#Nebulous: Fleet Command
1 messages · Page 39 of 1
Oh nice
Now to find a way to rightsize this fleet
Fleet 'Four Riders' is composed of 4 ships that cost 3120 points:
King of Conflict : 'Marauder' class Line Ship [Gun Sensor PD]
Jack of Endings : 'Marauder' class Line Ship [Gun PD]
Ace of Pleanty : 'Marauder' class Line Ship [Gun PD Sensor]
Queen of Glutony : 'Marauder' class Line Ship [Gun PD]
```This fleet uses only one missile type:
```yaml
SGM-106 Ember : DIRECT - ACT(RADAR) - HE FRAG [2pts]
I like how she shows the curent point coust for the fleet but has the one from when they were last modified on the ships
TBF they needed the nerf
LIke to keep them under 3k at this pont i need to take out some radars or lower there fire rate
Most locked in Cuda pilot. 1v4'd a group of Tanto's somehow
Unsupported too, just S1s, jam pods and 20mm
I think the 5th was a claymore I cleaned up too
Maybe chousing RoF over burn trough was a mistake, maybe it will be fine
Fleet 'Four Riders' is composed of 4 ships that cost 3000 points:
King of Conflict : 'Marauder' class Line Ship [Gun Sensor]
Ace of Pleanty : 'Marauder' class Line Ship [Gun Sensor]
Jack of Endings : 'Marauder' class Line Ship [Gun]
Queen of Glutony : 'Marauder' class Line Ship [Gun]
Can always lock the jam LoB
and it's not like accuracay matters tomuch wiht the volume of fire that fleet puts out
I think we just saw a new player bring a 1.5k railstone.
...I am confused about how they managed to make it cost that much.
Missiles?
I'm unsure. :P
You can spend a lot of points on citadel CICs and premium PD if you try
Or maybe they just filled their mag with rail ammo
I know one of their railstones had Sarissas and Auroras. :P
"I accidentally bought 200 pts of sarissa ammo" can also happen
Weirdly less common than flak though
<@&942093958551588904> anyone for some mid-week neb?
I could do one Neb
We could too!!
if you hurry, we're in ERI 5 ANS
yuh
Still looking?
Died heroically jumping in front of the bow thrusters
his sacrifice will be remembered
<@&942093958551588904> no longer mid-week nebulous, now slightly-past-mid-week nebulous?
Tragically we just started a Lancer session. 
Have fun Lancing!
I... do not think we have the bandwidth to play Nebulous and keep up with a combat at the same time. 
Oh, we will. This campaign is awesome. :)
[Reply to:](#1164000873031151637 message) Have fun Lancing!
who up lance they er
I missed the Pingulous :(
all good, was just one match that didn't go well
...huh.
Validator does nothing for it (and possibly makes the missile worse)
if it rejects unvalidated it should stop it from wiggling under jamming.
It will stop it from wiggling under EO jamming but also prevent it from acquiring targets under radar jamming
A secondary seeker does the former (unless decoyed or double-jammed) but not the latter
Quick question: we're reworking some of our fleets to be better now that we know how to build better, and we're seeing if we can fit SDMs into our carrier's void superiority loadouts. We keep running into people using them and when that happens our fighters just... die.
We've been running with an SDM missile we borrowed from Pyrope on our ships; do fighters want a different SDM setup or is it pretty much fine to just copy the same design over and load our fighters up with them?
it's the same missile
there's one SDM Mathblob spent like 100 hours testing and it works on everything
I have a different variant because I'm a contrarian and I'm anticipating having to kill lower-maneuver craft
There's a variant that works slightly better on Tanto but it's marginal
Can someone hook me up with this Good SDM?
I believe it's the SDM-2 in TF Maple, but this should just be a copy of it.
SDM-207 Phalanx is a size 2 missile that costs 5 points.
this one is ACT/WAKE, I have another one that's 7 points CMD that's also quite good
<@&942093958551588904> boat time
Be there STAT! 
I should be able to fit one game in if we start quick
Get in here then
let me know what server we're in
<@&942093958551588904> anyone for some midweek neb?
I could potentially wrangle some if we find two more
I'll be there in about 10 minutes, if you can wait.
We have to hop onto a Lancer session in about... fifty minutes or so. Do you think game 1 will be done by then?
If so we can probably drop in for a game. Otherwise we'll unfortunately have to skip this one.
I think that comes down to "does the game start in the next 20 minutes"
unrelated to the current looking for game, but this seems like a nice mod to have
Match History, lets you pull up old AARs in game and includes an auto-save feature
in ERI 7
We…may be able to hop on. Supper is ready in about half an hour
honh
\
Fleet 'Fifth Winter (v2)' is composed of 6 ships that cost 3000 points:
Fifth Winter : '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]
```This fleet uses 8 different missile types:
```yaml
SDM-25 Starstreak : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [5pts]
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]
\
Fleet 'Void Spirit Carriers' is composed of 2 ships that cost 3000 points:
Spirit of Fire : 'Levy' class Escort Carrier [PD Gun]
Spirit of The Storm : 'Levy' class Escort Carrier [PD Gun]
```This fleet uses 6 different missile types:
```yaml
SGM-103 Eraser : 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]
should be CMD/HOJ, not CMD/ACT
sadly too big to use as a hull badge at present
I think I went with CMD/ACT as I was getting fed up with my Claymores dropping the locks after torping isolated cappers without another track to pick it up again. CMD/HOJ makes more sense for a pure levy fleet
Fleet 'Blake Belladonna {BB}' is composed of 1 ship which costs 3000 points:
Blake Belladonna : 'Solomon' class Battleship [Beam Gun PD EWar Missile Sensor]
```This fleet uses 4 different missile types:
```yaml
SDM-1-4 'Rosethorn' LRACM-F-EX : DIRECT - ACT(RADAR) - HE FRAG [6pts]
SDM-2-2 'Ice Spear' ACM : DIRECT - CMD/PSV(WAKE) - HE FRAG [8pts]
SDM-221 'Gambol' ACM-T1E : DIRECT - ACT(RADAR)/PSV(WAKE) - HE FRAG [7pts]
SGM-219 'Black Ribbon' MRM-F : DIRECT - PSV(EO)/PSV(WAKE) - HE SHAPED [12pts]
Fleet 'Ruby Rose {BB}' is composed of 1 ship which costs 3000 points:
RUBY ROSE : 'Solomon' class Battleship [Gun PD Missile EWar Sensor]
```This fleet uses 8 different missile types:
```yaml
SDM-1-1 'Petalburst' LRAM-F : DIRECT - CMD - HE FRAG [5pts]
SDM-1-4 'Rosethorn' LRACM-F-EX : DIRECT - ACT(RADAR) - HE FRAG [6pts]
SDM-2-2 'Ice Spear' ACM : DIRECT - CMD/PSV(WAKE) - HE FRAG [8pts]
SGM-113 'Aero' ACM : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-13 'Diaga' Rapid AMM : DIRECT - CMD - HE FRAG [5pts]
SGM-H-232 'Silver Flash' Anti-FFL : DIRECT - CMD/PSV(WAKE) - HE SHAPED [12pts]
SGM-H-362 'Truesilver' AC-EX : CRUISE - PSV(EO) - HE SHAPED [40pts]
SGM-H-376 ROSE PETAL HELIX : DIRECT - ACT(RADAR)/[CMD] - HE FRAG [19pts]
Fleet 'Weiss Schnee {BB}' is composed of 1 ship which costs 3000 points:
Weiss Schnee : 'Solomon' class Battleship [Gun Missile PD EWar Sensor]
```This fleet uses 7 different missile types:
```yaml
SDM-2-2 'Ice Spear' ACM : DIRECT - CMD/PSV(WAKE) - HE FRAG [8pts]
SGM-232 Kaleidoscope : DIRECT - PSV(WAKE) - NONE [7pts]
SGM-H-3-7 'Arma Gigas' TRP High-Yield : CRUISE - CMD/ACT(RADAR) - HE SHAPED [25pts]
SGM-H-331 'Snowblind' ECM-AC : CRUISE - PSV(EO)/ACT(RADAR) - HE SHAPED [33pts]
SGM-H-333 'Schnee' ACM-EX : DIRECT - CMD/ACT(RADAR) - HE FRAG [18pts]
SGM-H-390 'Myrtenaster' DL-AC : CRUISE - PSV(EO)/ARAD(RADAR) - HE SHAPED [40pts]
SGM-H-393 'Solitas' A-Orbital : CRUISE - ACT(RADAR)/[PSV(EO)] - HE SHAPED [22pts]
Fleet 'Yang Xiao-Long {BB}' is composed of 1 ship which costs 3000 points:
Yang Xiao-Long : 'Solomon' class Battleship [Beam PD Missile EWar Sensor]
```This fleet uses 5 different missile types:
```yaml
SGM-177 'Orichalcum' Omni AMM : DIRECT - CMD - HE FRAG [9pts]
SGM-H-3-6 'Sun Dragon' HS-AC : DIRECT - CMD/HOJ(RADAR) - HE SHAPED [22pts]
SGT-3-0 Heat Sink : DIRECT - PSV(WAKE) - NONE [8pts]
SGT-349 'Firefly' HVT-1 : DIRECT - CMD/PSV(WAKE) - HE SHAPED [9pts]
SGT-349 'Firefly' HVT-2 : DIRECT - CMD/SAH(RADAR) - HE SHAPED [9pts]
We should buff containers
R drive supremacy
<@&942093958551588904> slightly early boat night ping!
How many players do we have today?
Forgot to post this screenshot we got yesterday:
R2cuda spam.
So many R2cudas.

nahhhhhhh not the dual purpose plasma 💀 💀 💀
Had to drop off, but it's really cool seeing that levy halfcap evolve to your tastes wyvern
Mhm!
Fitting SDMs was pretty easy after we dropped the cheapest capper, honestly. We've been very happy being able to fire them off from maximum range and explode people.
We no longer instantly lose to SDMs, and we feel that's worth going down to 5 gun cappers. The missile capper basically fell over to any significant resistance anyways.
