#Nebulous: Fleet Command
1 messages · Page 38 of 1
I should play more of my bad overinvested 3beamstone fleet...
OH WAIT-
It wasn't an E side push. The beams pushed... half E side, half D side.
it's a Nirvana song name. the entire fleet is Nirvana song names
Their frontline engaged ours E-side, we were moving to flank- and the beams came in through D uncontested.
...and below.
...kinda just rolled up and beamed people without much pushback.
Which I do not understand. EWR is literally so good. We want to bring it more often, because no one does!
[Reply to:](#1164000873031151637 message) pubs are allergic to ewr
Who doesn't like getting to sweep all over the place and spot everything from 18km away?
doesn't do damage
...well, 18km is the max range but- you know what I mean.
pubs have no idea what to do with things that don't do damage
...
No one likes playing support in games. 
people especially don't like playing support when you get zero feedback for it and are entirely dependent on your team (by and large full of incompetents) to act on your support and make it worthwhile
neb is not a great game for rewarding supporting your team
...right.
...we should really ping for stack play more often.
Pub games are... starting to wear on us.
Unfortunately: ADHD.
The more a team is required to think the less nice it is to play pubs
it is always good to take a break
...that too.
...yeah I think we're going to take a couple days off Neb. I don't know how many hours we've logged in the last few days but it is probably not one we want to look at. :P
this is wise.
the other day I had an afk frontline, a capfleet that was just so completely no diffed it was depressing, and half of my missiles went into a rock because pyrope's LN can just do 50 m/s complete reversal jukes on the turn of a dime, and then to add insult to injury a missile fire order I cancelled and which couldn't be launched because a reactor got redded and turned off power to the CLS - my last missiles on the boat - automatically went through anyway after I had retreated behind a rock to repair, sending my last missiles directly into a rock
after that experience I just got up, went for a walk, took a nap, and played Minecraft
That’s just LNs, iirc Pyrope’s liners only have Chi-7700 not even dual drive but it might’ve been
it was genuinely unbelievable, I checked the velocity vector and she was steaming full speed away from cover by like 3-5km, so I launched
in the time it took my missiles to get there she had completely turned around at max speed and gotten behind cover
admittedly it didn't help that my frontline decided to "help" by giving her early warning by launching their own missiles (which she easily softkilled), but
LNs do that. When trying to hit them with cruise salvoes we often have to plot a course that approaches from possible retreat points and activates seekers really early and still sometimes miss. Hitting them with direct fire missiles at anything that isn't knife-fighting range is a dice roll.
one more example of all the nice things OSP gets (doesn't protect them from gun fights where that actually would be nice, axfords chew you up and shit you out before you can un-peek cover, but you can certainly waste salvo after salvo of the missile player's time or make them go afk for lack of targets)
waiter! waiter! flat speed increase for DIRECT hybrid cruise stages!
Yeah... when we play Liners, we tell them to reverse course before they're even fully clear of the rock, and even when we time it just right so our rear guns let off their last rounds just as they are blocked by the rock, we still get torn up by 450 return fire.
I shudder to imagine what playing a revolver liner is like.
you don't!
revolver LN dies to axfords in like. <1min loss of effectiveness under fire
also lol carriers
Carriers, yes...
Carriers in pubs are such a mixed bag.
Sometimes our carrier goes absolutely ham and wrecks the enemy frontline.
Sometimes they get missile struck ten minutes into the game and that's it.
Sometimes enemy carriers keep throwing bombers into our dualcello Auroras and we easily survive.
Other times they plot a strike just right, pop out from behind a rock without warning (because no one brought sensor assets) and drop 20 missiles 2km out and then we explode.
yep
good carriers farm dualcello because lol cmd/hoj+cmd/sah torps
unlike LNs you just don't have tools to properly softkill that, which is why some people are bringing a single pavise per ocello these days as tech
...? Yea it absolutely does. You do use large yard drive and triple RCC on your 450lns, right?
works great against regular axfords or a BB trying to duel you at range if you have BH support, doesn't work if you have greedfords pushing into your mouth
Right.
...is there even any counterplay?
[Reply to:](#1164000873031151637 message) unlike LNs you just don't have tools to properly softkill that, which is why some people are bringin…
well yea but that's kinda already a loss condition of letting the close range thing get close to you
yeah
You can bring VLS2+KJs real easy?
broadside ocello is a huge target for them to wobble off of and you don't have 20mm dps to clean up leakers
kj is mandatory for ocello killers but that has the advantage of you likely moving laterally with orbit dodging + narrower bow-in profile
LNs get backpack craft jammers, kj containers, and AD containers, plus possibly offset jam escort shuttle/tug
and they don't even have to softkill if they pay the carrier $20 to fuck off in terms of the SDM bubble
ocellos are anti-jamming tools in a meta where the jamming is on ships they overpen and anti-hybrid tools in a meta where the hybrids are either specifically engineered to kill them or non-existent because cmd/backup double CV exists
...damn.
funnily enough I think double or triple fast 250cello might become an option in the post-PTB world specifically because 250 bomb actually really messes with nerfed maneuver craft and 250mm actually can hurt sprinter ball
instead of overpenning or being dodged for 15 minutes
there's also the funny thing with ocellos where you go "well, if I know the enemy is going to be using tech to defeat auroras, what do I do about that" and you get some kind of pavise/aurora mix where the auroras clear up the s3h decoys and then pavise cleans up go-straight seekers quite easily
but that's Tech™
-# 30 something I believe
[Reply to:](#1164000873031151637 message) ...yeah I think we're going to take a couple days off Neb. I don't know how many hours we've logged …
wistful sigh
Clawing our way up the learning cliff sure is difficult. :P
For a different perspective: Ocellos are plenty effective at their role. Their existence as a threat changes up entire ANS missile fleet designs while still being able to go even with ANS frontline which doesn't have nearly as much missile resistance (dual Ax). The meta threat environment being so hostile to CCs is due to their need for a counter from what is otherwise a universally effective fleet comp (dual vaux).
while correct in theory, carriers upend this imo
ocellos have a very hard time stopping 20 torps from thin air and can't provide missile-based air defense due to points constraints, so that's kind of that
AN CV is The Missile Fleet on AN
I suspect there will be an eventually tech shift to "greed Ocellos" especially once carriers become more interactable. It's not like most pubs use their Ocellos to escort other frontline fleets often enough for the mass auroras to pay off if ANS hybrid play remains suppressed
What I'm planning to try in PTB-world is 250mm CC + plas/100 LN
nod
...one last question that's been bugging us, while we're here?
...is there a way to defeat ARAD seekers/validators while also cueing your own PD fire control radars?
Oftentimes due to, well, lack of sensor assets in pubs, we find ourselves in a position where:
- we have incoming missiles
- we do not have ID on them
- we do not have friendly ships nearby to spot the missiles for us
If we set full EMCON and shut off radar, then, to our knowledge, there's nothing to tell our non-flak PD to fire. So if it turns out to be EO or bad chaff geometry or whatever, our hardkill doesn't engage and we get minced. But if it's ARAD and we don't turn off our radar, then even a Killjoy may not save us.
So... what exactly do we do in this situation? Is the solution "just make sure you stay near enough to friendly ships that you have a spotter to tell your Defenders where to fire"?
...right. That... makes sense.
...missiles are... relatively easy to spot, right?
Some PDs have visual backup, I know Sarissas do and I think Defenders too?
Defenders do not.
Oh rip
Huh, I think Grazer and Sarissa are the only two that have both FCR and vis backup
...ugh, now we're wanting to go play a match and try to put this theory into practice.
Must resist. We are on break.
Yes, as long as you're not being jammed
yeah, this is a bit of a "don't stray from your team" thing
It would be really nice if Blackjacks had a long-range visual backup they would autotask on
Speaking of bad beamstone experiences just had an obvious alt account bring 7 beamstones to fight my team of 2 middies. Effectively won the game on minute 4 beaming out 3 ocellos
They got a stern talking to after that one
Ocellos are command support ships, I will die by this statement.
They're also the best 450 duelist in the game
very true, but I struggle to rate gun dueling when missile tempo is so powerful and important (and thus, your ability to stop the backline gaining tempo off you)
Benefit of campaign date announcement: there seems to be a lot more new and returning players getting keen
Downside of this: ANS stacking by experienced players seems to have returned in a big way so I'm doing a lot of teaching newbies how to OSP in quite unbalanced games
Yeah, same...
That, and begging the universe for an ANS match. We've been finding gun Solomon to be a really good platform for practicing softkill because it has a Scryer and plenty of defensive tools at its disposal, plus no hybrids or EO to deal with (though containers are a bitch), but we just can't get a match in and keep having to run frontline when everyone beelines for container liner or carrier liner.
(We're kind of simultaneously trying to get our softkill game on point, as well as learn how to get past enemy softkill. Figured learning both sides of the equation will help reinforce our knowledge of each.)
Yeah, playing both sides really does help lift your game
I properly learned to CLN when it had just got [THERM] and I wanted to learn how to not die to it
ANS is the more abusable faction rn so it's kinda unfortunate
OSP on its face is stronger but peak ANS > peak OSP now that the more abusable aspects of OSP (sah-pike) got nerfed
I don't know that's exactly it here. I'm not talking about sweaty comp games, just regular pubs including middies
Like maybe it is and these are players who cannot risk a game with someone bringing a sprinterball into a casual pub
I think it's also that ANS feels a lot more flexible in how they can bring tools to survive OSP's most oppressive options
Like, if I want to play all my fleets that are actually reasonably viable an equal amount, I would have to play like three ANS games for every OSP game because most of my old OSP fleets are unusable, whereas for ANS I can stick a VLS-2 on an old fleet and it's probably fine
I guess my point is it's less a matter of power as it is a matter of variability, at least for me
I should build a cruise Gale fleet
Cargo Container missiles are by far still the goofiest thing I have ever seen.
