#Nebulous: Fleet Command
1 messages · Page 34 of 1
Depending on when you last played, the biggest change is probably that sometimes we fly planes at bad guys instead
If it's been a really long time, it might be that sometimes you or the bad guys aren't playing as ANS
I last played once planes were added
Settra has sat in dry-dock and I have not touched her for at least 4 months
it is likely, maybe even probable, that someone has forced her to pay taxes
Biggest mechanical changes since then would be a balance patch or two. Mostly focused on craft-ship interactions and container liners.
So existing fleets may need some points tweaks (and checks of your mounts for liners)
The June 6th patch added modular craft so any fleets with craft from before then will need to remove their existing craft and replace them with new versions
Also what munitions each craft can carry have been pretty heavily revamped, you'll probably have to rejigger all your loadouts
Biggest balance change is probably that bombs aren't able to hit through basically any PD now
grand, is stacking defenders with stonewalls still a viable strat for defending against missiles and bombers?
Loading up on some softkill is recommended because the extreme end of strikes will beat almost anything you can put in the way.
However the 20mm + flak combo still works wonders against most things
Loading up on some softkill is recommended because the extreme end of strikes will beat almost anything you can put in the way.
However the 20mm + flak combo still works wonders against most things
Btw if anyone wants a fun BB to try, I finally updated all the RWBY Battleships now 
https://drive.google.com/drive/folders/1BrSFTsiUCfHucURR-Z4EhdNXrjimtdUe?usp=sharing
godIlovebattleships
it has zero softkill, not even a cmd ball
Who needs softkill when you have flak
...all the flak is in the pockets, isn't it
Wait nvm it has side and belly flak too
I can appreciate the nose Citadel for tanking, though perhaps you should have your backup CIC slightly further back when you do that
Also running the questionable 3 4TC-Spy but no bullseye combination
Hey, it's 4TC
I could see what they were going for if they had taken a gun on the back, be an invisible artillery BB at 11km
But the hangar confuses me
Yeah, but why did they go with the solution that loses them 3/11ths of their firepower instead of pocket VLS-2s ;_;
points
Honestly a pretty understandable design (even if the quad-prowler BB is... dubious) outside of that
They had enough points for at least a Raines in addition to the BB
... Huh. Wild.
<@&942093958551588904> Anyone for some games early today? I won't be around in an hour when usual boat night starts.
I can be on shortly
me too
Why must you tempt me xD I was actually gonna get a nap before DnD today lol
Fleet 'Cap gaming - vaux 20250803' is composed of 9 ships that cost 3000 points:
Amethyst Absolver : 'Vauxhall' class Light Cruiser [Gun PD]
Lavender Lollygagger : 'Sprinter' class Corvette [Gun EWar]
Rusty Razor : 'Sprinter' class Corvette [Missile Gun PD]
Cyanosed Clapback : 'Sprinter' class Corvette [Missile Gun PD]
Grey Goose : 'Sprinter' class Corvette [PD Gun]
Determined Diamond : 'Sprinter' class Corvette [PD Gun]
Emerald Eye : 'Sprinter' class Corvette [Gun Sensor PD]
Ochre Objective Occupier : 'Sprinter' class Corvette [Gun PD]
Azure Adventurer : 'Sprinter' class Corvette [Gun PD]
```This fleet uses 2 different missile types:
```yaml
SGM-101 Ceremonial Arming Missile : $MISSILEGUIDANCE_MODE_DIRECT - $MISSILESEEKER_MODE_PASSIVE_ABBREV(WAKE) - $MISSILEWARHEAD_SHORT_HEIMPACT [1pts]
SGT-329 Face Melter : $MISSILEGUIDANCE_MODE_DIRECT - $MISSILESEEKER_MODE_ACTIVE_ABBREV(RADAR)/[$MISSILESEEKER_MODE_COMMAND_ABBREV] - $MISSILEWARHEAD_SHORT_HEIMPACT [12pts]
Hazel reorders things but the torpvettes are each paired with a 2xMK61 vette
I am happy to report that all of nebulous seems to function correctly on steam deck, some missing keybinds aside
nice, how playable is it?
hard to say without the time to get used to it, but stuff like 3D commands doesn't feel worse than using a mouse
Well that's a good sign
<@&942093958551588904> Fluffy and I are around early, so early boat night ping!
07
I will be on in an hour or so
I would but my boats are terrrible xp
Device Located
Join us anyway!
Boat
hello other nebvember tournament watchers
very curious how much of a disaster this is, keep me updated
Game 1: ANS (TF Redwood, the cap fleet, 2 CL, Gun BB) wins on points
OSP (2x 450 LN, 2x 250 LN 1 Ruttle 4 Guttle 1 Cruttle, CLN, MN Ball)
ANS lost 8 sprinters, a CL, a rail DD, and had 2 beam destroyers, a CL, and the BB mission killed
Funniest disaster of the tournament: apparently the brits cannot hear anyone on the event stage except other brits*
*I think that's the correct name for the islands up there/whatever region discord is shuttling it through
And now there are like 40 people in neb's general voice chat
ah, I suppose we'll have to wait longer to see the horseshit I was getting deployed against me by the hypergoldstack today
Game 2: 4 sprinter swarms
yep, here it is
ANS sprinter balls win game 2
OH YEAH GAME 3 TIME FOR 3 CVLN
you know I did kind of think I would get to play in this tournament
Are you in one of the teams?
I am in MIAB but am not playing because it's 4am right now and I spent all week doing exams rather than practicing
at least if we die to abysmal cheese from worse players I get to cross this off my to-do list
going to go make a celebratory old fashioned
I was morale support
I fight next time
we have some less cheesy tech of our own in the vaults
I'm hoping to see at least one Galefrig blob
Genuinely think it's a phenomenal option in this meta, nobody has the hardkill for it rn and craft defenses/softkill do nothing against it
And it can bring unlimited SDMs
yep, that's the one that got played against me today!
I got to see both variants of the 9k of carriers!
good to see people aren't waiting with the cheese until semifinals or whatever, if it's right up front and shows up in every match hopefully it'll be obvious what needs to be fixed
Mostly this match showed Taisty's torpedo configurations need to be fixed
Though with proper torps IDK how much better it'd've done, just diverting that much bomber to fight the CLs was a huge momentum loss
So IMO OSP needs to kill not just one but two CLs there to be worth it
Esp b/c killing just one doesn't save Taisty's carrier
Huh, zero Ocellos in the first tourney match, I think
Curious to see if that'll remain the case
Where can I watch these matches and what time are they at?
They were being streamed on the Neb discord and on Twitch
This is all the round one pairings
The twitch casters were NekoboyBlue and ScapeGT so they should have VODs up, and I think WzSnipes is putting his recording up on YT at some point
Huh, apparently Last Salvo was removed in the most recent balance patch
Huh. Must have got dropped in the doctrine reworks
Why would you bring them when you can bring more LNs than the enemy has hybrids?
If you want to vaguepost about LN prices can you go do it in balcon?
Nothing vague about it (or balcon-related, it's not like I'm proposing some kind of solution)
Ocellos are OSP's solution to long-ranged sensors and hybrid defense; good team comms with correlated LRT, the sheer bulk of massed LN hulls, and the reduction in play of hybrids in an anti-heavy-tonnage role in favor of unguided-spam carriers (taking the return of spamto as "unguided" for all intents and purposes) mean that the Ocello's role is vastly reduced in efficacy or otherwise made outmoded, so I would expect to see very few of them this tournament
So too is the Ocello useful in an anti-jamming role with floodlights, but the prevalence of carrier-based offset sensors, the aforementioned LRT at >10km range, and the lack of (offensive) jamming in the best current AN fleet compositions also obviates that role too
<@&942093958551588904> Alright it's a little early but, who's up and around for some Boat Night?