Yeah, seems to be working quite well
This tug is structure broken
I'm sure that's just what the insurance company says
Wow, look at that! 
sliced through by the beam katana
TRUE- 
question does anyone know how we'd turn this into the required file size for use as a hull badge?
it's currently 263kb and 500x500 size
[Reply to:](#1164000873031151637 message) sadly too big to use as a hull badge at present 📎
When setting up mine I just used Krita and messed with the export settings
Needs to end up as 256x256 exactly, so you'll need to resize it using your image editor of choice (paint.net works pretty well)
I see
well it's the right dimensions but not the right file size
and we can't compress any further
hmm
this should work, reduced the number of colors was my usual trick
Thank you!
damn I just missed the neb
s2cello vs The Autumn test results: our first salvo nicked the Floodlight and the SAH followed. 😭
isn't it like 1:30 AM for you?
yeah, I was engaging in the Misc tradition of late night gym
normally when people do that it's because they're fighting some kind of inner demons but in my case I genuinely just forget until everyone's asleep
Hmmm...
I know the start time has migrated, mostly because none of the europeans were playing as much, but if there's a better time and you're still interested we can try that in the future.
oh I could probably have made it at the current time without sweat if I wasn't bouncing between other stuff all night
...darn it, Misc's name doesn't work for the "Xulous" jokes
"Misculous" is just Miscellaneous misspelled
Anywho it would be fun to have you around for a boats at some point Misc, we've actually had enough for in-houses again recently! And hopefully will have even more when campaign part one drops
Miscellanulous
I'm really excited for the campaign drop, pretty much equally split between campaign itself, the editor, and the balance changes.
I kind of want to avoid playing the campaign until the whole thing is out but I know I won't
I honestly got quite burned out on Neb over the few months post-carrier-update, but it's been a while so I should give it another go
I was pretty much in the same boat, I've slowly rotated back into it since
We're diving RIGHT IN! 
[Reply to:](#1164000873031151637 message) I kind of want to avoid playing the campaign until the whole thing is out but I know I won't
Can rails soften up/damage the pd of an opposing ship?
If they damage the PD turrets, yes
Join us! Pnet internal games are pretty chill.
Apart from directly damaging them, they can be particularly problematic against energy-based PD, since a Main Bus Short in the reactor usually means you don't have the power to run the full grid
I think PDTs are vulnerable to the turret traverse rate debuff as well which is pretty crippling
It's been nice regularly getting back up to full internal games again
Are mixed CLNs (as in, mixed craft and containers) common or is it usually one or the other?
one or the other
Is there any tech with lining up a craft strike with a yub strike or is that too complicated to pull off in a real match
too complicated + doubling down on the yub or the craft is better
Ok
Question because we see the term thrown around a lot
What does yub even mean?
Going all in on long range cruise missiles
Classically “yub nub” was doing blind cruise missiles based on game sense and typical player habits
After a guy whose user name was Yub Nub and would say yub nub in chat after doing it
The name itself comes from the Ewoks in ROTJ
I wonder if it would be feasible to use the Hangup Device (2-4 Hangups) to cover craft from CMD SDMs at long range
The Hangup ignores terrain IIRC
You'd have to have the craft pretty much right between the hangup and the missile, iirc
falls off pretty sharply to either edge of the cone/oblique angle at the missile
Huh, didn't actually know it had the same edge falloff mechanic as illuminators
from reading this, I think it does?
could just be that there is no edge falloff and the comms jammer didn't actually catch it at whatever angle/wasn't powerful enough, since my personal experience with hangups is very anecdotal
I think it's just talking about distance from the jammer and between the two communicators
Hangup is just disappointingly weak IME
Which admittedly might well make it infeasible to actually jam out SDMs, considering SDMs only have like 7km range
Oh, and I was wrong about them ignoring terrain, which makes it even less feasible
Because missiles only check for comms to their launching ship it might be more possible than it seems. I believe craft comms are pretty weak so that probably gives reasonable ranges against craft launched missiles
Per the radar/comms calc it's actually better than I thought against a CR10. 1 hangup at 7k of your craft jams out incoming missiles ~4km from the launching ship (2 hangups brings that down to ~2.9km)
You aren't stopping SDMs from an Ocello, but you can shut down TALS tugs/LNs surprisingly well
I was thinking mainly of shutting down TALS-launched SDMs, but not penetrating terrain makes it a lot more awkward - you can't just sit a Sprinter in a crevice near the center of the map, it needs to be in orbit
Though actually even with just 2 hangups at 12km, you jam out a CR10 at <5km
Very map dependent I think. I might try a variant of my frontline fleets with a hangup to try covering allied strikes. I often have LoS on allied bombers and if I'm heading into 120mm range anyway that buys them a lot of safety
Which is enough to allow a standard 7km SDM to fizzle
What's the NEZ on a 7km SDM? The listed range is a lot less than it gets fired at, though I guess if you double back to make it use that range it might work
I hadn't considered the fact that missiles only care about their source comms, that really helps a lot
I would guess like 6km but I have no idea
And you only need LoS to your craft which helps a bit with your offset positioning too
oh heavens
...also apparently ANS is losing SDM-2s in PTB??
(What are they supposed to do without them..?)
as mentioned in match: RPF, sarissa, ???
Also S2H/S3H work well enough
With the ptb agility nerfs dual purpose CMD HEI hybrids were also seeing success against both craft and shuttles
I think Breadsticks work if you really want something to stick in a VLS-2 as well
True, much harder to dodge in ptb
Hopefully Remises will make fighters be more viable as a defense against bombers as well
The main problem with the "fighters as a defense for craft" archetype is that the missiles that let them do it are too expensive and they themselves also die to sarissa/RPF/etc while hovering on escort duty; it hasn't worked on OSP, I doubt it'll work on ANS either
Lark raises an excellent point about the breadsticks, though
I personally haven't seen the CMD hybrids so I can't comment on Fluffy's, but if he's seen it I'd definitely defer to him on the matter
@wooden veldt sorry for softkilling your missiles lmao, I was hoping if I kept throwing out the ADtainers and EO jamming you'd kill the MDLN guy instead and I could get a second to breathe
You and your team was really putting on the pressure
Here's a version of it I've seen shared. Hits pretty reliably (on PTB) off of a bullseye track. That obviously limits your throughput to 1 at a time (ish)
SGM-H-213 ADASh Block II is a size 2 missile that costs 10 points.
I was getting told nothing by my team. I didn't even realize there was an MDLN until the Autumn ate some to the observation deck. :P
[Reply to:](#1164000873031151637 message) @wooden veldt sorry for softkilling your missiles lmao, I was hoping if I kept throwing out …
Neat, I'll take a peek - thanks
Better than my last game. A blue brought two hyperinvested 1.2k railstones with ACT S2s.
And someone on the enemy team brought a Marauder with 349 ACT/HOJ S2s, as seen above.
[Reply to:](#1164000873031151637 message) frustrating game for both of us then lmao
(When I say ACT, I mean pure ACT.)
It was... a shitshow for both sides.
The Nebulous Merry-Go-Round
I'm freeeeeeeeeeeeeeee
Ok so I’m looking at the vanilla+ format on the modded server
And there’s a c3 beam
that you can put on a sprinter
(And the power works out exactly)
It's... yeah.
Nevermind the fact that engineering such a small beam turret would be prohibitively difficult and expensive, and the reactor output required to run a beam should almost certainly not be available on such a small frame. (The Keystone being a notable exception because it was built specifically to carry spinal weapons that punch above its weight class. And engineering a fixed spinal beam is certainly easier than a turreted one.)
But from a balance perspective a c3 beam is ridiculous. Either it's good, in which case sprinter/frig blob becomes even more oppressive, and it will overshadow most other options in its weight class, or it's an incredibly niche option due to some combination of factors, in which case no one will use it.
What were they thinking?
(Perhaps they weren't.)
well, it's modded, so presumably "when everybody's OP, nobody is"
IIRC the damage output is stupposed to be tuned down comparatively (and on a sprinter it can't take FPAs) but I personally doubt that the mod is as balanced as it's trying to be
Let along the huge discrepancy in Alliance gear vs OSP gear the mod has
Yeah it’s…an issue
While the beam itself is a ticklebeam, the lack of a good osp expansion mod does hurt
Enough that I might get into the modding process to rectify it
Yeah and there was a modded AvO fight night a few weeks ago and if you look at the mod list you can see it's not just an issue with Vanilla Plus
I do love the holland for being such a Contraption
Going down the list:
- AvO Expansion: 2 AN ships, 2 AN craft, 1 OSP ship, 1 OSP craft
- SC Reamer: 5 AN ships, 1 OSP* ship
- Vanilla Plus Refit:
53 AN ships, 1 OSP ship - Vesperia Class Dreadnought: 1 OSP* ship
- Damen Shipyards: 1 AN ship
*OSP ship that takes AN gear
Osp being pigeonholed as technicals was a mistake
Honestly OSP feels like it has a bigger design space, it's just... never been as popular as ANS
No one brave enough to add the Brick-class
Modifying the Monitor so it has a triangle like the missile design one, divided between armor, speed, and guns
Max armor moves at 2m/s and mounts one T20 but has 180cm armor
Swapping the armor for tug speed makes the v+ stonefish, aka “what if the rl36/modded c4 r3 turrets had a good platform”
This is what happens when you take a Rocket Liner and put it in a hydraulic press
More making a Large Ruttle
Big Aurora, Large Ruttle, Big Skiff...
What's next, Big Keystone? Big Defender? Big Sarissa? 
(Big Levy will soon exist, at least. :P)
Yeah, a lot of OSP's design language lends itself to a lot of design space that goes unused.
