A short video on how to design a cheap, simple, long range spotter ship in Nebulous Fleet Command and some of the mechanics behind why it works. This is game is cool!
I think that the power resources are better used for either a floodlight illuminator (if power is sufficient) or a jammer of your choice. The floodlight has only 2 kilometers less range but +35° spread of its cone which helps immensely against ships stealthily sneaking around. You probably need the power plant control compartment installed to fit it in. Jammers really help the frigate stay alive and be an active annoyance when the targets comms get disabled. Also, if you are using an illuminator, you should always consider installing the passive radar mount to get the most use out of it.
This sounds like a good game to do a playthrough when it gets more developed, especially since you can do a mini-series to design your ships a la highfleet hardmode
Hey there. This is a fantastic game, and I like how you explain things. I'd love to see you do some full battle videos against the AI or other players where you explain what you're doing and your thought processes from beginning to end.
Noted! Thanks for the comments! I have actually recorded about 20 multiplayer games, but sadly I found they don't make for the best viewing at the moment. The way PVP works, at least in my experience, is as soon as each side detects each other there is a massive missile strike. Whomever survives that generally wins and it is hard to make it super exciting to comment on. I hadn't thought about fighting the AI, might give that a go with some custom fleets to stage some fun fights! Once you get the interstellar terrain involved it can get really tense.
Semi active missiles are probably better on a spotter. They're hard to jam and the ship is already carrying an illuminator. You're not going to be able to get into cover fast enough for there to be a an advantage with command guided missiles.
You make a great point. I think I am going to dump the illuminator from this ship however, as it reveals you to the enemy when you activate it. Better to have a line ship with the illuminator.
Glad to see you picked up this game too. Looking forward to designing ships and watching players like you also go deep into the theorycrafting of ship design like you did with Highfleet
The VLS2-16 has a compounding cost, the second one costs more then the first etc. But the two launchers get the missiles out faster so something you need to balance. Also illuminators are primarily for gales, they don't help hurricanes as they are actually guided by comms, and can be jammed if the firing ship is comms jammed. Plus gales are only 3pts each instead of 8. Though hurricanes won't be fooled by chaff.
I totally dropped the ball with the Gales v Hurricanes here - also putting a spotlight on a spotting ship is an invitation for it to be tracked from miles away and wiped out. I already want to rebuild this ship to showcase what I have learned since I recorded it! Thanks for the info, it's very precious regarding this game.
@@Phrosphor there is quite a bit to learn! But I am loving it. Thanks for making content for the game and I look forward to more videos. Your Highfleet content helped me a lot with that game.
I like the strategy that people are adopting with basically every game that simulates how radar works mirrors the tactics the navy is planning to use for the F-35 when they are done deploying it.
From what I understand the developer is a retired Navy Officer and is translating a lot of his experience into the electronic warfare aspect of this game.
It would make more sense to use the Bullseye radar instead of the floodlight if you are using command driven weapons. The Bullseye provides strong lock on where as the spotlight just increases their signature / acts as a homing beacon for passive missiles (gale).
It's very unforgiving, I am still working on getting my reactions down when a contact is detected. Starting to compile a little list of hints and tips.
I have been struggling with content for Nebulous. I have recorded ~many~ multiplayer games and the big problem is they are very one-sided. It isn't a game about come-backs. Getting the first strike or weathering the first strike are usually the biggest deciders in an encounter (in my experience - low tier as I likely am). I am toying with the idea of doing a narrative campaign instead, to show of some of the features and setup my own specific skirmishes.
I am glad I am not the only person who likes crunchy tactical games! Company of Heroes ruined me when I was a student. I much preferred the small desperate infantry firefights to the late game tank battles.
It's very cool, very deep and very punishing - just like HighFleet! I am glad that a lot of people are discovering this as I really want to see more from the developer.
An AWACS Cruiser sounds intense! That is a really cool idea to explore. Most of my fleets are built around 1v1 so I have to make do with a lot less points for different roles.
