#Nebulous: Fleet Command
1 messages · Page 33 of 1
and if you want to join the boat night lobby, it's PNET, password is lancer
for the spectators: that fleet was exactly what you think it is. it now goes back in the gun safe
has it been a moment?
What is the password for pnet servers?
lancer
okay thx
do you want to play or just spectate?
I can play
grab the nebulous role if you want to see the voice channels
Party on C point
I had to put AI in a centerflag game to make this video because I felt bad asking my friends to play Canyons
LYRICS
Two more players joined a simple pillars 4v4
5v5 they asked for, they just couldn’t wait no more
With a sigh the lobby did eventually relent
And now we’re off to canyons when it’s really time for bed
It’s a long wa...
oh shit it's got a mk82 solomon
and also it's station capture
@wet root remove Cicada
@junior heron apparently you had asked me to remove all of Cicada's neighbors
man, Luna - that's a blast from the past
the ancient laws of bushido that no map should have cover
Any maps I should add other than Tamarack, btw?
Anyone know how Bulwark Naval Yards is? That's the one I've seen that looks interesting,
is that not the untextured one
https://youtu.be/XDDd_70SA9g @wary flame
Nebulous: Fleet Command is a cool Homeworld-style space combat game currently in development. Steam page is here: https://store.steampowered.com/app/887570/NEBULOUS_Fleet_Command/
After a bunch of patches and whatnot (and a bunch of IRL shit that put me out of action for a while), I'm finally playing again! (The IRL shit isn't over, but that's ...
I think you're thinking of Architect's Cathedral
which also seems to have textures now?
@wary flame another archive video
https://www.youtube.com/watch?v=Xpsd7EQPzck
NotSoLoneWolf versus KimJongSkill
Station Capture on Nyx's Eye
Main engagement starts at 17:15
finally broke my damage record from testing
Well done!
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SMH if it was COADE shaped it'd be a big cone for angled armor
If we're really talking realistically, then dispersion is a huge thing. Do you have circular dispersion or is it ovoid, and if so, in what direction?
Goddamn, sometimes I get a game that really makes me wonder why SPLIT hasn't been fixed yet
There is no situation in which I would ever want S2 bombers to SPLIT onto a target 4km away from the thing I clicked on
If it's not within 1km of the target I'm clicking on, I don't want it SPLIT onto
Even better, button for 500m, 1km, and 2km SPLIT cutoffs
Ahahahahahahahahahaha
oh shit this looks so cool
please let it be good and also can run without constantly crashing like COADE lmao
please, can we have a vision of the future that isn't just the space front of ww3?
Yeah i'm pretty excited about this, I already play Neb so this might be awesome too!
heres to hoping they actually balance it to have tactically relevant maneuver
what is this a parody of?
dunno
it's a long way to tipperary
<@&942093958551588904> Bananaboat night!
I'll be late today, but hopefully catch you all for game 2
well it's just me an Peri right now, so game 2 might be game 1
completely normal journeyman damage numbers
silly
I think if I hadn't lost a lot of stuff early I could have done a better job swatting enemy caps at the end
as it was, I dove the enemy backline levy with these two double sundrive journeymen, then moved to try and capture stuff
Many such cases
The death instinct
This is why I like Ocellos, empty space is their natural habitat
(Admittedly, charging is even worse for them)
Good (Time of day) fighters! the MFC (ModFleet Fight Club) Encourages you to come down to our weekly
mixed modded fight night. Thanks to a short banlist on our end, you're able to play almost every faction mod you can think of on the workshop to participate in our 3,000 point games! Tonight's first feature match will be an uncapped (up to 50v50!) 1000-points each match on Barbie House, then 5v5 3000-point matches for the remainder of the night. <@&942093958551588904> There is a discord in you want to vc as well ❤️ (150 members) :3
@wicked mirage you should have thrown this game because then this monstrosity would have also lost
that VLS 2 is 5 entire Active Decoys
... I mean, if they're not doing anything else with the back mount...
wait why is it so empty
so it can afford its two railgun escorts
where are the TCs
The real question is how expensive is the whole thing? It could be a first attempt at a cheap Solomon to add meat
Yeah, 2k artillery Solly is at least somewhat justifiable
(even if you can get better value in your 2k Solly with the classic cheap bulk tricks)
Why invest in DC if you took literally 0 damage 
Ahahahahaha
What the hell I didnt even notice xD
That's wild
I was too busy doing 50k damage with my cap fleet lol
@junior heron Join ERI 3!
Lets crush em!
who up vauxing they hall
Dang, good work

8 bombers dumped their load for this
World's most fine sundrive
DCX and RDC on a jman, really? What, are you also using it as a Large Tugboat?
I said in the pregame "think of these as really really big shuttles"
LMAO
now begins the arduous process of cycling all of this jman's craft into the other jman
you know what, fair enough. I should get more funky with it, the funkiest I've gotten lately is a triple levy fleet
this is the one OSP fleet I've found joy in
recently at least
2x double sundrive journeyman, 5x 200 pt gun shuttle
what the actual shit
I've been very impressed by them. They seem to do a bit of work like a cap guard monitor of bullying light cap assets
Speeder 2 Into the Breach is now going to go taunt the other double-levy fleet by flaunting its survival (contesting the point from the other levy
the team comp of all time
6xmls-2 is such a specific number
also the other capfleet switched to 2x ocello
I assume that one has a boosted reactor to power the jammer and EWR and the other one doesn't
I used 6x mls2 a lot
having a few extra proper guns as a secondary weapon setup matters a lot more after the roofgun nerfs
Banana....
<@&942093958551588904> Boat Night! Boat Night!
?rank Nebulous Fleet Command
There's a bot channel where you type that command!
The dubious creature
Ah yes, the big raines
0/10 no nose ELINT
de-balconied
"or of impure intent" is wild phrasing
best of luck to them
<@&942093958551588904> anyone want to play some pub games?
Too busy staring at the worst spreadsheets in the world ;_;
Busy debugging code written by an idiot (past me)
The true danger of git blame
there don't seem to be any lobbies open anyway
I'm stuck in Brazil (at a friend's house)
Need some brave souls to fight some modded fleets in~ <@&942093958551588904>
<@&942093958551588904> anyone want to play some pub games?
I'm in DnD sorry 
I'd be willing to get one in
responded as the game started :(
😔
I am playing double sunjourney guncaps, but it's against a bunch of blues
so this could go either way
Police frigulous moment. Why pay for a whole axford when one gun frig will do?
Nice!!!
That's awesome
I should give those frigates a try, how are they built?
<@&942093958551588904> boat night!
to eepy
oh, give me a minute
be on in a sec
Hasn't been fully retooled recently but the police pair is basically an all in gun frig and a jam/lock/pd frig. This fleet has the anti bomber HEI S1/sarissa pairing + defender but double aurora works well too
Fleet 'Ax + Frigs 20250219' is composed of 6 ships that cost 3000 points:
Verdelite Vanquisher : 'Axford' class Heavy Cruiser [Gun PD EWar Sensor]
Malachite Mystery : 'Raines' class Frigate [PD EWar]
Jasper Jouster : 'Raines' class Frigate [Gun]
Mossy Murderer : 'Sprinter' class Corvette [Gun PD]
Emerald Escalator : 'Sprinter' class Corvette [Gun PD]
Grassy Gremlin : 'Sprinter' class Corvette []
```This fleet uses 4 different missile types:
```yaml
SDM-221 Naginata M8C-XP : DIRECT - CMD/PSV(WAKE) - HE FRAG [7pts]
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-111 anti bomber cutie : DIRECT - CMD - HE SHAPED [4pts]
SGM-111 anti void work : DIRECT - ACT(RADAR) - HE FRAG [2pts]
condolences
Very cool though!
interesting concept
might give em a try
I guess at 850 for the pair its getting close to a CL in price
Not my original idea, but I have been making good use of them
but does offer some interesting upsides over the CL
The CL comparison is super fair, you do struggle to get self ewar coverage on a cheap CL
yeah they don't come out much cheaper than 1k with stuff, so you are saving a bit
And being able to sac the wear/pd escort onto a cap point in a pinch is really nice
Much worse in matches without an opposing cap fleet, but you are generally fine to repurpose these as overpriced escorts in those matches
and you kinda get more useful mount angling and stuff to play with
any reason the frigs alternate in drive/reactor layout?
