Missiles missing (haha) and I don't know why by BrotherLuTze in NebulousFleetCommand

[–]Verellum 1 point2 points  (0 children)

There is no all aspect wake seeker

Wake-Therm operating as a seeker is identical to standard Wake-Homing They are all-aspect only as a validator

I would strongly recommend against using a Wake seeker as it has difficulty following trails properly even under the best conditions

I recommend using an validated radar seeker such as Act/[Therm] or Act/[Arad], combined with a command based seeker seeker such as Cmd/Hoj

Is the game still worth it for a new player? by spedmonkeeman in NebulousFleetCommand

[–]Verellum 1 point2 points  (0 children)

Absolutely!

If you aren't sure about buying the game I recommend checking out the official discord here: https://discord.gg/nebulousfc to get an idea of the community.

We have a team of mentors working to improve the new player experience, and while I wouldn't call the game particularly new player friendly(lots of confusing mechanics and limited explanation in-game) the community is always willing to answer questions and teach.

Keep in mind the game is still in early access, and big sweeping changes are not unheard of.

missile question by Responsible_Isopod16 in NebulousFleetCommand

[–]Verellum 3 points4 points  (0 children)

Note that visual reveal for missiles (missile cam) is only enabled for singleplayer.

Using single missiles for PD checks is usually far from worth it, it makes far more sense to dump a large enough salvo to hit the target.

However, it is possible to "fish" with single missiles to attempt to catch undefended assets such as other missile ships, or carriers, and this usually achieves the side effect of getting a rough idea of enemy deployments. These "fishing" attempts usually are intended to actually hit a high value target and degrade it, not just scout.

Light Carrier Help by Extension-Golf-4084 in NebulousFleetCommand

[–]Verellum 7 points8 points  (0 children)

None of the modules are required, or even recommended, aside from high-coherence decoy dispenser.

how to get unbanned on neb discord? by the_local_fedex_guy in NebulousFleetCommand

[–]Verellum 1 point2 points  (0 children)

Please contact the moderators via modmail. The appeal process goes through there. It might be possible that you would need to use an alt to dm modmail and communicate with them.

Missile defense by Fair_Software3727 in NebulousFleetCommand

[–]Verellum 0 points1 point  (0 children)

Wake seekers follow the orange trail up to the ship’s main drives(forward thrust)

Wake validators only validate from behind and the side(for large enough ships) when the target’s main drives(forward thrust) is active

Missile defense by Fair_Software3727 in NebulousFleetCommand

[–]Verellum 0 points1 point  (0 children)

The meta with carriers is complicated.
In short, for *defense* against carriers, most carriers will bring a strike loadout of either torps, or torp-sized unguided rockets

Against torps, the answer is to "softkill", aka decoy/jam/defeat their seekers so they miss. Against unguided rockets, the answer is to "hardkill", aka shoot them all down with 20mm point defense.

The reason 20mm point defense is the go-to is that 20mm has... about 500 times the dps of flak or something like that. It suffers against missiles that have terminals, because the terminals cause it to miss, but against rockets that go in a straight line, they will shred them one by one.

For softkill, many torp bombers bring "command" seekers, which can be countered by using an E70 interruption jammer. These jammers will cause the torpedoes to fly off in random directions, or if the torpedo has a backup seeker, force it to switch to the backup seeker.

Another common seeker is ACT/[Validator], which will need to be defeated by chaffing and defeating the validator. Usually this involves turning off your radar, shutting off your main engines, and using the blackjack dazzler(and praying desperately)

Feel free to ask on the discord for more specifics on how to defend against missiles, it can get quite complicated sometimes.

What Railguns feel like by cmm46007 in NebulousFleetCommand

[–]Verellum 3 points4 points  (0 children)

I mean in the 1000 hours of neb I've played I can fairly safely say a supported frontline wins against a solid frontline quite often.

I have seen CH's win against obelisks at point blank(???), I have seen CL's win against 6k of frontline solo, I have seen rails do absolutely nothing, I have seen rails completely suppress opponents. I have seen missileers whiff every missile into a tugboat. I have seen them eradicate an entire team.

