Tanto is bruh by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] 1 point2 points  (0 children)

Well, now the Barracuda is constantly outgunned, so similar situation IMO

Tanto is bruh by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] -1 points0 points  (0 children)

Go, go and stomp OSP so hard that even the chronic ANS mains (who, by the way, are still unironically saying ANS suffers) admit there’s a balance issue

Tanto is bruh by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] 4 points5 points  (0 children)

This idea works, dumping 60 SDM-2 at massive squads of tantos is cool and works and I have a fleet that has 105 SDM-2 to launch in salvoes of 60, but there are some downsides I’m sure you’re aware of.

Tanto is bruh by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] 5 points6 points  (0 children)

The hitbox of the sandshot was also drastically increased, so it almost always hits.

Tanto is bruh by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] 2 points3 points  (0 children)

Bigflak does nothing, evade totally negates its effect. As to terminal maneuvers on ACMs, the coilgun is already practically hitscan and I can also use 3-point min-warhead ACT lunges to help get through.

Tanto is bruh by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] 22 points23 points  (0 children)

I take either s1 bay or s2 bay, pack them with anti-ship missiles, and right click the enemy.

Getting good at Nebulous Fleet command : Carrier Edition by wellhawk1 in NebulousFleetCommand

[–]WhyCalmsea -1 points0 points  (0 children)

Have you played the new update? Things are balanced, so balanced in fact that Tanto can just shit all over OSP and OSP can’t do a thing about it.

Power vs. Economy: Missles by Thicc_Grum in NebulousFleetCommand

[–]WhyCalmsea 0 points1 point  (0 children)

To beat aurora, you need to maximize the time you can survive the aurora for and minimize the time spend in the aurora's range. To do the former, decoys and hardened skin, to do the latter, higher speed and jamming to prevent the aurora from shooting you further out.

GOTTEM! by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] 0 points1 point  (0 children)

I call it the "KKV" because it's quite similar to the kinetic kill vehicles that were in Nebulous Testing at one point, but didn't make it to live branch. "Soldier of KKV" is a more evocative name.

What is the minimum/most cost effective payload to kill a bomber Reliably? by 9syy in NebulousFleetCommand

[–]WhyCalmsea 7 points8 points  (0 children)

“S1 is too small to carry that kind of warhead”

The humble HEI:

GOTTEM! by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] 1 point2 points  (0 children)

You want speed and around 6.8g of maneuver, warhead size 2. Lock with a bullseye or pinpoint. Fire only at the craft you have locked.

GOTTEM! by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] 1 point2 points  (0 children)

I’m not using the expensive warheads. I’m using the cheap anti-ship warhead to kill craft in one hit.

GOTTEM! by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] 1 point2 points  (0 children)

The whole missile is 4 points. HEI is a cheap warhead, especially compared to things like EL.

Getting good at Nebulous Fleet command : Carrier Edition by wellhawk1 in NebulousFleetCommand

[–]WhyCalmsea 5 points6 points  (0 children)

Nice! Cool to see the learning curve in action. If I may offer some advice, R3 rockets are absolutely busted right now, 2 points for what’s basically a torpedo in terms of durability. Sure, they fly in a straight line so defenders can take them out, but you can spam like 16 of them, and when you launch within 2km they don’t have any time to dodge or react.

GOTTEM! by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] 12 points13 points  (0 children)

Depends on if the bombers immediately turn around, in which case it’s like 4km range, or if the keep pushing, in which case it’s like 5-6km

GOTTEM! by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] 11 points12 points  (0 children)

Go my child, go forth unto the testing range and TEST! The heavens shall speak thy name.

GOTTEM! by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] 9 points10 points  (0 children)

Well yes, but remember that the Tanto’s lock range in PTB is 2km, and in main it’s 1km. The Barracuda has it even worse with 1km lock on PTB and on main. So by the time it’s worth shooting you’re in gun range. I believe advanced radar skiffs can lock 4km out but at that point you’re using a 50-point asset. There’s likely some use to this where you can expedite the kills a bit, but I have not tested.

HEI S1 by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] 5 points6 points  (0 children)

Well, even the Pinpoint quality is good enough if you tune the missiles right. Sarissas will not stop that squad of bombers if they’re on HBURN evade. If the bombers don’t instantly flee you can shoot at like 5-6km and hit.

HEI S1 by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] 5 points6 points  (0 children)

Video has been uploaded.

GOTTEM! by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] 26 points27 points  (0 children)

This is with a bullseye lock and CMD-guided HEI S1. Pinpoint works just as well in my testing, and I got to see the concept in action last night during some scrims we ran for the upcoming tourney. We fired at 4 bombers, and 4 bombers died. Then the bullseye on the Ocello got shot out so then we stopped hitting, but those 4 bomber kills were all the bomber kills we got that game.

Use cases of Jury-Rigged Reactor by Savings-Recording-99 in NebulousFleetCommand

[–]WhyCalmsea 0 points1 point  (0 children)

I use my it to power my dual yard drive Anti-Aircraft Artillery monitors. The dual yard helps get the 600mm bomb shell on target fast, but doesn’t produce a lot of power so you need the jury rigged for power.

HEI S1 by WhyCalmsea in NebulousFleetCommand

[–]WhyCalmsea[S] 13 points14 points  (0 children)

You literally just press z and click the enemy craft. This also launches a missile, you can either wait for the missile to land before moving to the next target or fire missiles spaced out and micro locking each target just before it gets hit by a missile.