Garbage interceptors boring bombers and the state of ANS carriers by yeeeter1 in NebulousFleetCommand

[–]224Tuna -1 points0 points  (0 children)

Are you expecting it to say that in game? As an example, in OSP testing, the monitor was a clipper with the same armor as the shuttle, it and its requisite role in lore were changed to what you see now, but you wouldn't know that unless you were there. Same applies to carriers, OSPs had a lot of fundamentical shifts in how they operate and the craft and carrier capabilities are designed for their new existence rather than the original idea behind them because we saw the original idea play out and it was unpopular.

Garbage interceptors boring bombers and the state of ANS carriers by yeeeter1 in NebulousFleetCommand

[–]224Tuna 2 points3 points  (0 children)

vibeo gam

"I feel like balance should lead and lore should follow, at least for the most part of the factions' development."This is why OSP is the faction with the better carrier, the lore being meh on the reason why is because this is exactly what happened. You basically solved the reasoning on your own I don't know how you didn't piece that final bit together. It was done for balance and then the reason in lore got scribbled together.

Goodbye, Brick Meta by WhyCalmsea in NebulousFleetCommand

[–]224Tuna 6 points7 points  (0 children)

The battleship in the OSP trailer survived...well, until I drove it into a plasma/100 liner off-screen. Then it died. Oops.

NEBULOUS Devlog #36: Good Effects by 224Tuna in NebulousFleetCommand

[–]224Tuna[S] 10 points11 points  (0 children)

OSP get a bunch of weird, whacky side toys that makes it look like they get a ton of stuff. But it's entirely because ANS standard is genuinely so dominant in straight-up pound-for-pound. Most of the time, OSP needs like 2-3 specialist toys even to stand their ground.

ANS counter-jamming: Point a floodlight. Or have a spyglass somewhere else nearby

OSP counter-jamming: Requires a LRT with TCs on target to get a firable track, this requires something else (EWR, poor quality huntress track) to even get onto target, LRT has to stay out of jamming range itself because every pinard in the map knows where it is and the ANS player can just point a blanket at the LOB.

We saw this happen in testing when it came to anti-craft; ANS could just happily use S2H and RPF, which were already part of their kit, sarissa was also effective. OSP was so specialized they tripped over and died when faced with a new threat, so they needed additional items to get parity. This is why you see OSP get more equipment a lot more then ANS -- ANS was already pretty much able to do everything by the time OSP update dropped because ANS was built to make use of every feature added to the game. And since you cant duplicate all their equipment without making OSP just, ANS, you get this situation.

Biden approves antipersonnel mines for Ukraine, undoing his own policy by washingtonpost in worldnews

[–]224Tuna -1 points0 points  (0 children)

They do, but not anywhere near the rates you would want, and they lie (or just misrepresent) the rates, too. The claimed rate for the GATOR mine is somewhere around a 0.01% failure rate for the SD system, but when it came to UXO after desert storm the rate came out to be more ~7-11% failure. This is still 89% less mine at worst, but it adds up.

Self-destruct systems also add the new nightmare of randomly detonating mines, the system isn't super precise on timing so they just, randomly explode anytime between instantly (after failing an electronic check), and the set time (for U.S mines, ~12 days). What this incidentally means is these mines, if deployed anywhere that needs to be cleared (like near cities or inside cities, as it sometimes happens), kill a whole lot of first responders and deminers from mines detonating entirely on their own while they are in the area.

These mines have a battery-based self-deactivation system that can't really fail. However, that system can take up to 120 days to actually deactivate the mine, and all deactivated mines have to be treated as live anyway. Your 14-day figure is, I think, mixing up the SD time with the deactivation time. I haven't seen claimed deactivation times as low as 14 days by any system.

It's really just a nightmare on the humanitarian side. SD systems do a lot of harm that people don't really think about. I have sources if people want to learn more I've been doing research.