I'll be around if/when we put the four together, aye
I'm away from the nebulous machine for a few weeks
That's fair, sorry for being a bit snappish, just seen a lot of complaints about LN costs recently, and while they're justified that doesn't make it any less tiresome to see what looked like a 20th one this week :p
nah lmao you're fine
Are Spamtos still using SAH? Because I could see a role for Ocellos in using Floodlights as dual-purpose antijam and broad-spectrum team self-illum
I think they are? When they got used against me self-illum didn't work, though (I was in dualcello at the time)
mostly because they're wings of 12 fired from 1.5km or something
the auroras actually work quite well against them because of the fratricide nerf, if the auroras aren't burnt out yet, but in turn CBUspam just wrecks ocellos with zero recourse
broad spectrum illum for your SAH cuda spam from the ocello-mounted hangars...
real..
looks like game 1 is started, ping me for 2
AIUI if you're doing spamto, you do SAH b/c it's the only cost-effective option
"Do people still do Spamto?" is another question (yes but it's not popular)
You gonna be streaming it cus I'd like to watch
Currently streaming
Idk where are yall in a vc?
You need the role to see the channels, so I gave it to you
Oh tbanks
@glad aurora gearing up for g2
😄
If you've got any followup questions/comments Palolike/Laura feel free to ask!
I goofed x.x
goofball
owie lol
I got rocketed
You also carried us quite handily, thank you Fluffy
I didnt see that the Gun BB had me on track and was prefiring as I came around the corner drive first
At the end there
oof
Was that Gun BB also a cap fleet?
nope
ah kk
that was Lark's
Gotcha
Fluffy was the cap fleet that got rocketed
I cant believe all that 450 didnt do anything to you Lark 😩
Yeah I pretty much just traded for the R2 carrier but got to cap some points
And apparently destroy some random shuttle because my seeker cones just missed the rock hugging moorline
lol yeah
weapon view needs to come back so that you can get in cockpit view from your fighters
How damaged was the Gun BB at the end?
Basically fine
Thanks I kinda zoned out a lot tho so I didn't really watch much
Spaceships are cool is all I know
That and trying to take inspiration for my own spaceships in space engineers.
BB didn't, I was aggressively pushing up the sundial because I assumed Hunter was mostly out of juice to intercept it
I only got track at the last second, but had been poking the MNs, and you popped out pretty much between us
Yeah, makes sense lol
popping in to say: 5 girls 1 grungler is an excellent team name
@fresh storm I have recently found out that you are not the first/only player to play Neb via steam deck
is that how Falke-Tethys is explaining these missile strikes
in case we run into the 10% tidi bug, according to Lys (martyr of kharak)
but I think this means time-scale 10 multiplayer games are theoretically possible
for meme games
....just caught up on the tourney vods, I am so glad that someone brought ||40 ruttles|| and made a real game of it
it is disgusting cheese but it was a fun game to watch
I wonder if we'll see any seriously CL-heavy comps in an attempt to screen against mass ruttle and mass carrier
<@&942093958551588904> anyone for some mid-week neb?
I'll hopefully be around for it tomorrow, but won't be home for a long while today
Wanna play a game?
Little boop
I finally joined this server. After not being able to login to my old one after my phone dying.
hi and welcome!
Welcome back!
welcome back!
Welcome back!
how dare
oh hey, I forgot it was Saturday
happy saturday
ooh, boat night?
Buns!
Interesting damage on this sensor buoy after an unfortunate training ground incident
Structure broken, rotated, and otherwise entirely unharmed despite 0 DC
(Thruster damage doesn't count, because no drives)
Watching this tournament has made me want to join the next one
Any ship can bow tank as long as it believes!
The power of friendship ablative thrusters
Boy oh boy I come back to the game and find out I’m outdated
I never figured out how to play the new faction, and now we got strikecraft
Welcome back
Welcome back! OSP is a lot of fun! Craft are... interesting, and still quite in flux.
the road to vice admiral is gonna be a hell of a time
I am present, just on a call with my folks for a minute
do we want to go pile into ERI 7
I'm extremely confused what they are
Chaff just started emitting them if I'm zoomed in on it in tac view
It's the same as the trails ships leave in tac view so I think somehow the chaff counts as moving?
incredibly cursed idea for the double sunjourneys:
I can make 1 that's the forward actual carrier, and a second journeyman that lags behind and is basically extra storage for the second
very excited to micro four times as hard for 10% more effectiveness
Extra storage, as in doesn't have any craft but does have ammo for them to resupply with?
it can carry craft too
but it's not carrying any weapons, nor any buffing modules
it's cutting out the middleman of my usual "well I've lost about 55 of each journeyman but in different ways"
kind of
it's not built to be fast
Can you launch craft from one carrier and land them on another?
yep
I think I get the idea but it's also extremely funny that your solution to problems with your weird frontline journeyman fleet is to add a standard journeyman to it
The journeyman can take 2 sundrives!
it can go 50m/s!
I should use that!
everyone else is wrong
The Ocello can take 3! ...I may regret mentioning this...
short strike from odd angles is the way!
tbh I think a lot of the reason nobody uses that is it's a pain to constantly swap from flank to flight quarters
and this is why Jman should get +100% flight quarters speed as a hull bonus
It would be a really fun way of making it unique
shrimply torpcello sunsunwhip, never move your nose anywhere again
Thankfully the jman has a surprising amount of LT so it's pretty good at slowing down
Boop, since the thread got hidden
I don’t think just reposting nebcord complaining about the game is really the vibe
“Balcon succ” is a known factor
<@&942093958551588904> next game
No Neb for me today I'm afraid. Have good games!
hmmm
looks like Lark and Perijove are hopping off, but I'm still around
Game?
I have been pulled away to nightreign with another group of friends
Unfortunate end to the tournament
I completely missed it, what happened?
It didn't, one of the teams forfeited
Forfeited because they were down three of their six players, FYI
Two of their non-subs were busy this whole weekend, and then one player had a severe migraine and had to drop out last minute
well, the migraine is understandable, but did they just never think they'd make finals or something
last tournament I scheduled over finals because it was obvious I was never getting near an elimination game, but these guys knew they had a chance
Well all 8 teams are competing this weekend b/c it's either Swiss system or something similar
Yeah, unfortunate, but it seems like there's still some matches tomorrow at least
It's been fun to watch
Hunter should have played Mine CLN in their last game
why are people playing mineshit lately
I've asked ingame and the answers I get are usually "it's fun" or no answer at all, and their team loses every single time
Hunter started doing it themself to disprove the idea that mines are fun, and then accidentally had fun instead
And then when one of the most well-known and active players is playing something every game, you get copycats
I still think sprint traps were never actually bad
it's not sprint traps, it's 3k of just mines
they are perhaps slightly below par for the cost considering they are ludicrously chaffable but they still work
predictably the team playing 9k vs. 12k auto-loses
and yeah, the 3k mine spam device is one of those pub utility monsters
team loses but you get schadenfreude
Sometimes more than 3k of mines
Some games this week are like double mine CLN plus some wacky Mine Device fleet that can get on cap points spew out mines
-# I also might have encouraged them a little bit by saying I had fun in one of the mine matches.
They won that game too.
I guess that's the inevitable outcome of the game becoming "OSP brings 9k of frontline -> OSP wins (unless AN brought 2-4x CBU levy, in which case AN wins)"
(that is, people are bringing Whatever because they're tired of seeing the same matches over and over)
Oh, I'd somehow confused myself into thinking it was the very last match, still unfortunate but less so
But don't you know mines are super oppressive game-ruining devices that should be removed IMMEDIATELY.