Not specifically, probably just tweaked one but not the other
no worries and fire suppression huh, I guess its actually not too bad the more I look at it
yeah, after 4x AEs you kinda get 2 luxury modules on an Axford like that one (Mount Gyros, Fire Suppression, 5th AE, Scryer). I've come to quite like the fire suppression as you end up saving a lot of HP over a drawn out firefight
yeah I mean its at a glance actually pretty good
I had honestly not really considered it
reinforced is a big part of that, if you get smacked by missiles it usually lives to help pick you up
yeah its definitely a little light on the pd for my tastes
but I know this kinda build is popular these days
It certainly is a on the greedy end. You could easily up the pd by stripping the fighters and mk62s. However, even with that I don't think you are surviving a serious strike that you can't softkill.
yeah I mean reasonable
I'd probably just bring some AMMs tbh
to stop the occasional mmt weave missile volley getting in
carrier moorline is categorically worse in every way than cln in the hands of a competent player and versus competent players, so you'd just be shooting yourself in the foot there
one hangar for a bit more in the way of vision and a couple of bomber wings would be nice, though
I could use the loitering presence
nothing a large internal hangar and small pads doesn't give you unless you really want to fuck up some cap sprinters
I got blown up by a gajillion S2's owie xD
yeah
that cutscene editor is going to steal years of my life isn't it
lol yeah
grabbing some food and other whatnot so I may be a couple minutes late to boat night
okay other whatnots did not take as long as expected
<@&942093958551588904> Boat Night!
I am here for when we start
I need three minutes
@quiet quiver can you open the voice channels?
I'll be about 5 min
unless they are open and something is wrong on my discord...
I can see boat night text channel but no voice channels
CUTSCENE EDITOR????
Watch the devlog!
My PC is currently spread across several different desks so probably no Lark today
nooo :(
But hopefully next week I'll actually be able to play carriers!
yay!
(Or I'll have died in an electrical fire but that's no more than a 20% chance)
Good luck everyone! I'm in DnD rn
good luck in dnd
Roll well
Bruh what is this am I hearing about a cutscene editor
Damn this cutscene and campaign editor are fire.
But this gives me brain idea. If some insane person makes Lancer Battlegroup ship hulls and systems as a mod...
We can have full on cutscenes with cinematic nebulous fleet command style battles with lancer battlegroup.
i am going to devote myself to relearning this game because there's like no other space games that scratch this particular itch rn
let us know if you want some help in your practice!
unburying the thread so I can ping in like a minute, what's our player count looking like today?
<@&942093958551588904> it is the ordained Boat Night Time™!
@runic torrent @quiet quiver could one of you open the boat night voice channels?
Channels open!
thanks Tech!
We should move Boat Night to Sundays for entirely selfish reasons on my end uwu
Sad Australian noises
my sundays are occupied from about 8am to 5-6pm (us central time)
Just tell your boss you got eaten by a kangaroo and can't come into work monday 
I cannot pile into boats tonight because I must work, but have this
Twice even
Nice!~ Hell yeah!
Tom earned himself a "why is that journeyman armed?!?" Both games
I didn't lose a ship in either game
I kept everything alive in game 2
and with reflection felt like I tied up the capture points pretty well in game 1
so I'm happy
You did
You also managed to keep caps under control with roaming vauxhalls in both games which is tough
Oh gosh sorry was asleep
Say has someone tested the 450 HE + Plasma combo or is it more economical to use 250 HE and Plasma?
I favor 250 + plasma on my monitors
But I do have one fleet with two of those and a 450 Ocello
we tested it like a few plasma version ago and found it caused a lot of overpen on axfords espicaialy on liek the bow when oyour broadside. also 250 has better DPS
yeah i would imagine its largely worse than just 250
because you get a range desync
the 450s hit further than the plasma so youre incentivized to waste the range advantage
Plasma+450HE is specifically good into Solomons. 250mm or 100mm is more dps when you have a lot of plasma involved but 450HE is very effective at breaking damage threshold
I am incredibly tempted to do one of
My classical revolver ships but with plasma + 450 this time
I've seen C65 + offside T81 liners do work before. They are quite expensive and brittle but can probably still work
would anyone like to do something fun for my promotion match tomorrow
Potentially! If I'm around and have time. I work for another 7 and a half hours tho
It'd have to be tomorrow
I'll have time Tomorrow aka Tuesday yeah!
So after coming back from a pause: did OSP got hit with the nerf hammer again?
Bc funnily enough all my OSP builds are now off Points while all my ANS fleets are still at 3k
Curious

Pretty much. More points got put onto the hulls and taken off things you put on them
I see
Btw what is the better Plasma?
The turret or the casemate one?
And also related:
I never used plasma before, is it like, 1 hit and armor straight up gone or you need to give it constant plasma shooting for the armor stripping to work?
for most ships yeah, its 1 hit and armor is gone in that spot
AIUI it has armor strip falloff over range
plasma cools over time
So you'll 1-shot even Sollie armor at close range (<3.4k) but only remove 20cm at max range
I would generally say the turret is better: it has an autoloader, so it can share a buff module with the 100mm turret (Rapid Cycle Cradle, which lets it empty the autoloader faster).
Solomon has how much armor again?
I think the casemate has a little more health
these days plas250 is better than plas100
because of the extra HP
250 also does more damage
500hp/40dt on the casemate vs 300hp/15dt on the turret
If you're going plas/450 you could mix casemates and 450s to save power
Actually it is easy to handle it seems
1 Plas-Case/3 450 for each side per Lineship
And bc I use revolver tactic to cope with the Casemate reload time anyways the 15sec Plasma reload feels like nothing in comparison
Wait this would mean with 4 shots I’ve essentially just nuked the Solomon’s armor?
assuming they all hit the same spot (they won't) and assuming your follow-ups hit the spot you armor stripped (they won't)
Okay so News in the Test field
My god
Right when my 450 run out I can make 2 Plasma shoots per side
And when the 2nd plasma happens right on time when the 450 run out
My OCD self is pleased with this

*the lineship template I’ve also made has the perfect mix of Rapid cycle and Ammo Elevator that when one side finishes and I revolver to the next side when that 2nd side is empty the 1st one is back fully loaded where I can revolver back
Also question: does Analysis Annex still only work with Intelligence center only or does it now work Standalone too?
