#Nebulous: Fleet Command
1 messages · Page 35 of 1
Rail array fleets go for 5 or 6 railstones I think
Wow
I was messing around in the editor n got to like 700 points on a single keystone or maybe I had an unedited sprinter hull too but idk how I'd get to that many
You can get a railgun keystone down to 500 points if you really work at it
Ah
Mine's 400 points with a +50% fire rate of EREGs
How cringed you make your keystone inherently is a "how much do I trust my team" question - and even then rail arrays should not exist outside of 5v5s
You can get a Railstone down to 445+ammo points while keeping max RoF, the one I run with my Axford + misc assets goes for 487 for a bit of redundancy
427pts 2EReg+1SEReg -47% reload time
Max RoF gets -62% with 3xEReg+2xSEReg, though IMO the last SEReg is optional, it only gives -3%
2/1 gets 7.6RPM, 3/1 is 9.7, 3/2 is 10.5
Well yea but I want to keep my radar for awareness reasons
Definitely fair
yeah, as much as I support gigacringing rail arrays, I think at least a radar and a chaff box are mandatory.
If you're running a whole group you can put those on only one of the DD group, which helps
100% for arrays, I don't bother with either when running a solo Railstone alongside an Axford since the fleet usually has 2+ other spotting aspects
Mine isn't an array I bring one as a support for my battleship builds
Little boop
Sorry. I've not been around too much.
I'm struggling with my fleets. Partly due to my response time being far slower than everyone else. Due to playing on a ~14 year old computer.
👏
team suicided 3k inside first three minutes, zero scouting, zero intel, zero caps
no reason for me to be in that game anymore
the dualcello wanted to also charge directly onto C, I told him "don't do it or you'll die instantly," so what does the azurite do? charge directly onto C
we tell him, once we notice, "don't do that"
he keeps going
instantly lose half our frontline
then the plas/100 decides it's a genius idea to send a LN out into deep space without waiting for me to move to support and with zero intel, also giving you a frontline ship for free
IDK what more you wanted me to do there, sit back and watch the rest of my team int too?
inting into the entire team probably didn't help
yeah either I solo you or I get out of that shitshow earlier
¯_(ツ)_/¯
you had intel on me, your team had a carrier, the rest of my frontline drove off into narnia, so I either win that engagement, die in it while doing some semblance of damage, or die to the bombers later
<@&942093958551588904> PTB gaming?!
I could do so
I probably don't have time for a match right now :(
Need a few minutes
Yippee!
btw, MDAB made cheese crash out and everyone considers that a reasonable one, so it may get changed or removed
Hardly a crash out more just bewildered how it could be seen as anything but a bad idea
The actual crashout was hunter for getting all the thruster 1s knocked out in a sprinter ball by a single MD MN
<@&942093958551588904> Boat Night (a minute early)!
I presume we'll be on main, as it's been hard to get test branch games, though I haven't checked recently.
the DLO peeps are going to be around also so you might be able to get PTB somewhat soon (~a hour)
@wicked mirage should probably hop out of the lobby if you're out.
(Unless you're able to play just not VOIP)
Oh shit sorry
my bad
@wet root
@wet root just won a game with the mine ruttles, thanks in part to the CMD missiles you suggested.
That sounds wild, are you happy to share the fleet?
Excellent
Fleet 'Winter 2026 PTB Sprint Mine Shuttles' is composed of 10 ships that cost 3000 points:
The Last Journey Home : 'Ferryman' class Clipper [Rocket Missile PD]
Knight of the Wind : 'Ferryman' class Clipper [Rocket Missile PD]
Knight of the Sea : 'Ferryman' class Clipper [Rocket Missile PD]
Herald of the Scribes : 'Ferryman' class Clipper [Rocket Missile PD]
To Seek the Far Shores : 'Ferryman' class Clipper [Rocket Missile PD]
A Favorite Jacket : 'Ferryman' class Clipper [Rocket Missile PD]
Silent Steps : 'Ferryman' class Clipper [Rocket Missile PD]
On the Shores of Endless Seas : 'Ferryman' class Clipper [Rocket Missile PD]
Herald of the Scribes : 'Ferryman' class Clipper [Rocket Missile PD]
Battle Drum : 'Ferryman' class Clipper [Rocket Missile PD]
```This fleet uses 2 different missile types:
```yaml
SGM-100 Balestra : DIRECT - CMD - HE SHAPED [4pts]
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
put together in about a minute, with another ten spent reworking it at least 5 times
Shuttle with:
RCIC, Reinforced Mag, Small DC, RL-18 (18 R-2 Piranha), MLS-9 (5 Auger Sprint Mines), VLS-23 (4 chaff, 1 wake, 1 ceremonial, 7 CMD s1s), Sundrive
copy 9 times
lay a lot of barnacles
I got a lot of use out of trickling in long-range rockets to absorb RPF
and because modern ANS cap fleets are usually so barebones on the sprinters the cmd s1s can hit pretty reliably
Names there are pulling from my new names list, so you can use this to identify my masquerade fleets that shuffle names around each time
I for one am appreciating the rise of offensive S1s for cap warfare
pre-emptively bumping this open to prepare for the coziest neb night I'll ever play
Afraid no cozy boats for me today
nooo
I am here 👍
<@&942093958551588904> Merry boat night!
I'm seeing some lobbies filling up on main, but I am interested in PTB - there's some new maps on the DLO server that have been interesting to try out.
how about joining the fight night? :p
I admittedly don't pay too much attention to the main nebcord's events, what's their fight night looking like?
ah, if we're doing PTB I'm probably not here, I've got no PTB fleets and playing PTB seems pretty hostile to people not on nebmain
Modded stuff isn't really for me, though I'd appreciate not being an ass (even jokingly) about it.
I'm not really feeling boats today, I'm afraid
silent hunter, i was uhh, in a matc
yall have boat night at my boat midnight
my boat bedtime even
idk much anyway so im still learning lots but if yall wanna play soemtime im like
this is my 11pm and i stop playing at 10pm so hit me up like 9pm n i can play 1 maybe 2 matches
hit me up earlier n i can play like 3 matches before the rot sets in and i need to play soemthing else :3
I can do that!
We used to play earlier so other europeans could make it, then we moved later so the New Zealander could make it easier, and now boat night is in a weird time. But I can ping earlier!
idk if ill play today but next weekend ill try
sounds good, I'm usually pretty busy on sunday anyway.
9PM was the old time but I think I was the last european for whom it mattered
This game makes my brain hurt if I play it too much. I actually played the cap fleet against ai and I was so overwhelmed doing it but we still won
According to the game I did pretty good with the missile warfare tho I didn't empty every ship and I also just didn't pick my targets properly but whatever.
something jogged my memory, but the first act or half or whatever of the campaign was meant to be launching at the end of Q1 of this year, right?
that's only two months....
yeah
Latest mention was this:
Hey all, sorry for the gap in PTB. I am currently in a final campaign feature sprint which is taking priority so that we can get to thorough testing and polishing. That sprint will conclude at the end of this month and I'll be able to take another crack at PTB. Thanks for your patience.
"this month" being January
Dunno how to extrapolate that to when the update itself will be, but that's the latest news I've heard regarding development.
maybe I gotta work myself up to playing a game of this again
I was tenatively planning to ping early for boat night this week to make timing for @restive monolith , (btw Palolike, did you want to play PvP or are you still figuring out the ropes in PvE?) and also invited some of the CCC regulars who were interested in neb to spectate.
all my shit is gonna be a year out of date
I'm not any good with pvp for what it's worth but I'm willing to try
Also I can't play today for what it's worth but I could tomorrow
the usual day for boat night is saturday
Yeah, unfortunately I'm not even home for another 4.5 hours during the weekdays, which I think is beyond your available time.
Yea
I think next weekend wouod be better as I said I'd play terraria with a friend.
Terraria 👀
Hey so how bad are seekerless missiles off Bombers? I know they're hella inaccurate but can I still hit the broadside of a capital ship?
They also have a funky coding where getting closer does not increase accuracy, they have the same CEP regardless of range
<@&942093958551588904> Boat Night a minute early!
also, I invited @red badger and @wooden veldt to come spectate a few days ago.
If you're still interested in spectating, you'll need the Nebulous role to see the voice channels.
You can use /rank Nebulous: Fleet Command in bot-stuff to get it
I'll probably meander my way on for game 2
game 2 soon
Oop, had to finish something up. We'll be there in 5!
[Reply to:](#1164000873031151637 message) also, I invited @red badger and @wooden veldt to come spectate a few days ago.
@wooden veldt
https://www.youtube.com/watch?v=3WVOuYOjN9Y
A first look at the singleplayer and co-op campaign coming to NEBULOUS: Fleet Command as the final major update, as well as the tools being used to create it.
Play on Steam: https://store.steampowered.com/app/887570/NEBULOUS_Fleet_Command/
Public Roadmap: https://trello.com/b/ZNxJIGSQ/nebulous-public-roadmap
Join us on Discord: https://discord....
I've played with seekerless missiles launched off craft.
You have a set 50m of positional error on the missiles. Generally you miss from 60%, and up to 80% of your missiles.
Even into a broadside Solly.
The ONLY time it is worth it. Is when you are using Class B Beaks off bombers. But even then it's awful. You are spending 3k points just to squish a 3k Solly.
FYI, Beaks are 1km/s missiles. And Class B's are nukes that do 2500 damage each.
I'm firing 96 of said Class B nukes to squish the Solly.