Apparently poor Taisty had set up their exp to level up after the tournament game that didn't end up happening, rip
well, I have officially earned temporary eternal shame for forgetting to load ammo into the railcello for my tourney game
Didn't you already solve this exact problem
a funny end to the world's most scuffed tourney
I swear I remember you doing exactly this once before
I would not be surprised
was that yukon game the last match?
yeah that was my next question
is "if that's the last game what's this current game"
I read that as "was it the yukon game that was played most recently" for a second
no, that was game 1 of set
shame, if we'd had a railcello I think we could have done numbers
yeah
I was actually quite proud of my liner control in the match itself
My "Oh nooooo" when Scape moused over the mag was audible
I liked the attempted bluff of it as a torpcello
Mostly I'm glad minespam went as well as expected
yeah
an honourable loss apart from the railcello
honestly that was such a scuffed tourney I was past worrying about our placement by the time of today's matches
how scuffed is scuffed
tons of skew lists and all-ins, finals didn't even play because one team couldn't get 4 players together, etc.
"do funny coordinated stuff and maybe win" is admittedly better than every match being stomped by the same precision comps
aren't the all-ins just the good comps? genuine question
eh, they're more coinflips
I think rocket shuttles may be a bit overtuned considering that ANS is heavily incentivised against running actually good cappers to contest them with
otherwise, things seem mostly reasonable
Craft still seem problematic, but yeah, otherwise the only thing that really stood out to me as a spectator were the rocket shuttles
It was funny seeing how Beamstones became less skeletal over the course of the tournament, after a few too many punishes on the completely naked ones
For the ruttles I think my main point of concern was how easily they were able to break PD on CLs, their ostensible counter, but part of that is definitely the heavy-softkill meta
That one match on Caltrop where ANS correctly predicted mass carrier and went all-in on anticraft was excellent
The S2cellos as an answer to "oops all softkill" was fun as well
I still actually like the totally skeletal beamstones but they really are gambling
It's nice that they're an option but also absolutely a risk
Helps avoid a Beamstone monoculture, which would be highly vulnerable to diseases
Was that trough just saturation launches or bringing a lyrebird to act as a ship baised SSJ?
[Reply to:](#1164000873031151637 message) For the ruttles I think my main point of concern was how easily they were able to break PD on CLs, t…
Generally just saturation I believe
In some of the last few matches there were squads of 3 shuttles with a Lyrebird hunting CLs, but I'm more talking about earlier in the tourney where there were quite a few instances of a single double-R18 shuttle jumping a lone CL with 2xRebounds and effectively removing the CL
Oh wow that's a bit of a surprise. like we could see that shaking out whit like defenders. but with flack
@wary flame around to voice chat?
<@&942093958551588904> anyone up for some technically-mid-week games?
I could be
ditto, albeit I'm currently slowly grinding through the last of this massive plate of curry
We're in ERI 6
Movie event starting sooner than expected, will finish the match but have to switch VCs
I believe in the MD MN
Awesome! Well done ^^
<@&942093958551588904> Boat Night!
<@&942093958551588904> https://youtu.be/05rc5j9QxAA
This devlog contains a summary of the last few months of work including the completed whitebox phase of the campaign's first act, graphical overhaul for ships, campaign debugging tools, replenishment ships, and the estimated release schedule.
Play on Steam: https://store.steampowered.com/app/887570/NEBULOUS_Fleet_Command/
Public Roadmap: https:...
Pog??
Ooooh
<@&942093958551588904> Boat Morning!
ah heck you beat me to it
the vauxhall evade setting sending my lead directly into the rock I was trying to hide behind got me fucked up in the club
I was wondering why it stopped, went out of tacmap, and went wait. Wait. Oh no
Upside of random walk: harder to hit
Downside of random walk: random walk
huhhhh neat. I'm still overall disappointed in the direction of the game honestly, but this is really neat in its own regard. Something which is neither a roguelike nor a surival game one can play with friends? very neat
I'm cautiously optimistic about the idea of custom campaigns
And it being coop is delightful
Yeah it has a ton of potential for sure, especially with the mechanical depth there seems to be on top of the normal skirmish stuff
It does just suck a little to see skirmish wallow, as someone who was 100% sold on neb by the skirmish mode
Yeah...

damn shame my mic setup sucks as much as it does, they'll definitely have pros going for this
I'm gonna throw my hat into the ring
Everyone tells me I have a nice voice, so you know what screw it lets goooooo
Good luck! But also it'll be super weird to hear people I know in the game, lol
I did pass this along to my sibling, who's been wanting to do voice acting, so if they get in that'll be a similar weirdness.
Fortunately that has made Christmas 1 present easier for me.
Definitely going to be poking at HEKP S2H, they might finally be worth the cost
I guess surrender CL may be back, and a good thing too because this is the Patch of Carriers Aren't Real Ever
Thank goodness for 100mm flak being gone TBH
I am baffled at this change:
Increased base inaccuracy of R-1 rocket pods to 3 degrees (was 0.1).
Especially without a cost buff for them
...wait, the Remise isn't noted as being frag only, is S1 spam going to be the new flavour of the day?
I think that's just for consistency with the unguided munition nerf across the board
Because the pods are technically a gun
indeed it is
completely inexplicable considering R1s are widely agreed to be utter garbage after the repeated nerfs they've taken though
oh, CBU-40 wasn't nerfed along with its fix so we can look forward to finding out whether infinite SDM spam works against the return of four CBU-40 levies
I suppose that's a carrier archetype that survived
no nerfs on rocket CLN, no magdepth nerfs to CLN either
Not being able to force them into evade is a pretty big buff to bombers, no?
for long-range stealth standoff bombers, yes (my favorite archetype, just one that auto-loses to softkill)
Obviously the maneuver nerf is a huge hit to all strikecraft
In that hopefully now ship-based weaponry other than 250 RPF interacts with them to any degree
significantly reduced maneuver + SDM spam + continued SDM one-shots on bombers will just mean that you'll get a shot off, theoretically, and then immediately die
- highco nerfs
Okay, the Remise is locked to Frag/EL Frag, it's just not noted
And direct only, which makes sense since you can't use cruise from craft
reduced decoytainer range is quite fortunate, and likely thrown in at the last minute due to the horseshit from the day before yesterday
but thank god for it
easy nerf where we'll see if it makes it less abusive
Yeah, so thankful for it. If that wasn't added I was going to have to start campaigning for them getting booted from bank launchers
You can make a CMD Remise that kills fighters for 2 points, takes three of them to pop a bomber though
yeah, remise is a meme missile for people who still care about top gun
Depends how they do as AMMs
You can get an AMM/anticraft one for 1 point with ACT/WAKE
fighters need to be relevant before using them to kill other planes is relevant, and the use case for them just got nerfed into the ground (deservedly, in the case of R2 cudas)
If you can get a cheap remise that shoots down SDM2s then I think you are onto something
I actually think they're pretty phenomenal as a missile defense backpack on Liners now
Oh?
They were already good, but cheap AMMs brings them up again
Need to test how the burst guns do of course
1 point for an AMM that kills anything but torps or hardened skin S3H and can also punch bombers en masse is pretty efficient
Guns don't work for PD unless you're AN anyway
Burst 20mm off cudas
This is true, you just suffer the cost of having to deal with bringing craft etc in the first place
No disagreement there lol
in general I'm looking very suspiciously at carriers this patch compared to "unnerfed rocket CLN" and "S2H spam but ~200pts cheaper" unless it's the similarly unnerfed and also fantastic "just spam CBU-40s lmao"
Makes SSJ much less reliable
Really? Guess I haven't looked at numbers in a while
That's just the default centerpoint on the missile triangle, didn't bother moving it
This is patch 1 of a PTB cycle. Those seem like easy things to tune in as it goes on. "Test the unchanged good things" is exactly what people are good at in ptb
HoJ bumps it up to 2 points though unless you bring the damage down to 56, which misses the S3H breakpoint
So if you're aiming at SSJ hybrids you have to gamble on wake bringing it close enough
Ooh, nice, the CMD S2H I've been running on my spotter/bomber Raines now only costs 11 points instead of 12
And only 17 points if I swap for HEKP
CBU-40spam is not easy to nerf, considering it's remained exactly the same since, what
Fratricide bomb change? Maybe?