I'll definitely watch this. I think it'd be a good compromise to put out a few videos on this game but hold off until there's a campaign or a major update. Personally, I'm just really excited to see where your highfleet campaign goes and I'm enjoying the phantom brigade content. Either way do what you enjoy. I like your deliberate and methodical playstyle, I'll watch you work your way out of tricky situations in any game.
Thank you very much for this comment. I am loving my Highfleet campaign even if it is hard as hell and I am glad other people are as well. This is more of an exploration of the game but I like to share my thoughts. As there is no campaign I don't think I will do a lot of videos on it. Don't worry, PB and HF are still very much my main games for now!
@@Phrosphor I love when I see a user friendly ,cool concept, strategy game like falling frontier about to come out. But then there’s a more Indy hardcore mil sim version of the game like this lol
I'm a bit confused. 11:20 clearly shows missiles moving past the ships but not turning around. Hurricanes specifically say "Can even correct its path back on the target after a miss" Did they turn around after you panned the camera away? Do Blanket ECM jammers counter Illuminators or is it the other way around? Nice vid and I'd love to see more. You showcased why I specifically love the Hangup jammer to prevent dangerous ships from getting the benefits of a spotter ship. I've barely played with half the different things in the game because of how many different combos you can do. I've been toying around with parallax radar on gunships because it's cheaper than mounting a bullseye and frees up a mount.
Blanket ECM has no effect on a spotlight from what I understand, the blanket ECM jammers disrupt enemy communications around them, so if you are close enough the OpFor ships can't share tracking data. I believe the missiles didn't come back around because I actually lost my track but I am not certain. I need to do some more exploration. As it stands, I want to drop the spotlight from this ship and move it to another, as I realised that turning on the spotlight reveals it to the OpFor. Instead this ship will mount Semi-Active Radar missiles instead like Thunderheads. I love a good gunship and the Parallax is next on my list for exploring. It's just keeping them alive until they can get a good track I am struggling with. I think the answer is lots of Chaff but if you don't manually launch the AI leaves it way too late. SO MUCH MICRO!
@@Phrosphor Blanket ECM is basically a highpowered floodlight you shine into someones face so now they cant pick you out from the radar noise. The 'Hang up' directional, and 'Interruption' omnidirectional, are the comms jammers. Since the Hurricanes are command guided, once their source of information, your own ship, lost radar track, they no longer have commands to a target. You can actually use comms jammers against this specific missile to knock out its link from its parent launcher. Its basically an RC car. I am personally experimenting with 'Squalls' Home on Jam Missiles (HOJ) on my scout ships to hunt down Jammers in the early game. They are nice because they are cheap and any leftovers can be used just ahead of another missile volley to tie up defenses ahead of another volley. You can also use them as unguided missiles to finish off immobile enemies late game. A good analogy for radar; you are in a dark room, and you are trying to find a person, so you turn on a flashlight and aim it around until your eyes "radar receivers" can pick up the light reflected off them. There's one big problem. Now anyone else in that room who also has eyes now knows where you are. In real life during wartime, warships don't run around with all their radars blasting unless they want to be a missile sponge. The emissions can be picked up much at a much further range then you can get an effective track. And then there's another problem... ARMs (Anti Radiation Missiles), if they were to be added to this game... IRL are programmed to home in on specific radar or communication signals and basically you turn your enemy's radar emissions against them. It would definitely add another layer to the game and would make players use their active radar emissions more prudently. Thats why I think any scout ship should carry an ESM module to pick up enemy radars passively from literally across the map. The best scout is an unseen scout. :) Sorry for the essay, I used to work with ELINT guys when I was in the Navy. It's really fascinating stuff. I agree, this game is SO MUCH MICRO! I dont think I could handle a fleet over 3k points.
I want to reply to this in depth, as it is a fantastic bit of information! One thing I quickly wanted to mention was that I am very used to 'running in the dark' it's how I play my Highfleet HardMode and Vanilla campaigns. Relying on ELINT to find my enemies and only using radar on certain ships for short bursts. I can see this game going in a similar direction. I am using the ECM modules now and wow the information they give you insane!