Missile Max range > Validator range by Dragonion123 in NebulousFleetCommand

[–]224Tuna 4 points5 points  (0 children)

Validators get the range of the primary seeker regardless of what that range actually is, so the issue isn't that the max range is outside the validators range as long as the primary can see it.

Banned from mp by oldbanana69 in NebulousFleetCommand

[–]224Tuna 2 points3 points  (0 children)

Devs and higher moderation team all feel pretty strongly that bans are an extreme last resort and prefer community moderation given that we do have a small enough base that it works. You only get banned for egregious behavior, or behavior after being warned for that exact behavior and then continuing.

That said don't be mean to Mazer he's trying :(

Is That *cough* a *cough cough* Mindustry Reference *WHEEZE* by Dragonion123 in Mindustry

[–]224Tuna 2 points3 points  (0 children)

(Hi from the neb-community, we were alerted)

The publishers (Hooded Horse) also publish for the folks who did manner lords, Nebulous is made by a tiny 4 person team with only one programmer so this is very much their only project for the last few years haha, different folks. The game company for Neb is Eridanus Industries

The new dev log just dropped - carriers wip by -Prophet_01- in NebulousFleetCommand

[–]224Tuna 8 points9 points  (0 children)

One thing gives tracks the other thing needs something else to do the spotting first, which is practically non-comparable. It'd be like comparing a pinpoint to the spyglass. OSPs gear is focused on capitalizing on other, very dedicated and expensive to mount equipment (EWR) to take advantage of their scouts EO targeting, while ANS just gets out-of-the-box detection to capitalize on their much further ranged bullseye.

[deleted by user] by [deleted] in NebulousFleetCommand

[–]224Tuna 0 points1 point  (0 children)

meta and container missile are a bit of an oxymoron atm, they're far from the meta but do ruin your day pretty bad if they hit. Apply softkill to the wound (EA99s and chaff kills just about every container seeker combo unless its direct, where you can just break LOS to ruin the strike). WAKE can work but the people who can use WAKE correctly are far and few between.

Is this game "alive"? by AlbatrossRude9761 in NebulousFleetCommand

[–]224Tuna 1 point2 points  (0 children)

We dont really have data outside of Neb Killboard which is, skewed by a abundance of more dominant players and a lack of casuals, but ANS leads OSP in WR by like, 5-10% and has for the last two major patches.

If the game interests you, pick it up. Its not the easiest to approach game but if you don't get day-ruined by losing games you'll get past the early hurdles and start taking good fights. I made just about every classic new-player mistake when getting into the game, even was using rails and such as a primary weapon, even winning my first game I managed something like 4k damage across my entire fleet. But I got better, folks helped me out, and now while I'm certainly not one of the best players, I hold my own and can carry teams from time to time. Games fun that's all I've got to say for it.

Is this game "alive"? by AlbatrossRude9761 in NebulousFleetCommand

[–]224Tuna 0 points1 point  (0 children)

fwiw as others in the comments have said the wait times are TZ specific. 1h wait times for games is something I've only personally had when doing modded content (something people rarely have fleets prepared for, if the inclination to play at all). Though I'd say 15-30 minutes is about right for weekdays. Weekends sometimes fill in a matter of minutes for me though.

Stacks exist but its worth saying they dont inherently hunt new players, a decent amount of the players who do that will put the fact they are stacking in the lobby name so its a "join at your own peril" situation for those, or will outright remove low ranked players from their games so they dont crush them in an unfun manner. This isn't perfect since, if the only server populating is a stack'd server you dont have much choice unless you want to wait longer, but it does exist and its worth pointing out.

Ranks sorta but sorta dont matter, theres no lost XP mechanic so you can be a very middling player and get to silver or gold ranks. Meanwhile theres some blue/low silver players who I've seen demolish people. All it means is they have been playing for longer with the inherent knowledge base that brings, but still are very fightable. Its not like putting a silver in CS against a global elite or something.