<@&942093958551588904> would anyone like to play?
I gotta get ready for the tutorial I'm running in an hour, if you want though you could help me test some stuff for it real quick?
@junior heron That game was a fever dream xD
I thought for sure after I wiped 2 entire 18 flights I would have a little room to operate
extremely funny how the SDM thing played out
the original thought was that OSP would defend themselves with fighters and ANS would do it with ship-based missiles, but fighters aren't real, so here we are
I think with the Remise and SDM-1 changes fighters can be real
s'not that they can't kill things, s'that they're points not expended on the singular goal of carriers: torturing the enemy team to death with "defeat perfectly or you're dead" strikes
fighters have never been real outside of larping because they don't kill warships, just planes
when they can kill warships they're busted because now they're actually useful (spamto, r2cuda) while also being hilariously cheap for effectiveness (hangar space, points) because the chassis also have to fulfill a role that doesn't exist and demands they be as cheap as possible
what's base channels going to be without missile computer, 1 or 2? because if it's 2 that's just a targeted nerf to S2 bombers
zero? And it's support socket so it excludes decoys
Jesus.
People must've been blowing up balcon or something.
it's floated as a way to nerf the opportunity cost of the decoy projector
decoy projector is still mandatory, you just have to shift to a mix of act/[cmd] and arad/act now
I assume the CMD val channels interaction is a bug and will be fixed at some point
possibly, or the change'll be reverted
rwr is a very odd way to nerf all craft by 1pt/chassis since you don't use any other avionics slot module anyway
sturgeon buff is nice (they didn't use cmd to begin with), better missile interception should allow escort flechette cudas to perform
curious to see whether the end of SDM spam enables act/[therm] sturgeons to show up again to motivate the return of jam escort and jam tanto
people've been getting too complacent with unescorted BB and greedfords
What is the Lock Accuracy Multiplier? Not sure what that change does
Also I guess you just run one or two RWR craft per formation? Though that's kind of a pain to launch
Also not quite sure what the impact of the prox fuze bug fixes are, is this another "bug fix" that's actually a giant balance change?
when you get a lock, it multiplies your radar by that I think
My current plan for RWR is to use a skiff as the forward guard to see when they get spotted
Is it a change for if the craft gets locked, or when the craft locks onto something?
Lock on
I think it's to try and make craft better at gunning down missiles
You could probably get decent hit rate with CMD HEI onto fighters and containers now with that stat
They were already good enough to hit bombers
does hei even hit containers?
Obviously that means buying a CMD channel back and using something other than SSM1 so I doubt it'll be worth it but a fun curio
It applying to velocity error should also help, if you're not running Free Approach
Hmm, ANS losing SDMs might make Breadstick Claymores more enticing
After 80 Fracturing Blocks into a Vaux with escorts in the testing range:
Each escort has 2 DC teams, so the splash is quite non-negligible
Quite a long range too, when the spotter got within 1.3km it started taking chip damage
other fun thing I learned from spectating: the splash is indiscriminate
so if you drive into the middle of an enemy formation while under MD fire you will splash them
makes sense with how the game is modelled!
just thought it was fun
... oh, oof, that's going to be rough
just realized that's basically purpose-made to mess up escorted BBs
It does seem to fall off with either angle or range, not sure which
I wonder what pen the fragments have
Apparently the MD ricochet also works off terrain
which I personally think is amazing and should stay
oo
Oh that is nifty
99% of it’s purpose is to mess up frig/sprinter balls.
The entire reason that mechanic was made is because MD fragmenting is poorly thought out and even worse execution
Looked pretty though!
sure, but will people actually use it for that (recall that sprinter/frig balls show up in 1 of 100 games in pubs, all told) or will they use it to take out offset jamming for a BB so they can kill it for free with a CLN?
you'd need a 4tc/arr BH monitor and a MDLN, so at that point you're just counterpicking based on the idea there might be a sprinter blob
I don't think you need that many modules on the BH after the PTB buffs?
I'll need to do more testing on how exactly the angling works but I think you might be safe as long as the escort is hiding behind the target
The claim I saw on the Nebcord is a 100 degree cone facing backwards from point of impact
Against frigs you don’t need 4tc, 2tc BH tug works. And sprinters are vulnerable enough that even the occasional hit will deal damage with 2tc. It’s also not even necessarily a counter pick, more giving extra functionality to something that already has another purpose. Escorted BBs aren’t even particularly common these days as extra escorts don’t provide much functionality a BB can’t just bring itself or can provide it from further than the splash radius
Has to do it quickly or you die for free in a MDLN to cruise or carrier, so 
also escorted BBs aren't common because 20 SDMs will deplane a moorline's bomber wing and the average CLN player is a non-threat
Well, SDMs won't be deplaning a Moorline in the new PTB
Unless you're playing the extremely rare OvO match
Do MD fragments hit craft at normal rates? Or is there a modifier like with bombshells?
I'm interested for what the sprinter scrongulator md round does to mixxed modded
yeah, that's why I'd expect them to come back now that you can't ignore CVs by paying 140pts
Also, I am playing in-person games with family today so I won't be around for Boat Night today.
I'll be around tomorrow though if folks are interested in playing then!
Ah, rip, have fun with fambly!
I also have family adventures today, but could fit a game in tomorrow if we kick off an hour earlier than normal
Even if why escort when softkill
Why would I spend 200+ per PD sprinter when I could buy a spyglass frigate or rail destroyer with the points
the softkill is why
blanket + defender box to turn off cln and act/therm
I could do that time.
<@&942093958551588904> who would like to play in 90 minutes?
📝 Public test branch
🚀 main branch
I can watch but won't play
I just rolled out of bed. Give me 10min and I'll be with you
We might swing by to watch again. Still waiting for a sale before we pick it up. (Though we could afford full price, honestly...)
Though eh, according to SteamDB we're due for a sale. :P
I have nothing to back this up, but I'd expect a sale around when the campaign launches, and that was supposed to be some time in q1
yeah
Even just looking at the price history, statistically speaking...
Keen for early bonus boat night?
Or you could just... dump like 3-4 chaff and not be moving forward
Oh, @edgy dove I realized why I was so confused about your tug being entirely fine - I had been missileing the other player's tug earlier, by the time I found yours I only had my 4 dual-purpose anti-skiff S2H left
So your tug only took 3 S2H, and promptly repaired back up
Sounds about right for a tug lol
I'm curious how intact the other one was after the missiles, I dropped I think 6 missiles into it but it survived enough I did see it running for a cap later
Reminder for @mint sinew to remove one of the intel centers btw
(Assuming that was Fluffy and not Peri that accidentally brought two)
What's an intel centre?
A legendary compartment few can claim to have seen
(Going to poke @oak shell since I suspect that means I misremembered who brought them)
(it does, I don't usually bring one IC let alone two)
I think it's some people reconvening, I'm just spectating momentarily
Soooooo!
...a friend may or may not have gifted us Nebulous. :D
Expect loads of questions from us tomorrow when we have the time and energy to really start digging into it. 
Welcome to boats!
Decided to run the first set of tutorials before bed.
...Hybrids are fucking terrifying.
Just finished the last one, and successfully fought our first engagement!
That was a lot to handle; one of the heavy cruisers took a bad hit to the ammo and lost its main gun ammo early in the fight, but the other stood strong and went to town on the enemy Ocello. Poor ship was sitting there getting pummelled by half the fleet by the end.
...I can see why Nebulous has such a harsh learning curve; it's a lot of mental stack.
you can restore destroyed compartments
We did what we could with our Restore charges, yeah. Sadly it was still out of the fight pretty early.
Congrats! And yeah, even once you're familiar with the mechanics it takes a lot of thought. Especially if you want to play fleets with more isolated elements!
Personally I still get overwhelmed trying to run any sort of cap or carrier fleet, even with hundreds of hours played
named sierra
plays nebulous
:0 another one of me
(/lighthearted)
Oh hey, a fellow Sierra. 
(I figured this would happen eventually. This is what I get for choosing such a common name. :P)
Mmmm, I've seen another Sierra on this server alone.
I feel like I see it a lot as a name.
[Reply to:](#1164000873031151637 message) is it that common ???
huh
there's like 60K people on this server to be fair
To my knowledge, Gamma is one of the best Nebneb players out there?
I know Pyrope (who does frequent this channel) is her tutor and is definitely one of the best.
Come play neb with us sometime. You'll be in good company
Pick up the Nebulous role, too
"tutor" is a strong word
we should interact more 3: adhd moment
i'd consider myself okay but nowhere near up to par with any of the proper tryhards - my skills are mostly coasting on being in one of the first waves of playtesters
pyrope is scarygood when she isn't shit-lucking into encountering 75% of the enemy team alone (and even then she holds out pretty damn well afaik)
I remember erm, I was talking with Rorsten, and I mentioned that I learnt how to play from you and he was like "Gamma? That Gamma?
"
i also havent played in ages
fascinating
if theres another gamma that'd be wack
Then again I could just be spouting nonsense that never happened, but I'm pretty sure that happened.
I feel like I've seen at least one other Gamma, though I don't remember if it was in Neb or not.
I believe there is only one boat related gamma
this channel has a reasonably robust population of decent players, even if I am far from as good as I once was
:)
Misc you're still a light cruiser player in my mind.
people's perception of me as either unutterably garbage or terrifying is solely based on their ability to softkill
I have probably not played a vaux in well over a year
when was misc a vaux player
pre mmu
isnt misc's thing CLNs
huhh
well ok that and capfleets
I wish I could search the thread by oldest messages on mobile, would be fun to rediscover some of the old conversations.