Weird ammo types, restricted firing arcs and hull variability could open a lot of interesting designs that I've not really seen explored
250mm Bombshell and airburst MD rounds were both good examples (although airburst MD died before the could be tuned)
ruttle?
but yeah there's clear ANS favoritism in the vanilla+ format
it IS cool since it gives me the battlecarrier ive wanted since forever
and the finley is a fucking Creature but yeah
vanilla+ is only 3 ANS ships i believe
Oh I misread things and counted the Frost and Typhon on top of the Frostmoor and Tyhphus, whoops
Rocket Shuttle
oh fair
(I also think the Frost/Frostmoor is just a better Raines)
but yeah the power level is def higher
the frostmoor is classed as a destroyer but i see what you mean
Yeah but you can use it for basically any combat role you can the Raines and IIRC 2 of them will be better + cheaper than 3 Raines
thats fair
I'm imagining a colony ship with a gravity ring that necessitates spinship liner
ok you say that, there's a faction mod called beeple shipyards that has a corvette with a c4 mount on it
and its just
a rectangular brick of cargo containers with a bridge and thrusters on the back
as uninterested in mods as I am, one that had like a different number of things for each faction would be a hard no for me
i unironically feel this in my heart
i hate the ocello out of principle for this reason, not because it has actual tech but because anything more advanced than fleet design past 1897 has to be silo'd off as being ANS equipment
i think it's a wonderful and flavourful ship otherwise
osp ship ideas:
betel baron's yacht (armed with ans equipment incase the 8 ball belt miners ever get uppity)
baron's security cutter (ditto)
maratime militia that's moved on from ramming
some kind of rushed-out-the-door warship for a "field army"
a smaller mothballed ship (possibly even oldsprinter)
Shuttles and tugs do a good job of covering the small end of town and I really don't think you want to give OSP small ships that can take bullseyes
If there is a gap that I think could use exploring it's either bigger than an LN e.g. Tom's colony ship idea
Or in the destroyer weight class as a faster, lighter monitor. Something like half a CL. Could be a nice spot to add an example of a locally produced warship with the smaller size justifying the turn around.
There's also somewhat of a gap for medium-cost ships with good mobility after all the LN cost increases
...yeahhhhh.
Honestly, the big thing we want is either a sidegrade to the Marauder or, more realistically, better controls for them. It absolutely sucks when we get stuck fighting the controls trying to get the broadside to turn to where we want it to while the ANS turrets smoothly turn to track the LN and begin shredding it.
I was too slow at phone typing ;_;
We've had at least a couple matches where we have to resist yelling at the screen like "WHY AREN'T YOU TURNING, I EXPLICITLY TOLD YOU TO LINE UP TO FIRE ON THAT TRACK AND YOU'RE FACING THE WRONG WAY-"
Kind of what I was imagining as the destroyer yeah
We can manage a single Liner okay. But multiple makes us want to court martial their crews. :P
I almost always avoid LNs due to this, which is a lot of why I don't enjoy OSP that much
Some kind of anti-piracy overmatch vessel. Trade the spinal, armour and XL compartments off a monitor for speed, agility and a few C1s
Same...
[Reply to:](#1164000873031151637 message) I almost always avoid LNs due to this, which is a lot of why I don't enjoy OSP that much
A ton of OSP's interesting buildcraft is on LNs but I hate fighting against my ship
Yeah, exactly...
If they made it easier to spend less time fighting the controls we'd play LNs way more.
Tbf they have improved LN controls, they just used to be worse :P
But as it stands we basically only play Ocellos and Liners occasionally. We've never tried a monitor ball or a tug/ruttle blob, and we're waiting for PTB to merge and the meta to settle before we build a CLN or CVLN.
They *** w h a t ***
[Reply to:](#1164000873031151637 message) Tbf they have improved LN controls, they just used to be worse :P
yeah, something designed for "winning the next 8 ball belt conflict"
Yeah, I learned to pilot LNs before the fixes so I have very few problems these days
They would rotate instead of roll to bring guns on target, IIRC?
Pretty much, they took the path of least angular change rather than shortest time
o h .
They still freak out occasionally, but as long as you aim your heading so you stay broadside to what you want to fight it works well
Speaking of the spinal, I feel like having a hull with two big mounts and adding some more spinal options would increase flexibility in interesting wsys
Adjusting so your next target only needs a roll is the big secret sauce, but can be a challenge
Monitors having more than a single real option would be nice
Or just run bowtank LN :P
I just tweaked mine so it's faster!
(I'd also love to see a third option for keystones, but I doubt we'll see that soon)
Fucked idea: have two LN sized side mounts but only on one side
Spinal torpedo launcher, I would do dumb things with SAH
"we have beams at home" - OSP torpedo supplier
Asymmetric ships my beloved
I had a weird-ass hitscan chem laser idea for the Keystone third mount a couple years back
Can it be battleshorted?
At one point I was toying with a suggestion for a long-range, low-damage, armor-stripping pulse weapon for Keystones
Make sure to offset them a little so both can shoot forwards as turrets
Yes, but it also takes physical ammo (the chemical part of the laser)
Enjoy emptying your rmag
That would hit everything in a like 12km cone
No, aftwards
True so we can finally have the double R-drive tank
Wait now I want a hull with two forwards-facing and one rear-facing Spinal
Who needs QoL like the heading command? Not OSP!
I stand by my suggestion in the nebcord where you should be able to set the preferred heading direction in the formation editor
Downside of the existing spinal being continuous fire, no reason to build a spin ship. If you are going to do that setup at least put the spinal forwards so you can have spinal+two backpack C4s or triple turrets
And using the heading command aligns using that
Yeah, would do a lot for LNs. I suspect it would get weird with the main thrusters being off axis and so deviating from your preference in the absence of orders to move forward
I'm not quite sure what you mean? It would just be the equivalent of setting the heading sideways rn
Oh, do you mean if you don't set a heading and order a move? I was thinking it would only apply when you've set a heading
Yes, but when not under any heading commands neb ships align their drives with the direction of travel
Basically just an offset for the hdg command
It makes sense, I just think it might get unintuitive but I guess no more so than the current situation
Contemplating an OSP destroyer that's basically a mini-liner, a broadside of 3 tug casemates on each side
More Tug casemates would be neat
I do often find myself wanting an extra half lineship
They're what, 2x5x2? The Ocello should get their side C1s replaced with them
It would allow for some exceptional creaturecellos
And maybe combine that with a shallow C4 on the top? (Like MN has top/bottom) Lets it bring a pike or container decoys (or just another gun)
Yeah, the 5 depth gets you C30s and bloodhounds
Monitor Armor/Speed/Maneuver triangle looking like an even better idea...
Also allows for Plasma turrets I think?
Giving it access to a T81 changes the threat profile yeah
True! Well, depending on the internals setup for power
(I'd like it because "yay more plasma")
But giving tug balls easy access to fast+small plasma is a notable impact
Given my original destroyer pitch had the two shallow C4s of a monitor I think this a great idea, but still
I forget, can C30s fire sideways?
IIRC, 45 def traverse, 0 deg elevation
I'm still of the opinion that because unplasma'd ANS capitals can eat so much 450mm OSP teams really need to bring either backline to kill them or at least some plasma
A single Big compartment for DCX or hangar would be interesting
Ah so no bringing all 6 to bear dead ahead
No, you'd need to widen the mount a little to allow T20s for that
One big compartment, two shallow C4s but one of them is placed so it can only fire directly forward. You can try to plas ahead with both then rotate to bring C30s to bear or bring a hangar/container stack/whatever on the traverse limited slot and have a more straightforward but less plasma rpm ship
Be the osp vanilla+ mod you want to beeee
I'm very tempted to mess around with the campaign editor once that's out. If that leads into wanting more OSP options then we'll see how that goes
Yeah that’s what I’ve been lurking on this convo for
It’s just that the vanilla+ format is kinda tough to balance since theres not a centralized team for it
That's the nature of mod balance really, especially those trying to tie into vanilla
Yeah
Saaaame, very hype for campaign editor
But remedying the clear ans favoritism would be nice
The power level is ovbs gonna be higher, and at least hoping for VAGUE parity between the factions is the best you’re gonna get lol
Weirdly, my observation from other games (Starsector, Rimworld) is that anything marketed as "Vanilla+" or such tends to be significantly less balanced compared to vanilla than other mods
I haven't played enough of it in Nebulous to know if Neb's V+ follows that trend
Give me a smaller LN you can’t skill issue with /j
If and when I do buckle down and make the mod, I’ll assume most of the existing v+ type stuff might exist. So a c4 might have a 250mm casemate or a r3 launcher from the relevant mods…or it could have a vanilla rl36 or t81
I suspect it comes from ambition. Modders that can make whole new factions probably know enough to do a decent balance pass while "I just wish there was a bigger 250mm gun" type mods have a lower barrier to entry
Yeah back when we first bought Neb liner controls sucked
[Reply to:](#1164000873031151637 message) They *** w h a t *** 📎
They used to be very prone to a gimbal lock-like state while rotating, and also preferred turning yaw-wise instead of roll-wise for large rotations
Tbh some liner style bulk tanking smaller ships would be interesting
Like a medium passenger ship about cl size but with only slightly more than tug mounts maybe somewhere between tug and monitor, a bunch of hp and internal slots and good speed
Say
Alternatively more weird osp craft would be fun
I've been synthesizing this discussion into a more detailed design, just for fun
I feel like this just runs into the classic tank (RPG) problem where if you're not a threat people just shoot you last, Neb doesn't have aggro tools
Hmm... I'm going to play devil's advocate for a moment here. If this thing has reasonable mounts, good speed, and solid hit points and damage control capability, that puts it in a prime position to hunt ANS light assets and vulnerable backline, using its speed to minimize how long it takes sustained fire from larger assets that can kill it in reasonable time, damage control and HP to shrug off hits from the assets it hunts, and mounts to eliminate said assets quickly.
I'd wager that if you let this hypothetical vessel run amok, ANS would soon find themselves without a capfleet, which feels like a somewhat good incentive to focus it down before it munches everything lighter than a Vauxhall.
Beamstones would be... a problem, to be fair. Though at close ranges the Keystone would assumedly not have the maneuverability to keep the beam on target, and/or would be killed quickly if caught out of position, which would somewhat leave the question of who wins up to who detects the other first, I would wager.
I'm no game designer, and we only have about 160 hours in Neb to our name. But I can see a place for such a hull in OSP's ranks.