Makes for very effective mines and radar buoys tho.
Worst feeling: seeing an incoming CMD/HoJ salvo as a Solomon, going to fire CMD jammer and Killjoys-
And then realizing that it got disabled by incoming Ocello fire literally seconds before the missiles fired.

there was a time once where I played surrender CL without a backup antenna. never again
(also the extra antenna allows for some tech but)
<@&942093958551588904> anyone up for some midweek neb?
I could be convinced to run a few more. :)
I'm making lunch but I should be around in 25ish
At dinner, unfortunately
I shall sit in the boat night channels building a bad fleet until anyone arrives
We'll be there in a second!!
I'll be there in about 15 mins
@wooden veldt good jamming and mobility, bad durability, try to stay at 9-9.5km and jam out or dodge incoming fire
Best game of our life. 
That's a suspicious amount of CCs... Running a 6k?
lark DCed
Got handed Lark's after their internet went out.
Just had WSS as the label for both
Sadly, it was not the 42.7k damage 1k CC
Oh interesting, I assume that's because I don't have a callsign currently
huh
If 1k gun LNs can do it then why not 1k CCs?
Huh, yeah, just noticed that...
This is...
...y'know I think this is the first time we've ever seen someone put containers on an Ocello.
Didn't even know you could!
Oh it's worse than I expected
Internals are... interesting?
Gotta say this is the most unique Ocello we've ever looked at. No idea if that's a good thing or a bad thing, but it's definitely a thing!
Also shoutout to the Axford who brought twenty-one DC teams and fourteen restores. :P
Ah, a Pyropian design
Y'know, of all the things a beamstone could be carrying...
We were not expecting cruise S3H. 
Yubstones are fun, they're almost as cost-efficient as Raines as a missile hull but you get to be a mediocre beam fleet after you run out of missiles
and sometimes "mediocre" is all it takes when you have a beam
Well, depends on situation
"Oh joy, I can't wait to play TF Hemlock today and practice yubbing cruise missiles at people!"
The evil and nefarious Ocello/Monitor/Lineship ball with two Auroras, five Sarissas, and almost a dozen other PD guns:
#yup
(Oh, checking the battle report, also multiple Blackjacks and AMMs.)
(Our carrier kind of needed to kill their cappers so the blob would split but they... didn't.
)
Yeah. 😔
oh no
...on the plus side, we softkilled an entire ToT container strike, which we're damn proud of! Watched them all go right by.
At least, we think we softkilled them. All we know is, none of their seekers seemed to be locking us, and none of them hit us, so I'm calling that a successful softkill.
It was honestly quite terrifying to see two dozen containers flying right past our Solomon, but also incredibly satisfying to see so many incoming munitions all miss. 
Nice! It's a very useful skill to develop, and can be hard to get right under pressure. Good job!
...at least it's space-efficient, unlike the classic 10,000 flak magazine
I wonder how much sandshot the quadruple sarissa-raines fleet brought
Unfortunately that's the game my internet dropped in so I can't check :P
@wooden veldt the torpford was like "there's nothing I could've done 🙁 I didn't int 🙁 you're bullying me, I'm just trying to have fun :(" in the chat for like 15min afterwards lmfao
walked into mid while spotted on ewr with zero means of interacting with craft gg
...that bad?
I mean, they're one of Jonas's friends, so that tells you everything you need to know
...we didn't even notice, honestly. We were too busy trying to do stuff with our cappers- and watching in horror as two Ocellos rolled out from cover facing backwards and then ate a bunch of missiles to the broadside.
probably would've been less mad if trying to save them didn't mean I spent the rest of my missiles on ❇️ nothing ❇️
Ah.
[Reply to:](#1164000873031151637 message) I mean, they're one of Jonas's friends, so that tells you everything you need to know
Honestly, at first we were thinking that seemed a little harsh for what we assumed was just sub-optimal fleet building- but taking a torpedo Axford into mid while actively spotted on EWR is an idea of all time.
Thankfully for you though, our frontline absolutely folded; Leviathan's Ocellos were facing backwards and rolled out of cover straight into Axfords and missiles to the broadside, and our Cat's dualcello went wide to flank for some reason and let yours roll straight up the middle.
Our 250 liner wasn't exactly built to 1v1 greedfords...
Or, by the end, 1v3.
yeah, pretty much
if I had tracks you would've also lost the liner (see the missiles not staging on you) and both ocellos (also lost tracks except for a handful of brief blips which let some missiles stage)
Oh damn, the missiles that didn't stage were yours?
see the following
I was so confused. "Oh shit S3H- why aren't they staging? What?? That liner should be actively dying right now!"
<@&942093958551588904> (slightly early-) Boat Night/Evening/Afternoon/Morning! What's our player count looking like today?
We're around! Might be playing Barotrauma later with some friends but that's a bit up in the air, and we'd love to fit in some Neb now while we can. :)
ooh, fun
Been looking to get some stack play in, anyways.
Be in VC in T-minus two minutes, tops.
Barotrauma Station DLC isn't out yet is it?
Not yet. We're running Enhanced Armaments and some station enhancement mods.
Our partner (that being Cryptid :D) is kind of new to the game, so we're taking it easy difficulty-wise.
Waking up, will be on in about 5 if you haven't caught a game by then
I'm being a bit laggardly, will be around for game 2
Can we get the PNET server spun up when you've got a second please? We've got a good number today and Neb is busy
\ here you go
Fleet 'FIREBRAND' is composed of 3 ships that cost 3000 points:
Fury Warm As Flames : 'Marauder' class Line Ship [Gun PD Sensor EWar]
Revenge Spills Like Gasoline : 'Marauder' class Line Ship [Gun PD Sensor]
Loyal As A Dog : 'Flathead' class Monitor [PD Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-1 AAM Breathless Void : DIRECT - ACT(RADAR) - HE FRAG [3pts]
SGM-1 CAM A Brick In Hand : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
https://www.youtube.com/watch?v=05rc5j9QxAA
3:55 shows the ship sharing UI
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:...
@wooden veldt (I really recommend all the Campaign Devlogs, 37-39 I think)
it's really cool to me at least to see the behind-the-scenes of building a campaign
Fleet 'Deaf to All but the Song' is composed of 2 ships that cost 3000 points:
Amplify Echo : 'Ocello' class Command Cruiser [Gun PD EWar Sensor]
Ill-Starred Dive : 'Ocello' class Command Cruiser [Gun PD Sensor EWar]
Mandatory caltrop
That's true, honestly.
4v4 though...
Caltrop-with-2km-bigger-radius would definitely be better though IMO
I've seen caltrop-with-central-tunnel proposed that would be interesting if the camera supported it
What's funny is I think in some of the other devlogs where the map is being shown off, there's other locations such as:
- Columns
- Ravine
- Nyx's Belly Button
- Cloff
- Bumblewood
mandatory caltrop gaming
Shoutout to a ruttle that played dead and managed to get itself back online after the sprinter group stopped firing at it. :)
(It was then shot by RPF and its only DC team died before they could bring anything except the reactor up, at which point it evac'ed. 😔)
so, before boat night yesterday I played a pub game and accidentally ended up with maybe the most annoying team possible:
- Tug Blob
- Mine CLN
- Mine CLN
- Rocket Shuttles
oh
jesus
Did you win?
yes
I just went under the map and shot everything I encountered while being mostly hidden behind jamming
I want to try the tug ball in a game where I actually have to go fight something, because I do wonder how well 250 can fight anything at least as heavy as a Vauxhall
(and that "mostly" is "the one time I didn't jam a vauxhall out it insta-redded my radar tug's drive")
👋 Hey, heard the scene here was still active
Yup! There's a pretty regular ping on saturdays, at what would be 1.5 hours from now. But also we'll play throughout the week whenever anyone feels like sending out the role ping.
Pick up the Nebulous role to get notifications when we're playing!
also importantly, it lets you see the boat-night voice channels.
evil laugh
We're trying out Lark's Ocello fleet. This is so evil.
Perfect map for it too. 
Absolute cinema.
They had all five cap points by the time they got to 500 score due to a big fumble by our cap player.
And somehow our team clutched up and won this.
It was an insane match. We got caught out of position and couldn't jam someone out. Backed up to our other two friendly Ocellos and jammed for them so all four of us were under jamming.
We semi-softkilled several incoming ocellokillers. Two hit the Ill-Starred Dive. Broadside. They killed maybe one micro reactor and a DC locker.
We rushed A with our Sundrives. Then spit to cover points and help take B. Someone's two Liners rushed E and they sacrificed one to push the enemy off points. We almost lost the game to a beamstone ambush but somehow pulled it together.
Job well done. :)
Very nice! About as close as it's possible to be, it looks like
And yeah, jamming is very good but also not always feasible to actually keep the lock off, depending on their angle and number of Floodlights, but that's what the Raiders are for
One thing to note is the Ocellos' RCS is significantly reduced at certain angles (the so-called Romulan Cloaking Device), which you can sometimes use to hide when straight-on you would be visible
Evil. Why exactly is it called the Romulan Cloaking Device?