I forget if Hurricanes were cruise-able
Pre-MMU the only cruise missiles were thunderheads
-# I thought Misc's thing was playing that asshole cheeky Sid.
I thought squalls were too?
Are hybrids still lethal?
-# I have been informed that I've mixed up the two people that joke is relating two. Again.
As in really deadly
yes*
Are the little sandshot guns still neccesary then?
Ah right also squalls
I forget what they’re called
[Reply to:](#1164000873031151637 message) no, never have been
Sarissa
The anti-hybrid pdws
they're not necessary but are very nice in the newer craft-heavy environment.
But also people don’t play AvA much
I’ve never played alliance
Oh yeah, Sarissas fill the role of Heavy Gun AA, don't they?
auroras are also the anti-hybrid weapons, realistically, sarissa are just a weird niche against small-salvo-size S3H
Do Sarissas hold use for anti-bomber duty?
Would anyone be up to play tonight maybe?
OSP has Ocellos for sarissa carrying, or 100mm grapeshot for a long range PD weapon.
I want to relearn
Preferably newer or rustier players. We are not good at this game
[Reply to:](#1164000873031151637 message) Would anyone be up to play tonight maybe?
only if they're approaching over empty space and are detected before they can launch
Okay, what ANS alternative other than missiles exist for that?
Like, for the long-range bomber disruption role.
None.
You bring SDMs (and on PTB, you have a fighter escort or die)
Heavy gun AA has no doctrinal role in Nebulous because Nebulous is heavily cover-based, which does not exist in IRL naval combat.
If someone is approaching you while detected through empty space with bombers, they are playing wrong.
I.. Hm.
250RPF
Currently somewhat ineffective but on PTB with the craft manuever nerfs triCL can deplane a carrier if they're not careful
Sure you can say "just pop up and ambush them" but CLs usually want to be in open space anyway
...hmm. Just had our second ever battle and it... didn't go so well.
We were running TF Oak (2x Axfords) versus Garnet Squadron (5x Flatheads). Crippled one early in the fight via combined fire from both cruisers, but then the remaining four focused fire on one of our cruisers, wore down its armor, and then started tearing apart internal systems.
Think we may have done an oopsie and rushed too hard. >_<
Yep, against MNs you're going to want to keep the range open - Flatheads have a nasty bite in close range with their plasma removing your armor while their 100mm chews you up, but they're also the slowest hull in the game and plasma has a strict range cap of 7,800m, while the 100mn caps out at 7,200mm (except grapeshot)
Axfords have the mobility to avoid the MNs' preferred range while still being within the 11.something km range of their 450mm batteries, though they'll usually prefer to stick at about 9km, since the Bullseye FCR is limited to 9,500m
bullseye is 9k, parallax is 9.5
Wait shit really? I've apparently been wrong about that for years lmao
maybe I'm wrong
Nope you're right
No wonder I always struggle to maintain my locks between 9k and 9.5k even with Flood support
Oh good my very particular knowledge did turn out to be correct, I would hate to have to question everything I have ever committed to memory.
Got it, so stick to longer ranges and chew people up with the 450mms.
Any advice on ammo selection?
In an actual match a lot of the interaction between the two will be the MNs trying to use cover to approach or maintain a position to force the Axfords to approach, while the Axfords attempt to flank or otherwise get clear sightlines at range (or disengage and fight another fleet)
For the heavy cruisers' 450mm cannons: HE most of the time, maybe swap to AP if your firing at an Ocello.
Good luck!
If the MNs are engaging you, HE - if they're shooting at someone else, you might need AP to pen the armor depending on angle
Good luck!
Important note for all video games: you can mute people's in-game chat from the scoreboard (Tab by default I think.)
Ah right, nice. :)
Have fun!
[Reply to:](#1164000873031151637 message) 'Bout to go into our first actual multiplayer match. 5v5. Wish us luck!!
We’re heading back to our apartment and can hop on soonish if you want some company
Both cruisers are down. WSS Invictus took a bad volley of missiles, lost her drives, and then got ripped apart by two enemy heavy cruisers, which I think were Axfords. (We ended up on OSP.) But she fought to the last.
WSS Dependable lived up to her name, surviving the first volley of incoming munitions, retreating to repair, and then re-engaging. Sadly a second volley of what looked like at least a dozen missiles took her offline and let the two cruisers finish her off.
Still, we did what we could. Think we landed some solid hits with our guns and gave them something to think about.
Still need to see the after action report to find out what killed us; for now we're spectating the rest of the match. Will update y'all in a few.
did they have blue trails or not
Can't quite recall, sorry; we were kinda overwhelmed.
I'm leaning towards no. I remember them suddenly appearing on radar maybe five seconds before impact and weaving on approach.
I'll check in the AAR.
ANDDDD WE WON BY 2 VICTORY POINTS LET'S GOOO-0

...mmm, okay, honestly I can't really tell what we got hit by. I think some form of ARAD/active radar cruise missiles, with a combination of shaped charges and kinetic penetrators.
missile of kill Wyverns...
Yeah.
We're gonna grab lunch since we just realized we haven't eaten in fifteen hours and then we'd be down to hang out. :)
[Reply to:](#1164000873031151637 message) We’re heading back to our apartment and can hop on soonish if you want some company
sounds good!
yeah, arad/act cruise s2h
bshort your auroras and you should have zero problem with those
Got it; that lets them fire way faster by bypassing cooldown time at the cost of module damage, right?
Yep
Also: E70 jammer. It can jam enemy comms (so they can't get sensor updates from allies) and command guided missiles, right?
They'll burn out after eating a salvo or two, but really dangerous hybrid salvos like that are expensive to launch, they can't afford to send many at you
it's only relevant to jam cmd missiles, but as a result is mandatory on every frontlibe formation period
E70 is mostly for CMD missiles, comms jamming on ships is generally niche and the range on the E70 means it's almost never applicable
For ARAD/ACT you can either BSHORT your Auroras or if you have the time and mental stack they're very softkillable - right click -> EMCON then Shift-Z to drop chaff
For good practice also turn on your E70, though note you'll have to do that after clicking EMCON or it will turn it off
EMCON?
Emissions Control, but in this case there's a button labeled EMCON that does it for you
Emissions control. Turn all your radars off.
(Turns off Radar, FCRs, and Jammers. Annoyingly for now it also turns off comms jammers, despite those not attracting ARAD missiles.)
Got it, so it's essentially a button to quickly shut off everything if you've got ARADs inbound, right?
Sounds like they pathed the missiles nicely so you didn't have a lot of time to softkill though, which is a sign of a good missile player and a good reason to have Auroras :D
Exactly
the softkill tango is radars off, all stop, cmd jammer on, pop chaff and flares (shift-z)
Self-illuminate your chaff ideally, but that's less necessary
sounds good! where do you wanna go?
[Reply to:](#1164000873031151637 message) (Also @plain ice we've got lunch and are down to hang out. :) )
Most of these can be in any order, but CMD jammer must come after EMCON, and if you're self-illuminating that has to come after chaff (since otherwise there's nothing to illuminate :P)
Psst, Sierra (she/her) | Wyvern Silver Dragon (@wooden veldt), you have been pinged by @plain ice.
Hmm. Honestly we could hop in a VC in this server, in case any other Nebulous folks wanna hop in and see us floundering about. :P
[Reply to:](#1164000873031151637 message) sounds good! where do you wanna go? 📎
Unreasonably expensive placeholder fleets are fun. Maximum cost is achieved by packing an entire beach into 10 Moorline container ships
works for us
I'm tragically stuck at workulous, but good luck!
What's the arrow for
A completely alive perfectly healthy frontline
Their entire frontline went flanking
But on the upside, we lived and dealt like 18k damage! :D
we wanted to flank right but then everyone else flanked right as well
...ope we already have 7 hours in the game thanks to that four and a half hour Nebulous marathon. >_<
nice
help it's addicting
Always the hardest part of flanking, your teammates see a group pushing so they think "I'll come help!" and then there's nothing to flank against
Decided to try working on our first custom fleet. Keep running into lobbies without a cap fleet and figured we'd step up and make one for those kinds of situations, at least when we're playing ANS. Currently taking inspiration from the starter fleet TF Willow but putting our own spin on it. :)
wipes brow
...so much to figure out...
NOOO NOT TF WILLOW
...cardinal sin?
Willow is just not great, CL is too fragile, too few mounts, and not enough damage to stand on its own and torp sprinters are uh
not very good
...huh.
...how would you recommend building Sprinters? /gen
We have an all sprinter fleet that used to eb good back when we played, but that was less of a standard cap fleet then most
Cap fleets are a bit of dark sorcery to optimise. At a basic level you want cheap corvettes to quickly take points and then have a few more capable assets to stop opposing caps and/or defeat the things stopping your caps
A standard capping sprinter looks something like: 2xMK61, VLS-1 and an optional defender. Internals of basic cic, rapid DC, Reinforced Mag and an Aux steering.
I'm not very up-to-date on cap tech, but AFAIK cheap 2xmk61 gun caps, minimal chaff+arming missile acaps, and S3H missile caps are all fine
Willow’s ship roster was a meta cap fleet when it was introduced, but that was 2024
The most popular cap fleet nowadays is cheap Sprinters alongside very cheap beam Keystones ("Beamstones") positioned to defend the points, but be aware that everyone will be used to playing against that
Expect to get a lot of missiles and craft thrown your way if you run such a fleet
(Though that's the case for cap fleets in general, they know you have limited PD and that killing the cap fleet wins the game)
Liking the cheap sprinter config Fluffy provided so far.