R2 CLN is theoretically easy to nerf but CLN is never easy to nerf because the Neb community plays two different games, one where it's garbage and the other where it free farms its way to 70-100k
god knows if there was an easy fix to missile fleets which could account for how vast the missile-related skill cliff is, it'd be implemented already
Will be interesting to see how effective the new 250mm Flak is
Hopefully they let it be reasonably good, given it's stuck to casemates (and Ocellos)
hopefully will mandate approaching LNs from off angles, which'll be definitely interesting
...er, I assume it's stuck to casemates at least. Let me double check it's OSP-only
Okay yeah it is
The open question for me is if it goes into a MK65 on the Ocello
Because that wasn't called out as getting timed ammo
Oh, good point, let me check
It's not listed under "For Current Mounts/Spacecraft Only", but you can add it to the mag. To the testing range!
Nope, not listed under the fireable ammo types in the range
Stats, btw:
Even less damage than 100mm flak had, but presumably the evade maneuver nerf will help it be usable
yeah, most of the time flak just never hit anyone
Hopefully it has a bigger AoE too
that said, casemate-locked and less damage is a bit 
why bring it when you can keep shooting at the axford bearing down on you and massacre the whole load of bombers with SDM-2s
What I really want to complement this is a C1 or C2 dedicated flak gun
Depending on how effective it is it could be interesting bringing some 250mm roof guns on a 450mm liner to roll into position when you see craft
250mm turreted short-barrel mortar would be rather funny
vomits out one (1) 250mm flak shell
return of the drive section C53
Did some testing now that there's some cheap defensive missiles.
Fighter Pylon Order
Tanto S1 Bay Pylon Order
B1, B4, B2, B3, W2, W3, W1, W4
Barracuda Pylon Order
T3, T2, T4, T1, B2, B3, B1, B4
Skiff Pylon Order
E1, E3, E2, E4
Oh nice apparently the starter fleets got updated in PTB
Oh? How?
Oak has softkill
Azurite is a Torpcello
Not sure of the other changes off the top of my head, I'm not very familiar with the starter fleets
jesus that's some serious changes
it used to be explicit that Oak should not have any kind of softkill, iirc
torpcello is funny, I suppose we can look forward to a lot of donations in blue lobbies both to and from it
Some truly cursed stuff with the new Remise missile, if you save and load a fleet with one it gains maximum maximum warhead and engine simultaneously - and not just a graphical glitch, it can fire outside max warhead max range and still one-shot fighters
@quiet quiver would you pin this, please?
...I think this is actually pretty good on cappers?
Eh? It's pretty niche info
someone made a valid point that me requiring this of Oak but not Cobalt was hypocritical
should hopefully also prevent people turning full broadside, assuming it's the standard back-slot pair softkill suite
Oak updated with ADs and Interrupt instead of rear turrets
Birch reworked to more well-rounded 2x LC + FFL fleet
Sycamore reworked to a five-Sprinter missile skirmisher formation
Willow updated to include beam destroyers
Azurite reworked to a torpedo assassin + support fleet
Amethyst / Wulfenite updated for latest (two months ago) craft meta
We did this starter update cycle two months ago but Lys didn't release it due to unrelated gamedev pipeline reasons. The updates are just in PTB now by default, but all the point costs and craft designs are borked because a ton of balance changes have now happened ontop of them. So we'll need to fix it again before this releases
Sprinter bomber starter fleet? Damn.
Makes sense, I assume they'll only get updated for the final points costs when it's ready for main
enough to outsource the bullseye to a prowler lockvette and buy an Actual CMD Jammer thanks to the mount reshuffling. praise be.
Why use flares, when you could launch the same number of missiles?
<@&942093958551588904>
I figure it'd be best to ask a little bit early: do we want to play Main or PTB this upcoming boat night(s)? If PTB probably would be nice if we stick to testing what got changed to give some feedback.
I'm down for either ^^
2 point hekp…
ADs?
common abbreviation for the EA99 'Conure' Active Decoy
Oh right
I forgot they were moved to S2
Can ADs take the place of a chaffbox if you already have a VLS2 or don’t have space for a chaffbox?
It's really expensive (8 for AD vs 1 for chaff) but kind of.
If you don't have space for a chaff box, make space.
WAKE and its derivatives are too prevalent not to.
Oh fair
Hardkill will save me.
Is it time for the return of the aurora device?
<@&942093958551588904> PTB LOBBY UP Who wants some BLOOOOOOOOOOOOD?!
😔
@wicked mirage @mint sinew I'm hopping in voice
turns out, gonna go run an errand anyway
hopefully I'll be around for a game 2 if one happens
I'd like to join but I'm on a boat
Did the lobby get nuked from orbit or did they just ban me from public servers
holy shit
boat night in real
I think it got restarted to increase the player cap to 20
Ah, welp
CBU Everywhere System
Lmao you can get a size 1 SAH HEKP for 1 point. I'm skeptical of how useful it is, given it has to have minimum warhead size (41 penetrator damage, 132 explosion damage), but it's very funny.
You can get 8km range and still have 19cm of armor pen!
we had a wake s1 HEKP desigen that we had some luck with way back befoer it was ANS only. but it dose not take much HEKP into the drive/reacotr stack to cause power manigment problems
added Skiff pylon order because I figured I might as well
Sounds useful for er, A2A.
[Reply to:](#1164000873031151637 message) Lmao you can get a size 1 SAH HEKP for 1 point. I'm skeptical of how useful it is, given it has to…
If it connects.
I think the inaccuracy would make it miss, but worth confirming
because of the seeker inaccuracy you do need CMD with a good track to score direct hits, which can work but is costly at 4pts a shot
<@&942093958551588904> Boats boats boats
slightly late, had a kitchen mishap
Got DnD unfortunately x.x
@wary flame calling out the react on this to try and summon an eighth to this lobby (in jest)
Posting at 3:20 am is diabolical lmao
here to brag about my specialest boy, Tanto PF-440Z Understander
who killed 2 shuttles and 2 bomber flights
What a good boy 
Hell yeah! That's some insane value. You've got the guy from Ace Combat in that Tanto!
died 2025
born 2025
welcome back arbiter flight
Bought nebulous recently but uh I dunno guess I'll figure out how to play with practice. A lot of it is also just me fumbling the buttons cus I forget what button does what again after the tutorial
Like I can do missile strikes with a mix of different missiles but I didn't know I could do that
And I don't know how to do that
Missile strikes are the hardest skill to learn in Nebulous, you can simply avoid using them for a while while you get used to the other controls.
I don't use a lot of hotkeys myself. Mostly move, heading and roll.
I use decoy and lock a bunch
I'm sure as a new player I didn't think it through fully or whatever but I was trying to think of what I'd like to play as n I think I'd wanna just play with a lot of like sprinter corvettes outfitted for electronic warfare and missiles so I can sneak close to people then start jamming them and fire missiles from relatively close by. Also being able to paint a picture of the surroundings to my teammates n escorting them n such. That seemed like a fun idea to me
But then I'd have to like be able to do missiles properly
That is a high skill kind of gameplay. It means understanding what range to stay at for your jammers to be effective
Tho I'm not gonna get into multiplayer yet anyway. I have a friend irl who plays nebulous so he can teach me things
Then I'll try something simple I guess
everyone learns with TF Oak and Cobalt Squadron
simple, teaches you important concepts, less "master these or die"
EWAR sprinters with torps or hybrids can be fun, I think one of the ptb fleets is set up for that. I don't think it's fully necessary to play Oak/Cobalt first, and a small EWAR ship can be a different way to learn positining and map awareness, as you get the radar return warning to know when you're in danger.