I remember the description said it but now I don’t find it so I wonder if there was a update to that
It still just buffs existing intel, I believe - so technically it helps with any CIC's built-in intel as well, but that's basically irrelevant except for Citadel CICs, and probably not worth it for anything without an Intel Center
One of the secrets with 450+plasma is that you only need a single long range hit in a spot for 450HE to pen a Solomon at a reasonable angle. No need to fully strip it, just a light dusting
But also not exactly worth the cost even with an Intel Center
Yeah...
just learning that I've had my Activer Decoys set to Offensive this whole time...
since modular craft update
🎉
⭐
I thought you didn't one of those until admiral
nah, when you reach admiral they just put
on your rank badge
I thought this was intentional, so you could have ACMs on defensive with no target and z-prio them without launching activest decoys
I think I generally rely on the PD controller to fire all my SDM-2s into a rock, and use PD-prio to launch
relatedly I would like (and suggested on nebcord) a "Prioritize PD turret only" key/remove defensive missile programming time
It is if you manually fire them, which is what I think Tom is talking about
missiles fired as AMMs by the pd controller (whether no-target Zprio'd or normally) dont have a programming time
ah
Now that's there to stop you just marking your antiship missiles as defensive but I'm sure that can be worked around somehow
<@&942093958551588904> would anyone like to play some pub games?
(assuming there are any lobbies, it looks quiet right now)
YIPEEEEEE
Didn't they already change it so defensive missiles don't acquire ships with their seekers?
Specifically because of this
It's currently "missiles launched by the pd controller" that have their seekers blind to ships. That's how I historically get away with my dual purpose SSJ + HEI containers
Is sea power better now? Looking for a new game.
we lost the game but I won the moral victory
<@&942093958551588904> Boat Night! How's our count looking today?
<@&942093958551588904> game two starting in a few minutes
I hate my router so much
Very gg though, I regret that I can't see the AAR
Those containers swinging around and collateralling my frigate were tragic
there's the report, but it looks like the online skirmish report viewer is down
Yeah hasn't been updated since Carriers
anyhign in particular yo uwant to see? i've still got it open
1 sec
I was complaining/complementing the Pyre for surviving my light strike long enough to cap the point
enemy intel acquired
btw jorden, any idea what's up with the CM-411 vs CM-410 there?
(0 expended from the 411s, 113% expended from the 410s)
Guessing submunitions don't track where they came from well
also, I was saying this in team chat but I'll repeat it in text: I think the shortstop rocket boxes are a good reason to approach points on 1/3 or 2/3 speed
(after flanking most of the way there)
nah, thermval won't ever validate sprinters from the front
the problem is that shortstops mean you have to have chaff between you and the box
the 5km seeker acquires you, then at 2km the fixed seeker acquires the first target it sees and kills you
I'm not sure if slowing down approach changes that
fair
but the enemy team having a points lead because they don't have to do that can be crippling on maps like pillars
It's like mineclearing
I haven't played pillars in a while, I don't think we play many 2 natural 1 contested point maps anymore
Yeah that's a big issue with pillars-likes in general. If you really want to go down that rabbit hole then you can return to smiting the OSP naturals with an early hydrid strike
Oh, I do, but OSP has enough free points they can put shuttle pairs on the naturals
since CLN is horrendously undercosted
If you're rolled so that chaff box is between you and the missiles, I'm pretty sure at 1/3 speed the chaff pops ahead of you
The trick is anticipating the direction
At 1/3 speed you can also just hop behind your chaff before the missiles get in range
Yeah, in battle report submu somehow doesn't counted as launched. But I did fired all of them.
And there are ez ways for cappers to make shortstop shenanigans doesn't work: another jammer clipper jamming the seekers out while cappers pull backwards and chaff.
No need to approach cao points slowly.
just saw this down in the boat night channel
any map called tannhauser gate immediately earns a squee from me
this looks so cool
@olive blade @sharp crow @arctic magnet
oo
Purble
awakening the thread from cold sleep to prepare for boat night day
<@&942093958551588904> Boat Night!
My internet has been having trouble, so I might not be able to play
OSP AdvRadar Skiff detects Sprinters at:
Bottom-on (9020): 7.2km
Front-on (9838): 6.9km
Side-on (7332): 6.4km
Down-Side-Angle (7939): 6km
doing some testing, figure someone might apprecaite the numbers
like in the days of old
refining the doublesunjourney guncap fleet
And for frigates:
Top-on (8741): 7.8km
Side-on (6134): 7.7km
Front-on (3651): 7.5km
Angled (5121): 5.6km
so I probably angled the first sprinter wrong
or the raines just gets an absolutely huge advantage to angling
I think it's more just that angling is very sensitive
notable improvements include: the fighters now actually have their SDM-2s in the loadout
Both, I suspect
I'm afraid I won't be able to spin up the pnet server tonight, FYI
<@&942093958551588904> anyone for boat night?
unfortunately at birthday dinner, will have to be next week
I will need to un-install some mods but I will be able to boats
Sorry I missed it, playing board games with family :(
I will hopefully be around next week, and will be around during the week. I'm still really excited to play Nebulous, and it really is best with a stack.
Unfortunately I'll be out for the next few weekends
preparing or a pub game of all time
I should be around next Saturday, I might even get around to making a new carrier
gun, rapid DC, one buff module if that, done
They don't all need reactor/radar/pinpoint/chaff either
Though some redundancy is strongly recommended
Personally I'd probably prefer mixing in some tugs for cheaper sensors and some ewar, bring the MNs up to like 350 apiece
yeah I dunno if its that much tougher or more firepower than 5 good tugs
they just kind of floated across nyx and died in the enemy spawn
but killed enough stuff that we won on caps after rocket shuttles killed the levy and sprinters
I had to secure a last minute point by torping a vaux, then failed to actually get bombs on it and had to scramble some sturgeons with k15 bombs instead
I think it's worse against a lot of things but significantly better against triple Vaux
Is that entirely PD?
I think so
I saw it and decided that I should not fly closer for more visual inspection
But how do you know they actually brought ammo
it was shooting at me I think
but an ocello looked at it
so I think that's why it didn't kill me
It could have been a tactical ruse, like frogs that aren't actually toxic being brightly-coloured anyway
Ah, shy Vaux
Finishing up an Arkham Horror mission, will be a bit late.
<@&942093958551588904> Okay I'm late but if anyone's up for boat night I'm around now!
In DnD :c
I can't attend this weekend
Just a very low energy day for me today
right
me and a friend are playing a game with a 4k limit
Current fleet is 2 scout sprinters (pinards and bullseye), 2 picket Raines (2 stonewall, 2 sarissa), leaving me about 3k ish points to go. I am not sure weather to next for 1 solomon, 2 axfords or 1 axford
In the context of 3k fleets 2 X 1.5k Axfords or 1 Solomon (~2.4k) + escorts are the classic configurations. I imagine the Axfords would fit more naturally here if you are primarily looking to hold a frontline.
Another option would be to go for the Solly and spend the excess on a cheapish beam keystone that you can use to blunt pushes in places your Solomon can't cover easily
related:
If I wanted to add a hanger to the solly/axford, what would the best setups be?
Usually you plant one where the large aft mount is. (You should be bow on to whatever you are fighting anyway so you won't miss the gun)
As for the craft popular options are coilgun tantos for missile defence or elint skiffs for recon
although
I do have picket and souct ships already
ive been thinking about getting back into nebulous
i havent played in....a WHILE
anything i should know?
bring omnisoftkill
command jam + chaff + flares + (if OSP, offset EO jammer) + (if ANS, "killjoy" seekerless defensive S2 with BSSJ)
well, if ANS or 2x ocello OSP fleet
yep
if you can softkill a mixed salvo of CMD/SAH + CMD/HOJ + CMD/WAKE you can survive carrier & CLN
i see
Oh hey Karen
Did you play when the second faction, OSP, was a thing?