Honestly thinking of trying being slightly unorthodox and bringing some heavier assets to go with them, like a Vauxhall or two. Maybe that's just our fondness for expensive things showing, but we like having one or two more beefy ships that can take a few hits.
Mhm. Don't intend to bring it often, since it's probably not a fun time being a priority target as a new player, but after losing a few matches because of nobody capping, we'd like to at least try when the situation calls for it, y'know?
[Reply to:](#1164000873031151637 message) (Though that's the case for cap fleets in general, they know you have limited PD and that killing th…
Very familiar with that lol
You'll have difficulty fitting two Vauxen in with more than a few cappers, but I actually do quite like the Vaux+caps design - it's nightmarish for OSP to try to fight for caps when you've got a Vaux on defense
The downside compared to Beamstones is one Vaux can't really engage any OSP capital on its own, whereas a Beamstone can eviscerate a Marauder or Ocello with a good ambush
I've had good success with single Vaux + caps, it does eat most of your non-capper budget
I recommend giving the Vaux a jam sprinter as an escort to help it survive
Upside is a Vaux can often defend itself decently against light craft/missile strike (or heavy strike with good softkill) and doesn't die to rocket Shuttles
You can also make a solo Vaux with 2xBlanket/Chaff/Bullseye shoulder mounts and a backpack Interruptor but it does mean if you fail the softkill QTE you explode
nod
Makes sense, yeah. We've been basically only playing heavy cruisers until now, so we were honestly hoping to try some fleets whose job isn't "sling shells back and forth with enemy capitals all game", as fun as that is. :P
[Reply to:](#1164000873031151637 message) The downside compared to Beamstones is one Vaux can't really engage any OSP capital on its own, wher…
well, a beam battleship doesn't sling shells
rolls eyes, smirking a little
You know damn well what I mean, Tommy. 
yes
I don't love making my cap fleet overmatch assets purely dependent on the softkill QTE due to attention requirements, but you definitely can do it
this is slightly playing to the crowd because that is my absolute favorite fleet to play
All praise the vauxhall
Might not finish workshopping this tonight (it's getting late and we've already logged more than six hours on the game today), but I think we're liking what we've come up with so far. Still gotta pick between one or two Vauxhalls (leaning towards two but one is less to manage), but we can do that later.
Oh btw vauxhalls also want to bow tank as much as they can because their shape means ricochets or nonpens
Also just, smaller profile
and then breaking thruster 17 gets shot off
Ye
who needs thrusters?
Each of our Sprinters only costs about 202 points, which is really nice. We've got five at the moment.
Yeah, I'm of the same opinion - fleets I've run such a build in are usually not cap fleets
Shrimply dodge
just find 2 points to spare, the no ship limits mod, and then run 15 of them!
The Vauxhall we're prototyping only costs... 900 right now, which makes us feel like we either we've put too little on it or we need more Sprinters...
...there's usually a limit to how many Sprinters you can bring? 
[Reply to:](#1164000873031151637 message) just find 2 points to spare, the no ship limits mod, and then run 15 of them!
10 ship limit total
By default there's a cap of 10 ships per fleet
That's pretty cheap, do you have four Ammo Elevators and some good drives?
I think we have a coppy of that fleet still
[Reply to:](#1164000873031151637 message) The abominable horde writhes with malice
Admittedly my perspective on Vauxhall costs is skewed by my EWAR addiction
I think "Duncan Idaho" is still the ship name I have encountered most
Only 3 elevators, but we can fit a fourth. Drives are the FM530 "Whiplash", biggest and most expensive we could fit.
[Reply to:](#1164000873031151637 message) That's pretty cheap, do you have four Ammo Elevators and some good drives?
...still need to work on the missiles tomorrow and add ammo for a bunch of things though, so it'll probably go up a bit by the time we're done.
It's a good name
[Reply to:](#1164000873031151637 message) I think "Duncan Idaho" is still the ship name I have encountered most
Whiplashes are weird because the small one actually has better drive stats, though if it's your only drive you probably want the big one for durability. I really recommend trying to double-drive Vauxhalls if you can afford the points and power, small Whiplash + big Raider does work
(Small Whip + big Dragon is also solid)
We've currently got about 1k points in five Sprinters, so each Vauxhall can be about 1k in-
...
you can add multiple drives.
...well then.
IDEAS.
Mhm
Yep! I don't recommend the quad-Prowler Solomon.
...and now our power is busted. :P
Micro reactors will save you
Anything cruiser and above tends to want multiple drives, though they can't always afford the power budget, since they take the same space as reactors
I'd recommend parallax generally for Vauxhalls
For a solo Vaux I personally prefer the Parallax, being able to burnthrough small ships' jamming and having a backup lock is quite nice
Plus it gives a good enough track to fire on with RPF
Right, got it. Makes sense.
Plus your main guns can only reach out to a max of 8km and generally you don’t want to be closer than 6
...still eating up 6 MW; need to figure out how to budget this...
(For trivaux I'll usually bring a mix)
...okay, shift that around and- there, two Micro Reactors. 95%. Hell yeah. :)
If you want advice you can drag the fleet file into this channel, there's a bot that will provide a fleet overview
Being a bit over your power budget isn’t the end of the world it just means you’ll have to be careful how many systems you switch on at once
Right, one second while I look it over.
Just as long as you promise not to judge our first ever attempt at making our own fleet from scratch. :P
[Reply to:](#1164000873031151637 message) If you want advice you can drag the fleet file into this channel, there's a bot that will provide a …
Can’t be worse than ours
Everyone’s been where you are, don’t worry
I guarantee we've all built worse
To elaborate on this, it's pretty common to be at like 105% power, and when your PDTs fire your Ammo Elevators lose power - since your PDTs will only be firing for brief periods of time, it doesn't significantly impact your firerate
Situationally you can go a lot further over power, like if you have jammers you only turn on temporarily, or some Beamstones which can only run either the beam or the radar, not both at once
Alright, just gotta find the fleet file now...
Found it.
right click in steam and go here
Fleet 'Wolfpack Company' is composed of 6 ships that cost 2022 points:
Demetrius E. Burkley : 'Vauxhall' class Light Cruiser [Gun Sensor Missile PD]
Artemis : 'Sprinter' class Corvette [Gun PD]
The Harsh Unity : 'Sprinter' class Corvette [Gun PD]
Book Out : 'Sprinter' class Corvette [Gun PD]
One Half : 'Sprinter' class Corvette [Gun PD]
The Leaky Poker : 'Sprinter' class Corvette [Gun PD]
```This fleet uses only one missile type:
```yaml
SGM-210 Storm : CRUISE - ACT(RADAR)/[PSV(EO)] - HE SHAPED [10pts]
Fleet 'Wolfpack Company' is composed of 6 ships that cost 2022 points:
Demetrius E. Burkley : 'Vauxhall' class Light Cruiser [Gun Sensor Missile PD]
Artemis : 'Sprinter' class Corvette [Gun PD]
The Harsh Unity : 'Sprinter' class Corvette [Gun PD]
Book Out : 'Sprinter' class Corvette [Gun PD]
One Half : 'Sprinter' class Corvette [Gun PD]
The Leaky Poker : 'Sprinter' class Corvette [Gun PD]
```This fleet uses only one missile type:
```yaml
SGM-210 Storm : CRUISE - ACT(RADAR)/[PSV(EO)] - HE SHAPED [10pts]
RCIC's do priovide a lot of beef to smaller ships
(Only one Vauxhall for now; only going to duplicate it later once we've settled on a better basic design so we don't have to go back and change everything later.)
Becosue of how the Reinforced tag works it is a lot more then it looks like and is also a lot more noticable on small ships
Requires 0HP to destroy, yeah.
Very solid for the Vaux! I would probably recommend trying to fill out the internal compartments a bit more, and personally I'm a big fan of putting the Bullseye on one of the shoulder mounts so you can get another main gun on - it's a lot of bonus firepower, though it does cost some point defense capability
To be hit at 0hp yeah, wich meens thay can't be one shot
No notes at all on the modules, those check all the boxes
Hmmmm... with how expensive this Vaux is getting, we might end up beefing it up a bunch and then using the budget saved by not having two on more Sprinters/more expensive Sprinters.
Oh, you do want a lot more 250mm ammo in the Vaux, and especially some 250mm RPF - I usually run about 1k each RPF and HE and 500 AP, though that's relatively heavy on the investment
Like the jamming escort someone mentioned earlier.
Got it. RPF is mainly for smaller nimble ships, right? (Since from the description it doesn't seem like the Mk64 cannons can be used as dual purpose.)
[Reply to:](#1164000873031151637 message) Oh, you do want a lot more 250mm ammo in the Vaux, and especially some 250mm RPF - I usually run a…
One thing to note if you want to save some points is that Small DC Lockers give the same amount of teams and restores as Reinforced ones, they're the most point-efficient DC option - but, of course, they will explode if shot
Fair warning that I am extremely greedy when it comes to DC so I strongly recommend getting second opinions on anything I say regarding it :P
Mk64s are dual-purpose! But yeah, 250RPF shreds Shuttles and Tugs, and also significantly threatens craft. One Vaux worth of RPF won't stop much of a missile strike on its own, but it can soften them up and if you're already firing on a rocket Shuttle when it starts launching you can thin out the strike
In particular outside like... 5kmish? Shuttles can dodge 250mm HE, but RPF will prox fuse on them even at 8km
Got it!