It doesn't have to be a DPS threat though, there's utility options it could support while having limited offensive capabilities - sensors, PD, EWAR
Unrelated, some fascinating science courtesy of the Nebcord: apparently HoJ[pARAD] on reject prestages on jamming then does not track anything
Much like frigates for ANS, tugs are a very efficient sensor/ewar platform. It's hard to compete on that front without just making a sidegrade
Yeah, that's the tricky part
Tugs are also fast enough to keep up with OSP frontline so you don't have the Vauxhall problem where you need to use sprinters to keep up
Making the hull actually add texture instead of just being better for certain roles
Y'all, we just woke up and we dreamed of something horrific in Neb. Writing it down before we forget.
Containercello.
It's like torpcello but it has containers instead of S3.
I don't know how. Or why. But somehow it brought like 100 CMD containers.
(Also Fluffy was there. I think. I also think they got nuked by something. Like, literally nuked. Apparently in this dream OSP gets thermonuclear fusion warheads.)
(It was wild.)
Other highlights include:
- the ability to "look inside" and see enemy DC boards
- vaguely beam battleship shaped hull that moved ridiculously fast
- weirdly shaped asymmetric asteroid field map
- ANS gets a five cap and still nearly loses somehow
hm. one thing vanilla+ just did was add a "radiation decoy" which is just a killjoy really
so codifying killjoys basically
no, same way you don't get jammed by your own team's blankets
RIP Fluffy ;_;
this was #part-suggestions for like 6 months before and after osp release
up there for funniest part-suggestion
survey says: no
These radiation decoys in the mod actually has indiscriminate jamming
Which seems counterproductive?
I wonder if that's for the same reason Chaff shows up as a hostile track.
so it counts as an "enemy"
(but I think Active Decoys show up as friendly? dunno...)
Was about to say, the native dumb softkill decoys (chaff/flares) don't have IFF
So I guess that applies if you give them a jammer
Yeah
Idk why you would ever want that over an actual killjoy
Although this travels waaaaaay slower
I assume it's unintentional
No it’s coded to do that
I mean they just copied chaff's stats and stuck a jammer on it
It’s like an active decoy
But if that's a design decision then killjoys are likely better unless they are a lot cheaper/more efficient
Jamming your own pd as missiles fly in is certainly a choice
nah, base kj is 6pts, 7pts with cold gas, 8pts with cold gas and cruise
objectively worse
Six points for- yeah.
yeah
Yeah its only good for automation
But I am collecting these notes to send in as suggestions to the v+ dev team
I feel like either make it not jam your own ships or make it like 3 points ig
just make it not jam your own ships
if you're going to codify the killjoy for ease of use make it literally the killjoy
I was more thinking it could bully small stuff even with missiles and be an obnoxious blob threat
But true
Yeah
I do wonder why there’s no missile casements for OSP
That's what the rolloff launchers are, though?
As a new player, is there some kind of tip for setting move commands? I really feel there has to be a better way to handle navigating 3d space
It almost feels the system I am currently handling is specifically designed to let perspective mess with you
honestly, it's mostly a You Get Used To It sort of thing
go into the tacmap, move (not plot a course, plot a course is awful), set waypoints as appropriate, pan around the tacmap while setting waypoints so you can see where you're going
generally you never plot moves in the real view
I figure, real view seems better suited to quickly temporarily setting course for like, missile evasion or whatever the tutorial was teaching me
yep, or just looking at the cool graphics while tooling about
In the tac map you also get the elevation lines on terrain which I find really helps with perspective
Must just be the fact the tutorial wanted me to specifically set move commands to relatively precise specific positions where ingame it's probably simple enough to plot tactical movements as needed
Rather, I was attempting to hit precise spots on the locations they wanted me to go to
You'll eventually want to get good at that sort of precise positioning as your relative positions to cover and enemies is quite important. However most movement doesn't need to be the tight
The habit I learned when starting out was to roughly align your horizontal position where you need to end up and then adjust the vertical into place.
you're going to what

Palolike! When is a good time to ping the role/you to try and get you to play with us (if you're still interested)?
(I'm assuming it will have to be some time on the weekend due to timezones.)
Weekend uhm idk the words for timezones but I could do the evenings from 7pm Amsterdam time
Auberon is a friend of mine and they recently got the game so I think that'll help be a motivation to play as well
How far is 7pm Amsterdam from now?
It's about 6pm there right now.
Rn it's 17:49
Wait 58
Technically I could play today
Hmm... we should be around!
I could do one game
I can't promise I'll be there but I'll consider. I'm in my head about stuff
If you're up for playing, @ the Nebulous role
Oh wait I just remembered I left my laptop on campus

So I can do sunday and maybe Saturday if I decide to go to campus then already
Campaign co op when?
Fantastic news: Caltrop is an optional mission
1 week
So anyways, a weird jammer creature CLS-3 Axford with CCKs just spent 16 CCKs trying to kill one of our CCs.
...it was side on.
It's fine. :P
Lost the ammo elevators, most of our DC lockers, and one each of our reinforced mags and CICs. We have two of both, so we're fine.
Still have power and all the guns.
...they did also bring two beam Solomons, no capfleet, that weird creature, and... something, so they've kind of lost. :P
Also a new player brought s2cello and farmed half the enemy team for 42k damage. Good stuff! 
We're totally going there!
Gotta see what they hid in that accursed place.
[Reply to:](#1164000873031151637 message) Fantastic news: Caltrop is an optional mission 📎
hooboy time to get back into NEB, is there anything important too look out for? as i have noticed that most of my old fleets yearn for power
How long has it been since you last played?
hooo a long while, i think last time was while the campaign was being made
Campaign is still being made
Well, the main thing to be aware of is carriers and container liners, but their counterplay is probably going to change pretty drastically in a week
(Or. Well, ConLs will have the same counterplay [softkill and pray] just be less punishing if a few containers leak)
yeah i remember trying a game against carriers getting a headache and then not playing again
but hey, no better time to relearn the game than now
Very rude of them tbh
[Reply to:](#1164000873031151637 message) you're going to what 📎
It's time to be evil.
...Sprinter swarm, rolling out.
So anyways we did 33k damage, absolutely fucked up several people's days, massively overextended, didn't get punished, rolled onto their backline, ate some ships for lunch, and then we won the game with a 5 cap.
This is evil but also so, so, so satisfying.
\ ...here's the fleet, if anyone's curious.
Fleet 'Battlegroup XERES' is composed of 8 ships that cost 3000 points:
Starlit Ice : 'Sprinter' class Corvette [Missile Gun PD]
Starlit Sword : 'Sprinter' class Corvette [Missile Gun PD]
Starlit Shield : 'Sprinter' class Corvette [Missile Gun PD]
Starlit Watch : 'Sprinter' class Corvette [Missile]
Starlit Wind : 'Sprinter' class Corvette [Gun EWar]
Starlit Blanket : 'Sprinter' class Corvette [Gun EWar]
Starlit Fire : 'Sprinter' class Corvette [Gun Sensor PD]
Starlit Song : 'Sprinter' class Corvette [Gun EWar PD]
```This fleet uses 8 different missile types:
```yaml
SDM-225 Tornado : DIRECT - CMD - HE FRAG [8pts]
SGM-101 Solitary Lights In An Empty City : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-299 Shallow Creeks : DIRECT - NONE - NONE [2pts]
SGM-H-257 Cyclone ASW : DIRECT - CMD - HE FRAG [13pts]
SGM-H-321 SEA Ranseur : CRUISE - ACT(RADAR)/[PSV(EO)] - HE SHAPED [23pts]
SGM-H-346 DH Morningstar A-CARD : DIRECT - CMD/ARAD(RADAR) - HE SHAPED [31pts]
SGM-H-346 DH Morningstar B-CWAD : DIRECT - CMD/PSV(WAKE) - HE SHAPED [29pts]
SGM-H-360 DK Spinal Injury : DIRECT - CMD/ARAD(RADAR) - HEKP [51pts]
…all we can think of is that one gif that goes “the abominable horde writhes with malice”
\ <@&942093958551588904> We're just grabbing a quick lunch, but would anyone want to get a stack rolling sometime this afternoon/evening?
I could
\ may be able to. Should be done with helping the neighbour by around <t:1779487229:t>
I might be a bit tired but I should be around in about 3 hours
Hell yeah!
Sound like we've got a stack and a time, then. :)
\ @wet root@oak shell Cryptid and us are here; we still stacking? No pressure if something came up.
The ventral mk65 looks so wrong
well.
it has an e70
no, Peri's axford does
ah
Get the full OST at: http://store.supergiantgames.com/
Pyre on Steam: http://goo.gl/VGJMDN
Pyre on PS4: https://goo.gl/wo36aq
Note: We highly recommend playing through the game before listening to the soundtrack.
Music: "Talon Sheath", from the Pyre Original Soundtrack.
Composed by Darren Korb.
More at: http://www.supergiantgames.com | @Super...
Frigblob can't die soon enough
Frigblob will never die
Maybe not, but it can stop being a near autowin in pubs
I'm just sick of it being on the other side of my pubs
With the pilot acting like they are top shit because they beat an uncoordinated pub team with it
yeah, real.
That, and honestly, we hope sprinter ball (or as we call it, sprinter swarm) gets a counter at some point.
It's an incredibly fun fleet to bring out, we find. Not even because it's good, just because we like being this fast and maneuverable swarm of stuff that can harass people, rotate around quickly to adapt to a changing battlespace, cap points early with a few detached assets, all that. It's fun- but bringing it in pubs is considered bad form, we don't like styling on uncoordinated teams with it, and the competitive/stack play lobbies don't fill as frequently as the casual play lobbies. And when they do... it's often a gold ANS stack.
We need to try out monitor blob at some point, yeah, but... monitors are a different beast altogether.
If sprinter ball was less oppressive, we'd genuinely like that. It would mean getting to bring it out more often- and we'd feel less bad about doing so.
<@&942093958551588904> Early* Boat Night ping today, hoping to maybe catch Palolike today because she hasn't been able to make the new usual time.
I'll still ping and be around for regular boat night time later!