I mean best jammer range is basically "as far as possible" since sensor strength increases faster than jammer strength as you get closer, different things just affect what the max "as possible" is
Jammers have a max distance of 12km (blanket) or 10km (bellbird), but your sensor range or weapon range might want you to get a little closer than that
Playing with jamming vs weapon range is trickier on gun fleets than missile fleets, since missiles on these fleets don't often have issues reaching max jammer range, but gun accuracy is very range dependent
You know, there's an archetype for that called sprinter bombers
Go way above or below the map, race to their backline, and dump a bunch of hybrids into their CLN or CVLN until it dies
Also yeah was gonna get to that, sprinter bombers is the AN archetype for that (the name predates carriers and true bombers)
iriS (a new player mentor) did a training night and dumped one of his fleets for it a while back. You're probably be able to find it somewhere if you look hard enough
TF Sycamore is being reworked into that archetype in the next update too
(Currently Sycamore is half a sprinter bomber fleet, half a cruise missile frigate fleet)
sneak close to people
was part of the stated intention
Oh I missed the sneak close
yeah, if you try to sneak close as sprinters right now you're dead
and that's with gameplay mastery
Sneak close is more often than not a death sentence
entering 100mm range of OSP frontline is the fail state for sprinters
Nah it's doable, though it's a mix of "sneak" and "charge", people are experimenting with it and it's putting in work
100mm kills sprinters pretty quick, but torps kill liners faster
And T30 liners are not common RN
One player is even messing with S1 sprinters instead of torps
There's always more liners, though
Trading 3k for two 250LNs is kills, but negative value
very good against the ocello spam™ in pub lobbies though
what're they going to do, overpen you?
I'm pretty sure Blanket is also 10km.
Blanket is 10km
Damn I misremembered
I've seen people trading it for like 6k of LN and having surviving vettes
Uncter did that yesterday with SAH S1 light cav
I assume the S1 is how you have enough magdepth to pull that off, yeah
8(?) Sprinters with VLS-1-46s and 23s all with SAH S1s SB'd and redded out a 450LN, 250LN, and killed a number of smaller assets
FWIW the only keybindings I use are Shift, Control, Shift-Z for chaff, and F which I've rebound to flip the map - I've been informed I'm a bit odd in this respect, but the game is very much playable without memorizing the hotkeys
(I do keep intending to use keybindings more, just haven't gotten around to it)
Probably thinking of Spotlight, it's unique among radar jammers/illuminators for hitting 12k
Right it's spotlight
sure this isnt anything impressive but this is my first skirmish match. idk let me know if i did okay i guess n what i could improve?
I mean you won the Oaks mirror which is good work and most of the damage you did take was to your bow so you were oriented correctly for the fights that you took so that's good work.
don't fight ANS v. ANS and vary up the fleets so you can get some experience having to deal with lighter targets, swap your ammo types, and protect more fragile teammates
otherwise, what Fluffy said
You seem to have been leaning on 450mm HE which is good into the flanks of Axfords but when bow on you'll be wanting to use AP
The usual structure you'll see in multiplayer matches is two to three frontline fleets and one "cap" fleet for objective play
I wasn't sure when to be using ap and when HE tho against fresh targets I tried to use the AP first for a bit then switch to HE. One time in particular I got the achievent for hitting 2 enemies with 1 bullet so I thought to myself "maybe I'm doing enough armour penetration"
since you aren't really going to know how to defend against missiles yet, I'd recommend setting your enemies up as one Cobalt, one Tantalum, one Kyanite, and one of whatever the OSP plasma/100mm fleet is
Ah
then you can give yourself one TF Birch, one TF Hemlock, you play TF Oak, and take an AI TF Willow for your capfleet
Alright thanks
if Hemlock does too well with its missiles at whatever level of AI you're on, swap it for a second TF Oak
No shame in that for your first skirmish at all
Mhm
This game is very fun so far n I'm excited to get into things I'm more interested in cus playing oaks throwing metal at stuff isn't the most exciting experience.
Pfftha, that's the truth
The fights were just ships throwing shit at each other until 1 of them finally broke and it took so long sometimes
Gunfight can be like that, especially in an ANS mirror and even more especially in a 1v1 where there's no way to get a flanking angle. Things start dying faster when there's 4 fleets in the game.
I'll also run counter to Ash's advice and suggest trying out some other fleets if you're not interested in TF Oak. If you go to the test branch you can find some updated starter fleets, though their point costs will be a little off.
Yoinked from the Nebcord
I see
(You don't need to know the whole chart, but gives a reference for your current fleet. E.g. for Axfords you'll use HE for everything but Ocello and MN noses)
And yeah try the fleets you want to play, don't feel obligated to play Oak
Tbf I'll probably play oak like a couple more times cus I'll probably end up overwhelmed having to use missiles
maybe i should set the bots to medium difficulty if this is my 2nd skirmish. i set up the fleets like yall said except i think i accidentally put in a fleet with carriers idk if that was the intention
Kyanite has a few craft on the back of the marauders for scouting and defense, not a bad intro to them on either side of the battlespace
Nice shooting
Yeah no one decided to shoot me. Then again I did take a path along the rocks constantly and I tried to only be able to be shot at by the target I was shooting at
I also didn't switch ammo type cus I'm pretty sure I was supposed to use HE on these anyway so?
At one point I got scared shitless cus like 4 big looong ships descended (I guess relative to me) from behind a rock but then only like 2 of them decided to even shoot at me
Going up to medium looks like a good idea.
You use 450HE on LNs, but 450AP on the Ocellos if they're pointing their bows at you.
Yeah there was an ocello messing with my team but I just descended from behind a rock n could unleash full broadsides into it
It did not survive it long
Yup, ocellos fall apart real quick broadside
For the entire match I was just chilling in practically the same spot cus nothing challenged me out of it. Until eventually there were so many dead ships nearby I was worried one might have a reactor overload n blow up n kill me
good changes
finally hitting CLN magdepth means that "perfectly softkill the first 6 salvos, die to the 7th because you physically had too little chaff" should no longer be a thing
I wonder if you can fit three 250cellos which aren't dogshit into a fleet.
The answer to the last one is nope, but people will try to do it anyway
Unfortunate, since two ocellos just isn't enough weight of 250 to do anything
Buffs for Mk65 incoming surely
250 Ocello + PlasLN might not be the worst, gives you a lot of versatility
The 1k Ocello is shit but two 1200 pt Minibosses leaves you 600 pts for other stuff
(I think Miniboss was 1200 pts)
Yeah I can see that
I'm always skeptical of tieing an Ocello to the speed of a brick but you could get a PlasMN in 600 points
The craft evasion changes might mean flak works better against them, but my experience with flak/RPF so far is that 12 barrels is your minimum buy-in
Well, one Ocello is 9 barrels, and flak was buffed (at least against multiple craft)
hm, let's throw up PTB and see if I can fit two 250cellos and a wing of ruttles with lyrebird in 3k
if the ocellos can't kill an axford, they'll have to get the capper cruise missile to do it for them
Unfortunately I think the Lyrebird will make that difficult, but will be close
Wait I just realized what this PTB means
I can finally run a true FlakMaxxed Ocello
Flak in every slot including the main guns
and SUBM cost is reverted to leave their cost unchanged from main branch with the discount removed. unless I'm misinterpreting what Lys meant here
No only the dispenser cost was affected by warhead discount and got cheaper to match, the submunutions have their own cost system
Between
Increased Submunition Dispenser capacity-per-tick to 2.66 (was 1.33) and cost to 0.6666 (was 0.3333), net zero change with CM-4 warhead weight change.
and
Reverted Submunition Dispenser warhead cost to 0.33333.
isn't the cost twice as much in PTB per tick of dispenser?