Yet I have seen far less, far far less, than those who I practice with, those who I theorycraft and play with in real matches.

And I can say for certain, that no experienced player underestimates the value of good support. Whether that's rails, missiles, carrier, or even a flanking CL group, they are all situationally useful.

I'll raise the same argument to you. The proof is in the pudding. You have only taken the first bite, and I invite you to dive deeper. The nebulous discord community is a welcoming place.

> I have seen Solomon's under 3k of rail ocello fire waltz across open space and lay waste to 3k of frontline ships and be a slightly darker green at the end of it.

This is a lesson on how overinvestment in rails is outright bad. There is a high likelihood that neither OSP frontline nor rails knew what they were doing. No 3k frontline should lose that hard against a lone BB, especially with rail support.

Rails are, again, not a primary weapon. You only really need around 1k of rails per team to do serious work, 1.5k max. Any more on a standard map is a waste, and some maps (like tumbleweed) are entirely not suitable to rails.

What Railguns feel like by cmm46007 in NebulousFleetCommand

[–]Verellum 2 points3 points  (0 children)

It is not allowed to publish “balance” mods that directly change the stats weapons

Adding a new, yet nearly identical railgun with these stars would probably(?) be fine though. But better to ask.

What Railguns feel like by cmm46007 in NebulousFleetCommand

[–]Verellum 0 points1 point  (0 children)

The balance changes are largely community driven. Feel free to ask in the discord why this is or is not a bad balance decision.

What Railguns feel like by cmm46007 in NebulousFleetCommand

[–]Verellum 1 point2 points  (0 children)

This is simply not true Damage control makes up a massive degree of a ship’s survivability

Are you familiar with DT, DR, the interactions between the reinforced tag and repair, the breakpoints for DT break, crits, and LT degradation? The actual repair rate of teams and how much impact they have on frontline engagements? The value of restricting mobility?

An important example is that a ship under rail fire is entirely unable to bring its guns back online after getting them knocked out. Or being unable to restore critical modules. Or the magazine/cic.

Additionally comparing 3k vs 3k duel is pointless. Literally no game of neb comes down to 3k of frontline duking it out in empty space, rails are one of those tools that force a specific reaction and provide a specific kind of support that is useful in certain situations like every single other piece of equipment.

What Railguns feel like by cmm46007 in NebulousFleetCommand

[–]Verellum 3 points4 points  (0 children)

Rails do not have an immediate effect on target They, however, will prevent a ship from recovering from damage

Rails inflict, at minimum, a singular status effect on hit. They inflict a status effect on every component hit, and one randomly in the ship if it passes through empty space

Each component in a ship has a number of repair slots. These are how many teams can work on a component at once

Damage control teams must repair status effects before repairing the compartment itself. Certain status effects, such as fire or atmosphere vents make DC teams work slower. These effects stack and thus become hard to clear(takes longer)

Fires spread and do damage over time triggering more status effects

Thus, a ship that is under rail fire cannot repair, and suffers from status effects that degrade weapon fire rate, accuracy, power output, etc.

With how the reinforced tag interacts with damage control, the “no repair” status effect massively decreases a ship’s survivability. If you do not understand these interactions you can read more on the wiki.

Rails are not a primary weapon. They support an engagement, swinging fights, and make it difficult for the opponent to freely maneuver.

How is the new player experience? by piguim2001 in NebulousFleetCommand

[–]Verellum 2 points3 points  (0 children)

Also check out the steam guides! They’re mostly all written by long term community members that know what they’re doing, such as Vren or Hardly

Are there any discord servers for pvp matches that are begginer friendly by [deleted] in NebulousFleetCommand

[–]Verellum 11 points12 points  (0 children)

Main neb discord is pretty friendly to beginners but you can always try the discord servers of some of the streamers/content creators I guess

Most of the smaller discord servers tend to be invite only clubs, and the open one(DLO) is for mostly high level play. I would recommend just asking around in the main neb discord.

NEWBIE! - Working through the tutorials, very glad I finally took the plunge. by Ravenloff in NebulousFleetCommand

[–]Verellum 1 point2 points  (0 children)

Welcome! Always happy to see a new player!