@@Phrosphor Ahh! Highfleet! Pefect example of ELINT and COMINT in a game. It's a shame the ECM modules on Nebulous are so bulky, otherwise I think every ship should have one to correlate data. But then that would mean turning on a radar gets you found very very fast. Will be interesting once carriers get added to Nebulous. Radar and ESM on a fast mover would probably make it too OP. I foresee mods for this game changing the flavor entirely. I'm kinda thinking Children of a Dead Earth meets Highfleet meets Nebulous/Homeworld/The Expanse. THE POSSIBILIES!
I know nothing of this game, but knowing your playstyle it would be fun to watch you play it. Do you pitch your fleets against others in MP? Or is it SP aswell? Could you maybe do a shorter vid where you introduce this games basics? I like when you present your longterm thoughts and strats for the future, this seems like a good game for it. Keep it up
Thanks for letting me know that my style is appealing! It makes me more confident in doing more. At the moment there is no SP apart from Skirmish with the AI, but I will for sure do an overview video and if I can get some good MP games I will do them with active commentary as I play.
I honestly can't remember where I heard of it, I think it was a word of mouth recommendation last year. I have been eagerly awaiting it hitting steam and I am really excited now that it is available for everyone. As far as I can tell, the Developer is a retired Navy Officer and a lot of the game design comes from real life experience.
@@Phrosphor I got the game based on your vid, maybe reach out to the dev for a sponsorship or something, UA-cam is the lifeblood of niech games like this
So do i put tracking improving equipment on my spotter or shooting ships? Can i protect my ships internals in someway? I lose alot of ships to snowball effects, if not outright destroyed they get crippled really fast
Something I talked about in my ship building live stream but really need to put into a video is that locations of modules matter. Most fire is aimed at the ships centre of mass. Having magazines there can cause catastrophic chain of effect situations so try and keep them at the rear of the ship where they are less likely to get hit (front of ship gets hit a lot as well). Tracking improvement equipment is useful if that track that the ship carrying it is providing is the one that everyone is firing at. It gets a bit complicated with spotters. Don't over look the hardened modules, especially the CIC. Lots of Rapid Repair teams are great to have as well in a brawler.
Not sure what happened there, the Highfleet video I just uploaded seems a lot clearer. That said, I really need a proper mic if I am going to keep doing these.
I would like to see how you would build a beam battleship. It seems to me in the current state of balance, railguns are simply superior to beams in every way on battleships, due to the limited range of beams and slow speed of BBs that make it difficult to actually get into range
Beams are devestating, but it's closing that distance. There is no way brawlers and beam ships win against railgun in open space. I think it would need to be very maneuverable (dragonfly drive?) and stealthy to sneak through asteroids to get close to the enemy. That would depend totally on their positioning. It still needs to out-dps them as well once the engagement starts. There isn't any real penalty to railgunning at close range.
@@Phrosphor yeah, beam Destroyers are definitely a viable build, but the Battleship can have Beam Turrets, which seem kinda useless due to the short range
Thanks. I've been wondering what the best way to make a Spotlight ship is. What about combining with a Track Correlator and/or Adaptive Radar Receiver?
Honestly I already want to release a 'Mk2' of this ship. I think the Raines is a little small to fit all of those in and keep a decent offensive element, but you could maybe do it a bigger ship. Something to experiment with. Right now I am playing with the ELINT modules. I want to take the spotlight off this ship now.. it actually reveals you from across the map when you turn it on!
I haven’t played enough with waypointed salvos but couldn’t you fret to saturate an enemy’s arc by batch firing your earlier missiles on a longer trajectory and later ones on a shorter to attempt to get the maximum # of missiles to converge on an enemy’s arc at approximately the same time?