There's also half as much tick of dispenser
But more submunition per tick
Submuntion containers are still exactly as per live
The numbers have just been rejiggered around around the HE-box changes
Wait, were they half as expensive as on main in PTB before this then? That wasn't my understanding
That's one way to solve complaints about missile balance
All missiles must now be hucked directly out of your ship by hand gg
also: jesus christ ocellos are expensive
Yep
nvm can't actually test with the missile error lol
I can get it down to 1350 if I really skimp but jesus
shit makes me break out in hives
I could... not use auroras
softkill will save me
oh. saving fleets is broken
that's nice
Down to 1300. Surely hardkill will save you.
'FlakMax' is a 'Ocello' class Command Cruiser that costs 1302 points.
Works for me, I'm guessing it's tied to the missile issue
I have a hunch, but let's take the arming missile - yeah
it is
add arming missile to ocellos to taste
Fleet 'Softkill will save me PTB26' is composed of 4 ships that cost 2998 points:
Sour : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
Sweet : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
Cash : 'Ferryman' class Clipper [Rocket EWar PD]
The Adept Pains : 'Ferryman' class Clipper [Rocket Sensor]
You should be able to triple drive those, the flakmax one I built can fit on an Interruptor and not even go over 100% and it's using double Sundrives
(Which provide 0 power, unlike Whips)
I lie, not 0, but 200kW
ah, might've forgotten to swap the drives through after taking the auroras off
Pricier though ofc
If nothing else you could save some points by going to a Boosted and losing both micros
I really wish that I could masquerade ships on OSP
This is the perfect time to be able to say I AM A GOALIE LINESHIP
I do genuinely think a slightly-more-sensible Sunsunraider 250mm Ocello has a place though, you're about as fast as a WhipX Vaux but can also work with your team
Assuming the 250mm Flak is actually useful, ofc
the main problem with sunsunraider is that you have zero nose authority, which is a real issue on the ocellos
It teaches you to pre-heading well! Because you die if you don't
IIRC they also actually do major turns faster than Whip Ocellos, they're just sluggish to start turning
I think this will work, but whether it's useful over doing the same thing with two 250LNs and getting an extra ruttle out of it remains to be seen and depends pretty much entirely on the flak quality
Fleet 'Softkill will save me PTB26' is composed of 4 ships that cost 2998 points:
Sour : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
Sweet : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
Cash : 'Ferryman' class Clipper [Rocket EWar PD]
Credit : 'Ferryman' class Clipper [Rocket Sensor]
on the bright side you do just straight-up win vs. the goalie vauxhall, it can't do anything to you and it probably can't even run away very well since you can see through the jamming
on the not so bright side you cost 250pts more
Other downside: EO HEKP
Rip :/
I have no idea why bugs like "it burns itself out on craft 8km away and will be distracted by them even over incoming missiles" have stayed for a year+ or "the cone is so narrow that incoming missiles can and will just exit it and then re-acquire when they're close to the target" is still a thing, but they are
tbh I'd want a complete rework of the dazzler to function like an aurora
does extremely little damage to non-EO missiles, knocks EO missiles inside its arc out completely on exposure / permanently disables the EO seeker if that's technically possible in the framework
and I say this as someone who runs CMD/EO vs. ocellos
Immediate concern there is getting stuck on decoys, but that's solvable ofc
Does PDT DEDI contain the dazzler? I thought the issue was that it was programmed as a DP turret and not an offensive tool like the rest of the jammers
That would prevent it from autotasking on missiles though
Although that's a good point, did the PTB change of having PD prioritize missiles over craft help with the targeting on the Dazzler?
That's true of them other jammers too. Just a dazzler work that it tries to
Yeah, but IMO it's preferable that it does autotask on missiles, being a defensive jammer
You don't want Blankets autotasking because ARAD exists
The issue is it tasking on craft when it doesn't actually do anything there
Btw, missiles are now fixed on PTB, and Tech was correct that submunitions are the same as on main now. So I guess they had been buffed on PTB, which I hadn't realized.
They weren't buffed, all the patches this cycle kept submunitions in the same place
They've only gotten changes to directly counteract other container nerfs
Ah
Lys getting ready for her party: Oh, I'm going to have a great new year!
300000 pings, simultaneous: MISSILES HAVE NO ENGINES
the dev life cycle
It's already been fixed, at least, so presumably it was a quick one
they were never buffed on PTB. This latest change is to keep them the same with the tainer warheads getting more expensive
previously it was halved damage, halved cost, and so SUBMN got double damage and double cost. Now the cost got doubled so SUBMN cost is halved
it's definitely a very confusing interplay of different stat lines
@mint sinew gl hf
may the force be with you
buff taisty
I think this is the second or third time I've been really tempted to go to balcon with exactly that
taisty?
taisty cookie is a player who's internet betrayed them
and has pretty consistently betrayed them
including several times during the tournament I think
infamously so
which may just have been divine retribution for their carrier's torpedos
They also play on an extremely cursed setup, IIRC
from a vague conversation I had, their setup is kind of like mine but with some kind of Mac machine
which I think says all it needs to
gg, I was playing so scared of getting autumn jumpscared the whole back half of that game
gg, I was scared of getting to approximately 5.5km of an enemy and them getting to break distance
also those bombers hurt
That was my goal, especially in that dance around E at the end
Did beam PD fail you?
yeah
was hanging around the really tight rocks of yukon so it makes sense
and I was tracked the whole time
Yukon, but yeah
that one
I didn't want to let you out of sight
TBH, I thought you were an aggressive beamstone at first and was surprised how well you were taking 450HE
Got bit by the old test fleet problem: my cudas couldn't load their missiles and one of my liners had the aft mounts the wrong way
oh hey, the max warhead remise is 0.21cm pen, while fighter with ceramic has 0.225cm armor
Or you can use foam that's 2pts cheaper and achieves the same effect of surviving an S1 hit
There's a couple lobbies already kind of running on PTB from the main nebcord today, if we want to play PTB it'll likely be a bit of a traffic jam today.
I won't be around
I'll be on in a few minutes
Lmao
gg!
A couple of rough games, but I do appreciate playing with you all. It was fun!
I just realized I forgot to start my music, no wonder it was ominously silent
The end of a (very annoying) era
I hope we get actual numbers on the maneuver changes for craft. And whether EVADE is now using full maneuverability or if playing craft is just a micro tax still
Also curious if this will lead to shuttles getting a survivability buff/cost decrease at some point, given how long they've been balanced in the context of The Clonk
god, I hope not
ruttle rush all-in is bad enough
this tacitly is a nerf to that, along with the decoy nerf earlier
What caused the clonk?
