoff range whether it's with their SDM-2's against enemy Craft or their S2's against ships. You only wanna close with them if the air war is already won and you're just cleaning up.
Cuz they just have 20mm nose guns
You can mix them with Star Thorns to do hard dogfighting as well, but I don't recommend that. This fleet doesn't have enough planes to risk them like that against OSP.
But yeah, the FBU's are just to give the Star Thorns something to do if there's nothing left for them to screen against.
right
and the S1s are the primary light strike because of the range advantage over FBUs
nodnod
what i might do (<--- trying to both make a Slight Optimization For Playstyle of the garden and also make My Own Carrier Fleet) is slap the wing illums + the S1s onto the star thorns so they can share loadouts with the zephyrs
nodnod
(/separate question) do you usually throw the claymores around in packs of 4 or 6?
wait aminute OH that wont WORK because then it only gets like 2 S1s for taking the wing illus
<---- forgot they have centerline fuel tank
You can do 2 loadouts one carrying just S1s and the other with Illums and mix them
A lot of admin for a backup backup option, but I dislike being left with munitions I could expend
does anyone understand what does and doesn't cause craft to do the weird thing where on an attack order against a ship they fly away for a bit and loop around
rather than firing their rockets or whatever
Sometimes that's because of minimum firing range sometimes it's weirder behavior
Are you giving the order from inside 1k?
I think guided munitions have like a 2km minimum range and rockets and bombs are 1km, but I could be wrong
I haven't messed with it specifically
And R1 pods are funky because craft treat them like a gun
Okay this is an investigation that d0d0 did of specifically guided missiles from craft
aha
its this turnaround range
thats getting me
the turnaround has to be about 2km
with S2 missiles I guess
@wary flame did you ever find a way around this, I know you did a bunch of testing with S2 strikes at close range
hmm it seems having a bomb saves you from the turaround range
if you try use it
its really annoying behavior though
Yeah it is
IIRC it exists because of dropping bombs at <50m in early testing but it honestly went overboard
I mean it just works weird
if you have a missile with 5k range and one with 2k range, you can't fire the 2k one even with the 5k disabled
but with a bomb and a 5k you can fire it at 1km
as long as the bomb is enabled
not really, although I'm invariably using SAH or CMD so the need to hold course to illum usually made them behave for me
if I have time I'll run some checks
it's less good now, it changed for reasons that basically nobody can figure out
you don't get the perfect pull-off that you could reliably manage in carrier testing but it still takes the edge off AMMs for cheap
it's also just worse than SAHspam, which - average neb moment
you can use it with SAH S2s
which are pretty fun
you make a short-ranged, high-speed S2 and then a slightly longer ranged S1 with about the same speed or very slightly more - no warhead, fixed act seeker set to detect small targets
S1s fire first, enemy AMMs aren't set to fire on them
then S2s, enemy AMMs launch on the S2s and your 1pt S1s run into them and force them to detonate
since yours have no warhead, they don't blow up on the enemy AMM and try to kill it, they force the enemy missile to detonate on them instead for 100% kill chance
previously the enemy AMMs and your S1s would go chasing each other off to the side and leave the entire strike free rein, but that doesn't happen much anymore
nodnod
do they still work if you put HEI in them
(because ive found that warheadless missiles on planes will launch against other planes, to the persistent bane of my old attempts to penaid R3s; the way around this is putting HEI in the missiles so it locks them to antiship)
they should, it's just more expensive and you need a fairly small warhead to get the performance you want sometimes
I tend to keep them as 1pt duds
SAH can get 1pt decent-warhead ones but they don't headbutt AMMs quite as well if they're trying to go for the ship
oh i mean im not going to go for these hitting the ship
i just need them to have a warhead at all so they task properly x3
I generally just micromanage them myself, you can disable them in the panel
but my classic cuda loadout is S1A, S2A, S1B, S2B - the S1s and S2s are identical but I make them different missile templates so I can enable one side, fire an S1 and a CMD S2, then enable the second side and fire those too
that doesn't work very well now due to the really tight fuel restrictions, so I need to change to S1/S2/S2
in the process of balancing craft a lot of the fun in them has disappeared into the ether
Aggressively high-coherence chaff
SAH definitely doesn't seem to fix it alone, I think having a bomb kinda works but you are still restricted to launch windows outside 1km
<@&942093958551588904> Boat Night!
oh right !
I'm going to need a few minutes
I CAN ACTUALLY SHOW UP FOR ONCE
Channels open
thanks Tech!
but i need a bit to make breakfast
actually i might miss the first entire game bc im in a pancakes mood and pancakes take a bit
but ill def be on for game 2
In DnD, hopefully it's not other 7 hour trip through the pain zone xD
sadly im not done my ANS carrier fleet or my playstyle-optimization of Celestial Garden but
If you want any help just lmk!
ofc !
I'm about 15 min out so happy to catch game 2
Little boop.
I try to join for game 2. Especially if you've already started.
We have not started yet
will be there momentarily once I've made something to eat
hello!
hiii
btw, you'll need the role to see the boat night channels
if you go to #bot-stuff you can use ?rank Nebulous: Fleet Command
tyty <3
hello quinto, been a minute
Normal fleet composition