You very much can and it is one of the reasons both of my scouts have gales. Once my line ships are engaged I order missile barrages from above/below/behind the enemy fleet so they are getting hit from three angles to overwhelm their defenses. Biggest issue with waypointed salvos (for me) is the time it takes to set them up if you are already in an engagement. I can't afford to take that much time off babysitting DC teams and reacting to incoming missiles. My micro isn't good enough yet!
@@Deme550 if the launching ship is going to keep a strong track throughout the whole launch (and not get comm jammed) use hurricanes. If the ship is using another ships lock/track, use Gales. That is overly simplistic but that is my rule of thumb.
I actually run two of these in my fleet currently and the second one is the Admiral Daud :p. I picked Pyotr because he is always pointing at the radar and the ELINT warning panel!
That would be a really cool feature but it doesn't currently exist. I think there are a lot of limitations under the surface (CWIS fire is slightly fudged for example the the gfx is just a visual thing). In success anything could be possible though!
This video totally wrong. The spotlight illuminator only works (for now) with Gale warheards. What you want to have installed in order to clarify your lock is the Bullseye, the spotlight doesn't assist in radar tracking. You can see how inaccurate your track is by the red dot jumping around the signal. The spyglass is the least accurate tracking radar, having a bullseye in addition would allow you to lock that in.
Yep the gale mistake is corrected in the next video. The main point of this video was to showcase the "Spyglass" radar for people who didn't understand the difference between the radar modules.
Haven't heard of this game at all, but I'm already interested. Please make more!
I already want to release a Spotter Ship Mk2 video! Thank you for letting me know there is interest in this.
I think that the power resources are better used for either a floodlight illuminator (if power is sufficient) or a jammer of your choice.
The floodlight has only 2 kilometers less range but +35° spread of its cone which helps immensely against ships stealthily sneaking around.
You probably need the power plant control compartment installed to fit it in.
Jammers really help the frigate stay alive and be an active annoyance when the targets comms get disabled.
Also, if you are using an illuminator, you should always consider installing the passive radar mount to get the most use out of it.
Great advice, I was actually thinking on the same lines and you can hopefully see that in my second design vid!
This sounds like a good game to do a playthrough when it gets more developed, especially since you can do a mini-series to design your ships a la highfleet hardmode
Yeah there isn't a campaign or anything yet but I might upload some online games.
Hey there. This is a fantastic game, and I like how you explain things. I'd love to see you do some full battle videos against the AI or other players where you explain what you're doing and your thought processes from beginning to end.
Noted! Thanks for the comments! I have actually recorded about 20 multiplayer games, but sadly I found they don't make for the best viewing at the moment. The way PVP works, at least in my experience, is as soon as each side detects each other there is a massive missile strike. Whomever survives that generally wins and it is hard to make it super exciting to comment on. I hadn't thought about fighting the AI, might give that a go with some custom fleets to stage some fun fights! Once you get the interstellar terrain involved it can get really tense.
Semi active missiles are probably better on a spotter. They're hard to jam and the ship is already carrying an illuminator. You're not going to be able to get into cover fast enough for there to be a an advantage with command guided missiles.
You make a great point. I think I am going to dump the illuminator from this ship however, as it reveals you to the enemy when you activate it. Better to have a line ship with the illuminator.
The illuminator gives your scout ship away. Honestly it is better not to have one at all. The scout ship works better with a lock radar instead.
Felt like the stealth ships from Leviathan Wakes that sets off the whole Expanse plot; missiles in the void 👍🏾
The version 2 of this ship can detect enemy without using Radar and launch missiles that don't activate any tracking until just before they hit...
Glad to see you picked up this game too. Looking forward to designing ships and watching players like you also go deep into the theorycrafting of ship design like you did with Highfleet
Here is hoping I can make some functional ships, I already want to redesign this one as it has some serious flaws I have discovered!
The VLS2-16 has a compounding cost, the second one costs more then the first etc. But the two launchers get the missiles out faster so something you need to balance. Also illuminators are primarily for gales, they don't help hurricanes as they are actually guided by comms, and can be jammed if the firing ship is comms jammed.
