Quick follow up question- how viable in capture mode do you think a sort of "six independent frigates" sort of fleet would be, where the opening move would be to move 1 frigate to each point, with 2 joining the main teammate force, and then taking the points early, killing scouts etc if they show up, and retreating if facing a larger threat, rejoining the main fleet. Then sort of using that early momentum to control the game?
I did it. I finally won a battle on my 5th fleet config. Thanks for the tutorials. I keep really really struggling with spotting ships though. They always always seem to see me first. I never see them first ever.
I'd say the best counter to corvettes is a combination of severe paranoia and no hesitation to set your Parallax on fire. If I see any kind of radar activity on my ELINT, if get spotted, if my cat knocks over a glass in the other room - I will hit that BRN every minute just because I can! Anyway, very useful material. No way I will very play each of those in full depth. Getting that kind of info in one video is great. Thx for the effort.
We're gonna need another one of this video in a bit after the meta with the new faction settles down! I am trying to return to the game, and between the hybrid missiles update and this I am even more lost than I was when I originally started the game. Combat doctrine and fleet composition changes a lot when thinking about the OSP fleets.
I actually had a streak of wins in my first few PvP games. My combination of a very stealthy recon frigate and a large number of affordable yet effective missiles allowed me to get the drop on the enemy. I did little to contest the caps, but I heavily damaged and effeftively crippled a pair of heavy cruisers early on with a well timed and well coordinated missile salvo from every ship in my fleet. Later on, I savaged a (formerly mostly intact) formation of 4 frigates with my remaining missiles, before starting to contest caps while the rest of my team bought me time by keeping the enemy's mostly undamaged battleship busy for as long as possible. I surprised both myself and the other players in the lobby with how effective I was.
Great video to see. Certainly helps me to frame in mind the composition of a fleet in terms of types of hulls and numbers. Out of curiosity while I imagine specialised all one weapon type fleet are are the only way or can you say have a light cruiser fleet who are missile first with guns for backup when missiles are exhausted? Also you seem quite a fan of the rebound pdt. Is that preference or just a better weapon then mixture of it and defender?
Absolutely. There are many subvariants of each fleet due to player preference, playstyle and fun factor. A secondary weapon isnt bad to consider to counter other threats. Impact on the battlefield is (to me) the most important. I do like the rebound. Largely because the Defender at the moment isnt super accurate although if I can fight some Auroras I will take them as well as I like the mixed PD. Some of the fleets in here were pre-built too and had the Rebound as default (TF Oak for example).
Hi! Am new to Nebulous and wanted to make a CL Missile build. However, it seems that they changed how missiles are stored (As well as weapon changes such as MLS being replaced with VLS)... Any tips for a quick fix?
So am I better off just not using a heavy cruiser? I was looking to make a nice mixed fighter (heavy guns but also enough missiles to matter) and then supporting it with 2 or 3 scouting frigates to make up for the speed. Maybe I should just go battleship though?
This video did focus on the fleets mainly observed in the last patch. Heavy Cruisers and the 450mm guns are in a good space id say at the moment. The build you are suggesting is not a bad idea. Use the Heavy cruiser as the main platform and then use scouts for capturing, scouting, EWAR and some missiles. Depending on how you build everything you might be able to get 3 corvettes/frigates although you should be able to get at least 2.
@@JDeeGaming Nice, thanks for the tips! Do you typically put AMM defensive missiles on your scouts, or do you use it as a chance to add some offensive firepower?
@@philipfahy9658 If I am going for a dedicated scout I generally have decoys and some AMM. With the update to PDT logic, im going to start looking at adding in a defender too.
So my fleet is around 3150 points, is that not allowed or is it just too much for a casual game or competitive games? Because that would be so sad because I spent a while making it.
3000 points is the current community standard most games are played at. If I was to suggest ways to cut it down, I would look at how much ammo is being brought as that is usually overestimated. If you have multiple VLS systems they compound in cost with each additional one.
People will probably tolerate up to 10 additional points. 150+ points is a lot, you can get 50 gales for that amount of points. The name of the game is compromise, which is why I like the 3k fleet size
Try to have a ship that is outside the jamming cone so that it can feed information through to your other ships. Another way is using Burnthrough to find and lock a target. Also always prioritise killing the Jamming ships with cannon/rail fire.
are torps even of any use anymore? Mine just get moppedup by defenses. I even got in close, fired dozens of fast wakehomers at the enemy to keep their defense systems busy while alos jamming them and not a single torp hit. But they hit a few cannon rounds and my cruiser was toast :V
See a another good guide on shipbuilding by vren55 on Steam steamcommunity.com/sharedfiles/filedetails/?id=2822969674
Quick follow up question- how viable in capture mode do you think a sort of "six independent frigates" sort of fleet would be, where the opening move would be to move 1 frigate to each point, with 2 joining the main teammate force, and then taking the points early, killing scouts etc if they show up, and retreating if facing a larger threat, rejoining the main fleet. Then sort of using that early momentum to control the game?
I did it. I finally won a battle on my 5th fleet config. Thanks for the tutorials. I keep really really struggling with spotting ships though. They always always seem to see me first. I never see them first ever.
Thats excellent mate! Im glad these helped. Spotters can be annoying. ELINT (the pinard) can help.