Anyway the big looming thing that changed was carriers
barely
i havent played in SO long i might do a bunch of bot matches tonight just to like
test out the mechanics again haha
good idea
I could hop into a game today
If you want someone to join you for bot matches @spark pendant
oh dang, the ocello can take a medium hangar
because it's ANS
oh but the small hangar has better HP
The potential for even worse creatures grows
the ocello can't mount a hangar anywhere but a gun slot, so it effectively can't take hangars
guns are too expensive for this supportcello
Brb making Plas/Railgun/Hangar Ocello
With side 250 casemates
bear witness to the creature
🔨
Takes a medium hangar, only puts in 1 plane
"Guns are too expensive", with 400 points of PD
yeah
gotta find points to fit a radar skiff
so I can EMCON on the ocello
and still have PD acquire
I feel like surely you can squish the spinship a bit and put real guns on the Ocello
I'm very skeptical this actually gets more 450 rpm than if the Ocello had guns and the spinship had the hangar
unfortunately you're probably right
(Not even accounting for time to bear to target)
oh nevermind im forced to watch bright with friends
unlucky
my condolences
you should demand compensation from your friends for making you watch that film
Wheneverly reminder that the tugboat was very briefly named the Stormbolt
I saw a clip of a vtuber playing neb and what do I hear in the background but the pnet crew
Ambush tactics alive and well
It was their birthday
And for their birthday celebration we watched bright
It truly was….a movie.
I mean, really it was truly a 6/10 movie. Maybe a 5/10
Yeah it has some fun moments and also some "they really wrote that line, huh?" moments
Yeah
I made a statement that i would try to only enjoy each scene in isolation from itself without the weight of the rest of the movie
And it was still, truly, a 6/10
That’s the best most optimistic rating I can give it
I'll be on in a few mins
<@&942093958551588904> Boat Night!
How's our player count looking today?
I'm dropping a night sky on some players today
Im down
that is intensely charitable imo
no yeah it really is intensely charitable and only the result of me attempting to keep my sanity after watching bright
not a good movie by any means
and we kept muttering "it could have been his star wars..." like we were all mad
it could have been his star wars
it could have been his star wars...
it could have been his star wars
75% of the way through i said "it just sorta hit me that we're watching bright"
this movie is cursed
there is some weird thing that possesses people to make media about race in america, but kinda forget what they are doing and mangle the metaphors
<@&942093958551588904> would anyone like to boat
yeah!
Oh. I didn't realize Bright conversation happened in this channel too.
Hi. It was me. I coerced Karen into watching Bright with the power of friendship and birthdays.
You should come play Nebulous, too!
Not today. In the process of resetting my sleep and have been awake for 15 hours.
It is a game i want to figure out how to play decently at some point though.
Tonight I’ll be going through some tutorials
Yeah I was watching some of those a bit ago. Need to implement some of the stuff talked about in them and actually make stuff in the game. Without that it's all just half remembered information.
so, how does one get good at carriers?
as with most things, patience and practice
for a less facetious answer, general map awareness is the big answer - kill isolated cap ships, then get large squadrons to take out important high-value targets
I will be a few minutes late to boat night
ah, but you will be at boat night
<@&942093958551588904> Boat Night!
I wanted to ask earlier but then just got focused on a neb game instead, what's the count looking like today?
I'm running a bit late but I'll be around if there's a game 2
I have actually gotten into a Canyon game in a pub match and honestly forgot how much I love this map
I'll be late for regular start time but will ping for boat night if nobody else has once I'm around.
I'm away from Good Screen this weekend :(
Not feeling very boaty today, srry
RIP
Good news we can finally play this game
oh nice!
https://store.steampowered.com/app/380110/In_The_Black/ @junior heron @sharp crow @wet root @olive blade october 13th playable demo
Nuclear-Powered Multiplayer Space Combat
In The Black ™ is an intense single- and online multiplayer space combat simulator that is laser focused on the combat pilot experience. Elevating the visceral excitement of a cockpit shooter with a serious respect for science makes it one of the few games to earn the Atomic Rockets Seal of Approval.…
Coming soon
In The Black ™ is an intense single- and online multiplayer space combat simulator that is laser focused on the combat pilot experience. Elevating the visceral excitement of a cockpit shooter with a serious respect for science makes it one of the few games to earn the Atomic Rockets Seal of Approval.
I've got this sitting on my clipboard but I want to brag somewhere that my plane got almost as much damage as someone's s3h HEKP vauxhall
now, they did disconnect mid match and drop an actual creature in my lap
but that's besides the point
average pub s3hekp vauxhall moment
<@&942093958551588904> Boat Night!
Suffers in DnD have fun everyone!!
I cannot boat today because I'm at a conference but on the lunchtime walk I located a local cargo feeder
Watch out for gales
Currently grinding through the tutorials so we can remember how to actually play this game. Looking forward to playing with y’all
:O
Glad to have you! Boat night itself has been pretty quiet and mid-week pings are pretty rare nowadays, but happy to have you around.
Maybe I'll remember to ping for pub games more often...
Got to play our first ever game today. Great fun
Did die
But that’s part of the process
If your ships all survive until the end of the match you're playing too cautious
<@&942093958551588904> Anyone for some pub games?
Alas I must work
Sameulous :(
Probably could do that
[Reply to:](#1164000873031151637 message) <@&942093958551588904> Anyone for some pub games?
Cool
I’m pretty new so either is fine
I'm around if you wanna play some?
@plain ice would you like some post-game advice?
Sure!
Alrighty, Pyrope might have some other stuff to chime in but a few small things:
- ultimately the game is control point skirmish, which means needing to push onto the points. It was pretty hard both games, but it's often necessary to play a bit agressive to make room for your smaller ships to get onto points.
- playing agressive means needing to start in a position where you can fire pretty soon after spotting the enemy. I think in both games you deployed center-ish and had to rotate around the flank - ideally you push with the other frontline if you're playing a big heavy asset like the axford or line ships.
And most of both of those comes with learning the maps and how to navigate the 3d space, which only comes with practice. Just some things to maybe focus on while learning
That’s fair yeah
I was playing more aggressively in my matches yesterday but these matches just felt a bit different
Yeah, and this advice can go too far too.
Every time I come back to Nebulous after a break I spend 1-3 games just running out of cover and dying horribly, so finding the right balance is a careful balancing act.
And that's purely on the aggressive <---> defensive spectrum, there's always a hundred other factors in any given game.
Neb's a complicated game to learn! But I hope you enjoy it.
You know, I was going to make a joke about becoming a creature of pure, unfettered aggression, and then I tried to think of a fleet archetype where you can actually get away with that and hit a brick wall.
Tugswarm with no vauxhalls on the enemy team, maybe? But no, tugs got center stack nerfed.
Everyone and their mother plays MN blobs, so sprinter swarms aren't exactly favored.
I feel like in theory that's wolfpack beamstone blob, but the current environment makes it a bit hard.
indeed, 3k of beamstone runs straight into the dies to R3 situation
I did get absolutely melted by a 5 beamstone formation today, but that's because I had to try and put a journeyman on a tumblebeam point
Pentabrick is the classic example of "No thoughts, only violence" imo
Some of the direct missile spam builds like torp liners probably qualify, but they aren't in a good spot atm
Thinking of getting this game. Someone showed it to me n it seemed really cool
Probably but I'm doing things n stuff rn so I'll ask some stuff later probably.