And to think folks used to say that the sprinter swarm was a bad fleet for a while. also if you split the sawrm into two 1500 point half swarms you will have less overmatch ageist some soft skinned forntline fleets
And i think we are going to have to pass on this weaks boatnight, just feeling a bit under the weather
:( take care all!
who tf said sprinter ball is bad
Oh no one recentaly as far as we know. but like Brickuluss era, it was a thing
Oh I can see that
@restive monolith are you around today? and who was your friend?
(I think it was Auberon?)
My laptop is on campus for this weekend
So I cant play
Also yes auberon
They'd possibly want to play
@chrome forge howdy, fellow maybe-Nebulous-er, any interest in joining us?
You'll need to grab the role in #bot-stuff to see the boat night channels
I'll look into it, I am so horrible at the game right now
I only did my first actual combat scenario yesterday and it was the basic tutorial one and I feel like I won only because I feel like the enemy was half lobotomized lol
I mean I assumed I did well enough in theory lol, I had the big armored ships, I adjusted heading toward the thing that was shooting scary stuff at me, and then I launched missiles and shot guns at them
I got an excellent rating at my missile warfare so that means I did good
Oh yeah no, that combat is honestly kind of a lot. They throw like 4 different hulls at you in as many minutes.
[Reply to:](#1164000873031151637 message) I only did my first actual combat scenario yesterday and it was the basic tutorial one and I feel li…
If you figured out how to bow tank, you're ahead of most blues
<@&942093958551588904> Alright, boat night ping 2! Now at the new-usual-time instead of the used-to-be-usual-but-is-now-early time!
Be there in a bit, currently making food!
@misty storm are you playing or spectating? Need to know whether we should swap to a 4v4
Spectating
Have a stream then
Just watched both epsodes of this and campaign mode looks far better than I had dared to hope
Haven't played neb since before the carrier update, sounds like there's a lot for me to catch up on
We have a role!
and a weekly boat night!
(that is winding down for now but starts at about 1 hour 40 before now)
What command do I type to get the role in bot-stuff?
?rank Nebulous: Fleet Command
ty!
I have learned how to plot courses with missiles, I can see how sneaky and mean these can be with sufficient intel
Cruise missile pathing is a ton of fun, nothing more satisfying than a well-placed salvo landing precisely as planned
This is why I wanna get better at missiles
But also nothing sadder than watching a poorly-planned one go slamming into a rock because your targets moved in a different direction than you expected ;_;
That said id have to travel 60km just to play nebulous today
I travelled 60km! @chrome forge wanna play?
\ Just finished putting this monitor ball together, and we're about to try and take it out for the first time; any glaring issues with it that y'all can see?
Fleet 'Battlegroup Nova' is composed of 5 ships that cost 3000 points:
Nova Song : 'Flathead' class Monitor [Gun Plasma EWar]
Nova Flash : 'Flathead' class Monitor [Gun Plasma PD]
Nova Echo : 'Flathead' class Monitor [Gun Plasma PD]
Nova Glint : 'Flathead' class Monitor [Gun Plasma PD Sensor]
Nova Spark : 'Flathead' class Monitor [Gun Plasma Sensor PD]
```This fleet uses 4 different missile types:
```yaml
SDM-2-2 'Ice Spear' ACM : DIRECT - CMD/PSV(WAKE) - HE FRAG [8pts]
SGM-101 Solitary Lights In An Empty City : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-111 Ricochet : DIRECT - ACT(RADAR) - HE FRAG [2pts]
SGM-211 Killjoy-D : DIRECT - NONE - NONE [6pts]
A single bastion is very unlikely to actually shoot down any missiles, flak tends to need volume to work
looks solid to me, aside from the lone bastion.
Do they need the boosteds for power?
oh it's just the 2
Yeah seems pretty good, though I'm not in a particularly high thinking mood at the moment.
Hmmm, noted. I might swap it for either a third Pavise or a Blackjack in that case.
[Reply to:](#1164000873031151637 message) A single bastion is very unlikely to actually shoot down any missiles, flak tends to need volume to …
Either would be a better use of mounts, unsure about how the points work out
We'll figure something out.
...honestly, this is gonna be the first time we've ever brought the Blackjack. Gonna be weird not panicking at the sight of EO. :P
Oh you'll panic, I guarantee that the blackjack will never be in arc
Right up until fluffy is playing against you that is :P
_<
[Reply to:](#1164000873031151637 message) Oh you'll panic, I guarantee that the blackjack will never be in arc
Two need the Boosteds, the other three are fine. One's 20kW over power but that's negligible.
[Reply to:](#1164000873031151637 message) looks solid to me, aside from the lone bastion.
Do they need the boosteds for power?
Oh, and should we ever fire 600mm Bomb at anything? :P
Also, sidenote: having never touched Monitors until now, we think they look kinda cool!!
(Oh shoot, blue on blue violence going down in ERI #2. Gonna spectate it and see what shenanigans ensue.
)
600mm Bomb is for blobs mostly, but I guess also if you can't get a lock on corvettes or frigates.
Having played monitor ball you’re mostly going to be shooting HESH
[Reply to:](#1164000873031151637 message) Oh, and should we ever fire 600mm Bomb at anything? :P
has it started or is there still time to spectate
Still time!
Someone's still in fleet editor, so if you're fast... 
nyoom
Ah darn wasn’t fast enough
Will have to ask for highlights afterwards 
Groups of small tracks and poor tracks on small ships
Pretty sure Dragonbender is smurfing. 😐
[Reply to:](#1164000873031151637 message) Ah darn wasn’t fast enough
Will have to ask for highlights afterwards 
agh
further investigation looks like this is just a really similar name
You can usually spot a smurf by the fleet quality/structure
pop quiz: what do you think killed this Ocello
(or, "is killing" because it's technically alive)
That's a lot of fires and crits. Rail spam?
I realized after posting that the fires really do give it away
It's even technically armed if the ventral cls-3 has anything left
The crits are the bigger give away to me (and that you are asking). The fires could have just been a massive HEI strike
yeah, this game is making me want to play rail array with finisher HEKP
is it good? probably not
will it be funny? probably
Probably better than a rail array without them tbh
Friendship ended with sprinter ball. Welcome back halfcap Levy.
Friendship gained with S3H HEKP Railstones
Friendship being gained with monitor ball!!
Durable little bricks.
Took tons of hits and they just would not die.
Maybe we got lucky, but... they Felt great to play that round. :)
7 chaff across an entire MN ball feels very greedy, and I'm a bit skeptical of the Yards just because MNs are already so painfully slow, but I'll freely admit I don't play enough MNs to have a good idea of what drives are standard on them
The starter fleet ball runs with Yard drives; it makes them turn and accelerate fast, but we might switch to another drive type for higher speed.
Though we don't know exactly what drive we'd switch to...
Would offer some of our fleets as ideas but we’re having supper so I can’t access our laptop
[Reply to:](#1164000873031151637 message) The starter fleet ball runs with Yard drives; it makes them turn and accelerate fast, but we might…
If I ever build an MN ball I think it would have to be Sunyard for my own sanity
But that's expensive
Yeah, one of the reasons I can't stand playing monitors. Pentabrick just doesn't have budget to dual drive but monitors just so slow that if you deploy on the wrong side of the map you don't do anything all game
Yeahhh...
Building a ball is an exercise in dealing with mount pressure, point pressure, and internals pressure, all at once.
They're... fun though, honestly. You get a lot of close-up firepower, plenty of plasma, you can fit omnisoftkill, including EO dazzlers, you can get redundancy for critical components, your single-point vulnerability is low, you can hide behind jamming...
It's... yeah. Quad MN might have the budget to dual-drive, but penta just... doesn't.
[Reply to:](#1164000873031151637 message) Yeah, one of the reasons I can't stand playing monitors. Pentabrick just doesn't have budget to dual…
Us: "We need sensor assets."
"It's casual, it'll be fine."
Seven beamstones later:
"I'm playing halfcap Levy, I have the whole match ahead of me!"
The evil and nefarious six Liners plus a ruttle coming for our ass:
(They all went under the map, curbstomped three vauxhalls to get to me, exploded our Levy, then went and death blobbed our frontline one by one. 😔)
Ough...
Two years away from neb makes all the language sound so esoteric 😭
Prior to the Bethel rebellion, OSP members commissioned a line of patrol cutters to provide system security independent of the Alliance Navy. Upon the outbreak of the war, the ships were refitted, trading their stores and crew facilities for casemate armament.
Oooooh that's super nifty
Looks like it has very weak braking thrusters, which is interesting
The backpack being a C1 is a bit unusual, means it can't mount Warbler/Killjoys/Lyrebird/VLS-1-46
Or wait, actually what is the backpack? I think it's missing from the mounts list
The Pinpoint and PDT are in the C1s, the side mounts are the next set of 3, and there's the big belly gun for a total of 10 mounted weapons vs 9 listed mounts, so I think it's absent
Ohhhh that is funky. We like it!!
I feel like swapping a couple of the 2x2x2 modules for 3x3x3s might lead to more interesting build options, since then you could dual-drive it, and I'm not sure what you would put in the 5th and 6th 2x2x2 already (note that RCCs are 3x3x3)? Though you do have room for a JRR if you want to dual-drive it already, which is always fun to incentivize
I really like the side mount setup, I'd need to look at weapon sizes to know for certain what the options are but I'm already really appreciating the different tradeoffs you have to make
Broadsider with missile backpack? Nosetanker with T20s and PDTs? Revolver C56/C30s? So many tasty choices
I guess from the compartment slots one of the 6x1x3s is lengthways, is that the bridge compartment?
I really like this design choice the more I think about it, good at being an aggressive little ship with some significant durability options between its slim profile, space for a DCX, and two nice nose compartments for Auxes, but once it's in it's pretty committed - you're not backing out of a fight quickly
Whereas if you're playing it more broadside-focused you can zip between cover faster but you're going to be eating more shots on the way, and presumably you're thick enough to fuse 450mm
You can dual drive it with a jury rigged reactor
which is why there are no 3x modules
I guess I really don't see what the 6th 2x2x2 is for specifically
You've got radar, up to 4 AEs if you really want to invest, and ... ?
