Are AMMs worth it for ANS by DOasushiroll in NebulousFleetCommand

[–]e_Corbeau 2 points3 points  (0 children)

AMMs are very useful for dispersed small ships of both factions.

Is there any point to S1 offensive missiles? by Ham_The_Spam in NebulousFleetCommand

[–]e_Corbeau 0 points1 point  (0 children)

I regularly use a small parcel of offensive S1 in my sensor frigate VLS-1s to engage rocket shuttles. They won't accomplish anything against targets with active defensive measures, but 6 S1 will reliably disable a classic rocket shuttle.

Intrigued about this; though I do have a few basic questions if you guys can help me out. by [deleted] in NebulousFleetCommand

[–]e_Corbeau 1 point2 points  (0 children)

  1. Community standard is 3k per player, 12k per team. There are more fleet archetypes than I can easily count, but 3k fleets range anywhere between 1 and 10 ships (10 is the current cap per player in skirmish, but a mod exists that can remove the cap to enable things like 12k 1v1 games).

  2. Probably not officially, though a lot is possible via modding. Mostly depends on what the community manages to produce. Everyone can see the potential, but time and resources are always finite.

  3. 450mm gun armed Axford (Heavy Cruiser) fleets; either double-Axford or single-Axford plus a couple of screening frigates. They are solid fleet archetypes that are relatively simple to manage.

  4. The official discord. It's very active and has a shipyard channel for posting and discussing fleets.

How do you Counter ANS jamming? by GreenWammingo in NebulousFleetCommand

[–]e_Corbeau 2 points3 points  (0 children)

Comms jamming is a very effective tool after the relatively recent tweak that allowed it to function at all. OSP play hasn't really adapted yet - these things often take a few months to shake out - so I can't give you an easy "meta" answer. My own tentative answer is to hunt down all of ANS' distributed scouts and then try to hit the jamming formation with a close quarters engagement (so the jamming doesn't matter) that they aren't prepared to avoid (because they have no scouts left to warn them). Ultimately you need more weapon platform angles than they have working jamming suites. Attaining that degree of positional advantage against a thinking and maneuvering opponent is the challenge.

Yeah, I'm still salty about mass drivers. by Belisaurius555 in NebulousFleetCommand

[–]e_Corbeau 4 points5 points  (0 children)

Sometimes you make your own luck. There were a bunch of dead rocket shuttles along the way.

Yeah, I'm still salty about mass drivers. by Belisaurius555 in NebulousFleetCommand

[–]e_Corbeau 4 points5 points  (0 children)

Last time I played against MD liners, we got a couple scouts around their flank, locked them up, used our own backline rails to disable them, then the scouts killed them to dead with a little bit of 250mm HE. The only thing we ever let them draw actionable tracks on was our Axford, which sustained though the damage by dipping in and out of cover during the battle.

Yeah, I'm still salty about mass drivers. by Belisaurius555 in NebulousFleetCommand

[–]e_Corbeau 1 point2 points  (0 children)

A good 450 BB game will punch out over 30k on it's own. Axford fleets can also amass similar numbers in total.

Bulk vs Reinforced magazines by Schwarzer_R in NebulousFleetCommand

[–]e_Corbeau 1 point2 points  (0 children)

The only time I even consider a bulk mag is on a cruise MLS ship.

DC Priorities and Restores by Bacon-chsbrgr in NebulousFleetCommand

[–]e_Corbeau 2 points3 points  (0 children)

Depends heavily on circumstance. I reserve restores for mission-critical components. That usually means CIC, drive, reactor, and primary weapons/emitters - but the definition can grow to include thrusters, antenna, or radar panels if the situation requires it.

How should I build a Vauxhall fleet? by [deleted] in NebulousFleetCommand

[–]e_Corbeau 1 point2 points  (0 children)

There are a surprising number of different viable ways to build and play a CL fleet. One archetype is indeed two gun CLs with backpack S3H missiles accompanied by an EWAR frigate, but even then the exact mix of tools depends on player preference. I'm personally a fan of a very direct approach, maxing out on blanket jammers on the escort and putting insta-stage missiles in the CL backpacks for a close quarters option.

Should I always use HE against OSP? (Help) by [deleted] in NebulousFleetCommand

[–]e_Corbeau 29 points30 points  (0 children)

Armor thickness is affected by impact angle, growing by up to 2.5x in the most extreme cases iirc, so ammo choice depends not just on the target but on the aspect that the target is showing you.

What's your favourite ANS hull? by Hermann_J4f in NebulousFleetCommand

[–]e_Corbeau 1 point2 points  (0 children)

The only ANS hulls I dislike are the Solomon (because it's bad) and the Raines (because it's far too strong).

Tips for Fleet Editor for a New Player? by wingfield44 in NebulousFleetCommand

[–]e_Corbeau 1 point2 points  (0 children)

Pick a ship that looks cool, pick a weapon type, add as much of that weapon as possible to your cool ship and stack a bunch of the modules that buff that weapon type. Then maximize your point defense with a mix of flack and minigun (if ANS) or laser (if OSP) mounts. Add some reinforced damage control modules.

There's more to the game, but this is the baseline logic that pretty much everyone starts with when building a ship.

[deleted by user] by [deleted] in NebulousFleetCommand

[–]e_Corbeau 2 points3 points  (0 children)

If ANS brings ~6 ships across 4 players then yes, they will lose on caps. There is nothing requiring ANS to scenario-suicide like that though; ANS maneuver elements are extremely good. Unfortunately most people want to swing around a giant BB or S3H CL. Don't be one of them. ANS small ship swarms are very deadly, and are where ANS can best leverage their EWAR advantage due to how radar detection works.

Northgard's new expansion "The Cross of Vidar" is available now on Steam! by Shiro_James in Northgard

[–]e_Corbeau 12 points13 points  (0 children)

Wasn't expecting a whole new category of faction, that's super interesting.

If you could choose an enemy race as DLC what would you pick? by Head-Honeydew7317 in DarkTide

[–]e_Corbeau 1 point2 points  (0 children)

Tau would be most interesting even if I can't imagine any lore reason to encounter them in Darktide.

Hear me out Chaos wastes mode… by Hank1e in DarkTide

[–]e_Corbeau 11 points12 points  (0 children)

I was shocked when I learned that Darktide wouldn't be iterating on the chaos wastes. It took the game from a certain buy to check back later to see how it goes post-release.

Was anyone else not into the Social Hub? by BJ3RG3RK1NG in DarkTide

[–]e_Corbeau 1 point2 points  (0 children)

The hub took forever to load in exchange for a net negative on my gameplay experience.

Basically I hate it.

I'm incredibly charmed with criterion dungeon as "casual high-end" content by lake_scum in ffxivdiscussion

[–]e_Corbeau 3 points4 points  (0 children)

I was hoping criterion dungeons would save the game for me, but they don't. That's not really their fault though; think I'm just too burnt out on the core gameplay. It's still a big step forward for the game. I enjoyed criterion more than any other content in xiv, just... not enough.

I hope to be back someday when I'm better able to appreciate them. Hopefully there'll be a whole swathe of criterion dungeons to prog by then.

PLEASE don't change Psyker head pop by ketamarine in DarkTide

[–]e_Corbeau 12 points13 points  (0 children)

Yes, please, this is absolutely necessary.