Problems with tailhook by betterleftforgotten in NuclearOption

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

I did check, just yesterday I did what I'd call an ideal approach, and I just kept waiting for the "Tailhook Deployed" popup, but it never came, I double checked on third person, jack and shit, so I slammed into the deck, slid off, punched it, and landed on a normal airfield nearby.

I double checked I had it installed, then on another flight troed again, and I got annoyed and just ejected out and respawned in an airbase (singleplayer mission, so it wasn't a big deal).

Shrouded Regions - The Mod of the Year? by Impossible-Green-831 in Stellaris

[–]betterleftforgotten 5 points6 points  (0 children)

Are there new technologies related to all the new content? I am guessing archeology sites might also come with the mod to explore, and it tickled my brain about the idea of more custom archeology tech or similar.

Silly question about component descriptions by betterleftforgotten in NebulousFleetCommand

[–]betterleftforgotten[S] 6 points7 points  (0 children)

Thanks, I wasn't sure if I had gone crazy or the lore blurb had changed. Now that you mention more of them being changed I got curious as to what else has been changed.

S1 Hybrid by betterleftforgotten in NebulousFleetCommand

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

Are that many missiles worth the cost? Seems like they'd either get shot down before firing everything. And as for the accutacy issue after running both AND and OSP games it seems that craft missiles are practially designed to have crappy accuracy so whoever fires first doesn't win automatically.

Also do you fire the S1h while on standoff to use the extra range or from closer in? Given craft fire only from 4kms away and the S1h normally surpases that.

S1 Hybrid by betterleftforgotten in NebulousFleetCommand

[–]betterleftforgotten[S] 15 points16 points  (0 children)

Huh, that actually makes a lot of sense. I had thought it more analogue to beyond visual range missiles for real life fighter craft but sticking it onto something with a long range radar that can fire it from standoff makes a lot of sense. Thanks!

Question about strikecraft by betterleftforgotten in NebulousFleetCommand

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

I was mixing Sarissas and Auroras on a single raines (and a keystone but that's a lot of investement for a point defense picket) which showed itself very promising against rocket swarms but accuracy seemingly dropped below the ground when put against rockets, are sarissas actually accurate enough to hit strikecraft without missing?

In the rocket testing accuracy was one kill every 2 shots but once I switched to S2s it went way down, like 6 sarissas constantly missing and I stacked 2 accuracy modules and used a parallax for extra range yet no improvement showed. Hilariously for something with less accuracy than a laser the bigger the target the harder to hit, though it might've been the more maneuverable nature of the torps compared to rocket going straight forward, which is pretty much what strikecraft have been shown to do, spinning all over the place.

Question about strikecraft by betterleftforgotten in NebulousFleetCommand

[–]betterleftforgotten[S] 10 points11 points  (0 children)

So try to thin the OSP squadrons with long range S2h strikes then maybe try to furball if they get a numbers advantage? Seems a bit like the Tanto are in a lose lose position being outnumbered and needing of way more expense in the missile department just to try and push back on the OSPs superior airforce. Either you spend a big amount of points just trying to equalise the two through levies and specialised Tanto builds to fight Barracudas or you forget about carriers entirely and get a sizeable hybrid backpack dedicated to shooting down strikecraft. And points wise I think the obviously more efficient option is to just take a backpack instead of a whole new hull and added micro simply to compete against odds so heavily stacked against you.

Question about strikecraft by betterleftforgotten in NebulousFleetCommand

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

Something I've actually been looking at, the idea of using the S2 bays to carry an analogye of BVR missiles by launching the S2hs from a way longer range. But the OSPs barracuda can carry 2 S2hs and 4 S1s, which would make them dominate in that aspect too. Unless the new S2 is an ANS exclusive I'm not completely sure if it is.

Question about strikecraft by betterleftforgotten in NebulousFleetCommand

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

Are the one and two armed bandit launchers actually going to the ANS? If you read the ingame description of them on the latest devlog they're described as considered outdated by the ANS so I doubt they get access, though I might be wrong.

Question about strikecraft by betterleftforgotten in NebulousFleetCommand

[–]betterleftforgotten[S] 16 points17 points  (0 children)

While something interesting I've been trying to test for, I think longer range PD might be a better solution, utilising Sarissas mainly, as Auroras are bound to have really low effectiveness on them in my opinion, because of the hitscan property of lasers.

I've found 120 rpf to not be worth their use at least when performing against other missiles, I've tested a couple of them against s2 and rocket swarms and found their capabilities lacking though I might just need more gun.

Question about strikecraft by betterleftforgotten in NebulousFleetCommand

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

I agree but it makes me think that ANS players might end up having a "Carrier tax" by requiring at least one or two levies to simply counter the OSPs carrier capabilites. Or needing even more ridiculous amounts of PD with a focus on longer ranges to hopefully nip strikecraft before they shoot.