It's to bring the module count up to par with Keystone
The backpack is missing from the mounts list. Should be 2x2x2 qty 3
I didn't draw any guns on the left broadside
so I guess those are empty in this fitting
It does give you some nice flex room for stuff like Scryers, I just feel like you'll often have excessive
I'm actually a big fan of it the more I think of it, incentivizes using the broadside backpack for warblers/likewise
yep
and it means if you do bow tanking, you don't get a useful backpack
The forward broadside mount is C1 like the tug's nose mount, because I thought 6 T20s and a T40 was an excessive amount of 100mm fire to be available
Might even enable this ship to bring a correlated huntress which is a fun little niche for it
that looks really good peri, nice job
Thanks, folks
Thinking of getting back into neb, but it feels very 'meta heavy'
Like you have to build a soecific setup to be good
yeeeeah, kind of
So then its more strategy?
It's mostly strategy, though you need certain kinda of fleets (cap, Frontline, backline) and you can build a ship wrong, like putting wepions to small for a mount is mostly a bad idea
I would say the meta itself is mostly optional, a competent player playing a well-built fleet will be effective whether it's a popular fleet from now or from three years ago (as long as the old fleet has been tweaked to adjust for entirely some new threat vectors that have been added, namely craft), but it does have a minimal functionality floor for fleets, which is somewhat meta-adjacent
You don't need to keep up with current trends, but you do have to have good fleetbuilding fundamentals, which are timeless
(Or just use fleets others have built, it's an entirely reasonable strategy)
yeah, the minimal functionality floor is more what I mean
if you're not bringing an E70 or are sticking 50 S1 AMMs on a battleship or are running an uncorrelated spyglass axford then, well,
Uncorrelated spyglass Axford is fine? I run a pair one has para other has spyglass
And if I have one operate independently it’s Para every time
yeah, I mean independent no bullseye no nothin
I assume Ash&Gold is referring to Spy as the only source of tracks, no Parallax neighbor/offset/etc
yep
Brought a MN ball.
...the enemy brought a 9k Axford ball and sniped our cappers with yub.
Suffering. 😔
Ah, beefulous
It didn't help that one of our teammates brought a plasmacello with MN escorts and then ran off without saying anything.
Brickulous' post nerf cousin
Also, I think they had a Prowler Sprinter that they used to cap A, and the giant pile of Axfords were covering all the points.
It was Pillars, I think.
...honestly, very smart, just awful to play against. Cap 3 points, cover all three with 24 barrels of 450 (there were some broadsiding Axfords in there), add in jamming, and... anything we tried just died.
Oops all greedfords is a traditional way to win games
Actually it was 34 barrels, I recounted.
Yep...
[Reply to:](#1164000873031151637 message) Oops all greedfords is a traditional way to win games
Also classic pillars game: "we lost A in the initial engagement, the enemy didn't fuck up, we lose"
It was three golds and a silver so we knew it was going to be rough, but... eugh. We all surrendered ten minutes in.
But at least it wasn't double frig blob. 
EWR is your friend. Treasure EWR. Bring EWR. Have BRN and lock, pillars A is within pinpoint range from cover
Honestly Pillars is a map where that sort of strategy is pretty punishable, the places you can sit a capital blob that cover 3 points are close enough to terrain a coordinated OSP team can within range for plasma to chew them apart
But the keyword there is "coordinated"
Not for yard pentabrick I don't think. At least not before A is captured
We had two EWR tugs.
I... don't know what they were doing. Their player did not coordinate.
[Reply to:](#1164000873031151637 message) EWR is your friend. Treasure EWR. Bring EWR. Have BRN and lock, pillars A is within pinpoint range f…
Yeah, when it comes down to it if they're investing that much in capitals you can't let them get A as well, sounds like they just outplayed your cap player there
Our cap player got sniped by S2H from their cap player.
It happens, it sounds like their main failure was not denying the A cap in return
Mhm.
If it's a classic Pillars standoff with nobody holding A you have time to do a push up one of the eponymous rocks, but if they have both the initiative and the giant capital blob you're in a pretty bad spot
Now they're on OSP.
...I'm willing to bet they brought "oops all Liners".
I was trying that push.
Unfortunately they then started taking E as well, so it was curtains.
[Reply to:](#1164000873031151637 message) If it's a classic Pillars standoff with nobody holding A you have time to do a push up one of the ep…
Oof, yep, just a case of outcaps leads to outpositioned
whoops all liners is what made me invent the foul and detestable orbital s2h frigs
whoops all ocellos is what made me invent the nefarious and cruel low-stage-range dual-purpose s3h
there are secrets for those with eyes to see (and many hours to waste) in the missile editor
Update: flares seem like Liner ball. 😔
womp
...and I don't think we have the foul and detestable orbital frigs. 😔
Just gotta snipe their caps with hybrids, return the favour
Just reach in and rotate their liners away from your ships.
That did just happen! We got their cap player. 
[Reply to:](#1164000873031151637 message) Just gotta snipe their caps with hybrids, return the favour
(As in, their cap player is on OUR team now. :P)
That's the true power of Revolvers, when the enemy player does this they actually just reload your liners for you
Update: we killed their s2cc pretty early, dueled with the triple LN for a while, stopped their cappers, and won pretty handily. :)
Shoutout to Televized for bringing the really evil capfleet with S2H, S2, a bit of jamming, and some guns. They exploded all the enemy cappers. :P
\ We also had a pretty good time with this fleet we've been testing.
Fleet 'Starlit Horizon (v2)' is composed of 4 ships that cost 3000 points:
Starlit Horizon : 'Axford' class Heavy Cruiser [Gun EWar PD Missile Sensor]
Starlit Ark : 'Raines' class Frigate [PD]
Starlit Song : 'Sprinter' class Corvette [Sensor Gun EWar]
Quiet Horizon : 'Sprinter' class Corvette [Sensor Gun EWar]
```This fleet uses 3 different missile types:
```yaml
SDM-2-2 'Ice Spear' ACM : DIRECT - CMD/PSV(WAKE) - HE FRAG [8pts]
SGM-101 Solitary Lights In An Empty City : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-211 Killjoy-D : DIRECT - NONE - NONE [6pts]
Escorted Axford with jamvettes and a PD Raines, modified from an escorted Ax Pyrope helped us build a while back.
Trades the firepower of an ax pair in exchange for jamming, utility, and straight-line speed.
Plus sidearms on the jamvettes for dealing with small stuff.
Though we're considering pulling the CMD jammer off the Ax, shoving it on one of the escorts, and replacing it with a backpack hangar so we can carry a coilgun Tanto with jam pods, which seems like it'd be handy for sniping at bombers, decoying HoJ/ARAD, and all that.
(Especially once campaign drops and craft changes presumably drop.)
Are you running the corvettes both alongside the Ax?
Yep.
Might be worth cutting a pinard
Yeah, we figured. Working out what we can afford with one gone.
I don't know how I'd feel running a raiderless Axford, but I guess you're not looking to take fair fights
Honestly? Someone in here offhandedly brought it up while we were fiddling with the drives, I decided it sounded interesting, if nothing else, and figured I'd throw them in and give it a shot.
We're kinda just experimenting with things with this fleet, feeling out what works and what doesn't. We... haven't deviated far from the meta up until now, and mostly used either borrowed meta fleets, lightly modified (also borrowed) fleets, or (modified) starter fleets.
But we feel like we know enough about the game now to start dipping our paws into fleet design.
If we try odd things and they don't work? Then we've learned they don't. :P
Oh yeah, not a critique just making an observation
Might even be one of the rare fleets to want a hangup
Oh yes, we've considered the Hangup. Still figuring out how or where we could fit one, if at all.
...huh, we did not know Ammo Elevators sped up craft arming speed.
The more you know.
Nice little bit of QoL for backpack craft (or guns on a jman)
Really feel the difference between craft on gun vs MD liners
...and coilgun Tantos only get six rounds, wow...
Yeah, but that's usually like 5 dead missiles
yep
Indeed!
Ooh, nifty fleet! I think if I were to build it I might swap one of the escorts for a Railstone or some hybrids, something to give it a bit more punch, because having nothing outside your 5 barrels of 450mm (and two unbuffed mk62s I guess) is pretty light for firepower when it comes down to it for a 3k fleet, but my viewpoint on that might admittedly be a little warped by like 100 hours of playing Ocellos designed pretty much specifically to counter builds like this
Mhm, yeah, we did feel that in the matches we've taken it out in. Backpack hybrids honestly feels like the play for us: reliable firepower from guns, plus some S3H and maybe a few CCKs for sniping out Ocellos.
The big missile backpack is one of the things that's hard to afford but if you can it's just super nice, especially with the Axford's built-in command channels
I thiiiink you can get the power to run 2xBlanket + 1xHangup on a Sprinter?
Getting a Floodlight in could also be nice, but it would probably cost you your Scryer, since I think the only way you could afford the power would be swapping one of the Defenders for it
And again a matter of warped perspective on my end, because you usually won't be running up against the Jamcellos
Though partly it would be nice against CMD/SAH from S2Cellos/craft (and straight-runner containers)
nod
I keep re-writing this message to figure out how to word it right, but basically we just threw on the jamvettes to see if we could hide an Axford under jamming in an actual match (without having to do a massive internals refit), and now that we know we can make it work, we might end up trying to either basically re-create your Jamcellos on ANS, or try to figure out a way to fit in an S3H backpack.
We definitely want more firepower; we just need to figure out how.
I should try building a variant of my Axford/offset Raines/Railstone fleet with the Raines swapped out for a jamvette and Sarissa box
...granted, this does kind of feel like re-inventing the Vauxhall but with 450, but... it's been interesting to experiment with, and we can always make a dual Vaux fleet once we're done getting silly with it. :P
(We've been Normal for 190 hours. I think we've earned a bit of Fuck It, We Ball.)