I have to assume a Star Trek reference but I don't know the show well enough to say :P
But you can easily get a 50% RCS reduction and specific angles are like 65% reduction compared to bow-on
Downside is of course if you are detected you're significantly more vulnerable to 450mm
Yep. Trade-off.
I actually don't intentionally use it that often, but it's particularly useful when engaging multiple Axfords at a significant angle, where the alternative is bowtanking one and the other just has a clear flank shot
(Or multiple Sollies)
does 4 blankets actually hide CCs against floods?
Against 1 it does but 2 will still spot you
...welp, time for a break.
Had a match of all time.
Someone brought dual 250 Ocellos with four Grazers each.
...it went... quite badly for them.
(I dunno what their internals were like, but... they didn't last long.)
oh my god.
Just had a blue unironically say that ANS vs ANS is more fair than ANS vs OSP. >_<
I mean, technically a mirror match is by definiton fair- yeah. But- aagghhhhh.
It's less interesting but that's different
bro is not aware of the existence of the EO decoy hardened skin S3H HEKP
Or they are and want an excuse
They may have also missed the Warbler introduction
Wyvern:
- I'm rooting for you all
- I'm only a little bit sorry that I convinced the lobby to play Caltrop
they asked for a 3v3 map!
We brought TF Hemlock. 
and Caltrop was originally a 3v3 map!
Poor blues are about to get yubbed.
good news: you're also just a poor blue, so you don't have to know shame or guilt
<@&942093958551588904> anyone up for some games?
oh my god
and @rough sentinel
nice job that game!
I didn't realize just how much the s3h HEI --> s2h HEKP would eviscerate those liners
I am become Big Beamstone, destroyer of... monitors..?
Also Tom did you see the seeker compositions on those missiles??
HoJ/ACT S3h.
yes
Anyways I was not prepared to see an incoming container volley and then watch the entire thing go for one active decoy.
the other fun part of it was it had 3 small whiplash, so it couldn't even turn around
POOR
Apparently Shelter expected us to kill every single missile ever fired in the entire war, oopsie. >_<
But yes, please, we need more games. We need to see something that isn't pure CMD torps.
[Reply to:](#1164000873031151637 message) <@&942093958551588904> anyone up for some games?
Eating a foods rn
But I'll be around in a bit
-# having supper with family so probably not unfortunately
[Reply to:](#1164000873031151637 message) <@&942093958551588904> anyone up for some games?
I can play in a bit
I'm available, my game just let out
Intimidating image. 
it's funny because yeah, it's an intimidating image if you don't know why there's a big fog cloud
but if you do, it's mostly just really funny instead
I forgot to check how much damage that RPF did to the toasty lineship
I think I got too close and a lot of it didn't fuse in time though
Yeah, only 822 damage from 42 hits, definitely wasn't getting full fusing
Btw @junior heron what was the name of that map? I'd like to add it to the server
I did have minor pathing and camera issues but it definitely felt like a reasonable 6p map
Btw @mint sinew I have no idea what happened to your second missile salvo, it decided to go for the radarless Sprinter instead of the radarfull Raines (might have just been a matter of the Sprinter being closer and the Raines being out of cone after it acquired), then just... missed
The Sprinter was drives down at the time so might be a missile tuning issue
act/[cmd] on bad track does that a lot
It's ACT[ARAD]
odd
But still ACT
These were just slapped on there as part of a quick refit, not specifically well tuned
I suspect it's just a fixed ACT moment
Also props to the first salvo, the firing one missile then three worked out beautifully
Slapped out the radar and drives on the Sprinter then the other three went for the Raines due to the validation
Combined with weave and not quite enough g
That was purely unintentional tech, my full salvo order didn't go through
Lol, I was wondering if it was intended
I've done it as intended before (and I also used to use Misc's leader S1 missile trick) but this time I didn't know enough about your ships to plan on a split target
I have swing back around on ACT[ARAD] for MMTs again. I keep needing to make shots on the edge of detection range so [CMD] is unreliable
I'm definitely considering having at least one ACT[ARAD] amongst the ACT[CMD] S3H on those Sprinters
Ahhhhh I found out what happened with my Beamstone
I had not realized that Bullseyes are the lowest in power priority, so when the S2s launched the PD started trying to lock and the Bullseye turned off, and thus it lost track completely to the jamming
I'll need to adjust the power on this thing
I was concerned about that with aurora beamstones when I did the maths
It would be nice to get bullseye prio above FPAs
It's just Defender/Rebound on this one to resist Rocket Cudas and containers, but depending on how the math works out I might need to just drop the PD entirely
Maybe stick some SDMs on instead
I had assumed it was
I was surprised too
If you are just running ballistic pd do you have a micro in yet? I'm surprised you are out of power
I was running Parallax on it, might just drop to Frontline
That'd do it
Spend those points on a raider instead
Probably what I'll do
Might make my ACAP a bit more durable as well
Oh right Raider gives no power, but I have the room for that if I bounce over to Frontline
Yeah, that's the biggest shift. You do lose the ability to break with just drive and micro too
No beam at all with just drive/micro, even
Thanks swipe correct... I definitely meant beam
Oh I thought you meant DT break lol
Not a huge fan of Dragon beamstones, I'll probably just stick with no beam if I lose reactor
IMO cap fleet beamstones are best with raiders because responsively jumping out is so important
I'm a huge fan of Raider Beamstones just universally TBH
I agree but auroras right now is mandatory and you can't pay for the power with raider
Mandatory is a strong word. Meta is more accurate
And less-so in this case, since I have more anti-craft than most cap fleets
I have a soft spot for the whip ewar escort beamstone, even if it's not great
I wish escort Keystones were better in general
(Unfortunately my main thought on achieving that is giving the beam a big RCS malus and reducing the base RCS, which wouldn't help with this specific case)
I suppose the malus could be on FPAs instead
In my rare ANS frontline games I've been enjoying a pocket railstone with a VLS-2 full of SDMs and a few mk61s. Play close to the Axford early and then break off in the late game to hold a point
I do like that idea, kind of similar to my current default ANS frontline
Except I've split the missiles off onto a Raines, so it doesn't end up being an escort Railstone :P
If you instead ditch the idea of using the spinal you can maintain unlimited uptime double blanket by cycling through an extra. It's not always going to hide the Ax but it will keep the keystone off track
(Bloodhounds aren't real, they can't hurt me)
I suppose you can also keep a couple km behind the Axford if you're engaging Ocellos
Since I think Flood + Bullseye can lock a Keystone through 2xBlanket? Not certain about that though
It was an experiment consolidating my escort frig pair into one hull that went pretty well tbh. The escort gun/ewar keystone is ~100 points cheaper than an equivalent frig pair for 1 fewer mount
Especially with the power bonus the hull has it makes sense
It's just always painful with how slow and visible they are
Angle/emcon dependent from around 8.2k
Makes sense
That does highlight the other problem of DD escorts, you are vulnerable to 450 at range. If CCs are trying to kill my Raines escort at 8.5km I am usually okay with that
Yeah, no dodging or getting overpenned
Also they're just generally going to be a higher target
Anyone who sees <Destroyer> in the intel will be prioritizing it with extreme prejudice
Hmm, thinking about swapping one of my missiles for an ARAD/ACT with a long sprint stage in case I run into jammer MMTs
This gives me 8 points to poke around with, but I will decide on what to do with those tomorrow
Oh right @misty storm
(Zipped to avoid Discord "helpfully" compressing it to a larger size, IIRC)
thanks
not even r2cudas, ruttles
I just got out of a capfleet match where the ruttle caps couldn't do anything to me because I just bshorted 2x aurora at them
I can pilot a cat? 
Tragically MNs don't actually have cat ears in-game
You can make them Vinny-coloured though! And put a cat as your emblem
This is the buff the MN needs.
I might have to tolerate playing MNs if they did
Poor Levy... 
It got sniffed out by our container liners early and then got hit with five billion containers.
No Levy deserves your sympathy
Especially not a pure bomber levy
I do wish pure bomber carriers got reliably punished harder
I've had a few games where my backpack craft locked in and deplaned a 3k carrier but most of the time (especially with S2 craft) the bombers can run back to safety before I can catch them
sigh
Decided to try a CVLN on OSP a little bit ago.
Then two new players brought TF Cobalt... and both rushed headlong onto C point and let their Vauxhalls stroll across the entire map uncontested. 
So goes the pub
One of these days PTB will drop and then we can finally start learning carrier in earnest...
Honestly though, the campaign gives you a fleet carrier, so it'll probably be a good learning experience playing through it!
Probably easier to learn multiplayer carrier now while it's cracked tbh
But campaign giving a fleet carrier should be good for mechanics
True...
[Reply to:](#1164000873031151637 message) Probably easier to learn multiplayer carrier now while it's cracked tbh
Carrier feels quite fun, TBH. We were having a blast when we dropped in and immediately started queuing up flights right off the bat, getting bombers and strike fighters rolling off the deck and quickly getting them rolling.
At least until we looked over and saw our frontline absolutely folding.
...hey, that rhymes! 
I could throw you my levy half cap if you wanted a gateway drug that's a bit easier to fit into teams
I find capfleet carriers pretty safe as you get 3 frontline fleets to cover you (or let's be honest 2 frontline and a pure backline)
Honestly we'd love that. We can play the OSP starter carrier when on OSP, but being able to play Levy on ANS would be fun. Love the Sundial.
About to jump on a call sorry, will post it in ~30min
No worries! We're done with Neb for the night anyways so there's no rush.