I dunno uh like I should probably check first if my laptop can even handle it. Other than that I don't really know what to ask. I like to be sort of sneaky and agile n quick n such n sneak up on people and surprise them. I was also kinda wondering how many ships there are roughly like the different hulls I guess and what kinda weapons there are and what kinda builds stuff usually turns into as in builds for a single ship. And how this turns into fleets. Idk I feel like I'm asking a lot I wouldn't even be able to understand right away but bleh :P
There are 2 factions. Each faction has 7 ship types. Fleets are generally 3-6 ships, but you can go as few as 1 and as many as 10. Sneaking is very viable, as radar has limited range and maps have a lot of cover.
(but it should be supplemented with electronic warfare and methods of killing scout planes)
Everything except some of the missiles
Ah
That's pretty hard to answer because despite sometimes being pitched as "this is the [missile/carrier/ambush/whatever] faction" both ANS and OSP have been molded to fit into being able to interact with the whole game.
So generally, ANS will have fewer ships more specialized to a specific purpose (missile frigate, beam destroyer, light/heavy gun cruiser), and can usually supplement themselves with a backpack toolbox, usually of missiles.
OSP meanwhile can field more hulls with more guns, but need to have specific answers to specific problems (need a long range tracking tugboat to fire those bigger guns, need plasma to open up their high-damage-low-armor-penetration ammo).
Mm interesting
I tend to like specialising my ships n not really going for general purpose stuff
Agile and sneaky probably lends itself to light cruisers on ANS, especially with supplementary jamming, but could also be missile corvettes or even beam destroyers if you're willing to lose a bit on the "agile" side.
For OSP that's looking like rocket shuttles or multi-mission tugboats, though Lark also plays a really good "sneaky" (read: can't see it through jamming) and agile Ocello group.
:3
For another type of "sneaky", there's carriers and cruise missile play
You want to hide your actual ship with those, but more importantly, they both want to be sending their strikes on roundabout paths to pick off isolated or vulnerable targets - the longer your strike remains undetected (out of range, behind rocks, behind jamming) the more likely it is to be successful
Honestly I would consider ANS more of the generalist faction, while OSP tends to have a hull for each specific purpose
With the exception of Keystones
(And Ocellos on OSP but that's because they are ANS)
Any hull on ANS might have good radar and good guns and good EWAR and good PD and good missiles at the same time
While OSP would usually prefer to have a specialized gunboat escorted by a PD cutter supported by an EWAR/radar tug etc.
Yeah ANS tends to default to the “do a bit of everything” faction while OSP is very strict on what a hull can do
But really if you're learning the game the best way to decide on a faction is try playing each of them, they're different in enough ways that it's infeasible to get a good idea of all their strengths and weaknesses from a description
The tutorial is pretty extensive. There’s single player skirmish, and some pre-made fleets for you to test things out
Plus the nebulous server is newbie-friendly
and so is the pilot net server :P
Oh, I've heard good things about that one, could I get an invite link?
I think it's especially important to learn to play both factions
This isn't starcraft where you might end up in a mirror match and the game expects that.
At its core, the game is ANS vs OSP and needs players to fill both halves of the lobby.
Also due to the information asymmetry in a match, it's pretty difficult to get a good handle on what the other faction can do and how they do it if you only play one side
Ocello + swarm escort is an older fleet archetype that still has some legs. Bring some sensors, jamming cover and cheap gun tugs.
So just fill your points with a jam tug and a few cheap gun tugs
Fleet 'Expedition WIP' is composed of 2 ships that cost 2234 points:
One Giant Leap : 'Ocello' class Command Cruiser [Gun PD Missile Sensor]
Fluke : 'Draugr' class Clipper [Sensor Gun PD]
```This fleet uses only one missile type:
```yaml
SGM-206 Thunderhead : CRUISE - ACT(RADAR) - HE SHAPED [6pts]
yeah atm it looks like this
Fleet 'Expedition WIP' is composed of 2 ships that cost 2234 points:
One Giant Leap : 'Ocello' class Command Cruiser [Gun PD Missile Sensor]
Fluke : 'Draugr' class Clipper [Sensor Gun PD]
```This fleet uses only one missile type:
```yaml
SGM-206 Thunderhead : CRUISE - ACT(RADAR) - HE SHAPED [6pts]
Ah, I see where all your points went
The S2 complement on the Ocello is going to struggle to make its value in a multiplayer game
yeahhhh
we're new to this so it's a 1-1 copy of the fleet comp from the campaign
Take a look at the TF Cobalt Ocellos for a good standard MP ocello
yeah we're doing some peer review over in the nebulous server as well
The key differences you'll see is that the "meta" Ocello is 450mm (so it can tangle with ans capitals), heavy pd and cutting the internals a bit leaner
we were thinking it was a tad excessive 
"Exception to the Rule" is exactly that and gets to mess around with fleets that wouldn't quite work out in MP
I think I'll try to finish my space engineers ship I'm working on and then check out this game further before I decide.
If I am using Semi-Active homing, what should I use to validate it so it does not try to explode chaff?
In theory ARAD or Wake, but usually you want to avoid illuminating the chaff in the first place
Either by angling, microing the illumination away from the chaff but keeping the target in the beam, or by using a very tight illuminator like the pike's mountable
putting hand up. What is self-illumination for?
my understanding is pointing it at your own chaff behind you
you point it at your own chaff such that you illuminate the face of your chaff that the incoming SAH seeker can see
not, like, pointing a spotlight at your own ship
which gets... complicated vs. SAH-backup containers or some bomber types
I see. Typically we do not use semi-active, so this is a learning experience.
The nominal advantage of using SAH is that they only see what you paint. So trick one is to only illuminate ships where you can. That often involves manually aiming your illuminator so that the cone is centred off to the side your target to avoid their chaff
also it's cheap
you can afford a lot more SAH missiles than EO
If you are worried about them painting their own chaff or your inability to dance around the chaff [ARAD] is a great backup because chaff can't have any emissions
also @wet root I know we haven't really used the PNET server much lately, but there was an update that looks like it affected server versions too.
Active decoys do, but let's not worry about third order problems too hard here
No gameplay update, just fixing a security thing
but you can truthfully say that the Conquest branch was updated today
the main problem is that sah/[arad] gets owned by jamming
I generally prefer sah/hoj since at least that only gets fucked by offset jamming

Get Activer Decoy-ed
We're playing in a modded PvPvE campaign, so we're not sure what potential enemies might be bringing. However, a weird slot on our ships has gotten us to finally bring a jammer.
I assume Cassie is posting from the perspective of AN - OSP finds it much harder to... ah
okay, well, then nothing we say really matters
I personally use a split of SAH/HOJ and SAH/WAKE but I trust my illum micro, but this is about "intro to gales" and not a masterclass
at least, softkill-wise
I am currently having issues with weaving S3s simply refusing to hit the target.
... S3s?
Sorry, corkscrewing S3s.
Vanilla torps?
well, those are a solved design
Oh are they?
Or a mod missile?
Mod missile, but I should be able to replicate the statistics. ^.^
CMD/SAH or CMD/HOJ or an even split of the two, corkscrew at 3-3.2g, adjust warhead versus range to your preference and use case (bomber torps have much bigger warheads than ship-launched ones)
that's The™ torp
also AN bombers use a split of ARAD/ACT + ACT/[ARAD] or pure ARAD/ACT a lot, but you aren't using bombers
because OSP players just don't want to bother softkilling ARAD/ACT for some reason so it's pretty free in pubs
Mod missile is harder to diagnose. The 3g+ number from the torps is probably a good baseline but it depends on how fast the missile is going. Hybrid sprint stages obviously need much more
It was at 1.2G.