Plus gales are only 3pts each instead of 8. Though hurricanes won't be fooled by chaff.
I totally dropped the ball with the Gales v Hurricanes here - also putting a spotlight on a spotting ship is an invitation for it to be tracked from miles away and wiped out. I already want to rebuild this ship to showcase what I have learned since I recorded it!
Thanks for the info, it's very precious regarding this game.
@@Phrosphor there is quite a bit to learn! But I am loving it. Thanks for making content for the game and I look forward to more videos. Your Highfleet content helped me a lot with that game.
I like the strategy that people are adopting with basically every game that simulates how radar works mirrors the tactics the navy is planning to use for the F-35 when they are done deploying it.
From what I understand the developer is a retired Navy Officer and is translating a lot of his experience into the electronic warfare aspect of this game.
I don’t think he’s retired. During the last year he’s mentioned coming back from overseas deployment.
Never heard of this game before..... and now I want it
I am really glad I am bringing this to peoples attention!
Had this game on my radar, I think I'll probably pick it up but I'm looking forward to seeing you put it through its paces first.
It is pretty brutal online but very rewarding and tense. I am still getting my head around ship building.. there are a LOT of components.
It would make more sense to use the Bullseye radar instead of the floodlight if you are using command driven weapons. The Bullseye provides strong lock on where as the spotlight just increases their signature / acts as a homing beacon for passive missiles (gale).
Yeah this mistake is rectified in the my v2 video, I just misread the names when I was doing the shipbuilding but a lot of people have pointed it out.
Very interested in seeing more videos on this game. This will be my next purchase for sure!
Sweet, I am going to go over my current fleet design then take it online and see if I can possibly hold my own against the very experienced community.
This game looks pretty sweet
It's tense as hell and very satisfying. Most maps have asteroids for cover and it makes things really cat and mouse.
Great video and great presentation (explaining it then showing it in action). Looking forward to more videos!
Thanks! I did one on all the primary weapons already and have one on PD coming out this week!
This looks very cool. There's a lot of tactical depth it seems.
Yeah it's so deep I can't even see the bottom. I want to master it if I can, already want to remake this ship!
Glad to see you have this too. I just recently got it havent finished the tutorial but having fun so far
It's very unforgiving, I am still working on getting my reactions down when a contact is detected. Starting to compile a little list of hints and tips.
I had no idea this game existed. I'd definitely watch more :)
I am really happy to have brought it to your attention!
Love your stuff. Please keep it up!
I have been struggling with content for Nebulous. I have recorded ~many~ multiplayer games and the big problem is they are very one-sided. It isn't a game about come-backs. Getting the first strike or weathering the first strike are usually the biggest deciders in an encounter (in my experience - low tier as I likely am).
I am toying with the idea of doing a narrative campaign instead, to show of some of the features and setup my own specific skirmishes.
Loved your video, very good tips and advice. My only critic was that you were bit quite, other than that, nice job.
Thank you so much, no idea why I was so quiet as I didn't change my recording setup. I do need a new microphone though.
First Highfleet, then Phantom Brigade, THEN Nebulous Fleet Command. How do you read my mind?
I am glad I am not the only person who likes crunchy tactical games! Company of Heroes ruined me when I was a student. I much preferred the small desperate infantry firefights to the late game tank battles.
Oh wow, this looks pretty interesting! I'd very much like to watch more of this game. Haven't heard of it so far but looks pretty damn intriguing!!
It's very cool, very deep and very punishing - just like HighFleet! I am glad that a lot of people are discovering this as I really want to see more from the developer.
Having a spotlight on the ship, you'll be better off, in term of cost efficiency, equipping Gale missiles
In my second video on this ship you can see I switched to Gale's, it was honestly just a stupid oversight that they were not on this one.
Interested, keep em coming =D
Awesome, next video is going to be on my rapid fire railgun destroyer.