@wooden veldt I haven't tuned this up in a while but it still holds up well. Levy does most of your actual anti-light killing while the cheap gun caps actually touch points
Fleet 'Levy halfcap 20251213' is composed of 7 ships that cost 3000 points:
Confluence of Creation : 'Levy' class Escort Carrier [PD Gun]
Out Metro : 'Sprinter' class Corvette [Gun PD]
Waxy March : 'Sprinter' class Corvette [Gun PD]
Magic Spare : 'Sprinter' class Corvette [Gun PD]
Spit Alone : 'Sprinter' class Corvette [Gun PD]
The Cozy Grip : 'Sprinter' class Corvette [Gun PD]
Boldly Go : 'Sprinter' class Corvette [PD]
```This fleet uses 5 different missile types:
```yaml
SGM-111 Demister : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-111 Scrupples : DIRECT - CMD - HE FRAG [4pts]
SGM-123 Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGT-329 Offhand : DIRECT - ACT(RADAR)/[ARAD(RADAR)] - HE SHAPED [13pts]
SGT-329 Onhand : DIRECT - CMD/ACT(RADAR) - HE SHAPED [14pts]
I know there's been some push for buffing fighter max speed after the PTB changes, which seems reasonable as long as PTB successfully neuters light strike
The tantos and their token light strike are commonly skipped by the more meta versions of this concept, but I'm using them as most of my anti-craft for the cappers
You could rip the the AMMs and ACMs off the sprinters and trim or cut the tantos to get you even more bombers and munitions if you like
S1 Prox Bomb? Are those the Fragmentation Bombs?
radar
DC
reactor
big drive, not small drive
FBUs

A single claymore kills a shuttle without a pavise in arc, 2 beats that and m-kills most tugs
that is an ENTIRE SUNDIAL you're giving up
A doubled flight of 4 will hurt most pub LNs
Hm Fluffy you can probably drop the ammo from the Boldly Go :P
And yes you could cringe out the levy too. This one has the mode of being able to brawl with non-missile cappers on a natural
That too. I think I slapped this one together quickly before a game and never gave it a proper retool. I'll do that tonight
Yeah definitely looks like it was a copied ship with the guns yanked
Do you find an Rdrive worth it in an ACAP btw?
If you've got 10 points spare, yeah
Less so on shuttles but on sprinters I find the drive/reactor dies before the aux steering
When is an ACap living to use the restore? Smalls aren't durable enough I think
Like you are probably better spending that 10 points on another ship tbh
Yeah, I only recently got the points when adjusting some missiles, I like the preference for rdrive
Especially since I don't have a reactor
Yeah, if you are stripping the radar/reactor then the RDrive really shines
Hadn't actually realized quite how tanky a small RDrive is
You can also always reverse in and be "immune" to 100mm
Big ones are ridiculous
Honestly if I'm running rdrive I probably will
Can't be killed by missiles either
DT 60 is one hell of a drug
Also currently trying a few S1 HEIs with 5km range, figure I'll throw them blindly at 2.5km from A and hopefully their shuttle will be too far in front of the chaff
Will report back on whether that actually works
I just noticed that per the wiki the BW800-R only gets DT 50... OSP robbed
I think OSP drives are just generally squishier
BW1500 is 700hp/40dr vs 1000/70 for the FM500
I guess the baseline small ones are the same though
I mostly didn't realise that R-drive tugs losing their drive to missiles was different to Raines
Raines even get 5% DR so DT 50 would be clear
Oh, maybe you do
I really should use rdrives more in general
Exceed is the word used in the wiki, but when it comes to neb damage calcs it's best to test
To the Nebnebneb!
Verdict: True!
(This was after the drives were both brought to 0 in the first salvo while everything else was fine
)
Excellent science!
Time to return to the RDrive addiction of my blue days
I should really use more rdrives
...is there something I'm missing, or do some of the weapons just not show up on the DC board on tugs?
Nvm I'm just sleepy
And was conflating tug with MN
C4 tug mount 
All the better to mount the MK82
I still think the Ocello should get a full-depth spinal in the very back C2 mount
It would lead to so many ill-advised creatures, it would be great
3x c90 full ammovator ocello...
Mount 6
yes, but the only way to ensure full creaturemaxxing is to also allow the gun mounts to fit c90s
B-wing ocello foreheading directly at the enemy
No, that comes too close to being viable
You have to have people running 4x entirely naked C90 Ocellos all T-posing their way towards you
Or the dreadsome Beamcello
Bigger and Monitorier
I think the most beautiful build would be the 3xMk81 + 1xMk550 though
Entirely impossible to get the rail turrets on the same target as the rail spinal, but if they're positioned just right you can rail two Axfords at once
First pass update. Will revisit again later and reconsider cringing down the levy. This build does rip off the S1 ACMs from the cappers which were a good tool to check R2 Cuda spam, but that's a choice I am making
Fleet 'Caps - levy 20260429' is composed of 7 ships that cost 3000 points:
Confluence of Creation : 'Levy' class Escort Carrier [PD Gun]
Quiet Stream : 'Sprinter' class Corvette [Gun PD]
Rolling Hill : 'Sprinter' class Corvette [Gun PD]
Idyllic Glade : 'Sprinter' class Corvette [Gun PD]
Gentle Wave : 'Sprinter' class Corvette [Gun PD]
Looming Tree : 'Sprinter' class Corvette [Gun PD]
Glowing Cavern : 'Sprinter' class Corvette [PD]
```This fleet uses 8 different missile types:
```yaml
SGM-103 Caltrop : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-103 Eraser : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-111 Demister : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-123 Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-134 Eye Poker : DIRECT - ARAD(RADAR) - HE SHAPED [3pts]
SGM-135 Refactorer : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGT-329 Offhand : DIRECT - ACT(RADAR)/[ARAD(RADAR)] - HE SHAPED [13pts]
SGT-329 Onhand : DIRECT - CMD/ACT(RADAR) - HE SHAPED [14pts]
...this is going to be interesting.
Anyways, shoutout to the player who brought a tug with a Blackjack last match we played, parked it near our dualcello, and proceeded to scramble a ton of incoming ACT[EO] S3H that was coming for us.
Literally saved our life.
Anyways, shoutout to the player who brought a tug with a Blackjack last match we played, parked it near our dualcello, and proceeded to scramble a ton of incoming ACT[EO] S3H that was coming for us.
Literally saved our life.

Anyways I suck at playing carrier! :P
Turns out it is even harder than playing missiles, especially when it seemed like every single hostile ship had a boatload of SDMs. :P
were you ANS carrier or OSP? It feels easier for ANS to splash some SDM-2s into their ships.
OSP.
We were just using the carrier starter fleet; it really doesn't give you much in the way of torps to work with...
Probably a lot of R3? they used to be way more powerful, so they were a lot more common.
Yeah, TONS of R3.
yeah
the OSP carrier is awful right now
more or less unusable compared to current state of CVs
Welp, now we feel a little less bad about our poor performance. :P
We'll have to make one once the PTB drops.
I haven't played a Full Moorline recently, but Journeyman + Shuttles has been doing a lot for me. I don't think it's that bad to be dooming about.
I think Ash might've meant that the OSP starter fleet carrier is awful?
correct
It does seem... quite outdated.
osp carrier starter was made when OSP R3 CV was unquestionably dominant and then it ate like 30 targeted nerfs
no updates, natch
It also has a billion fighters that it really doesn't need.
I think if you rip out most/all of the R3s and replace them with torps it's not awful? But there's definitely better ones out there
can't afford it
one of the crucial reasons OSP CV was so ungodly busted wasn't just that it ignored softkill, it was that its strike munitions were 20% the price of a torp
you'd have to rework the entire fleet and at that point just make your own
Yeahhhhhh.
Oh right I forgot how dang many Cudas this thing has
Going to be running the halfcap carrier fleet Fluffy tossed us for a bit; the updated version.
amethyst was created back when r1 cudas just giga griefed every capfleet known to man
and now they're bad!
Now you have to use r2 cudas for that instead :P
Oh wow this also is full of A2A missiles
I'm still tempted to go with the insane tech pick of welding an aurora to every ship in a capfleet
lys explicitly rejected any starters that were too greedy or tech-y (understandably so, but the problem with presenting a good face for people to learn from/with is that the good CVs are very greedy and very tech-y; how CV balance has shaken out is that you can either have a learning-friendly CV or a good CV)
that's why the winning AN starter fleet for CV is full of SDM frigs, which are extremely bad
What I'm trying with my new ANS fleet is having two anti-craft S3H on each Sprinter
Won't keep me alive forever, but hopefully I can make the CV player's life real difficult
At least the SDM frigs are a bit more effective at defending against enemy craft than the fighters that take cycle time to launch
I have been finding my "first launch, dual purpose, higher investment" fighters useful on the Journeycaps.
I should go back to double creature Journeymen fleet...
aurora + TLS + mk61 + vls-1 + whiplash + frontline + srb + pcc + rapid + rmag + bcic sprinter isn't awful
100 rpf 100 he, 6 chaff, arming missile is 267pts before s3h
That's basically 90 points for the Aurora, that's pretty painful

OSP cv is in a pretty poor state both being worse than ans cv in the strike role, ASF not really mattering, and it exists in the shadow of CLN that's just better
on ptb you can larp act/[cmd] + act/[therm], at least
still not better than unnerfed R2 CLN but
The tech I settled on when R2 Cuda spam was at its worst were the handful of S1 CMD ACMs. R2 cudas need to get pretty close to work well so you can actually knock out much of the flight with a few S1s.