Depending on how attached you are to the Auroras, you could lose them and swap the blankets from one of your escorts to the Raines
Entirely reasonable to have your own build preferences by now! There's a reason almost every single fleet I play has at least one jammer in it lol
And I'll freely admit my ANS fleets are heavily warped by the question of "does this answer my Ocellos, specifically, despite the fact I almost certainly won't run into them" :P
A lot of my equivalents to this fleet either run a railstone or a gun frig as the extra punch
Not super attached. We're mainly attached to the Sarissas, given that PTB is merging in a few days and they should be an excellent craft deterrent once they are more reliable. Plus they snipe people's missiles if they forget to Sarissa wiggle. :)
[Reply to:](#1164000873031151637 message) Depending on how attached you are to the Auroras, you could lose them and swap the blankets from one…
The Axford should get the backpack mount sized up so you can fit a beam turret on it
This can only go well
That's where the cringed masquerade BB comes in
If you bounce the Blankets to the Raines you should double check that the Sarissas still fire while the Blankets are on their recharge cycle, I think they do but I'm not 100% on it
Just need ANS to invent smaller beams so you can have Beam Ax with only beams.
Well, you can put Auroras on all the slots other than the bottom one...
Recharge cycle costs power I think
It does but PD has higher power priority
I do love Sarissas, my Axford actually has cheek Sarissas in addition to the one on my offset Raines
Definitely my favorite PDT

[Reply to:](#1164000873031151637 message) Escorted Axford with jamvettes and a PD Raines, modified from an escorted Ax Pyrope helped us build …
...huh, we're pulling a CCK template from the Discord and apparently they're running CMD/pARAD...
I remember seeing discussion about that innovation. It's to minimise getting hooked by killjoys
The intended use case of pARAD actually, though that came about from the perspective of containers
Hmm...
Also hot-launched? Almost never seen anything be hot-launched that isn't a torpedo or defensive...
Interesting, I find hot launch the more common. Especially when you care about specific salvo spacing
E.g. support container spacing
Maybe we're just used to TF Hemlock. :P
Outside of containers cruise tends not to care as much
...so anyways, we've pulled the Ares template from the Discord and it has A, B, and C variations. Are they all meant to be fired together as a salvo?
Yeah, in that order too
They work by having the hardened skin missile overtake the others before impact to spread the aurora damage over the different missiles
Hence not tolerating cold launch messing with your spacing
...ahhhhhhh! Spread damage, add BSSJ and decoys... righttttt.
And since an Axford has three programming channels at base, you fire them three at a timeeeeee.
(And Vauxhalls have three as well. Right.)
Yeah, probably important to check if the set is functional as a salvo of 3 and not 6 (3x2 Vauxhalls)
Will do!
...gosh these are expensive.
152 points per salvo, no wonder "HEKP broadside memed" is a term...
By "check if the set is functional", do you mean "throw together a quick stand-in Axford pair with four Auroras each, go into the test range, fire and see if they make it through?"
Ocello pair, but yeah
...wait, you can test range against OSP ships with an ANS fleet??
Yeah, you might just need to navigate the folders when loading your test fleet
...ohhhh my god.
I don't know how we didn't know that.
...have we never gone into the testing range??
...dangit okay, I think they're meant to be launched as 3x2.
fwiw this is generally done with two railstone escorts for the axford, cassie chase is kind of famous for running that fleet
Last I saw Cassie only runs a single railstone with the other a pure ewar/pd device, but that could have just been a variant
(Hmm, if we cover the CCKs with helljamming they make it through with only three...)
I think they are designed to be covered by jamming, they are made for Vauxhalls after all
Mhm, yeah. Going to fiddle around and see just how much jamming they need.
...two jammers seems to be the minimum; four gets them through easily.
You testing with a flood from the CCs?
...did not know we could, so no. :P
F2 -> dbgEnableEnemyControl y

dbgSuspendVisibilityMatrix y (or something like that) is also handy so you can always see the target fleet
I believe it's just dbgSuspendVisibility
I'd believe it, pretty sure I just type dbgSus and tab complete
...heh, just enough budget for 2 volleys of 3 CCKs. >:)
Do the set you grabbed have cruise?
Yep!
Neat, great for corner shotting LNs
And for Sarissa weaving.
CMD/pARAD, CMD/pARAD, CMD/SAH.
Yeah, so CMD primary need to use a TRP to cruise so only get 1 wobble
Wait, no, the second one is full ARAD, not just pARAD. My mistake.
Right. Still better than nothing, and, as stated, you can corner shot LNs with them.
[Reply to:](#1164000873031151637 message) Yeah, so CMD primary need to use a TRP to cruise so only get 1 wobble
...we may end up going down to one ACA on both the jamvette and EWAR/Sarissa box, so we can fit some more general S3H for striking targets that don't have eight Auroras. :P
We don't need all four running all that often; they're mostly just for jam-flashing out Bullseye locks. So having just one each should be fine.
One aca buys you a lot of uptime anyway
It really does.
...hmmm, now we need to think about drives again.
Power isn't really the issue; we're just torn on whether to stick with big Dragonfly plus two small Whiplashes, or if we wanna do something weird like big Whiplash, small Prowler+Raider.
Well, you probably want small Whip big Raider for the latter, small Whip is a lot better than big whip
Even if big Raider I think has a bigger sig size penalty
Right, yeah...
Huh, yeah, big Raider is strictly worse than small Raider in terms of drive stats, it's just to a much lesser degree than big vs small Whip
Funnily enough, big Raider plus one Prowler still comes out to -2% radar signature, even though both are 25%. :P
Interesting, stacking wonkiness I guess
...to make sure I understand right: Linear Thrust helps with acceleration and orbit dodging, right?
Correct
...we may go with this weird setup, then. Acceleration is... sorely needed, from our last few matches, and we still come out slightly ahead in terms of radar signature.
Guess this is the big trade-off when it comes to trying to hide an Ax under jamming; you can't exactly boost your signature much.
Turn rate has been absolutely gutted- but we're not planning to take fair fights, and the ones we do, we'll stick our nose on target and keep it there.
also make sure you're turning on bshort and command jam when you're doing what fluffy mentioned to activate player control for the ocellos - across both ocellos, both need to be bshorting to replicate combat conditions
Campaign tomorrow!!

when does boat night start on Saturdays?
Usually at <t:1780002000:t> or a bit before
I will try to join again this week
If you throw a ping a few hours earlier you'll probably get people, especially if you mention ahead of time. (not me, boat night is already 7am for me)
what's the role?
@/Nebulous: Fleet Comand. also you will need it to see the boat night voice chanle
how do I get muyself the role?
?rank Nebulous: Fleet Command up in the bot channel
I think it's ?rank
Play more Neb I guess
You could also spectate a few games to get the feel for things again
how do I ensure a gunsup has front towards without messing up LOS form the gus?
For hulls other than Marauder Lineships, you generally only put guns on the forward-facing mounts
You can build for broadsiding, which gets you a bit more damage output, but it's usually not recommended because you lose a ton of survivability in exchange
There's situational exceptions, and Marauders specifically are almost exclusively broadsiders, but it's a good rule of thumb
Mechanically you can set your heading towards a specific track or direction and your ships will face that way
It's fine if I just show up to spectate on boat night, right?
Mhm!! We did so a couple of times before we even bought the game. :)
I more so just want to absorb some gameplay and this game's online presence is otherwise quite small it seems
Alsooooo, for the Neb knowers here... what's some good seeker setups for a CLN? We've got one built and we're just fiddling with seeker combos now.
Currently we've been fiddling around with ACT[WAKE] (slash ACT[THERM] if the math works out that they cost the same) on our pen aids, but we're a bit stuck when it comes to triple seeker setups on our primary "damage" containers.
It's... hard to know what'll work in an actual battle from just the test range.
...we've also heard things about CMD containers and things like CMD/SAH (forgetting the third seeker) with an illuminator pike/shuttle/tug/whatever, but the discussions about those were old so we're not 100% sure what to do here.
If you are firing blind ACT[THERM] variants are your premium seekers, ACT[CMD] or even CMD work if you want to be striking engaged targets
CMD/SAH was a specific build that used illum/EO pikes to designate targets. The pike illum nerf has made it notably worse
Absolutely! Just try to be careful about what info you share if you're in the voice call, spectators have access to information that players don't
Oh yea I already considered that
Maruder?
The OSP line ship
It's a refitted cargo ship and makes up the bulk of OSP capital ships
I think CMD/SAH is also mixed into strikes as straightrunners sometimes
Right! Hmm...
I kind of want to try blind fire, and we can't really rely on pub teammates to keep things locked, so ACT[THERM] variants it is.
...hmmm.
Not all your boxes need to be ACT[THERM] only a few getting through will do
Rightttt...
How many different seeker combos would you recommend mixing in?
So a mix of things like ARAD/ACT[WAKE] and ACT/HOJ[ARAD] will do the job
I haven't CLN'd in a bit but I used to run three seeker sets on my damage boxes with a 4th set just for the decoy boxes
ACT/HOJ[ARAD] is the weirdest seeker combo we've ever heard of and I love it, personally. 
Extremely annoying to kill between valmem and HoJ, you have to have either a well-timed Killjoy or flash jamming during EMCON
"What beats ACT[ARAD] that my ACT[THERM] boxes wouldn't already be hitting?" = jamming
ACT/ACT/[ARAD] is my favorite lol
Also, if you have a validator at the back of a stack, like the one I just mentioned... does it validate everything ahead of it?
Or just the seeker directly in front of it?
Order doesn't actually matter, I just prefer the convention
FOR REAL??
For validators specifically. Seekers check in order
(Used with rocket boxes, you have EACT to acquire target and have it immediately deploy rockets when the non-EACT ACT gets in range, so if chaff is behind the target it gets effectively ignored)
Right, but- that's huge! I thought validators were basically "attached" to the seeker in front of them and only validated that specific seeker.
Validators are just a check applied and get funky if you have two
Nah, so the real premium seekers set is ARAD/ACT[THERM]
Because in absence of thermval it's just ARAD/ACT (a good set) and jamming won't even save you from ACT[THERM]
And should we be setting unvalidated targets to ACCEPT or REJECT?