This was exceedingly helpful, thank you
I am glad I could help, I have a new video with an updated ship design and some more tips :)
I didn't think about using Floodlight
I have a Light Cruiser as a dedicated EW AWACS
I have more fun playing a more supportive role
An AWACS Cruiser sounds intense! That is a really cool idea to explore. Most of my fleets are built around 1v1 so I have to make do with a lot less points for different roles.
@@Phrosphor yeah, I have a fleet for solo play and for when I play on discord where it's easier to communicate with my team
I'll definitely watch this. I think it'd be a good compromise to put out a few videos on this game but hold off until there's a campaign or a major update.
Personally, I'm just really excited to see where your highfleet campaign goes and I'm enjoying the phantom brigade content.
Either way do what you enjoy. I like your deliberate and methodical playstyle, I'll watch you work your way out of tricky situations in any game.
Thank you very much for this comment. I am loving my Highfleet campaign even if it is hard as hell and I am glad other people are as well. This is more of an exploration of the game but I like to share my thoughts. As there is no campaign I don't think I will do a lot of videos on it. Don't worry, PB and HF are still very much my main games for now!
This game is perfect
From what I gather the developer has hands on experience with a lot of this ewar stuff.
@@Phrosphor I love when I see a user friendly ,cool concept, strategy game like falling frontier about to come out. But then there’s a more Indy hardcore mil sim version of the game like this lol
I'm a bit confused. 11:20 clearly shows missiles moving past the ships but not turning around. Hurricanes specifically say "Can even correct its path back on the target after a miss" Did they turn around after you panned the camera away?
Do Blanket ECM jammers counter Illuminators or is it the other way around?
Nice vid and I'd love to see more. You showcased why I specifically love the Hangup jammer to prevent dangerous ships from getting the benefits of a spotter ship. I've barely played with half the different things in the game because of how many different combos you can do. I've been toying around with parallax radar on gunships because it's cheaper than mounting a bullseye and frees up a mount.
Blanket ECM has no effect on a spotlight from what I understand, the blanket ECM jammers disrupt enemy communications around them, so if you are close enough the OpFor ships can't share tracking data.
I believe the missiles didn't come back around because I actually lost my track but I am not certain. I need to do some more exploration. As it stands, I want to drop the spotlight from this ship and move it to another, as I realised that turning on the spotlight reveals it to the OpFor. Instead this ship will mount Semi-Active Radar missiles instead like Thunderheads.
I love a good gunship and the Parallax is next on my list for exploring. It's just keeping them alive until they can get a good track I am struggling with. I think the answer is lots of Chaff but if you don't manually launch the AI leaves it way too late.
SO MUCH MICRO!
@@Phrosphor Blanket ECM is basically a highpowered floodlight you shine into someones face so now they cant pick you out from the radar noise. The 'Hang up' directional, and 'Interruption' omnidirectional, are the comms jammers.
Since the Hurricanes are command guided, once their source of information, your own ship, lost radar track, they no longer have commands to a target. You can actually use comms jammers against this specific missile to knock out its link from its parent launcher. Its basically an RC car.
I am personally experimenting with 'Squalls' Home on Jam Missiles (HOJ) on my scout ships to hunt down Jammers in the early game. They are nice because they are cheap and any leftovers can be used just ahead of another missile volley to tie up defenses ahead of another volley. You can also use them as unguided missiles to finish off immobile enemies late game.
A good analogy for radar; you are in a dark room, and you are trying to find a person, so you turn on a flashlight and aim it around until your eyes "radar receivers" can pick up the light reflected off them. There's one big problem. Now anyone else in that room who also has eyes now knows where you are.
In real life during wartime, warships don't run around with all their radars blasting unless they want to be a missile sponge. The emissions can be picked up much at a much further range then you can get an effective track. And then there's another problem...
ARMs (Anti Radiation Missiles), if they were to be added to this game... IRL are programmed to home in on specific radar or communication signals and basically you turn your enemy's radar emissions against them. It would definitely add another layer to the game and would make players use their active radar emissions more prudently.