...question: how many Sprinters would you suggest? Currently we're running five, but we're considering dropping that to four to make room for two beefed-up Vauxhalls.
That's really a question for people who play more caps than I (@mint sinew pokepoke), but it's also very much a case of "season to taste"
Noted. :)
...sorry if we're asking too many questions. It's just... we wanna make sure we aren't deadweight on whatever team we end up on. There's a bit of pressure, I feel, to build well to make up for our lack of experience.
(Self-applied pressure, to be clear.)
(I feel like I need to build well so I don't hold my team back.)
You're fine! I think most everyone in the channel is happy to answer questions when we're around
And there's a lot of stuff in this game to ask questions about lol
Great. :)
yawnnn
Gonna put some more work into this tomorrow.
For now, behold, best name ever. 
Excellent
Most commonly played maps have 5 capture points with 1-2 per side being much closer to your spawn ("naturals"). That means you'll want no less than 4 cappers so you can start the game with one for each point that isn't the enemy natural.
I personally like to have at least one spare above that because cappers die horribly regularly
So that's 4-6 gun sprinters in a fleet like this, probably 5 as a target
there are more or less three acceptable AN capfleets; one of them is 3-4 beamstones as its overmatch asset, the other is an escort carrier, and the last is two very cheap Vauxhalls
since you're not a softkill god yet and don't know how to play carriers, beamstones
3x:
Mk600 Keystone w/Raider drive, 2x FPA, E90 Blanket jammer, Bullseye FCR, VLS-1-23 w/chaff, arming missile (1pt "technically armed" S1 to count for capture points if everything else on the ship is out, DO NOT FIRE IT), fill remaining slots with Defenders
6x:
Sprinter, 2xMk61, Defender wing mount, VLS-1-23 wing mount with six chaff, arming missile, 8 2pt max maneuverability ACT AMMs, reinforced magazine (your first magazine is free and thus should be reinforced for damage resistance on everything you don't need huge ammo capacity on) with 6000 rounds of 20mm, 200 rpf, 200 he
add chaff and 20mm ammo to keystones until you hit 3000pts exactly
rapid DC/bcic on sprinters, small DC/rcic on keystones
you don't need flares on small ships because your drive plume is nonexistent to begin with (i.e., just click all stop and you're set), it's mandatory on vauxhalls and up because their signature has a nonzero fade time
the vauxhall
as long as you can dodge you are literally immortal
the second you become unable to dodge you Instantly Die
2CL caps good :)
Although it's arguably not very good as a cap fleet considering your only overmatch assets can only be in 1 place at a time (splitting up vuaxhalls is usually a bad idea)
Just had a crazy match where one of our two Axfords just would not die.
It got disabled pretty late, but then it just kept tanking shells and the Reinforced CIC just would not get permanently destroyed. It got atmosphere breached, on fire, down to 0% then 1% then back to 0 and it just would not fail.
This Axford closed the distance to try to finish the job - and then got vaporized by a friendly reactor detonation right next to them.
A second one shelled us for minutes on end and still it would not die.
Literally survived the battle with still-functional drives and CIC, and was slowly limping its way towards the retreat line.
Axfords will do that. I've won many games by parking the burnt out husk of my Axford on a capture point while OSP can't kill me fast enough to take the point from me
Axfords are great for that, it's always painful to be on the other side knowing you can either spend 10 minutes firing at a 95%-dead Axford or shoot at something else and risk it zombieing back up and sitting on a point
We learned that lesson during one game where we had a single ocello left that could do nothing but move. Initially we wanted to abandon ship but our team convinced us to just mosey on and start capping points
That's another thing, there is literally no reason to ever evac a ship. Even a ship with just an aux steer and engine can either cap an enemy point or force an enemy ship to stay on one of yours
And if you lost and want to give up, the surrender button evacs all of your ships with 1 click, or more commonly just alt+f4 if you think your allies might be able to use whatever you have left to win but don't want to play anymore (still try not to do this, people don't really like being handed ships)
if the ship is engines and comms killed in an unarmed minefield, evacing it will stop the mines from triggering on it
mines are the one situation where evacuating is pretty good
I guess? But I don't like mines and don't think I've ever seen that be relevant in a game
in-extremis mine tactics involve a lot of insane space-opera stunts
I have triggered my own mines so I could chaff them onto a target past my useless little shuttle at least once
An AI-only tournament could be interesting, players design fleets then the AI battles it out
Like the bot TI in Dota
Do mines trigger on chaff?
Mechabellulous where you get 500 (number arbitrary) points to build with each round, and have to keep building on top of whatever you have
trigger no, but they will seek it
I had a game where I softkilled 3-4 minefields by slowly advancing and pre-chaffing.
AI doesn't softkill and iirc still can't use carriers, so CLN sweep
So, mine radars can discriminate chaff from ships, but only before they become active?
I see why that's done for game balance reasons, but it is strange
It also doesn't ToT though, so you can build fleets that survive that with hardkill
The way to think of mines is 2 stage: a "magnetic" trigger (activates when ships are in range), then a regular ACT seeker
Note that the trigger is the only one that discriminates based on team as well. Once triggered they just go for the biggest signature in range, no matter who it is
Somehow I had in my head that the trigger was radar activated
I think they'll also go for active decoys, so my model might be a little wrong too
So, never mind
No your model is right, ADs won't trigger mines but they will home on them once active
oh cool, I was right and it was the pubs that were wrong.
Launching an AD ahead of you into the minefield is still a good idea as it will draw all the mines you trigger by flying through
There is a lot of interesting emergent tech around mines
I actually did enjoy the couple of minespam games I was in but can absolutely agree with the change to make them single use VLS.
I think if it became more common I would find it a lot more grating, but it was an interesting change of pace for 2 games.
I still hope the mineVLS gets a bit more capacity
I'm sure someone has suggested putting mine bodies in the missile editor
There was a balance-agora thread suggesting ACT/[ARAD] mines but that got (rightfully) clowned on
'Bout to take out our ANS capfleet for the first time. 
Good luck!
one capper for each of the points not the enemy natural, three for A point if it's Arroyo, Salar/Ralas, Nyx's Eye, or Pillars, position your beamstones near (behind cover) and with their heading pre-pointed at the three points nearest to and including your natural
all other sprinters stay in reserve
Update: didn't go too well. Whole team went downwards and left our only non-Sprinter assets versus multiple Ocellos.
Got trashed. :P
Welcome to the cap life!
Learning when to cut and cede entire sections of the map is a bit of an art
Ah, yeah, Ocellos are already natural predators of triVaux, single/double Vaux will need to run the moment they see one
One thing I wanted to mention is that ammo costs are rounded up, per ammo type, and per ship - so having 150 120mmAP and 150 120mmHE costs the same as 200 of each. And Flak costs 1pt/75 IIRC, so 225 costs the same as 200. You can hold ALT while adding ammo to have it add to the next threshold.
(Not a huge deal, just one of those things that gets you a little extra ammo or a few more points)
oh, wait, she's running double vaux caps? That's... going to be rough
Eh, Vaux Caps are fine
It's more like a half cap which is perfectly fine
Update: in a complete reversal of last match, this time we engaged and destroyed multiple Ocellos with our Vauxhalls. Took advantage of them being angled towards our teammates, popped out from behind rocks, unloaded AP into their flanks. :)
A well-executed flanking manuever always feels so good to pull off.
Also we stealthed our Sprinters around the map and managed to cheekily steal a few cap points.
Also two nearly dead Ocellos tried to take A but we parked a singular Sprinter on it and stopped 'em. 
...playing double Vaux and Sprinters is definitely a different feel compared to double Axfords/Ocellos.
It's a lot more to manage but also so satisfying when we pull off sneaky flanks.
Vauxen really rely on their mobility to choose their engagements, they're incredibly powerful but also my goodness do they fall over quick when out of position
It's an interesting aspect of Nebneb that small ships (Sprinters and Shuttles in particular) are highly resistant to 450mm due to overpen, there's actually very little even healthy Ocellos can do to a Sprinter sitting on a point with its roof aimed towards them
Mhm!!
Kind of like battlecruisers were envisioned to be during the Interwar period. Hunt down what you can fight, outrun what you can't.
[Reply to:](#1164000873031151637 message) Vauxen really rely on their mobility to choose their engagements, they're incredibly powerful but …
The mine monitor is on a great journey
For all of you who participated in this arroyo match here's the bricks we were throwing from spec view
oh oopsie
Ah dang, I don't have that one yet
i should play more often
Boat night is tomorrow!
I can ping early again, start time is kind of up in the air.
We'll do our best to be there!!
Can't promise we won't be utterly awful, but we'll give it our all. :P
[Reply to:](#1164000873031151637 message) Boat night is tomorrow!
Want to ask if anyone wants to play some neb
We'd be down. :)
sweet ok
I haven’t played in a while, should I just make a room?
Could work. That or we look for a public lobby that has room.
Mhm
Want to vc or no? We’re fine either way
I'm... down.
Is this normal?
lifepods don't really do object avoidance because they're decorative objects
This server is not for Battletech lol
Hey, we were in this match!! :D
[Reply to:](#1164000873031151637 message) https://youtu.be/y1MJiIKAgmw?si=JaUyHRG-rdVDc1Av 📎
We're famous!! 