Yeah, that is probably your issue
But yes, thank you everyone for helping this old vulpine woman learn how to use missiles better. 🙇♀️
It's a long road to walk, ha.
I was still learning new things about missiles a thousand hours into the game.
But when designing for terminals they aren't free on your engine. Asking your missiles to follow a high acceleration path while also aiming onto the target is going to cause misses if the engine can't keep up.
Weave is more forgiving about this as odds are good that it will overshoot into the side of the target if it does miss a little. Meanwhile a corkscrewing missile that didn't quite pull itself around in time gets yeeted into the void
If you are shooting at small/nimble targets you need even more acceleration out of your engine, especially with terminals
Ty for the heads up, it should be fine as-is since it's actually downloading and creating a new server whenever I spin it up
But I'll keep an eye on it
Did they ever fix the thing where you can get enough Gs on cork that PD set to point won't target the missiles?
I just want to believe in the big boat night...
I don't recall seeing a fix for it, but I could have forgotten
It's an emergent problem from the "your ships only operate on the information available" mechanic rather than knowing for certain that the missile is targeting them
Yeah, but it's hardly unresolvable
E.g. have it average the trajectory over the last couple seconds instead of using the instantaneous one
(When determining target)
For sure
We shall personally admit to being quite shit at using missiles. Tbf it’s a learned skill and we’ve only got about 20 hours in game and probably half of that is just messing around in the fleet editor
You have many more hours of being shit at using missiles to go, then, just like everyone else.
Indeed
Planning on attending the community event happening tomorrow in the nebulous server so we can learn how to CL better
ah, there goes the rest of my FPS
The match we’re in has 5 people spectating ourself included
Is very dumb
Sorry 6 people spectating in total
<@&942093958551588904> Boat Night!
Not seeing a PNET so we're going to have to stack a pub.
Oop I can spin that up in a bit
Also I'll be around for game 2, just getting foods first
@restive monolith If you're interested in spectating, you can grab the Nebulous role and join the boat-night voice channels, and I'll stream.
Alright another time though since it's too late for me
ah, fair enough.
This is the usual boat night time, though if now is late I do worry if schedules will ever line up...
@wicked mirage thank's for helping me build this axford, it did good
35mm slug gaming
Hell yeah!!!
Ah dammit, slept in
[Reply to:](#1164000873031151637 message) <@&942093958551588904> Boat Night!
Not seeing a PNET so we're going to have to stack a pub.
Looks like they're still going.
thank you for the boat night! glad to have a full team again!
just got done our most fun game thus far in nebulous
triple vaux fleet, got like 12 kills
yeah we took part in the fight night over in the nebulous server that was entirely centered on learning CLs
good stuff
<@&942093958551588904> https://store.steampowered.com/news/app/887570/view/524229329545071611
Hello Spacers, Tonight we are releasing a balance patch for a few issues that have been long-identified. We've been working on an important minor update since June, which has ended up taking much longer than I had initially anticipated. Though the work is still not done (but we're approaching the finish line), I don't want to make you wait any l...
oh shiiiiiiiit
This is a hidden gem, especially for the rougher mod maps
Damn, I think the EMCON changes probably significantly affect my standoff S2 meme build. Shame.
Very excited to finally see the AMM matrix come to the game.
also: lmao get fucked CMD/SAH/etc CLNs
I'm really glad that this is the result for pike
as typical, though, removes a cool and underused build to nerf the most overperforming example (missile/craft hybrid CLNs no longer work)
and that the EO wasn't removed entirely
It's hit hard but not gone entirely, 1-2 bank launchers and 1 CDA still puts you at 5-6 channels
Same, yeah
Having to take the CDA is a bit painful, but I suppose it might still work, yeah.
anyway, this has buffed me with 10 extra DT on beam turrets
- Spacecraft groups that take more than 1.5x the expected amount of time to RTB because they are stuck on terrain, or any other reason, will now teleport back to their carrier.
I think this will also be really nice
Isn't this basically removing the EO ball? Visual track is terrible position and velocity accuracy, and no visual intel
still gives visual once you've IDed it
it's making it more of a way to help pierce jamming instead of the thing that makes vauxhalls no longer real lmao
Completed intelligence, not just ID'd
or the thing that hands perfect tracks to the railcello from 20km away
Yeah I'm very happy to see it nerfed, don't get me wrong
Oh interesting didn't realize it has its own intel
yeah
Okay yeah I like that
yeah!
So that's ~45 seconds of time on target to fully ID a ship
Also faster ID than anything else but an intel center on the team
With that velocity error it's mostly for the ID now, which is nifty
D: my Hammerhead C1s ;_;
(Definitely for the best to remove them, but still)
Oh hey funnily enough the EO pike was brought up in the learning CLs community event yesterday as “the thing that everyone brings to murder vauxhalls with”
Glad to see it brought down a little
Need to go juggle some points to fit bloodhound tugs back into some fleets again, lest jam happy vauxhalls get away with murder
Thought: Nerfing Pikes means its more likely that beam ships can close to engage without being focused
Oh hey exactly my question but I didn't want to bother her
Vauxes were being spammed because capitals tended to be CLN food, I imagine
Did some quick testing for the new EO stats and it turns out that it is actually a lot better than visual in practice. That seems to be because the pike track goes into the normal pool of network tracks for your ships to pick the best from.
That means that if you have any real radar track with poor position accuracy but decent velocity accuracy (e.g. Huntress) then the strength of both combine directly
Obviously suffers more under total jamming, but then you are back into "better than nothing" territory
XD
- Fixed the deprecated Moorline hull not having it's hull-missilechannels stat changed to match the active version.
<@&942093958551588904> would anyone like to play some pub games?
Perhaps I finally give in to the voices and reinstall...
Y’all are also welcome to use my dedi for modded games as well (cause I run the modded Neb community)
c:
I’d be happy to ping my crew too.
Thanks for the offer, though I myself am not really interested in modded games.
I like mods when they're not buggy, they're balanced, and it's not Mario Party in space. Got any like that?
By Mario Party in space I mean a bunch of mods thrown together while throwing balance and narrative cohesion out the window xD
was gonna ask what that meant
<@&942093958551588904> Boat Night!
Can't do today, sorry
<@&942093958551588904> I missed boat night, can anyone boats now?
I can do a game or two
minor thing I missed with the last update: there's symbols on the deploy cones now!
ooh that's sweet
thats so handy
Oh boy new balance patch
Know what this means
"All my builds are now broken and have to re do them"
…yay

Edit: nvm it’s just the liners that got messed up
Liners and SDM-2, and also CLN
And cln get nerfed so hard that they are in even worse place then late 2024, during which cln are considered as throw
You know I'd have expected these nerfs to be relatively mild for once, what deep sixed it so hard?
Only big hit was the rocket submunition cost increase, and the pike illuminator cone.
It's a lot more vulnerable now too, but usually getting hit at all was a loss condition for the CLN on the first place in my experience
my general sentiment is "I will care about CLN players complaining about CMD/SAH bombtainer pike CLN nerfs and the infinite shortstop magdepth only when I somehow forget that having a good CLN meant AN lost the game"
Shortstop magdepth?
sact/act r2 containers, aka "the thing that ruined capwar for literal months"
Ah, I forgot rockets also got more expensive
time for my favourite ship to spend another two years unusable, I suppose
not that that's a huge deal for me anymore considering I play far fewer games than I used to
it's the way missile ships are, I've become convinced, and thus carriers because carriers are missile ships wearing a halloween mask
complete skill differential engines
lys has to crush the ceiling because if she doesn't games become a test of How's Your Cruise Player over anything else
which doesn't help the floor in two respects, both that the minimum investment for competent missile play is a learning cliff in the editor and that, as the saying goes, the smartest bears have significant overlap with the average person trying to softkill
Megadeath, cln survivalbility, and the fact that ans double cve build can give frontline 12 planes to escort since cvln also dead.