Currently unpublished, but I'll post the explanation here when I see that it is
(Quoth Lys)
I have finally fixed a longstanding physics bug, "the clonk", where missiles would hit ships and do no damage. The cause was the result of multiple parts of the damage and physics systems all aligning in the worst way which made is extremely difficult to reproduce and thus fix. So, the details:
very cool
what is the ptb meta looking like rn?
curious about how the changes are affecting things
Today's patch will have just messed with craft significantly so we don't really know yet
Oh huh so that's why it happened more with hybrids and rockets
Oh fair lol
Skiff
Thruster Power 250
Turn Rate 30
Tanto
Thruster Power 150 --> 40
Turn Rate 60 --> 40
Sundial
Thruster Power 150 --> 50
Turn Rate 30 --> 30
Claymore
Thruster Power 250 --> 45
Turn Rate 45 --> 25
Barracuda
Thruster Power 200 --> 45
Turn Rate 80 --> 40
Pike
Thruster Power 75 --> 20
Turn Rate 60 --> 40
Sturgeon
Thruster Power 200 --> 45
Turn Rate 45 --> 25
from a comparison between branches
Loaded up previous update, grabbed stats, updated, grabbed new stats, compared
I don't actually know what Thruster Power and Turn Rate mean
but here's the numbers
If it's like ship stats then thruster power is acceleration and turn rate is the maximum angular velocity
All craft JUKE maneuverability has been decreased by 85%.
All craft EVADE maneuverability has been decreased by 90%.
I assume this would apply to their Thruster Power then?
from previous ptb
I assume so, but don't know how the stats under the hood work
me neither, which is why I'm not so sure how helpful the numbers actually will be
but I figure someone smarter than me could use them
Official word has the acceleration stat dropping by about 73% which matches your numbers. So that'll mean any velocity change will take about 4 times longer
Intriguing that MK65 getting DP is listed under bug fixes. I thought that was intentional because of the turn rate
Apparently it was intentional until 250 flak was compatable, at which point it was an oversight
Makes sense
Huh, so this effectively also slightly reduces the speed of all accelerating munitions - rockets by about 25m/s per Lys, based on my math it's a maximum of 40m/s for a max maneuver S2H, and <10m/s for S2s.
Acceleration / (50 ticks/second) = extra speed
if I have to edit all of my flakskip s2h I will kill myself
I suspect flakskip will be mostly unaffected (but very slightly worse) since stage range was determined by the internal calculation of expected range, not accounting for the bonus speed
It might have fixed the bug where missiles went slightly further than their listed range though, I'll need to test
I wonder if the craft maneuver changes mean CMD missiles other than specifically-tuned S2H can pop them with HEI reliably
I bet pretty much any CMD S2H can now at least
CMD S1 could already pop bombers pre-nerf, I suspect they will be effective on ptb
I was thinking about this but didn't want to assume anything from wording on a bsky post
I got a nasty surprise from a duo of techcellos the other day full up with CMD S1s and Pavises when I was running SWMG
would've been completely ineffective vs. standoff S2 bombers but a very solid counterpick to CMD/backup S3 bombers
unfortunately for him he then ran into hybrids and then my cluster bombs, so
So, done a spot of rough testing. S1 HEI ACT ACMs look to be an option for anti bomber duties. Any individual missile has a relatively low hit rate (~40%) but if you set them to salvo size 3 at 2 points each the maths looks pretty good
Huh, if ACT inaccuracy isn't enough to miss, I really want to check ACT[CMD] S2H, I already have dual-purpose CMD S2H that can kill skiffs, bombers and light ships, but they're inconvenient to use against wings of craft due to needing a lock
Notably ACT inaccuracy is biting, bombers are just big enough that you can still make a decent hit rate
you aren't going to hit anything smaller at all
Did some quick testing and my intuition was right, ACT[CMD] S2H gets about the same hit rate as ACT S1
The issue isn't catching the bomber, it's gambling on the seeker inaccuracy
Huh, I figured at least some of those S1s were getting seduced by chaff
Some, but my sample size isn't huge
I do wonder if the maneuver nerfs means bomber-launched Breadsticks are back on the table
Like ACT[CMD] was hitting sturgeons ~50% over the 40% of the S1s but 2xS2H is a much worse trade than 3xS1s
Well, having 4-6x the range is not trivial, but yeah, probably want to stick with pure CMD and manually fire 'em
1xS2H at 10km is a pretty good rate when you're not even spending flexibility for it
Thinking an advanced radar skiff plus a couple standoff bombers as big zone control
Also curious about CMD HEI S1s, more reliable and versatile but costlier and requires a CMD channel
Shame the Remise can't run HEI
and lets the cuda actually have a standout standoff edge in the A2A again
S2s are at least interactive with SSM1s (manually)
They'll need some tuning but it does look like Breadsticks are back on the menu
Interestingly, Big Breadsticks actually save you a point, you can get one for 6 points that hits as hard as an S2
But the range will probably be too short to be worth using after bumping the Gs up enough to be reliable
That's very interesting. An effective breadstick that you can load onto a torpvette could be worth trialling
I'm guessing a frag S3H is better for that use-case, especially since as I just realized increasing the Gs on a torp increases the price
Although if you pay more for it you can get a very large radius on a torp
Maybe, I just found that Frag S3H weren't economical into Cuda swarms even at the volumes R2 spam brings
Hmm, yeah, I can see a torp being solid into close-range swarms
Just awkward if you're getting torped by bombers from outside your ACM range
I'm mostly just looking for interesting tech tbh. While R2 cudas are the premier threat it's hard to do better than CMD frag S1 ACMs for ANS
Bombers running Breadsticks is the most "interesting" tech I've found so far, but they're weirdly clunky in when they actually decide to fire
5-point ACT/WAKE seem a lot more reliable than CMD for getting them to launch properly
I'm also curious if Articulated Nozzles are actually good now
Nope, because AIUI they only lower sig size and not angle
And craft don't need a smaller wake sig, their decoys do fine if in view
Nozzles are the increased turn rate module
Oh wait yeah I was thinking about shrouded
Maybe? They're still kinda pricey
Yeah, but if they actually decrease the range at which DP/LRPD can hit you by 33% it could be worth it
@mint sinew if you're up to voice chat I'm around
Can he frag not kill bombers?
Not efficiently with S1s. Anything larger works fine, you just don't get a big enough warhead on an S1
<@&942093958551588904> boat morningnightdaytime!
I'm here if/when we need a fourth, I suppose
@wary flame I remembeered to give my MN the ammo, and forgot something else in return
Tired, boring: Single drives
Overrated: Double drives
Novel, exciting: Zero drives
This is why I run Sensor Buoys
Lets see if the balcon speculation was on the money
M'dab has arrived!
I'm glad the LRT/EWR sensitivity buffs made it in, still skeptical of MDAB specifically
VLS mines should be interesting too, though only 5 cells is a bit painful
Does that mean they can't pop bombers/foam fighters in one shot?
bombers yes, not sure on the foam fighters
I think it puts ceramic back to being a useful module
If so, back to Breadsticks for bombers, not sure if you can reliably hit fighters with them with the maneuver buff
loading up test now
If ceramic/foam lets you survive an SDM, I'm pretty sure the maneuver buff means that Spamtos/R2das are just hilariously strong now
I misread, it's bombers that got maneuver buffed
Yeah, just bombers got mobility back
That's definitely interesting, quite intrigued by this one
I think I launched before the update happened
might as well not even call it a submunition dispenser anymore, just a rocket dispenser
but such is the suffering induced by CLN
600mm bombshell submunition when
also sturgeon carries 600mm bomb when
okay, the names being this:
is really funny
30 cm pen, poor Vauxes
Min fuze 2s gives a min range of like 5km
600mm bomb for reference
so it's basically just blast angle
and a slightly tighter fuze margin
Well, sorta. Tighter in time but not distance
600mm bomb has a 231m fuze margin, 500mm frag has a 400m fuze margin
Blast angle is 45 deg instead of 360
Blast radius might be different but isn't listed
sdm-2 max blast frag is .35 armor pen, 110 damage, so still 1-shots foam fighters
I don't think vauxes were particularly threatened by 600mm bomb, were they?
smashes up all your thrusters real quickly
after that you can't retreat or dodge and die instantly to HESH
huh
Also IIRC one MD LN has more throughput than two 600 MNs
(And is roughly the same price)
looks like an MDLN with 3 barrels gets to pretty much exactly 3x an MN for just slightly under 2x the cost
that's basic CIC and a single rapid
LN has 3 ereg, MN has 2 big 2 small, LN has to get 2 PCC to power that all
so LN wins out a little more because it gets to be one hull if it buys any further defenses (chaff, jammers, backpack craft)
That's how they worked when first released, right?
but I want to put Fluffly's philosophy of "you only really need 1 MD MN anyway" to the test in a game where I can aim my MD MN.