\ @plain ice You were in this match too! :)
\ lol we got the honour of the thumbnail
You did!!
...honestly we're a little sad our performance was so lackluster we didn't even warrant being mentioned in the video, but ah well. 😔
Oh wait, nevermind, we got mentioned when the mines went after us. :P
The video maker was complimentary towards your Axford build
@restive monolith think you'll be around for an early boat night today? I know you haven't been able to make the previous days, was thinking about pinging early today (in about 40 minutes)
Sowwwyyy I think I could play tomorrow
normal ping time has <t:1771106400:t> , but I can ping early
I'll definitely be around later for Fluffy and Lark as they're usually the later-comers
I got a battlegroup game in 30 mins, if you want we could smash out a game beforehand real quick maybe? We'd have to find a lobby right now though xD
sure
heck, <@&942093958551588904> it's boat afternoon today, on account of pinging early
On our way!
Fleet 'Caps + 250mm 20251013' is composed of 9 ships that cost 3000 points:
Dairy Splay : 'Marauder' class Line Ship [Gun PD Sensor]
Tinny Bye : 'Draugr' class Clipper [PD Gun Sensor]
Warding Bolts : 'Draugr' class Clipper [PD Gun Sensor]
Frost Eager : 'Draugr' class Clipper [PD Sensor Gun]
Brisk Cola : 'Ferryman' class Clipper [PD Gun]
Strafe Shooter : 'Ferryman' class Clipper [PD Gun]
The Foamy Bomb : 'Ferryman' class Clipper [PD Gun]
The Sooty Hyena : 'Ferryman' class Clipper [PD Gun]
Squirmy Worm : 'Ferryman' class Clipper [Gun PD]
```This fleet uses 2 different missile types:
```yaml
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-111 Demister : DIRECT - ACT(RADAR) - HE FRAG [2pts]
Oh, @junior heron could you send me the battle report?
forgot to download it sorry D:
Yeah, backpack craft operating under the Pyre's umbrella were really nice
There were two wings of Cudas that got smote by SDMs as they locked in to dogfight me
I actually have three Sarissas in that fleet, the Tale is 2x Sarissa 2x Mk62
It's like my only fleet I have that can actually interact with craft on Main :P
you have TF Ash, it came with your Nebulous: Fleet Command
...now I wonder if it actually did, or if it was added after I bought the game
I do have my own Trivaux which I suppose interacts with craft
I will forever find it funny how much playing a beam bb feels like it warps my gamesense
- aren't in ranges to orbit dodge
1b) heck aren't usually going to get more out of bowtanking than the extra beam will do - aren't usually pulling attention like a frontline fleet would
- can interact with craft
Beam BBs also just have a much spikier tempo than 450mm fleets, IMO
Lots of maneuvering followed by a few minutes of beaming followed by more maneuvering
maybe it's why I am fine with canyon
I understand the serenity of maneuvering the terrain
Meanwhile, I'm fine with Canyon because my natural habitat is the void at least 5km away from the nearest rock, and there's a lot of that on Canyon
Sudden random thought:
Part of us suddenly wishes Nebulous had boarding pods or something similar. We know it wouldn't really be balanced and whatnot, but we've always liked ship to ship boarding actions in sci-fi, from a purely "that'd be cool" standpoint.
(Obviously not suggesting they add it or anything, not without putting more thought into it.)
Was actually on the original roadmap
Funny story!
Oh!
But didn't make the cut as there wasn't a fun way to make them work, be good and be fun
(Unfortunately Lys couldn't find a way to make it fun and interesting)
Mhm, yeah.
Maybe this is our hyperfixation on the Lancer mission we're writing involving ship to ship boarding actions leaking out. 
They are a cool concept, and boarding as a utility tool will be coming into the campaign
@cynthetic because idk what your discord username is but
gameplay
...help. I think we've been playing so much Nebulous we dreamed about it last night... :P
Did you dream up a good fleet?
neb dreams are funny because they are utterly ridiculous to remember after waking up
a very nonzero number of my dreams are just reaching into the game and spinning my battleship around with my hands.
...I dunno.
I barely remember what happened. :P
[Reply to:](#1164000873031151637 message) Did you dream up a good fleet?
Tom I think that means your subconscious is telling you to put more Dragonflies on the Autumn
Or last night's where it made complete sense for me to be playing Ocellos on ANS, of course. But also they still had OSP equipment so I was using R2 containers against lineships.
Alas, you will not be able to recreate the tech
Aughhh container Ocellos
silly dream
Giant tom’s hands vs 450mm HE!
[Reply to:](#1164000873031151637 message) a very nonzero number of my dreams are just reaching into the game and spinning my battleship around…
Honestly I see the logic there. Ocellos are able to use both factions' equipment, and they're an ANS hull, so...
RL-36 Ocello would have been the real dream tech against OSP
...ALSO, yesterday we ran into our first encounter with someone using the E15 signature-hiding module...
EXACTLY!
It made perfect sense
I should make these with masquerades for if we ever end up on a server with unlocked factions...
"Oh huh, a Vauxhall just popped up from behind that rock? Why is it pushing? Eh, throw some HE at it and it'll regret its life decisions."
distracted by several other ships taking potshots at us
"Beam Vauxen?? Didn't even know that was possible."
only caught a glimpse of it on visual and didn't quite process it
"Alright, let's see how that-"
"THE FUCK DO YOU MEAN IT'S A SOLOMON??"
[Reply to:](#1164000873031151637 message) ...ALSO, yesterday we ran into our first encounter with someone using the E15 signature-hiding modul…
Boxhaul
Fuck that's so much better
Surprisingly we chucked AP at it and somehow our two Ocellos killed it?? I think someone else had been hammering it in the flank and it was already venting atmo.
We also killed two Axfords that match too. Dunno what the hell we did, but our 450 AP did work that match.
Ocellos good! They're the best void duelists in the game
In the case of the solly it was probably the flanker and/or poorly-built internals that finished it off, it takes a lot of AP through the nose to kill one
That, and the fact it was kinda drifting. We started hammering into its flank too once it drifted below us.
considering they put an e15 on a solomon, it was the internals
Think the flanker wrecked its drives.
Also we are witnessing... something in this Neb lobby.
We've somehow ended up doing ANS vs ANS, and someone brought a 3000 point fleet that consisted of a singular Vauxhall with an absurd amount of missiles.
yeah, that's an auto-win in AvA
alliance fleets don't bring the PD to beat it and don't have EO jammers, so they win
...yeah so anyways they left- 
Woe unto the other team, for their capitals shall soon evaporate to EO HEKP
Presumably an Auroramaxxing gunblob could survive
and now we have nine Railstones
we are witnessing Things and we are honestly just here to see what insanity this match brings
...rails are very good against ANS but that might still be excessive
Okay yep, we now understand why ANS vs ANS isn't great.
...
Five. Hundred. EO. Hybrids.
Yep!
AvA is entirely based around bringing auroras and 450. You do nothing but sit in orbit and auroras and 450 people.
If someone fails to bring auroras, they die.
...having not brought Auroras: yep.
One of our Axfords got hit with so many hybrids so fast it blew through every single DC locker, both reactors, and the CIC in a single volley and completely knocked it out in a single volley. :P
Full HP to fully dead and evacuating in ten seconds.
Yeeeeep.
You can do that to Ocellos on OSP too, even through auroras, just less reliably.
And Ocellos actually have access to the softkill to defend against it if they want
Anyone know the most space-efficient planar formation for 8 ships?
Probably a heptagon with a single ship in the center, since that's close to a honeycomb
pretty much, assuming symmetry
Symmetry doesn't actually matter here, but I think it's still most efficient? Apparently the Neb Server Bot has a formations command, so we'll see what that gives me
Mathematically confirmed to be a heptagon: https://en.wikipedia.org/wiki/Circle_packing_in_a_circle
Circle packing in a circle is a two-dimensional packing problem with the objective of packing unit circles into the smallest possible larger circle.
Octobrick fleet??
Ooh good link, I should have realized that's the name for the problem given I've seen square packing in a square before
Trying a new take on my old Galeblobs, this time using Sprompters for illumination + bringing backup guns
THE PROPHECY IS TRUE-
Another Neb twin to go with the Fluffies!
Fluffy, Esq.
I know there's a neb player called Larc, I don't think I've been on the same team as them though
Larcrivereagle, yep
Just called out several tracks as possible 250 Liners.
Belatedly remembered several minutes later that we're on OSP. 😅
I play like one match of nebulous every week really, I should play more
Move fast, relatively long for their width, quite good linear thrust, field 250mm guns, seems like a Lineship to me
And with yall sometime
I mostly only play Neb on boat nights nowadays
Might play more after the PTB changes make it to main though
Cruiser, Line sounds about right
Don't forget the oversized braking thruster
We try to squeeze in a few matches every day, just to keep our skills sharp and keep improving. Neb is a game that rapidly depletes our spoons and mental energy, so we try to play a bit often instead of trying to play for 6 hours once a week and getting incredibly burned out.
[Reply to:](#1164000873031151637 message) I mostly only play Neb on boat nights nowadays
It takes a lot of spoons so I play 1 or 2 games every few daus
Days
That and I dont have time for it
Anyways we lost that match because we had three Ocellos whose player had a fire alarm go off and surrendered instead of just disconnecting, so we were down 3k points from the start and had no capfleet to boot.