Makes cln mostly a casual hull
eh, ans double cve still loses to cln
what are they going to do, spend five minutes prepping an escorted bomber flight and driving around the whole map with zero radar coverage while the CLN can be sending out fishing salvos by minute 1?
carriers are worse cruise missile ships
Ans need more than two ppl skill issued to lose to cln now. To me double cve having some sensor coverage issue is fine. Other wise they are a bit op
I got 48 fighters to kill all the containers instead
<@&942093958551588904> What's our player count looking like this boat night?
have you even tried playing it? ive seen multiple people run stack v stack games with them post nerf with 70k+ damage numbers
I haven't really had neb time lately, so I'd be very happy to find otherwise, I was just unusually grumpy that night and there has been a theme of the CLN bouncing between being cracked and being totally useless for extended periods
Well people elsewhere still complain about it being good
And I don't mean like randoms blues/silvers
I'm close...
damn
Goddamn, that looks good.
chat
I'm going to make a control scheme for this game on steam deck
sounds insane but it's the only way I'll actually be present for boat nights
Honestly Neb is probably one of the most playable RTS out there for the Steam Deck
Before carriers I think it wouldn't have even been a significant disadvantage
(Carriers have unfortunately increased the importance of mechanical reaction time, while before a few seconds delay mattered a lot less than tactics and positioning)
<@&942093958551588904> anyone want to play some pub games?
I could in... 2 hours maybe
We’ll be on shortly
tanto did more damage than beam battleship
All good lol
So, we had some creatures on our team. "They aren't all defensive"
oh is this the idiot who was crowing about how good they were as my ocellos shut out his entire 3k fleet a while back
Just a blue who didn't realise frag doesn't hurt ships
Tbf I don't think it counts as surrender Vaux if all you brought were amms
That's a picket Vaux
Hey guys! I finally had a massive brain blast with Blake's RWBY BB! The carrier update finally made something click and I'm really really excited to try this! No longer do I have to try and mess with Blankets and/or Prowlers on a BB xD
Fleet 'Blake Belladonna {BB}' is composed of 1 ship which costs 3000 points:
Blake Belladonna : 'Solomon' class Battleship [Beam Gun PD EWar Missile Sensor]
```This fleet uses 4 different missile types:
```yaml
SDM-1-1 Cold Snap : $MISSILEGUIDANCE_MODE_DIRECT - $MISSILESEEKER_MODE_COMMAND_ABBREV - $MISSILEWARHEAD_SHORT_BLASTFRAG [9pts]
SDM-2-2 'Ice Spear' ACM : $MISSILEGUIDANCE_MODE_DIRECT - $MISSILESEEKER_MODE_COMMAND_ABBREV/$MISSILESEEKER_MODE_PASSIVE_ABBREV(WAKE) - $MISSILEWARHEAD_SHORT_BLASTFRAG [8pts]
SGM-113 Aero : $MISSILEGUIDANCE_MODE_DIRECT - $MISSILESEEKER_MODE_ACTIVE_ABBREV(RADAR) - $MISSILEWARHEAD_SHORT_BLASTFRAG [2pts]
SGM-231 SILVER WAVE : $MISSILEGUIDANCE_MODE_DIRECT - $MISSILESEEKER_MODE_ARAD_PULSED_ABBREV(RADAR)/$MISSILESEEKER_MODE_ACTIVE_ABBREV(RADAR) - $MISSILEWARHEAD_SHORT_HEIMPACT [8pts]
I'm really proud of this and wanted to share lol
Beam BB's make amazing Battlecarriers I think!
Since unlike 450, even a single Beam Turret can do the job xD
This one has two ^^
Both types of planes have HICO chaff btw, couldn't get that in the screenshots lol
Does it just kill shuttles?
atm I don't think it can kill MMTs, which is a bit problematic but such is the life of strike tantos
Ooh.
[Reply to:](#1164000873031151637 message) Beam BB's make amazing Battlecarriers I think!
We should play more wild Nebneb.
Yeah it's basically just to kill Shuttles and maybe poke at other stuff. The S2's can also take down radar tugs and the like
The idea of a dual-beem battlecarrier er, gave us an idea.
Namely, what if we did this with the Starshield battleship, which has 4 spinal slots per side?
..Wait, at that point we may as well try to do it on a liner. Battlecarrier liner? ><
yeah, backpack craft liners used to be popular
I still run backpack craft on mine
that said, you very much aren't a real carrier and your complement is restricted to killing Sprinters
Ah, no bombers, just CAP?
you can never fit bombers on anything other than a purpose-built carrier
nodnod.
I mostly use my liner backpack craft for scouting and CAP
I swapped back onto them after I saw one too many carrier players running unescorted bombers
They do not yet understand my power and secrets 😔
There is also the simple joy of sending a pike to go kill an isolated sewac
I am enjoying the torpedo MN with radar skiff jammed into a spare slot
solid capwar asset
they get a lot more done than dedicated heavy mining craft
A few sensor craft just make cap fleets happy. If you haven't tried it yet try mixing in a single wake skiff. Just getting that early detection of when the enemy is crossing certain angles is a ton of actionable intel
Yeah, I don't think 4 Pikes is enough Pikes to warrant losing the missiles.
I tend not to have the brain cells to manually triangulate things while running 9-10 ship capwar, so I usually play radar skiffs there
they still die a lot, but I get a lot more out of them
Hm, twin 35mm for like a heavy fighter sort of deal, or an advanced internal radar?
Or even a wake sensor.
Generally if you are bringing skiffs as OSP it's for the Adv radar
I'm a sicko who likes the wake sensor
I was about to ask "Can they not hunt bombers?". We have 100mm.
6 of them. Per ship. Bombers are not an issue.
Bombers are definitely an issue through 6xT20s
That's why my frontline liner groups bring 4 barracudas, specifically to kill bombers/torps
So what can the Barracudas do that the Skiffs can't at this?
Ohhhh.
Sorry, we're used to the idea of like, long-distance interception where the Halberds have that extra range but no, detection range is the limit, not aircraft range.
..Well really we just want heavy fighters.