Thats why I think any scout ship should carry an ESM module to pick up enemy radars passively from literally across the map. The best scout is an unseen scout. :)
Sorry for the essay, I used to work with ELINT guys when I was in the Navy. It's really fascinating stuff.
I agree, this game is SO MUCH MICRO! I dont think I could handle a fleet over 3k points.
I want to reply to this in depth, as it is a fantastic bit of information! One thing I quickly wanted to mention was that I am very used to 'running in the dark' it's how I play my Highfleet HardMode and Vanilla campaigns. Relying on ELINT to find my enemies and only using radar on certain ships for short bursts. I can see this game going in a similar direction. I am using the ECM modules now and wow the information they give you insane!
@@Phrosphor Ahh! Highfleet! Pefect example of ELINT and COMINT in a game. It's a shame the ECM modules on Nebulous are so bulky, otherwise I think every ship should have one to correlate data. But then that would mean turning on a radar gets you found very very fast.
Will be interesting once carriers get added to Nebulous. Radar and ESM on a fast mover would probably make it too OP. I foresee mods for this game changing the flavor entirely. I'm kinda thinking Children of a Dead Earth meets Highfleet meets Nebulous/Homeworld/The Expanse. THE POSSIBILIES!
Super helpful!
Thank you, I also have a primary weapons overview vid you might find useful and one on PD coming out this week!
Thank you.
I know nothing of this game, but knowing your playstyle it would be fun to watch you play it. Do you pitch your fleets against others in MP? Or is it SP aswell? Could you maybe do a shorter vid where you introduce this games basics?
I like when you present your longterm thoughts and strats for the future, this seems like a good game for it. Keep it up
Thanks for letting me know that my style is appealing! It makes me more confident in doing more.
At the moment there is no SP apart from Skirmish with the AI, but I will for sure do an overview video and if I can get some good MP games I will do them with active commentary as I play.
Oh cool this game
It's very punishing and very rewarding.
Thanks for showing me this game, how did you find out about it? I can't seem to find a good news source for strategy games lately
I honestly can't remember where I heard of it, I think it was a word of mouth recommendation last year. I have been eagerly awaiting it hitting steam and I am really excited now that it is available for everyone. As far as I can tell, the Developer is a retired Navy Officer and a lot of the game design comes from real life experience.
@@Phrosphor I got the game based on your vid, maybe reach out to the dev for a sponsorship or something, UA-cam is the lifeblood of niech games like this
So do i put tracking improving equipment on my spotter or shooting ships? Can i protect my ships internals in someway? I lose alot of ships to snowball effects, if not outright destroyed they get crippled really fast
Something I talked about in my ship building live stream but really need to put into a video is that locations of modules matter. Most fire is aimed at the ships centre of mass. Having magazines there can cause catastrophic chain of effect situations so try and keep them at the rear of the ship where they are less likely to get hit (front of ship gets hit a lot as well). Tracking improvement equipment is useful if that track that the ship carrying it is providing is the one that everyone is firing at. It gets a bit complicated with spotters. Don't over look the hardened modules, especially the CIC. Lots of Rapid Repair teams are great to have as well in a brawler.
Mic volume seems really low in this video and somewhat muffled.
Not sure what happened there, the Highfleet video I just uploaded seems a lot clearer. That said, I really need a proper mic if I am going to keep doing these.
SOTS2 fan here
I never successfully got SOTS2 to run! I have to go back and give it a proper go.
Plant control centers are far more efficient compared to reactor boosters, so if you can use those instead.
Reactor boosters are only 10 points to the plant controls 25 though.
I would like to see how you would build a beam battleship. It seems to me in the current state of balance, railguns are simply superior to beams in every way on battleships, due to the limited range of beams and slow speed of BBs that make it difficult to actually get into range
Beams are devestating, but it's closing that distance. There is no way brawlers and beam ships win against railgun in open space. I think it would need to be very maneuverable (dragonfly drive?) and stealthy to sneak through asteroids to get close to the enemy. That would depend totally on their positioning. It still needs to out-dps them as well once the engagement starts. There isn't any real penalty to railgunning at close range.