Won't necessarily save the ship entirely, but they get attrited hard enough that they can't get the value they need to
I also tested blind aurora picket sprinters as escorts but frankly the aurora doesn't kill fast enough to do better than bulk AMMs
SO MANY MINES
Get to work tantos
I think it's important the new players experience this before it gets nerfed.
(Not really)
Unfortunately you don't have defenders on the corvettes, but hopefully you have fighters left
Please tell me you triggered those mines in the first shot to kill the Moorline
Unfortunately it still had plenty of craft left to explode us with. 
[Reply to:](#1164000873031151637 message) Please tell me you triggered those mines in the first shot to kill the Moorline
I meant since mines have no IFF once triggered, you could have walked into the minefield and the mines might well have decided the Moorline is a tastier target and murdered it
It's an extremely funny thing to do to a Lineship or ConL that's lurking too close to a minefield
(Since they have much larger radar sigs than a Sprinter)
Also note that because the mine uses an ACT seeker*, you can also try to chaff them.
Oh, yeah, we did end up accidentally scooting into it.
But they all went for either us or (rarely) our chaff. :P
[Reply to:](#1164000873031151637 message) I meant since mines have no IFF once triggered, you could have walked into the minefield and the min…
How'd the fleet end up treating you?
Tragic
It was... simulatenously a bit rough and also fine?
We started off the match scrambling a SEWACs and some fighters off the pad, 50/50 mix of pure interceptors and light strike, meant to head off enemy cap assets. Turns out, since it was a new player lobby, they didn't have any!
We exploded a bunch of the enemy carrier's fighters with our own - then tried to go after a few more, only to be hit with "oops, S2cello full of SDMs!" Lost a good chunk of our fighters there.
Our bombers were doing okay until they also got chewed up by SDMs, forgetting what they got shot from. Our frontline wasn't really frontlining so we had to flank speed out of there for a bit and couldn't launch while we were doing that. Got banged up a bit but the only thing that got greyed out was a single small DC locker.
Our cap assets were the first to discover the giant pile of mines the enemy team had been building on B. We also found their carrier and started plinking it with Sprinters- though it turns out they still had plenty of missiles to bonk them with. And then it turned out they had a random EWR tug and MD monitor just kinda hanging out in the back not doing anything, so we sent a flight of bombers to go strike those, and utterly wrecked them.
Then the match ended; we'd taken 4 caps early, and they didn't take them fast enough, so even though they had three of the five by the end we were just so far ahead in score they couldn't catch up.
[Reply to:](#1164000873031151637 message) How'd the fleet end up treating you?
We only got like 5k damage because of the unfortunate loss of most of our bomber wing to the S2cello. We're still trying to find the balance between "sending a lot of bombers to break through PD" and "sending a small amount so they don't get utterly obliterated by a barrage of SDMs."
Nice work. Bulk SDMs will ruin your plans, but that's just how it goes
That, and we need to scout with the Sundial more so we don't lose all our fighters to a similar barrage of SDMs.
Being able to still just win as an uncontested cap fleet is good
Yeahhhhh. We have SDMs on a few ships but we never quite realized how badly they hurt until we experienced helplessly watching eight bombers get absolutely minced.
[Reply to:](#1164000873031151637 message) Nice work. Bulk SDMs will ruin your plans, but that's just how it goes
Technically they were trying to contest with mines- but they put them up too slowly. 
[Reply to:](#1164000873031151637 message) Being able to still just win as an uncontested cap fleet is good
My approach to the first pad cycle is a bit different to what you went with: 2x bombers + 4x vsf tantos to dive a neutral point immediately
If you have radar coverage to see the SDMs launch early you can repeatedly dip behind a rock to waste their SDMs
Then work through the rest as needed. The light strike tanto loadouts are mostly backup if you don't need the tantos to deal with enemy carriers
Right! You can get all those up in one cycle since the Levy has 4 small pads and 2 larges...
[Reply to:](#1164000873031151637 message) My approach to the first pad cycle is a bit different to what you went with: 2x bombers + 4x vsf tan…
Right. Void superiority first, light strike second.
[Reply to:](#1164000873031151637 message) Then work through the rest as needed. The light strike tanto loadouts are mostly backup if you don't…
All debatable and situational of course. My concept of the fleet is that it's still ultimately the cap fleet, so your early game should be focused on establishing an advantage on that front
if you're a halfcap, 4 bombers instead of 8
especially if you don't know where the enemy front is and how to navigate to it behind cover
Good news!
(Apparently profile data is not synced in the steam cloud, so it will give you this if you ever install it in a different system :P )
New tech for promotionmaxing
...right, I forgot, Neb's settings are insane, for some reason Lys decided to store them in the registry???
Rip my settings :P
And my badges ;_;
RIP badges :(
:D Return In Peace badges!
Which makes sense, since compressing the badges into the registry would be truly absurd
\ <@&942093958551588904> I need reinforcements, ASAP!!
(Lighthearted, but also in a Neb mood this evening.
)
(Anyone who wishes to fight the death stack, join up!)
yeah I'm not doing that again
Honestly valid.
last time it was double sprinter ball + 3bdd caps
oh.
It's certainly got some of the names I'd expect to bring the sweatiest options to a match they have a rank and coordination advantage to
Not the worst offenders by any means
...yeahhhhhhhh. I knew it was a gold stack but I didn't know it was... that.
fun hater stack
I'll probably be around in 30ish if there's a game 2
Oh hi
Still looking for people?
yoooooo the gamers™
Quickly rebuilt my journeycaps and I got hit with the "bombers decide they don't like those missiles today"
So I very sadly had nothing but 100mm HE loadouts to play caps with
Still won because they had 2 frontline fleets in orbit while my everything else just picked apart their cap fleet
I’m curious, how balanced is AvO expansion and vanilla plus?
If anyone’s played with those
Mods? Balanced?
Nah but really
AvO I'm not too sure about tbh the hulls look ok but there's a lot of hidden stats and trickery that can make them bad or busted
Vanilla+ is hilariously unbalanced with all of their additions being sorted into:
Bad, stupid, both, or completely busted overpowered
For example:
Bad: Mk67 C5 250 turret
Stupid: Mk570 C3 beam
Both: Mk83 C3 rail
Busted OP: Lot of shit but to me the mk63 C3120, 120 APDS, and OSP beams take the cake
"Let's add a shell that specifically gives frig ball to deal with it's #1 counter way easier I'm sure this'll go over well"
busted
also 20mm heavy which is Explicitly Better 20mm
I just listed 3 honestly busted is like 70-80% of the mod
The fisher is ridiculous it's like let's give a CH with 7 450 frontal barrels 4 engines and the dodging capabilities of a CL with 40cm armor and BB level angling
apparently that mod also adds 450RPF
yea that too
so I guess it's equal opportunity
\ close enough welcome back San Shiki
https://en.wikipedia.org/wiki/San_Shiki_(anti-aircraft_shell)
San-shiki-dan (三式弾; "Type 3 shell") was a World War II-era combined shrapnel and incendiary anti-aircraft round used by the Imperial Japanese Navy. They were supposedly referred to as Beehive rounds. The shells were intended to create a large volume of flame which attacking aircraft would have to fly through. However, U.S. pilots consider...
OSP beams?!?
[Reply to:](#1164000873031151637 message) For example:
Bad: Mk67 C5 250 turret
Stupid: Mk570 C3 beam
Both: Mk83 C3 rail
Busted OP: Lot of shit…
Oh hey, those!!
We remember reading about them when researching the sinking of the Yamato.
[Reply to:](#1164000873031151637 message) \ close enough welcome back San Shiki
https://en.wikipedia.org/wiki/San_Shiki_(anti-aircraft_shell) 📎
They are hilariously unbalanced like a beam liner that costs ~1300 can k-kill a Solomon in like a minute
*** o h ***
Honestly it's like bottom quartile of fleets in terms of unfairness to blueberries, like it's annoying but the punishment for failing to address it is extremely fair and respondable
Even standard beam or missile fleets are much more punishing
Monstrousness is bringing light cav or frigblob or some of the ruder carriers
Agghhhhhh-
Just experienced getting ruttle rushed as carrier.
Aaaaaaaaa...
Currently spending a very frustrating game where my frontline decided to all go hang out in the void and refuse to go grab a point that was only lightly defended rather than jumping into A

We still could have won, but despite me spending 10 minutes trying to tell the (admittedly blue) 450 LNs to just go to B and kill the levy they went to A to feed themselves to 4 Axfords
Yeah we just had a godawful match where our carrier got rushed by two ruttles before we could get anything other than our first pad cycle off the pad and then died, and then our caps all got exploded.
Didn't even see them until our Levy's radar picked them up. No idea how they evaded detection from our Sundial.
...how do you avoid getting ruttle rushed? Put a Sundial to watch approaches? Hide cappers in positions to spot them early? Hope your teammates spot them and then actually tell you you're being rushed?
Roll the dice and hope you don't explode?
yep, that's why you use S2 bombers so you can keep a QRF of "see -> kill" around and glue the CV itself to a rock with hdg+roll
in terms of detecting them: sundial and situational awareness
Hmm, we don't have S2 bombers. Just S3, bombs, and cluster bombs...