150 seemed to be the right amount for firing all game, btw
I think that MN was down to 30% ammo when we were at about 700 points
I think I've dropped down to 125, but that's only a point different
I suspect fragmentation blocks might sway me back to seeing value in a full MDLN. I do stand by my logic that against moderate amounts of ANS capitals MDLNs tend to saturate damage faster than you can capitalise on it
I'm going to swap that ill-fortuned rail ocello in that list of mine for an MDLN
fragbomb MDLN sounds great fun
unfortunately, testing its primary usecase means playing against frigblobs
it was going to be an MDLN but I swapped it last second
which is why I forgot the ammo
misc did you see my mass driver fuckup?
2km/s velocity + 2s min fuze is extremely funny
I think that philosophy is harder to justify with bombshell existing, gives MDs so much utility
Especially if bombshell retains effectiveness up to Vauxhalls
Will need testing ofc
AIUI they hit from ramdom angles if they're within the blast too, so you can't angle your Vauxen to protect them
I suspect playing anything lighter than Axford will suck for a while while people are excited and bringing a bunch of MDs, should be a good stress-test for them
Bomb shells hit all ships within their blast radius (500m radius for 600mm bomb shells) with multiple fragments. These fragments are distributed randomly across the target's bounding radius. Or in other words, if you imagine a circle that perfectly fits the ship, the 10 fragments fired at that ship will be distributed randomly inside that circle.
It's not entirely clear if the angle is also randomized or not
@quiet quiver might know?
AIUI, RPF and bomb are similar damage models, but RPF will detonate the moment it enters fuze range so it's usually from the front
While bombshell can detonate next to or behind the target
In that case the 45 degree cone might help out for Vauxen
MD frag can detonate behind targets but b/c of the cone angle won't do any damage then
Yeah
I assume that circle is perpendicular to the line between the bomb and the ship. So you aren't taking fragments to the far side from the Bing
Will need testing to see how effective it is against Vaux armor, I suspect mostly the nose thrusters will get nibbled
It being a bounding circle also means that long thin ships like Vauxhalls also take less damage per hit as some should miss
Oh right forgot the bounding circle effect, yeah
huh
So you take the same number of fragments regardless of how close to the blast you are?
Yep
Fucked up
I think there are effects with the apparent size of the ship vs apparent size of the sphere at different distances, but generally yeah
size of the ship vs apparent size of the sphere at different distances
That's exactly the opposite of Lark's answer, though
Only if you assume the fragments come in perpendicular to the bounding circle rather than radially from the bomb.
To use a bad sketch diagram. A bomb bursting near (red) and far (blue) will have some points that hit when near but not when far. This effect isn't massive until it's bursting right on top of you
perpendicular to the bounding circle
I guess I don't know what "bounding circle" means
Breadsticks still seem to be quite reliable at catching bombers
Breadsticks can probably even get away with shaving off a bit of agility for more speed/range
BOMB FOR MASS DRIVERS???
I'm currently poking at the tunings, so far 265m/s with 3.3g gets you 8km range and I think enough maneuver
Need to check whether CMD is better at launching after the changes
From initial testing seems so
7pt CMD/ACT breadsticks seem really good
Hmm, might need a tiny bit more Gs, did see one missile miss on CMD
24 fired, 21 hits in the testing range, seems like a solid starting point
14/20 hits on the other side, mostly due to the launching bomber getting shot down and losing CMD
Hmm, needs more manuever to hit fighters
Yeah I'd expect that, I rememebr Vren's OG design was designed for a TALS to take down 2 Claymores on approach
yep
I still use that one (my version of it, rather, which was mostly the same as Vren's), it still kills Claymores, all is right in the world
not jumping to SDMs when they became a fad meant I remain safe and secure in my glorious empire
what does lys have against mines today?
people spammed mines and ruined lobbies
lys has, as a result, been targeting minespam (especially as delivered from CLNs) to stop people griefing games
and OSP would always lose those games, too, because it was a dogshit idea that left their team fighting 9k vs. 12k
I'm pretty sure there's a tuning that makes bombers the best ASF fighter now, with the fighter maneuver nerfs
No not always, some AN would forehead themselves into mines

either way, point I'm trying to get across is that it was a gameplay skew that griefed both sides' gameplay experience, good riddance
What's an ASF
Air Superiority Fighter
Air Superiority Fighter fighter (actually a bomber)
lark have you seen a single point of investment in a2a across any of my carriers in the last 10-11 months
(I say, lightly, to be clear)
Probably want 3.6-3.8Gs, 3.8 seems to hit at basically perfect consistency while 3.6 occasionally misses but tends to come around and catch the fighters after a few seconds
Lmao fair
But also now you don't have to pay points or hangar space for a2a, just bring some spare breadsticks for your Sturgs
Just watched 2 Sturgs splash 8 coil Tantos
This seems like a very solid baseline, one-taps everything but foam bombers and haven't seen it miss yet
SGM-270 Winter Storm is a size 2 missile that costs 7 points.
ACT does mean enemy craft drop hico, so it might be worth going to pure CMD
And might end up losing some speed for extra range
unsure why the ML9 got kicked quite that hard, CLN mines were the actual issue
honestly still mostly fine
but 10-mine traps out of one ML9 would be nice
people were bringing mineMNs to grief as well as mineCLNs
deserved shitkicking there too, unfortunately
But it's definitely a buff to mine shuttles because they can either carry 10 mines now, or have an r-mag for its T20 ammo
oh yeah I suppose that is neat
straight buff to the one place I'm still using manually placed mines
I still think Sprints could use a small buff but as usual for stuff I like it'll never happen because people are too angry at them
I can't really see 10 mines being an issue given the compounding TBH, worst case you get what, 20 per Tug and drop 200 of them?
And Muttles are fun!
Damn, muttle sounds even more like a slur than ruttle
It really does ;_;
Removed!
They removed that thankfully
Because the mine cap was really buggy
wonderful
Yeah per the bug report, you had mine counts going past 50, mines being removed in the wrong order, and other weirdness: #416688660503724052 message
I argued for Shattering Block and I'm kinda sad it didn't happen
but we'll see if any of these new munitions last longer than a week
Doing some testing in the range, nvm, MDABs are barely able to tickle Vauxen
MD bomb shell is either going to be mid or make ANS caps players (me) want to end it all
Since I feel I've been getting better at handling the many things of this game I decided to try tf birch instead of oak and the next match I tried tf ash n it was fun
Tho I made the mistake of trying to get behind the enemy n close which took a lot of time while I could've done better not doing that. I also never split up the fleet even tho I could've split them up so that I could get the beams from multiple angles
You don't really need to beam from multiple angles
Oh
Well I feel it could've been useful for beaming multiple ships at the same time and not having all my ships in one spot when someone actually pointed a gun at me
But I dunno :3
That's true
One of the keystones lost the beam and ran out of restores so I just used it to capture points n jam stuff after that
Also I was thinking about a fleet with like a couple keystones with railguns at long range and a sprinter or 2 that's stealthy n close range with jamming n other stuff to basically provide targeting data but I have no clue what I'm talking about.