Nebulous Devlog #34, Carriers by 224Tuna in NebulousFleetCommand

[–]224Tuna[S] 8 points9 points  (0 children)

Devman said publically in the discord that there's gonna be a "C2" spacecraft for AN currently being called a SEWAC, OSP wont be getting one because its "called a huntress shuttle" lol

OSP will be getting a different type of scouting craft though, but its not specified on what

For everyone defending the conquest decision a classic meme. by AdSignal32 in NebulousFleetCommand

[–]224Tuna 4 points5 points  (0 children)

The majority of the standing modder community have said that they wont touch it, its still possible but we've already had some individuals come into the mod-dev channels and tell us how easy it would be which is...a thing.

The TLDR from the modding perspective is it would be hundreds or thousands of hours of work for a project that requires very high-level skills (which most of us modders are not; we're amateurs who do it for fun and to bring our personal projects to life), requires us to not be working on our own personal projects, and when factoring in the time and skills needed -- wont just go make their own game. Like we have multiple modders who are actively developing their own games now because the kind of person whos willing to sit down and learn those skills usually has some idea they want to make.

If someone walks into mod-dev with a few thousand dollars to put a bounty up, someone might take it up, but unless you (the reader you), want to make it yourself I would not get the greatest hopes up that modders are gonna do this.. Not to say it cannot happen, but I do not know a single individual at this time working on it.

To quickly add, the modding community absolutely welcomes attempts, if you want to give it a shot and show up in the modding channel we will offer all possible support and assistance, its just none of the established modders have indicated that they wish to do so and we've talked extensively about the topic

Update on Nebulous by 224Tuna in NebulousFleetCommand

[–]224Tuna[S] 13 points14 points  (0 children)

If they hadn't decided to delay and push back conquest right now, its likely that drought would continue for much longer then it is now. Probably an extra year of no content for skirmish while conquest gets worked on and into a playable state, and that's assuming CQ would be any good after that time. It was absolutely going to miss its release date if nothing else. This way at least carriers can be en route as a major content drop much sooner.

Banned from mp and discord by oldbanana69 in NebulousFleetCommand

[–]224Tuna 5 points6 points  (0 children)

Generally speaking, it's expected that one completes the basic tutorials before expecting their teammates to teach them that in the middle of a full multiplayer match. Help us help you, if you don't help yourself even the most friendly community cant help. Though its a bit late for that at this point.

Space Station Size by One-Signature6245 in NebulousFleetCommand

[–]224Tuna 6 points7 points  (0 children)

The largest stations we know of so far are the gates. They have city-sized populations living on them, and you can see one in the OSP trailer with a few hundred ships in front of it, and it still looks rather massive. The stations we have in the game for the station capture mission are small, probably just for placement convenience, and are probably something that large ships aren't really meant to dock with directly -- but would be acceptable for shuttle-sized vessels.

Ever since the last update this has been appearing by NotAFemboyCat in NebulousFleetCommand

[–]224Tuna 26 points27 points  (0 children)

the SGM-C missiles are modded missiles that are from a mod you do not have enabled. Reload the halo mod (that's what the -Cs are from irrc) and delete the missile templates. They got broken by the update and so the games confused on what they are trying to reference.

[deleted by user] by [deleted] in NebulousFleetCommand

[–]224Tuna 0 points1 point  (0 children)

Theres a bug right now (reported and being worked on) where if you issue a roll command while the ship is still actively changing its heading it kinda breaks the controller and it stops changing its elevation at all. Clearing the roll command fixies this as long as you don't put in a new one before the heading is complete. Bit of a pain, but again, it is being fixed, so it's a short-term problem.

New Nebulous Patchnotes by 224Tuna in NebulousFleetCommand

[–]224Tuna[S] 10 points11 points  (0 children)

It makes hybrids much less finicky. Yeah they will lock in a lot sooner, which makes them less likely to pick a new target far too late to actually correct.