@@Phrosphor yeah, beam Destroyers are definitely a viable build, but the Battleship can have Beam Turrets, which seem kinda useless due to the short range
Beam turrets really seem to be quite easy to destroy as well.
CMD guided is not radar its more like a data link and a CCTV
Thanks, I correct this later on in my weapons overview video :)
Thanks. I've been wondering what the best way to make a Spotlight ship is.
What about combining with a Track Correlator and/or Adaptive Radar Receiver?
Honestly I already want to release a 'Mk2' of this ship. I think the Raines is a little small to fit all of those in and keep a decent offensive element, but you could maybe do it a bigger ship. Something to experiment with. Right now I am playing with the ELINT modules. I want to take the spotlight off this ship now.. it actually reveals you from across the map when you turn it on!
@@Phrosphor which ones are the ELINT, is that the Picard?
@@tayloraverett3138 uploading a video on it!
I haven’t played enough with waypointed salvos but couldn’t you fret to saturate an enemy’s arc by batch firing your earlier missiles on a longer trajectory and later ones on a shorter to attempt to get the maximum # of missiles to converge on an enemy’s arc at approximately the same time?
You very much can and it is one of the reasons both of my scouts have gales. Once my line ships are engaged I order missile barrages from above/below/behind the enemy fleet so they are getting hit from three angles to overwhelm their defenses.
Biggest issue with waypointed salvos (for me) is the time it takes to set them up if you are already in an engagement. I can't afford to take that much time off babysitting DC teams and reacting to incoming missiles. My micro isn't good enough yet!
Arent gales meant to be used with the Illuminators ?
Yes they are. I misread the tooltip. I have fixed it in my next video.
Is there a reason why you went with Hurricane mussels instead of Gale missiles since you have the spotter illuminator?
Yes, the reason is reading comprehension (lack of).
@@Phrosphor oh, ok so you would suggest going with Gale’s over with hurricanes? I just wasn’t sure if there was something I was missing.
@@Deme550 if the launching ship is going to keep a strong track throughout the whole launch (and not get comm jammed) use hurricanes.
If the ship is using another ships lock/track, use Gales.
That is overly simplistic but that is my rule of thumb.
i just realised you can install more than 1 drive
Yes! It is something I am experimenting with, not all the hulls can handle it though.
I like that you're essentially calling Pyotr cheap! Maybe should've called it Daud instead? ;)
I actually run two of these in my fleet currently and the second one is the Admiral Daud :p. I picked Pyotr because he is always pointing at the radar and the ELINT warning panel!
@@Phrosphor I love it!
Do you have the option of using infrared cameras instead and just looking for the big glowy radiators and engine plumes?
That would be a really cool feature but it doesn't currently exist. I think there are a lot of limitations under the surface (CWIS fire is slightly fudged for example the the gfx is just a visual thing). In success anything could be possible though!
I like the name.
I am glad someone spotted it!
Are we gonna see a campaign of this? Or is there currently no campaign to speak of?
No campaign yet.
Sadly there is no campaign at the moment, but I will hopefully get some multiplayer games in.
I think there is one planned.
I am confused. Do I build with blocks or do I draw? How does this work?
For ship building? You add components to the already available chassis. Is that what you are asking about?
This video totally wrong. The spotlight illuminator only works (for now) with Gale warheards. What you want to have installed in order to clarify your lock is the Bullseye, the spotlight doesn't assist in radar tracking.
You can see how inaccurate your track is by the red dot jumping around the signal. The spyglass is the least accurate tracking radar, having a bullseye in addition would allow you to lock that in.
Yep the gale mistake is corrected in the next video. The main point of this video was to showcase the "Spyglass" radar for people who didn't understand the difference between the radar modules.
Классный гайд
Спасибо!