I was really hoping for something like this, I don't play multi and barely touch the gaming system now so it's nice to have a guided breakdown
I'd say the best counter to corvettes is a combination of severe paranoia and no hesitation to set your Parallax on fire. If I see any kind of radar activity on my ELINT, if get spotted, if my cat knocks over a glass in the other room - I will hit that BRN every minute just because I can!
Anyway, very useful material. No way I will very play each of those in full depth. Getting that kind of info in one video is great. Thx for the effort.
Thanks mate and I agree. Keeping your head on a swivel for corvettes will save you heartache and let you respond.
We're gonna need another one of this video in a bit after the meta with the new faction settles down! I am trying to return to the game, and between the hybrid missiles update and this I am even more lost than I was when I originally started the game. Combat doctrine and fleet composition changes a lot when thinking about the OSP fleets.
Ill see what I can do.
I actually had a streak of wins in my first few PvP games. My combination of a very stealthy recon frigate and a large number of affordable yet effective missiles allowed me to get the drop on the enemy. I did little to contest the caps, but I heavily damaged and effeftively crippled a pair of heavy cruisers early on with a well timed and well coordinated missile salvo from every ship in my fleet. Later on, I savaged a (formerly mostly intact) formation of 4 frigates with my remaining missiles, before starting to contest caps while the rest of my team bought me time by keeping the enemy's mostly undamaged battleship busy for as long as possible. I surprised both myself and the other players in the lobby with how effective I was.
hey I know you from nebulous discord helping confused people like me!
Liked and subscribed
YO ITS ME AT 11:37
Yes it is! You got me on this one.
The torp CL man himself
Love the video! Great starting guide
Glad it was helpful!
Great stuff
Jut had my cousin get the game and he loves your vids!
Hey thanks! Say hello for me.
do you have these builds up on the workshop? I have definitely started to learn the game utilizing your light cruiser gun build. thanks for that.
Not yet but I will hopefully over the coming weeks as I flesh them out.
Great video to see. Certainly helps me to frame in mind the composition of a fleet in terms of types of hulls and numbers. Out of curiosity while I imagine specialised all one weapon type fleet are are the only way or can you say have a light cruiser fleet who are missile first with guns for backup when missiles are exhausted?
Also you seem quite a fan of the rebound pdt. Is that preference or just a better weapon then mixture of it and defender?
Absolutely. There are many subvariants of each fleet due to player preference, playstyle and fun factor. A secondary weapon isnt bad to consider to counter other threats. Impact on the battlefield is (to me) the most important.
I do like the rebound. Largely because the Defender at the moment isnt super accurate although if I can fight some Auroras I will take them as well as I like the mixed PD. Some of the fleets in here were pre-built too and had the Rebound as default (TF Oak for example).
Torpedo heavy cruisers.
I have seen videos where heavy cruisers take battleships and lower. An all heavy cruiser fleet seems possible.
👌👌👌
Hi! Am new to Nebulous and wanted to make a CL Missile build. However, it seems that they changed how missiles are stored (As well as weapon changes such as MLS being replaced with VLS)... Any tips for a quick fix?
So am I better off just not using a heavy cruiser? I was looking to make a nice mixed fighter (heavy guns but also enough missiles to matter) and then supporting it with 2 or 3 scouting frigates to make up for the speed. Maybe I should just go battleship though?
This video did focus on the fleets mainly observed in the last patch. Heavy Cruisers and the 450mm guns are in a good space id say at the moment. The build you are suggesting is not a bad idea. Use the Heavy cruiser as the main platform and then use scouts for capturing, scouting, EWAR and some missiles. Depending on how you build everything you might be able to get 3 corvettes/frigates although you should be able to get at least 2.
@@JDeeGaming Nice, thanks for the tips! Do you typically put AMM defensive missiles on your scouts, or do you use it as a chance to add some offensive firepower?
@@philipfahy9658 If I am going for a dedicated scout I generally have decoys and some AMM. With the update to PDT logic, im going to start looking at adding in a defender too.
So my fleet is around 3150 points, is that not allowed or is it just too much for a casual game or competitive games? Because that would be so sad because I spent a while making it.
3000 points is the current community standard most games are played at.
If I was to suggest ways to cut it down, I would look at how much ammo is being brought as that is usually overestimated. If you have multiple VLS systems they compound in cost with each additional one.
People will probably tolerate up to 10 additional points. 150+ points is a lot, you can get 50 gales for that amount of points. The name of the game is compromise, which is why I like the 3k fleet size
Subbed! Just bought the game yesterday, how do you deal with radar jamming?
Try to have a ship that is outside the jamming cone so that it can feed information through to your other ships. Another way is using Burnthrough to find and lock a target. Also always prioritise killing the Jamming ships with cannon/rail fire.
are torps even of any use anymore? Mine just get moppedup by defenses. I even got in close, fired dozens of fast wakehomers at the enemy to keep their defense systems busy while alos jamming them and not a single torp hit. But they hit a few cannon rounds and my cruiser was toast :V
I have seen torps being used. I wouldnt fire them into an enemy ship that hasnt had its point defence softened up though.
i wish we got bigger ships
Is this valid?
Most still are yes though likely are 100% optimal with recent changes. Use the archetypes as a guide and build from there.
Please add to workshop
As I put them into the workshop ill drop some links
Weapon......airy