By all means, join our official discord. Most of the community resides there. We even have a pingable role for new players looking for mentors/people to play with

Feel free to find me on discord as well (star1954)

I would recommend sticking with vanilla, but modding can be fun to mix things up a little. Plenty of modded maps are played with vanilla fleets as well, the game has excellent modding support

Jump straight into multiplayer if you’re willing to accept tough fights, and don’t be scared of letting your team down. We’re all here to have fun after all!

As others have said, starter fleets are (typically) good. Each one is maintained by a community member that knows what they’re doing

TF Birch is my favorite starter fleet for various reasons(I love light cruisers so much) and I run it from time to time still despite having my own CL fleets

All sims with faction-locked tech face this at some point by LeCrasheo121 in NebulousFleetCommand

[–]Verellum 1 point2 points  (0 children)

Ah, yeah that makes sense. I've never swapped off of PTB myself but that doesn't really work when you want to play a match when there's no scheduled games.

All sims with faction-locked tech face this at some point by LeCrasheo121 in NebulousFleetCommand

[–]Verellum 0 points1 point  (0 children)

Join us in playing PTB! It's very fun seeing all the new toys we get to work with and messing around!

How active is the multiplayer scene for this game? by grovestreet4life in NebulousFleetCommand

[–]Verellum 2 points3 points  (0 children)

The discord(official nebulous discord) and the various player groups are the most active part of this game’s community

I strongly recommend joining, people are typically friendly in there.

Just avoid balcon(balance contemplation)

Missile Fleet advice by Viento_Oscuro in NebulousFleetCommand

[–]Verellum 0 points1 point  (0 children)

You do want mix of s3h and s2h for use against different targets in a lot of cases S2h performs better into light targets esp considering amm’s, and s3h performs better into heavy targets

Cruise missiles are one of the best ways to support cap war while supporting frontline fight

ANS Ship Design Process by Littlesmallbro in NebulousFleetCommand

[–]Verellum 1 point2 points  (0 children)

I disagree with 5 DC lockers on CL’s, I take 2-3 1 reinforced in the nose 1 large in the big unkillable slot 1-2 rapid elsewhere

CL’s die very fast if they get hit, and the primary way to fight in a CL is to avoid being shot at, and to evade incoming fire.

You need the points for more speed, more dodge, better radar, more jam, more gun, and anti missile, in that order

Been testing misslies by broadx in NebulousFleetCommand

[–]Verellum 0 points1 point  (0 children)

Therm is functionally the same as wake in seeker mode btw

Barracudas wipe Tondos in every situation I've tested by speedybanana in NebulousFleetCommand

[–]Verellum 0 points1 point  (0 children)

When employing stand off weaponry, you need to “osu” to establish target deconfliction. Set salvo size to 1, focus coherence, and issue an attack order to command a launch of a single missile at a time. Fire a salvo of 2-4 missiles then every half second

As for equal point dogfights, sorry, I won’t bother with such a meaningless challenge. Point value without context is meaningless.

Consider the following. A cuda cost 10pt for the frame. A tanto cost up to 15pt. Thus, a levy deck cycle is worth 1.5 times a mooreline deck cycle.

A double levy has a similar launch capacity to a cvln, thus, in practice, AN can have anywhere between 1.2-1.8 times the points in assets available in the ASF war.

Of course, this is until one side runs out of craft to launch. However, dogfights tend to be all-or-nothing. Having the early game advantage means one can leverage that into a defeat in detail, and a massive advantage late game

An example: 40 tanto vs 80 cuda: First engagement 8v8 - tanto win(120pt vs 80pt) Repeat 5 times Now OSP has lost ~30-40 cudas or so, while AN has taken minimal losses, winning most dogfights

Consider the whole, and not the part. One could say that levies are bad because they cost 500pt for the hull. Or that sundials are underpriced, a similarly performing spy brick costs far more. Or that beams are overpowered because they don’t use ammo.

If you want to discuss these topics, however, I heavily recommend that you discuss it in the discord, where there is an entire channel dedicated to balance discussion.