[Reply to:](#1164000873031151637 message) yep, that's why you use S2 bombers so you can keep a QRF of "see -> kill" around and glue the CV its…
(This is the levy halfcap Fluffy provided us.)
yeah, I doctrinally disagree with s3 for anti-capfleet purposes due to pavise. that's a me thing
do not mix missile types
yeah that match was absolutely awful
Yeah, no, unless we're doing weird tech shenanigans our bombers load on one munition type at a time.
-# I...kind of ended up yelling at someone on our team who was only trying to give me advice because I was really stressed
...carrier has been immensely frustrating to learn, honestly. It's a struggle to get ANS games in to play the Levy, and then a struggle to not get SDM'ed to oblivion.
yeah
two-tiered system
except this time it's reflected onto the CV player
either the enemy team has SDMs and knows how to softkill, in which case you do absolutely nothing, or they don't and it's 50k and an easy guaranteed win
😔
you can, however, significantly mitigate the impact of SDMs with map knowledge, vision, and correct pathing (where the first two set up the third)
Which requires the enemy team to actually bring SDMs so you get feedback on if what you're doing is working or not. 😔
not really
you just look at your RWR (which is why RWR is going to a 1pt upgrade on ptb)
...right, fair point.
if you're not spotted, you're not in danger. your goal is to have enemy radar ranges memorized and skirt them by using your vision, and if you are spotted, to change routes or dive for cover
a good carrier never lets an opponent know they're being struck until it's too late to do anything about it
buries head in hands
And there I go getting ruttled AGAIN.
Fuck you Nebulous, and I'll see you tomorrow.
I am not sure we have the executive function to hold ourselves to that.
...but we can try.
-# we do though
[Reply to:](#1164000873031151637 message) I am not sure we have the executive function to hold ourselves to that.
...but we can try.
I'm realizing that the most HP I could fit on the nose of a sprinter is to use a CR70 on the front.
Behold, the tankiest sprinter
(The Parallax is actually a hilarious block of stats)
300 HP/ DT 40
I have unfortunately joked myself into believing in this setup.
Coming to a pub near you: the creature
For extra comedy, don't actually use cmd missiles
Jesus Christ How Horrifying
Missing the third CR70 smh
you can't use cmd missiles
there's a parallax in the reactor slot. nothing on this ship can be powered
Oh lol
The drive gives enough power for a TLS-3 I think?
RMag instead of the bow Aux steering is actually more durable and you have three methods of ensuring command
yeah, radars are OFF
the VLS is there to theoretically softkill some missiles
Well, half the HP, but double the DT
True, but with the reinforced damage splitting you are doing I think that'll hold up
Probably better against 100/250mm but worse against HEI
anyway the real purpose of this was to figure out the theoretical "max HP" of a sprinter so I can hit it with missiles
I mostly just care about the front stuff
Like my tug up here lol #1164000873031151637 message
(Except I only spent like 60s making a tanky tug to test against)
double R-Drive is diabolical, I love it
Admittedly that was because I was testing Rdrive specifically
But it would make for a very tanky capper if you back onto the point
god i wished the torp turret actually like
worked well
its so cool
is a backpack hangar useful at all on a battleship?
i wish some kind of "battlecarrier" was real
(in vanilla)
yes
jammer, centerline fuel tank, S1 ACMs, sarissa nose
you're only ever going to get to launch them once
great anti-container tool though
does that fuel tank make them last the whole match?
@junior heron gets some quite impressive value from his backpack Tanto
It makes it outlast the nosegun ammo at least
can you do that on an axford?
yes
#1164000873031151637 message
ACM?
anti craft missile
oh fair
what fit for the autumn is that?
i do love that its gotten such a reputation as The Autumn though
they get some job done fightering
if there's an unescorted bomber wing they can whittle them down
also, having a skiff in the general "nearby" is really nice if you turn radar off for softkill
A fair few of my Axford fleets bring backpack craft to good value. Usually it's an elint skiff doing the heavy lifting, but a tanto with jammers is a nice softkill tool
\ makes us think of CAM ships tbh
CAM ships were World War II–era British merchant ships used in convoys as a stop-gap until sufficient escort carriers became available. CAM ship is an acronym for catapult aircraft merchant ship.
The ships carried a rocket-propelled catapult to launch a Hawker Hurricane, dubbed a "Hurricat" or "Catafighter" to attack Luftwaffe aircraft. Normal...
@oak shell 👋
Lark and I are looking at OSP textures
Liners you can mess with the texture variation in the file, which is how they paint the Luna Wave like that.
but other OSP ships seem to be randomly generated each time. That above Journeyman is the same fleet, I just loaded a different fleet then reloaded it.
wild
poor bald liners
They have fuel tanks now! It's not nearly as bad as when I was editing this liner last time:
yeah
peam
its not bowtanking...
I think it's trying
it's got gun groups of 450 and 450 stern so it's just not "point everything at one target
unfortunately it's also on pillars so it met the enemy before it could rotate
meanwhile, it looks like a pair of CLs have shot out their accompanying corvette's bullseye

[Reply to:](#1164000873031151637 message) I love spectating this game 📎

[Reply to:](#1164000873031151637 message) meanwhile, it looks like a pair of CLs have shot out their accompanying corvette's bullseye
I'm playing the bad beam destroyer fleet, if anyone else wants to come spectate some creatures
and by bad I mean "oh god why are there 3 of these that are each 1000 points"
Where? 
well our team has launched
I'll have a very funny screenshot to share in a second
but I'm in the boat night channel early
(Also that's up there with "a blob of six beamstones that decided to roll directly onto a point as a blob and got eviscerated by Liners" for creature-ness.
)
<@&942093958551588904> It's early, but would anyone be up for some games?
\
Fleet 'Lunatic Squadron' is composed of 3 ships that cost 3000 points:
Tsukuyomi : 'Ocello' class Command Cruiser [Rail PD EWar]
Eirin : 'Marauder' class Line Ship [Rail PD]
Reisen : 'Flathead' class Monitor [PD Sensor]
```This fleet uses 4 different missile types:
```yaml
SDM-230 Whirlwind : DIRECT - CMD - HE FRAG [8pts]
SGM-105 Halfstaff : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-106 Neostaff : DIRECT - CMD - HE FRAG [4pts]
SGM-195 Lorem Ipsum : DIRECT - NONE - HE SHAPED [1pts]
\
Fleet 'Detective Squadron' is composed of 2 ships that cost 3000 points:
Satori : 'Ocello' class Command Cruiser [Gun EWar PD Missile Sensor]
Koishi : 'Ocello' class Command Cruiser [Gun EWar PD Sensor]
```This fleet uses 3 different missile types:
```yaml
SGM-106 Neostaff : DIRECT - CMD - HE FRAG [4pts]
SGM-202 EA88 Party Pooper : DIRECT - NONE - NONE [6pts]
SGM-262 Breadstick : DIRECT - CMD/PSV(WAKE) - HE FRAG [7pts]
I'll join the next game, need some food
So, I have a question: were there any times in neb balance history where containers effectively had to be softkilled?
Right now lol
The past like year and a half at least
You can't feasibly hardkill a good ToT strike
Ok so how is it softkilled?
Chaff, radar off, make sure your forward thrusters aren’t on gets you through 90% of it
Standard checklist - emcon, cmd jammer, chaff, full reverse, killjoy/flares/self-illum if you have 'em
What about act/arad?
Or multiple chaff
Hope it isn’t EACT/[ARAD]
(i.e. turn your radar off way earlier)
You can flash a blanket at the salvo to beat ARAD val
Killjoys also work as HoJ is a common backup seeker and lures away ARAD if your radar is off
But with container sigs you'll usually see them early enough to emcon even with valmem
the thing that sucks is that having your radar off while you're fighting people is awful
and the CLN has infinite magdepth to keep throwing validated act at you
so you can't dodge and can't see (except for ally tracks)
better to have kjs/jam escort and a bunch of ADs
ADs?
Right! Brain threw an error. :P
Do those decoy ARAD?
[Reply to:](#1164000873031151637 message) The OSP LN/clipper decoys also count here
100%
Got it. Killjoys are specifically for decoying HoJ, then?
True ADs appear very large and very loud compared to actual ships while the decoy boxes just look like a normal ship with their radar on, but if there is nothing else going they'll do the job
Decoying HoJ/ARAD and jam flashing ACT[ARAD]
Killjoys will also bait ARAD but jammers emit a lot less power than a search radar so if you've still got a radar turned on that'll probably take priority
Jam flashing being momentarily jamming out ACT seekers so they lose validator memory..?
Correct, it can also wobble their path enough to mess with salvo density, etc. but that's a minor effect
Right. Don't remember off the top of our snout: are decoy containers cheaper than Killjoys?
[Reply to:](#1164000873031151637 message) Killjoys will also bait ARAD but jammers emit a lot less power than a search radar so if you've stil…
Decoy LN: 6pts
Decoy clipper: 4
Killjoy container: 3
Killjoy S2: 5? I think
Conure: 8
Killjoy containers also have a few variants you'll see floating around:
- "Helljoy" adds a CMD seeker and a large BF warhead to thin out torp strikes or bomber waves
(9ish points)10 - I'm personally partial to adding an ACT seeker and an HEI warhead to give it the option to be thrown at ships without PD (5)
Helljoys sound tempting...
Apologies 10 points
CM-4 HELLJOY is a size 4 missile that costs 10 points.
Someone got fancy and wrote instructions in the avionics section lol
I should have stayed and watched your game Tom, I got a double frigblob from the same coordinated gold stack as last time instead...
Double frigblob??