Still gave them hell. We got ambushed by not one, not two, but four Beamstones at once and killed them because we were mostly bow on and they apparently didn't BSHRT their beams. >:)
Oof, rip the Ocellos
Also we finally saw an enemy carrier and helped spot for a mass driver who absolutely obliterated them. :D
And yeah, same boat where I only have the energy to play a certain amount of Neb, and I just tend to prefer having at least a few people in voice for multiplayer team games in general
Mhm. Totally fair.
Carriers are like cockroaches, they hide in the cracks of the map but you know they're there
Need to try one one day. We love skulking in a corner being a nightmare for the enemy team. 
(Still need to figure out what to replace the craft with on the Liner in the OSP capfleet someone provided. Not sure we have the experience yet to command nine ships and craft at the same time. :P)
A classic thing for liner backpacks is utility containers
Having a couple lineship decoys, a couple killjoys, and maybe a big explosive box or two for bonking PDless ships can go a long way for a very small investment
You can also do an actual missile backpack, 8 torpedoes or 16 S2s hits quite hard
But it's pricey
If you want to deal with micro, Revolver Lineships are a thing, where you have guns on both sides and roll over to bring new ones to bear while the first are reloading
Yeah. Going to see what we can fit once we tear out the hangars.
...need to give the other 8 ships names, too. :P
We saw, yeah! One of the starter fleets mentions that.
Just seems a bit micro-heavy for a fleet with 9 ships. :P
[Reply to:](#1164000873031151637 message) If you want to deal with micro, Revolver Lineships are a thing, where you have guns on both sides an…
I think that ship was 250mm IIRC, so it's less valuable, but backpack T30s aren't uncommon on 450mm liners to let them deal with small stuff and flankers
It was 250, yeah.
Since I haven't been playing much since carriers none of my new fleets have earned themselves names
The one with Axford/Railstone/SpotterBomberFrig is getting pretty close though
You can always stick stuff like TALS and Warbler on the backpack as well
If you are ripping the craft off the cap fleet 250mm liner I suggest filling the back with containers. A few decoys, a few killjoys (defensive containers with jammers) and then some ACT[CMD] containers to slap people who cheap out on defenders
A TALS is a good shout too
You essentially trade the scouting of the craft for better softkill
I favor t30 backpacks
I don't find 250mm LNs need the extra antilight but they can do work
Oh, right
They're less necessary for 250mm LNs IMO, though they're still nice for extending the range you can hit a dodging Sprinter
The extra 300m/s on Grape isn't trivial
Nor is the extra projectile size
I suspect they'll be even nicer once PTB changes are merged and they kill craft
Though I guess 250mm is getting bombs too which overlaps with both roles
Pseudo revolvers 250->T30 probably have a lot of anti-light/craft teeth if the control proves not to be too fiddly
dang, looks like the thread lapsed just as I was finishing a match
Personal attack
<@&942093958551588904> alright it's close enough, boat night!
I'll be on in 10ish
Be there STAT!
the nefarious & evil vauxhalls claimed another victim
hey I charged valiantly headfirst into you after I recognized we were losing on points
true!
CM-404 Spicy Active Decoy is a size 4 missile that costs 3 points.
@wooden veldt
CM-421 Box, Adequate is a size 4 missile that costs 4 points.
"My Ocello is feeling weirdly sluggish"
Thrusters are overrated, I definitely don't rely entirely on them + jamming to win gun duels...
Bullseye+flood is coming
I feel like I did help that game, though I can never tell with rail and MD numbers.
That's why I have a Raider lol
It seemed like you did, at minimum you really constrained their movements
Jamming is great but definitely not always viable
I wasn't paying that much attention, given I was having my own adventures on the opposite side of the map from everyone else, but the fact their artillery BB and Axford had been contained rather than pushing through against Sierra's Ocellos suggest they were doing work
Oh jeez, our new OSP capfleet has ten ships... (6 shuttles, 3 tugs, and a lineship)
That's gonna be a lot to manage. :P
The best capfleet micro advice I've been given: rather than trying to track everything at once and failing, regularly rotate through all your ships and see what they need in the moment
also we just looked at how many containers we can stick on a Moorline and we're cackling-
pretty sure we don't need 200 containers but the fact we could feasibly mount that many is diabolical-
You say that you don't need 200, but...
...is 144 not sufficient? :P
Only practical experience will tell
This is true!
...not gonna play a Moorline container boat yet; need to go back and do the cruise missile tutorial first. 
...and we're gonna focus on learning our OSP capfleet first.
...and maybe trying Beamstones.
...gosh there's so much to try...
One of the funniest things I ever saw was er, S2 Moorline, using mods.
We use them as AMS stress tests.
They easily get like 1k cells. It's so stupid.
"Oh yeah, it's capfleet time!"
friendly player brings ten rocket shuttles
"...guess we're bringing Ocellos again. :P"
10 ruttles does not a cap fleet make, always worth an ask if they are planning on caps or going hunting
...and then they switched to Ocellos so actually we're still on for capfleet gaming!
...awww, server kicked us out halfway through. :(
howdy
I’m really not a fan of 10 ruttles as a cap fleet tbh
Probably worth bringing something that is another fleet but has some gun shuttles on the side, my favorite for this is 2x250LN + gun cappers
most 10 ruttle players don't even use them as caps, they use them to grief CV players
which is fair tbh
don't trust your team to know how to softkill? kill the missiles first
...just had an absolutely insane match with our OSP capfleet and I think we're gonna be riding that high for literal days. :P
- our team has multiple Rear Admirals while we're still an Ensign; enemy team has a Vice and Rear Admiral and two mid-rank players
- we deploy and do our best to quickly take points; get us ahead 3 points to 2 pretty early on
- desperately trying to manage sweeping with EWAR, sneaking our shuttles around, and using our Liner to poke at a few people
- one of our team: "btw wyvern you're doing stellar keep it up"
- Cap5 saves a friendly carrier with no PD that had to push a point from an enemy missile with a lone PD turret
- "cap5 my hero"
- go for a last-minute rush with the liner to grab a 3rd point and get ahead points-wise
- "wyvern you got this"
- knock out their backline and start taking the point with help from friendlies
- win 1000-984
Almost had a heart attack trying to manage everything, but whew that was awesome. :D
hell yeah, that's the best neb moments
HELL YEAH!!!!
I think I remember seeing this match, what was the map and if you can recall who were the high rankers?
-# Hmm, I think we might have exported the battle report. We're currently on mobile but we can check in a moment.
-# Just checked: our team had Larcrivereagle, us, MiniTitan365, and Cleetus McGreedy vs Shrike, Sly Procyon, Surazal, and Trojan_Shad0w.
-# Can't quite recall the map, sadly, though we have a screenshot from partway through that might show it, one second...
-# Nevermind. But yeah.
I'm misremembering anyway, the match I was thinking of is Styx with different people, Surazal and Trojan ran CVLN that one
-# Ah, got it. No worries!
I'm around if we get a squad going
Curse my laptop, would if I could!
We're around as well. :)
I'll be in VC once I dry my hair off, just got out the shower lol
@wet root
ding
dong
\ @wooden veldt
Thanks lol
If you react with ❗ to a message it pings the actual account
Psst, Pack of muddled beasties | BargainBinCryptid (@plain ice), you have been pinged by @wicked mirage.
Oh that's good to know
Neat xD
Yep!
Or right click/press and hold to bring up the apps section
Ughhhhh we're being dragged away AGAIN, go without us.
[Reply to:](#1164000873031151637 message) \ @wooden veldt

TBF, 250 LNs can be a real DPS hose
More than 5 CCs and a CVL?
The opposite of the USS New Orleans (lost about 150ft of ship, including a turret, to a torpedo, then sailed back home)
Nebulous players will tell you that it still has a turret and needs to get on A point
That's incredible lol
xD
True!
Apparently two cruisers sailed back from that fight missing their bows actually, the USS Minneapolis did as well
Though she at least kept her turret
here's USS Shaw which had her bow blown off at pearl harbour
(and was then fitted with a comically oversized tripod mast for the trip back for further repairs)
there were quite a few bow losses
a British destroyer lost the front third at Narvik and made it home fine
That's the image I was originally trying to find!
usually they would return home in reverse, so as to minimise water pressure on the damaged section
Hopefully they only lost some aux steerings and maybe an RCIC
I too love cross-section diagrams
there was also HMS Zubian, which was the result of one destroyer that lost the bow to a torpedo and one that lost the stern to a mine
after attaching HMS Zulu to HMS Nubian they had one whole DD
The hybrid destroyer was commissioned on 7 June 1917. The choice of name caused confusion among the German Imperial Admiralty Staff, who knew of no such ship under construction.
WW1 destroyers were admittedly puny little things compared to their WW2 counterparts
I'm disappointed they didn't keep both midsections
Long looooong DD
Then if it happens again it can continue extending
comically long ships are in fact an American specialty
the Omaha class were so long and thin that they were floppy
and the original plan for the Lexington-class battlecruisers in 1914 was this thing
which is a thousand feet long and has seven funnels, some of them are occluded by other funnels in this drawing
it is so thin that it can't fit the stupid number of 1914-vintage boilers it needs to hit 35 knots inside the armour, so there's a bunch of armoured boxes with boilers inside them above the deck armour
turning circle of Yes
I adore ships of that era, funnels are peak aesthetic
they did not build these but I kind of wish they had
weird boiler boxes are very funny
the german Mecklenburg also, iirc, had a random Box on the stern
Needed, no. I can imagine all sorts of dumb situations.
Wanted, sure: was this mines?