(and small ships struggle to trip [THERM] so you can't even catch it on a Corvette easily if you mess up)
I tend to use ACCEPT for this sort of work, don't want to lose the salvo for free because they didn't hit your validators
Reject is mostly useful for validators you control like [CMD]
For ARAD/ACT[THERM] reject is maybe worth considering to avoid killjoys, but it makes them a lot less flexible
ACT/HOJ[ARAD] is giving us a warning in the fleet editor page.
Probably because the warnings aren't designed for 3 seeker slots and HoJ[ARAD] is identical to base HoJ, if I had to guess? What's the warning?
That'll be the HOJ[ARAD]
If you pull HoJ off it the warning should clear so you know that it's still good on the ACT seeker
Technically a bug, if anyone cares to report it in the Nebcord
Hmm, okay, we've got this built.
...butttt we're not very good at executing ToT strikes yet, even just practicing in training mode.
Should probably try to practice double ToT strikes in real matches before we try to pull off a triple ToT. :P
use enable enemy control to make the ship you're shooting at move around
Did so.
excellent
I usually give my target a wide, oddly-angled orbit command
I wish I could convince a Raines crew to get out an push. :P
They're just barely too slow with a Whiplash to keep up with a Whiplash'd Vauxhall. 😔
They accelerate slower too I believe so it's worse than the max speed suggests
Painnnnn... 😔
I suspect we're going to run into this issue a lot in campaign as I doubt we'll be getting issued ewar sprinters for our Vauxhalls
Could always run the double Whip Raines
Can't do that with 4 jammers on it. :P
But yeah, Vauxen are unreasonably nippy
Unless- hmmmmmmmmm.
...ahahaaaaaaa, jam in a micro reactor and a PCC, and we can get an EWAR Raines that's less than 1 m/s slower than a Vauxhall in a straight line!
How's that compare to doing the same thing to a sprinter?
(Or two Sprinters)
It's... hmm. Interesting.
Turns out you can indeed fit 4 jammers on a Sprinter and have just barely enough power to run them if you get really greedy and only run 1 small DC locker.
An EWAR Raines can do the double Whiplash trick and still have enough room for good DC and plenty of power for ACCs.
Two Sprinters is... also a thing. They're... a bit expensive, however, and splitting the jammers means any ACCs can only buff two jammers at a time. They're not really needed but we've found them to be a big help when we need to keep repeatedly jamflashing to keep FCRs off us.
But if we get super greedy two greed-jam-vettes cost exactly the same as a tough EWAR Raines.
I guess it comes down to if 4x buffed jammers and a durable platform for them is superior to two super greedy jamvettes that don't marginally slow down the Vauxhalls.
...okay yeah we're gonna go with double jamvettes, they've got free mounts for stuff so we can scoot things off the Vauxhalls.
Jamvettes need less DC as well for a few reasons
Better redundancy, better at hiding under their own jamming, better at dodging, highly resistant to 450mm
Though presumably tomorrow they'll be more vulnerable to 250mm bombshell
One trick with jammers is you can turn on bshort then turn it back off to get your jammers running with as much of their cycle as they've recharged
I.e. if they're halfway through the recharge cycle, flickering bshort will turn them on for half of a duty cycle
Blankets are also just highly bshortable in general
Why jamvettes plural?
Vauxhalls come as 3V or 2V1S, anything else sacrifices too much killing power
2V2S is fine, loses missile capacity but more flexibility
We need 4 jammers to break FCR locks, and if we put 4 on one Sprinter we don't have room for a CMD jammer or a VLS-2.
I'll grab the fleet file and you can look it over, 1 sec.
(Maybe we've made a mistake somewhere in building these.)
\
Fleet 'Dawn Under Heaven (WIP)' is composed of 4 ships that cost 3000 points:
Dawn Under Heaven : 'Vauxhall' class Light Cruiser [Gun Missile PD Sensor]
Horizon Under Dusk : 'Vauxhall' class Light Cruiser [Gun Missile PD Sensor]
Horizonsong : 'Sprinter' class Corvette [Missile EWar]
Heavensong : 'Sprinter' class Corvette [EWar]
```This fleet uses 7 different missile types:
```yaml
SDM-2-2 'Ice Spear' ACM : DIRECT - CMD/PSV(WAKE) - HE FRAG [8pts]
SGM-101 Solitary Lights In An Empty City : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-211 Killjoy-D : DIRECT - NONE - NONE [6pts]
SGM-H-316 Cyclone-A : CRUISE - CMD/ARAD(RADAR) - HEKP [55pts]
SGM-H-316 Cyclone-B : CRUISE - CMD/ARAD(RADAR) - HEKP [45pts]
SGM-H-316 Cyclone-C : CRUISE - CMD/SAH(RADAR) - HEKP [52pts]
SGM-H-321 Nighthawk : CRUISE - ACT(RADAR)/[PSV(EO)] - HE SHAPED [23pts]
Personally I would probably do the internals slightly differently, I like my auxes and secondary CICs and don't like spending on RDCs, but that's just preference
Looks like compared to a "standard" 2V1S you're trading the second CCK salvo for a second jamvette
And anti-medium S3H, for sniping anything lighter than an Ocello.
Do toss a 2pt arming S2 on the VLS2 Sprinter though, you will need it to cap at some point
Or if I'm spending RDC money I'd by an LDC in the rearmost compartment
(Do any of you have an example of a "standard" 2V1S fleet? I'd like to see how people have built those, just as a comparison.)
I do not, unfortunately
Okay, figured out why people go with 2V1C.
We don't actually need 4 jammers! With 2 shifted to a jamvette, we can break a Bullseye lock with just 2 at about... 7km? So if we kite at close to our maximum range we're completely unlockable. :)
Vauxen can also fit jammers in their shoulder slots if you're confident in your softkill
Which we are... not very. :P
Also having them on a jamvette gives them greater ability to jam multiple targets if we are at near-maximum jammer range but still being spotted, or to quickly reposition them around. Shoulder-jammers, in our experience, are a pain because of how slow the Vauxhalls roll and slew. We smack the button only to see:
"BEARING TO TARGET"
"BEARING TO TARGET"
"BEARING TO TARGET"
yep, which you always want to be doing in vauxen because they'll hit you anyway at any shorter distance
@junior heron I remember always had lots of xV1 fleets
I think that's 2 Vauxhall 1 Corvette/Sprinter, which I do have one of! I just haven't played it in forever.
Oh shit oh fuck it's happening
SDM2s being osp only is interesting
heck
<@&942093958551588904> IT'S HERE
We're out here.
Behind enemy lines.
Facing the entire Protectorate Navy.
...
Let's give 'em hell.
ACTION STATIONS, ACTION STATIONS.
SET CONDITION HYPE THROUGHOUT THE FLEET.
FYI. ALL modded craft are broken. Or at least AGMLIB might be.
I don't know who all messed around with the starcraft or warcraft map editors, but this is legitimately such a nostalgic error to see.
Wait what??
[Reply to:](#1164000873031151637 message) the link is wrong...
Is the campaign broken??
the link in the forwarded post goes to an error
Ohhhhhhhhhhh.
Hello Spacers! There’s a new kind of battle coming to NEBULOUS: Fleet Command. For the first time, you’ll be able to take your fleet through a single player campaign, carrying your ships, ammunition, and fuel from one mission to the next as you fight your way through a connected chain of tactical scenarios. But this update goes far beyond si...
but the steam preview is correct I think
so if you want to look at the Worden and Mercator, you can use
ShowFleetEditorHiddenin the console
even funnier
put large mounted hangars in it
get yourself a casual
6 bomber pads. for free
(because strikedown slots can ready any kind of plane :D)
OWwwweieeeeee...
No spoilers, but oof, even Medium difficulty is not playing around. 
Neb AI is pretty mean now..
The third faction!
Okay so uh...
We literally had to restart after two missions on Normal.
And I don't mean "took too much damage and wanted to do better."
We genuinely lost.
Annihilated.
what route did you go?
|| Cruiser then Factory. Didn't have the fuel to hit both the CL and Raines. ||
||Odd i wonder if fuel consumption is tied to difficulty ||
|| CL took a bad hit in the first engagement- then the S2 tugs showed up and dumped their entire magazine loads. ACT[CMD]- nothing we could do without a CMD jammer. ||
|| May need to start investing heavily in fighter cover for our frontline. ||
HARDKILL WILL SAVE MEEEEEEEE-
You can ||resupply on fuel in the raines mission so you can get both the CL and the raines before hitting the factory||
Whatttt?? Damnnn.
genuinely better beam angles than a BB
I expect modded fighting groups to have Beam Wordens
||yeah, this is exactly what I was worried about as soon as I was told the campaign had no customization||
||no omnisoftkill = oh guess I'm dead lol||
||you have a carrier with 50 tantos. shoot them||
FIX: Fixed carriers being able to launch craft without power.
this is interesting, I don't think that it affects my giga cringed fm200 levy builds but I'll have to check
I believe that they aren't over power because they have no radar, but if not that's a 10pt nerf
Does this bring the ptb updates into main for multiplayer games, too?
yeah, SSM-1 and craft maneuverability nerfs
and MD fragmentation
Also, I'll note for everyone playing the campaign: you can Edit Loadouts of craft mid-mission to add jammers or illuminators
`- CHG: Decreased SGM-H-2 body point cost to 3 (was 4).
- CHG: Decreased HEKP warhead base cost to 1.75 points (was 2).`
This Patch... It Was Made For Me
....fine, I'll bring back the S3H duelist corvs
they're a gross overexpense in a world with craft in it but they're fun as hell
effectively ends up as buying a free escort sprinter on my s2h sCL and I'm not sure what I'm going to do with the s3h CL even
because it already has an escort
going to see what I can afford on the orbital s2h frigs, maybe I can offload some ewar to a sprinter so I can buy more VLS space
Actually, this seems to just be a universal change. You can build loadouts mid-skirmish.
and a much-appreciated one
huge apm tax but makes it so much less clunky to make fighters
Personally, we're a big fan of how they've changed the ammo-switch method.
(as this is the Fighter Pushing Update, it seems)
It's... nice to be able to switch ammo types without issuing new fire orders.
<@&942093958551588904> Anyone want to get a Pub going on the new patch? Campaign is cool and all but MP just got a whole slew of improvements too lol