Yup spyeye and shrike have decided they want to not lose a game before campaign drops with the assumed balance patch
So I'm just going to dodge every game with them from now on
Yeesh.
Here we were feeling slightly bad for jamming people out so much, and then there's... that.
Jam heavy Ocellos have a lot of counters that should be in people's fleets. Frig/sprinter blobs only decent counter needs a full team pivot. It's a slight different problem
Yeah...
That boat night game on Styx gave a good example actually. Even though they had nothing to see you through jamming they could play to force you onto a point where they could see and hit you
And until then they could just hide from you
Speaking of campaign, we're really excited for it.
Been itching to finally get more lore, and to see where they take the story.
And to see what other people cook up with the campaign editor!!
it was a fun one, I am yet again bragging about my craft:
there was a CLN, they did a good bit of work
but it was mostly "weird push along yukon C-E side, end up in their endzone with 5 LNs focusing on me and getting my front half sandpapered off"
Alliance's angriest skiff
...did the devlogs ever talk about how repairs and such work in campaign?
Yes
Nice!! We've watched a few of them but we need to watch more...
- Between zones repair to threshold per combat DC rules and spend restores as desired
- between or in combat restock fuel and ammo from your oiler
- deeper repairs and other restock can be done from captured bases as plot allows
Right! Makes sense.
...we're going to have to be conservative with our strikes...
It's definitely going to be an adjustment, since we're so used to multiplayer.
Not just taping down the bshort and flank buttons are going to be my biggest changes
What do you mean beamstones aren't single shot weapons?
Oh yeah...
beams are going to be a funny change of weapon
We're probably going to have to stop throwing shells on iffy tracks.
going from "big damage, single-ish shot" to "unlimited ammo across a campaign"
Your ammo is the beam health I guess
Also, we're intrigued that you spell the full "bshort" instead of just BSHRT. :P
[Reply to:](#1164000873031151637 message) Not just taping down the bshort and flank buttons are going to be my biggest changes
Kind of. Beams can still fire when on low HP, just not for long, so it's more like "unlimited ammo, somewhat limited full-power blast."
[Reply to:](#1164000873031151637 message) Your ammo is the beam health I guess
Mostly I'm replying from mobile so doing all caps abbreviations is more annoying
Fair!
looks like devlog 39 around 5 minutes
Also if you only BSHRT a beam down to 90% you can repair it back to 100% and keep doing that forever, but that's a lot of micro.
Very familiar, that trick also gets a lot of use in MP now
But shuttles love to throw just enough 100mm HE so that's inconsistent
Oh, and random question we just remembered.
What exactly is a greedford? Whenever we see someone go "xyz is a greeford" we usually see 450s with sidearms and literally no PD; is that it or is there more to the archetype than that?
yep, 120 sidearms
Traditionally a greedford has the full 4 120mm guns leaving it with (basically) no hardkill
I often run a "half-greedford" where you only bring 2x 120mm so you still have reasonable hardkill
Well, as often as I run ANS capitals
I'm trying to run capfleets more with you D:
ANS is more the limit on boat night than cap fleet, you are right
It's when I play pubs where teams are almost entirely devoid of cap gamers
...why do so many people gravitate to ANS? Is it just because they're the "protagonist" faction?
IMO they're just more fun to build
the layout of the capital ships mean you can add interesting extra pieces
backpack craft/backpack missiles
Sadly we kind of agree with that one. Though EWR and Bloodhound are a hell of a drug.
In my personal case: the sounds effects of beams and auroras are really fun
MDs also have a cool sound but it's uncommon to play an MD liner in a 4v4
because you generally need the gun power more than some suppressive fire
it's why I really have been enjoying the journeyman: craft are a similar kind of fun, versatile to build piece of the fleet
Yeah...
A lot of people prefer the "conventional navy" vibes
I think the big thing that makes us gravitate to ANS is that they feel... easier to learn?
Hybrids don't need to be used in ToT strikes like containers. Axfords are durable and forgiving, and get a backpack mount for a little utility. ANS gets active decoys, which automatically can deal with ARAD for you if you EMCON. Railstones are cheap, so if they get yubbed or craft-struck it's not as big of a deal as if you lost a mass driver liner. You don't have to deal with finangling Liners into pointing their broadside where you want it.
We like the tech OSP gets to pull off, but considering we're still new-ish (not quite silver) we find ourselves gravitating to ANS simply because we find it's easier to pull off a good ANS game?
Obviously not saying they are easier to learn. And it's not like we dislike OSP- Ocellos are a blast and Liners get to explode people when you play them right. Just- our brain thinks ANS is easier to pull off.
LN control is a lot better than it used to be, but that definitely used to be a big part of it too
And at the moment it's a lot easier to have a singularly powerful pub impact on ANS which brings back over the powergamers
ANS is the faction almost all of my favorite builds are on
frig ball, 3CL, 2CL, beamstone caps, and double levy
OSP LNs are more interesting to build than Axfords or BBs, which is an incredibly low bar to clear, and they both play as 450+sidearm slop
the reason I've returned to being an AN larper is because OSP has two missile fleets and they look exactly the same in every iteration and play exactly the same every single game, zero room for tech in terms of actual new innovation, solved fleets
AN is currently the worse faction if both are being played well with the singular exception of sprinter/frigblob in which case you either hard counter it or automatically lose
3CL if played right and double levy are also ridiculously strong and arguably both top 5 fleet archetypes in the game. I was able to pull 55k off against an experienced team with a single 1.5k levy
honestly I think that's the product of people always bringing too few SDMs, helljoys will not save you
if a levy player exists it is your responsibility and duty on OSP to grief their game and ruin their day
(that said a 1.4k anti-cap levy wins games trivially if it doesn't get ruttled, but that's a sizeable and very map-dependent if)
agreed on 3CL though, but skill floor
this is unironically what bugs me about OSP and has for a while
¯_(ツ)_/¯
hunter wanted a new missile body for OSP to diversify them out of CLN, which I'm strongly in support of, but it's unlikely we'll get that for a long time
I'm going off of very old vibes mind so don't know the current state of things, but I always felt that as a general thing, not even just missiles, that OSP has a lot less expression in actual fleet design
we spent approximately infinite effort in carrier testing trying to give OSP literally any leverage that wasn't spamming basic munitions and everything we tried ended up getting rolled back all at once or in bits, so I am not particularly hopeful
(it's also why I just dislike the ocello out of principle - narratively a very cool ship, mechanically not at all interesting)
everyone has very little expression in fleet design
you have omnisoftkill or you die minute 5
you have anti-craft or you die minute 5
you have 20mm or you die slightly later when the above two run out
at a high level neb fleet design expression is all in missile design
(or tech picks like aurora count on beam DDs)
there was some but like a lot of that was locked behind levels of loss tolerance that most folks just dont have
to be fair without breaking any prospective NDA I may still be under (I'm not actually sure, honestly), one of those was a technical impossibility and the rest ended up getting broken over and over and over and over by the Moorline
Like our Eye of Sauron. part of it's anti missle defence was that it usiasaly coust more in missles to destroy a hull then the hull coust. and after that deadship PD works better then a rock
I do miss some of the worse and weirder liner builds one could run
Plasma💔
plasma 😔
as much as i understand why they got thrown out i liked the single barrel big guns too
plas/250 100mm sidearms are actually quite good, you're just very points-crunched
more or less yeah
Have you looked at the 600mm gun that moniters get?
[Reply to:](#1164000873031151637 message) as much as i understand why they got thrown out i liked the single barrel big guns too
i personally feel plasma could have just been leveraged more as a mechanic/payload really, i think its a neat identity piece
and i haven't, no
i dropped off a while ago playing after getting burned out
Yeah same, though weare thinking we might get back in soon.
Yesss. Return of the Duncans
we do honestaly wonder how well they will fair agaenst craft
i don't even remember when i last played
it was definitely before fighter craft, guarantee
quite well, it's a bitch to hit shuttle swarms with most craft missiles because of all the pavise and the heavy jamming on small, evasive targets
the main problem is "do you just instantly die to 3cl or 2x greedford"
have CLs gotten buffed seince the carrier update droped?
no, they're just always good vs. light ships and people are building them better
Honestly we have never had that experience on the light ship side. unless like we were severally out of position.
Beemstones? sure those are a nightmare unless we win the jam-off in the first few secs (with the Ruttle Duncans)
I actually found the Split focus posture to be quite beneficial when my Moorline got rushed by s2h sprinters for exactly this.
Wiped 3k out pretty quickly with a flight of torp sturgeons, then went on to restore my magazine, landing pads, and CIC.
yeah, blanket doesn't have enough power
you need a lot of bellbirds so that they just can't acquire targets and the excellent pavise arc-vs-aimpoint-distribution on a shuttle
Shoutout to when the enemy doesn't bring a carrier and you get to use your fighters to intercept all the CLN's containers. 
us watching in horror as our carrier we JUST told to ALL STOP proceeds to fire its main drives for a split second and all 4 containers with THERM validators instantly retarget from our chaff to the Levy
Ah. Had no idea. :P
that said it also wouldn't have mattered because just choosing to ALL STOP doesn't stop therm bleed
you'd have still validated them for 15 or 30 seconds after last main drive fire, I forget which
[WAKE] is 15s, [THERM] depends on how big you are
Yeahhhh, we're aware.
We think our Levy got turned around while evading a previous salvo so it actually did matter; it was firing reverse drives until we hit all stop, at which point the main drive fired and validated them.
Yeahhhh, we're aware.