Nothing is stopping you. They'll probably do a decent job with the double turrets and some S1s
Craft are in a really weird space for me, because they have so many variables that determining a "best" choice for anything is a challenge
I've been running bare minimum cudas as my CAP wing to pretty good results, but at yesterday's boat night Pyrope pointed out that articulated nozzles would drastically improve their performance as pd. Something I hadn't even thought to test
Detection range >>>>>>>>> any other possible purpose
you will not see, choose to attack, and then reach claymores with fat bumblebee skiffs before they launch
bombers used to die instantly the moment a single fighter got on top of them with a 20mm gun, but this made them quite bad
they are now much harder to kill, to the point a fairly common tactic is launching a two-stage missile with a truly colossal frag warhead on the top at them because it can sometimes take out several at once
yeah, sdm-2s are now far better at killing bombers due to a largely unannounced balance change
I admit I sometimes miss the older fighter interception because bouncing bombers with catapult fighters has amazing vibes
but I also play so little carrier these days that I have no idea how many gunfights even happen
I am cap player, either the planes kill me or they don't
tiny 120pt shuttle does not have the budget to care
I... can't remember the last time I've seen an actual carrier on carrier engagement
far more common is the "one side has a carrier, the other doesn't" blowout entirely dependent on softkill ability
the CMD/Wake MLS-3 monitors have replaced the journeyman slot in my fleets, they seem to get more done
and nobody expects the surprise torpedo brick
I need to get more softkill practice in myself, I'm very rusty
I do bring four barebones fighters on my 4tc spy BB, however, which ended up being used to great effect to completely disassemble a distributed skiff-based sensor network the other day
seems to be the pattern, albeit with cruise S2 MNs instead
jman has fallen very much out of favor (which makes my habit of using unescorted bombers even less punished) other than an incredibly stupid capfleet strat
which... doesn't use them as carriers at all
current jman plans are for one radar skiff per ship, although I could theoretically fit some fighters in if I actually cared
in practice I think that might be more money than it's usually worth because even unescorted bombers might not be meaningfully stopped by one 20mm plane
one no, around four yes
after one particularly memorably bad experience where I got hard countered by a gold jman cap player after we had an argument about how good standoff stealth S2s really were, after I wiped their team in a previous match (they were arguing it was situational and relied on the enemy team not anticipating it/not having their own carrier, I argued otherwise)
(we had no sensor ships or capfleet on my team so lmao)
Ah, the AIR-2 Genie method.
[Reply to:](#1164000873031151637 message) they are now much harder to kill, to the point a fairly common tactic is launching a two-stage missi…
pretty much, except shiplaunched
And non-nuclear.
I feel all my capfleet play has been so return to monke lately
I used to have all these beautiful Jman sensor net integrations and so forth, now I just take three MMTs, an EWR and a pile of undifferentiated shuttles and torps like it's early 2024 and if they get airstruck they get airstruck
..That could actually be a method, using a bomber-mounted SDM and keeping it floating around.
Well, not a bomber, but still.
well, yeah, that's just taking some SDM-2 Tantos and having them hover around waiting for targets
might be more efficient now due to the previously mentioned buff
feels like the difference of not playing in lobbies filled with 99% golds and constantly in voice comms, tbh
Alas, you would need Claymores. Or Barracudas.
I.. Forgot they had an internal bay.
Given how many stacked golds I've seen bring 4xbeamstone, 6xgun sprinter as a cap fleet recently I'm not convinced that it's just stack vs not
Simply brute forcing your way through opfor's anti-light assets seems to be in vogue
nah, I mean "if you just return to monke you'll be fine because it's pubs"
if the enemy team is goldstacking you'll lose anyway and there's really nothing you can possibly do about it
capfleets are in an odd spot, I think
and if it's the alternative mix of random silvers and blues, the other variables in play will have much greater affect than your precise sensor net quality
my old tourney team is reforming so I'm going to have to spend a week on intensive retraining
I can still fly a ship but I don't have the old meta instincts
might be time to relearn CLs, I never got around to it before I stopped playing for a few months
Mink, as usual, has some black magic he'd like to share with the rest of us
Gold stacking isn't unbeatable as long as you have a few decent players. Certainly not a favoured situation but I've definitely done it before
My experience is, admittedly, somewhat colored by spending three hours of my night trying to carry random pub teams against an OSP goldstack and winning one (1) game, which is what made me uninstall again.
Highlights including the Axford frontline that just charged directly into the entire enemy team and was dead by minute five (this happened twice, actually) and the S2H Axford which was all ACT missiles.
I suspect your problem here was not the goldstack
Honestly? Debatable
I've seen the "yeah just charge directly at them" be fine in games against blues because they have no clue how to focus fire, and the S2H creature could've been compensated for if the enemy fucked up by not having a competent capfleet or a capfleet at all so we could've won on points
which is probably exactly what happened for those players in previous games to inculcate these bad strategies and choices
neb has such huge skill variance that bad players can still win games perfectly fine using bad strategies as long as they're against other bad players; playing good players on coordinated teams is such an uphill slog at least in part because the bad players don't know the strategies they're using are bad, and then you lost in fleet select and sometimes don't even know it until you wonder why was my missile player so dogshit and look at the AAR missile screen
if you luck into good players, of course you can win versus the goldstack with good play and luck, but that's hardly the usual pubs vs. goldstack experience
<@&942093958551588904> anyone want to play approximately 1-3 games?
(approximately that many games because this is my current rank %):
Neb also has a sufficiently large pile of tacit knowledge that you can genuinely go find someone who has been an old master retired in the hills for the last year, get them back into the game in a day and watch them walk most pubs, but admittedly a lot of that is just "did you spend any decent length of time playing vaguely sweatily"
many blues have also gone through the hyperbolic stack v stack time chamber
If you end up needing a fourth I'll reinstall real quick, I can probably squeeze a few in tonight for a momentous occasion like a promotion game
I don't have time to play, but I'll definitely spectate if you go for it today
Congrats!
nice
Congratulations on becoming a rad admiral!
Blake did well on her first test run
and against a team that had a pair of golds no less!
I updated her slightly prior to this ^^
Fleet 'Blake Belladonna {BB}' is composed of 1 ship which costs 3000 points:
Blake Belladonna : 'Solomon' class Battleship [Beam Gun PD EWar Missile Sensor]
```This fleet uses 4 different missile types:
```yaml
SDM-1-1 'Cold Snap' ACM-F : $MISSILEGUIDANCE_MODE_DIRECT - $MISSILESEEKER_MODE_COMMAND_ABBREV - $MISSILEWARHEAD_SHORT_BLASTFRAG [9pts]
SDM-2-2 'Ice Spear' ACM : $MISSILEGUIDANCE_MODE_DIRECT - $MISSILESEEKER_MODE_COMMAND_ABBREV/$MISSILESEEKER_MODE_PASSIVE_ABBREV(WAKE) - $MISSILEWARHEAD_SHORT_BLASTFRAG [8pts]
SGM-113 Aero : $MISSILEGUIDANCE_MODE_DIRECT - $MISSILESEEKER_MODE_ACTIVE_ABBREV(RADAR) - $MISSILEWARHEAD_SHORT_BLASTFRAG [2pts]
SGM-219 DARK RIBBON : $MISSILEGUIDANCE_MODE_DIRECT - $MISSILESEEKER_MODE_PASSIVE_ABBREV(EO)/$MISSILESEEKER_MODE_ARAD_PULSED_ABBREV(RADAR) - $MISSILEWARHEAD_SHORT_HEIMPACT [13pts]
Thanks, in a Beam BB you gotta stalk and then pounce like a cat xD
ooo
out of curiosity whats the character logic feeding the beam-battlecarrier as the representation of blake 👀
All the Tantos have stealth coating cuz Blake is a ninja, and while Beam BB's are close range this one has surprising reach with its Tanto-fired S2's incidentally named Dark Ribbon.
Blake is general close range fighter well, but can extend her reach in a pinch with her ribbons
ooooooooo
Plus Blake has a pistol as her weapon's ranged form and I felt Mk62's were a good representation of that.
Cat's eyes also tend to glow in the dark just like the two beams this BB has ^^
Also, this makes Blake a Beam BB like Yang as well xD

Thanks Gamma ❤️
truthnuke
they r lesbians your honor...
fuckin, finally got my neb working on the new linux install
go go gadget [makes a new livery for her current hyperfixation]
Fun ^^
I can't help but see this as bisexual lighting Vaux