2 1500 point sprint mine MNs
oh
Wyvern's pretty good, I think they've got this.
I'm in ERI 5 right now
-# Would've stayed, but unfortunately we got called away and had to leave. Would've stayed just to see how badly we got exploded, though. :P
[Reply to:](#1164000873031151637 message) oh 📎
Ayyyyyy!!
Not sure we did too well that match, but for our first time taking out a Railstone, it was fun. :)
(Running a fleet Pyrope recommended us; gun Sprinter, Railstone, heavy Axford, PD Raines to cover the CH. Worked pretty well.)
(Up until bombers ripped us up. :P)
...honestly, as much as we love From The Depths, it's kinda refreshing that fighters, bombers, and missiles are viable in Nebulous.
(In FTD missiles are very hit or miss a lot of the time, given that interceptor missiles are fucking insane and you can essentially build super-Auroras that melt everything, and fighters/bombers struggle to bring enough ordnance to get through insane PD grids, and get absolutely melted by lasers that can hit across the entire battlefield.)
It's nice knowing that we can bring a carrier or a missile boat in the future and contribute. :)
...gosh one day we wanna learn synchronized cruise missile strikes and do giant container volleys/yeet hybrids at people.
...someday. :P
Of course missiles are hit or miss, HE missiles don't have splash damage :P
I definitely recommend starting off with Hybrids, you can splash them into a lot of different ANS fleet archetypes to get comfortable with cruise pathing and dedicated cruise missile fleets for ANS don't need to jump through the time-on-target hoop Container Liners do.
CLNs nowadays tend to loop some of the missiles around on a longer path so they can synchronize two volleys to impact at the same time, but hybrids don't do this for a variety of reasons (shorter missile range, less magazine depth, more accessible volley size modules, PD pen less dependent on volume)
broadly, correctly designed hybrids are binary on PD: either the enemy has auroras or they don't
if they have auroras, you won't pen them with s2h. if they don't, you will.
thus, all that matters is softkill resistance and warhead.
Oh, is s2h recommended over s3h?
s3h are much more vulnerable to sarissas in transit (limited salvo weight), as well as grazers when sprinting (limited salvo weight), and have limited magdepth
Got it, makes sense. Can they still down capitals if you fire enough of them?
s3h are very good at downing capitals, moreso than s2h
in a white room
but the enemy always gets a vote in the matter
S3H take more careful play, but are also able to break any hardkill in the game, and are more effective at capital removal, than S2H
But I wouldn't recommend them for learning because missing or failing to Sarissa-wiggle your S3H salvo means losing 17% of your entire salvo capacity
What's the counterplay to S3H, out of curiosity?
Don't Be There?
Staying far away from cover with a full softkill suite
Dead ship PD
AMMs and craft for air intercepts
Got it.
the grazer liner:
Falls over to decoys, no?
yep
The Aurora+GrazerCello, though...
counterplay to s3h is full softkill, sarissa in open space + relying on them to make a mistake, or dualcello aurora and hoping they built the missiles wrong or they come in at a bad angle
Also arguably just playing a cap fleet. It really hurts throwing high-value S3H at cappers, especially if they have AMMs.
S3H still really hurts the cap fleet, it should even be positive value for the cruise fleet. Just doesn't give them screenshotable big numbers
It works against a cap fleet, it's just relatively easy for it to go wrong - spend too many missiles and you're losing value, spend too few and you risk AMMs eating half while the rest bounce off the indestructible shuttle nose, plus dead ship PD on points
Even in the best case you're spending more missiles than on any other fleet, the margins are generally thinner
And high-risk high-reward fleets like dedicated yub really need to have high margins to be worth bringing
Quick question: what's the use-case for the OSP R400 'Bloodhound' radar? The long-range, manually targeted, small-cone accurate-track radar.
14km is a giant range, and 30m position plus 0.5 m/s accuracy is nothing to scoff at, but we're not experienced enough to know if that's accurate enough for gunnery targeting. Kinda seems to overlap with the EWR a little?
(We're just kinda digging through gear lists and messing around with a few builds for both sides so we can get a better idea of what both sides bring to the table. Know your enemy, know yourself, yada yada.)
It's accurate enough for gunnery, especially with a Track Correlator
And notably longer-range than jamming caps out at (10km)
So you sit outside their radar range providing firable tracks and there's not anything they can do to avoid getting shot at
your standard use case is on a tugboat with 2 track correlators, so accuarcy is even better.
It's OSPs answer to the fact that their dedicated FCR (the Pinpoint) is limited to 6.5km
(read: you never use it in any case but when you can fit 2-4 track correlators)
That's also beyond Bullseye (ANS Fire Control 9km) and Spyglass (longest ANS radar 11km) range
you put one in a fleet with MDs, rails, or 450, you stay at 11-12km with gun plotting centers, you win
simple as
also the hard limit for AN jamming is 10km so jamming just doesn't work against you
Though it can have trouble seeing corvettes and frigates at that full range
(Often you'll need to push the 450s themselves closer to not get dodged, but that's part of why you usually put the Bloodhound on its own hull)
...Today we remembered Track Correlators are a thing. :P
don't worry, track correlators aren't real outside of the BH and the Spyglass
Also today we learned that OSP mass drivers are not even remotely similar to ANS railguns.
...giant tungsten rod, GO!
Tragically, the 8TC EWR is not enough to make Railguns reliably hit at 15km
Yeah, we know. Just an aside.
I try to make it work about once a year and every time I'm disappointed
OSP Mass Drivers are kind of the inverted ANS railgun: They do a lot of damage, but only on the surface of the ship
oh my stars the Monitors mount 600mm CANNONS-
Notably they have very low crit chance and damage rays, so they don't actually kill any compartments, but they circle around to the same endpoint as rails, in that they really help a 450mm platform win a fight by overwhelming the target's DC
Mass Drivers, that is. Not 600mm.
Yeah, I figured. :P
Just- Wow that is From The Depths level of GIANT GUN. 
(Still not as big as the 18000mm CRAM cannon, though. :P)
=3TC huntress is shockingly effective but why bother when you have a bloodhound available
Oh hey, didn't know the ANS/OSP have different craft selections.
We love the Sundial SEWAC. It's so silly looking and we love it. Also 10km radar range is freakin' awesome and we love it for that too. 
Sundial is a great name for it, too
Sundial is so lovely.
I really adore the skiff too. It reminds me of Star Trek shuttles.
@wet root what drive setup do you use for your Ocellos?
SunRaider
hmm
(Boosted Reactor in the last slot, since I run heavy Sarissa and EWAR)
I really think it's hard to justify any other choice for the first two drives, tri-drive is reasonable though IMO
Raider sweep
thoughts on Raider Yard for more LT?
Raider is phenomenal, Sundrive lets you outrun pretty much all ANS capitals and keep up surprisingly well with Vauxen
You go from 25m/s baseline to 18.5, it's so sluggish
is that slow?
Maybe if they're tied to another ship that's similar speed I could see it, but otherwise Ocellos win or die off positioning
I was going to make a joke about BB players but isn't the Autumn significantly faster than that?
Autumn is 27 at flank
Autumn?
my beam battleship
Oh, so same speed as RaiderYard
actually, in current setup (whiplash dragonfly) it's 16.93, 25 at flank
so even slower
Ohhhhh, we were like "huh? But there's no drives called that and building the UNSC Pillar of Autumn seems a little outside of the power scale of Nebulous..." :P
[Reply to:](#1164000873031151637 message) my beam battleship
fun fact: "Autumn of the Storm" is actually just what I misheard the lyrics to the Warcraft 3 credits song as when I was young, and it's just stuck with me
It's a good ship name I think
RaiderYard does feel more reasonable if you are running to escort a monitor ball, where you'll end up a lot closer to 450mm sources
(the lyrics are "upon the Altar of the Storms, I will be reborn" because y'know, that's the name of the Orc Altar)
Yeah, if you're building specifically around that or some sort of particularly laggardly LN build. But that's a very different beast, you'll want to build it a lot more durable and probably won't be fitting 2x CCs in
It is! Nifty Autumn lore there
I think I've mentioned it before, but before you (Lark) started playing.
It's void duelists that really want the SunRaider, gives them the same speed as WhipWhipRaider Axfords
I'm building this one for an OSP "Support" fleet that bring the EWR, Bloodhound, SAM Site Tug, and some Jamming that a lot of fleets usually eschew.
And close enough to WhipRaider Vauxen that you can feasibly rotate on them
And has an Ocello as the centerpiece of that to help support another fleet (probably MN ball as they seem to be the missile magnet)
I would still probably recommend SunRaider there, since it's much faster at moving to support the fleet that needs help
Like, if you're content to deploy with a friendly fleet and never go help anyone else, I suppose it won't do much
I'm gonna try a game with Raider Yard at first, and see how that feels.
And Yard is better if you are brawling closer in, the turn rate is nice and the durability is... technically existent
(Though the small drive slots in the Ocello are very well protected)
Yeah I hadn't realized Sundrive had closed the durability gap as much as it had
Still used to thinking of it as "if you breathe on this it dies"
I also hadn't realized it's as durable as it is nowadays
But modules 1 and 2 are pretty much invulnerable unless you're in a position where you're dead anyway on a CC
By drive standards it's still pretty fragile
Only 50 HP and 10 DT less than other small drives
10 DT feels like a lot
I think damage has to exceed DT, not just meet it, to break components? So on Ocellos specifically it's still got enough DT to survive HEI