We think our Levy got turned around while evading a previous salvo so it actually did matter; it was firing reverse drives until we hit all stop, at which point the main drive fired and validated them.
We just panicked, forgot which end was the front, and smacked ALL STOP in desperation.
ah
not a bug then - yeah
Yeah, all stop bringing speed to 0 rather than just not firing engines is unfortunate sometimes
On a much more funny note, our last cap asset (match has been going very bad) Sprinter just survived a fuel line fire and we got the drive back. 
Down to the bloody wire...
so it goes
had a horrendous match the other day on OSP where we had no capfleet, which would've been fine since the enemy team was double backline, except their other fleets were 2x CL and 4x distributed beamstone with jamming, and one of the backlines was hemlock - so, beam
the OSP CVs (we were 1.5 backline) brought zero radar skiffs so we just never had any vision and had to take giant circles around the map to slowly find and kill the beamstones
b-but my point and click adventure!!!!!! larpers
The ANS equivalent of the massed mine CLN gaming
Why wouldn't you bring radar skiffs?!?
They're so useful!
[Reply to:](#1164000873031151637 message) the OSP CVs (we were 1.5 backline) brought zero radar skiffs so we just never had any vision and…
Greed. 50 points buys a fair bit of strike
But you can't strike without sensors...
That's just hoping your enemy lets you make your perfect engagement and then being surprised when they don't. :P
It's honestaly a big hurdle for most folks to not do that in our experince
I never said it was a good idea, my jmen tend to carry wake skiffs as they are better awareness for the capfleets I bring them on
Sensors are so commonly neglected in my experience. I've won games off the back of a single lockvette before
Yeahhhhh...
We try to bring EWR on OSP if someone on our team doesn't already have one. On ANS we bring a SEWACs on our Levy fleets, but we don't have room for them on our frontline fleets, and considering so many ANS teams are allergic to running frontline or caps we end up not really getting the chance to bring them because there are bigger team comp issues.
Yup. Making caps responsible for sensors was already sketchy in the pre-carrier world
It is why my ANS frontline preference is for a Solly + scout + something over a pair of greedfords or even my old standby of hero Axford + mixed escorts.
Mhm!
Out of curiosity, what exactly fills the role of a scout? We've seen cheap Sprinters with a frontline purely there for caps and scouting, but also things like ELINT Sprinters or ships with a Spyglass bouncing around in public lobbies so we're somewhat curious what's effective/worth the point investment.
For ANS I find the gold standard is a lockvette (elint, bullseye, chaff, optional frontline/jammer)
Optional frontline- ohhhh you're relying on something to get the initial track and then locking it up.
Spyglass Raines can be useful, especially if they are pulling double duty as a pd/ewar escort
You can lock the ELINT LOB
You can do that???
Yeah, it just points the bullseye down that angle and tries to lock until it does
An offset Spyglass Raines gives so much vision for only like 230 points
I forgot how cheap they could go, I should bring them occasionally
Important note, this only works if the pinard is on the same ship as the bullseye unless you have a crossfix
I'm thinking about swapping one of my gunboxes for one in the cap fleet I've been poking
Downside is I'd have to pay for missiles or be down to 8 cappers
(Terrible, I know)
Yeah, of course, we figured. Without a crossfix you'd have to sweep the Bullseye up and down the bearing because you don't know distance and it wouldn't work at all.
[Reply to:](#1164000873031151637 message) Important note, this only works if the pinard is on the same ship as the bullseye unless you have a …
Eight cappers seems like plenty. :P
[Reply to:](#1164000873031151637 message) Downside is I'd have to pay for missiles or be down to 8 cappers
I think I ended up off them in caps because I kept trying to use them as missile platforms and then the parallax frig ended up outperforming them
I actually have one pulling double duty as missile and SAM box in my Axford fleet
But that one is invested as heck, with an ARR, Prowler, and Bullseye
Definitely worth it as frontline support
Hmmm maybe I'll make the other gunboxes even cheaper to try to squeeze in some missiles
As long as the bullseye is generally lined up with the LOB it should work - I've locked Skiff ELINT LOBs with my battleship's bullseye.
Good intel, I'd hoped it might, but I didn't know for sure
That means you could probably also do that for wake skiffs with an Ocello
sup goobnuts
Hmm, interesting little bit of tech - if you have a chaffbox on a Spyvette, you can just shift-Z a chaff at the start of a match, and it will only deploy when you go EMCON
Huh.
Spyvettes pretty famously have exactly enough power to run the spyglass. Not even the spare to run the vls-1, so the order stays queued until the power is free (emcon)
Ohhhhhhh!!
That's... really clever!
so we are going tough our old fleets to see if anything needs any obvious fixes, and um did magazines loses there first one is free thing?
no
auxiliary steering got compounding cost a while ago
berthings got removed
small DC got cheaper
that's the big compartment changes I can remember
If you click on a compartment that has a mag (or anything else with a compounding cost) it will show the cost as though you have one extra
Ahh ok
(What were berthings? :P)
[Reply to:](#1164000873031151637 message) auxiliary steering got compounding cost a while ago
berthings got removed
(The menu just shows the price of adding one, it doesn't take into consideration that if you put one in that slot it would be removing one as well)
they gave extra crew iwch did not matter for most thigns and were just free HP chunks
[Reply to:](#1164000873031151637 message) (What were berthings? :P) 📎
DCX and DC Storage might be new, or at least probably saw some changes
Oh right!
Damn, that's a massive reduction!
liners got a price increase alongside it, so it wasn't quite as huge
but the purpose was to incentivise more invested OSP ships
Ope.
Makes sense.
Yeah we have to find a way to shave 110 off the tug duncans and 120 of the eye of sauron
It was 80 before, but yeah
heck
Fleet 'Duncan' is composed of 8 ships that cost 3110 points:
Duncan Idaho : 'Draugr' class Clipper [Missile Sensor Gun PD]
Duncan Idaho : 'Draugr' class Clipper [Missile EWar Gun PD]
Duncan Idaho : 'Draugr' class Clipper [Missile EWar Gun PD]
Duncan Idaho : 'Draugr' class Clipper [Missile EWar Gun PD]
Duncan Idaho : 'Draugr' class Clipper [Missile EWar Gun PD]
Duncan Idaho : 'Draugr' class Clipper [Missile Gun PD]
Duncan Idaho : 'Draugr' class Clipper [Missile PD Gun Sensor]
Duncan Idaho : 'Draugr' class Clipper [Missile PD Gun Sensor]
```This fleet uses 2 different missile types:
```yaml
SGM-106 Ember : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-200 Looking for that hull breachussy Block II : CRUISE - ACT(RADAR)/PSV(WAKE) - HE SHAPED [8pts]
That is an S2 missile name of all time.
/lighthearted
things are already preaty tihght on them
You should some of the ships violet named
[Reply to:](#1164000873031151637 message) That is an S2 missile name of all time.
/lighthearted
You might want to check if the missiles cost breakpoints have changed, S2s got a global cost discount a while back
So you might be able to drop these to 7 points without significant loss of capabilities, or increase warheads
7.69 points, I might be abale to get that down to 7...
OH YEAH-
Random aside: we were in a public lobby a bit ago and witnessed someone on the enemy team slinging missiles named "S2 Direct ACT [ARAD]".
Someone on our team had a Scryer.
They were genuinely direct S2 ACT[ARAD].
Reverse psychological warfare...
Could also be a holdout from before missile seeker combos were shown on the UI
Switchign form cork to weve did it
Oh yeah weave is only 1pt now
As a heads up C53s ate a nerf a while back, there's the C56 for liners now
Still fine for tugs AFAIK but it makes 250mm vs 100mm more of a choice on them
Oh, and the Warbler exists now, which might be worth finding a spot for
(CMD jammer for OSP)
Oh yeah we remember that, it did hit the ducs a bit but not enough for it to matter in most cases. like we only felt it vs axefords. and then like somthing has gone wrong for some one for that match up to happen
And for the warberls the only easy place to fit them in would be insted of some of the Bellbirds
these look better?
Fleet 'Duncan' is composed of 8 ships that cost 3000 points:
Duncan Idaho : 'Draugr' class Clipper [Missile EWar Gun PD]
Duncan Idaho : 'Draugr' class Clipper [Missile Gun PD]
Duncan Idaho : 'Draugr' class Clipper [Missile EWar Gun PD]
Duncan Idaho : 'Draugr' class Clipper [Missile Gun PD]
Duncan Idaho : 'Draugr' class Clipper [Missile Sensor Gun PD]
Duncan Idaho : 'Draugr' class Clipper [Missile Gun Sensor PD]
Duncan Idaho : 'Draugr' class Clipper [Missile Gun Sensor PD]
Duncan Idaho : 'Draugr' class Clipper [Missile Gun PD]
```This fleet uses 2 different missile types:
```yaml
SGM-106 Ember : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-200 Looking for that hull breachussy Block II : CRUISE - ACT(RADAR)/PSV(WAKE) - HE SHAPED [7pts]
No idea if it's worth the slot, but figured I should mention it's now an option
Yeah there is only one way to find out, and that's to get hit wiht CMD torps on a random point from a sprinter
If they're running as a swarm you might be able to get away with only one, they're smaller radius but more powerful than Interruptors IIRC
Oh they are two half swarms still so i want one per formation
Or cmd torps from a bomber
(Or wing thereof)
Though that's something that will be less of a concern at the end of the month, assuming all the PTB changes make it in to the campaign update
